* Ursa can do damage very fast with his Overpower and Fury Swipes abilities, Necrohops will have taken large amounts of damage before he can use Ghost Shroud, And if Ursa has Skull Basher, Ursa will quickly demolish Necrophos before he can do anything to retaliate.
* Skilled and smart Ursa can bait Necrophos into using Reaper's Scythe on him, and with his Aghanim's Scepter upgraded Enrage that can negate 80% of the damage, Ursa will often survive and waste Reaper's Scythe.
* Ursa can easily unleash a number of attacks in an incredibly short amount of time, easily destroying the Supernova in a couple of seconds regardless of Fire Spirits' debuff. His Enrage also dampens any damage Phoenix might toss at his direction, as well as remove any debuffs Phoenix may place on him.
* Necrophos struggles at clearing away durable illusions or summons. Meepo can overwhelm Necrophos with his many duplicates, especially in the later stages of the game, and his Earthbind will prevent Necrophos from getting away, even if he casts Ghost Shroud.
* Meepo's high burst damage from Poof can make it difficult for to Necrophos to stay alive, and as Necrophos excels in extended fights, he will not be able to do as much damage as he intends to.
* Earthbind can prevent Phoenix from using Icarus Dive, the only escaping mechanism of this hero.
* Heavy burst damage from Poof can easily kill Phoenix even when it slows down all the Meepos with Fire Spirits.
* Meepo's clones destroy the Phoenix Sun from Supernova in no time, even when they are slowed down by Fire Spirits.
* Meepo's naturally high magic resistance gives Phoenix a hard time with bursting him down. He can even turn the tide if Icarus Dive is on cooldown.
Additional:
* Meepo is unlike any other multi-unit enemy Phoenix may face in the battlefield. Unlike illusion-based heroes like Phantom Lancer or Chaos Knight, Meepo's clones are not illusions, meaning they can deal full damage to the Phoenix Sun if all four (or five) are present.
* Viper does large amounts of magic damage over time, meaning that if a Necrophos uses Ghost Shroud, Viper's abilities will greatly reduce Necrophos survivability, and may actually kill him.
* By the same token, Viper can use his Viper Strike on Necrophos if he attempts to heal himself with Ghost Shroud, and depending on any other effects Necrophos may have from him, (IE:Poison Attack,Corrosive Skin), Viper can often kill Necrophos while he is in his Ghost Shroud.
* Viper's Corrosive Skin helps him take reduced damage from all of Necrophos spells that deal magical damage, which is his only source of damage.
Additional:
* Viper Strike prevents Heartstopper Aura from dealing damage or healing Necrophos.
* Viper's magic damage is amplified whenever Ghost Shroud is used.
* Corrosive Skin makes Viper tankier against Death Pulse and Reaper's Scythe.
* Corrosive Skin gives Viper additional resistance to Phoenix's magical damage, and since they deal damage over time, Phoenix would be constantly afflicted by his passive's own debuff, making him not an ideal target for Phoenix's harassment. Phoenix's abilities also constantly drain its own health away, becoming more vulnerable to Poison Attack.
* The huge physical damage taken from Vendetta will force Necrophos to use Ghost Shroud, which is good for a followup with Dagon and Ethereal Blade, both of which are common items on Nyx Assassin.
* Using Ghost Shroud also sets Necrophos up for a Mind Flare or Impale.
* Spiked Carapace reacts on any of the damage over time from Phoenix's abilities and can interrupt Sun Ray and Icarus Dive.
* Arcane Curse punishes Necrophos if tries to spam Death Pulse, increasing the duration of the slow and damage taken over time.
* Last Word heavily damages Necrophos and also silence him for a lenghty duration.
* Glaives of Wisdom will reduce temporarily Necrophos intelligence on each hit dealing hindering his ability to spam Death Pulse, also reducing his attack damage and mana pool; dealing increasing amounts of phisical and pure damage each time. Silencer will permanently steal Necrophos intelligence if Necrophos is killed by him or if he dies nears him.
* Global Silence turns Necrophos almost useless for a long time, allowing Silencer and his team to easily dispatch him, since Necrohpos heavily relies on his spells to survive.
* Silencer will most likely disrupt an initiation with his ultimate, Global Silence, prevent escape with his Last Word, and if Phoenix happens to die to him (or near him) enough times, he would sap enough of Phoenix's much needed Intelligence to make him a stronger foe and Phoenix with less mana than it already had.
* If Rubick steals Reaper's Scythe, he can turn the powerful ultimate back against Necrophos's team. Even his other spells are useful in Rubick's hands, giving him a sustain or a weak initiation/protection tool.
* As a hero with uncommon traits, Phoenix's abilities require more health than mana. It is advised for Rubick to purchase health regeneration items such as Tranquil Boots, Urn of Shadows or Hood of Defiance to keep up with the HP loss.
* Phoenix's signature Supernova, if casted successfully, can turn a teamfight around if being stolen.
* The initial lift and the following crowd control from the drop of Telekinesis can protect the egg from being attacked if casted right before Supernova with quick fingers.
* A successfully reborn Supernova refreshes the cooldown of Telekinesis as well as Fade Bolt, so don't hesitate to spam both of them before Supernova with the reasons mentioned above.
* Supernova has a stun range of 1200, which requires Rubick to have Level 3 Arcane Supremacy at least to exceed its range. Consider buying Aether Lens or Blink Dagger to help with positioning.
* It is not possible to cast Supernova (as of 7.31c) with Aghanim's Shard's extra Sun Ray even with both spell stolen, since Sun Ray takes up two stolen ability slots.
* Icarus Dive is a useful repositioning ability for scouting, initiation or escaping.
* Fire Spirits aids with Rubick farming given enough HP regeneration. In early skirmishes, the stolen ability can slow the attack speed of the enemy team to a crawl.
