Phoenix Guide


Items

Starting:

Early-game:

Core:

Gameplay

Playstyle
Phoenix   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Phoenix 19 + 3.2 12 + 1.3 18 + 1.8 Level Base dota2 is a risk-reward, spell-dependent supportive initiator adept at placing debuffs on a wide area to hamper the enemy team`s offensive capabilities and slowly burn their health away. Its abilities let it apply powerful slows, rain down heavy damage over time from a distance, and then cover a large area in a stellar inferno as it collapses into a scorching Supernova. Should enemies fail to destroy or escape it, they will be met with a spell immunity-piercing stun, allowing Phoenix and its allies to take advantage of the enemy and follow up with their other abilities.
Pros Cons
  • Long range on all of its abilities.
  • Counters auto-attack dependent carries.
  • Scaling magical damage along with healing.
  • Capable of inflicting many debuffs on multiple enemies at once.
  • Deceptively elusive and durable with the right order of spell usage.
  • No true disables.
  • Has almost no spell immunity piercing effects.
  • Very ability and mana dependent.
  • Requires precise and careful positioning, aim and timing.
  • Low armor and has health costs along with mana costs on most abilities.

Videos

Info


Hero Strategy Counters Play “Many hands make light work.” This article is badly written or needs more information. Please help the community by updating it. Read this formatting guide first.   Hero   Strategy   Counters   Equipment   Equipment   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e Phoenix Equipment (collapse sets)Sets Vermillion CrucibleHead Crest of the Vermillion Crucible Solar dota2 Gear   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     This is a list of cosmetic items that reflects Phoenix s design aesthetics. dota2 Responses   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane Sounds   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e  Dota 2 Sounds Hero Sounds Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Phoenix Alone across an untouched darkness gleamed the Keeper s first sun, a Old Abilities   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Icarus Dive (6.75-6.75b) QD AbilityNo Target AffectsAllies / Self Icarus enters a dota2 Changelogs   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Contents 1 Version history 2 Patch history Version history edit] Version Description dota2

Phoenix Guide Header.png

Initiator

Phoenix is best played as an initiator, as it can deal heavy damage per second over time with its abilities. Fire Spirits should be the first maxed-out ability, acting as a pseudo-disable that can fool the enemy into thinking they can fight back. Adding more levels to Icarus Dive applies more DPS to an enemy when harassing during the laning phase or when initiating. Avoid leveling Sun Ray early on as you require the mana for Fire Spirits and Supernova, and Phoenix` mana pool is not very large early game. Supernova can turn the tide of battle if used properly. Quick reaction time, proper positioning, and an aggressive, risk-taking mindset is important, so that it can land all its debuffs on most (preferably all) of the enemy team prior to using your ultimate, dealing immense magic damage in a large area that can be difficult to escape from. Faster spell activation will give the enemy a smaller window of opportunity to try and disable you before you can activate your ultimate. Items that synergize with Supernova well (such as magic amplification and AoE effects) are best gotten for Phoenix players that go by this play style.

