Phoenix

Popularity: #90

Leaderboard: #35

Ban Rank: #98

KDA Rank: #50

Phoenix counter and synergy picks

Pick Phoenix with Meepo to increase win-rate from 51.0% to 56.6% or against Monkey King to increase win-rate to 59.6% in Patch 7.39c.

Good with...

...based on stats [7.39c]

Hero Change in Win Rate

5.6%

5.6%

5.4%

5.2%

4.9%

4.2%

4.1%

4.0%

3.7%

3.7%

3.5%

3.1%

3.1%

3.0%

2.9%

...based on gameplay [7.39c]

Phoenix’s Supernova combos perfectly with Chronosphere to secure full-duration explosions. Fire Spirits reduce enemies' attack speed inside Chronosphere. Sun Ray deals pure damage through the sphere and heals Faceless Void while he fights. They scale into late-game as a devastating teamfight combo.

Mars’ Arena of Blood protects Supernova from enemy attacks. Phoenix can cast Fire Spirits and Sun Ray into the arena for maximum Area of effect damage. Mars initiates and Phoenix follows up with healing and lockdown. Their ultimates synchronize for incredible teamfight control.

Tidehunter’s Ravage sets up Phoenix to safely cast Supernova. Both thrive in chaotic 5v5 engagements with huge Area of effect control. Fire Spirits stack well with Anchor Smash to cripple enemy physical damage. Tidehunter absorbs pressure while Phoenix supports from the backline.

Slardar’s physical damage amplification helps Sun Ray burn down targets faster. Slardar’s initiation gives Phoenix time to position for Supernova. Phoenix’s slows and healing sustain Slardar’s aggressive dives. Their synergy creates constant kill pressure and map control.

Phoenix enables Void Spirit’s mobility with healing from Sun Ray. Fire Spirits and Void Spirit’s Area of effect control can overwhelm grouped enemies. Void Spirit provides scouting and dive opportunities for Phoenix to follow. Their flexibility in fights makes them hard to counter.

Snapfire’s Mortimer Kisses and Phoenix’s Supernova are a deadly zone combo. Fire Spirits and Scatterblast apply slows that synergize in teamfights. Snapfire can use Gobble Up to reposition Phoenix defensively. Their shared ranged Area of effect presence overwhelms grouped heroes.

Doom silences threats that might cancel Phoenix’s Supernova. Phoenix sustains Doom during his long fights with Sun Ray. Their ultimates force teams to disengage, giving control of the map. Fire Spirits and Infernal Blade stack heavy damage over time.

Underlord roots enemies to hold them in place for Supernova to detonate. Phoenix adds burn pressure and healing while Underlord soaks damage. Their wave clear and tower defense abilities are nearly unmatched. Together they dominate slow-paced, controlled games.

Clockwerk traps enemies inside Power Cogs, giving Phoenix time to cast Supernova. Phoenix burns trapped heroes with Fire Spirits and heals Clockwerk through Sun Ray. Their early-game synergy is potent in skirmishes and ganks. Phoenix benefits from the vision and disruption Clockwerk provides.

Roar gives Phoenix the safety needed to land a full ultimate. Inner Beast auras benefit Phoenix’s team during brawls. Together, they offer control, sustain, and pressure from midgame onward.

...core items [7.39c]

A core Boots of Speed upgrade to improve your mobility and have some much needed HP sustain to make up for the percentage of your current HP on your spells. Can be upgraded to Boots of Bearing later in the game.

A powerful early to mid game item against heavy healing lineups to reduce their HP regen and tankiness. Also makes you significantly more tanky and improves the HP sustain of your team after fights.

A core item to dispel off roots and silences to get off Supvernova in teamfights. Also works well in combination with Icarus Dive to set up a kill on an enemy hero from long range by Cycloning them mid dive.

A core item that allows you to use Sun Ray during Supernova. Lets you do more damage during your ultimate and improves the survival chances of your egg with the miss chance from your innate on affected enemy heroes.

An upgrade for Veil of Discord that improves your tankiness with armor and increases the chances of your Supernova surviving by decreasing attack speed around you. Also reduces the movement speed of enemy heroes to keep them within Supernova AoE.

