Phoenix/Guide

Initiator
Phoenix is best played as an initiator, as it can deal heavy damage per second over time with its abilities. should be the first maxed-out ability, acting as a pseudo-disable that can fool the enemy into thinking they can fight back. Adding more levels to applies more DPS to an enemy when harassing during the laning phase or when initiating. Avoid leveling early on as you require the mana for Fire Spirits and Supernova, and Phoenix' mana pool is not very large early game. can turn the tide of battle if used properly. Quick reaction time, proper positioning, and an aggressive, risk-taking mindset is important, so that it can land all its debuffs on most (preferably all) of the enemy team prior to using Supernova, dealing immense magic damage in a large area that can be difficult to escape from. Faster spell activation will give the enemy a smaller window of opportunity to try and disable you before you can activate your ultimate. Items that synergize with Supernova well (such as magic amplification and AoE effects) are best gotten for Phoenix players that go by this play style.

Support
Phoenix' abilities are also very good at disorienting the enemy team and keep your team alive in teamfights. Instead of focusing on initiating with, it is reserved only as a follow-up for its team's other abilities, preferably AoE disables such as or. will be Phoenix' staple ability, as its scaling and gradually increasing Pure damage can easily whittle an enemy's health down, and even heal allies at the same time. Fire Spirits should be the next priority as it is still important in keeping the Supernova alive, while Icarus Dive only increases its damage with levels, meaning it can be kept at level 1 for the most part. Positioning is still key, so that Sun Ray is in an angle that it heals and damages simultaneously. Items to go for in this play style are preferably those that aid in the survival of your own team, but if becomes an option, Sun survivability should be top priority to prevent having two deaths at once in your own team.

General

 * Quick timing, good positioning, order and aim are necessary for the perfect initiation as Phoenix. Cast Fire Spirits beforehand, concealing yourself from the enemy team so they will not expect you, then try to Dive through as much enemy units as you can, attempt to hit all enemy Heroes with Fire Spirits, and if available, cast and  just right before you cast Supernova. If done right, most, if not all, enemy units will be afflicted with both debuffs from Dive and Spirits, take amplified damage due to Veil of Discord, and be crippled by the slows, making the Supernova incredibly difficult to kill and/or flee from, making the enemy face a total of 1850 magical damage should they stay within the Supernova's AoE for the full 6 seconds.
 * Remember to keep at least 310 mana on Phoenix at all times, so that you have enough to use and  should the need arise. Try not to waste too much mana with your spells as lacking these abilities to use can make escaping difficult if  is unavailable. Defend yourself by activating Fire Spirits, applying them to your assailants and then Supernova to protect yourself. If done right, you will be reborn with refreshed abilities, health and mana, as well as stunned opponents, letting you Dive away to safety.
 * Phoenix' non-ultimate abilities are very weak at level 1. Try to get to level 3 first to obtain a level 2 Fire Spirits/Sun Ray to harass the enemy with.
 * Initiator play styles require Phoenix to max first and  second to maximize its damage output. Support play styles should max  first to have the maximum Pure damage and heal available as soon as possible.
 * Mana, armor and health regeneration are things that Phoenix lacks but needs. Consider buying Intelligence items to increase your mana pool, armor-increasing items for more survivability, and health regen items to "refund" the health costs its abilities use.
 * If playing aggressively as an initiator, Phoenix is best played at either middle lane or offlane, where it can go solo and have as much gold and experience as it can get. Harass your lane opponents with your debuffs to prevent your opponents from obtaining last hits and denying you from your own.


 * Icarus Dive has no mana cost, meaning it can be used any time it's off cooldown and not silenced.
 * Be wary of silences while Diving, as it will prevent you from cancelling the dive and result in you turning back to where you started.
 * You can attack, use abilities and items while Diving. Try to finish off an enemy by applying its debuff, getting to land a few attacks and perhaps use other abilities/items such as or, then let yourself circle back to your original location.
 * Phoenix does not need to turn to use abilities/items while Diving, so they can be used in quick succession regardless of where you are in the Dive.


 * Always try to apply the Fire Spirits debuff on all enemy Heroes before using Supernova, so that destroying it will at the very least, be slow to make the most use of it.
 * Remember that Fire Spirits does not stack. Try to spend the four spirits wisely so that you have at least one spirit to use for its duration.
 * The spirits have a fixed movement speed, and therefore take some time to reach their destination. Try to lead your aim so that it can hit a moving enemy, or try to predict where the enemy might move to next.
 * The attack speed slow can be enough to completely nullify an auto-attacker Hero for a meanwhile. If you are suddenly ganked, try to apply the debuff on your assailants, and perhaps try to turn the fight around.
 * The attack speed slow works on Roshan. Accompany an ally and help out by casting it on Roshan, making sure to use the Spirits one after the other to make full use of them.


 * Reserve Sun Ray for healing purposes or if there is a fleeing enemy within reach. Sun Ray is fairly weak when the enemy is at or is close to full health.
 * The damage/heal increases the longer the Ray is activated, so try to keep the Ray pointed at an enemy/ally for maximum efficiency.
 * Sun Ray's heal is not as quick acting as other heals, therefore it is best to be used while an ally is being attacked at full health instead of using it as a last-ditch save attempt.
 * Sun Ray gives vision along its path. Use it to scout areas such as Roshan's pit, above cliffs, or the juke areas inside trees where enemy Heroes would tend to hide in.
 * When movement is toggled on, Phoenix can fly over cliffs and destroy trees, as well as be unaffected by any sort of slows. Depending on the situation, it can be used to escape a gank or a failed teamfight to get yourself to safety. You can use it to fly over 's or 's, to break free from 's  or 's , or to ignore the slows from 's  or 's.