Support

Phoenix` abilities are also very good at disorienting the enemy team and keep your team alive in teamfights. Instead of focusing on initiating with Supernova, it is reserved only as a follow-up for its team`s other abilities, preferably AoE disables such as Chronosphere or Ravage. Sun Ray will be Phoenix` staple ability, as its scaling and gradually increasing damage can easily whittle an enemy`s health down, and even heal allies at the same time. Fire Spirits should be the next priority as it is still important in keeping the Supernova alive, while Icarus Dive only increases its damage with levels, meaning it should be maxed last. Positioning is still key, so that Sun Ray may be in an angle that lets it heal and damage simultaneously. Items to go for in this play style are preferably those that aid in the survival of your own team, such as auras like Pipe of Insight   Item   Changelogs     Pipe of InsightB A powerful artifact of mysterious origin, it creates barriers against magical forces. Cost3200 (800) Bought FromSupport Active Barrier Passive Insight Aura Bonus +8 Health regeneration+30% Magic dota2 or Guardian Greaves   Item   Changelogs     Guardian Greaves One of many holy instruments constructed to honor the Omniscience. Cost5375 (1700) Bought FromSupport Active Mend Passive Guardian Aura Bonus +5 Strength+5 Agility+5 Intelligence+5 Armor+250 Mana+55 Movement dota2 , but if Aghanim`s Scepter   Item   Upgraded Abilities   Old Abilities   Lore   Changelogs     Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175 dota2 becomes an option, Sun survivability should be top priority to prevent having two deaths at once in your own team, so buying items like Shiva`s Guard   Item   Changelogs     Shiva s Guard Said to have belonged to a goddess, today it retains much of its former power. Cost4750 (650) Bought FromArmor Active Arctic Blast Passive Freezing Aura Bonus +30 dota2 or Radiance   Item   Old Abilities   Changelogs     Radiance A divine weapon that causes damage and a bright burning effect that lays waste to nearby enemies. Cost5150 (1350) Bought FromWeapons Passive Burn Bonus +65 dota2 are good possible next items.

Ability Builds

Initiator Phoenix
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  • Fire Spirits should be the top priority to increase its attack speed slow as soon as possible to protect the Phoenix Sun as it is very vulnerable with a level 1 Supernova (only taking 5 hits before being destroyed), and while Icarus Dive`s scaling is poor (as it only increases the damage while the other stats remain the same), inflicting both the Dive`s and the Spirits` debuffs on an enemy will mean they will take high damage no matter where they may go, as long as they get hit by Phoenix even just once. Two levels of Icarus Dive is enough early to mid game, then go with maxing out Sun Ray to increase your damage output in teamfights more.
Support Phoenix
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  • Maxing out Sun Ray first gives Phoenix` lanemate(s) a bit more survivability, and the growing damage may be enough to fend off enemies early game. Fire Spirits should still be maxed after Sun Ray as it helps tremendously in keeping the Phoenix Sun alive, but since the Phoenix Sun will be mostly used defensively, it won`t be as important.

Talents

Hero Talents   Main   Table of Gained Bonuses     The Talent Selection interface. Talents are traits unique to each hero. They are chosen every 5th level starting at level 10, offering a permanent choice between dota2
+1s Supernova Stun Duration 25 +2 Supernova Hit Count
+8% Spell Amplification 20 +10 Armor
+150 Gold/Min 15 +65 Fire Spirits DPS
+175 Health 10 +20% XP Gain
Notes:
  • Upgrading health increases maximum health capacity and keeps the current health percentage.
  • The armor is added as bonus armor, and therefore does not benefit illusions.

Aggressive/Initiator Phoenix

  • When choosing to do an aggressive playstyle, Phoenix must increase its spell damage output and its capability to contribute to teamfights a lot more. Since initiator Phoenix players will use Supernova to get into fights often, the additional health, Strength and armor are not too important as the Phoenix Sun does not use these values. Instead, the extra experience gain will allow Phoenix to level up its abilities, and reach the next talents, faster, and the extra Fire Spirits damage and spell damage amplification will increase Phoenix` threat to enemies in teamfights, heavily damaging and crippling enemies who dare choose to not disengage with your team.
  • The last talent tree section is highly situational. If the enemy team is composed of high attack speed Heroes, choosing the extra Supernova hit count will assist the ability`s completion. Meanwhile, if the enemy Heroes are either lacking in attack speed or have difficulty escaping your initiation, choosing the additional stun time will be helpful in keeping the enemy in place and let your team follow up with their own damage.

