Hero
Phoenix | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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For the neutral item, see Phoenix Ash.
Heals and damages at the sacrifice of its own health. | |
With stellar flame emanating from its terrestrial form, the Icarus 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 Solar Flames, 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: | Flying, Red, Wings Legs ( 2 )
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Bio[]
▶️ *Chirp!*
Lore:
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.
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:
Itself (Responses)
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
Debuff Duration: 4
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.
- Icarus Dive cannot be cast during Supernova.
- Casting Supernova during Icarus Dive immediately ends the dive.
- Phoenix can attack, cast and channel abilities while diving.
- However, Sun Ray is inactive during the dive, and cannot be cast.
- During Icarus Dive, Phoenix does not need to turn to cast targeted abilities or items.
- Icarus Dive does not disjoint projectiles.
- The current health as cost counts as setting health.
- Phoenix dives in an ellipse with a major axis length of 1100/1200/1300/1400 ( 2100/2200/2300/2400) and a minor axis length of 500.
- This results in a total path of 2602.44/2784.8/2968.87/3154.41 ( 4480.83/4673.03/4865.71/5058.83), which Phoenix covers in 2 ( 3) seconds.
- This means Phoenix dives at an average speed of 1301.22/1392.4/1484.44/1577.21 ( 2240.41/2336.52/2432.86/2529.41).
- 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.
- Destroys trees within a 200 radius around Phoenix during the dive.
- Phoenix always dives clockwise, hitting units on the left side of the dive first.
- Since the minor axis length value is less than its effect radius, units right in the middle of the arc might not be hit.
- Icarus Dive is canceled when Phoenix is stunned, cycloned, hexed, slept or affected by other forced movement sources.
- Deals damage in 0.2-second intervals, starting 0.2 seconds after the debuff is applied, ending 0.2 seconds after the last damage instance is over, resulting in 19 instances.
- Deals 3/7/11/15 damage in one damage instance, totally can deal up to 57/133/209/285 damage to a single unit (before reductions).
- / Immediately ends upon losing ability.
Ability
No Target
No Target
Affects
Self
Self
Immediately cancels the dive.
- Replaces Icarus Dive until the sub-ability is used or until the dive stops.
- Interrupts Phoenix's channeling abilities upon cast.
Fire Spirits
Ability
No Target
No Target
Affects
Self
Self
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.
Max Fire Spirits: 4
Spirits Duration: 20
The ever-collapsing core of Phoenix often emits short-lived bursts of conscious light.
- Fire Spirits cannot be cast during Supernova.
- Casting Supernova while Fire Spirits is active, immediately removes the Fire Spirit buff.
- The current health as cost counts as setting health.
- Interrupts Phoenix's channeling abilities upon cast.
- Grants Launch Fire Spirit 4 charges upon cast.
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.
Attack Speed Slow: 65/90/115/140
Debuff Duration: 4
4
PKAWW! BOOM
- Replaces Fire Spirits until all spirits are launched.
- The max amount of charges for Launch Fire Spirit always equals the value given on the status buff.
- The launched spirits travel at a speed of 1000.
- Successive burn damage debuffs on the same unit do not stack but refresh the debuff duration.
- Leveling up the ability does not immediately update the current debuff values.
- TALENTHowever, the damage per second increasing talent immediately update the current active damage per second values.
- Deals damage in 0.2-second intervals, starting 0.2 seconds after the debuff is applied, ending 0.2 seconds after the last damage instance is over, resulting in 19 instances.
- Each spirit deals 4/8/12/16 ( 8/12/16/20) damage in one damage instance, totally can deal up to 76/152/228/304 ( 152/228/304/380) damage to a single unit.
- Can deal up to a total of 304/608/912/1216 ( 608/912/1216/1520) damage to a single unit (before reductions).
- During Icarus Dive and Sun Ray, the spirits can be fired in any direction without requiring Phoenix to face that direction.
- Each Fire Spirit provides a 1-second radius ground vision at the targeted area upon impact.
- Existing Fire Spirits immediately disappear upon losing ability.
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. Enemies are also blinded and get a miss chance that increases as the beam continues to fire.
Base Damage per Second: 14/20/26/32
Base Heal per Second: 7/10/13/16
Max Health as Heal per Second: 0.5%/1%/1.5%/2%
Turn Rate in Degrees per Second: 25°
Miss Chance per Second: 10%
Miss Duration: 5
Ray Duration: 6
Allows Sun Ray to be cast during Supernova, and slows affected enemies by 10%.
Modifiers [?]
Does not have the Toggle Movement sub-ability.