 * Supernova is best used if Phoenix is at low health and mana to make the most of its refreshing ability at the end. However, having quick reaction times and judgment is important so that Phoenix cannot be silenced, disabled or nuked down before it can use the ability.
 * Illusions cannot destroy the Phoenix Sun, but clones such as those from or  can.
 * No ability can affect the Sun, meaning abilities like or  are no threats against it.
 * Situations to best use Supernova in is if the enemy team is clumped together so that they will take the AoE damage for as long and as much as possible. Such times will be if they are trying to push a tower, at Roshan's pit, or if they are captured in an allied AoE disable, such as or.
 * With, if the Sun is destroyed, it gives away a double kill to the Hero that gets the last hit, meaning trying to use Supernova offensively while having an absorbed ally is not recommended. Instead of using the Supernova for its offensive capabilities, use it as far away from harm as possible, to reduce the chances of having it destroyed.
 * The Sun can be denied when it reaches 50% health. If you got good communication with your allies, you can tell them to deny your Sun if it is about to be destroyed by an enemy and it has no chance of completing.

Items
Starting:
 * es and a are basic starting game health regeneration items that are much more useful on Phoenix as all of its non-ultimate abilities have health costs.
 * is enough to let Phoenix regain enough mana if it spams Fire Spirits or Sun Ray too much early game.
 * es give Phoenix much needed stats, as well as be later built into either a or.
 * lets Phoenix cope with its low base armor, aiding survivability, as well as be built later into.

Early-game:
 * should be Phoenix' choice of footwear as its armor and health regeneration all help Phoenix recover from its weaknesses. If Tangoes are still available in your inventory, try using them while the Boots are unbroken so that you gain 20 HP regeneration per second instead of the usual 12.
 * helps restore health after successful skills, or perhaps add even more DPS if Phoenix is aggressive and is successful at it.
 * should be the first item for to be bought, as Phoenix is still lacking on armor and health regeneration.

Core:
 * practically removes the base 25% magic resistance that Heroes have, letting Phoenix' abilities deal their full damage. Its added armor, health regeneration and Intelligence are all also good stats to have on Phoenix.
 * is the main core item on any Phoenix, as both its aura and active possess attack speed slows that aid in the Phoenix Sun's survivability if used right before Supernova. The additional intelligence gives Phoenix a much larger mana pool, and the armor combined with the passive attack speed slow aura gives it much more survivability against physical damage. Using the active blast during Icarus Dive causes the wave to follow Phoenix, allowing it to apply the slow and additional nuke to multiple enemies in a larger area in a short amount of time, and the attack speed slow still works during Supernova​, greatly increasing the odds of success.
 * fits a Phoenix performing the initiator role. Not only adds more damage to Phoenix' arsenal, but the 17% miss chance might make a difference in having a successful Supernova should the enemy decide to take it down.
 * 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 or ) or gets into skirmishes often (such as  or ), 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.

Situational:
 * lowers Phoenix' slightly lengthy cooldowns by a considerable amount. It also lets Fire Spirits practically have a very short downtime if they were active for their full duration. The spell lifesteal can also help negating the health costs of Phoenix' abilities.
 * gives health regeneration and magic resistance, giving Phoenix and its team even more survivability in teamfights.
 * gives armor and health regeneration, all important to Phoenix. However, Mekansm costs actually more than Supernova, and considering Phoenix' low mana pool early on, you may end up being able to use only one of either, not both.
 * , for the aggressive Phoenix, offsets is poor base movement speed and give it extra mobility to jump from one lane to another to help out and contribute to teamfights.
 * fits the support Phoenix much better as its active allows restoration of health and mana to itself and its allies. The increasing health regen upon reaching low health is great for Phoenix and its constantly dwindling health, as well as remove debuffs from itself.
 * completely negates the health costs of Phoenix' abilities, enabling it to dive deeper into enemy territory and initiate better without risk of dying before using Supernova. However, do remember that upon using Supernova, Heart's health bonuses no longer matter, so be very prudent in deciding which may be better: Using or not using your ultimate.
 * can just be the trick for enemy Heroes with quick attack speed, such as or . The additional Strength can also aid in Phoenix' survivability.
 * For aggressive Phoenix players, if debuffs are a persistent problem:
 * increases Phoenix' survivability considerably by giving it armor and regeneration, both of which it lacks. Its active lets Phoenix purge off silences or DoT abilities off of itself, as well as perhaps deter enemy Heroes from placing targeted abilities on it in the first place.
 * gives high mana regeneration, allowing Phoenix to spam Fire Spirits and Sun Ray more often. Its active not only purges debuffs, but may also come in handy if Phoenix is silenced during Icarus Dive. Using the active on yourself while Diving and silence stops Phoenix mid-Dive, preventing Phoenix from circling back from its original location.
 * 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' other abilities, making Refresher's active semi-pointless. Rather, 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.