Phoenix

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Phoenix
Phoenix icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
19 + 3.2
12 + 1.3
18 + 1.8
Level Base 1 15 25
Health 200 627.5 1617.5 2337.5
Health regen 0 2.38 7.98 11.98
Magic res. 25% 26.35% 28.24% 29.59%
Mana 75 291 591 807
Mana regen 0 0.9 2.16 3.06
Spell dmg 0% 1.26% 3.02% 4.28%
Armor -2 -0.08 2.83 4.91
Att/sec 0.59 0.66 0.77 0.84
Move sp amp. 0% 0.6% 1.51% 2.16%
Damage 26‒36 45‒55 89‒99 121‒131
Movement speed 280
Turn rate 1
Vision range 1800/800
Attack range 500
Projectile speed 1100
Attack animation 0.35+0.633
Base attack time 1.7
Collision size 24
Legs
Gib type Fire

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[edit]

Phoenix minimap icon.png Phoenix
Play "Chirp!"
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:

Abilities[edit]

Icarus Dive
Cannot be cast while rooted or leashed. Does not pierce spell immunity. Play
Q
D
Icarus Dive icon.png
Affects
Enemies / Self
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 Animation: 0.2+0
Cast Range: Global
Current Health as Cost: 15%
Effect Radius: 200
Dive Distance: 1400 (Talent 2800)
Dive Width: 500
Dive Duration: 2 (Talent 3)
Damage per Second: 10/30/50/70
Move Speed Slow: 19%/22%/25%/28%
Slow & Damage Duration: 4
Cooldown: 36
Does not pierce spell immunity. Slow persists, and attempts to damage if debuff was placed before spell immunity and when not dispelled.
Cannot be cast while rooted or leashed. Getting rooted during the dive does not cancel the dive.
Modifiers
Buff Icarus Dive: Undispellable.
Debuff Icarus Dive Burn: Dispellable with any dispel.
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.

Notes:

  • The health cost (15% of current health) is direct HP Removal.
  • Phoenix dives in an ellipse with a major axis length of 1400 (Talent 2800) and a minor axis length of 500.
    • This results in a total path of 3154.41 (Talent 5834.85), which Phoenix covers in 2 (Talent 3) seconds.
    • This means Phoenix dives at an average speed of 1577.21 (Talent 2917.43).
    • The dive speed is not constant. Phoenix starts at 0, accelerates until halfway through max distance, then slows down towards max distance, then repeats the process on the way back.
  • Phoenix always dives 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, Sun Ray is inactive during the dive, making it uncastable.
  • During Icarus Dive, Phoenix does not need to turn to cast targeted spells or items.
  • Deals damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.


Stop Icarus Dive
Does not proc any on-cast effects when cast. Play
Q
D
Stop Icarus Dive icon.png
Ability
No Target
Immediately cancels the dive.
Cast Animation: 0+0
Cooldown: 0
SCREE!

Notes:


Fire Spirits
Does not pierce spell immunity. Play
W
F
Fire Spirits icon.png
Ability
No Target
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.
Cast Animation: 0.01+0
Current Health as Cost: 20%
Effect Radius: 175
Damage per Second: 20/40/60/80 (Talent 60/80/100/120)
Attack Speed Slow: 80/100/120/140
Slow & Damage Duration: 4
Spirits Duration: 20
Cooldown: 45/40/35/30
Mana: 80/90/100/110
Does not pierce spell immunity. Slow persists, and attempts to damage if debuff was placed before spell immunity and when not dispelled.
Modifiers
Buff Fire Spirit Count: Undispellable.
Debuff Fire Spirit Burn: Dispellable with any dispel.
The ever-collapsing core of Phoenix often emits short-lived bursts of conscious light.

Notes:

  • The health cost (20% of current health) is direct HP Removal.
  • The spirits' 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.
  • Each spirit can deal up to 80/160/240/320 (Talent 240/320/400/480) damage to a single unit (before reductions).
    • Can in total deal up to 320/640/960/1280 (Talent 960/1280/1600/1920) damage to a single unit (before reductions).


Launch Fire Spirit
Does not proc any on-cast effects when cast. Play
W
F
Launch Fire Spirit icon.png
Each fire 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. Reveals the area it strikes for 1 second.
Cast Animation: 0.01+0
Cast Range: 1400
Cooldown: 0
PKAWW! BOOM

Notes:

  • 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.
  • Fire Spirits provide 175 radius ground vision for 1 second at the targeted area upon impact.