* Combined with Fade Bolt, both the attack damage and attack speed of the enemy team are reduced if they have no source of dispel, effectively nullifying their physical attack damage.
* Sun Ray thrives in and after a teamfight by damaging enemy heroes and healing allies at the same time.
* Rubick can interrupt both Icarus Dive and Sun Ray by casting Telekinesis.
* If he isn't silenced, Abaddon can use Borrowed Time to escape Reaper's Scythe during the delay.
* Heroes that deal damage over time will also fail to bring down Abaddon and his allies, such as Huskar, Venomancer, or Phoenix.
* Ghost Shroud is not a good defensive ability against Lina as all of her abilities deal magical damage.
* Lina has a very long range of attack, which completely overlaps the range of Death Pulse and Heartstopper Aura.
* However, once Necrophos gets Aghanim's Shard, he will gain access to Death Seeker which will allow him to turn into a larger Death Pulse that can be used to close the gap on Lina and kill her if she is not careful.
Additional:
* Laguna Blade's damage as well as damage from all of Lina's abilities will be greatly amplified during Ghost Shroud.
* Any hero with high attack speed will be a threat to Phoenix when it initiates, as they can easily tear down a Supernova, perhaps even while debuffed by Fire Spirits: Juggernaut, Clinkz, Troll Warlord, Beastmaster, Lina.
* Anti-Mage can withstand magical burst damage much better than other carries, making him effective against nukers: Lich, Necrophos, Oracle, and Leshrac.
* Anti-Mage dispels Phoenix's slows with Manta Style.
* Anti-Mage can Blink directly next to Supernova, giving him more time to destroy the egg.
* Blade Fury blocks the damage done by Death Pulse and Reaper's Scythe. Additionally, Ghost Shroud decreases Necrophos's magic resistance, making him take more damage from Blade Fury.
* Juggernaut's high attack speed lets him destroy a Supernova easily. He can even attack a Supernova during Blade Fury with his regular attacks.
* Blade Fury protects Juggernaut from all of Phoenix's spells (except Supernova, which pierces spell immunity).
* Blade Fury can also dispel the attack speed slow from Fire Spirits and the movement speed slow from Icarus Dive.
* Phoenix's Icarus Dive will not protect it from Omnislash unless it dives into creeps, and Phoenix's low armor makes for an easy kill.
* Heroes who rely on physical damage are easily negated by Ghost Shroud: Phantom Assassin, Wraith King, Juggernaut.
* Tempest Double, Magnetic Field's attack speed bonus, and Arc Warden's high attack range will easily destroy a Phoenix using Supernova much faster than usual.
* Phoenix is very weak against pushers, especially those like Arc Warden who can kill him easily, as his skillset works best in teamfights.
Additional:
* His Tempest Double is not an illusion, but rather a full hero unit, which effectively reduces half of the Supernova's health. His Magnetic Field can tremendously boost his attack speed, allowing him to destroy Supernova in no time even when he's affected by Fire Spirits.
* Mana Shield can tank most of the damage from Reaper's Scythe; with sufficient mana, the kill threshold drops significantly.
* Necrophos has a movement speed equal to Medusa, and is easy to chase down with a slowing item in Medusa's inventory.
* Outworld Destroyer is not exceptionally dangerous to Necrohpos because of his Ghost Shroud, but his Astral Imprisonment can save his allies from Necrophos's Reaper's Scythe, though only if he uses it at the right time, If an Outworld Destroyer is nearby, Necrophos should not use Reaper's Scythe unless he has banished himself, or has banished two heroes within 15 seconds
* Phoenix's limit AoE, damage-over-time abilities give Io plenty of time to save allies with Relocate.
* Nether Ward causes Death Pulse to actually damage Necrophos rather than heal him. Meanwhile, Reaper Scythe's gigantic mana cost while Necrophos is near the Nether Ward can often instantly kill him.
* Nether Blast and Life Drain both make quick work of Necrophos's small healthpool, especially during Ghost Shroud. The latter also makes him an unappealing target for Reaper's Scythe, and can often force Necrophos to use it defensively as he has no other means of interrupting his channeling.
* Mana Drain depletes Necrophos's mana pool, preventing him from using his abilities.
* Finger of Death deals high magical damage, which becomes amplified by Ghost Shroud.
* Necrophos' Ghost Shroud increases the magic damage taken by Necrophos.
* If Zeus builds both an Ethereal Blade and Veil of Discord, it almost always guarantees a kill.
* Reaper's Scythe is very predictable and gives Dazzle plenty of time to react with Shallow Grave: Dazzle just has to keep a close eye on his allies below 50% health.
* However, Dazzle must be sure to use Shadow Wave on that ally immediately after, or they will die from Heartstopper Aura when the Shallow Grave ends!
Additional:
* Dazzle's Shadow Wave is a spammable healing ability that spreads around his entire team, slowing the death of his teammates as effectively as Necrophos spreads damage to them.
* If not immediately, Shallow Grave delays his ally from gradually dying to Necrophos's abilities, especially Reaper's Scythe.
* However, bear in mind that Dazzle's Poison Touch, Shadow Wave and Bad Juju all deal physical damage, and Dazzle has no abilities to help him deal magical damage at all, which can cause problems for Dazzle to kill Necrophos if he uses Ghost Shroud to protect himself.
* Although Phoenix has many ways to disable a Blink Dagger, the high cooldown of all of its spells makes them not as reliable for this. Also, its spells cost a lot of health to use, making it easy to get nuked down.
* Waning Rift prevents Phoenix from using Supernova to refresh itself, giving Puck's team time to finish it off, or allow Puck to burst Phoenix down.
* Dream Coil prevents Phoenix from using Icarus Dive without consequences. Waning Rift and Dream Coil are also able to cancel Sun Ray, which is its main source of damage in the late game.
