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Phoenix
Unknown Hero icon
Strength attribute symbol
Agility attribute symbol
Intelligence attribute symbol
17 + 2.9
12 + 1.3
18 + 1.8
Level 0 1 15 25 30
Health 120 494 1374 2276 2650
+0.25 +1.95 +6.01 +10.11 +11.76
Mana 75 291 591 951 1083
+0 +0.9 +2.16 +3.66 +4.21
Armor -0.32 1.68 4.71 8.88 10.3
Magic Resist 25% 26.8% 29.32% 32.32% 33.42%
Damage Block -
Damage

1
1

18
18

58
58

99
99

116
116

Attack Rate 0.59/s 0.66/s 0.77/s 0.91/s 0.96/s
Attack Range U 500 ( ? )
Attack Speed 100 (1.7s BAT)
Attack Animation 0.35 + 0.633
Projectile Speed
Move Speed 285 (Nighttime 315)
Turn Rate Takes 0.105s to turn 180°. 1.0
Collision Size 24
Bound Radius 24
Vision Range (G) 1800 (Nighttime 800)
Gib Type Default
Internal Not Provided

Phoenix is a flexible and unique ranged strength hero with a plethora of powerful abilities that inflict heavy damage over time on its opponents at the cost of its own health. It can be played as either a support, initiator or semi-carry. Icarus Dive can serve as either a harassment tool, an initiating maneuver or an escape mechanism, all the while slowing and damaging opponents in its path, while its Fire Spirits burn and cripple the opponent's attack speed, making it a potent anti-carry. Sun Ray projects a powerful beam in front of Phoenix that burns enemies for a percentage of their maximum health while sacrificing some of its own health, and, if it ever sees fit, it can end its current life to turn into a searing Supernova. Surviving this stage of its life cycle allows Phoenix to reemerge in full strength, stunning all nearby opponents and with all cooldowns (except its ultimate) refreshed, ready to inflict havoc on its foes once again.

Bio

Phoenix minimap iconPhoenix
▶️
""
Alone across an untouched darkness gleamed the Keeper's first sun, a singular point of conscious light fated to spread warmth into the empty void. Through aeons beyond count this blinding beacon set to coalescing its incalculable energy before bursting forth the cataclysmic flare of supernova. From this inferno raced new beacons, star progeny identical to its parent, who journeyed an unlit ocean and settled in constellatory array. In time, they too would be made to propagate through supernova flame. So would this dazzling cycle of birth and rebirth repeat until all skies hewn of Titan toil deigned to twinkle and shine. By this ageless crucible the star that mortals would come to call Phoenix collapsed into being, and like its ancestors was thrust into an endless cosmos to find a place among its stellar brethren. Yet curiosity toward that which the dimming elders comfort in the darkness consumed the fledgling, and so over long cycles it inquired and studied. It learned that among worlds both whole and broken would soon stir a nexus of remarkable variety locked in an enduring conflict of cosmic consequence, a plane which would find itself in need of more influence than a dying sun's distant rays could provide. Thus this infant son of suns took terrestrial form, eagerly travelling to shine its warmth upon those who may need it most, and perhaps seize upon its solar destiny.
Voice:
[[Voice actors#|]] (Responses)

Gameplay

Abilities

Icarus Dive
Ability
N/A
Affects
Enemies
Damage
Magical
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.
Cast Range: Global
Current Health as Cost: 15%
Effect Radius: 200
Dive Distance: 1400
Dive Width: 500
Damage Per Second: 10/30/50/70
Move Speed Slow: 25%
Slow Duration: 4
Cooldown symbol
 36
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.

  • The health cost (15% of current health) is direct HP removal.
  • Icarus Dive has a 2 seconds travel duration. Does not disjoint projectiles, and Phoenix is still vulnerable during the dive.
  • Phoenix will always dive clockwise, hitting units on the left side of the dive first. Units right in the middle of the arc might not be hit.
  • Phoenix can attack, cast spells and use items while diving (including channeling spells). However, casting Sun Ray icon Sun Ray during the dive has no effect, wasting the mana and cooldown.
  • During the dive, Phoenix does not need to turn to cast targeted spells or items. It will cast them no matter what direction it is facing as long as it's in their cast range.
  • Deals damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.
  • Can deal up to 40/120/200/280 damage to a single unit (before reductions).


