Lore & Bio
In the deepest darkest void, there is a conscious light, the first Sun of the Keeper whose job is to spread warmth into the untouched darkness. Over uncountable aeons, these blinding beacons had to handle the limitless energy before the explosion of supernova.During the explosion, new beams of light were born, star progeny which were akin to their parent. Then they started to travel to the places where there was no shed of light and create constellations. And when their time had come, they would become a supernova once again and brighten up the deep murky darkness. The dazzling loop of birth and rebirth will not end until the skies created by the Titans are fully lightened up and glowed.
In this endless loop, the star that was called Phoenix by human beings was born. And just like its ancestors, It flew through the endless cosmos and to settle in a place that was among its astral siblings. However, curiosity was triggered and Phoenix started to explore and study the whole universe after long cycles. There was a question lingering in its head, What were its ancestors trying to light up and warm? Then it figured out that a link of a fascinating nature was formed among the worlds, both whole and broken, which is concluded in the enduring conflict with the huge consequence. And then the bright light of the star and their reincarnation were no longer sufficient for the world as it needed something more. Therefore, Phoenix took the earthly form and energetically traveled to shed its light and warmth on those who really needed it. But It had a consistent goal that was to accomplish its solar destiny.
In-game, Phoenix is described as:
“Diving into battle, Phoenix blasts enemies and heals allies with rays of solar flame. When the time is right, it can become a burning sun to scorch nearby foes before unleashing a stunning detonation that also restores Phoenix to full strength..”
Attribute & Stats
Strength: 23 + 3.5 each level;
Agility: 12 + 1.3 each level;
Intelligence: 16 + 1. each level;
Health regeneration: + 3.3 each second;
Mana regeneration: + 0.8 each second;
Damage: 49 - 59;
Magic Resistance: 25%;
Turn Rate: 0.9;
Attack Range: 525;
Projectile speed: 1100;
Attack Animation: 0.35+0.633;
Sight Range: 1800/800;
Base Attack time: 1.7 seconds per attack;
Damage Block: 0;
Collision size: 24.
Abilities & Talents
The health granted by talents expands the health pool and the current health will remain.
Skills building guide
In this build I will focus on guiding you how to play Phoenix as a Supporter. Then the first ability I recommend you max out is Fire Spirits as it increases magical damage also DPS that Phoenix can deal which is a big help for your carry teammate to finish the enemy .Besides, the attack speed reduction effect can make enemy heroes struggling to last hit. Also, in the laning phase, you can easily harass the enemy heroes.
The second ability to max out is Icarus Dive due to its mobility. With Icarus Dive, you can harass the enemies and still get back to your initial position. Besides, the slow debuff it causes can be useful when you need to chase the enemy. Sun Ray is your last priority. Although this ability is great and can deal a great amount of damage, it is really easy to dodge and get out so you should place only one point on this skill in the early game.
Icarus Dive (Point Target, Magical)
Effect: Phoenix flies forward in an oval-like shape in the target direction, burning the target and reducing the movement speed of any enemy units that it contacts while flying. If Phoenix casts Supernova while traveling, the dive will stop.
Mana cost: 0
Cast Animation: 0.2+0
Cast Range: Global
Current Health as Cost: 15%
Effect Radius: 200
Dive Distance: 1100/1200/1300/1400 (Talent 2100/2200/2300/2400)
Dive Width: 500
Dive Duration: 2 (Talent 3)
Damage per Second: 10/30/50/70
Move Speed Slow: 19%/22%/25%/28% (Talent 43%/46%/49%/52%)
Slow/Damage Duration: 4
During the effect of Supernova, Phoenix can not use Icarus Dive.
The 15% current health which is lost while casting this spell is direct HP Removal.
The diving projectile of Phoenix is 1100/1200/1300/1400 (Talent 2100/2200/2300/2400) with major axis length and 500 with minor axis length.