* Tornado allows Invoker to purge Necrophos's Ghost Shroud, nullifying any benefits he could get out of it
* E.M.P. allows Invoker to burn Necrophos's mana, preventing him from using his abilities constantly
* Ghost Shroud amplifies damage taken from all of Grimstroke's abilities. Necrophos is particularly vulnerable to Ink Swell and Phantom's Embrace while in Ghost Shroud.
* Death Pulse works against Necrophos in lane by keeping his creeps alive and add damage to Stroke of Fate.
* Illusions make it difficult for Necrophos to target his Reaper's Scythe correctly, thus giving illusion heroes like Chaos Knight or Naga Siren an edge against Necrophos.
* Song of the Siren does not affect Supernova, which allows her and her team to focus the egg while the enemy team is affected by sleep.
* Phoenix cannot use Icarus Dive for escaping when rooted by Ensnare.
* However, Phoenix has many area-of-effect abilities that allow him to clear Naga Siren's illusions from Mirror Image.
* Sand King and Phoenix have many tools to deal with multiple enemies at once, which will work well against a crowd of illusions.
* Necrophos's Ghost Shroud does not prevent Muerta from attacking him while she uses Pierce the Veil, while making Necropohos even more vulnerable.
* Necrophos's Heartstopper Aura does very little to Muerta due to her quickly bursting down Necrophos and having a small health pool.
* Lil' Shredder will make quick work of Supernova.
* Mortimer Kisses can easily hit a Phoenix using Sun Ray.
* Inner Beast helps Beastmaster's team destroy Supernova quickly.
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden, Enchantress, Gyrocopter, Lion, Riki, Techies, Terrorblade, Necrophos, Invoker.
* Heroes who possess abilities that can save targets from being killed by Reaper's Scythe: Abaddon, Bane, Outworld Destroyer, Shadow Demon, Omniknight, etc.
* Heroes with spell immunity-granting spells will render Phoenix useless against them, as Phoenix has almost no spell immunity-piercing ability, other than the stun at the end of Supernova: Lifestealer, Juggernaut.
* Any hero with high attack speed will be a threat to Phoenix when it initiates, as they can easily tear down a Supernova, perhaps even while debuffed by Fire Spirits: Juggernaut, Clinkz, Troll Warlord, Beastmaster, Lina.
* Heroes who possess abilities that can save targets from being killed by Reaper's Scythe: Abaddon, Bane, Outworld Destroyer, Shadow Demon, Omniknight, etc.
* Heroes that depend on disrupting fights with ability combos or big ultimate abilities are vulnerable to the long stun of Fiend's Grip: Disruptor, Death Prophet, Enigma, Faceless Void, Invoker, Lich, Magnus, Mars, Medusa, Outworld Destroyer, Phoenix, Puck, Queen of Pain, Shadow Fiend, Treant Protector, Underlord, Winter Wyvern, Witch Doctor, Zeus.
* Heroes with hiding abilities can protect disabled allies: Outworld Destroyer, Shadow Demon, Tusk, Phoenix with Aghanim's Scepter.
* Silence (and mana burns) will be a persistent problem for Phoenix, as it is heavily reliant on its abilities whether defensively or offensively, so heroes like Death Prophet, Skywrath Mage, and even Nyx Assassin must be closely observed to prevent being shut down by these heroes.
* Hexes are a greater threat to Phoenix as they also disable items, preventing Phoenix from dispelling the debuff on its own.
* Silence (and mana burns) will be a persistent problem for Phoenix, as it is heavily reliant on its abilities whether defensively or offensively, so heroes like Death Prophet, Skywrath Mage, and even Nyx Assassin must be closely observed to prevent being shut down by these heroes.
* Hexes are a greater threat to Phoenix as they also disable items, preventing Phoenix from dispelling the debuff on its own.
* Heroes with one single-target abilities such as Wraith King, Necrophos, or Doom will struggle against Weaver's Linken Sphere.
* Ice Blast completely nullifies any healing, making Necrophos unable to stay in a teamfight to sustain his teammates (and himself) or deal gradual damage to the enemy, else he be faced with a quick death if focused on.
* Since all of Phoenix's abilities (except for Supernova) have health costs, heroes like Ancient Apparition or Necrophos can turn Phoenix's abilities against it. However, Supernova does completely protect Phoenix from Ice Blast.
* Icarus Dive helps Phoenix escape from Cold Feet.
* However, all of Pheonix's basic abilities do cost health, which can be harmful under the effects of Ice Blast.
* Supernova can save Phoenix from Ice Blast.
Additional:
* Supernova with or without Aghanim's Scepter allows to save ally or himself through Ice Blast.
* Icarus Dive quickly escapes from Cold Feet.
* Any hero with high attack speed will be a threat to Phoenix when it initiates, as they can easily tear down a Supernova, perhaps even while debuffed by Fire Spirits: Juggernaut, Clinkz, Troll Warlord, Beastmaster, Lina.
Additional:
* Due to Fervor and Battle Trance, Troll Warlord is one of the best heroes to deal with Supernova.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash: Anti-Mage, Earth Spirit, Faceless Void, Magnus, Mirana, Monkey King, Morphling, Pangolier, Phantom Assassin, Phoenix, Puck, Queen of Pain, Riki, Sand King, Spirit Breaker, Timbersaw, Tusk.
* Void can interrupt Icarus Dive.
* His Crippling Fear's silence will shutdown a spell caster Phoenix.
* However, Phoenix punishes Night Stalker with Supernova because it will turn night into day, and it has a higher priority than Dark Ascension, effectively canceling the passive bonuses Night Stalker gets from Hunter in the Night.
* Phoenix turns night to day, overriding Dark Ascension during Supernova.
* Using Reaper's Scythe against Wraith King is a bad idea for Necrophos as his Reincarnation can waste it. And when upgraded with Aghanim's Scepter it can delay the deaths of allies.
