Phoenix/Old Abilities

From Dota 2 Wiki
Jump to: navigation, search
 
 
 
 
 
 
 
 
 
 
Old Abilities
 
 
 

Icarus Dive (6.75-6.75b)
Pierces spell immunity.
Q
D
Icarus Dive icon.png
Ability
No Target
Affects
Allies / Self
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.
Cast Animation: 0+0
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: 26/24/22/20
Modifiers
Buff Icarus Dive: Undispellable.
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.

Notes:

  • This ability was reworked in the 6.76 gameplay patch.
  • Icarus Dive has an instant cast time, but interrupts Phoenix's 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's 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 be cancelled.
  • 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)
Sun Ray icon.png
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 Animation: 0.01+0
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: 20
Mana: 100
Modifiers
Buff Sun Ray: Undispellable.
Debuff Sun Ray Slow: Unknown dispel interaction.
The vent through which such stellar energy flows is mere atoms wide.

Notes:

  • 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, cancels 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:
    • Initially, 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)
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 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 Animation: 0.01+0
Cast Range: Global
Current Health as Cost: 10%
Effect Radius: 200
Dive Distance: 1400
Dive Width: 500
Damage: 100/150/200/250
Cooldown: 25
Mana: 100
Modifiers
Buff Icarus Dive: Undispellable.
Debuff Disarm: Unknown dispel interaction.
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.

Notes:

  • 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 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 cannot attack or turn during the dive. Its facing angle is fixed along the dive. Casting any item or spell immediately cancels 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)
Fire Spirits icon.png
Ability
No Target
Affects
Enemies / Allies
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.
Cast Animation: 0.01+0.5
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: 30
Mana: 75
Partially pierces spell immunity. Heals spell immune allies. Does not damage spell immune enemies.
Modifiers
Buff Fire Spirits: Undispellable.
The ever-collapsing core of Phoenix often emits short-lived bursts of conscious light.

Notes:

  • This ability was reworked in the 6.75 gameplay patch.
  • The Health cost (10% of current health) is direct HP Removal.
  • Each spirit always damages enemies and heals 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 at 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)
Launch Fire Spirit icon.png
Target all fire spirits towards a point.
Cast Animation: 0.01+0.5
Cast Range: 1200
Cooldown: 0
PKAWW! BOOM

Notes:

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


Sun Ray (6.70-6.74c)
Does not pierce spell immunity.
E
R
Sun Ray icon.png
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.
Cast Animation: 0.01+0.5
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%
Cooldown: 0
Mana: 10/20/30/40
Modifiers
Buff Sun Ray: Undispellable.
The vent through which such stellar energy flows is mere atoms wide.

Notes:

  • 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. 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.
  • 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.