- Which means Phoenix travels with the total distance is 2602.44/2784.8/2968.87/3154.41 (Talent 4480.83/4673.03/4865.71/5058.83) and it takes Phoenix 2 (talent 3) seconds to finish this path.
- The average speed that Phoenix needs to cover this path is 1301.22/1392.4/1484.44/1577.21 (Talent 2240.41/2336.52/2432.86/2529.41).
- The dive speed might vary in different phases. Phoenix starts at 0 and reaches the max speed at the halfway then slows down when it is on its way reaching max distance. The process is the same on the way back.
The trees within the 150 radius around Phoenix will be destroyed when casting Icarus Dive.
Phoenix flies in the clockwise direction and the units on the left side of the dive will be dealt damage first. The units located right in the middle of the oval might not be damaged.
The disabilities such as stun, cyclone, hex, sleep or other sources of forced movement can disrupt the dive of Phoenix except roots and taunts.
While casting Icarus Dive, Phoenix is not diasbled which means it can attack, cast abilities and use items.
The only exception is Sun Ray as It is uncastable during the dive.
Targeted abilities or items can be casted without turning during the dive.
Damage will be dealt every 1 second, starting 1 second after the debuff,ending up in 4 instances.
The total amount of damage before reduction that it can deal on a single unit is up to 40/120/200/280 damage.
Stop Icarus Dive
Effect: can stop the dive instantly
Mana cost: 0
Cast Animation: 0+0
Appear in the Icarus Dive’s ability box during the dive and disappear when it is used or the dive finishes.
Casting this spell can disrupt other channeling abilities of Phoenix.
Fire Spirits (No Target, Magical)
Effect: Phoenix summons 4 fire orbs that are flying in the circle around it. Phoenix can throw these orbs separately at the targeted area. These fire orbs will cause damage per second (DPS) on any enemy units in the affected area and reduce their attack speed significantly.
Mana Cost: 120
Cast Animation: 0+0
Current Health as Cost: 20%
Effect Radius: 200
Number of Spirits: 4
Damage per Second: 15/35/55/75 (Talent 40/60/80/100)
Attack Speed Slow: 80/100/120/140
Slow/Damage Duration: 4
Spirits Duration: 20
During the effect of Supernova, Phoenix can not use Fire Spirits.
The Fire Spirits buff will be dispelled when Phoenix casts Supernova.
The 20% current health which is lost while casting this spell is direct HP Removal.
Other Channeling abilities of Phoenix will be disrupted by casting Fire Spirits.
When it is casted, Phoenix is granted Launch Fire Spirits with 4 charges and the amount of instances can be seen on the status buff.
An enemy hit by Fire Spirits does not get the double burning damage, only the debuff duration on this target will be refreshed.
A total damage that a fire orb can cause on a single unit is 60/140/220/300 (Talent 160/240/320/400) damage.
Which means with four fire orbs, the total damage before the reduction will be 240/560/880/1200 (Talent 640/960/1280/1600).
Launch Fire Spirit
Launch Fire Spirits (Target Area)
Effect: Phoenix can throw these orbs separately at the targeted area. These fire orbs will cause damage per second (DPS) on any enemy units in the affected area and reduce their attack speed significantly.
Mana cost: 0
Cast Animation: 0+0
Cast Range: 1400
Max Charges: 4
Appear in the Fire Spirits box as a replacement until all fire orbs are used up.
The number on the status buff is an indicator for the max amount of charges for Launch Fire Spirits.
The traveling speed of the launched orbs is 900
To fire the spirits during the effect of Icarus Dive and Sun Ray, Phoenix must be ordered to face that direction.
The target affected by Fire Spirits will grant Phoenix 200 radius ground vision which lasts for 1 second.
Sun Ray (Point Target, Magical)
Effect: Phoenix releases a glowing beam in the sacrifice of its own health. The beam deals damage on the enemy units as well as heals allies for a base amount in addition with the percentage of their health. The longer the enemies or allies impacted by the beam, the more percentage of their health will be affected.
