Phoenix dota 2 skill list

Phoenix dota 2 skill list

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.

Phoenix dota 2 skill list

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