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Phase Boots

Phase Boots

1,450 GoldCD: 8s

Stats

+ 50 Movement Speed
+ 18 Damage (MELEE)
+ 12 Damage (RANGED)
+ 4 Armor

Abilities

active

Phase

Gives 20% increased movement speed on melee heroes, and 10% on ranged heroes, and lets you move through units and turn more quickly for 3 seconds.

Strategy

Why Buy Phase Boots?

Phase Boots is the damage boots. Every other boots upgrade trades raw damage for utility—Arcane gives mana, Tranquil gives regen, and Power Treads gives attack speed and stats. Phase Boots is the one that just gives you more damage alongside the movement, and for physical damage, cores that distinction matters more than people give it credit for.

The passive attack damage bonus is the reason melee carries buy this over Power Treads in many games. On a hero who is right-clicking people to death, additional flat damage on every single attack compounds across an entire game. Damage that applies to cleave, damage that feeds lifesteal, damage that makes every hit slightly scarier. Combined with armor for physical durability, Phase Boots is a genuinely complete early item for melee right-click cores.

The active phase is what most players think of—and it is very good for specific reasons. For melee heroes specifically, the movement speed bonus during Phase is significantly stronger than for ranged heroes, and it also cranks the turn rate to near-instant. That turn rate improvement is underrated. Melee heroes have slow base turn rates that can be exploited by enemies who dodge around them mid-attack. Phase removes that vulnerability completely for three seconds. You can track targets through units, change direction instantly, and stay glued to whatever you are chasing.

Phased movement means you walk through creep blocks, ward bodies, and allied heroes. In a dense teamfight where the map is full of bodies, Phase lets you walk through all of it to reach your target. That is not a minor convenience—creep blocking is a real defensive tool, and Phase Boots nullifies it entirely on a short cooldown.

When to Buy Phase Boots?

First or second item on melee physical damage carries and aggressive offlaners who want damage and gap-closing over mana or attack speed. Lifestealer, Ursa, Juggernaut, Pudge, Doom, and Axe—heroes whose power comes from being in the enemy's face dealing right-click damage and who need the active to get there and stay there.

The comparison to Power Treads is the central decision. Power Treads gives attack speed and switchable stats—better for heroes who need mana management, who benefit from attack speed early, or who have Tread-switching as a meaningful part of their play. Phase Boots is better when flat damage output and the gap-close active matter more than the Treads stat package. In a pure trading laning phase where you are fighting constantly, Phase wins. In a farming game where you need to convert attack speed into efficient jungle clears, Treads often wins.

Skip it when your hero is ranged—the phase movement speed bonus for ranged heroes is less than half the melee bonus, and the turn rate improvement does not apply. Ranged heroes who buy Phase are mostly buying damage and armor, which is fine but not the reason the item is powerful.

Tips & common mistakes

  • Phase does not interrupt channeling. You can activate it mid-channel—Omnislash, Rearm, anything—and keep the channel going while gaining the movement bonus. This is genuinely useful when you need to reposition while committed to a spell.
  • The turn rate improvement only applies to melee heroes. If you are playing ranged and wondering why turning feels no different, that is why. The active still gives movement speed and phased movement—just not the turn rate boost.
  • "Phase through" units means you walk through creep blocks but NOT through buildings or trees. People try to escape through trees, thinking Phase helps—it does not. Trees and buildings are still solid. Unit bodies are not.
  • The active cooldown is short enough that it is available in almost every fight. Do not save it for a perfect moment—use it the second you need to close distance or reposition. By the time the fight ends, it will be back up.
  • On Pudge specifically, activating Phase before a Meat Hook throw is the standard technique for a reason. It straightens your pathing and removes any unit from potentially blocking your hook trajectory in the last moment.

Summary

Phase Boots is the boot choice for melee carries who want damage, armor, and a gap-closing active that lets them walk through everything standing between them and their target. The melee movement speed bonus and instant turn rate during Phase are stronger than most players realize, and the flat damage compounds quietly across every attack for the entire game.

Buy it when you need to deal damage and stay on top of people. It has been the go-to boots for physical damage melee heroes since the beginning of this game, and nothing has changed that.

Lore

Boots that allow the wearer to travel between the ether.

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