Cast Animation: 0.01+0.5
Cast Range: 1200
Current Health as Cost per Second: 6%
Ray Distance: 1150
Ray Radius: 130
Base Damage per Second: 14/20/26/32
Max Health as Damage per Second: 1%/2.75%/4.5%/6.25% (Talent 2.5%/4.25%/6%/7.75%)
Base Heal per Second: 7/10/13/16
Max Health as Heal per Second: 0.5%/1%/1.5%/2%
Turn Rate in Degrees per Second: 25°
Ray Duration: 6
Upgradable by Aghanim’s Shard:
- Move Speed Slow: 12%
- Slow Duration: 0.67
During the effects of Icarus Dive and Supernova, Sun Ray is uncastable.
Sun Ray effect will end immediately when the Supernova is cast.However, casting Icarus Dive does not end it.
The 6% current health which is lost while casting this spell is direct HP Removal.
Each 0.2 seconds, 1.2% of current health is drained after the spell is cast for 0.2 seconds which means it needs 30 instances to drain 6% of the current health within 6 seconds.
The total percentage of Phoenix’s health lost during the Sun Ray effect is up to 30.38% compared to the initial health.
The turn rate of Sun Rate is degrees per second instead of radians per 0.03 seconds for the convenience in reading.
25 degrees per second can be converted into a turn rate of 0.013.
The affected enemies will grant Phoenix a 175 non-lingering ground vision.
The disabilities such as stun, cyclone, fear, hex or sleep can disrupt Sun Ray except roots, taunts and forced movement.
The silence debuff from Duel of Legion Commander can disrupt Sun Ray.
Changing directions or casting Toggle Movement and Stop Sun Ray is impossible while Phoenix is taunted.
During the duration of Sun Ray, Phoenix movement speed is set to 0 and it also prevents Phoenix from attacking and moving.
Sun Ray does not prevent Phoenix from casting and channeling abilities and items.
Targeted abilities or items can be casted without Phoenix turning during the Sun Ray.
Every 0.2 seconds,Sun Ray deals damage and heals impacted targets, beginning 0.2 second after cast which means it can heal or damage up to 30 instances per unit.
At the beginning, Sun Ray deals 14/20/26/32 + 1%/2.75%/4.5%/6.25% (Talent 2.5%/4.25%/6%/7.75%) of the impacted units' max health as damage per second.
Every 0.2 seconds, the damage increases by 0.467/0.667/0.867/1.067 + 0%/0.1%/0.2%/0.2% (Talent 0.1%/0.1%/0.2%/0.3%) of their max health.
In the sixth second, the damage dealt is 28/40/52/64 + 2%/5.5%/9%/12.5% (Talent 5%/8.5%/12%/15.5%) of their max health per second. And then, the ray stops.
If an enemy is hit by the ray for 6 seconds the damage dealt before reductions is up to 126/180/234/288 + 9%/24.75%/40.5%/56.25% (Talent 22.5%/38.25%/54%/69.75%) of max health as damage.
At the beginning, the ray heals for 7/10/13/16 + 0.5%/1%/1.5%/2% of the impacted units' max health per second.
Every 0.2 seconds, the heal increases by 0.233/0.333/0.433/0.533 + 0%/0%/0.1%/0.1% of their max health.
In the sixth second, the heal reaches 14/20/26/32 + 1%/2%/3%/4% of their max health per second. And then, the ray stops.
If an ally is hit by the ray for 6 seconds the healing amount this ally can receive is up to 63/90/117/144 + 4.5%/9%/13.5%/18% of max health.
The Ray can not deal damage on Roshan as well as heal Couriers.
With upgrades from Aghanim’s Shard, Sun Ray can be cast during Supernova and vice versa.
The damage will be applied first then the debuff.
Stop Sun Ray
Effect: Casting this spell will stop Sun Ray activation instantly.
