Search for more Games?

Dragonus, Skywrath Mage

Intelligence Hero

Range: 600
Movement Speed: 315

Total starting damage: 36-46
Total starting armor: 1

Str 19 + 1.5
Agi 18 + 0.8
Int 24 + 3.2



Arcane Bolt
=============
(Active, enemy target)

The Sky Mage fires off a bolt of Arcane energy to harm his adversaries. Deals an additional 1.5x the Sky Mage's intelligence and grants 325 vision around the projectile.

Deals 60/80/100/120 + 1.5x Int damage to target enemy
Manacost: 90
Cooldown: 5/4/3/2
Cast Range: 800


Note: The projectile moves very slowly and you have 325 vision around it
Ability Code: A2BE


Concussive Shot
================
(Active, no target)

With Dragon like intuition, the Skywrath Mage releases a compact ball of magical lightning at the closest visible hero within 1600 AoE. Upon impact the ball bursts slowing enemies by 40% for 4 seconds and dealing damage around the target.

AoE: 200
Duration: 4
Slow: 40%
Damage: 50/100/150/200

Range: up to 1600

Manacost: 110
Cooldown: 20

Note: Does not work when no heroes are in range or heroes are in fog.
Ability Code: A2IT


Ancient Seal
================
(Active, enemy target)

Dragonus draws a mystical rune on the enemy that amplifies all spell damage against them and snuffs out their ability to cast spells for a few seconds.

Magic Amplification: 18/24/30/36%
Silence Duration: 3/4/5/6 seconds

Manacost: 80/90/100/110
Cooldown: 11

Cast Range 700
Ability Code: A2HN



Mystic Flare
==========
(Active, ground target)

Dragonus uses his ultimate magical ability to conjure a precise and violent mystical field that lays waste to his adversaries. Deals massive damage distributed evenly among any heroes in the AoE over 2 seconds.

Damage: 600/900/1200
Duration: 2 seconds

AOE: 170
Cast Range: 1200
Manacost: 350/575/800
Cooldown: 60/40/20

Note: Does not affect or count creeps. Deals damage over time in the area.

Xin, Ember Spirit

Agility Hero

Movement: 310
Attack Range: 128 (melee)

Total starting damage: 52-56
Total starting armor: 3

Strength: 21 + 2.0
Agility: 22 + 1.8
Intelligence: 20 + 1.8


Searing Chains
===============
(Active, no target)

Xin unleashes up to 3 fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.

AoE: 400
Duration: 2/2/3/3 seconds
DPS: 40/60/80/100

Cooldown: 14/12/10/8
Manacost: 110


Note: Selects 3 random enemies within the area. Does not affect magic immune or invisible heroes. Does not prevent attacks or spell casting.
Ability Code: A2H3


Sleight of Fist
================
(Active, ground target)

Xin dashes around with blazing speed, attacking all enemies in the targeted AoE and returns to where he was standing after. You deal 50% less damage to creeps.

You are invulnerable during this process. Takes 0.2 seconds to attack per unit.

Bonus Hero Damage: +30/60/90/120

AoE: 250/350/450/550
Cast Range: 700

Manacost: 50
Cooldown: 30/22/14/6
Ability Code: A2H0



Flame Guard
============
(active, no target)

Xin surrounds himself with a ring of fire that consumes incoming magic damage, leaving him unharmed. Deals dps in a 400 aoe. If the shield is dispelled, the dps buff goes away.

DPS: 30/35/40/45
Magic Shell: 150/300/450/600

Duration: 8/12/16/20 (or when the barrier dies)

Manacost: 80/90/100/110
Cooldown: 35
Ability Code: A2HS

Fire Remnant
===============
(Active, ground target)

Xin charges himself with the energy to create a Fire Remnant every 30 seconds, with a max of 3 charges. Releasing a charge, sends a Fire Remnant that runs to the targeted point at 2.5 times your speed. Xin can use his secondary ability to dash out to each remnant's location, detonating them for AoE damage, and arriving at the one he targeted last. Remnants last 45 seconds or until you fuse with them. The remnant placing ability is limited by charges and not cooldown or manacost.


