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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
▶️
Gameplay
Abilities
- Icarus Dive has a cast time of 0.2 seconds.
- 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.
- Icarus Dive is interrupted when Phoenix is stunned, cycloned, hexed, slept or affected by other sources of forced movement. Roots and taunts do not interrupt it.
- Phoenix can attack, cast spells and use items while diving (including channeling spells). However, casting 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).
- This ability replaces Icarus Dive until the dive stops.
- Interrupts Phoenix' channeling spells upon cast.
- The Health cost (20% of current health) is direct HP removal.
- Interrupts Phoenix' channeling spells upon cast.
- The spirit's burn damage does not stack. Hitting the same units multiple times just refreshes the debuff duration.
- Does not affect ancient creeps, Roshan, Warlock's Golem and Storm and Fire from Primal Split.
- 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).
- This ability replaces Fire Spirits until all spirits are launched.
- The launched spirits travel at a speed of 900.
- During Icarus Dive and Sun Ray, the spirits can be fired in any direction without requiring Phoenix to face that direction.
- The health cost (6% of current health per second) is direct HP removal.
- Sun Ray will be interrupted if Phoenix gets stunned, silenced, cycloned, hexed, slept or purged by an enemy.
- Roots, taunts and forced movement do not interrupt Sun Ray. However, taunts will prevent Phoenix from manually deactivating it or moving.
- Phoenix cannot move during 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, 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.
- Casting Sun Ray during Icarus Dive has no effect, wasting the mana and the cooldown.
- 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.
N/A
Self
- This ability is only active while having Sun Ray buff on.
- Interrupts Phoenix' channeling spells upon cast.
- 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.
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- Does not refresh the cooldowns from items and ultimates.
- Phoenix is hidden and invulnerable for the duration of Supernova.
- Phoenix cannot use abilities or items, however, any aura Phoenix has remain active, including Gem of True Sight and Radiance
- Supernova applies a strong dispel on Phoenix, removing most negative debuffs. It also removes the Fire Spirits buff.
- 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 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.
- 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.
- Interrupts channeling spells of the ally, but does not end spell effects with duration after cast (eg Eclipse or Eye of the Storm).
- Toggled abilities like Rot or Pulse Nova and their auras are not turned off.
- 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
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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 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 Daggers that are on hand.
- 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 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 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 or 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 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.
Update History
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Balance Changelog
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Replaced Abilities
N/A
Allies
- This ability was reworked in the 6.75 gameplay patch.
- Icarus Dive has an instant cast time, but interrupts Phoenix' channeling spells upon cast.
- 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.
- Does not heal Phoenix, buildings, wards, Lone Druid's Spirit Bear, Warlock's Golem Visage's Familiars and Storm and Fire from Primal Split.
- Can heal up to 3%/9%/15%/21% of a unit's maximum health.
- 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.
- 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.
- Icarus Dive is interrupted when Phoenix is stunned, cycloned, hexed, slept or rooted. Taunts and forced movement do not interrupt it.
- 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.
- This ability was reworked in the 6.75 gameplay patch.
- The Health cost (10% of current health) is direct HP removal.
- Interrupts Phoenix' channeling spells upon cast.
- 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.
- Does not affect ancient creeps, Roshan, Warlock's Golem and Storm and Fire from Primal Split.
- This ability was reworked in the 6.75 gameplay patch.
- This ability replaces Fire Spirits until the spirits are launched.
- The launched spirits travel at a speed of 900.
- Launches all 4 spirits at once.
- 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.
- Roots do not interrupt it, but prevent Toggle Movement from moving Phoenix.
- 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.
- Forced movement does not interfere with Sun Ray at all.
- Phoenix cannot move during 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 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
- Phoenix responses
- Phoenix sounds
References
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