Monday, March 28, 2011

Icarus, Phoenix - Guide


Icarus - Phoenix
Range: 500 | Move Speed: 290
Primary: STR
Str: 19 + 2.9 | Agi: 12 + 1.3 | Int: 18 + 1.8
Damage: 54 - 64 | HP: 511 | Mana: 234
HP Regen: 0.82 | Mana Regen: 0.73
Attack Speed: 0.66 | Armor: 0

Icarus Dive (D)
Icarus 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 1 - 100 Damage, 2.0 Second Disarm
Level 2 - 150 Damage, 2.5 Second Disarm
Level 3 - 200 Damage, 3.0 Second Disarm
Level 4 - 250 Damage, 3.5 Second Disarm
• Damage type : magical
• Phoenix's trajectory has a 1400 length and 500 width.
• Total Travel Time: 2 seconds
• You can end the dive manually by pressing the hotkey again.
• Trees are destroyed in Phoenix's trajectory.
• Phoenix is magic immune during the dive.
Mana Cost: 100 Mana + 10% of Current HP
Cooldown: 40 Seconds

Fire Spirits (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 1 - 10 Minimum Damage/Heal, 40 Maximum Damage/Heal
Level 2 - 15 Minimum Damage/Heal, 60 Maximum Damage/Heal
Level 3 - 20 Minimum Damage/Heal, 80 Maximum Damage/Heal
Level 4 - 25 Minimum Damage/Heal, 100 Maximum Damage/Heal
• Heals allied units and damages enemy units in a 400 AoE around an exploding spirit.
• Damage type : magical
• 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.
• Spirit AOE: 400
• Subability Cast Range: 1200


Target Fire Spirits (F)

Description: Targets a Fire Spirit towards a unit. Fire Spirit will move at 600 ms towards target.
Casting Range: 1200
Mana Cost: 75 + 10% of current HP
Cooldown: 35 Seconds


Sun Ray (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 1 - Damage per second : 10 + 5% of target's max life. 10% movement speed slow.
Level 2 - Damage per second : 20 + 5% of target's max life. 16% movement speed slow.
Level 3 - Damage per second : 30 + 5% of target's max life. 22% movement speed slow.
Level 4 - Damage per second : 40 + 5% of target's max life. 28% movement speed slow.
• Laser width: 75
• AoE around main target: 175
• Damage type : pure
• 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.



Activate Movement (E)

Description: Icarus will drift towards the direction of the ray.
• Phoenix moves with a fixed 250 movement speed in this state.
• Phoenix can move through cliffs and will destroy trees on his path.
Mana Cost: 35 + 25% Current HP Activation Cost, 4% Max Mana Over Time
Cooldown: Toggle On/Off


Supernova (V)
Icarus 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 1 - 60 Damage Per Second, 1.5 Second Stun, 5 hero attacks required to kill the sun
Level 2 - 80 Damage Per Second, 2.0 Second Stun, 7 hero attacks required to kill the sun
Level 3 - 100 Damage Per Second, 2.5 Second Stun, 9 hero attacks required to kill the sun
Mana Cost: 200
Cooldown: 110 Seconds
• Damage type : magical
• Burn AOE: 1000
• Only attacks from heroes (including illusions) can damage the sun.
• No ability can affect the sun.

ICARUS, PHOENIX  ITEM BUILD:


LATE GAME:                                                     OPTIONAL:
                               
                               


BACKGROUND STORY
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.

SKILL ORDER:
1. Icarus Dive
2. Sun Ray
3. Icarus Dive
4. Sun Ray
5. Icarus Dive
6. Supernova
7. Icarus Dive
8. Sun Ray
9. Icarus Dive
10. Fire Spirits
11. Supernova
12-14. Fire Spirits
15. Attribute
16. Supernova
17-25. Attribute

EARLY GAME ITEM BUILD:




TACTICS:
When you'll finish the Early game item build, i think you should do the radiance, after that the HoT(or radiance after HoT, depends of the game).
You should use your 3rd ability, doing this continually your enemies will be forced to withdraw their plans.


WORST ENEMY:

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