Welcome to our Talents page for Fenix. Here, we give you an overview of how strong each of Fenix's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
Fenix's Talent Build
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Fenix's Talent Build Cheatsheet
Plasma Cutter BuildTalent calculator »
The Plasma Cutter Build focuses on Talents that improve the damage and utility of Plasma Cutter. Advanced Targeting increases the damage potential of Plasma Cutter by making each cast circle an additional time. Combat Advantage can only deal bonus damage to slowed targets, so the extra sweep of Plasma Cutter makes it possible to get two sweeps of bonus damage on enemies without outside assistance. Auxiliary Shields works well, because you should be delivering Basic Attacks whenever possible. Additionally, your Basic Attack damage will be permanently increased by Advanced Targeting each time you hit an enemy Hero with Plasma Cutter. Arsenal Overcharge will allow you to cast Plasma Cutter more often. Alternatively, Photonic Weaponry offers an almost permanent damage buff thanks to Auxiliary Shields. Secondary Fire is the perfect damage enhancement for a Plasma Cutter oriented build. However, the other two Storm Talents are also very useful. Singularity Charge has great synergy with both Level 16 options, and can give you some extra range when you need it. Unconquered Spirit is good if you are worried about being killed during the late game.
Basic Attack BuildTalent calculator »
The Basic Attack Build stacks several Talents that increase Basic Attack damage. Divert Power: Weapons should usually be activated to increase damage once it is clear that the enemy team is committed to a teamfight. This will allow you to trade optimally until your shields are gone, and to benefit from the bonus damage as long as possible. Auxiliary Shields is ideal for this build, because it allows you to quickly regain shields while trading with enemy Heroes. However, if the enemy team has Talents that deal bonus damage to shields, Dampening Field can be a good substitute. Photonic Weaponry is a safe pick that will almost always add damage, but Offensive Cadence can be very strong against Tanks and Bruisers if they are unable to retaliate.
Level 1 Talents for Fenix
Quest: Hitting enemy Heroes with Plasma Cutter permanently increases Fenix's Basic Attack damage by 0.5, up to 60.
Reward: After hitting 30 Heroes, Plasma Cutter circles an additional time.
After hitting enemy Heroes with Basic Attacks 3 times while Repeater Cannon is active, the next Basic Attack with Phase Bomb deals 150% more damage and splashes in a 50% larger area.
After moving, Fenix's next Basic Attack deals 35% more damage to Heroes.
Advanced Targeting increases Plasma Cutter's damage and utility by allowing it to circle Fenix an additional time. It also passively increases Fenix's Basic Attack damage as it gets stacks. Because it increases the damage of both Basic Attacks and Plasma Cutter, it is the recommended Talent here.
Arsenal Synergy can help a lot during the laning phase. It has the potential to periodically increase the damage and AoE of Weapon Mode: Phase Bomb. If you can safely deliver Repeater Cannon attacks against your lane opponent, take this Talent.
Mobile Offense is a great way to increase your Basic Attack damage against Heroes, and it encourages the user to stutter-step. Take this Talent as part of a Basic Attack build. This Talent is also useful if you need to practice stutter-stepping; the critical damage indicator may help reinforce this behavior.
Level 4 Talents for Fenix
Basic Attacks against Slowed Heroes with Repeater Cannon active grant 10% Movement Speed for 4 seconds, up to 40%.
While Phase Bomb is active, Basic Attacks against Slowed Heroes Slow all enemies in the area by 30% for 3 seconds. Does not spread from Inhibiting Energy's Slow.
When Shield Capacitor's Shield becomes depleted, gain 25% Movement Speed for 5 seconds.
Target Acquired is similar to Emergency Protocol in that they both increase Movement Speed. The key difference is how they are triggered. Target Acquired triggers when its user delivers Repeater Cannon Basic Attacks to enemy Heroes who are slowed by Plasma Cutter. This allows Fenix to become extremely fast in fights, as long as he is able to safely deliver Repeater Cannon Basic Attacks. If you are able to reliably trigger this effect against the enemy team composition, this is the Talent to pick.