Sun Ray
Partially pierces spell immunity. Play
E
R
Sun Ray icon.png
Affects
Enemies / Allies
Damage
Magical
Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.
Cast Animation: 0.01+0.5
Cast Range: 1300
Current Health as Cost per Second: 6%
Ray Distance: 1250
Ray Radius: 130
Base Damage per Second: 14/20/26/32
Max Health as Damage per Second: 1.5%/3.25%/5%/6.75% (Talent 3.5%/5.25%/7%/8.75%)
Base Heal per Second: 7/10/13/16
Max Health as Heal per Second: 0.625%/1.25%/1.875%/2.5%
Turn Rate in Degrees per Second: 25
Ray Duration: 6
Cooldown: 26
Mana: 100
Partially pierces spell immunity. Heals spell immune allies.
Does not damage spell immune enemies.
Modifiers
Buff Sun Ray: Undispellable.
The vent through which such stellar energy flows is mere atoms wide.

Notes:

  • The health cost (6% of current health per second) is direct HP Removal.
    • Drains 1.2% of current health in 0.2 second intervals, starting 0.2 seconds after cast, resulting in 30 drain instances in 6 seconds.
    • This results in a total health cost of 30.38% of Phoenix's initial current health on cast to sustain the full 6 seconds.
  • For better readability, the turn rate during Sun Ray is given as degrees per second, instead of radians per 0.03 seconds.
    • 25 degrees per second equal a turn rate of 0.013.
  • Has 175 non-lingering ground vision around the Ray for the duration.
  • Sun Ray sets Phoenix's movement speed to 0 (has priority over hastes) and disarms Phoenix for its duration, so it cannot move or attack.
  • Phoenix can use items and abilities during Sun Ray (including channeling spells). Casting Icarus Dive during it does not cancel it.
  • During Sun Ray, Phoenix does not need to turn to cast targeted spells or items.
  • Sun Ray is inactive during Icarus Dive, so it cannot be cast during it.
  • 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.
    • Initially, the beam deals 14/20/26/32 + 1.5%/3.25%/5%/6.75% (Talent 3.5%/5.25%/7%/8.75%) of the affected units' max health as damage per second.
    • For each passing 0.2 seconds, the damage increases by 0.467/0.667/0.867/1.067 + 0.1%/0.1%/0.2%/0.2% (Talent 0.1%/0.2%/0.2%/0.3%) of their max health.
    • In 6 seconds, the damage reaches 28/40/52/64 + 3%/6.5%/10%/13.5% (Talent 7%/10.5%/14%/17.5%) of their max health per second. At this point, the ray stops.
    • Initially, the beam heals for 7/10/13/16 + 0.625%/1.25%/1.875%/2.5% of the affected units' max health per second.
    • For each passing 0.2 seconds, the heal increases by 0.233/0.333/0.433/0.533 + 0%/0%/0.1%/0.1% of their max health.
    • In 6 seconds, the heal reaches 14/20/26/32 + 1.25%/2.5%/3.75%/5% of their max health per second. At this point, the ray stops.
  • Can deal up to 126/180/234/288 + 13.5%/29.25%/45%/60.75% (Talent 31.5%/47.25%/63%/78.75%) of max health as damage when an enemy is hit for its full duration.
  • Can heal up to 63/90/117/144 + 5.625%/11.25%/16.875%/22.5% of max health when an ally is hit by the beam for the full duration.


Toggle Movement
Does not proc any on-cast effects when cast.
D
E
Toggle Movement icon.png
Ability
Toggle
Affects
Self
Toggles slow forward movement during Sun Ray firing.
Cast Animation: 0+0
Cooldown: 0
SQAWRK!

Notes:

  • This ability is only active while having Sun Ray buff on.
  • Phoenix drifts 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 destroys trees in its path.


Stop Sun Ray
Does not proc any on-cast effects when cast. Play
E
R
Stop Sun Ray icon.png
Ability
No Target
Immediately stops the Sun Ray.
Cast Animation: 0+0
Cooldown: 0
CHIRP!

Notes:

  • Replaces Sun Ray until the ray stops.

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Supernova
Pierces spell immunity. Play
R
V
Supernova icon.png
Affects
Enemies / Allied Heroes
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 Animation: 0.01+0.5
Cast Range: 0 (Upgradable by Aghanim's Scepter. 500)
Radius: 1300
Hero Attacks to Destroy: 5/8/11 (Talent 8/11/14) (Upgradable by Aghanim's Scepter. 7/10/13, Talent 10/13/16)
Damage per Second: 60/90/120
Stun Duration: 2/2.5/3 (Talent 3.25/3.75/4.25)
Aura Linger Duration: 0.5
Nova Duration: 6
Cooldown: 110
Mana: 200
Aghanim's upgrade: Increases number of attacks to destroy Supernova and allows Phoenix to cast Supernova on an allied hero, bringing both into the sun to be reborn together. Does not refresh ultimate abilities.
Pierces spell immunity. Does not attempt to damage spell immune enemies.
Modifiers
Buff Supernova Hiding: Undispellable.
Debuff Sun Debuff: Undispellable.
Debuff Stunned: Dispellable with strong dispels.
The solar crucible of a Supernova may be fatal, yet from its flames arise new beacons to wander infinity.