Stop Icarus Dive
Ability
N/A
Immediately cancels the dive.
SCREE!

  • This ability replaces Icarus Dive icon Icarus Dive until the dive stops.


Fire Spirits
Not blocked by Linken's Sphere. Does not pierce spell immunity. WF
Ability
N/A
Affects
Enemies
Damage
Magical
Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.
Current Health as Cost: 20%
Effect Radius: 175
Damage per Second: 10/30/50/70
Attack Speed Slow: 80/100/120/140
Slow Duration: 4
Spirits Duration: 16
Cooldown symbol
 45/40/35/30
Mana symbol
 80/90/100/110
The ever-collapsing core of Phoenix often emits short-lived bursts of conscious light.

  • The Health cost (20% of current health) is direct HP removal.
  • The spirit's burn damage does not stack. Hitting the same units multiple times just refreshes the debuff duration.
  • Deals damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.
  • Can deal up to 40/120/200/280 damage to a single unit (before reductions).


Launch Fire Spirit
Ability
N/A
Affects
Enemies
Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.
Cast Range: 1400
PKAWW! BOOM

  • This ability replaces Fire Spirits icon Fire Spirits until all spirits are launched.
  • The launched spirits travel at a speed of 900.
  • During Icarus Dive icon Icarus Dive and Sun Ray icon Sun Ray, the spirits can be fired in any direction without requiring Phoenix to face that direction.


Sun Ray
Not blocked by Linken's Sphere. Does not pierce spell immunity. ER
Ability
N/A
Affects
Units
Damage
Pure
Drawing from its own inner fire, Phoenix expels a huge beam of light at the cost of its own life energy. The beam damages enemies for a percentage of their life and heals allies for half that amount. Damage scales up to twice the initial damage as the beam fires.
Cast Range: 1300
Current Health as Cost per Second: 6%
Ray Distance: 1300
Ray Radius: 130
Base Damage per Second: 15/20/25/30
Max Health as Damage per Second: 1%/2%/3%/4%
Max Health Healed per Second: 7.5/10/12.5/15 + 0.5%/1%/1.5%/2%
Ray Duration: 6
Cooldown symbol
 20
Mana symbol
 100
The vent through which such stellar energy flows is mere atoms wide.

  • The health cost (6% of current health per second) is direct HP removal.
  • Phoenix cannot move during Sun Ray icon Sun Ray. It may only turn with a very slow turn rate.
  • Sun Ray entangles Phoenix for its full duration. Means it cannot blink or attack during it.
  • Phoenix can use items and abilities during Sun Ray (including channeling spells). Icarus Dive can be casted during Sun Ray without interrupting Sun Ray.
  • During Sun Ray icon Sun Ray, Phoenix does not need to turn to cast targeted spells or items. It will cast them no matter what direction it is facing as long as it's within cast range.
  • Deals damage or heals in 0.2 second intervals starting 0.2 seconds after cast, resulting in up to 30 damage or heal instances per unit.
  • Damage and heal scaling:
    • Initialy, the beam deals 15/20/25/30 + 1%/2%/3%/4% of the affected units' max health as damage per second.
    • For each passing 0.2 seconds after cast, the damage increases by 0.5/0.66/0.83/1 + 0.033%/0.066%/0.1%/0.13% of their max health.
    • 6 seconds after cast, the damage reached 30/40/50/60 + 2%/4%/6%/8% of their max health per second. At this point, the ray stops.
    • The heal works in the exact same way, but with the heal values being divided by 2.
  • Can deal up to 135/180/225/270 + 9%/18%/27%/36% of max health as damage when an enemy is hit by the beam for its full duration.
  • Can heal up to 67.5/90/112.5/135 + 4.5%/9%/13.5%/18% of max health when an ally is hit by the beam for the full duration.


Toggle Movement
DE
Ability
N/A
Affects
Self
Toggles slow forward movement during Sun Ray firing.
SQAWRK!