Additional:
* Reaper's Scythe can't kill Wraith King while Reincarnation is off cooldown
* In the laning stage Vampiric Spirit can out-heal the slow {tooltip:DoT|Damage over Time} from Heartstopper Aura.
* Heroes who rely on physical damage are easily negated by Ghost Shroud: Phantom Assassin, Wraith King, Juggernaut.
* Phoenix expends health to use its abilities, making it a good target for Thirst.
* Rupture deals heavy damage against Icarus Dive.
Additional:
* Although Blood Rite can be easily avoided, if it does hit, its lengthy silence and pure damage can be a severe punishment for a slow, unobservant, or simply unfortunate Phoenix.
* His Rupture can turn Icarus Dive into a suicide option, and it cannot be dispelled, meaning even if Phoenix completes a Supernova, choosing to Dive may just cut its health back down.
* And finally, due to Phoenix's health costs, too much careless ability spamming may just put Phoenix into Bloodseeker's vision through Thirst, making it a very tempting ganking target.
* Heroes with area heals prevents Bloodseeker from bringing enemies low, and therefore deny him his Thirst bonuses and health return: Necrophos, Dazzle
* Even though Luna has a hard time laning against Necrophos, his Ghost Shroud won’t protect him in teamfights because it will increase the damage from Lucent Beam and Eclipse.
* Luna is a natural Black King Bar wielder, and none of Necrophos's spells can bypass spell immunity outside of Heartstopper Aura.
Additional:
* Even though Luna has a hard time laning against Necrophos, his Ghost Shroud won’t protect him in teamfights because it will increase the damage from Lucent Beam and Eclipse.
* Luna is a natural Black King Bar wielder, and none of Necrophos's spells can bypass spell immunity outside of Heartstopper Aura.
* A couple of long-range heroes with excellent laning like Mirana, Lina, Necrophos, Death Prophet. The key to success is sticking together and attacking Luna whenever she enters the range, without even giving Luna a chance to retaliate. Multiple long-range heroes is a reason to pick another hero.
* Heartstopper Aura can do a decent damage overtime to Chen's High-Health-Creep Army, and Chen does not have any source of burst damage to fight back against Necrophos.
* Skilled Necrophos can purchase a Spirit Vessel to provide an AOE debuff that can reduce the healing from Divine Favor and Hand of God.
* Necrophos often builds Radiance, which combined with Death Seeker from Aghanim's Shard allows him to quickly clear Chen's creeps.
* Necrophos can often kill Chen's allies with Reaper's Scythe before Chen can save them with Hand of God.
* Phoenix's large damage over time with Icarus Dive and Fire Spirits can kill Chen's allies before he can use Hand of God.
* Phoenix naturally buys Spirit Vessel, which allows him to reduce healing from Divine Favor and Hand of God.
* Phoenix's Supernova cannot be damaged by Chen's creeps, and their normal speed means they will often not be able to kill Phoenix whenever he uses Supernova.
Additional:
* Not only Phoenix is able to disrupt Chen's jungling with Fire Spirits, but its high damage over time can also force Chen to use Hand of God prematurely, potentially wasting any chance to save his allies during teamfights.
* Creeps' damage and attack speed are very abysmal, so Chen often cannot kill Phoenix whenever it casts Supernova.
* Frequent healing from Death Pulse and Mekansm/Guardian Greaves or Pipe of Insight makes it difficult for Earthshaker to execute his combo with Echo Slam.
* Necrophos usually buys Radiance to improve their burning aura damage from Heartstopper Aura will usually disable Earthshaker's Blink Dagger prior to a teamfight, preventing him from initiating or re-initiating.
* Reaper's Scythe allows to kill Earthshaker while he blinks in, preventing him from executing his combo (although Earthshaker is rarely a primary target).
* Supernova allows Phoenix to save himself (or an ally, with Aghanim's Scepter) through Echo Slam. Earthshaker will also have a difficult time destroying the supernova, due to his low base attack time and poor agility.
* Icarus Dive can pass through Earthshaker's Fissure.
* Most of Phoenix's abilities disable Earthshaker's Blink Dagger for a good period of time due to the damage-over-time nature of its spells.
* Ghost Shroud can be use both offensively to slow Lone Druid or Defensively to prevent Lone Druid and The Spirit Bear from attacking him.
* Heartstopper aura burns the Spirit bear High HP over time. Additionally, it can deal decent damage to Lone Druid during his True Form.
* Lone druid's bear attacks on Phoenix's Supernova Egg don't increase the hit count. Given that Lone Druid's main hero often doesn't have much farm, the Supernova Egg is less likely to get killed.
* Frequent healing from Death Pulse and Mekansm makes it difficult for Axe to finish off targets with Culling Blade.
* Ghost Shroud's instant cast time allows Necrophos to turn ethereal before being initiated on by Berserker's Call. This prevents him from attacking Axe while taunted, thus lowering the chance to proc Counter Helix.
* Axe's high health is relatively ineffective against Heartstopper Aura's percentage-based health degeneration.
* Reaper's Scythe stops Axe's game plan of using Berserker's Call multiple times and since he's in the middle of the fight, this spell is very easy to grab kills onto him.
Additional:
* Frequent healing from Death Pulse makes it difficult for Axe to finish off targets with Culling Blade.
* Reaper's Scythe negates Axe's tankiness, and can kill him quickly after initiation if Axe's health is low enough.
* Heartstopper Aura can be very effective against Axe due to Axe's high strength gain.
* However, bear in mind that Berserker's Call can prevent Necrophos from using his Ghost Shroud to defend his fragile self from physical damages. And Heartstopper Aura can unintentionally help Axe to trigger his Counter Helix more frequently while also hurting Necrophos with Blade Mail during activation.
