General Discussion

General DiscussionAny tips from good Pheonix players?

Any tips from good Pheonix players? in General Discussion
kalz | 永遠の領主

    How do I play him effectively and win? In this week, I feel like I can't win with TB and Lycan anymore since people started picking Axe. Was on like a 12-winning streak in solo ranked and then now I've lost 4 in a row against axe so can't pick pushing heroes anymore. I figured pheonix is decent against Axe and is good teamfight. Would appreciate some advice to play Pheonix. Thanks!

    Strongmind

      Play Phoenix offlane or mid lane any other opinions are bad for this hero.He need actually fast lvls and in my opinion his role is best for offlane cus he really easy shut down carrys and kill supports at early lvls.

      Max your 1 and 2 spell till ulti lvl 6,than again max it. get Sun ray when you maxed those 2 spells or get casual 1. point in sun ray before if you want. Always get tranq boots and rush mekanism,after that you can shiva or hex or whatever pipe heart etc. Always try in fights to go eg after you already did your 1 and 2 spell and try to go eg when you are at low hp already not if full and not if you are solo vs 3-4 heroes than they kill you asap. Thats basic about hero I think..

      ☛ ƊƦ.ӍѺƝֆƬ€Ʀ

        one good trick is to throw ur spirits one at a time , not all together.

        Androgynous

          max fire spirits first, best damage spell in the early game, and each extra point in it gives you more damage than putting points in your other spells. also gives you the most survivability because attack speed slows are more useful when attack speeds are low to begin with - losing 140 AS when you only have 150 is a much bigger deal than going from 400 to 260.

          dont waste your spirits, if someone is still being burned by them, resist the urge to spam them out all at once, because spirit's damage over time doesn't stack, only refreshes. if you wait for each spirit to do it's full 4s of damage, you can do 16s of damage. if you spam them all at once, like in 2 seconds flat, you may only get 6 seconds tops, and 10s of damage wasted is 750 damage lost at max spirits.

          The only time you use a spirit on someone who's already burning is if you need to finish them off and you cannot chase further.

          use dive mainly as an escape, sometimes to chase. you can also dive aggressively to throw spirits further and reduce their travel time, but don't cancel the dive so you end up where you originally dived from.

          in the early game, you literally can't die in supernova IF you slow the attack speed of any attackers. the lowest attack speed is 20, so anyone who has 160 attack speed (like 90% of all heroes) or less will have this. if you have 20 attack speed, it takes FIVE times as long as normal to attack. for most heroes, that means it takes 8.5s to attack ONCE.

          If you're 2v1 in the offlane, you shouldn't die in supernova. if you're 3v1, you might if they're already next to the egg. if they need to run to the egg, you might get away, because sometimes they won't commit 100%. they'll start attacking, then run away in the middle of it, and end up getting stunned.

          towers, creeps and illusions don't count to supernova hits, only real heroes or meepo copies, so feel free to tower dive, then pop your ult when you get low.

          in later teamfights you don't want to supernova in the middle of the enemy, you'll just get focused down. use supernova such that it can still stun and burn people, but to destroy it the enemy need to put themselves in a bad position. again, make sure you hit as many people as possible with fire spirits. also don't initiate with supernova on it's own, the only other disable you have is icarus dive's slow. if you can't force the enemy to stay in supernova's range, it goes to waste. wait for the enemy to be forced to fight or if they get disabled, then dive + ult.

          e.g if someone gets a multi hero stun, that's a good time to ult because that disable time is time not spent hitting the egg. a multi hero slow means they have to make a choice between running or fighting. if the slow is strong enough, they might still be stunned even if they try to run away - which is what an initiator does, forces bad fights for the enemy.

          ---------------------------------------------------------

          skill build is always going to be Q-W-W-Q-W-R by level 6 and in that order. take fire spirits whenever possible. it is very important that you get rank 2 fire spirits at level 3 instead of 4, since it goes from doing 240 damage at rank 1 with 4 spirits, to 560 at rank 2. at level 3, most supports only have 250-300 damage tops, and thats if they use both their nukes, which will cost ~250 mana, whereas spirits are only 110.

          very few heroes have as much damage as phoenix at that point. clock with rank 2 battery if 1v1, or juggernaut with a blade fury, but fire spirits has much higher cast range making it safer to use.

          After that, W-Q-E-E-R-E-E-Q-Stats-R

          You should be 3-4-2-2 by level 11 instead of 4-4-1-2, because Sun Ray's heal and damage double in effectiveness when you go from level 1 to level 2, which does more damage than getting another point in dive, AND also heals teammates more. You go from doing 9% of someone's health, to 18% if you have 2 points into sun ray, which is a huge difference before level 11.

          If you only have 1 point into sun ray at level 10, you won't be able to get another point into it until level 12 which will be a while, because the XP difference between level 11 and 12 is higher than normal, at 2200 XP. By that time teamfights are probably happening and your team could make use of the stronger heal instead of 80 more magic damage you get from levelling up dive.