  • This ability is only active while having Sun Ray buff on.
  • Phoenix will drift towards the direction of the ray with a fixed 250 speed. Slows and movement speed buffs do not affect this.
  • Phoenix can move through cliffs and will destroy trees in its path.


Stop Sun Ray
Ability
N/A
Affects
Self
Immediately stops the Sun Ray.
CHIRP!

  • This ability replaces Sun Ray icon Sun Ray until the ray stops.


Phoenix Sun
150px
Creep
This unit has no health.
This unit has no mana.
Level ?
Duration Ability Duration 6
Armor Armor 0
Collision Size 24
Vision Range (U) 1800800
Experience 0
Notes Unit type: Ward

Supernova
Pierces spell immunity. RV
Ability
N/A
Affects
Enemies
Damage
Magical
The Phoenix willingly ends its current life for the chance to be reborn. Transforms into a burning sun that scorches enemies in a huge area. The sun can be destroyed by attacks from enemy Heroes. After 6 seconds the sun explodes, stunning all nearby enemies while restoring Phoenix to full health and mana with refreshed abilities.
Cast Range: 0 (Upgradable by Aghanim's Scepter. 500)
Radius: 1000
Hero Attacks to Destroy: 5/8/11
Damage per Second: 60/80/100
Stun Duration: 1.5/2.0/2.5
Nova Duration: 6
Cooldown symbol
 110
Mana symbol
 200
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Allows Phoenix to cast Supernova on an allied hero, bringing both into the Sun to be reborn together.
The solar crucible of a Supernova may be fatal, yet from its flames arise new beacons to wander infinity.

  • Does not refresh the cooldowns from items and ultimates.
  • Only attacks from heroes ( including Meepo minimap icon Meepo clones, but not illusions) can damage the sun.
  • The sun can be denied once it drops below 50% health. Phoenix will still die if the sun is denied, but will not reward any bounty to enemies.
  • The Aghanim's Scepter icon Aghanim's Scepter upgrade turns this spell into a single target spell with 500 cast range.
  • The cast range is only for selecting a unit within the range. The sun still appears on Phoenix' current location.
  • Allowed targets are allied heroes (including Meepo minimap icon Meepo clones and illusions) and self.
  • Applies the exact same effects on allies. Applies a strong dispel, hides, turns invulnerable for the duration , replenishes health and mana and reset spell cooldowns excluding items and ultimates if successfully reborn, however both will die when the sun gets destroyed.
  • The damage is provided by an aura, its debuff lingers for 0.5 seconds.
  • Deals damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in up to 6 possible instances.
  • Can deal up to 360/480/600 damage to a single unit (before reductions) when it stays in range for the full duration.


Recommended Items

Template:Recommendeditems

Equipment

  • Phoenix has no equipments currently.

