Phoenix stats, abilities and strategy
Heals and damages at the sacrifice of its own health
Diving into battle, Phoenix blasts enemies and heals allies with rays of solar flame. When the time is right, it can become a burning sun to scorch nearby foes before unleashing a stunning detonation that also restores Phoenix to full strength.
Win Rate 50.8%
Pick Rate 4.6%
Attributes

626 +72.6/lvl
267 +21.6/lvl

23 +3.3/lvl

12 +1.5/lvl

16 +1.8/lvl
Stats

Damage:
44 - 54 + 3.3/level (153 - 163 at level 30)

Range:
525

Armor:
1.0 + 0.3/level (10.6 at level 30)

Movement:
280
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Patch 7.38
- Is now a Strength Hero
- Base Damage increased by 12
- Damage at level 1 unchanged (44-54)
- Damage gain per level decreased from +4.6 to +3.3
- Damage at level 30 decreased by 54 (from 207-217 to 153-163)
Facets

Dying Light
Win Rate: 51.2%
Pick Rate: 80.1%
Phoenix deals %damage_pct%% of his missing health as magic damage to all enemies in a %radius% radius every second.

Hotspot
Win Rate: 49.3%
Pick Rate: 19.9%
Sun Ray deals more damage and applies more Blinding Sun stacks towards the tip of the ray.
Patch 7.38
- Sun Ray: Now also applies 2x Blinding Sun stacks to targets near the end of the beam
Abilities

ABILITY: Passive
DAMAGE TYPE: n/a
PASSIVE: Breakable
Phoenix ability debuffs apply a stackable 2% Miss chance per second. Lasts %blind_duration% seconds.



LEVEL 10 TALENT: +0.5% Blinding Sun Miss Chance

Icarus Dive
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
DISPELLABLE: Yes
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.
Icarus Dive has a 2 second travel duration, and can be cancelled by casting the ability again while in flight.
HP COST: 15%
DIVE LENGTH: 1100 / 1200 / 1300 / 1400
BURN DURATION: 4
DAMAGE PER SECOND: 20 / 40 / 60 / 80
MOVE SLOW: 10% / 15% / 20% / 25%

40 / 35 / 30 / 25




LEVEL 25 TALENT: +1000 Icarus Dive Cast Range
LEVEL 10 TALENT: +25% Icarus Dive Slow
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.

Fire Spirits
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
DISPELLABLE: Yes
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.
Fire Spirits reveal the area they strike for 1 second.
HP COST: 20%
SPIRIT DURATION: 20
RADIUS: 200
BURN DURATION: 4
ATTACK SPEED SLOW: 50 / 80 / 110 / 140
DAMAGE PER SECOND: 20 / 40 / 60 / 80

50 / 40 / 30 / 20

100

1400



LEVEL 15 TALENT: +20 Fire Spirits Damage Per Second
The ever-collapsing core of Phoenix often emits short-lived bursts of conscious light.

Sun Ray
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
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.
Sun Ray has a width of 130 units, and a length of %abilitycastrange% units.
Sun Ray is canceled if Phoenix gets stunned, silenced, cycloned, hexed or slept.
Phoenix can use items and abilities without canceling Sun Ray.
HEALTH COST PER SECOND: 6%
BASE DAMAGE PER SECOND: 14 / 20 / 26 / 32
MAX DAMAGE: 1% / 2.75% / 4.5% / 6.25%
BASE HEAL PER SECOND: 7 / 10 / 13 / 16
MAX HEAL: 0.5% / 1% / 1.5% / 2%

30

100 / 110 / 120 / 130

1200
FACET: Hotspot

Sun Ray does more damage/heal and applies 2x Blinding Sun stacks to targets near the end of the beam. Beam intensity starts increasing at half the beam length, up to 150% of base damage/heal at %focal_point_full_length_tooltip_only% range. Increasing Sun Ray length to beyond %focal_point_full_length_tooltip_only% range will result in more than %focal_point_max_multiplier% damage and healing.


Aghanim's Shard
Allows Sun Ray to be cast during Supernova, and slows affected enemies by %shard_move_slow_pct%%.