Mana Cost: 0
Cast Animation: 0+0
Appear in the Sun Ray box as a replacement until the sub-ability is used or reaches the end of its duration.
Casting this spell will disrupt other Phoenix’s channeling abilities which are active.
Effect: Phoenix can move along with the ray while firing.
Mana Cost: 0
Cast Animation: 0+0
Set Move Speed: 250
Only available when Sun Ray is buffed.
In Ability Draft mode, there is a one-slot limitation to non-ultimate abilities that is why this ability can not be used in this mode.
Casting Toggle Movement will disrupt Phoenix’s other channeling abilities.
The movement speed of Phoenix while moving in the same direction with the ray is 250.
This movement speed is independent from Phoenix’s movement so it is not affected by slow debuff or movement increase buff.
Trees will be destroyed on its way and Phoenix can move through cliffs.
Supernova (No Target, Magical)
Effect: Phoenix morphs into an flaming sun that radiates energy and deals damage in the large area around it. In the form of the sun, Phoenix can be attacked by enemy heroes. After a certain amount of time, the sun will explode, dealing damage as well as stunning the enemy in the affected area and Phoenix is reborn with full health, mana and has its abilities available to use.
Mana Cost: 150/200/250
Cast Animation: 0.01+0.5
Hero Attacks to Destroy: 6/8/10 (Talent 9/11/13)
Damage per Second: 60/90/120
Stun Duration: 2/2.5/3 (Talent 2.5/3/3.5)
Aura Linger Duration: 0.5
Nova Duration: 6
Upgradable by Aghanim’s Scepter:
- Hero Attacks to Destroy: 7/10/13 (Talent 10/13/16)
- Cast Range: 500
If a Supernova is cast during the nighttime, it can turn the night into day temporarily during its activation. This spell can outweigh night creating abilities like Dark Ascension and Eclipse.
Phoenix can not cast spells or launch projectiles during Supernova. Besides, It also interrupts Fire Spirits.
The cooldown of Phoenix’s abilities will be refreshed except the ultimate and items. Besides, it refills the mana which is used to cast Supernova.
If Phoenix is still alive after the duration of Supernova, its health is refilled when Supernova reaches to the end of its duration and it is also refilled for a second time.
Hidden, invulnerable, rooted, muted and disarmed are status effects that are applied on Phoenix during the activation of Supernova.
Phoenix’s abilities are uncastable during Supernova.
Enemy heroes including clones and illusion can deal damage on the Phoenix Sun.
Supernova radiates an aura that causes damage and its debuff will last for 0.5 seconds.
Damage will be dealt every 1 second, starting 1 second after the debuff is applied which means the total instances are up to 6.
The highest damage that a single unit can receive before reductions is 360/540/720 damage if it is affected for the full duration.
Spell amplifications can affect the damage from Supernova because the dealt damage is from the caster not from the sun.
When the sun health is dropped below 50%, allied heroes can deny it which means Phoenix will not be reborn.
While Supernova is upon cast, the trees within a 500 side length rectangular will be ruined.
With the upgrades from Aghanim’s Scepter, Supernova can be cast on the heroes within the range of 500.
The cast range serves the only purpose is to single out the hero within the active range to apply the cast upon and the sun will appear right at the Phoenix’s position.
Only allied heroes, including illusions, clones and self can be targeted, excluding creep-heroes.
If Phoenix wants to cast the spell on itself, juts ↓↓ Double-tapping.
The targeted ally will be applied the same status effects like Phoenix which is aforementioned.
If the sun can reach the end of its duration, the ally will get healed, his mana will be refilled and its basic abilities get reset.
If the Sun is destroyed before reaching the end of its duration, both heroes will be dead and the same goes for denying which is aforementioned.
If Wraith King cast Reincarnation upon Phoenix during the sun, the ally will be released with his health, mana and cooldown is similar to the period before the Supernova is cast.
