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Abilities[]
Icarus Dive
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 Range: Global
Current Health as Cost: 10%
Effect Radius: 200
Dive Distance: 1400
Dive Width: 500
Damage per Second: 20/40/60/80
Move Speed Slow: 28%/32%/36%/40%
Slow Duration: 4
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.
- Modified values: Cooldown.
- The health cost (15% of current health) is direct HP Removal.
- Dives at a speed of 1000, slowing down upon reaching max distance to turn, and then diving back at the same speed starting.
- 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.
- The dive is canceled when Phoenix is stunned, cycloned, hexed, or affected by other sources of forced movement.
- 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).
- Modified values: None.
- Replaces Icarus Dive until the dive stops.
- The cast of Stop Icarus Dive is not registered as a spell cast and thus does not proc any on-cast effects.
- Interrupts Phoenix' channeling spells upon cast.
Fire Spirits
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. Phoenix heals a percentage of the damage dealt through Fire Spirits.
Current Health as Cost: 20%
Effect Radius: 175
Damage per Second: 10/30/50/70
Attack Speed Slow: 80/100/120/140
Spell Lifesteal: 25%
Slow Duration: 4
Spirits Duration: 16
The ever-collapsing core of Phoenix often emits short-lived bursts of conscious light.
- Modified values: None.
- The Health cost (20% of current health) is direct HP Removal.
- Interrupts Phoenix' 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.
- Can deal up to 40/120/200/280 damage to a single unit (before reductions).
- Heals for 25% of the damage dealt to enemies, resulting in 10/30/50/70 heal per damage tick on each enemy.
- Can heal Phoenix for up to 40/120/200/280 per hit enemy.
Ability
Target Area
Target Area
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. Phoenix heals a percentage of the damage dealt through Fire Spirits.
- Modified values: None.
- Replaces Fire Spirits until all spirits are launched.
- The cast of Launch Fire Spirit is not registered as a spell cast and thus does not proc any on-cast effects.
- 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
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 Range: 1300
Current Health as Cost per Second: 3%
Ray Distance: 1250
Ray Radius: 130
Base Damage per Second: 14/28/32/46
Max Health as Damage per Second: 1.5%/3.25%/5%/6.75%
Base Heal per Second: 7/10/13/16
Max Health as Heal per Second: 1%/2%/3%/4%
Turn Rate in Degrees per Second: 25
Ray Duration: 6
The vent through which such stellar energy flows is mere atoms wide.
- Modified values: Cooldown and base damage per second.
- The health cost (3% of current health per second) is direct HP Removal.
- Drains 0.6% 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 16.5% of Phoenix' 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, cycloned or hexed. Forced movement does not cancel it.
- Sun Ray sets Phoenix' 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 14/28/32/46 + 1.5%/3.25%/5%/6.75% of the affected units' max health as damage per second.
- For each passing 0.2 seconds, the damage increases by 0.466/0.933/1.066/1.533 + 0.05%/0.108%/0.166%/0.225% of their max health.
- In 6 seconds, the damage reaches 28/56/64/92 + 3%/6.5%/10%/13.5% of their max health per second. At this point, the ray stops.
- Initially, the beam heals for 7/10/13/16 + 1%/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 + 0.0333%/0.0666%/0.1%/0.1333% of their max health.
- In 6 seconds, the heal reaches 14/20/26/32 + 2%/4%/6%/8% of their max health per second. At this point, the ray stops.
- Can deal up to 126/252/288/414 + 13.5%/29.25%/45%/60.75% of max health as damage when an enemy is hit for its full duration.
- Can heal up to 63/90/117/144 + 9%/18%/27%/36% of max health when an ally is hit by the beam for the full duration.
Toggle Movement
DE
Ability
Toggle
Toggle
Affects
Self
Self
Toggles slow forward movement during Sun Ray firing.
- Modified values: None.
- This ability is only active while having Sun Ray buff on.
- The toggling of Toggle Movement is not registered as a spell cast and thus does not proc any on-cast effects.
- Interrupts Phoenix' 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.
- Modified values: None.
- Replaces Sun Ray until the ray stops.
- The cast of Stop Sun Ray is not registered as a spell cast and thus does not proc any on-cast effects.
- Interrupts Phoenix' channeling spells upon cast.
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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.
Radius: 1000
Damage per Second: 60/90/120
Nova Duration: 6
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.
The solar crucible of a Supernova may be fatal, yet from its flames arise new beacons to wander infinity.
- Modified values: Attacks to destroy.
- Attacks from any of the units from the creep waves can damage the sun.
- 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' 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.
- 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' 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.
- Toggled abilities and their auras are not turned off.
- Destroying the Phoenix Sun credits both of the heroes' deaths to its destroyer.
Talents[]
Hero Talents | ||
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+1s Supernova Stun Duration | 25 | +2 Supernova Hit Count |
+8% Spell Amplification | 20 | +10 Armor |
+15 Health Regen | 15 | +12 Strength |
+175 Health | 10 | 10% Cooldown Reduction |
Notes:
- Replaced talents: Respawn reduction replaced by cooldown reduction, gold income replaced by health regen.
- Cooldown reduction affects abilities and items. Stacks multiplicatively with Octarine Core.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- Health regen is added as bonuses and do not benefit illusions.
- Gold granted from the talent is unreliable gold.
- The armor is added as bonus armor, and therefore does not benefit illusions.
Patch history[]
Patch
Description
- Icarus Dive
- Reduced cooldown from 20/18/16/14 to 16/14/12/10.
- Reduced current health as cost from 15% to 10%.
- Increased damage per second from 10/30/50/70 to 20/40/60/80
- Increased movement speed slow from 28% on each level to 28%/32%/36%/40%.
- Sun Ray
- Reduced current health as cost per second from 6% to 3%.
- Increased base max health heal per second from 0.625%/1.25%/1.875%/2.5% to 1%/2%/3%/4%.