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: | ★★☆ |
Contents
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 Animation: 0.2+0
Cast Range: Global
Current Health as Cost: 15%
Effect Radius: 200
Dive Width: 500
Damage per Second: 15/35/55/75
Slow/Damage Duration: 4
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.
Notes:
- 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.
- The 15% current health as cost counts as Health Setting.
- 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.
- This results in a total path of 2602.44/2784.8/2968.87/3154.41 (
- Destroys trees within a 150 radius around Phoenix 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, slept or affected by other sources of forced movement. Roots and taunts do not cancel it.
- Deals damage in 1-second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.
- Can deal up to 60/140/220/300 damage to a single unit (before reductions).
Ability
No Target
No Target
Immediately cancels the dive.
Notes:
- Replaces Icarus Dive until the sub-ability is used or until the dive stops.
- Interrupts Phoenix's channeling abilities upon cast.
Fire Spirits
Cast Animation: 0+0
Current Health as Cost: 20%
Effect Radius: 200
Number of Spirits: 4
Attack Speed Slow: 80/100/120/140
Slow/Damage Duration: 4
Spirits Duration: 20
The ever-collapsing core of Phoenix often emits short-lived bursts of conscious light.
Notes:
- Fire Spirits cannot be cast during Supernova.
- Casting Supernova while Fire Spirits is active immediately removes the Fire Spirit buff.
- The 20% current health as cost counts as Health Setting.
- Interrupts Phoenix's channeling abilities upon cast.
- Grants Launch Fire Spirit 4 charges upon cast. The number of instances is visible on the status buff.
- The burn damage debuff 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 60/140/220/300 (
160/240/320/400) damage to a single unit.
- Can in total deal up to 240/560/880/1200 (
640/960/1280/1600) damage to a single unit (before reductions).
- Can in total deal up to 240/560/880/1200 (
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.
Notes:
- 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 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 200 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 Animation: 0.01+0.5
Cast Range: 1200
Current Health as Cost per Second: 6%
Ray Distance: 1150
Ray Radius: 130
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°
Ray Duration: 6
Allows Sun Ray to be cast during Supernova, and slows affected enemies by 12%.
Modifiers [?]
modifier_phoenix_sun_ray
Death
modifier_phoenix_sun_ray_vision
Undispellable
modifier_phoenix_sun_ray_slow
Does not have the Toggle Movement sub-ability.
The vent through which such stellar energy flows is mere atoms wide.
Notes:
- 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.
- The 6% current health as cost per second counts as Health Setting.
- 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° 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.
- Duel cancels Sun Ray because it applies silence effect to duelists.
- 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.
- Deals damage and heals affected targets in 0.2-second intervals, starting 0.2 seconds after cast, resulting in up to 30 heal or damage instances per unit.
- 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 their max 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.
- 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% (
- 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.
- With Aghanim's Shard, Sun Ray becomes castable during Supernova, and casting Supernova during Sun Ray no longer ends it.
- On the same intervals, Sun Ray first applies the damage, then the debuff.
Ability
No Target
No Target
Immediately stops the Sun Ray.
Notes:
- Replaces Sun Ray until the sub-ability is used or the duration ends.
- Interrupts Phoenix's channeling abilities upon cast.
Ability
Toggle
Toggle
Affects
Self
Self
Toggles slow forward movement during Sun Ray firing.
Cast Animation: 0+0
Set Move Speed: 250
Root Notes:
Can neither be toggled on nor off while rooted.
If already toggled off, the movement stops, and resumes once the root expires.
Sub-ability of Sun Ray.
SQAWRK!
Notes:
- This ability is only active while having Sun Ray buff.
- Interrupts Phoenix's channeling abilities upon cast.
Phoenix Sun | ||||||||||||||||||||||||||||||||||||||||||
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Summoned Ward | ||||||||||||||||||||||||||||||||||||||||||
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Hero icon indicates the ally hero brought into the Supernova to be reborn together.
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 seconds the sun explodes, stunning all nearby enemies while restoring Phoenix to full health and mana with refreshed abilities.
Cast Animation: 0.01+0.5
Radius: 1200
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.
Notes:
- Supernova turns nighttime into daytime for its duration.
- This has a higher priority than the artificial nights of Dark Ascension and Eclipse.
- Disjoints projectiles and applies a strong dispel on Phoenix upon cast. Also dispels Fire Spirits.
- Resets Phoenix' basic abilities, and replenishes its mana upon cast. Does not resets the cooldowns of items and ultimates.
- If the sun survives, Phoenix's health and mana gets replenished at the end of the duration.
- During Supernova, Phoenix is hidden, invulnerable, rooted, muted, and disarmed.
- All of Phoenix' abilities are also turned inactive for during Supernova, so that they cannot be cast either.
- Only attacks from heroes (including clones, excluding illusions) can damage the Phoenix Sun.
- The area 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 source of the damage is the caster, not the sun itself, so it fully benefits from spell amplification.
- The sun can be denied once it drops below 50% health. Doing so also denies Phoenix.
- Destroys trees within a 500 side length rectangular around Phoenix upon cast.
- With Aghanim's Scepter, Supernova turns into a single target ability with 500 cast range.
- The cast range is only for selecting an allied hero within the range. The sun still appears on Phoenix's current location.
- Can only target allied heroes, including illusions, clones and self, excluding creep-heroes.
- ↓↓ Double-tapping automatically targets self.
- Cannot be cast on allies who have ☐ Disabled Help from Phoenix.
- The targeted ally cannot act during Supernova at all, on top of the same effects that are applied to Phoenix during it.
- If the sun survives, the ally's health and mana get replenished, and their basic ability cooldowns get reset.
- Destroying the Phoenix Sun credits both of the heroes' deaths to its destroyer. Same goes for denying.
- 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.
- With Aghanim's Shard, Sun Ray 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 on cast.
- If Supernova ends during Sun Ray, the ability continues normally, and its sub-abilities become usable again.
Talents[]
Hero Talents | ||
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+1000 Icarus Dive Cast Range | 25 | +3 Supernova Hit Count |
+0.5s Supernova Stun Duration | 20 | +1.5% Max Health Sun Ray Damage |
+500 Health | 15 | +25 Fire Spirits DPS |
+6% Spell Amplification | 10 | +25% Icarus Dive Slow |
Notes:
- The health talent increases maximum health capacity, and keeps the current health percentage.
Recent Changes[]
Main Article: Phoenix/Changelogs
Version
Description
- Increased Icarus Dive damage per second from 10/30/50/70 to 15/35/55/75.
- Increased strength gain from 3.5 to 3.6.
- Increased agility gain from 1.3 to 1.5.
- Reduced Icarus Dive movement speed slow from 19%/22%/25%/28% to 16%/19%/22%/25%.
- Fire Spirits
- Reduced cooldown from 51/44/37/30 to 50/40/30/20.
- Reduced mana cost from 120 to 100.
Talents:
- Level 10 right talent: +24% Icarus Dive movement speed slow increased to +25%.
- Level 20 right talent changed: +1000 Icarus Dive range ➜ +1.5% Sun Ray max health as damage.
- Level 25 left talent changed: +1.5% Sun Ray max health as damage ➜ +1000 Icarus Dive range.
- Reduced Icarus Dive dive distance from 1400 on each level to 1100/1200/1300/1400.
- Increased Fire Spirits radius from 175 to 200.
- Reduced Sun Ray max health as heal per second from 0.625%/1.25%/1.875%/2.5% to 0.5%/1%/1.5%/2%.
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.
Gameplay[]
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.