Remnant Charges: 3
Remnant Charge Replenish Time: 30 seconds
Remnant Duration: 45 seconds
Remnant Cast Range: 1500

The secondary ability lets you target a location closest to whichever Remnant you want to choose. Xin will then dash out going through each remnant, arriving at the selected remnant last. Each Remnant you go through causes it to detonate, dealing damage in the area around it.

Damage: 140/180/220
AOE: 450

Rizzrak, Goblin Shredder

Strength Hero

Range: Melee
Movespeed: 290


Str: 22 + 2.4
Int: 21 + 1.8
Agi: 16 + 1.3

Starting Damage: 48-52
Starting Armor: 0


Whirling Death
================
(Active, no target)

Goblin Shredder whirls extremely sharp edges dealing damage and reducing primary attribute of any unfortunate enemy hero who comes in a 300 AOE around him. Deals Pure damage if it cuts down trees in the process. Lowers primary attribute by 15% for 7 seconds.

Damage: 100/150/200/250

Manacost: 70/80/90/100
Cooldown: 8


Notes:
Whirling Death deals magical damage by default. If it cuts down trees as well, it becomes pure damage.
Ability Code: A2FK


Timber Chain
==============
(Active, targeted point)

Fires a chain that embeds itself in the first tree it hits, pulling you to it and cutting any enemy in your path for pure damage.

Damage AoE: 225

Range: 800/1000/1200/1400
Damage: 80/120/160/200

Cooldown: 4 seconds
Manacost: 60/70/80/90

Note: You will not be pulled in if you are stunned when the chain latches onto a tree
Ability Code: A2E3


Reactive Armor
================
(Passive)

What doesn't kill ya makes ya stronger! Every physical attack made on Rizzrak increases his armor and gives him bonus hp regen. Each stack lasts for 16 seconds.

Bonus: 1 armor and 1 HP regen per stack

Stack Limit: 4/8/12/16
Ability Code: A2E4


Chakram
=========
(Activatable, targeted point)

Fires your main saw blade at the target location, and once there the blade will spin, dealing damage in an AoE around it and slowing enemies by 5% for every 5% of health they are missing. The blade deals pure damage and cuts down trees in its path when fired and retracted. You lose the ability to attack while the blade is out.

Passthrough Damage: 100/140/180
DPS: 50/75/100

Cast Range: 1200

Manacost: 125/150/175
Manacost per second: 20/30/40
Cooldown: 8

Notes:
Chakram returns to you if you go more than 2000 units away. Destroys trees.

Tresdin, Legion Commander Guide

Strength Hero

Range: 128
Movement Speed: 310

Total starting damage: 57-61
Total starting armor: 3

Str 26 + 2.6
Agi 18 + 1.7
Int 20 + 2.2



Overwhelming Odds
=================
(Active, ground target)

Turns the enemies numbers against them, dealing damage and granting you 9% bonus movement speed per hero and 3% per unit in the 315 AoE for 7 seconds. Deals bonus damage to illusions and summoned units.

AoE: 315
Damage: 60/120/180/240 +10 damage per unit
Summoned Unit Bonus Damage: 50% of units hp
Cast Range: 1000

Movement Bonus per unit: 9% per hero, 3% per unit (lasts 7 seconds)

Cooldown: 18
Manacost: 100
Ability Code: A2JB


Press The Attack
================
(Active, ally or self target)

Removes all debuffs and disables from the targeted ally and grants them bonus attack speed and health regen for 4 seconds.

Attack Speed: 60/80/100/120
Health Regeneration: 30/40/50/60
Duration: 4 seconds

Cooldown: 15
Manacost: 80/90/100/110
Ability Code: A2J2


Moment of Courage
===================
(Passive)

When Tresdin is attacked, he has a chance to gain a moment of courage, instantly attacking again with bonus lifesteal.

Chance: 16/18/20/22%
Lifesteal: 20/40/60/80%

Notes: Cannot proc more than once every 0.75 seconds. The lifesteal is not an orb effect.
Ability Code: A2EY


Duel
======
(Active, enemy hero target)

Calls the targeted enemy for a duel. Both you and the enemy will be forced to attack each other and will both be unable to use items or abilities. The victor gains 10 permanent bonus damage.

Duration: 4/4.75/5.5 seconds

Duel winner bonus damage: 10 damage.