* Nonetheless Heartstopper Aura is not considered as a normal attack, thus it will not trigger Counter Helix, so anyone who wrote the statement above should be awarded with MVP and considered a TI champion purely for the innovation of new mechanics.
* Sun Ray allows Phoenix to heal any allies caught in Berserker's Call while burning away Axe's high HP at the same time.
* Icarus Dive and Fire Spirits puts Axe's Blink Dagger on cooldown.
* Axe's slow attack speed makes it difficult for him to destroy Supernova on his own.
* Heroes with wide AoE abilities will reveal Monkey King through Mischief: Necrophos, Phoenix, Alchemist, Earthshaker, Razor, Tinker, Leshrac, Queen of Pain
* Icarus Dive and Supernova can destroy the tree Monkey King is standing on.
* Fire Spirits reduces Monkey King's attack speed, preventing Monkey King from building up Jingu Mastery.
* Supernova can be casted next to Wukong's Command, forcing Monkey King to step away of it or to withstand its massive AOE damage
Additional:
* Icarus Dive, Sun Ray, and Supernova all destroy trees that Monkey King relies on to use his ability Tree Dance. If you spot him, you can quickly Icarus Dive in his direction and then follow up with Fire Spirits and Supernova. If you manage to cut the tree he is on, he will be stunned for 4 seconds and will be forced to take a lot of damage. However, most Monkey King players tend to build attack speed items to make use of their passive, Jingu Mastery, so a battle against a farmed Monkey King will depend on who gets the jump on the other first.
* Necrophos' largely magical damage completely ignores Bulwark.
* Ghost Shroud protects Necrophos from God's Rebuke but more importantly stops Mars from being a threat in lane.
* Heroes with high health especially Strength heroes will take more damage on Sun Ray: Axe, Pudge, Bristleback, Mars.
* Heroes that have high health but little to no magic resistance are easy prey for Necrophos, as no matter how high they build their health up, Reaper's Scythe will kill them outright as long as they fall under a certain threshold, and Heartstopper Aura will deal the same amount of damage regardless, decaying their health the longer they stay within range. As such, Strength heroes like Chaos Knight, Centaur Warrunner or Magnus are good targets for his ultimate.
* Phoenix will usually be on the sidelines or further back ready to use Sun Ray. Even after Magnus successfully uses Reverse Polarity and skewer Phoenix's teammates, Phoenix can usually counter-initiate using all of its abilities.
* Reaper's Scythe will turn Tiny's high health against him.
* Heartstopper Aura does substantial damage to Tiny as a result of his high max health.
* Ghost Shroud protects Necrophos from Tiny's physical damage with Tree Grab and Tree Volley.
* Heroes that are able to slow Tiny's attack speed, like Tusk and Phoenix, will greatly limit his Physical damage output.
* No matter how high Pudge builds up strength with his Flesh Heap, all it needs is for him to fall below a certain percentage of health for him to fall to Reaper's Scythe. Considering his constant self-damage with Rot, being around Heartstopper Aura will prove risky for an overconfident Pudge.
Additional:
* Heartstopper Aura is effective against high health heroes, and Pudge is no exception. Coupled with his self-damage from Rot, being around Heartstopper Aura could prove risky for Pudge.
* Regardless of how much health Pudge gains through Flesh Heap, Reaper's Scythe will often kill Pudge should his health fall below 40%, making Necrophos an ideal counter versus Pudge.
* Heroes with high health especially Strength heroes will take more damage on Sun Ray: Axe, Pudge, Bristleback, Mars.
* Heroes who rely on physical damage are easily negated by Ghost Shroud: Phantom Assassin, Wraith King, Juggernaut.
* Fire Spirits applies a severe attack speed slow, severely hindering Phantom Assassin's damage output.
* Phantom Assassin cannot cast Phantom Strike on Phoenix during Supernova.
Additional:
* While her Phantom Strike does give limited extra attack speed, she cannot use the ability against the Phoenix Sun, and while her Blur may protect her from attacks, Phoenix's strong magical DPS burns away her small health pool quickly, and the attack speed slow makes her unable to fight back (provided she has no source of spell immunity).
* Heroes that have small health pools and little to no escape mechanisms are even easier prey for Necrophos. Ghost Shroud's slow will allow him to catch him with them, and get nuked down with his abilities, even preventing retaliation due to Reaper's Scythe's stun. Such heroes include Crystal Maiden, Witch Doctor, Warlock or Shadow Fiend.
* Heroes with slow movement speeds and small health pools (supports like Crystal Maiden or Witch Doctor) are easy targets for Phoenix. Should they be inflicted by its DOT debuffs, they will be very quickly killed without even getting a chance to fight back.
* Heroes that have small health pools and little to no escape mechanisms are even easier prey for Necrophos. Ghost Shroud's slow will allow him to catch him with them, and get nuked down with his abilities, even preventing retaliation due to Reaper's Scythe's stun. Such heroes include Crystal Maiden, Witch Doctor, Warlock or Shadow Fiend.
* Heroes who depend on attacks (such as Shadow Fiend or Drow Ranger) can be nullified by Fire Spirits' attack speed slow.
* Heroes that have small health pools and little to no escape mechanisms are even easier prey for Necrophos. Ghost Shroud's slow will allow him to catch him with them, and get nuked down with his abilities, even preventing retaliation due to Reaper's Scythe's stun. Such heroes include Crystal Maiden, Witch Doctor, Warlock or Shadow Fiend.
* Heroes with slow movement speeds and small health pools (supports like Crystal Maiden or Witch Doctor) are easy targets for Phoenix. Should they be inflicted by its DOT debuffs, they will be very quickly killed without even getting a chance to fight back.
* Reaper's Scythe can kill Terrorblade quickly before he has chance to use Sunder because it instantly disables an enemy hero on which it's casted.
