Share

Share

Damage types

From Dota 2 Wiki
Jump to: navigation, search
Invoke icon.png
Damage is any means by which a unit's current health can be reduced. Damage can be inflicted by physical attacks from: the enemy fountain, enemy towers, enemy heroes (or their summons), enemy and neutral creeps, and in some circumstances even allied heroes. Heroes and neutral creeps can inflict spell damage by casting abilities. Heroes can also inflict damage by using the active abilities of certain inventory items.

Damage Types[edit]

All forms of damage in Dota 2 are classified with a damage type. Dota 2 classifies most (but not all) sources of damage into 3 primary damage types: Physical, Magical, and Pure. Physical Damage can be reduced by Physical Armor or Damage Block, Magical Damage can be reduced by Magical Damage Resistance, while Pure Damage cannot be reduced by either armor or magical damage resistance. All 3 primary damage types have some interaction with other damage-related game mechanics as noted in the table below. There are two additional damage types that can reduce a unit's current health: HP Removal and Negative Regeneration; however, these two types are unaffected by almost all other damage-related game mechanics.

Game Mechanic Interaction With Damage Type…
Physical Magical Pure HP Removal Negative Regeneration
Armor reduces none none none none
Damage Block reduces none none none none
Blind makes miss none none none none
Evasion can dodge none none none none
Pseudo-Evasion can dodge can dodge can dodge none none
Damage Amplification depends* depends* depends* none none
Damage Reduction depends* depends* depends* none none
Ethereal immune to amplifies none none none
Magical Damage Resistance none reduces none none none
Anti-Magic Shell none reduces none none none
Invulnerability negates negates negates negates negates
Spell Immunity NA** NA** NA** NA** NA**

* The source of amplification or reduction must affect the correct damage type. For example, Veil of Discord icon.png Veil of Discord only amplifies magical damage; it has no affect on physical or pure damage. Pure damage can be amplified or reduced by items or abilities that affect all damage types, such as Orchid Malevolence icon.png Orchid Malevolence, or Borrowed Time icon.png Borrowed Time (with upgraded aura from Aghanim's Scepter icon.png Aghanim's Scepter).

** By itself, Spell Immunity does not interact with any damage type. All spells are rated as to whether or not they can pierce spell immunity independent of their damage type. Thus, spell immunity only governs if a spell will have any affect, not how much damage it will inflict. To receive no affects from a spell, the spell must not pierce Spell Immunity and the target would require both Spell Immunity and 100% damage reduction of the damage type the spell inflicts.

Physical[edit]

Physical Damage can be inflicted by regular attacks from all units (including structures), and by certain spell abilities. Physical damage is modified by both armor and damage block, is unaffected by magic resistance, and cannot affect ethereal units.

Physical damage is further divided into attack type categories that modify damage based on the target's armor type. All physical damage is affected by both armor and armor type. For example, piercing damage deals 150% damage to unarmored units (such as lane creeps) but only 50% damage to heroes. Such 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 icon.png Guardian Angel and Cold Embrace make their targets completely immune to physical damage, although they can still be targeted by attacks and abilities.

Effective Physical Damage by Attack Type and Armor Type[edit]

Attack
Type
Armor Type
Unarmored Light Medium Heavy Fortified Hero
Normal 100% 100% 150% 125% 70% 75%
Pierce 150% 200% 75% 75% 35% 50%
Siege 100% 100% 50% 125% 150% 75%
Chaos 100% 100% 100% 100% 40% 100%
Hero 100% 100% 100% 100% 50% 100%

Balance Changelog[edit]

6.44

  • Changed piercing damage to heavy armor to 75% from 100%

6.39

  • Chaos damage now does 40% damage to fortified (down from 50%)

6.28

  • Chaos Damage now does same as hero damage to structures, 50% instead of 100%

Physical Attack Damage For Heroes[edit]

In Dota 2 every hero starts off each game at level 1 with a fixed amount of physical attack damage, which varies by hero, that is the base damage for that hero. To this base damage, 1 additional point of damage is added for each point in that hero's primary attribute (strength, agility, or intelligence). When a hero levels up, the base hero damage does not increase, but the damage relative to the hero's primary attribute increases relative to that hero's attribute gain. Similarly, any item that increases a hero's primary attribute, indirectly increases that hero's physical attack damage by the same amount. A hero's physical attack damage can also be increased directly by items, abilities, or a double damage rune.