A core item that gives you a long range instant disable against elusive enemy heroes in combination with Icarus Dive. Lets you follow up with the rest of your damage and control spells to get kills. Also provides mana pool for double Supernova with Refresher Orb.

A core item that can win you the teamfight and the game with double Supernova.

Good against...

...based on stats [7.39c]

...based on gameplay [7.39c]

Phoenix’s Area of effect damage from Fire Spirits quickly removes Refraction charges. Supernova forces Templar Assassin to reposition, limiting her burst window. Phoenix’s mobility lets him escape her traps and blink initiations. In extended fights, Phoenix outlasts her with Sun Ray and healing.

Phoenix does not rely on positioning as much, reducing the impact of Flaming Lasso. Fire Spirits reduce Batrider’s attack speed, making his right-click follow-up weak. Phoenix can escape sticky situations with Icarus Dive. Supernova punishes Batrider’s short-range initiation into grouped fights.

Phoenix’s Fire Spirits severely reduce Lone Druid’s and Spirit Bear’s attack speed. Sun Ray pierces both heroes' health pools effectively. Lone Druid must commit close to attack the egg, leaving him vulnerable. Phoenix’s healing helps sustain allies against Lone Druid’s burst damage.

Phoenix flies over Caustic Finale and Sand Storm, dodging most of Sand King’s harassment. Fire Spirits disrupt Sand King’s initiation by reducing his damage output. Sun Ray melts through his health despite his defensive items. Phoenix’s teamfight presence outshines Sand King’s burst combos.

Phoenix thrives in extended fights where Wraith King’s two lives are less impactful. Fire Spirits lower his damage output during both lives. Supernova creates a reset point after his Reincarnation. Phoenix’s Area of effect control limits Wraith King’s ability to isolate supports.

Phoenix can bypass Living Armor with consistent burn from Fire Spirits. Sun Ray outheals Treant Protector’s Leech Seed and scales better in late fights. Phoenix’s mobility avoids root effects from Overgrowth. Supernova pressures Treant Protector to waste spells on zoning rather than healing.

Phoenix can reposition during fights to avoid Kez’s burst combos. Supernova punishes Kez’s close-range engagement. Fire Spirits deny his ability to follow up after initiation. Phoenix’s mobility and healing sustain allies through Kez’s pressure windows.

Fire Spirits cripple Dawnbreaker’s attack speed, weakening her follow-through. Phoenix can fly out of Celestial Hammer and avoid Starbreaker damage. Supernova punishes Dawnbreaker for committing to extended duels. Phoenix’s healing allows his team to sustain through Dawnbreaker’s global impact.

Chaos Knight struggles to kill Supernova due to reduced attack speed from Fire Spirits. Sun Ray burns through illusions and real targets simultaneously. Phoenix’s repositioning dodges Reality Rift and Chaos Bolt. He can delay and weaken Chaos Knight’s burst during illusions phase.

Terrorblade is reliant on high attack speed to kill Phoenix’s egg, which Fire Spirits counters. Phoenix’s Sun Ray melts Terrorblade’s high health pool. He cannot burst Supernova without allies, making Phoenix hard to punish solo. Phoenix also clears illusions effectively with Area of effect damage.

Bad against...

...based on stats [7.39c]

Hero Change in Win Rate

-6.3%

-5.6%

-4.4%

-4.2%

-4.2%

-3.9%

-3.9%

-3.5%

-3.5%

-3.2%

-3.0%

-2.6%

-2.5%

-2.4%

-2.4%

...based on gameplay [7.39c]

Alch has the lowest Basic Attack Speed in the game by far during Chemical Rage, which allows him to dispatch of Phoenix's Supernova quickly. Phoenix uses Fire Spirits and Icarus Dive to reduce his opponents' Attack and Movement Speed in order to protect the egg, however Alch has not 1 but 2 dispels for it in Chemical Rage and Berserk Potion.

Phoenix is heavily punished by Rupture when trying to use Icarus Dive. Bloodseeker’s speed allows him to kill Supernova quickly. He thrives in chaos, countering Phoenix’s slow and controlled fight style. Blood Rite zones Phoenix out of teamfights and ruins Dive escape paths.