Tips

  • Phoenix is a very powerful initiator, disabler, nuker and chaser, having spells that make it powerful both in ganks and in teamfights. As such, playing Phoenix well requires an aggressive mindset and willfulness to take risks to make the most of its spells.
  • One of Phoenix's greatest starting weaknesses is its negative base armor, low base strength, the HP cost of its spells and low agility growth, resulting in severe vulnerability against physical damage. Building armor items on Phoenix should be considered a priority as without it it cannot participate that much in teamfights.
  • Since most of Phoenix's abilities cost a percentage of its current health as cost, health regeneration should be considered another major priority on Phoenix. Being able to heal yourself after casting spells will increase your survivability and allow you to participate in teamfights and ganks more often with a much lower risk of death.
  • Icarus Dive icon Icarus Dive is a very powerful mobility spell as it quickly displaces Phoenix over long distances and does not cost any mana, meaning that it can be used whenever it is off cooldown. The dive can also be stopped at any point in the arc, allowing Phoenix to chase or escape as needed.
    • Icarus Dive will slow and apply a damage over time debuff to any enemies it passes over. When using it to chase, it is a good idea to target the spell so that you pass over a fleeing enemy, as you can apply a slow to them before stopping the dive, making it easier for teammates to catch up, as well as apply player damage to them, potentially preventing them from using any Blink Dagger icon Blink Daggers that are on hand.
  • Fire Spirits icon Fire Spirits are a powerful damage-over-time and attack speed slow debuff that can drastically impede the enemy's ability to deal physical damage. Used properly in a teamfight, the spirits can deal large amounts of damage.
    • Used as a harassing spell, Fire Spirits can greatly impede the enemy's ability to last-hit against you in-lane, as their attack speed will be cut down greatly on top of the damage over time.
    • The Fire Spirits take time to reach their destination, so good aim and prediction is required to apply the debuff to enemies. Try to predict the enemy's movements in order to lead them off with the spirits, or get closer to reduce the travel time.
    • Keep in mind that the debuff does not stack, only refreshes, so timing is the key to using this spell whether using it on a single enemy or multiple targets. Try to hit an enemy with a Fire Spirit just as the debuff from the previous one wears off, and you can deal a surprising amount of damage, up to 1120 before reductions.
    • Fire Spirits' best use comes right before casting Supernova. By applying the attack speed reduction to as many enemy heroes as possible, you can greatly hinder their ability to attack the Phoenix Sun to destroy it.
  • Sun Ray icon Sun Ray is a very long-ranged spell that can be used to support teammates while nuking enemies from a safe distance. Remember that it scales higher the longer it is fired, so most of its power comes at the end of the spell.
    • If a fight is moving away from Phoenix while casting Sun Ray, you can toggle movement to advance in the direction of the ray, allowing you to follow the action (albeit at a slow pace).
    • Toggling movement allows Phoenix to traverse over impassable terrain, which alone can be useful in an emergency situation where Icarus Dive is on cooldown.
  • Supernova icon Supernova is a very powerful teamfight spell as it can threaten the enemy with powerful burn damage and a spell immunity piercing stun if they do not change targets. It is a good distraction spell as it allows your teammates to capitalize on whatever decision the enemy makes, either kiting the enemy if they choose not to engage the Phoenix Sun and then focusing them down after the stun, or nuking and disabling the enemy while they group up to attempt to destroy the Phoenix Sun.
    • It is best to apply the slows from Icarus Dive and Fire Spirits, and then retreat a fair distance away prior to casting Supernova. Done properly, the enemy will suffer from reduced movement speed and attack speed, greatly impeding them as they try to approach and attack the Phoenix Sun. Supernova's wide effect radius also gives you a measure of safety as you can cast it from a fair distance away, even over impassable terrain, and still burn and stun the enemy.
    • Supernova works best if your team has other wide-area disables such as Ravage icon Ravage or Black Hole icon Black Hole that can be used either in tandem or as a counter-initiation spell. If the enemy chooses to initiate on the Phoenix Sun they open themselves up to being disabled by your teammates, allowing the spell to complete.
    • In general, you should try to wait until you are as low health as possible before casting Supernova, as you can force the enemy to waste spells and time that will be negated by the ability. However, you also need to worry about the enemy team silencing you before you can get it off, so use the spell according to your judgment.
  • Eul's Scepter of Divinity icon Eul's Scepter of Divinity can be a very good investment for Phoenix. Its comparatively cheap price and high mana regen allow Phoenix to sustain its mana pool to cast spells whenever they are needed, and the active is a very powerful ability that opens up many possibilities for Phoenix. As Phoenix lacks any direct interrupting disables, the cyclone can be used to interrupt channeling spells or attempts to teleport away, and combined with Icarus Dive can be used to initiate on and disable an enemy from very long range. Finally, the active can be used on yourself to purge debuffs from yourself, particularly silences that may be preventing you from casting your spells.

Trivia

  • Phoenix's name in DotA was Icarus. It was removed during its port to Dota 2 for unspecified reasons.
  • Phoenix is one of the two Heroes with no defined dialogue, the other being Io minimap icon Io.

Update History

Template:Update History

Balance Changelog

Template:Update History

Replaced Abilities

Icarus Dive (6.75-6.75b)
Pierces spell immunity. QD
Ability
N/A
Affects
Allies
Icarus enters a Dive state. While in this state, its movement is double and nearby allied units are healed for 4 seconds, but all damage you take is amplified by 50%. Lasts 6 seconds. Costs 10% of current health to cast.
Current Health as Cost: 10%
Heal Radius: 600
Self Movement Speed Bonus: 100%
Self Damage Amplification: 50%
Allies Max Health as Heal per Second: 0.75%/2.25%/3.75%/5.25%
Heal Duration: 4
Dive Duration: 6
Cooldown symbol
 26/24/22/20
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.