          Use Fire Spirits when trading hits with the enemy support, the damage of the spirit itself and the attack speed slow means you trade hits better, maybe even when 2v1. This is why phoenix is such a powerful offlaner. At very low attack speeds (below 100), you can probably attack a hero twice before they can attack you once.

          Even better if they cancel their animation, you can attack them 3 times and they've attacked you 0. now they have to back off because they're taking too much damage, and that turn time is 1 extra free attack, and don't forget the fire spirits burn damage. all this together probably halves a hero's health in the early game.

          as for items:
          common items
          • tranquil boots are the best bootssince your spells mainly cost HP, and also phoenix's armour sucks. also they will still heal you immediately after using your abilities now, they only get disabled if you attack, or get attacked.

          • mek gives you and your team armour, useful HP regen for roaming, and you'll get full mana after you use supernova, making it's mana cost a non-issue.

          • urn can be gotten before mek if there's lots of kills happening early, plus gives you some mana regen which helps with spirit spam.

          • blade mail can add extra damage since you're supposed to be taking as much damage as possible before using supernova. also there's a bug where if you use BM + supernova and die in supernova, your killer takes pure damage equal to your current HP before you used supernova.

          • pipe makes you more tanky vs magic damage, also gives you tons of reliable HP regen (tranquils arent reliable). magic res does not reduce damage of sun ray though, self-damage is HP removal, and damage dealt to enemies is pure. still, if you're regening like 20 HP per second from items, that will counter most of sun ray's 6% max HP per second cost.

          • halberd is gotten for the disarm, which helps with surviving in supernova. casting disarm is blocked by BKB, but activating BKB when disarmed will not remove the disarm

          • veil increases all but sun ray's damage, has a huge cast range + AOE, and gives some stats, but mainly armour + HP regen

          • euls can be used to purge off silences, which you're especially weak to

          • ghost + force + hex + linkens are standard support items, you know when you might need these.

          luxury items
          • shiva's guard gives you armour, intelligence + attack speed slow aura, and auras still work in supernova. and the expanding circle when you activate it will move with you when you use dive. phoenix has high str gain and low agi, so armour is better for survivability against physical damage.

          • heart makes you more tanky, which allows you to take more damage for your team before you need to pop supernova

          • radiance burn is an aura, so it still works in supernova, adding more aoe burn damage

          • refresher is legit. if you stun people in your first supernova, stunning them in the second is easier because they have less time to kill the second sun due to being stunned from the first one.

          Nemesis

            androgynous what's ur MMR

            kalz | 永遠の領主

              Thanks so much Androgynous! :D
              I actually learnt a lot hopefully it works for me in game. Add me on steam Ill give you a key cuz you took the time to write a wall of text to help me <3 Steam's "Wanna Caress Jacky Mao" I hardly use this account anymore.

              yiran

                I think heaven's halberd is a good item on him even though it doesn't synergise with fire spirits but because it's so good in skirmishes - you just disarm and supernova and they run away

                more importantly I think Pheonix sounds a lot cooler than Phoenix. Dunno why

                Nyte

                  Phoenix player here and 4.5k MMR solo.

                  Here is my starting item build:

                  branch, branch, ring of protection, tango

                  Always take the offlane solo. ALWAYS.

                  Save up for a tranquil boots right away. You don't need that many last hits, just soak up exp until level 6. Preferable if you ward their pull camps so you can get exp.

                  Skill build is QWWQWR. Max spirits first, then dive, then sunray.

                  Core item progression is: Tranquil boots->Shivas

                  Do NOT get Mekansm. It is a drain on your mana which is precious. Your average game should NOT see you go back to fountain to heal (since that is what your tranquil boots is for). You're mana is really only used when you use fire spirits. You need enough mana to activate fire spirits and your ultimate.

                  Once you hit level 6, you can start ganking or killing whatever is in your lane with ease.

                  In an average game, with appropriate ganking, you should get your Shiva's online around 20-25 minutes (a good game would be around 12-20 minutes). A bad game is generally more than 25 minutes.

                  After your Shivas is online, you can get whatever is required for the team to win:
                  Necronomicon to push
                  BKB if you are getting stunned down
                  Blademail if you are dying in Supernova often (activate right before you ult)
                  Ghost Scepter if you are getting right clicked to death by certain heroes (Lifestealer/Weaver/Slark etc.)

                  You MUST win before the team gets THEIR BKBs online. Once that happens, you will LOSE badly.

                  Take care when fighting against the following heroes when you are ulting or diving:
                  Weaver - Double attack your Supernova
                  Slark - Dark Pact your fire spirits
                  Silencer - Last word your dive in the middle of it so you can't escape or gank properly
                  Legion Commander - Press The Attack removes fire spirits
                  Abaddon - Shield removes fire spirits
                  Lifestealer - Rage removes fire spirits
                  Sniper - Attack range makes it harder to aim your spirits
                  Disruptor - Messes up your dive
                  Any orchid malevolence users

                  yiran

                    meepo and alch kill ur supernova