|Damage type|| Armor/
|"Yes" and "No" mean the defense does or doesn't block or mitigate damage, respectively.|
Magical damage is caused primarily by spells, although not all do magic damage. Magic damage is reduced by magic resistance, does not affect magic immune units, and deals 1.4x damage against ethereal units. The majority of abilities in Dota 2 deal magical damage.
All abilities not covered in the following tables deal magical damage.
Physical damage is caused by all regular attacks from all units, and only by certain abilities. Physical damage is further divided into categories that modify damage based on the target. It is modified by both armor and damage block, is unaffected by magic resistance or magic immunity, and cannot affect ethereal units.
All physical damage is affected by both armor and armor type. Piercing damage, for example, deals 150% damage to unarmored units, such as lane creeps, but only 50% damage to heroes. These resistances are applied in addition to resistance from armor value. A full list of the attack types of creeps and summoned units can be found here. (Table of attack and armor types)
The only exception to this is damage from cleave, which is reduced by armor type and damage block but not by armor value. Practically speaking this means armor is worthless against cleave damage. Splash (from ranged attacks) is reduced as normal.
The abilities Guardian Angel and Cold Embrace make their targets completely immune to physical damage, although they can still be targeted by attacks and abilities.
Table of resistances
|100%||100%||100%||100%||100%||See Magic Resistance|
- Changed piercing damage to heavy armor to 75% from 100%
- Chaos damage now does 40% damage to fortified (down from 50%)
- Chaos Damage now does same as hero damage to structures, 50% instead of 100%
Certain spells deal physical damage instead of magical. Physical damage from abilities are treated as Hero damage, and deal full damage to all units except for structures and siege creeps. Damage from abilities can be reduced by armor value and damage block, will not trigger abilities that check for attacks such as Counter Helix, and cannot be evaded. The following abilities deal physical damage:
* Damage cannot be reduced by damage block.
** Half of damage dealt is physical.
Pure damage is a form of magical damage that is unaffected by magic resistance or magic amplification. It interacts normally with abilities that reduce all incoming damage, such as Dispersion and Bristleback, also with damage amplification. Because it is magical, it also ignores all armor or forms of damage block. It does not affect units under magic immunity and does normal damage against ethereal units. The following abilities deal pure damage:
* Mist Coil deals pure damage to the caster, but magical damage to the target.
** Mystic Snake deals pure damage to units in Stone Form caused by Medusa's Stone Gaze, and magical damage to all others.
**** Rupture goes through magic immunity.
Composite damage (also known as mixed damage) is a physical damage that is also reduced by magic resistance. It is reduced by armor, magic resistance and damage block. It goes through magic immunity. It does not affect ethereal units. The following abilities deal composite damage:
|Alchemist - Acid Spray||Beastmaster - Wild Axes|
|Techies - Land Mines||Techies - Suicide Squad, Attack!|
|Leshrac - Diabolic Edict||Lone Druid - Summon Spirit Bear*|
* If the Spirit Bear dies, Lone Druid takes backlash damage from the unit that killed the bear.
** Composite damage is calculated by multiplying the initial damage by the target's magic resistance and armor. For example, if you had 25% magic resistance, 50% physical damage resistance, and stepped on a full damage Level 4 Land Mine, the equation would be 600 x 0.75 x 0.50 = 225 actual damage. (Magic resistance and physical damage resistance percentages are subtracted from 100%.)
HP removal works by directly subtracting hitpoints from the affected unit. It ignores all damage reductions and amplifications. Unlike all other damage types, HP removal is not seen as damage by the game, so it will not interrupt Healing Salve or trigger any other on-damage effects such as Spiked Carapace. The following abilities count as HP removal damage:
|Bane - Nightmare||Necrophos - Heartstopper Aura|
|Terrorblade - Sunder||Undying - Soul Rip*|
|Urn of Shadows (875) - Soul Release||Vengeful Spirit - Wave of Terror|
|Warlock - Fatal Bonds||Axe - Culling Blade**|
* Soul Rip does HP removal to all units counted towards its damage/heal value.
** Only fatal damage is a direct HP removal.
The following abilities cause HP removal damage to the caster:
|Armlet of Mordiggian (2600) - Unholy Strength||Huskar - Burning Spear|
|Io - Overcharge||Phoenix - Fire Spirits|
|Phoenix - Icarus Dive||Phoenix - Sun Ray|
|Soul Ring (800) - Sacrifice||Bloodstone (5050) - Pocket Suicide|
Universal damage is very similar to magical damage. It is reduced by magic resistance and deals 1.4x damage to ethereal units, but unlike magical damage, it goes through magic immunity. The following abilities do universal damage:
|Brewmaster - Earth - Pulverize||Doom - Doom|
|Earthshaker - Echo Slam*||Enigma - Midnight Pulse|
|Lina - Laguna Blade**||Tinker - March of the Machines|
|Warlock - Chaotic Offering - Flaming Fists|
* Only the initial damage is universal.
** Only when upgraded by Aghanim's Scepter