Notes:

  • Supernova turns night into day for its duration. This has a higher priority than the artifical nights of Darkness and Eclipse.
  • Does not refresh the cooldowns of items and ultimates.
  • Only attacks from heroes (including clones, excluding illusions) can damage the sun.
  • Supernova does not kill Phoenix. Instead it is hidden, invulnerable and spell immune for the duration.
    • If the sun survives, Phoenix's health and mana are replenished and all other spells are refreshed.
    • Since Phoenix does not die, all buffs which cannot be removed by hard dispels still stay.
    • Units affected by Supernova (including the caster) cannot act at all, so that actions cannot be ordered or queued up during it.
    • However, any auras Phoenix has remain active, including Gem of True Sight icon.png Gem of True Sight and Radiance (Active) icon.png Radiance.
  • If the sun gets destroyed and Phoenix has Aegis of the Immortal icon.png Aegis of the Immortal, it still uses the Aegis and comes back to life.
  • 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 360/540/720 damage to a single unit (before reductions) when it stays in range for the full duration.
  • The sun can be denied once it drops below 50% health. Doing so also denies Phoenix (and the ally inside).
  • Destroys trees within a 500 radius around Phoenix upon cast.
  • Aghanim's Scepter icon.png Aghanim's Scepter 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's current location.
    • Can only target allied heroes, including illusions and self (double-tapping casts it on self).
    • Applies the exact same effects on the ally as it does on Phoenix (disjoint, strong dispel, hide, disable, and fully restores when not destroyed).
    • Interrupts channeling spells of the ally, but does not end spell effects with that stay after being cast (e.g. Eclipse).
    • Toggled abilities like Rot or Pulse Nova and their auras are not turned off.
    • Destroying the Phoenix Sun credits both of the heroes' deaths to its destroyer.
    • If the sun gets destroyed and Phoenix has Aegis of the Immortal, the ally is released with its health, mana and cooldowns unaffected.
    • If the sun gets destroyed and the ally inside has Reincarnation, it reincarnates while Phoenix dies.


Talents[edit]

Hero Talents
+2% Max Health Sun Ray Damage25+3 Supernova Hit Count
+1.25s Supernova Stun Duration20+1400 Icarus Dive Cast Range
+500 Health15+40 Fire Spirits DPS
+8% Spell Amplification10+90 Gold/Min
Notes:
  • The health talent increases maximum health capacity, and keeps the current health percentage.

Recommended items[edit]

Starting items:

  • Tango icon.png Tango provides health sustain as all of Phoenix non-ultimate abilities have health costs.
  • Healing Salve icon.png Healing Salve also restores health to Phoenix.
  • Clarity icon.png Clarity restores mana for Fire Spirits and Sun Ray.
  • Iron Branch icon.png Iron Branch gives Phoenix cheap attributes, and can later build into either Magic Wand icon.png Magic Wand or Mekansm icon.png Mekansm; alternatively, you can use it with Tango to boost healing.
  • Wind Lace icon.png Wind Lace gives some movement speed bonus and will upgrade to Tranquil Boots (Active) icon.png Tranquil Boots.

Early game:

  • Tranquil Boots (Active) icon.png Tranquil Boots gives health regeneration to offset the health costs of Phoenix's abilities, especially when firing Sun Ray. The high movement speed bonus allows Phoenix to travel to the right lanes or teamfights as quickly as possible.
  • Magic Stick icon.png Magic Stick provides burst health and mana so Phoenix can stay alive and use abilities.
  • Urn of Shadows icon.png Urn of Shadows restores health followed hero deaths, or perhaps adds more DPS to help with ganks. The mana regeneration also sustains abilities.

Mid game:

  • Magic Wand icon.png Magic Wand grants attributes and burst health and mana.
  • Hand of Midas icon.png Hand of Midas aids Phoenix to quickly obtain enough experience for level 3 Supernova and later talents as they increase survivability to ensure reborn and stun.
  • Veil of Discord icon.png Veil of Discord reduces enemy magic resistance, letting Phoenix's abilities deal great damage. Its bonus armor, health regeneration, and intelligence increases survivability and ability usage.
  • Spirit Vessel icon.png Spirit Vessel, upgraded from Urn of Shadows, gives extra health and movement speed to Phoenix. The active can heal allies and counter enemies with high regeneration.