Lina’s long-range burst deletes Phoenix before he can get Supernova off. Phoenix’s low armor makes him vulnerable to right-clicks. She can stay outside of Fire Spirits range and still threaten kills. Lina outscales Phoenix in both damage and utility in late-game.

Skywrath Mage silences Phoenix instantly, preventing all of his mobility and heals. His magical burst is too fast for Phoenix to respond with Supernova. Phoenix’s large body makes him an easy Mystic Flare target. Skywrath Mage zones Phoenix out of teamfights early and mid-game.

Oracle’s False Promise completely nullifies Sun Ray’s damage over time. Phoenix cannot burn through Oracle’s saves fast enough. Fortune’s End and Purifying Flames disrupt Phoenix’s healing rhythm. Supernova is easily disengaged by Oracle’s defensive toolkit.

Shadow Demon purges Fire Spirits and cancels Phoenix’s debuff advantage. His Disruption saves allies from Supernova burn zone. Illusions from Disruption benefit from Phoenix’s Bloodlust if misused. Shadow Demon wins vision control and zone fights, where Phoenix normally excels.

Juggernaut can Blade Fury during Supernova, freely attacking the egg. He is magic-immune during his spin, avoiding Fire Spirits and Sun Ray. Juggernaut can also Omnislash Phoenix during low mobility phases. He punishes Phoenix during healing and Dive animations.

Huskar’s magic resistance from Berserker’s Blood makes him hard to damage with Fire Spirits. Life Break allows him to quickly close the gap onto Phoenix. Phoenix struggles to escape without being punished. Sun Ray cannot keep up with Huskar’s sustain and burst simultaneously.

Phoenix is a prime Duel target, especially when casting Supernova. Legion Commander can easily burst Phoenix before he flies away. Fire Spirits cannot reduce Duel duration or stop her BKB engagements. Phoenix has no control to stop Duel attempts.

Visage and his Familiars can break Supernova eggs quickly due to their attack frequency. Phoenix’s spells are too slow to catch Visage off guard. Soul Assumption punishes Phoenix’s long cast times. Visage controls tempo better in midgame teamfights.

Lifestealer’s Rage gives him magic immunity during Supernova attempts. He can solo the egg with fast attacks and BKB immunity. Phoenix cannot stop Lifestealer’s infest bombs or healing reduction. Phoenix becomes food if caught near Lifestealer without support.

...counter items [7.39c]

Lowers the armor of Phoenix on right clicks to make him even more squishy and kill him with physical damage.

Gives you HP sustain to stay in the lane and not get zoned by Phoenix's high spell damage.

Gives HP sustain to you and your ally to stay in the lane and not get zoned by Phoenix's high spell damage.

Gives you magic resistance to significantly reduce the damage taken from Phoenix's magic heavy toolkit.

Gives you HP regen that does not get reduced by Phoenix's constant damage from spells. Also gives you more movement speed to run out of the Supernova AoE.

Gives you and your team magic resistance and barrier to significantly reduce the damage taken from Phoenix's magic heavy toolkit.

Gives you magic resistance to significantly reduce the damage taken from Phoenix's magic heavy toolkit.

Gives you debuff immunity and magic resistance to stand your ground and destroy the Phoenix Supernova as well as reduce the damage taken from his magic heavy toolkit.

Lets you silence and kill Phoenix in its duration without letting him get away with Icarus Dive or use Supernova.

Lets you attack faster to destroy the Phoenix Supernova before it explodes. Also counters the attack speed slow from Fire Spirits.

Gives you magic resistance and barrier to significantly reduce the damage taken from Phoenix's magic heavy toolkit as well as save yourself or an ally caught inside the Supernova AoE.

Gives you a repositioning tool to push yourself or an ally out of the Supernova AoE and Sun Ray range. Also helps you match his mobility from Icarus Dive.

Bad with...

...based on stats [7.39c]

Hero Change in Win Rate

-6.8%

-6.7%

-6.4%

-6.0%

-5.9%

-5.4%

-5.4%

-5.4%

-4.8%

-4.5%

-4.4%

-4.4%

-4.2%

-4.2%

-3.5%

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