If the ally inside the sun is affected by Incarnation, not Phoenix when the Sun is smashed, the Phoenix dies while the ally is reincarnated.
With upgrades from Aghanim’s Shard, Sun Ray can be cast during Supernova and vice versa.
However, Toggle Movement can not be used as Phoenix is rooted during Supernova.
Sun Ray’s direction can be changed but Stop Sun Ray is uncastable.
If Supernova is cast during Sun Ray duration, Sun Ray is forced to stop but can be cast right after Supernova ends due to the cooldown refreshment of Supernova.
If Supernova ends before Sun Ray, It no longer affects Sun Ray and its sub-abilities can be cast normally.
Effective items guides
Healing Salve keeps Phoenix in lane longer by regenerating his health.
Tango grants a small amount of health regeneration for a specific period of time which keeps Phoenix’s HP in the sustain state after casting spells.
Clarity grants the mana regeneration for casting more spells.
Wind Lace increases movement speed and will be upgraded to Tranquil Boots later.
Iron Branch: a great combination with Tango in terms of healing.
Magic Stick instantly restores mana and health which helps Phoenix to cast more Fire Spirit and Icarus Dive.
Tranquil Boots besides the movement speed it grants, Phoenix can take advantage from its heal regeneration.
Urn of Shadows
Urn of Shadows: Besides the bonus attributes and armor it grants to Phoenix, this item is suitable for a support as it can heal the allied hero as well as damage the enemy.
Magic Wand restores mana and health with more charges.
Hand of Midas
Hand of Midas: An item can help Phoenix accumulate enough gold for its items without farming the creeps in the lane and experiences to level up his abilities and talents.
Veil of Discord
Veil of Discord: besides granting armor, health regeneration, and intelligence which increase the endurance of Phoenix during the combat or laning phase, It also reduces the magical resistance of the enemies and they will receive more damage eventually.
Spirit Vessel is a valuable update from Urn of Shadows, granting Phoenix various bonus stats and its activation is extremely useful when encountering enemies with high health regeneration.
Shiva's Guard grants Phoenix high intelligence attribute and its activation slows the enemies down which keeps them in the active range of Supernova. Arctic Blast can be more effective when combined with Icarus Dive.
Lotus Orb increases Phoenix’s survivability and endurance in the teamfight by granting armor and regeneration. Besides, it expands the mana pool so Phoenix can cast more spells. Furthermore, its activation can create a shield that reflects the enemy’s spells.
Tome of Knowledge
Tome of Knowledge: grants Phoenix a great amount of experience which helps it to level up the Supernova and talents. Then it can survive better in the teamfight and deal more damage.
Kaya reduces the mana cost and grants intelligence stats which is essential for spell-dependent heroes like Phoenix. Besides, lifesteal effect can make up for the amount of health that Phoenix lost while casting the spells.
Aghanim’s Scepter is an ideal item for Phoenix as a supporter as it can use Supernova to save the life of its allies.
Eul's Scepter of Divinity
Eul’s Scepter of Divinity allows Phoenix to cast more spells by granting mana regeneration. Besides, its activation and movement speed bonus are useful when chasing or escaping the enemies.
Rod of Atos
Rod of Atos allows Phoenix to spam spells by expanding the health and mana pool. Besides, its activation rooting the enemies which synergizes well with Phoenix’s abilities.
Heaven’s Halberd grants great bonuses as well as a hard counter for any physical damage heroes. Besides, Halberd can prevent a target from attacking for a certain amount of seconds.
Pipe of Insight
Pipe of Insight allows Phoenix to survive better and deal more damage in the combat by granting health regeneration and magic resistance. The magic resistance can be buffed for all nearby allies.
Guardian Greaves: besides expanding mana pool which allows Phoenix to use more abilities, its activation can save life of allies and lead to the win of the combat by restoring health and mana of nearby allies.
Radiance applies the DPS damage on the enemy. Furthermore, it applies miss chance to enemies which might help Phoenix finish casting Supernova.
