Info
Ability
No Target
No Target
Affects
Allies / Self
Allies / Self
Icarus enters a Dive state. While in this state, its movement is double and nearby allied units are healed for 4 seconds, but all damage you take is amplified by 50%. Lasts 6 seconds. Costs 10% of current health to cast.
Cast Animation: 0+0
Current Health as Cost: 10%
Heal Radius: 600
Self Movement Speed Bonus: 100%
Self Damage Amplification: 50%
Allies Max Health as Heal per Second: 0.75%/2.25%/3.75%/5.25%
Heal Duration: 4
Dive Duration: 6
Modifiers
Icarus Dive: Undispellable.
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.
Notes:
- This ability was reworked in the 6.76 gameplay patch.
- Icarus Dive has an instant cast time, but interrupts Phoenix` channeling spells upon cast.
- The health cost (10% of current health) is direct @@@#@@@HP(hp.com)###@### Removal Damage is any means by which unit s current health can be reduced. Heroes, creeps, ancients, Roshan and fountains are all capable of dealing damage. Contents 1 Damage sources 1.1 Attack damage 1.2 Spell damage 2 .
- Amplifies all damage types on Phoenix.
- The doubled movement speed DPS multiplier when chasing Minimum (pursuer MS / target MS) Ratio for Maximum Chase DPS Movement speed (sometimes abbreviated as move speed or MS) is the speed at which a unit can move. Movement speed causes Phoenix to exceeds the 522 movement speed cap.
- The movement speed adapts periodically to Phoenix` current movement speed. Percentage movement speed increments to do not affect the speed gained through Icarus Dive.
- This means the highest possible speed is 522 doubled, which is 1044.
- Phoenix does not lose collision during the dive. It cannot move over cliffs, trees or other units.
- Phoenix can act fully freely in this state and the effect cannot be cancelled.
- During Icarus Dive, all allied units which get within 600 radius of Phoenix receive a healing buff which lasts for 4 seconds. A unit cannot receive the buff more than once per cast.
- Does not heal Phoenix, buildings Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire , wards This page is about in-game units. For cosmetic pets, see Summoned Unit. Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against and creep-heroes.
- Can heal up to 3%/9%/15%/21% of a unit`s maximum health.
Affects
Enemies
Enemies
Damage
Pure
Pure
Drawing from its own inner fire, Phoenix expels a huge beam of light at the cost of its own life energy. The beam damages enemies for a percentage of their life. Lasts 6 seconds, damage scales up to twice the initial damage. Slows by 50%. Costs 10% of current health to activate.
Cast Animation: 0.01+0
Cast Range: 1600
Current Health as Cost: 10%
Ray Distance: 1600
Ray Radius: 130
Base Damage per Second: 20/30/40/50
Max Health as Damage per Second: 1%/2%/3%/4%
Movement Speed Slow: 50%
Ray Duration: 6
Modifiers
Sun Ray: Undispellable.
Sun Ray Slow: Unknown dispel interaction.
The vent through which such stellar energy flows is mere atoms wide.
Notes:
- This ability was reworked in the 6.76 gameplay patch.
- The health cost (10% of current health) is direct HPTechnology company Removal Damage is any means by which unit s current health can be reduced. Heroes, creeps, ancients, Roshan and fountains are all capable of dealing damage. Contents 1 Damage sources 1.1 Attack damage 1.2 Spell damage 2 .
- Unlike the other versions of this spell, this one is a channeling spell and is fully static. Attempting to move, cancels it and it has no sub-ability to move.
- Deals damage in 0.2 second intervals starting 0.2 seconds after cast, resulting in up to 30 damage instances per unit.
- Damage scaling:
- Initially, the beam deals 20/30/40/50 + 1%/2%/3%/4% of the affected units` max health as damage per second.
- For each passing 0.2 seconds after cast, the damage increases by 0.66/1/1.33/1.66 + 0.033%/0.066%/0.1%/0.13% of their max health.
- 6 seconds after cast, the damage reached 40/60/80/100 + 2%/4%/6%/8% of their max health per second. At this point, the ray stops.
- The slow A Slow is a type of status effect that reduces the afflicted units Movement Speed by a percentage, and/or Attack Speed by a flat value of their current speeds. Contents 1 Mechanics 1.1 Slowing movement is refreshed in the same 0.2 second intervals. The debuff itself lasts 0.5 seconds.
- Can deal up to 180/270/360/450 + 9%/18%/27%/36% of max health as damage when an enemy is hit by the beam for its full duration.