Physical Damage Abilities[edit]

Certain spells deal physical damage instead of magical. Physical damage from abilities are treated as Hero damage, and deals full damage to all units except for structures and siege creeps. Damage from abilities can be reduced by armor value and damage block, but will not trigger abilities that check for attacks such as Counter Helix icon.png Counter Helix. Such abilities cannot be evaded, except with Pseudo-Evasion. The following abilities deal physical damage:

Acid Spray icon.png Alchemist - Acid Spray Unstable Concoction icon.png Alchemist - Unstable Concoction
Mana Break icon.png Anti-Mage - Mana Break Counter Helix icon.png Axe - Counter Helix
Wild Axes icon.png Beastmaster - Wild Axes Shadow Walk icon.png Bounty Hunter - Shadow Walk
Quill Spray icon.png Bristleback - Quill Spray* Return (Centaur) icon.png Centaur Warrunner - Return
Searing Arrows icon.png Clinkz - Searing Arrows Poison Touch icon.png Dazzle - Poison Touch*
Shadow Wave icon.png Dazzle - Shadow Wave Exorcism icon.png Death Prophet - Exorcism*
Diffusal Blade icon.png Diffusal Blade (3150) - Feedback Earth Splitter icon.png Elder Titan - Earth Splitter**
Echo Stomp icon.png Elder Titan - Echo Stomp** Sleight of Fist icon.png Ember Spirit - Sleight of Fist
Javelin icon.png Javelin (1500) - Pierce Omnislash icon.png Juggernaut - Omnislash
Diabolic Edict icon.png Leshrac - Diabolic Edict* Feast icon.png Lifestealer - Feast
Entangling Claws icon.png Lone Druid - Spirit Bear - Entangling Claws Necronomicon warrior mana burn icon.png Necronomicon - Necronomicon Warrior - Mana Break
Vendetta icon.png Nyx Assassin - Vendetta Eye of the Storm icon.png Razor - Eye of the Storm
Backstab icon.png Riki - Backstab Roshan bash icon.png Roshan - Bash
Shadow Blade icon.png Shadow Blade (3000) - Shadow Walk Bash icon.png Slardar - Bash
Slithereen Crush icon.png Slardar - Slithereen Crush Headshot icon.png Sniper - Headshot
Land Mines icon.png Techies - Land Mines Suicide Squad, Attack! icon.png Techies - Suicide Squad, Attack!
Meld icon.png Templar Assassin - Meld Anchor Smash icon.png Tidehunter - Anchor Smash
Fury Swipes icon.png Ursa - Fury Swipes Nethertoxin icon.png Viper - Nethertoxin
The Swarm icon.png Weaver - The Swarm Death Ward icon.png Witch Doctor - Death Ward*

* Damage cannot be reduced by damage block.

** Half of damage dealt is physical.

Magical[edit]

Magical Damage is caused primarily by spells, although not all do magic damage. Magic damage is reduced by magic resistance, and deals higher damage against ethereal units. The majority of abilities in Dota 2 deal magical damage.

All abilities not explicitly listed under another damage type section inflict magical damage.

Pure[edit]

Pure Damage is a damage type that is not reduced by magic resistance or amplified by magical damage amplification like Veil of Discord icon.png Veil of Discord or Ancient Seal icon.png Ancient Seal. It also fully ignores armor and damage block. However, it can be reduced or amplified by skills which reduce/amplify every damage type, like Dispersion icon.png Dispersion or Soul Catcher icon.png Soul Catcher. Pure damage affects spell immune units (since spell immunity doesn't block damage by itself), but that does not mean that a spell with pure damage can target spell immune units (eg Brain Sap icon.png Brain Sap deals pure damage, but cannot be cast on spell immune units). It does not affect invulnerable units. The following abilities deal pure damage:

Mist Coil icon.png Abaddon - Mist Coil* Brain Sap icon.png Bane - Brain Sap
Nightmare icon.png Bane - Nightmare Blade Mail icon.png Blade Mail (2200) - Damage Return
Rupture icon.png Bloodseeker - Rupture Doom ability icon.png Doom - Doom
Impetus icon.png Enchantress - Impetus Midnight Pulse icon.png Enigma - Midnight Pulse
EMP icon.png Invoker - EMP Sun Strike icon.png Invoker - Sun Strike
Laguna Blade icon.png Lina - Laguna Blade** Summon Spirit Bear icon.png Lone Druid - Summon Spirit Bear***
Mystic Snake icon.png Medusa - Mystic Snake**** Spiked Carapace icon.png Nyx Assassin - Spiked Carapace
Purification icon.png Omniknight - Purification Arcane Orb icon.png Outworld Devourer - Arcane Orb
Stifling Dagger icon.png Phantom Assassin - Stifling Dagger Sun Ray icon.png Phoenix - Sun Ray
Meat Hook icon.png Pudge - Meat Hook Glaives of Wisdom icon.png Silencer - Glaives of Wisdom
Desolate icon.png Spectre - Desolate Dispersion icon.png Spectre - Dispersion
Psi Blades icon.png Templar Assassin - Psi Blades Chakram icon.png Timbersaw - Chakram
Timber Chain icon.png Timbersaw - Timber Chain Whirling Death icon.png Timbersaw - Whirling Death*****
Laser icon.png Tinker - Laser Urn of Shadows icon.png Urn of Shadows (875) - Soul Release
Wave of Terror icon.png Vengeful Spirit - Wave of Terror

* Mist Coil deals pure damage to the caster, but magical damage to the target.