* Even if Terrorblade succeeds to use Sunder on Necrophos, Necrophos can still protect himself from Terroblade's high attack damage with Ghost Shroud which can turn him ethereal and prevent Terrorblade from attacking him. Ghost Shroud also amplifies any healing Necrophos receives for it's duration, which in combination with Death Pulse and other healing items allows Necrophos to easily nullify Sunder's effects while Death Seeker from Aghanim's Shard can be used to escape from Terrorblade.
* Necrophos often buys Radiance, which combined with Death Pulse can help him deal with Terrorblade's illusions from Conjure Image and Manta Style. Death Seeker from Aghanim's Shard can also spread on Terrorblade's illusions upon impact.
* Terrorblade depends entirely on physical attacks and his damage output is 100% physical. Therefore, since he has no any sources of magical damage output and hates going for items that deal magical damage like Dagon, Ethereal Blade and Revenant's Brooch, Ghost Shroud will render him unable to damage Necrophos at all.
* Due to Doom's naturally high health, strength gain and common itemization for durability, Heartstopper Aura is particularly effective. The health loss is also large enough that, throughout all stages of the game, the aura effectively neuters the health regeneration granted by Devour.
* Necrophos can help to keep both himself and his allies alive during Doom through his natural regeneration granted by Heartstopper Aura (which is not disabled by Doom), or in the case of an ally, through his Death Pulse. Additionally, Necrophos is an ideal Mekansm carrier. Should one be bought, kills against Necrophos' team can be difficult to secure due to the damage-over-time nature of Doom and his abilities.
* Doom typically wants to be a hero that soaks attention from the enemy team and takes the role of an initiator and disabler. As such, Doom is an ideal target for Reaper's Scythe, as it is likely Doom will be at the fore-front of any fight.
* Her Refraction charges can and will be easily burned away by Phoenix's damage over time abilities, and Meld can't protect her from Phoenix's AoE abilities, even without detection.
Additional:
* Phoenix's abilities target and deals damage over time, making them a threat against Meld and Refraction. His abilities' nature makes them pretty hard to correctly land on the target, but that is not a problem against a Templar Assassin that needs to stand still during Meld.
* Icarus Dive allows Phoenix to shrug off the slow from her trap and make an easy escape from her ambush.
* As Templar Assassin relies on her quality-over-quantity bursting attacks to make quick work on fragile target, Fire Spirits' attack speed reduction can cripple her ability to deals any damage during combat. With the debuff applied in early-mid game, a Meld-breaking hit from her is significantly slowed to the point that her target can travel a safe distance before she even lands the hit.
* Sun Ray has a quick damage tick and will burn through her Refraction in no time.
* Supernova deals damage over time in an incredibly large area, and again with her quality-over-quantity style, she may not be able to attack quickly enough to break through the Phoenix Sun by herself. (not to mention the debuff from Fire Spirits) This can lead to a failed ganking attempt or even a turnaround.
* Enemies that possess high defenses through magic resistance, damage reduction, or high regeneration will make it difficult to whittle their health down to get to Reaper's Scythe's threshold. Such heroes include Bristleback (although only from behind), Spectre, Ursa, and Dragon Knight.
* Reaper's Scythe and Heartstopper Aura deal percentage-based damage, ignoring Bristleback's high health.
* Heartstopper Aura's HP removal does not trigger Bristleback's passive.
Additional:
* Heartstopper Aura deals percentage-based damage flagged as HP removal, so it is not reduced by Bristleback, nor does it trigger passive Quill Sprays.
* Reaper's Scythe is very effective against Bristleback not only due to its percentage-based damage, but rather because it first stuns and then deals its damage, allowing Necrophos to position in front of Bristleback in time.
* Heroes with high health especially Strength heroes will take more damage on Sun Ray: Axe, Pudge, Bristleback, Mars.
* Fire Spirits greatly reduces Slardar's already low starting attack speed (which Bash of the Deep relies on), making the laning phase very hard for him and discouraging Slardar from aggressively threatening lane kills.
* Supernova, ignoring Phoenix's lack of armor and Slardar's high damage single hits, is extremely hard for Slardar to take down on his own, especially after being hit by Fire Spirits.
* Icarus Dive is one of the longest distance escape spells in the game, and can help a good Phoenix escape from Slardar before he gets a Blink Dagger. However, the high cooldown means Phoenix is vulnerable to backstabs from any roamers after said spell is used.
* Slardar can interrupt an Icarus Dive from completing the flight with both of his stuns, however, likely leading to death if Supernova is on cooldown.
* A lot of the items a Phoenix builds throughout the game naturally counter Slardar. Shiva's Guard, Heaven's Halberd and Eul's Scepter of Divinity all stall Slardar's normal attacks in some way, while Spirit Vessel's percentage-based damage is good against his innate durability.
* Primal Beast is disarmed during Trample so will be unable to destroy a Supernova no matter how close it is to him.
* The same ability can also be used to save allies with the help of an Aghanim's Scepter.
* Sun Ray will do thousands of damage to Primal Beast if surviving a full channel time due to his high health scaling for the ability.
* Icarus Dive is a fantastic way to escape Primal Beast after he has used Onslaught.
* Phoenix has a naturally very high health pool making it hard for Primal Beast to deal with him with his magical damage.
* Necrophos usually doesn't build itmes that give attack damage, minimalizing effects of Static Link.
* He can use Ghost Shroud to prevent Razor from attacking him with the stolen damage from Static Link.
* Razor is somewhat vulnerable to magical damage, and Reaper's Scythe prevents him from escaping with his high movement speed when things get dangerous.
* No matter how Tidehunter builds tanky items such as (Guardian Greaves, Crimson Guard or Pipe of Insight), all it needs is for him to fall below a certain percentage of health for him to fall to Reaper's Scythe.
* Due to Spirit Breaker's low attack speed, Supernova is problematic for Spirit Breaker to take down, and even more so with Fire Spirits debuff applied.
