I live to fight again! by Alsron

I live to fight again!

By: Alsron
Last Updated: Mar 22, 2018
12 Votes
Build 1 of 3

Fenix

Build: So many Slows

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Fenix

Build: Shields are Neat

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Fenix

Build: Warping into Battle

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

General Info Top

I've never done a build before but we all have a grasp over what makes a hero work. These 3 are primarily made from first impressions and on paper seem to work nicely. Just remember that out in the Nexus, winning is adapting so be open to selecting a talent not on the recommended build if necessary.
Fenix's Heroics are both great but sadly Planet Cracker has to be aided by one of these to be useful: Heavy crowd control from allies, narrow passages on the map/stationary objectives, or enemy heroes that become stationary for prolonged periods (like Sgt. Hammer). Fenix's second Heroic, Purification Salvo, will automatically lock-on to enemies, doesn't stop you from doing anything, and can kinda be exploited by turning at the correct time to increase it's arc. When casting Plasma Cutter target yourself to hit melee heroes on you, at max range to keep fleeing heroes from getting far, or actually try to aim and hit the most targets. Weapon Modes should be used accordingly: Weapon Mode: Repeater Cannon to quickly apply damage and Weapon-Mode-Phase-Bom for poke, splash, and chase. Don't be afraid to use Warp to enter battle (aimed near teammates) but don't forget that it is your escape tool and comes with a 15 second cooldown.

Guessing Threats Top

Fenix's counters have similar skills to himself heroes that can deal high amounts of sustained damaging while either gaining movement speed, slowing yours, or being able to stun you when you warp (this is a good time, don't use Warp until after all of the enemy stuns have been used) are bigger threats to your survivability. Any hero that has 2 of these threat available like Zul'jin, Muradin, or Stukov (it isn't high, but the damage is AoE with a silence) are higher threats. If the enemy has a hero like Blaze or Tracer, try to avoid them until the teamfight breaks out. Burstier heroes like Li-Ming or weaker Auto attack heroes like Raynor aren't too much to worry about but don't let your guard down, there will still be plenty of opportunities on both sides.

So many Slows Top

The point of this build is to use your 1 damaging ability to keep enemy heroes nice and close to your team. Advanced Targeting at Level 1 and Combat Advantage at Level 7 allow Plasma Cutter to increase its own strength and further support Purification Salvo. Inhibiting Energy at Level 4 will let Weapon-Mode-Phase-Bom spread the slow and bonus damage but keep in mind that Target Acquired (also Level 4) will let you better chase targets likely to flee by increasing your speed by 10% (up to 40%) when you attack slowed heroes with Weapon Mode: Repeater Cannon. Dampening Field at Level 13 helps keep your shields up while in the heat of battle, and Arsenal Overcharge at Level 16 will allow for more frequent lasers by lowering ALL COOLDOWNS (including Heroics) by 0.5 seconds per attack. Once you hit 20, Secondary Fire improves your Plasma Cutter with your Purification Salvo, launching Salvos that, being launched via the application of a slow, will always deal bonus damage.

Shields are Neat Top

Advanced Targeting at Level 1 will still be of use here, keeping the enemy within range of you, you're team, and your pretty neat shields! People are bound to be jealous of your shields, so when they take them from you, you have Emergency Protocol at Level 4 to get out of there with mount speed and get your shields back. To increase your numbers (because Fenix is an Assassin) and keep your shields around, take Divert Power: Weapons at Level 7 increasing attack damage by 80% while draining a hefty chunk but also keeping them up with Auxiliary Shields at Level 13 restoring 20% of the damage as shields so you don't put yourself in a large amount of immediate danger. Like the pretty numbers? Want them to be larger? Well that's why we take Photonic Weaponry at Level 16 to increase ALL of your numbers by 15%! Now on the chance that you have lost your shields and haven't been able to escape the enemy take Unconquered Spirit at Level 20 to recover about 75% of your shields, reactivating their effects and letting you not die from the hit that should have killed you! be sure not to linger after the effect triggers since its on a 2 minute cooldown.

Warping into Battle Top

This is more of a mixed build but leads to an interesting use Warp. Mobile Offense at Level 1 increases your attack damage to Heroes by 30% if you have moved unmounted. Warp Conduit at Level 4 doesn't seem like much, but for something meant as an escape on a 15 second cooldown that you are using as a means to fight, resets are a blessing. Upon Warping in, you will gain 40 armor thanks to Adanium Shell at Level 13 and 125% increased speed on Weapon Mode: Repeater Cannon thanks to Warp Warfare. Want to exploit this attack speed? Well I know just the thing for you: take Offensive Cadence at Level 16 causing every 3rd Attack from Weapon Mode: Repeater Cannon to deal 6% (wow that's a lot) of the targets health as damage. But wait we can attack even faster! Take Singularity Charge at Level 20 to increase the attack speed bonus of Weapon Mode: Repeater Cannon by 50% (raising it to 200%) and increase the range of Weapon-Mode-Phase-Bom by 1 (raising the bonus to 2.5, overall 7.5). Now I get that this build favors heavy use of Weapon Mode: Repeater Cannon, but Fenix has Weapon-Mode-Phase-Bom for a reason: to stay safe, poke, and deal AoE. Do not, I repeat, DO NOT use Warp for fighting if you are outnumbered. The build might be empowering, but it isn't that strong.

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