** Laguna Blade deals pure only when upgraded by Aghanim's Scepter icon.png Aghanim's Scepter, else it deals magical damage.

*** When the Spirit Bear dies, Lone Druid takes 10% of his max hp as pure damage.

**** Mystic Snake deals pure damage to units turned into stone by Stone Gaze icon.png Stone Gaze, and magical damage to all others.

***** Whirling Death deals pure damage if it cuts trees within its 300 radius on the same cast, else it deals magical damage.

HP Removal[edit]

HP Removal works by directly subtracting health from an 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 does not interrupt things such as Healing Salve icon.png Healing Salve or Blink Dagger icon.png Blink Dagger. Likewise, HP removal does not trigger on-damage effects such as Spiked Carapace icon.png Spiked Carapace. HP Removal is used primarily as a cost for casting spell abilities like Burning Spear icon.png Burning Spear or Icarus Dive icon.png Icarus Dive and is always non-lethal. The following abilities count as HP Removal:

Sunder icon.png Terrorblade - Sunder Soul Rip icon.png Undying - Soul Rip*

* Soul Rip does HP removal to all units counted towards its damage/heal value.

The following abilities cause HP Removal to the caster:

Armlet of Mordiggian icon.png Armlet of Mordiggian (2500) - Unholy Strength Burning Spear icon.png Huskar - Burning Spear
Overcharge icon.png Io - Overcharge Fire Spirits icon.png Phoenix - Fire Spirits
Icarus Dive icon.png Phoenix - Icarus Dive Sun Ray icon.png Phoenix - Sun Ray
Soul Ring icon.png Soul Ring (800) - Sacrifice Bloodstone icon.png Bloodstone (4900) - Pocket Suicide

Negative Regeneration[edit]

Negative Regeneration affects a unit's health regeneration. All sources of a unit's health regeneration are added together, including any bonuses from abilities and health regeneration items. This total regeneration rate is the number displayed in the unit's health bar, expressed as HP regenerated-per-second. Negative Regeneration works against a unit's total regeneration rate, from which it is subtracted to arrive at the afflicted unit's effective regeneration rate (which is not shown). The resulting effective regeneration rate will always be less than the rate shown in the afflicted unit's health bar and can even become a negative value (essentially a degeneration rate). This means an afflicted unit will show a positive regeneration rate even while it is actually losing health. Unlike HP Removal, negative regeneration can kill a unit, which will give kill credit (experience and gold) to the unit who afflicted the target with the negative regeneration. Currently, there is only one ability that uses this damage type.

Heartstopper Aura icon.png Necrophos - Heartstopper Aura

Deprecated Damage Types[edit]

The following damage types were removed in patch 6.82 to simplify the game mechanics.

Composite[edit]

Composite damage (also known as mixed damage) was a physical damage type that was reduced by both armor and magic resistance. It went through magic immunity and did not affect ethereal units. This damage type was used by Acid Spray icon.png Acid Spray, Wild Axes icon.png Wild Axes, Diabolic Edict icon.png Diabolic Edict, Summon Spirit Bear icon.png Summon Spirit Bear (the backlash damage), Land Mines icon.png Land Mines and Suicide Squad, Attack! icon.png Suicide Squad, Attack!. All of them now deal physical damage, except for the backlash damage from the Spirit Bear, which is now pure damage.

Universal[edit]

Universal damage was a magical damage type that went through magic immunity, was reduced by magic resistance, and dealt higher damage to ethereal units. This damage type was previously used by: Pulverize icon.png Pulverize, Doom ability icon.png Doom, Echo Slam icon.png Echo Slam (initial damage only), Midnight Pulse icon.png Midnight Pulse, Laguna Blade icon.png Laguna Blade (when upgraded by Aghanim's Scepter icon.png Aghanim's Scepter), March of the Machines icon.png March of the Machines, and Flaming Fists icon.png Flaming Fists.

All of these abilities were reworked. These abilities: Doom ability icon.png Doom, Midnight Pulse icon.png Midnight Pulse, Flaming Fists icon.png Flaming Fists, and Laguna Blade icon.png Laguna Blade (when upgraded by Aghanim's Scepter icon.png Aghanim's Scepter) all now inflict pure damage that pierces Spell Immunity. And these abilities: Pulverize icon.png Pulverize, Echo Slam icon.png Echo Slam (initial damage), and March of the Machines icon.png March of the Machines all now inflict Magical Damage that does not pierce Spell Immunity.

External Links[edit]