The vent through which such stellar energy flows is mere atoms wide.
- Sun Ray cannot be cast during Icarus Dive and Supernova.
- Casting Supernova during Sun Ray immediately ends it. Casting Icarus Dive during it does not end it.
- Casting Supernova during Sun Ray no longer ends it, and this ability now becomes castable during Supernova.
- The 6% current health as cost per second counts as setting health.
- Drains 1.2% of current health in 0.2-second intervals, starting 0.2 seconds after cast, ending 0.2 seconds after the last drain instance is over, resulting in 29 drain instances in 6 seconds.
- This results in a total health cost of 29.54% 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° 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, feared, hexed or slept. Roots, taunts and forced movement do not cancel it.
- While affected by the taunts, Phoenix can neither change directions nor use Toggle Movement and 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 cast and channel abilities during Sun Ray.
- During Sun Ray, Phoenix does not need to turn to cast targeted abilities or items.
- First deals heal, next for damage, then applies the movement speed slow, finally blinds to all affected targets in 0.2-second intervals, starting 0.2 seconds after cast, ending 0.2 seconds after the last heal/damage instance is over, resulting in up to 29 instances of heal, damage and slow per unit.
- Stacks additively with other sources of blind.
- Blind uses pseudo-random distribution.
- Increases the miss chance by 2% per damage instance.
- Successive blind debuff on the affected units increase the stack count and fully refreshes the whole stack's duration.
- Initially, the beam deals 14/20/26/32 + 1%/2.75%/4.5%/6.25% ( 2.5%/4.25%/6%/7.75%) 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%/0.1%/0.2%/0.2% ( 0.1%/0.1%/0.2%/0.3%) of their max health.
- In 6 seconds, the damage reaches 28/40/52/64 + 2%/5.5%/9%/12.5% ( 5%/8.5%/12%/15.5%) of theirmax health per second. At this point, the ray stops.
- Can deal up to 126/180/234/288 + 9%/24.75%/40.5%/56.25% ( 22.5%/38.25%/54%/69.75%) of max health as damage (before reductions) when an enemy is hit for its full duration.
- Initially, the beam heals for 7/10/13/16 + 0.5%/1%/1.5%/2% 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%/2%/3%/4% of their max health per second. At this point, the ray stops.
- Can heal up to 63/90/117/144 + 4.5%/9%/13.5%/18% of max health when an ally is hit by the beam for the full duration.
- Does not affect Couriers, ancient creeps or Roshan.
- Immediately ends upon losing ability. Grants Toggle Movement upon acquiring this ability.
- Immediately ends upon losing ability.
Ability
No Target
No Target
Affects
Self
Self
Immediately stops the Sun Ray.
- Interrupts Phoenix's channeling abilities upon cast.
- Phoenix is unable to level Sun Ray up while this sub-ability is active.
- Does not grant Sun Ray if this sub-ability is the last cast ability.
- This ability is only active while having Sun Ray buff.
- Interrupts Phoenix's channeling abilities upon cast.
- Moves Phoenix towards the direction of the ray with a fixed 250 speed.
- The speed value cannot be altered in any way and it is not based on Phoenix's movement speed, hence, movement speed bonuses and reductions do not affect it.
- Can move Phoenix through impassable terrain, and destroys trees 200 radius around Phoenix in its path.
- Does not grant Sun Ray if this sub-ability is the last cast ability.
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.
Damage per Second: 60/90/120
Aura Linger Duration: 0.5
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.
Modifiers [?]
modifier_phoenix_supernova_hiding
Death
modifier_phoenix_sun
Death
modifier_phoenix_sun_debuff
Death
modifier_stunned
The solar crucible of a Supernova may be fatal, yet from its flames arise new beacons to wander infinity.
Phoenix Sun | ||||||||||||||||||||||||||||||||||||||||||
Summoned Ward | ||||||||||||||||||||||||||||||||||||||||||
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- Supernova turns nighttime into daytime for its duration.
- Time of Day modifying abilities have the following priorities: Supernova ➤ Eclipse ➤ Dark Ascension.
- Disjoints projectiles and applies a strong dispel on Phoenix and the ally's upon cast.
- Supernova also dispels certain buffs that are only dispellable by death: Shallow Grave, Fire Spirits etc.
- Resets Phoenix' and the affected ally's basic abilities, and replenishes their mana upon cast. Does not resets the cooldowns of items and ultimates.
- If the sun survives, the affected targets' health and mana get replenished at the end of the duration.
- The health replenished counts as setting health.
- The mana replenished counts as restoring mana.