Ability
Target Point
Target Point
Affects
Enemies / Self
Enemies / Self
Damage
Magical
Magical
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage and disarming any units it comes into contact with, and then orbiting back to its original position. If during the 2 second duration of this spell Phoenix casts another spell, the dive ends. Cost 10% of current health to cast.
Cast Animation: 0.01+0
Cast Range: Global
Current Health as Cost: 10%
Effect Radius: 200
Dive Distance: 1400
Dive Width: 500
Damage: 100/150/200/250
Modifiers
Icarus Dive: Undispellable.
Disarm: Unknown dispel interaction.
Though no stranger to travelling the cosmic void, soaring within an atmosphere offers unique pleasures.
Notes:
- This ability was reworked in the 6.75 gameplay patch.
- The health cost (10% of current health) is direct HPTechnology company Removal Damage is any means by which unit s current health can be reduced. Heroes, creeps, ancients, Roshan and fountains are all capable of dealing damage. Contents 1 Damage sources 1.1 Attack damage 1.2 Spell damage 2 .
- Icarus Dive has a 2 seconds travel duration. Does not disjoint Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is projectiles, and Phoenix is still vulnerable 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.
- Icarus Dive is interrupted when Phoenix is stunned Stun is a status effect that prevents active actions like moving, turning, using spells or items, but does not prevent passive abilities, such as evasion and Damage Block. Stuns also interrupt spell casts, channeling spells , cycloned Cyclone is a status effect that causes afflicted units to be lifted up, completely disabling them, but also rendering them invulnerable to all sources of damage, similar to being hidden. Cyclone dispels the target, removing , hexed Hex (also referred to as Sheep or Polymorph) is a status effect which turns the affected unit into a harmless critter, disabling many of its fighting capabilities. Contents 1 Mechanics 2 Sources of Hex 3 , slept Sleep is a rare status effect that completely disables those affected for the entire duration. Be that as it may, Sleep can be broken by dealing damage to the affected unit. Sleeping units cannot be woken up while they or rooted. Taunts "Taunt" redirects here. For the cosmetic item, see Taunt (Equipment). Taunt is a disable that forces one or more units to attack another unit. While taunted, players are unable to issue conflicting orders to afflicted and forced movement Forced Movement is a status effect that changes a unit s position. This movement is completely unrelated to the unit s movement speed and works on them while disabled. Most spells with forced movement prevent the affected do not interrupt it.
- Phoenix cannot attack or turn during the dive. Its facing angle is fixed along the dive. Casting any item or spell immediately cancels the dive.
- Targeted spells may only be cast when the targeted point is right where Phoenix is facing. Since its facing angle is fixed, targeted anywhere else has no effect.
Ability
No Target
No Target
Affects
Enemies / Allies
Enemies / Allies
Damage
Magical
Magical
Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power and can be used to damage his enemies or heal his allies. After growing to maximum power in 10 seconds, they will automatically sacrifice themselves around the Phoenix. Costs 10% of your current health to cast. Heals for half the damage.
Cast Animation: 0.01+0.5
Current Health as Cost: 10%
Effect Radius: 400
Min Damage per Spirit: 7.5/12.5/17.5/22.5
Max Damage per Spirit: 30/50/70/90
Min Heal per Spirit: 3.75/6.25/8.75/11.25
Max Heal per Spirit: 15/25/35/45
Spirits Duration: 10
Modifiers
Fire Spirits: Undispellable.
The ever-collapsing core of Phoenix often emits short-lived bursts of conscious light.
Notes:
- This ability was reworked in the 6.75 gameplay patch.
- The Health cost (10% of current health) is direct HP Removal Damage is any means by which unit s current health can be reduced. Heroes, creeps, ancients, Roshan and fountains are all capable of dealing damage. Contents 1 Damage sources 1.1 Attack damage 1.2 Spell damage 2 .
- Interrupts Phoenix` channeling spells upon cast.
- Each spirit always damages enemies and heals allies within 400 radius around Phoenix, regardless of where the spirits where launched.
- The effects in the radius around Phoenix do not stack with the effects in the radius around the fire spirits.
- Damage and heal scaling:
- Each spirit`s damage begins at 7.5/12.5/17.5/22.5.
- For each passing 0.1 second after cast, their damage increases by 0.225/0.375/0.525/0.675.
- 10 seconds after cast, the damage reached 30/50/70/90. At this point, the spirits automatically target Phoenix.
- The damage does not continue scaling while the spirits are flying towards the targeted point.
- The heal works in the exact same way, but with the heal values being divided by 2.