Late game:

  • Shiva's Guard icon.png Shiva's Guard has attack speed slow aura that aids in the Phoenix Sun's survivability. Use Arctic Blast right before Supernova to slow enemy movement speed, keeping them in range of the Sun. Since Arctic Blast takes more than 2 seconds to build up to maximum radius, activate it a little while before Icarus Dive to cover as much area as possible during the dive.
  • Lotus Orb icon.png Lotus Orb increases Phoenix's survivability by giving it armor and regeneration. Its active ability dispels silences and other debuffs, and may deter enemy heroes from placing targeted abilities on Phoenix for fear of reflection.

Situational items:

  • Tome of Knowledge icon.png Tome of Knowledge helps Phoenix reach higher levels of Supernova and talents, improving his survivability and contribution in fights.
  • Kaya icon.png Kaya further increases Phoenix's damage output, and its mana cost reduction and intelligence is invaluable to the caster-type Phoenix.
  • Aghanim's Scepter icon.png Aghanim's Scepter is more for a support role Phoenix, turning Supernova into a very powerful "heal". It is more effective on heroes with long cooldowns on non-ultimate abilities (such as Terrorblade minimap icon.png Terrorblade or Invoker minimap icon.png Invoker) or gets into skirmishes often (such as Sven minimap icon.png Sven or Spectre minimap icon.png Spectre), but saving any ally from certain death should be great enough on its own. Unlike when initiating, Supernova is best preferably used far away from enemy heroes to increase the chances of having the Sun survive.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity gives high mana regeneration, allowing Phoenix to use Fire Spirits and Sun Ray more often. Its active not only dispels debuffs, but may also come in handy in having an actual instant interrupting ability for channeling enemies, and if Phoenix is silenced during Icarus Dive: Using the active on yourself while Diving and silenced stops Phoenix mid-Dive, preventing Phoenix from circling back to its original location.
  • Rod of Atos icon.png Rod of Atos gives health and mana to Phoenix, allowing more ability spam with the increased mana pool; its active root can keep enemies in place to take more of your abilities' damage.
  • Heaven's Halberd icon.png Heaven's Halberd deals with enemy heroes with quick attack speed, such as Troll Warlord minimap icon.png Troll Warlord or Clinkz minimap icon.png Clinkz. The additional strength can also aid in Phoenix's survivability. The disarm also persists through spell immunity.
  • Pipe of Insight icon.png Pipe of Insight gives health regeneration and magic resistance, giving Phoenix and its team even more survivability in teamfights.
  • Guardian Greaves icon.png Guardian Greaves restores health and mana in a radius, as well as remove debuffs from Phoenix. The increasing health regeneration and armor upon reaching low health is great for Phoenix's constantly dwindling health.
  • Radiance (Active) icon.png Radiance adds area damage and applies miss chance to enemies, perhaps key for a successful Supernova.
  • Heart of Tarrasque icon.png Heart of Tarrasque grants lots of health, strength, and health regeneration to supply abilities' health costs. It provides enough survivability so Phoenix always has a chance to activate Supernova.
  • Octarine Core icon.png Octarine Core increases health and mana substantially, and the cooldown reduction means Phoenix can re-enter a fight much more quickly than before.
  • Refresher Orb icon.png Refresher Orb should only be bought if the player is sure on how to make the most of it. It is best to not use Refresher Orb immediately after Supernova as the ultimate already refreshes Phoenix's other abilities, making Refresher's active rather pointless. Instead, spend the other abilities first, then refresh so you may perhaps have a third Icarus Dive/Fire Spirits/Sun Ray to use and a second Supernova to refresh them.

Gameplay[edit]

Roles: Support Support Nuker Nuker Initiator Initiator Escape Escape Disabler Disabler
Complexity: ★★☆
Playstyle: Out of the deep void burst forth infinite stars, among them the cosmic progeny known to mortals as Phoenix. With stellar flame emanating from its terrestrial form, the Phoenix dives the battlefield in an arc, setting ablaze all who pass beneath its wings. Within its ever-collapsing core sprang short-lived Fire Spirits, paroxysms of conscious light that burned with debilitating flame. From afar the firebird beams its Sun Ray, scorching foes, yet nurturing allies. By its own celestial timing, the son of suns ends its current life in a Supernova, radiating intense heat until the mass explodes, restoring Phoenix to its form through the glory of rebirth.


Audio[edit]

History[edit]

Equipment[edit]


Trivia[edit]

  • Phoenix's name in DotA was Icarus. It was removed during its port to Dota 2 for unspecified reasons. However, Icarus Dive still makes use of it.
  • An easter egg boss fight versus Phoenix was added to the 6.69 DotA map to hint at its upcoming release in 6.70.

Gallery[edit]