  • This ability was reworked in the 6.75 gameplay patch.
  • The health cost (10% of current health) is direct HP removal.
  • Amplifies all damage types on Phoenix.
  • The doubled movement speed causes Phoenix to exceeds the 522 movement speed cap.
  • The movement speed adapts periodically to Phoenix' current movement speed. Percentage movement speed increments to do not affect the speed gained through Icarus Dive.
    • This means the highest possible speed is 522 doubled, which is 1044.
  • Phoenix does not lose collision during the dive. It cannot move over cliffs, trees or other units.
  • Phoenix can act fully freely in this state and the effect cannot becanceled.
  • During Icarus Dive, all allied units which get within 600 radius of Phoenix receive a healing buff which lasts for 4 seconds. A unit cannot receive the buff more than once per cast.
  • Can heal up to 3%/9%/15%/21% of a unit's maximum health.


Sun Ray (6.75-6.75b)
Not blocked by Linken's Sphere. Does not pierce spell immunity. ER
Ability
N/A
Affects
Enemies
Damage
Pure
Drawing from its own inner fire, Phoenix expels a huge beam of light at the cost of its own life energy. The beam damages enemies for a percentage of their life. Lasts 6 seconds, damage scales up to twice the initial damage. Slows by 50%. Costs 10% of current health to activate.
Cast Range: 1600
Current Health as Cost: 10%
Ray Distance: 1600
Ray Radius: 130
Base Damage per Second: 20/30/40/50
Max Health as Damage per Second: 1%/2%/3%/4%
Movement Speed Slow: 50%
Ray Duration: 6
Cooldown symbol
 20
Mana symbol
 100
The vent through which such stellar energy flows is mere atoms wide.

  • This ability was reworked in the 6.76 gameplay patch.
  • The health cost (10% of current health) is direct HP removal.
  • Unlike the other versions of this spell, this one is a channeling spell and is fully static. Attempting to move will cancel it and it has no sub-ability to move.
  • Deals damage in 0.2 second intervals starting 0.2 seconds after cast, resulting in up to 30 damage instances per unit.
  • Damage scaling:
    • Initialy, the beam deals 20/30/40/50 + 1%/2%/3%/4% of the affected units' max health as damage per second.
    • For each passing 0.2 seconds after cast, the damage increases by 0.66/1/1.33/1.66 + 0.033%/0.066%/0.1%/0.13% of their max health.
    • 6 seconds after cast, the damage reached 40/60/80/100 + 2%/4%/6%/8% of their max health per second. At this point, the ray stops.
    • The slow is refreshed in the same 0.2 second intervals. The debuff itself lasts 0.5 seconds.
  • Can deal up to 180/270/360/450 + 9%/18%/27%/36% of max health as damage when an enemy is hit by the beam for its full duration.


Icarus Dive (6.70-6.74c)
Ability
N/A
Affects
Enemies
Damage
Magical
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage and disarming any units it comes into contact with, and then orbiting back to its original position. If during the 2 second duration of this spell Phoenix casts another spell, the dive ends. Cost 10% of current health to cast.
Cast Range: Global
Current Health as Cost: 10%
Effect Radius: 200
Dive Distance: 1400
Dive Width: 500
Damage: 100/150/200/250
Cooldown symbol
 25
Mana symbol
 100
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.

  • This ability was reworked in the 6.75 gameplay patch.
  • The health cost (10% of current health) is direct HP removal.
  • Icarus Dive has a 2 seconds travel duration. Does not disjoint projectiles, and Phoenix is still vulnerable during the dive.
  • Phoenix will always dive clockwise, hitting units on the left side of the dive first. Units right in the middle of the arc might not be hit.
  • Phoenix cannot attack or turn during the dive. Its facing angle is fixed along the dive. Casting any item or spell will immediately cancel the dive.
  • Targeted spells may only be cast when the targeted point is right where Phoenix is facing. Since its facing angle is fixed, targeted anywhere else has no effect.