Cooldown: 50
Manacost: 75
Cast Range: 100

Notes: The loser of the duel is the hero that dies while under the buff. There is no victor if both heroes are alive at the end of the duration.

Dota map 6.72f AI Download

Dota 6.72f AI map is released after a long period of silence. The map dota 6.72f AI is build to enhance the AI bots difficulty level. Captain mode is enabled in this map which will make the AI players to pick and ban Heroes. The coders have named this map as 'NIGHTMARE'

Official DotA 6.72f AI 1.0 "Nightmare" Map Download:
-Dota 6.72f Download(7.1mb)

extract the map in the folder Frozen throne\maps.

DotA v6.72f AI Changelogs/Key Features:

- Ported to the latest DotA 6.72f
- Captains Mode support for AI
- Skilled AI oppononets
- Rewritten AI system
- Complete AI for all heroes
- Multilayer support (no disconnections)
- New "mode-pack":
-beginnermode (-bm) = -neng
-advancedmode (-am) = -nengdedg
-xtrememode (-xm) = -hehgdedg

Dota map 6.73 updates

After having so many updates about the DOTA 2 sequel, the probability of DotA 6.73 release was very low and kinda unexpected. But, earlier today IceFrog's statement on his profile confirms that v6.73 development is underway and it will include multiple new heroes along with the balance changes upon release.

According to the speculations, DotA 6.73 may contain the following heroes based on models:

• Gnoll (confirmed):
http://i.imgur.com/BPJBe.gif
This is the old model of Erader, Shadow Demon which was replaced in v6.72, IceFrog said, he will use it as a new hero.

• Goblin Shredder:
http://i.imgur.com/XDtxi.gif

One of the best Warcraft 3 model waiting for it's position in DotA.
• Frost Wyrm:
http://i.imgur.com/5TZ2q.gif


Need more Dragons!

Though, there are a lot of models which are not in use, the aforementioned ones look appropriate to be in DotA. However, it's still up to developer IceFrog whether he intends to use them or not. Which model do you think would be the best? Share your views via comments!

DotA 6.72 Update

DotA 6.72 Update


Dota 6.72 Map | Dota Allstars 6.72 Official Map Download. The Community of dota-allstars is still providing and making ourselves enjoy with their Dota game that is why they are continuing to develop the upcoming map which is dota 6.72. We will see some changes like new heroes, items and many more with the latest dota 6.72. n line with that, will be post the download link below for the latest map 6.72 whihc you can with no charge and absolutely free.

Just wait for the release of this map because this is still not yet available. Dota community is still working on it. Don't forget to comeback here dota fans and gamers for the latest updates of dot-allstars game.

Update: The v6.72 map is already available and free now to download below. This is from Icefrog.

DotA v6.72 Map Download:
DotA v6.72.w3x 

DotA 6.72 Changelogs:
DotA 6.72 Changelogs(will post the changelog here later)

Don't forget to give thanks to Icefrog and Dota-allstars community. 


Dota 6.71 Map Download - Dota-Allstars 6.71 Official Map Released!



Dota 6.71b Map Download - Dota-Allstars 6.71b Official Map has just released! It seems there's a really game breaking bug which occur on the DotA 6.71 and force IceFrog to release the map after just around 2 days. Check out the changelogs and download link below! 



Click here to download. 

Tuskarr Ymir New Dota Hero

Tuskarr

Ymir

  • Ymir


    • Strength Ymir Strength
      23 + 2.3
    • Agility Ymir Agility
      23 + 2.1
    • IntelligenceYmir Intelligence
      18 + 1.7

    Ice Shards

    Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.

    Snowball

    Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes 40 extra damage and 0.25 extra stun duration.

    Frozen Sigil

    Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.

    Walrus Punch

    Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage.
    • Sentinel
    • 0.36 / 0.64
    • 50 - 54
    • 0.1 / 1
    • 3.2
    • 1.7
    • 305
    • Instant
    • 128 (melee)
    • 1800 / 800
    Coming soon.
    Hailing from the Borean Tundra, Ymir is one of the wisest Tuskarr warriors. Acquainted with years of warfare experience against raiding Ice Trolls and Nerubian Spiders that beset his village during his younger years, Ymir eagerly volunteered himself into the ranks of the Sentinel to help halt the notorious rise of the Lich King. A specialist in controlling the element of ice, Ymir's prowess lies in surprising enemies with frosty magics. His arsenal not only consists of propelling Snowballs and hurling shards of solidifying ice, but also conjuring massive Snowstorms that greatly impede his enemies' battle efficiency.


