* Ogre Magi has single-targeted magical-only damage and disables and is less effective against Meepo's clones.
* 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 Strike breaks Multicast.
* Corrosive Skin minimizes the damage from Ignite and Fireblast.
* 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.
* Ogre Magi only deals magical damage, which Anti-Mage is exceptionally resistant due to Counterspell.
* Anti-Mage dispels Ignite with Manta Style.
* Ogre Magi has a very large mana pool which means Anti-Mage can do large amounts of damage to him with Mana Break and Mana Void.
Additional:
* Anti-Mage can kite Ogre Magi who has low mobility by Blink and his intelligence gain and build making Mana Void deal more damage.
* Counterspell well timed makes harass Fireblast and Ignite.
* 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.
* Arc Warden's Tempest Double is helpful for killing Ogre Magi who lacks AoE damage and disables.
* 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.
* Lifestealer's Rage makes him immune to all of Ogre's magical debuffs and also dispels them.
* Ogre's high health pool makes him an ideal target for Feast.
Additional:
* Ogre Magi has nothing against Rage and his high health pool amplifies Feast.
* 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.
* Dark Pact dispels Ignite's slow and Fireblast's stun.
* Shadow Dance allows Slark to regenerate HP, even when he is affected by Ignite and Fireblast.
* 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.
* Puck silences Ogre Magi with Waning Rift, and Phase Shift makes Puck untargetable for the duration.
* 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.
* In general, heroes that deal burst in multiple instances will trigger Borrowed Time and heal Abaddon for a large amount, such as Skywrath Mage, Techies, Juggernaut, Shadow Shaman, or Ogre Magi.
* Heroes that deal damage over time will also fail to bring down Abaddon and his allies, such as Huskar, Venomancer, or Phoenix.
* Heavenly Grace reduces Fireblast stun time and dispels Ignite.
* Purification can heal damaged heroes if needed.
* 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.
* 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.
* Undying saps strength from heroes with Decay, and Ogre Magi's high strength gain will allow Undying to steal more and more strength, becoming stronger with each use.
* Due to the Strength steal from Decay, Undying is normally very tanky, and has high health, making it harder for Ogre Magi to kill him.
* 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.
* Chemical Rage kills Phoenix very quickly in Supernova.
* 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.
* Spiked Carapace reacts on any of the damage over time from Phoenix's abilities and can interrupt Sun Ray and Icarus Dive.
* 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.
* Phoenix constantly depletes its own health due to the health costs of its abilities. Unlike heroes that have a similar mechanic, Phoenix does not benefit from low health, nor does it really have a countermeasure for it. As such, Phoenix is a very vulnerable target for Necrophos to prey on, especially when caught off guard before it can cast Supernova.
Additional:
* Necrophos becomes a bigger threat the lower one's health gets, and unfortunately for Phoenix, most of its spells have noticeable health costs. Those costs, coupled with his Heartstopper Aura, means that staying in a teamfight for too long under Necrophos' presence will make Phoenix a more valid target for his ultimate, with its stun completely preventing any form of retaliation or protection. Necrophos players are also likely to buy more durability items such as Hood of Defiance, making him more able to withstand Phoenix's damage despite having no escape mechanisms.
* However, it is also important to remember that a Scepter-upgraded Supernova can help protect an ally from his ultimate.
* 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.
* 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
* Doom makes Ogre Magi less disruptive.
* Infernal Blade effectively negates Ogre Magi's durability.
* With Aghanim's Scepter, he can disable Multicast.
* 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.
* Winter Wyvern's Winter's Curse works very well against the increased attack speed from Bloodlust.
* 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.
* 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.
* Earth Spirit's useful kit of Slows, Stuns, and Silences can set up kills on Ogre Magi and the silence can stop him from using his abilities.
* 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.
* 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.
* 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.
* Phantasm dispels Ignite and makes targeting the real Chaos Knight much harder.
* Heroes with strong area damage to destroy Phantasm illusions: Axe, Ember Spirit, Legion Commander, Phoenix
* 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.
* The damage block instances of Refraction can be burned down with Ignite.
* Fire Shield effectively reduces the burst damage from a Meld-charged ambush from Templar Assassin, provided the spell is cast beforehand.
* 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.
* Ignite can prevent Earthshaker from escaping and/or initiating with Blink Dagger.
* Fireblast and Unrefined Fireblast may help prevent Earthshaker follow through with his combo after landing an Echo Slam.
* 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.