Inhibiting Energy is an interesting option that essentially increases and extends the slow provided by Plasma Cutter. While there is nothing wrong with this Talent, it is not usually recommended over the others. Inhibiting Energy's prolonged slow can be dangerous for Heroes who lack an escape, especially if they are isolated.
Emergency Protocol works very consistently, because it triggers every time Fenix's shields are depleted. This makes it very good with Auxiliary Shields, which allows it to trigger many times during prolonged damage trades. There is also strong synergy between this Talent and Divert Power: Weapons, because Fenix will gain Movement Speed as soon as the shields are gone. Emergency Protocol is recommended because it will automatically trigger when you need it most.
Level 7 Talents for Fenix
Plasma Cutter deals 35% more damage to Slowed targets.
After arriving with Warp, gain 175% Attack Speed for 4 seconds while in Repeater Cannon mode. Hero Takedowns reset Warp's cooldown.
Activate to gain 40% Basic Attack damage for 5 seconds. Basic Attacking a Hero refreshes this duration. Once Divert Power: Weapons ends, drain all of Shield Capacitor's Shields.
Combat Advantage is an excellent Talent that increases the damage of successive Plasma Cutter hits against anything that can be slowed. It is best when combined with Advanced Targeting from Level 1, as the extra sweep of Plasma Cutter gives more opportunities for bonus damage. With both of these Talents, Fenix can quickly solo capture all types of non-boss Mercenary Camps, and can waveclear much faster. Combat Advantage is safer to take than the other options at this level, because it does not cost your remaining shields or your escape's cooldown.
Warp Warfare is primarily useful in situations where single target damage is extremely important, like when teams race for objective damage on Battlefield of Eternity. Impressive damage can be achieved by combining Warp Warfare's attack speed with Offensive Cadence. Warping directly into Repeater Cannon range is not generally recommended, unless one of your teammates has set up a takedown.
Divert Power: Weapons allows Fenix to greatly increase his Basic Attack damage for a duration. Basic Attacking an enemy Hero refreshes the duration. Fenix's shields will drain when he is no longer able to refresh the duration. If enemies are able to disengage, Fenix will be left with no shields and no bonus damage. This Talent is exceptionally powerful when activated at key moments, but it can be a liability when used incorrectly.
Level 10 Talents for Fenix
- Cooldown: 90 seconds
Channel for 1.5 seconds, sweeping a laser in front of Fenix that locks onto enemy Heroes. Once Channeling finishes, fire 5 missiles at each locked Hero, dealing 79 (+4% per level) damage each. Deals 50% increased damage to Slowed targets.
- Cooldown: 100 seconds
After 0.5 seconds, Channel a powerful beam that spans across the battleground for 4 seconds, dealing 112 (+4% per level) damage every 0.25 seconds to non-Structure enemies hit.
Purification Salvo is a fantastic Heroic for Fenix, because it gives him a tool to secure kills with. Fenix has a great kit for poking enemies at a distance, but his Basic Abilities lack reliable burst damage. Purification Salvo fills this void in his kit, making him an Assassin capable of securing kills on his own. Fenix can walk or Warp away once enemies have been locked, and Purification Salvo will still fire. Casting Warp during Purification Salvo's firing sequence will not interrupt it; the salvo will finish firing during and after Warp.
Planet Cracker is a channeled beam that covers unlimited distance in the direction it is cast. It is quite amazing to see, and fun to use. However, enemies must simply walk to the side of it to avoid most of its damage. It does not often deliver meaningful results without setup from allies. For this reason, you should default to Purification Salvo. Planet Cracker can be good in combination with crowd-control from your team, but it is best to make sure your allies want to play this way before selecting this Heroic.
Level 13 Talents for Fenix
After arriving with Warp, gain 50 Armor for 4 seconds.
Fenix gains 25 Spell Armor while he has a Shield from Shield Capacitor.
Whenever Fenix is healed, Shield Capacitor's Shield recharges for 60% of the healing received.
Permanently reduce Fenix's maximum Health by 30% but increase Shield Capacitor's Shield by 40%. Basic Attacks regenerate Shields equal to 10% of the damage dealt.
