Phoenix dota 2 skill list
Phoenix/Old Abilities
- This ability was reworked in the 6.76 gameplay patch.
- Icarus Dive has an instant cast time, but interrupts Phoenix’s channeling spells upon cast.
- The health cost (10% of current health) is direct HP Removal.
- Amplifies all damage types on Phoenix.
- The doubled movement speed causes Phoenix to exceeds the 522 movement speed cap.
- The movement speed adapts periodically to Phoenix’s 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, wards and creep-heroes.
- Can heal up to 3%/9%/15%/21% of a unit’s maximum health.
- This ability was reworked in the 6.76 gameplay patch.
- The health cost (10% of current health) is direct HP Removal.
- 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 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.
- This ability was reworked in the 6.75 gameplay patch.
- The health cost (10% of current health) is direct HP Removal.
- Icarus Dive has a 2 seconds travel duration. Does not disjoint 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, cycloned, hexed, slept or rooted. Taunts and forced movement 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.
- This ability was reworked in the 6.75 gameplay patch.
- The Health cost (10% of current health) is direct HP Removal.
- Interrupts Phoenix’s 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.
- This ability was reworked in the 6.75 gameplay patch.
- This ability replaces Fire Spirits (6.70-6.74c) until the spirits are launched.
- The launched spirits travel at a speed of 900.
- Launches all 4 spirits at once.
- This ability was reworked in the 6.75 gameplay patch.
- The health cost (25% of current health) is direct HP Removal.
- Sun Ray stays active until Phoenix runs out of mana or is manually deactivated.
- Sun Ray is interrupted if Phoenix gets stunned, silenced, cycloned, hexed or slept.
- Roots do not interrupt it, but prevent Toggle Movement from moving Phoenix.
- Taunts 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.
- Icarus Dive (6.70-6.74c) can be cast during Sun Ray without interrupting it. Casting Supernova cancels 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.