LEVEL 20 TALENT: +1.5% Max Health Sun Ray Damage
The vent through which such stellar energy flows is mere atoms wide.

Toggle Movement
PASSIVE: No
Toggles slow forward movement during Sun Ray firing.
Sun Ray allows Phoenix to move over cliffs and trees.
SQAWRK!

Supernova
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: Yes
PASSIVE: No
BUFF: Yes
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 %abilityduration% seconds the sun explodes, stunning all nearby enemies while restoring Phoenix to full health and mana with refreshed abilities. DISPEL TYPE: Strong Dispel
RADIUS: 1200
DAMAGE PER SECOND: 60 / 90 / 120
STUN DURATION: 1.6 / 2 / 2.4
ATTACKS TO DESTROY: 6 / 8 / 10
ATTACKS TO DESTROY:
CAST RANGE:

120

150 / 200 / 250

500


Aghanim's Scepter
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.
ATTACKS TO DESTROY:
CAST RANGE:




LEVEL 25 TALENT: +2 Supernova Hit Count
LEVEL 20 TALENT: +0.5s Supernova Stun Duration
The solar crucible of a Supernova may be fatal, yet from its flames arise new beacons to wander infinity.

Launch Fire Spirit
AFFECTS: Area
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
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.
Fire Spirits reveal the area they strike for 1 second.
HP COST: 20%
SPIRIT DURATION: 20 / 20 / 20 / 20
RADIUS: 200
BURN DURATION: 4
ATTACK SPEED SLOW: 50 / 80 / 110 / 140
DAMAGE PER SECOND: 20 / 40 / 60 / 80

1400



LEVEL 15 TALENT: +20 Fire Spirits Damage Per Second
PKAWW! BOOM

Stop Icarus Dive
PASSIVE: No
Immediately cancels the dive.
SCREE!

Stop Sun Ray
PASSIVE: No
Immediately stops the Sun Ray.
CHIRP!
Talents



+1000 Icarus Dive Cast Range
+ 2.3 %
+2 Supernova Hit Count



+0.5s Supernova Stun Duration
+1.5% Max Health Sun Ray Damage
+ 2.5 %



+20 Health Regen
+ 1.2 %
+20 Fire Spirits Damage Per Second



+0.5% Blinding Sun Miss Chance
+25% Icarus Dive Slow
+ 1.6 %
Win Rate
Pick Rate
Patch 7.38
- Level 10 Talent +20 Icarus Dive Damage Per Second replaced with +0.5% Blinding Sun Miss Chance
Strategy
Icarus Dive, Sun Ray while moving and Supernova destroy trees.
Make sure to land most of the Fire Spirit and get extra right-clicks in or deny a creep here and there.
You can attack once during Icarus Dive.
Fire Spirits provide short lasting vision so you can scout pillars for wards or Roshan pit.
You can use Sun Ray to escape over cliffs and pillars.
Supernova always turns night into day which can be great against Night Stalker for example.
Your allies can deny you in Supernova when one hit is left.
Avoid placing Supernova close to opponents' counters. Use terrain features to allow Supernova to go off.
Phoenix is great at defending towers with his long range damaging spells and escape.
When not much is happening, push out the sidelines with Fire Spirits and Sun Ray without even showing yourself.
With Aghanim's Shard, use Sun Ray before Supernova as it will persist and will be refreshed upon explosion.
With Aghanims Shard, use Sun Ray during Supernova on enemy heroes hitting your egg to have more chances of survival with the miss chance.
Counter Strategy
Look to go on Phoenix when Icarus dive was used. It has long cooldown.
Fire Spirits are Phoenix's main laning spell - Look to dodge them by moving chaotically.
Phoenix's Sun Ray does a lot of damage against high HP heroes. Run away from it or make a sharp turn.
Against Phoenix's Supernova you need to decide very quickly if you want to fight or run away.
Avoid fighting in choke spots and clumping up against Supernova or Sun Ray.
Spell immunity and magic resistance items are great against Phoenix's magical damage.
Attack speed items allow you to destroy the Supernova faster.
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.