Support Phoenix

General

  • Remember to keep at least 310 mana on Phoenix at all times, so that you have enough to use Fire Spirits and Supernova should the need arise. Try not to waste too much mana with your spells as lacking these abilities to use can make escaping difficult if Icarus Dive is unavailable. Defend yourself by activating Fire Spirits, applying them quickly to enemies and then cast Supernova to protect yourself. If done right, you will be reborn with refreshed abilities, health and mana, as well as stunned opponents, letting you Dive away to safety.
  • Phoenix` non-ultimate abilities are very weak at level 1. Try to get to level 3 first to obtain a level 2 Fire Spirits/Sun Ray to harass the enemy with. Supernova is also rather fragile at level 1, so great caution must be taken when using the ability at low levels.
  • All of Phoenix` abilities, except for its ultimate, have health costs along with mana costs (except Icarus Dive). With this in mind, be wary of the enemy team if you`re spamming abilities in a lane. While the health costs are always based on your current health (and therefore, you can never kill yourself with it), it will decrease your health to a considerable amount from full, making you a tempting target for a gank. As such, ward your jungles (or ask an ally to do so), or simply have an escape prepared should you find yourself ambushed.
  • Phoenix does not have any targeted abilities and have very good range and radii, making it good for area denial, scouting or teamfight contribution all from a safe distance.
  • Phoenix does the most damage when it manages to apply all its debuffs (and any of those from items it has bought) onto its target, slowly whittling them down. Being highly dependent on debuffs, be wary of enemies that have dispelling abilities like Press the Attack or Aphotic Shield.

Icarus Dive

Fire Spirits

  • Always try to apply the Fire Spirits debuff on all enemy Heroes before using Supernova, so that destroying it will at the very least, be slow to make the most use of it.
  • Remember that Fire Spirits does not stack with itself. Try to spend the four spirits wisely so that you can make most of the ability for its entire duration.
  • The spirits have a fixed movement speed, and therefore take some time to reach their destination. Try to lead your aim so that it can hit a moving enemy, or try to predict where the enemy might move to next. This also means that firing the spirits from its maximum distance (especially if cast range is increased) will delay their impact further compared to firing from a closer distance.
  • The attack speed slow can be enough to completely nullify an auto-attacker Hero for a meanwhile. If you are suddenly ganked, try to apply the debuff on your assailants, and perhaps try to turn the fight around or escape.
  • The attack speed slow also works on Roshan. Accompany an ally and help out by casting it on Roshan, making sure to use the Spirits one after the other`s debuff to make full use of them.

Sun Ray

  • Reserve Sun Ray for healing purposes or if there is a fleeing enemy within reach. Sun Ray is fairly weak when the enemy is at or is close to full health.
  • The damage/heal increases the longer the Ray is activated, so try to keep the Ray pointed at an enemy/ally for maximum efficiency.
  • Sun Ray`s heal is not as quick acting as other heals, therefore it is best to be used while an ally is being attacked at full health instead of using it as a last-ditch save attempt.
  • Sun Ray gives vision along its path. Use it to scout areas such as Roshan`s pit, above cliffs, or the juke areas inside trees where enemy Heroes would tend to hide in.
  • Be careful of the enemy team when you`re channeling the Sun Ray. Even with the toggled movement, you are a very easy target for skillshots like Meat Hook or Sacred Arrow. Try to hide behind allies or be in a hard to reach area so you cannot be hit by such spells while still contributing to fights.
  • When movement is toggled on, Phoenix can fly over cliffs and destroy trees, as well as be unaffected by any sort of slows. Depending on the situation, it can be used to escape a gank or a failed teamfight to get yourself to safety. You can use it to fly over Ice Shards or Fissure, to break free from Pounce`s leash or Kinetic Field, or to ignore the slows from Ice Wall or Fortune`s End. During the toggled movement, you are also immune to roots Root (formerly known as Ensnare and Entangle) is a status effect that prevents affected units from moving, and from casting some mobility spells. Contents 1 Mechanics 2 Rooting abilities 3 Self-rooting abilities 4 Disabled by dota2 like Earthbind and Ensnare; be that as it may, beware of Frostbite, as even though it is also a rooting ability, it applies a ministun upon cast, so it can stop the movement, but it won`t prevent it.
    • Phoenix can still cast abilities and items while firing the Sun Ray. A wise escape tactic can be to toggle the Ray`s movement on (preferably through a cliff) and then teleport back to base while moving so enemies may have a harder time trying to stop you from escaping.

Supernova