* Supernova negates Kunkka's combo entirely, as it can't be affected by spells while using Supernova.
* Icarus Dive also allows Phoenix to dodge Ghostship and Torrent.
* Clockwerk being confined in his own Power Cogs means Clockwerk is unable to quickly escape from Phoenix's Sun Ray and Supernova.
* Sun Ray will also heal the enemy Clockwerk is fighting, making it unlikely for Clockwerk to take an enemy down with him.
* For the same reasons, Phoenix also makes a powerful ally for Clockwerk when the situation is reversed.
* With high health and rarely buying Linken's Sphere or Black King Bar, Centaur Warrunner is a good target for Reaper's Scythe. However, Centaur Warrunner can resolve this problem by buying Hood of Defiance and it's upgrade Pipe of Insight to diminish its damage.
* Heartstopper Aura will do well against high health heroes such as Centaur Warrunner.
* Sand King has nothing to deal with Supernova, as none of his spells are effective.
* The damage-over-time abilities of Phoenix disable Sand King's Blink Dagger very often.
* Necrophos is a dangerous opponent to go against with. Regardless of how much strength Undying has gained from Decay, Necrophos can finish off Undying with Reaper's Scythe once Undying's HP falls below a certain threshold.
* Heartstopper Aura will do more damage to Undying if he gained strength from Decay, as it does damage based on a hero's maximum health.
* Death Pulse can easily wipe out Broodmother's spiderlings if they're too close while also offering Necrophos a source of regeneration for Broodmother's harass in lane.
* Ghost Shroud prevents Broodmother or her spiderlings from damaging Necrophos temporarily until Broodmother buys Nullifier or Revenant's Brooch.
* Heartstopper Aura will regenerate lost health and mana for every spiderling or spiderite Necrophos manages to kill.
* His Heartstopper Aura deals the same gradual damage over time no matter how high Sven builds his strength or health pool up, and should he fall down to a certain percentage, his high health will no longer matter if Necrophos manages to land his Reaper's Scythe, killing him instantly. But it is best if Necrophos can either catch him off guard before he can possibly use his Black King Bar (which is an item Sven players commonly purchase), or bait him out of it.
* Ghost Shroud prevents Sven from hitting Necrophos, and if he doesn't have his Storm Hammer available, it could make him completely immune to Sven and allow Necrophos to easily kite him around.
* Reaper's Scythe and Heartstopper Aura deal percentage-based damage, ignoring Underlord's high health.
* Ghost Shroud protects Necrophos from Underlord's damage from Atrophy Aura, and also amplifies all the healing Necrophos receives.
* Phoenix's Supernova cannot be damaged by Familiars.
* In the early and mid game, Sun Ray won't deal enough damage to be reduced by Gravekeeper's Cloak.
* Once Sun Ray deals enough damage to protect Visage, a layer of Gravekeeper's Cloak is burnt every 0.2 seconds.
* Necrophos's Reaper's Scythe can finish off a low-health Morphling.
* Innately fragile heroes will die almost instantly to Reality Rift while Chaos Knight has illusions active: Drow Ranger, Bane, Necrophos, Crystal Maiden.
* Heroes that have high health but little to no magic resistance are easy prey for Necrophos, as no matter how high they build their health up, Reaper's Scythe will kill them outright as long as they fall under a certain threshold, and Heartstopper Aura will deal the same amount of damage regardless, decaying their health the longer they stay within range. As such, Strength heroes like Chaos Knight, Centaur Warrunner or Magnus are good targets for his ultimate.
* Heroes with strong area damage to destroy Phantasm illusions: Axe, Ember Spirit, Legion Commander, Phoenix
* Heroes that have escape abilities (such as Queen of Pain, Storm Spirit or Timbersaw) can be either nullified by Reaper's Scythe or a complimentary item for Necrophos (like Rod of Atos or Scythe of Vyse). If Necrophos is quick enough and enters range, they can quickly, if not instantly, die if they are not quick enough.
* Heroes that have escape abilities (such as Queen of Pain, Storm Spirit or Timbersaw) can be either nullified by Reaper's Scythe or a complimentary item for Necrophos (like Rod of Atos or Scythe of Vyse). If Necrophos is quick enough and enters range, they can quickly, if not instantly, die if they are not quick enough.
Additional:
* Heartstopper Aura effectively negates Timbersaw's large HP pool as well as HP regen.
* Death Pulse together with health and mana regeneration from killed creeps helps Necrophos and his teammates survive Timbersaw's burst damage.
* As a tanky hero that stays in the middle of teamfights, Timbersaw is an easy target for Reaper's Scythe.
* Heroes that have escape abilities (such as Queen of Pain, Storm Spirit or Timbersaw) can be either nullified by Reaper's Scythe or a complimentary item for Necrophos (like Rod of Atos or Scythe of Vyse). If Necrophos is quick enough and enters range, they can quickly, if not instantly, die if they are not quick enough.
* Heroes who depend on attacks (such as Shadow Fiend or Drow Ranger) can be nullified by Fire Spirits' attack speed slow.
* Phoenix with Supernova
* Heroes that can dodge Glimpse:
* Puck with Phase Shift
* Riki with Tricks of the Trade
* Phantom Lancer with Doppelganger
* Ember Spirit with Sleight of Fist and Activate Fire Remnant
* Chaos Knight with Phantasm
* Naga Siren with Mirror Image
* Tusk with Snowball
* Juggernaut with Omnislash
* Brewmaster with Primal Split
* Lifestealer with Infest
* Phoenix with Supernova
* Heroes that have small health pools and little to no escape mechanisms are even easier prey for Necrophos. Ghost Shroud's slow will allow him to catch him with them, and get nuked down with his abilities, even preventing retaliation due to Reaper's Scythe's stun. Such heroes include Crystal Maiden, Witch Doctor, Warlock or Shadow Fiend.