Fire Spirits (6.70-6.74c)
Not blocked by Linken's Sphere. Partially pierces spell immunity. WF
Ability
N/A
Affects
Units
Damage
Magical
Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power and can be used to damage his enemies or heal his allies. After growing to maximum power in 10 seconds, they will automatically sacrifice themselves around the Phoenix. Costs 10% of your current health to cast. Heals for half the damage.
Current Health as Cost: 10%
Effect Radius: 400
Min Damage per Spirit: 7.5/12.5/17.5/22.5
Max Damage per Spirit: 30/50/70/90
Min Heal per Spirit: 3.75/6.25/8.75/11.25
Max Heal per Spirit: 15/25/35/45
Spirits Duration: 10
Cooldown symbol
 30
Mana symbol
 75
The ever-collapsing core of Phoenix often emits short-lived bursts of conscious light.

  • This ability was reworked in the 6.75 gameplay patch.
  • The Health cost (10% of current health) is direct HP removal.
  • Each spirit will always damage enemies and heal allies within 400 radius around Phoenix, regardless of where the spirits where launched.
    • The effects in the radius around Phoenix do not stack with the effects in the radius around the fire spirits.
  • Damage and heal scaling:
    • Each spirit's damage begins it 7.5/12.5/17.5/22.5.
    • For each passing 0.1 second after cast, their damage increases by 0.225/0.375/0.525/0.675.
    • 10 seconds after cast, the damage reached 30/50/70/90. At this point, the spirits automatically target Phoenix.
    • The damage does not continue scaling while the spirits are flying towards the targeted point.
    • The heal works in the exact same way, but with the heal values being divided by 2.
  • All 4 spirits together can deal for up to a minimum of 30/50/70/90 and a maximum of 120/200/280/360 damage.
  • All 4 spirits together can heal for up to a minimum of 15/25/35/45 and a maximum of 60/100/140/180 health.


Target Fire Spirit (6.70-6.74c)
Ability
N/A
Affects
Units
Target all fire spirits towards a point.
Cast Range: 1200
PKAWW! BOOM

  • This ability was reworked in the 6.75 gameplay patch.
  • This ability replaces Fire Spirits icon Fire Spirits until the spirits are launched.
  • The launched spirits travel at a speed of 900.
  • Launches all 4 spirits at once.


Sun Ray (6.70-6.74c)
Not blocked by Linken's Sphere. Does not pierce spell immunity. ER
Ability
N/A
Affects
Enemies
Damage
Pure
Drawing from its own inner fire, Phoenix expels a huge beam of light at the cost of its own life energy. The beam damages enemies for a percentage of their life. Costs 25% of current health to activate.
Max Mana as Cost per Second: 4%
Cast Range: 2000
Max Ray Distance: 1300
Ray Radius: 130
Base Damage per Second: 15/30/45/60
Max Health as Damage per Second: 6%
Mana symbol
 10/20/30/40
The vent through which such stellar energy flows is mere atoms wide.

  • This ability was reworked in the 6.75 gameplay patch.
  • The health cost (25% of current health) is direct HP removal.
  • Sun Ray stays active until Phoenix runs out of mana or is manually deactivated.
  • taunts do not interrupt it either. But toggling on the movement during a taunt prevents it from being able to toggle the movement or the spell off for the duration.
  • Phoenix cannot move during Sun Ray icon Sun Ray. It may only turn with a very slow turn rate.
  • Sun Ray disarms Phoenix for its full duration. Phoenix may cast its abilities during Sun Ray, but cannot use items which require targeting.
  • Casting a targeted spell causes Phoenix to face towards the targeted point with its normal turn rate, ignoring the slow rate from Sun Ray.
  • Icarus Dive icon Icarus Dive can be cast during Sun Ray without interrupting it. Casting Supernova cancels Sun Ray.
  • The damage is fixed at 15/30/45/60 + 6% of affected units' maximum health.
  • The beam goes straight through all non-hero units, still damaging them when they are about 50 range away from the ray.
  • The beam collides with enemy heroes, and does not go straight through them. Deals damage to all units within 130 radius of the hero it currently collides with.


Gallery

See Also

References


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