    Ice Shards

    • Active
    • Point
    • E
    Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.



    • Level
    • Mana Cost
    • Cooldown
    • Casting range
    • Area of Effect
    • Duration
    • Allowed Targets
    • Effects
    • 1
    • 120
    • 18 seconds
    • 1500
    • 200
    • 5 seconds
    • Enemy units
    • 70 damage
    • 2
    • 120
    • 16 seconds
    • 1500
    • 200
    • 5 seconds
    • Enemy units
    • 140 damage
    • 3
    • 120
    • 14 seconds
    • 1500
    • 200
    • 5 seconds
    • Enemy units
    • 210 damage
    • 4
    • 120
    • 12 seconds
    • 1500
    • 200
    • 5 seconds
    • Enemy units
    • 280 damage

    Notes

    • Damage type : magical
    • The maximum range of the shards is 1600.
    • The shards create an unpassable barrier once released.



    Snowball

    • Active
    • Unit
    • W
    Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes 40 extra damage and 0.25 extra stun duration.



    • Level
    • Mana Cost
    • Cooldown
    • Casting range
    • Area of Effect
    • Duration
    • Allowed Targets
    • Effects
    • 1
    • 75
    • 40
    • 1250
    • 200+40 per second
    • 0.25s / 0.5s *
    • Enemy units
    • 40 / 80 damage * and stun
    • 2
    • 75
    • 40
    • 1250
    • 200+40 per second
    • 0.5s / 0.75s *
    • Enemy units
    • 80 / 120 damage * and stun
    • 3
    • 75
    • 40
    • 1250
    • 200+40 per second
    • 0.75s / 1s *
    • Enemy units
    • 120 / 160 damage * and stun
    • 4
    • 75
    • 40
    • 1250
    • 200+40 per second
    • 1s / 1.25s *
    • Enemy units
    • 160 / 200 damage * and stun

    Notes

    • (*) On secondary / main target
    • Damage type : magical
    • The speed of the snowball is equal to the combined speed of the heros inside.
    • If Tuskarr is alone in the snowball, its speed is equal to 150% of Tuskarr's speed.
    • Illusions will not roll into the snowball, but Meepo clones will.
    • The snowball stops chasing its target after 3.25 seconds.
    • The snowball can cross cliffs and will destroy trees.



    Frozen Sigil

    • Active
    • Instant
    • F
    Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.



    • Level
    • Mana Cost
    • Cooldown
    • Casting range
    • Area of Effect
    • Duration
    • Allowed Targets
    • Effects
    • 1
    • 75
    • 50 seconds
    • N/A
    • 600
    • 30 seconds
    • Enemy units
    • Slows movement speed by 10%, attack speed by 30%
    • 2
    • 75
    • 50 seconds
    • N/A
    • 600
    • 30 seconds
    • Enemy units
    • Slows movement speed by 15%, attack speed by 40%
    • 3
    • 75
    • 50 seconds
    • N/A
    • 600
    • 30 seconds
    • Enemy units
    • Slows movement speed by 20%, attack speed by 50%
    • 4
    • 75
    • 50 seconds
    • N/A
    • 600
    • 30 seconds
    • Enemy units
    • Slows movement speed by 25%, attack speed by 60%

    Notes

    • The Sigil will automatically follow Tuskarr if no order is given to it.
    • The Sigil flies, has a 310 MS, 300 HP, a 400/400 vision, and gives a 90/100/110/120 gold bounty.



    Walrus Punch

    • Active
    • Instant
    • R
    Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage.



