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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
Abilities
- The health cost (15% of current health) is direct HP Removal.
- Phoenix dives in an ellipse with a major axis length of 1400 ( 1401.5) and a minor axis length of 500.
- This results in a total path of 3154.41 ( 3157.21), which Phoenix covers in 2 ( 3) seconds.
- This means Phoenix dives at an average speed of 1577.21 ( 1578.6).
- 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.
- The dive is canceled when Phoenix is stunned, cycloned, hexed, slept or affected by other sources of forced movement. Roots and taunts do not cancel it.
- 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.
- Can deal up to 40/120/200/280 damage to a single unit (before reductions).
- The health cost (20% of current health) is direct HP Removal.
- Interrupts Phoenix's channeling spells upon cast.
- 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 ( 160/240/320/400) damage to a single unit (before reductions).
- Can in total deal up to 320/640/960/1280 ( 640/960/1280/1600) damage to a single unit (before reductions).
Target Area
- 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.
- Fire Spirits provide 175 radius ground vision for 1 second at the targeted area upon impact.
- 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 is canceled if Phoenix gets stunned, silenced, cycloned, hexed or slept. Roots and forced movement do not cancel it.
- Duel and Savage Roar do cancel it, while Berserker's Call and Winter's Curse's taunt do not.
- However, while affected by the taunts, Phoenix cannot change directions, Toggle Movement or manually Stop Sun Ray.
- 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% ( 1001.5%/1003.25%/1005%/1006.75%) 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% ( 33.4%/33.4%/33.5%/33.6%) of their max health.
- In 6 seconds, the damage reaches 28/40/52/64 + 3%/6.5%/10%/13.5% ( 2003%/2006.5%/2010%/2013.5%) 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% ( 9013.5%/9029.25%/9045%/9060.75%) 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.
- Does not affect couriers.
Toggle
Self
- This ability is only active while having Sun Ray buff on.
- Interrupts Phoenix's channeling spells upon cast.
- 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.
Phoenix Sun | ||||||||||||||||||||||||||||||||||||||||||
Summoned Ward | ||||||||||||||||||||||||||||||||||||||||||
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- Supernova turns night into day for its duration. This has a higher priority than the artifical nights of Dark Ascension and Eclipse.
- Does not refresh the cooldowns of items and ultimates.
- Disjoints projectiles and applies a strong dispel upon cast. Also dispels Fire Spirits.
- 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 and Radiance.
- If the sun gets destroyed and Phoenix has 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 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
Hero Talents | ||
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+1000 Icarus Dive Cast Range | 25 | +3 Supernova Hit Count |
+0.4s Supernova Stun Duration | 20 | +1.5% Max Health Sun Ray Damage |
+500 Health | 15 | +20 Fire Spirits Damage Per Second |
+20 Icarus Dive Damage Per Second | 10 | +25% Icarus Dive Slow |
- The health talent increases the max health capacity and keeps the current health percentage.
Recommended items
Gameplay
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. | |
Roles: | Support Nuker Initiator Escape Disabler |
Complexity: | |
Adjectives: | Legs ( 2 )
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Audio
History
Equipment
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Trivia
- 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.