Fenix is one of the most celebrated heroes in protoss history. He rose through the Templar ranks alongside his friends Artanis and Tassadar and fought against the enemies of the protoss in countless battles.
He represents the perfect balance between a fierce frontline warrior and a cunning military tactician. He can dive into the fray and provide both protection and utility.
Fenix was the bravest warrior I have ever known. He faced terrible odds and emerged victorious, slew enemies the likes of which most cannot even comprehend.
- Hierarch Artanis
Artwork copyright Vincent Turcot
Q and W have anti synergy where you cant use them together. If you are redicting damage you dont want damage reduction. One of them needs to change and I'd vote on W, since its less interesting.
E seems bad. Its like a backwards alarak Q except it does no damage, has a longer wide up time with the trade off being a stun instead of silence. In a 1 second window anyone can easily walk out of it. Its not even good as a follow up CC since most CC only last 0.75 seconds-1.25 seconds (1 second is a long time in game)
R1- Doesnt make sense. Why would damage go to your core? Since 99.9% of teamfighting happens away from your core the damage taken wouldnt even be enough to break the cores shield. You might as well say for 1.5 seconds an ally hero cant die. Even then its just a worse Tazdingo
R2- This one actually seems interesting and different, so no critique there other than the CD seems way too long. More long the lines of a 70 second ult.
Z- Also seems intersting
Trait-Ok concept, bad execution. Most times when you die you wont get a counter takedown, so its basically like Gall's Phsyoctic break at lvl 20. On death effects tend to always be lackluster unless dying is actually more benfical then being alive for some reason. Such as leoric, dying in the early game resets HP and Mana at objectives and you come back fast. And you dying VS a teammate is always better because you always respawn faster than your allies. Dying as uther means you can pump out more HPS than you could alive, lvl 20 you just revive anyway, and you basically give an ally perma 15+ armor while you pump free heals into someone, extending the fight even after death.
Your idea doesnt do this. Theres no actual reason for fenix to die over his team because they lose protection and all they get is DPS that ultimately wont do anything more often than not before hes gone again (Ala tyreals trait)
About the R1...it's not about damage being reflect to the core, maybe I'll rephrase it. You select a Hero with low health and if this gets a killing blow he is instead saved and teleported safely back to the core. That is why it's got a shorter cooldown compared to Auriel's resurrect.
Maybe the Trait and E could be tuned up a bit, too. Some damage along with the stun wouldn't hurt, actually.