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.Maybe it's better to ask what this skill CANNOT do! It already provides millions of useful things - AoE damage, pseudo-blink, magic immunity, and a near-unique, very useful, long disable that stops enemy heroes from attacking (disarmed units have big "!" signs over their heads). It's also relatively cheap to use, and the only deterrent is the long reuse time, which however should make you think twice before you dive.
Level 1 - 100 damage, 2 seconds disarm.
Level 2 - 150 damage, 2.5 seconds disarm.
Level 3 - 200 damage, 3 seconds disarm.
Level 4 - 250 damage, 3.5 seconds disarm.
Reuse: 40 seconds
In our skill build, we will only take one early level of this spell, since putting more points just slightly improves the damage and the duration of disarm, and we already have plenty of damage early on, while physical attacks at this stage aren't very useful. Later on, however, physical attacks already become faster and more dangerous, that's why we will resume upgrading this skill in middle game and not in late game.
Specific details on how to use the skill can be found in the next section.
Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power over 10 seconds, and can be used to damage his enemies or heal his allies. Costs 10% of your current HP to cast.Another awesome utility skill, which can act both as a mini-Dagon and an AoE Urn. When you cast the skill, 4 little faeries start orbiting Icarus, slowly becoming bigger. When they reach their mature state, they will make a crackling sound and start glowing in red. A short time after that, they will return to Phoenix, healing him and his allies around him and damaging the enemies around him. Of course, their strength depends on how big they have become before you have released them. At any time before they disappear, you can release them one by one by hitting F and targeting a unit, for a good range burst heal/damage.
Level 1 - Each spirit heals/damages by 10-40.
Level 2 - Each spirit heals/damages by 15-60.
Level 3 - Each spirit heals/damages by 20-80.
Level 4 - Each spirit heals/damages by 25-100.
AoE per spirit: 400
Yet again, this skill has a lengthy reuse to prevent abuse. Still, +400 hp every 35 seconds equals a gradual regeneration of almost 9 hp/second, beating any early hp regeneration items, and becoming a great addition to Icarus' supportive nature, both for his allies and his HP consuming skills. Just imagine a Dagon and Urn of Shadows, combined into one skill, and you will get Fire Spirits.