    • Level
    • Mana Cost
    • Cooldown
    • Casting range
    • Area of Effect
    • Duration
    • Allowed Targets
    • Effects
    • 1
    • 50
    • 30 seconds
    • N/A
    • N/A
    • 1 / 2 seconds *
    • Enemy units
    • Automatic critical hit (2.25x, or 4x if the target has less than 50% HP), 75 landing damage, 40% movement speed slow
    • 2
    • 75
    • 24 seconds
    • N/A
    • N/A
    • 1 / 3 seconds *
    • Enemy units
    • Automatic critical hit (2.25x, or 4x if the target has less than 50% HP), 150 landing damage, 40% movement speed slow
    • 3
    • 100
    • 18 seconds
    • N/A
    • N/A
    • 1 / 4 seconds *
    • Enemy units
    • Automatic critical hit (2.25x, or 4x if the target has less than 50% HP), 225 landing damage, 40% movement speed slow

    Notes

    • (*) Air time / slow duration
    • Damage type : physical (critical strike), magical (damage upon landing)
    • Walrus Punch cannot miss.
    • If you don't land an attack against a valid target in the next 10 seconds, Walrus Punch ends.

    Phoenix Icarus New Dota Hero

    Phoenix

    Icarus

  • Icarus


    • Strength Icarus Strength
      22 + 2.9
    • Agility Icarus Agility
      12 + 1.3
    • IntelligenceIcarus Intelligence
      18 + 1.8

    Icarus Dive

    Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage and disarming any units he comes into contact with, and then orbiting back to his original position.

    Fire Spirits

    Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power and can be used to damage his enemies or heal his allies.

    Sun Ray

    Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam slows and damages enemies for a percentage of their life.

    Supernova

    The Phoenix willingly ends his current life for the chance to be reborn. Transforms into a burning sun that scorches enemies in a huge area.
    • Sentinel
    • 0.35 / 0.633
    • 54 - 64
    • 0.1 / 0.5
    • 0
    • 1.7
    • 290
    • 1100
    • 500
    • 1800 / 800
    Coming soon.
    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
    Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage and disarming any units he comes into contact with, and then orbiting back to his original position. If during the 2 second duration of this spell Phoenix casts another spell, the dive ends. Phoenix gains magic immunity for this brief dive period as well. Costs 10% of current HP to cast.



    • 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

    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 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

    • Active
    • Instant
    • F
    Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power and can be used to damage his enemies or heal his allies. Costs 10% of your current HP to cast.



    • 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.

    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.



    Target Fire Spirits

    • Active
    • Unit
    • F
    Targets a fire spirit 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 spirit will move at 600 ms toward the target.


    Sun Ray

    • Active
    • Point
    • R
    Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam slows and damages enemies for a percentage of their life. Costs 25% of current HP to activate.



    • Level
    • Mana Cost
    • Cooldown
    • Casting range
    • Area of Effect
    • Duration
    • Allowed Targets
    • Effects
    • 1
    • 10 to activate, then 4% of max mana per second
    • 0 seconds
    • 2000
    • 75 / 175 *
    • 2 seconds
    • Enemy units
    • Damage per second : 10 + 5% of target's max life. 14% movement speed slow.
    • 2
    • 10 to activate, then 4% of max mana per second
    • seconds
    • 2000
    • 75 / 175 *
    • 2 seconds
    • Enemy units
    • Damage per second : 20 + 5% of target's max life. 20% movement speed slow.
    • 3
    • 10 to activate, then 4% of max mana per second
    • seconds
    • 2000
    • 75 / 175 *
    • 2 seconds
    • Enemy units
    • Damage per second : 30 + 5% of target's max life. 26% movement speed slow.
    • 4
    • 10 to activate, then 4% of max mana per second
    • seconds
    • 2000
    • 75 / 175 *
    • 2 seconds
    • Enemy units
    • Damage per second : 40 + 5% of target's max life. 32% movement speed slow.

    Notes

    • (*) Laser width / AoE around 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 seconds
    • 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.
    • This movement cannot be impaired by slowing or immobilizing effects.


    Supernova

    • Active
    • Instant
    • V
    The Phoenix willingly ends his current life for the chance to be reborn. Transforms into a burning sun that scorches enemies within 1000 range. The sun can be attacked by enemy heroes; if it is destroyed, the Phoenix dies as well. However, if the sun survives for 6 seconds all enemies in range will be stunned and the Phoenix will return to life fully regenerated.



    • 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 (including illusions) can damage the sun.
    • No ability can affect the sun.
    • Phoenix is paused, hidden and invulnerable for the duration of Supernova.

    Archive