- All 4 spirits together can deal for up to a minimum of 30/50/70/90 and a maximum of 120/200/280/360 damage.
- All 4 spirits together can heal for up to a minimum of 15/25/35/45 and a maximum of 60/100/140/180 health.
- Does not affect ancient creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps , Roshan For Roshan as he appears in holiday events, see Roshan (Diretide 2012) and Roshan (Diretide 2013) Roshan Ancient Jungle Creep Level 30 Health 5500 Health regeneration 20 Armor 15 Magic resistance 55% Attack damage 65 , Warlock Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Warlock 22 + 2.8 10 + 1 24 + 2.7 Level Base `s Golem Warlock s Golem Ancient Creep-Hero Level 1 Duration 60 Health 1000/1500/2000 ( 750/1125/1500) Health regeneration 25/50/75 Armor 6/9/12 ( 21/24/27) Magic resistance 33% Attack damage 75/100/125 ( 56/75/94) Acquisition range 500 Attack range 225 Base attack and Storm Storm Ancient Creep-Hero Level 7/8/8 Duration 16/18/20 Health 1000/1500/1900 ( 3000/3500/3900) Health regeneration 1/2/2 Mana 500/750/750 Mana regeneration 1.5 Armor 2 Magic resistance 0% Attack damage 15/35/55‒25/45/65 Acquisition range 600 Attack range 600 Base attack and Fire Fire Ancient Creep-Hero Level 7/8/8 Duration 16/18/20 Health 1200 ( 3200) Health regeneration 2/4/4 Armor 0/3/6 Magic resistance 0% Attack damage 75/115/155‒85/125/165 Acquisition range 600 Attack range 150 Base attack time 1.35 Attack animation 0.3+0.3 from Primal Split.
Target Fire Spirit (6.70-6.74c)
Play
W
F
Affects
Enemies
Enemies
Damage
Pure
Pure
Drawing from its own inner fire, Phoenix expels a huge beam of light at the cost of its own life energy. The beam damages enemies for a percentage of their life. Costs 25% of current health to activate.
Notes:
- This ability was reworked in the 6.75 gameplay patch.
- The health cost (25% of current health) is direct HP Removal Damage is any means by which unit s current health can be reduced. Heroes, creeps, ancients, Roshan and fountains are all capable of dealing damage. Contents 1 Damage sources 1.1 Attack damage 1.2 Spell damage 2 .
- Sun Ray stays active until Phoenix runs out of mana or is manually deactivated.
- Sun Ray is interrupted if Phoenix gets stunned Stun is a status effect that prevents active actions like moving, turning, using spells or items, but does not prevent passive abilities, such as evasion and Damage Block. Stuns also interrupt spell casts, channeling spells , silenced Play Silence! Silence is a status effect that prevents those affected from using active hero abilities for the duration of the silence. It can be useful when ganking a hero with a blink or invisibility , cycloned Cyclone is a status effect that causes afflicted units to be lifted up, completely disabling them, but also rendering them invulnerable to all sources of damage, similar to being hidden. Cyclone dispels the target, removing , hexed Hex (also referred to as Sheep or Polymorph) is a status effect which turns the affected unit into a harmless critter, disabling many of its fighting capabilities. Contents 1 Mechanics 2 Sources of Hex 3 or slept Sleep is a rare status effect that completely disables those affected for the entire duration. Be that as it may, Sleep can be broken by dealing damage to the affected unit. Sleeping units cannot be woken up while they .
- 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 do not interrupt it, but prevent Toggle Movement from moving Phoenix.
- Taunts "Taunt" redirects here. For the cosmetic item, see Taunt (Equipment). Taunt is a disable that forces one or more units to attack another unit. While taunted, players are unable to issue conflicting orders to afflicted do not interrupt it either. But toggling on the movement during a taunt prevents it from being able to toggle the movement or the spell off for the duration.
- Forced movement does not interfere with Sun Ray at all.
- Phoenix cannot move during Sun Ray. It may only turn with a very slow turn rate.
- Sun Ray disarms Phoenix for its full duration. Phoenix may cast its abilities during Sun Ray, but cannot use items which require targeting.
- Casting a targeted spell causes Phoenix to face towards the targeted point with its normal turn rate, ignoring the slow rate from Sun Ray.
- The damage is fixed at 15/30/45/60 + 6% of affected units` maximum health.
- The beam goes straight through all non-hero units, still damaging them when they are about 50 range away from the ray.
- The beam collides with enemy heroes, and does not go straight through them. Deals damage to all units within 130 radius of the hero it currently collides with.