

Speed modifiers such as slows, haste or even items do not affect this value (though their effects resume normally after Sun Ray ends). Toggle movement makes Phoenix fly in the direction of the beam at a fixed 250 movement speed. Sun Ray grants vision in a very small AoE around the beam.īy default Phoenix can't move during Sun Ray, and turns at a reduced turn rate of approximately 30 degree / second. Magic immune enemies are not affected by Sun Ray, but magic immune allies are still healed. At max level, Sun Ray can potentially heal 135 + 18% of the ally's max HP. At max level, a fully channeled Sun Ray deals 270 + 36% of the enemy's max HP in pure damage. This cost is increased if Phoenix is healed during the channeling / decreased if Phoenix takes damage during the channeling.ĭamage scales up to twice the initial damage, meaning it increases by 20% every second. This means a fully channeled Sun Ray (6 sec) would be like paying 31% of your current HP and not 36% (geometric sequence with a 0.94 ratio). HP costs is not paid upfront but updated every 0.2 sec at a rate of 6% HP / sec. Inconsistencies: Dota 2 Fire Spirits don't grant vision / Dota 1 each spirit has 300 vision range. If chained perfectly, can deal 1200 magic damage at max level (300 per spirit).ĭebuff can be purged / removed by going magic immune. Throwing multiple Fire spirits only refresh the duration. After 16 seconds, all spirits that haven't been used are wasted.Ĭooldown starts when Spirits are created, not when the last spirit is thrown.ĭebuff does not stack. HP cost follow the same rules as Icarus Dive.Ĭreates 4 Fire spirits. Shiva's Guard AoE follows Phoenix during Dive. Going invisible (Shadow Blade) will make both Phoenix & the burning trail invisible. Special interaction between items & Icarus Dive:įorce Staff will not have any effect (still goes on cooldown).īlink Dagger & Manta Style immediately stop Icarus Dive. These will prevent Phoenix from using Stop Icarus Dive, and taunts will still make Phoenix come back to attack the target after Dive ends. Pudge's Meat Hook (still take damage but won't be pulled) However, you can't fly over Enigma's Black Hole. Phoenix can fly through ally / enemy Chronosphere without any issue. Icarus Dive is not cancelled by the following:Įul's Cyclone / Invoker's Tornado.Phoenix takes damage from Invoker's Tornado but is otherwise unaffected.Įntangle / Ensnare type spells (with the exception of Frostbite which mini-stuns before snaring).Ĭhronosphere. Vacuum stops Icarus Dive, but does not pull Phoenix. Icarus Dive can be stopped by most hard CC such as stun, hex, sleep or Disruption. Dive will also destroy trees.ĭive does not disjoint projectiles & spells. There is an area in the middle that Icarus Dive doesn't touch.ĭive will ignore terrain & trap-type spells such as Power Cogs (doesn't trigger zap) or Pounce. Phoenix can freely attack / cast spells / use items during Icarus Dive.Īlways arc from left to right.

Walking on the fire trail left by Icarus Dive does not inflict the debuff, only contact with Phoenix during Dive will.ĭebuff can be removed by going magic immune / using purge. It also means you can use any items like Urn of Shadow, Salve or Clarity without breaking them by casting Icarus Dive. Magic immunity does not prevent the health cost either. Health cost is HP removal-type, meaning magic resistance / going ethereal doesn't affect it.
#IDIVE PHOENIX AS SERIES#
The aim of the Advanced Mechanics series is to bring light to the less obvious power of heroes' spells, so we will jump the basics and go straight for the meaty information. This is a follow-up thread for those who prefer having it in text form and do not need visual proof that the video provides, as well as those who simply missed it. Today we'll be taking a look at Phoenix's Advanced Mechanics. Hello everyone, it's time for the weekly "Secrets of." thread.