- This can be defined as expr
ManaRestored = MaxMana - CurrentMana
- This can be defined as
- During Supernova, Phoenix is hidden, invulnerable, rooted, muted, and disarmed.
- All of Phoenix's abilities are also turned inactive during Supernova, so they cannot be cast either.
- Only attacks from heroes can damage the Phoenix Sun.
- Treats attacks from clones as heroes, and attacks from creep-heroes and illusions as creeps.
- The area damage is provided by an aura and its debuff lingers for 0.5 seconds.
- Deals damage in 0.2-second intervals, starting 0.2 second after the debuff is applied, resulting in up to 32 possible instances at most.
- Deals 12/18/24 damage in one damage instance, totally can deal up to 384/576/768 damage to a single unit (before reductions) when it stays in range for the full duration.
- The source of the damage is the Phoenix, not the sun itself, and fully benefits from spell amplification.
- Destroying the sun instantly kill and credit Phoenix and the ally's death to its destroyer.
- Destroys trees within a 500-side length rectangular around Phoenix upon cast.
- Adds single-target functionally to Supernova with a 500 cast range.
- The cast range is only for selecting an ally hero within the range. The sun still appears in Phoenix's current location.
- Treats illusions and clones as heroes.
- ↓↓ Double-tapping automatically targets self.
- Cannot be cast on allies who have ☐ Disabled Help from Phoenix.
- The targeted ally is prevented from acting during Supernova, on top of the same effects that are applied to Phoenix during it.
- If the sun gets destroyed and Phoenix has Reincarnation, 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.
- Other Supernova notes fully apply.
- Sun Ray now becomes castable during Supernova, and casting Supernova during Sun Ray no longer ends it.
- However, since Phoenix is also rooted, it can neither move nor use the Toggle Movement sub-ability during it.
- Phoenix can still turn in place and change the Sun Ray's direction, but the Stop Sun Ray sub-ability cannot be used.
- If Supernova is cast during Sun Ray, it can immediately be cast again once it ends, due to Supernova refreshing its cooldown upon cast.
- If Supernova ends during Sun Ray, the ability continues normally, and its sub-abilities become usable again.
- Does not instantly kill Rubick upon losing the ability. Although Supernova notes fully apply, Rubick is able to cast the latest acquired ability if the Spell Steal projectile reaches him while already within the Phoenix Sun.
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 |
Notes:
- The health talent increases the max health capacity and keeps the current health percentage.
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Increased Launch Fire Spirit projectile speed from 900 to 1000.
- Aghanim's Shard upgrade:
- Reduced Sun Ray movement speed slow from 12% to 10%
- Talents:
- LVL 10+6% spell damage amplification ➜ +20 Icarus Dive damage per second.
- Reduced Fire Spirits attack speed slow from 80/100/120/140 to 65/90/115/140.
- Reduced the following abilities' damage intervals from 1 to 0.2:
- Sun Ray
- Now also applies a stackable 2% blind miss chance debuff per damage interval.
- Has a 5-second blind debuff duration.
- Successive blind debuff on the affected units increase the stack count and fully refreshes the whole stack's duration.
</div> </div>
Recommended Items[]
Starting items:
- Tango provides health sustain as all of Phoenix non-ultimate abilities have health costs.
- Healing Salve also restores health to Phoenix.
- Clarity restores mana for Fire Spirits and Sun Ray.
- Iron Branch gives Phoenix cheap attributes, and can later build into either Magic Wand or Mekansm; alternatively, you can use it with Tango to boost healing.
- Wind Lace gives some movement speed bonus and will upgrade to Tranquil Boots.
Early game:
- 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 provides burst health and mana so Phoenix can stay alive and use abilities.
- 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 grants attributes and burst health and mana.
- 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 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, 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 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 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 helps Phoenix reach higher levels of Supernova and talents, improving its survivability and contribution in fights.
- Kaya further increases Phoenix's damage output, and its mana cost reduction and intelligence is invaluable to the caster-type Phoenix.
- 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 or Invoker) or gets into skirmishes often (such as Sven or 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 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 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 deals with enemy heroes with quick attack speed, such as Troll Warlord or Clinkz. The additional strength can also aid in Phoenix's survivability. The disarm also persists through spell immunity.
- Pipe of Insight gives health regeneration and magic resistance, giving Phoenix and its team even more survivability in teamfights.
- 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 adds area damage and applies miss chance to enemies, perhaps key for a successful Supernova.
- 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 increases health and mana substantially, and the cooldown reduction means Phoenix can re-enter a fight much more quickly than before.
- 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.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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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.