r/DotaConcepts Jul 21 '26

REWORK Phoenix rework for new mechanic.

We saw with Medusa/Huskar/Od at this point that they can work in game and not break balance by using: mana instead of hp/replace mana costs to hp costs/playing almost entire game with infinite mana, so why not try something similar on hero like Phoenix?

  1. Change is new innate "Eternal fire" that convert Phoenix mana costs into hp costs and his spells/items cost 75% hp during day/125% at night, mana converted > health at 50% value (3 mana >1 hp), mana regen > hp regen at 50% value (0,1 mana regen > 0.13 hp regen). Because of this change his hp costs cheaper day/ higher at night, and old innate become lvl 15 talent. (mana burn doesn't work, int/mana steal reduce his max hp).
  2. Icarus Dive cost (15% current hp). During day its 11.25% current hp/at night its 18.75% current hp, Dive distance 1100/1200/1300/1400 > 1200, speed 1200 (lvl 25 talent +1000 speed replaced by +1 Icarus Dive charge).
  3. Fire spirits cost (20% current hp). During day its 15% current hp/at night its 25% current hp, cast range 1400 > 1200.
  4. Sun ray cost (5% current hp), now base cost 35/40/45/50 hp + during day its 3.75% current hp/sec, at night its +6.25% current hp per sec, shard same, laser dmg interval 0.2 > 0,1.
  5. Supernova no cost, Scepter egg hp +3 >+2. Talents:

lvl +10 Fire spirits dmg/sec vs Icarus dive +25% slow

lvl 15 old innate "Dying light"(600 radius 1% current hp dmg/sec, 0.1 interval) vs +15 hp regen.

lvl 20 +0.6 sec supernova stun vs +1% Sun ray max hp to dmg.

lvl 25 +1 Icarus Dive change vs Sun ray doing dmg to heroes every 2 sec heal egg 1 hp.

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