* It is difficult for Mars to trade blows with Ogre Magi in the early game thanks to his high base health, resistance and Ignite.
* Bloodlust can assist Ogre Magi or an ally in repositioning against Mars for its move speed bonus.
* Fireblast can interrupt and mitigate Mars from performing his skill combos, especially in combination with Multicast.
* Heroes with high health especially Strength heroes will take more damage on Sun Ray: Axe, Pudge, Bristleback, Mars.
* Supports who can slow him to the point Trample does very little damage in the lane are also not fun: Lich, Ogre Magi, Winter Wyvern.
* 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.
* Heroes that can cancel Charge of Darkness: Ogre Magi, Earthshaker, Lion, Rubick, Lina, Luna, Jakiro, Dawnbreaker, Alchemist, Ogre Magi, Axe, Shadow Shaman, Naga Siren, Mars, Bane, Pudge, Clockwerk.
* 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.
* 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.
* 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.
* 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.
* Nature's Prophet treants can be cleared by Ignite or Multicast Hand of Midas
* Fireblast and Unrefined Fireblast prevents Nature's Prophet from using Teleportation.
* 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.
* 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
* A well-timed Fireblast with Multicast can prevent Weaver from escaping with Shukuchi and even Time Lapse.
* Ignite's high damage early on applies heavy pressure onto Weaver's very small health pool.
* However, the slow from Ignite is generally useless against Shukuchi, and Time Lapse dispels it if needed.
* 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).
* 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.
* Icarus Dive quickly escapes from Shadow Demon abilities, especially Demonic Purge.
* Phoenix AoE abilities remove Shadow Demon's illusions created by Disruption.
* 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.
* 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.
* Multicast Fireblasts over the course of fights are a decent nuisance to stall Sven's massive damage output.
* Bloodlust and Ignite gives Ogre Magi's team the movement speed difference needed to chase and/or disengage against a Sven and his Warcry.
* Ignite provides strong damage over time to pressure Sven early on in the laning phase and keep his health low, delaying his transition into the jungle. Ignite is also an easy way to disrupt Blink Dagger, Sven's most popular way of initiation.
* Ogre Magi's presence in the laning phase both in terms of damage and durability keeps high pressure on Sven in lane.
* Purchasing an Aghanim's Shard allows Ogre Magi to greatly reduce the burst damage of Sven, who tends to build items focused on damage per hit instead of attack speed.
* 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.
* 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.
* 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.
* Heroes that commonly attack ethereal units will not have any problems against Muerta's Pierce The Veil: Tinker, Jakiro, Lina, Luna, Pugna or Ogre Magi, Enigma, Batrider, Techies, Broodmother, Dawnbreaker, Shadow Shaman, Bane, Tinker, Venomancer, Arc Warden.
* Heroes with high health especially Strength heroes will take more damage on Sun Ray: Axe, Pudge, Bristleback, Mars.
* Heroes that are able to slow Tiny's attack speed, like Tusk and Phoenix, will greatly limit his Physical damage output.
* 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 who depend on attacks (such as Shadow Fiend or Drow Ranger) can be nullified by Fire Spirits' attack speed slow.
* Heroes with high health especially Strength heroes will take more damage on Sun Ray: Axe, Pudge, Bristleback, Mars.
* Heroes who depend on attacks (such as Shadow Fiend or Drow Ranger) can be nullified by Fire Spirits' attack speed slow.
* 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.
* 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
* Side lanes with disables will greatly reduce the likeliness Void Spirit will be willing to rotate: Sven, Tiny, Wraith King, Ogre Magi.
* 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.
* Ogre Magi has no undispellable AoE damage or disables and has nothing to deal with Phantom Lancer's illusions.
* Doppelganger disjoints and dispels Ignite.
* 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.
* Phoenix's limit AoE, damage-over-time abilities give Io plenty of time to save allies with Relocate.
* Fireblast is a good tool to interrupt Io during its escapes through Tether.
* Ignite can be one of the few spells with enough total damage to out-trade the sustained healing Io provides for its fellow laner.
* However, picking other supports that focus less on the laning phase is generally a better choice against Io.
* 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.
* Heroes rely on their debuff to control the opponent will have a hard time against Press the Attack: Venomancer, Earth Spirit, Ogre Magi
* 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.
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You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
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Ogre Magi
* Fate's Edict gives full immunity from Ogre Magi's mostly magical damage.
* Fortune's End can dispel Ignite (when used on allies) and Bloodlust (when used on enemies).
* False Promise can dispel Ignite and Fireblast.
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.