Hot Hands is a basic ability for Phoenix.
Description[]
| “ | EQUIP a fireball. FIRE to throw a fireball that explodes after a set amount of time or upon hitting the ground, creating a lingering fire zone that damages enemies. ALT FIRE to lob.
— In-game description
|
Hot Hands is a Deterrent ability that Phoenix must equip before casting. On cast he will throw a fireball as a projectile that detonates as soon as it comes into contact with horizontal terrain. Phoenix can use Alt Fire to throw the fireball underhand, giving it a short range trajectory instead. Hot Hands has a set timer and will immediately drop down vertically if still airborne until it hits horizontal terrain.
Upon detonation, the fireball will create a damaging zone that quickly spreads out from the point of detonation in a circular area of effect. Agents will begin to take damage as soon as the zone spreads to an area they are standing on. The zone will always deal damage to agents at the same rate, but agents will take more total damage over the ability's full duration if they were at the center of the zone on detonation compared to a player who was closer to the edge of the zone on detonation. Once the zone reaches its maximum radius, it will continue damaging any player it touches until it expires, at which point the whole zone will instantly dissipate.
Phoenix is affected by Heating Up if he comes into contact with the zone.
Heating Up[]
- Main article: Passive Effects → Heating Up
Phoenix will heal himself instead of taking damage if he comes into contact with Hot Hands.
Stats[]
| Stat | Value | Confirmed value? |
|---|---|---|
| 0.8 seconds | ||
| 0.7 seconds | ||
| 1.5 seconds | ||
| 4.5 meters | ||
| 1 per tick Total 195-240 x0.5 multiplier to objects |
||
| 60 per second (1 every 0.0167 seconds) Total 195-240 ticks |
||
| 4 seconds | ||
| 0.75-second spread time | ||
| 3.25 seconds at full size |
- Values shown are only accurate to PC platform. Other gaming platforms may have different values from the above information presented
- Values marked with
are estimated values due to them not being provided explicitly in game or from patch notes. While they may not be the true value, they have been manually tested to be very accurate.
Quotes[]
Cast[]
Previews[]
In Game[]
In Cinematics[]
Update History[]
Note: Updates to Heating Up may also be relevant to this ability.
Changed to a non-signature ability
- Cost 200 credits
Now damages map objects
Now properly deals damage to
Rendezvous and
Trademark
Now deals damage to all enemy objects
Damage multiplier against specific enemy abilities set to 50%
- The correct functionality is undocumented, instead officially being documented as affecting any non-player object (see Health#Abilities)
The audio of the lingering fire zone will be easier to hear when other actions and sounds occur nearby
Height required to jump out of Hot Hands increased 80 >> 120
Damage tick speed increased (total damage per second unchanged)
| Types | Passive (list) • Basic • Signature • Ultimate | |||
|---|---|---|---|---|
| Functions | Barrier • Blind (Flash • Nearsight) • Cripple • Crowd Control (Banish • Concuss • Detain • Displacement • Hinder • Slow • Tether) • Decoy • Deterrent (Molotov) • Empowerment (Weapon Equip) • Intel (Autonomous Deployable • Controlled Deployable) • Limiter • Mobility (Dash • Intangibility • Teleport) • Resource Bar • Setup • Sustain (Heal • Invulnerability • Revive) • Vision Blocker (Smoke • Wall) • Niche | |||
| Deployment types | Beam • Emission (Aura) • Grounded: (Grounded AoE • Grounded Object) • Hitscan • Placement • Possession • Projectile (Missile) • Self-targeted • Targeted | |||




