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
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
100
40
99999
300
2 / 2 seconds *
Enemy units
100 damage, disarm heroes
2
100
40
99999
300
2 / 2.5 seconds *
Enemy units
150 damage, disarm heroes
3
100
40
99999
300
2 / 3 seconds *
Enemy units
200 damage, disarm heroes
4
100
40
99999
300
2 / 3.5 seconds *
Enemy units
250 damage, disarm heroes
- (*) 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 or using any item will also end the dive.
- Trees are destroyed in Phoenix's trajectory.
- Phoenix is magic immune during the dive.
Fire Spirits
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 : 10. Max heal/damage per spirit : 40.
2
75
35
N/A
400
12.5 seconds
Enemy and allied units *
Min heal/damage per spirit : 15. Max heal/damage per spirit : 60.
3
75
35
N/A
400
12.5 seconds
Enemy and allied units *
Min heal/damage per spirit : 20. Max heal/damage per spirit : 80.
4
75
35
N/A
400
12.5 seconds
Enemy and allied units *
Min heal/damage per spirit : 25. Max heal/damage per spirit : 100.
- (*) 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.
Sun Ray
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 seconds
2000
75 / 175 *
1 second
Enemy units
Damage per second : 10 + 5% of target's max life. 10% movement speed slow on heroes.
2
35 to activate, then 4% of max mana per second
0 seconds
2000
75 / 175 *
1 second
Enemy units
Damage per second : 20 + 5% of target's max life. 16% movement speed slow on heroes.
3
35 to activate, then 4% of max mana per second
0 seconds
2000
75 / 175 *
1 second
Enemy units
Damage per second : 30 + 5% of target's max life. 22% movement speed slow on heroes.
4
35 to activate, then 4% of max mana per second
0 seconds
2000
75 / 175 *
1 second
Enemy units
Damage per second : 40 + 5% of target's max life. 28% movement speed slow on heroes.
- (*) 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.
Supernova
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
- (*) 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.