Heart of Tarrasque
Heart of Tarrasque: A total 1300 health and 14.5 health regeneration are what Phoenix receives when buying this item. Phoenix can survive longer in a teamfight and keep its health in the sustain state.
Octarine Core: increase the magical damage output of Phoenix by reducing the cooldown and increasing mana pool, regen and cast range.
Refresher Orb allows Phoenix to cast its spells and use its items twice by resetting the cooldowns.
Enemies & Allies
Enigma’s ultimate can synergize well with Phoenix’s abilities especially Supernova as it disables enemies and prevents them from destroying the sun.
Faceless Void: Chronosphere confines enemies in an orb so Phoenix can spam all of its abilities easily.
Invoker: most of Invoker’s spells cause AoE which synergizes greatly with Phoenix’s abilities. Ice Wall can slow the enemies down, making them an vulnerable target for Phoenix to cast its spells.With Deafening Blast from Invoker, the enemy is disarmed and will receive full magical damage from Phoenix’s Sun Ray.
Keeper of the Light
Keeper of the Light: Blinding Light applies miss chance and knockback effect which prevents enemies from destroying the Sun. Besides, Will-O-Wisp is a great tool to save the Sun from being destroyed and keep them in the great distance to get stunned by the Supernova's effect. Chakra Magic allows Phoenix to cast its spells more frequently due to the cooldown reductions and mana restoration.
Lifestealer can be carried by Phoenix with Icarus Dive by casting Infest which sets up a great gank.
Magnus: Reverse Polarity can accumulate enemies in the same spot so Phoenix can cast all its spells on them. Besides, it is also a great tool to prevent enemies from destroying the Sun.
Pugna: Decrecify amplifies the damage caused by Phoenix by reducing enemies’s magic resistance as well as prevents opponents from smashing the Sun. Life Drain synergizes well with Sun Ray when it comes to healing for the allies.
Sven can be a great protector when Phoenix is casting Supernova. With his high physical damage, Sven can finish any enemies before they completely smash the Sun.
Tinker: With Laser, Phoenix doesn’t have to worry about the physical attacks when initiating the teamfight or combat as Laser applies 100% miss chance on the targeted enemies. Furthermore, if this ability gets upgraded by Aghanim’s Scepter, It applies debuff on the enemies, making them more vulnerable towards Phoenix’s damage.
Treant Protector heals and provides armor for Phoenix by casting Living Armor which keeps Phoenix’s health in the sustain state. Overgrowth roots the enemies down so they will receive full damage from Sun Ray.
Warlock’s Fatal Bonds in combination with Phoenix’s abilities can easily wipe out the opponent team. Upheaval and Chaotic Offering can put enemies in the position which is ideal for Phoenix to cast its spells.
Night Stalker: Icarus Dive can be disrupted by Void. Night Stalker can silence Phoenix by casting Crippling Fear.
Arc Warden: With Tempest Double and Magnetic Field, Arc Warden can smash the Supernova quickly even when being affected by Fire Spirits.
Huskar: Berserker’s Blood grants Huskar attack speed which allows him to quickly destroy Supernova. If using Life Break in time, Huska can stop Phoenix from running away, even when casting Icarus Dive.
Ursa: Overpower increases Ursa’s attack speed so he can destroy the Supernova in the nick of time. Enrage dispels the debuff placed on him as well as reduces the damage caused by Phoenix.
Silencer: With Global Silence and Last Word, Silencer can stop Phoenix from casting spells and dealing damage. Besides, Glaives of Wisdom can steal the intelligence of Phoenix which makes Silencer get stronger and Phoenix cast less spells.
Meepo’s illusions created by Divided We Stand can deal a lot of damage on Phoenix and smash the Supernova quickly.