Adanium Shell grants a massive amount of Armor for several seconds after Warp is completed. The drawback of Adanium Shell is that it does not increase your self-sustain, only your survivability.
Dampening Field gives a small amount of Spell Armor while Fenix has shields from Shield Capacitor. The best case for this Talent is if you are up against heroes that have access to Talents that deal high damage to shields. In these rare situations, Dampening Field will give more survivability than Auxiliary Shields.
Rapid Recharge is a paradoxical sustain option, where your shields will regenerate when your Health is healed. The problem with this is that Fenix has very few Health points to heal. If you are in a low Health situation, you have most likely already retreated with Warp. Your shields will regenerate naturally at this point. Your Support should be focused on healing targets who are still in combat.
Auxiliary Shields should be your default choice in this Talent tier. This trade of health for shields is beneficial because your shields regenerate, while your health does not. Additionally, your shields replenish by a percentage of all damage dealt by your Basic Attacks. This includes splash damage dealt with Weapon Mode: Phase Bomb. This regeneration will occur in combat, making Auxiliary Shields excellent in almost any scenario.
Level 16 Talents for Fenix
Every 3rd Basic Attack against Heroes while Repeater Cannon is active deals an additional 6% of the target's maximum Health as damage.
Fenix deals 15% more damage while he has a Shield from Shield Capacitor.
Fenix's Basic Attacks reduce his Ability cooldowns by 0.5 seconds.
Offensive Cadence deals a percentage of a Heroes maximum health in damage every third Basic Attack while in Weapon Mode: Repeater Cannon. The Talent is a good choice when you find yourself against an enemy team composition that cannot reliably punish you for delivering consecutive Repeater Cannon Basic Attacks to their frontline.
Photonic Weaponry passively increases all damage that Fenix deals, as long as he has any amount of shields from Shield Capacitor. If you take Auxiliary Shields at Level 13, you will benefit from this Talent almost constantly.
Arsenal Overcharge can greatly reduce the cooldown of any of your Abilities, including your Heroic. This will increase your damage output from Abilities, and will also help you reset your escape. You benefit from this Talent any time you deliver a Basic Attack, regardless of the target. This allows you to use all of your Abilities much more liberally, because you can Basic Attack anything in order to decrease Ability cooldowns. When your Basic Attack target is not a Hero, Weapon Mode: Repeater Cannon may safely be used to decrease cooldowns at a faster rate.
Level 20 Talents for Fenix
Hitting an enemy Hero with Plasma Cutter fires a Purification Salvo missile at them after 0.5 seconds, dealing 79 (+4% per level) damage. Deals 50% increased damage to Slowed targets.
Repeater Cannon grants 100% more Attack Speed, and Phase Bomb grants 1.25 more range.
Upon taking fatal damage, Shield Capacitor regains 800 (+4% per level) Shields. This effect has a 120 second cooldown.
Secondary Fire is a great option if you are able to hit enemy Heroes with Plasma Cutter reliably. This Storm Talent works very well with Advanced Targeting because Plasma Cutter will circle an additional time. It also has strong synergy with Arsenal Overcharge, which will allow you to cast Plasma Cutter more often.
Singularity Charge increases the benefits you receive from both Weapon Modes. This means you can poke from a greater distance with Phase Bomb, and increase your Attack Speed even more while using Repeater Cannon.
Unconquered Spirit makes you much harder to kill. Fenix already requires a lot of coordination to kill, thanks to Warp. This Storm Talent makes you that much harder to kill, and can trick enemy Heroes into overextending for what looks like a takedown. Take this if you need more survivability.
- 24 Aug. 2019: Guide reviewed and updated to reflect meta developments.
- 12 Dec. 2018: Removed Warp Conduit.
- 28 Jun. 2018: Talent section updated to reflect June 26 balance patch.
- 25 Jun. 2018: Talent choices and text have been updated to reflect the meta's development.
- 13 Apr. 2018: Talent choices updated to reflect April 12 balance patch.
- 04 Apr. 2018: Talent section updated to reflect meta's development.
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