* Heroes who can hide the Dueled target (Outworld Destroyer, Shadow Demon, Tusk, Phoenix with Aghanim's Scepter etc).
Additional:
* Legion Commander relies on her powerful attack and her Duel to be effective. But if Phoenix gets the jump on her first, she can find herself severely slowed, taking heavy damage, and find herself unable to Duel a burning Supernova.
* It must be noted that Press the Attack will both dispel the attack slow of Fire Spirits and grant her or whoever she targets bonus attack speed. This allows her to easily destroy a Supernova if caution is not taken to prevent this from occurring. As such, it would be a better decision to simply avoid a farmed or skilled Legion Commander instead of attempting to overpower her.
* If an ally is caught by Duel, Phoenix can use Sun Ray to heal the ally and damage Legion Commander, possibly swinging the Duel in their team's favor. Or with Aghanim's Scepter, Phoenix can save an ally from dying in Duel with Supernova and cancel the Duel as well.
* Enemies that possess high defenses through magic resistance, damage reduction, or high regeneration will make it difficult to whittle their health down to get to Reaper's Scythe's threshold. Such heroes include Bristleback (although only from behind), Spectre, Ursa, and Dragon Knight.
* Heartstopper Aura and Reaper's Scythe go right through Dragon Knight's armor.
* Enemies that possess high defenses through magic resistance, damage reduction, or high regeneration will make it difficult to whittle their health down to get to Reaper's Scythe's threshold. Such heroes include Bristleback (although only from behind), Spectre, Ursa, and Dragon Knight.
* Death Pulse can single out Spectre from her illusions, as well as heal his team against her. He also usually stands close to his allies for Death Pulse, effectively disabling Desolate.
* Diffusal Blade is a core item on Phantom Lancer. And when combined with his numerous illusions, it allows him to rapidly deplete Necrophos's mana, rendering Necrophos incapable of doing anything.
* It can be difficult to single out the true Phantom Lancer among his army, giving Necrophos a hard time with aiming his ultimate.
* Even if his illusions are defeated, Phantom Lancer can simply create more of them at his disposal with almost no issues.
* Phoenix's AoE abilities can prove troublesome for Phantom Lancer.
* Fire Spirits dramatically reduces Phantom Lancer and his illusions' attack speed.
* Icarus Dive's movement speed reduction makes retreating difficult.
* Supernova burns away illusions, and is invulnerable to attacks from illusions.
* Huskar's high attack speed can counteract Fire Spirits, and easily destroy the Supernova.
Additional:
* Berserker's Blood will let Huskar easily face down a Supernova with increased attack speed.
* Icarus Dive may not be an easy escape from Huskar either as he can chase Phoenix during it with Life Break if Huskar times it right.
* However, Phoenix can buy items which can
* Because Huskar tends to stay at low health to gain the maximum bonuses from Berserker's Blood, it makes him an exceptionally prime target for Reaper's Scythe.
Additional:
* Huskar is often at low health, making him easy prey for Reaper's Scythe.
* Ghost Shroud prevents Huskar from stacking Burning Spear, and if Heartstopper Aura stacks are active, can regenerate health lost to existing stacks.
* Time Dilation while Death Pulse and Reaper's Scythe are on cooldown will make these abilities unusable for a long time, rendering Necrophos nearly useless.
* Necrophos cannot use Ghost Shroud while he is inside Chronosphere which makes it easy to kill him.
* Fire Spirits does damage over time, preventing Faceless Void from backtracking the full damage with Time Walk.
* Fire Spirits applies a big attack speed slow, stopping Faceless Void from doing many attacks while in Chronosphere.
* Sun Ray can heal allies and damage Faceless Void from outside Chronosphere.
* Supernova can be cast outside of Chronosphere, forcing Faceless Void to step away from it, lest he'll take a lot of damage
* Chemical Rage kills Phoenix very quickly in Supernova.
* Reaper's Scythe can kill Alchemist before Chemical Rage has the time to heal him.
* Ghost Shroud can prevent Alchemist from attacking Necrophos, as well as make him immune to Acid Spray and Unstable Concoction damage.
* Heartstopper Aura will do damage as long as Necrophos is alive based on health percentage, which is a problem for a strength hero such as Alchemist.
* Disruption can save an ally from a fatal Reaper's Scythe.
* Demonic Purge can remove Ghost Shroud, making Necrophos vulnerable to physical damage and preventing him from regenerating health.
* Icarus Dive quickly escapes from Shadow Demon abilities, especially Demonic Purge.
* Phoenix AoE abilities remove Shadow Demon's illusions created by Disruption.
* Marci can destroy Supernova by herself with Unleash at any stage of the game.
* Phoenix is squishy hero with low armor and is very vulnerable for Rebound and Sidekick at the laning stage.
* Death Pulse and Ghost Shroud very effective against her physical damage.
* Heartstopper Aura and Reaper's Scythe are very effective against tanky Strength hero Marci.
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Necrophos
* During the laning stage, Oracle's Purifying Flames nullifies any damage that Heartstopper Aura might inflict.
* Fate's Edict and False Promise can protect an ally from Reaper's Scythe.
* Oracle can dispel Ghost Shroud with Fortune's End.
Additional:
* Fortune's End can dispel Ghost Shroud, negating the skill's utility. Also it's worth noting that Necrophos takes additional magic damage when in Ethereal state, which makes Purifying Flames a powerful nuke against him.
* Fate's Edict fully negates the damage from Reaper's Scythe, which its own delayed animation makes it relatively easy to predict and nullify.
Phoenix
* Phoenix does significant magic damage over time which can either be dispelled or negated by Fate's Edict.
* Oracle's burst damage potential can prove lethal to Phoenix, as they already have to sacrifice health to cast their basic skills.