Bloodseeker: If Phoenix is affected by the Blood Rite, Phoenix will be silenced for a long time and dealt pure damage. When facing Bloodseeker, Phoenix must be prudent when casting its spells or else its life will be put on the line. Furthermore, Rupture is undispellable which means Phoenix is still affected after it finishes casting Supernova.
Viper: the magic resistance granted by Corrosive Skin can increase Viper’s survivability when facing Phoenix. Besides, Phoenix must think twice when harassing Viper as it also afflicts damage too. Casting spells drain Phoenix’s health which means it is vulnerable to Poison Attack
Necrophos: The longer Phoenix engages in the teamfight, the more health it is drained by Heartstopper Aura which prevents Phoenix from spamming his spells.
Snapfire: With Lil’ Shredder, Snapfire can destroy Supernova’s eggs easily.
Black King Bar
Black King Bar: most Phoenix’s abilities become useless.
Orchid Malevolence and Bloodthorn will silence Phoenix which prevents it from fighting back or escaping. They also amplify the damage that Phoenix receives.
Scythe of Vyse
Scythe of Vyse disbales Phoenix completely by turning it into a pig which makes it extremely vulnerable. Besides,Scythe of Vyse also mute items which means Phoenix can not use Lotus orb or Eul’s Scepter of Divinity to dispel.
Moon Shard grants owners high attack speed and they can destroy Supernova’s eggs in just a few s
Echo Sabre is a big threat to Phoenix Sun as enemy heroes are granted an extra attack which means they only need 5 hits to smash level 1 Supernova.
Pipe of Insight
Pipe of Insight helps enemies endure the DPS from Phoenix better by creating magic damage blocking shields.
Templar Assassin: DPS abilities of Phoenix can burn away Templar Assassin’s recharge. Even with the help from Meld, She is still afflicted by Phoenix’s DPS.
Phantom Assassin’s low health pool makes him vulnerable against DPS abilities of Phoenix.
Legion Commander will be numb if Phoenix takes the initial and attacks her first which leaves no room for her to fight back as she can approach Phoenix to apply her powerful attack and cast Duel. Besides, if an ally is caught by Duel, Phoenix can cast Sun Ray to heal him or Supernova ( with Ahagnim Scepter’s upgrade) to save him.
Monkey King: Icarus Dive, Sun Ray and Supernova destroy the trees so He can not use Tree Dance.
Chen: damage from Phoenix can force Chen to cast Hand of God to save his life instead of using it in the teamfight.
EarthShaker can not quickly destroy Supernova’s Egg due to its low attack speed and poor agility. Besides, Phoenix can survive Echo Slam by casting Supernova or use it to save an ally (with upgrades from Aghanim’s Scepter).
Ancient Apparition: With Icarus Dive, Phoenix can easily escape from Cold Feet. Casting Supernova will save Phoenix and Ally's life during Ice Blast.
Shadow Demon: Demon’s illusions can be wiped out quickly by Phoenix AoE abilities. With Icarus Dive, Shadow Demon can not catch it with Demonic Purge.
As a supporter, farming is never its priority. Instead, Phoenix will try to help the teammate to farm and harass the enemy heroes or secure the kill if possible. Use Fire Spirit and Icarus Dive to lower the health of the creeps so the carry can last hit easier and create the advantage in the lane. Use Sun Ray when you want to secure the kill.
With some items and might be some advantage at the lane, you can start roaming to support other lanes. With Sun Ray you can heal the low HP allies in the fight as well as deal damage on the enemies. But remember to go back to the bot lane right after the gank as your carry always needs a help from yours to get his/her power to accelerate better.
In the late game, you and your team might play around the key objectives like Roshan and towers and try to demolish as many towers as possible. Your main purpose is to save the life of your carry so I recommend you to purchase Aghanim’s Scepter. The longer your team’s carry in the teamfight the more damage He/she can deal. And remember any winning teamfight in the late game can lead to the victory in the end. As you are also a great source of DPs so finding a good position to cast spells is not a bad choice at all If your team has a tanker.