Icarus
- Strength
19 + 2.9 - http://www.playdota.comAgility
12 + 1.3 - Intelligence
18 + 1.8
Icarus Dive
Fire Spirits
Sun Ray
Supernova
- Sentinel
- 0.35 / 0.633
- 54 - 64
- 0.1 / 0.5
- 0
- 1.7
- 290
- 1100
- 500
- 1800 / 800
Ancient scriptures spoke of seven sacred emanations of light, and of their convergence in great conflict. The collision of these rays upon the mortal realm created a pyre of the highest purity, giving birth to the mythical Phoenix. As a manifestation of divine flames, Icarus can discharge either flames of death and destruction, or of life and healing. The concentrated beam of energy that he can emit can incinerate whole armies from across the battlefield. Unafraid to utilize his own life-force in order to vanquish his enemies, Icarus can also harness the direct power of the sun to create a stellar explosion.
Icarus Dive
- Active
- Point
- D
- Level
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 100
- 30
- 99999
- 300
- 2 / 2 seconds *
- Enemy units
- 100 damage, disarm heroes
- 2
- 100
- 30
- 99999
- 300
- 2 / 2.5 seconds *
- Enemy units
- 150 damage, disarm heroes
- 3
- 100
- 30
- 99999
- 300
- 2 / 3 seconds *
- Enemy units
- 200 damage, disarm heroes
- 4
- 100
- 30
- 99999
- 300
- 2 / 3.5 seconds *
- Enemy units
- 250 damage, disarm heroes
Notes
• (*) Travel duration / Disarm duration• Damage type : magical
• The HP cost (10% of your current HP) is direct HP removal.
• Phoenix's trajectory has a 1400 length and 500 width.
• You can end the dive manually by pressing the hotkey again.
• Casting any spell, using any item, or getting disabled will also end the dive.
• Trees are destroyed in Phoenix's trajectory.
Fire Spirits
- Active
- Instant
- F
- Level
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 75
- 35
- N/A
- 400
- 12.5 seconds
- Enemy and allied units *
- Min heal/damage per spirit : 7.5. Max heal/damage per spirit : 30.
- 2
- 75
- 35
- N/A
- 400
- 12.5 seconds
- Enemy and allied units *
- Min heal/damage per spirit : 12.5. Max heal/damage per spirit : 50.
- 3
- 75
- 35
- N/A
- 400
- 12.5 seconds
- Enemy and allied units *
- Min heal/damage per spirit : 17.5. Max heal/damage per spirit : 70.
- 4
- 75
- 35
- N/A
- 400
- 12.5 seconds
- Enemy and allied units *
- Min heal/damage per spirit : 22.5. Max heal/damage per spirit : 90.
Notes
• (*) Heals allied units and damages enemy units in a 400 AoE around an exploding spirit.• Damage type : magical
• The HP cost (10% of your current HP) is direct HP removal.
• At the end of the duration, or when Phoenix dies or casts Supernova, remaining spirits will sacrifice themselves on the spot, dealing their heal/damage.
• The spirits grow to their full power linearly during 10 seconds.
• If you target a spirit on another unit, units in a 400 AoE around both the spirit and Phoenix are affected (a unit in both AoEs is affected only once)
Target Fire Spirits
- Active
- Unit
- F
Targets all fire spirits towards a unit.
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 0
- 0 seconds
- 1200
- N/A
- N/A
- Enemy and allied units
- Targets a fire spirit towards a unit
Notes
• The spirits will move at 600 ms toward the target.
Sun Ray
- Active
- Point
- R
- Level
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 35 to activate, then 4% of max mana per second
- 0
- 2000
- 75 / 175 *
- 1 second
- Enemy units
- Damage per second : 15 + 6% of target's max life.
- 2
- 35 to activate, then 4% of max mana per second
- 0
- 2000
- 75 / 175 *
- 1 second
- Enemy units
- Damage per second : 30 + 6% of target's max life.
- 3
- 35 to activate, then 4% of max mana per second
- 0
- 2000
- 75 / 175 *
- 1 second
- Enemy units
- Damage per second : 45 + 6% of target's max life.
- 4
- 35 to activate, then 4% of max mana per second
- 0
- 2000
- 75 / 175 *
- 1 second
- Enemy units
- Damage per second : 60 + 6% of target's max life.
Notes
• (*) AoE around the ray / AoE around the main target• Damage type : pure
• The HP cost (25% of your current HP) is direct HP removal.
• The ray will stop at the first hero it finds and burn an area around it.
• The maximum distance of the ray is 1150.
• Upon casting, Phoenix loses the ability to move and to attack, but can use a subability to drift in the direction of the ray.
• Clicking on the ground causes Phoenix to slowly aim the ray in the direction you clicked. (turn rate : 50 degrees per second)
• This ability can be toggled off.
• It will automatically stop if Phoenix lacks mana, casts Supernova, or if he is stunned or silenced.
• Phoenix cannot drop items or use any targeted item ability during Sun Ray.
Sun Ray Movement
- Toggle
- Instant
- E
Allows Phoenix to move in the direction of his Sun Ray.
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 0
- 0
- N/A
- N/A
- N/A
- N/A
- Allows Phoenix to move during Sun Ray
Notes
• Phoenix moves with a fixed 250 movement speed in this state.
• Phoenix can move through cliffs and will destroy trees on his path.
• Any immobilizing effect (like Ensnare) will stop this movement.
• Any slowing effect will not affect this movement.
Supernova
- Active
- Instant
- V
- Level
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 200
- 110
- N/A
- 1000
- 6 / 1.5 seconds *
- Enemy units
- 60 damage per second, 5 hero attacks required to kill the sun
- 2
- 200
- 110
- N/A
- 1000
- 6 / 2 seconds *
- Enemy units
- 80 damage per second, 7 hero attacks required to kill the sun
- 3
- 200
- 110
- N/A
- 1000
- 6 / 2.5 seconds *
- Enemy units
- 100 damage per second, 9 hero attacks required to kill the sun
Notes
• (*) Supernova duration / Stun duration• Damage type : magical
• Only attacks from heroes (Meepo clones included, but not illusions) can damage the sun.
• No ability can affect the sun.
• Phoenix is paused, hidden and invulnerable for the duration of Supernova.