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Phoenix Strike
From Basin Wiki (D2 mirror)
Revision as of 22:15, 19 October 2025 by imported>Naturelover(→Detail: since it's part of charge 2)
Only first successful attack applies charge bonuses when using Dragon Talon or Dragon Claw.
Finishing +% AR charge bonus accumulates upon successful attacks, but only last active charge is applied: applies +25% AR and calls down meteor applying fire damage and fire damage per second within radius with one charge, applies +50% AR and releases multiple medium range piercing lightning bolts with two, and applies +75% AR and releases 16 medium range ice bolts applying cold damage and freeze length with three.
There is a 2.4 second (60 frame) delay between point of release (action frame) and meteor impact.
Meteor target indicator
Meteor
Fire damage is applied within radius upon impact, while a pyre whose missiles apply fire bit rate every frame is created within that radius.
Pyre contains 18 static size 2 missiles which always spawn in the same location within the 4 yard radius of impact damage.
Displayed fire damage per second assumes three of these missiles apply damage to target (bit rate * 3 * 25/256). However, the number of missiles applying damage to target varies depending on its size and position relative to release target. Sub-tiles in the diagrams below are color-coded according to how many missiles will collide with a target centered over them; only positions where number of missiles applying damage is equal to or greater than that for a selected stationary target are displayed.
Size 1 release target takes no damage from any pyre missiles.
Size 2 release target takes damage from three pyre missiles. Up to six pyre missiles can apply damage to a size 2 target in a different position, doubling displayed fire damage per second.
Size 3 release target takes damage from five pyre missiles, 2/3 more than displayed fire damage per second. Up to seven pyre missiles can apply damage to a size 3 target in three other positions, multiplying displayed fire damage per second by 2 1/3.
Actual fire damage per second for a single pyre is bit rate * missiles * 25/256. When cast continuously this is multiplied by frames / attack rate to calculate maximum fire damage per second after the first pyre has expired. Attack rate is combined length of first charge attack and finishing skill. Chance to hit is also a factor.
When attacking continuously, maximum fire damage per second can be approximated from displayed fire damage per second by multiplying it by (missiles * frames) / (3 * cast rate).
Since damage regeneration does not apply when as little as 1 bit (1/256 point) damage is applied in a frame, units that are not Immune to Fire will not regenerate while positioned over fire. [2][3]
Synergy bonus does not apply to minimum lightning damage.
Lightning bolts are size 2, which means that they can collide with more than one target simultaneously.