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Damage is any means by which a unit's current health can be reduced. Heroes, creeps, ancients, Roshan and fountains are all capable of dealing damage.

Damage Sources

Damage can be dealt by attacks, abilities and items. Attack damage is the damage dealt per attack, and is displayed on the sword icon in the HUD. Heroes start off with a base damage (not listed on heroes pages, see official site) plus 1 extra damage per point of primary attribute. As heroes level up, they gain primary attributes and therefore gain damage. Items that grant increased "Damage" increase attack damage, and do not affect abilities and items. Abilities and items can also deal damage. These are generally fixed. However, some abilities can be upgraded with Aghanim's Scepter icon Aghanim's Scepter, while others scale with hero stats, conditions or enemy hp etc.

Damage Types

All forms of damage in Dota 2 are classified by damage types. There are 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 Damage Type's Interaction with the Mechanic
Physical, Attacks Physical, Abilities Magical Pure Other
Armor reduced reduced normal normal normal
Damage Block reduced reduced normal normal normal
Magical Damage Resistance normal normal reduced normal normal
Ethereal no effect no effect amplified normal normal
Evasion may miss normal normal normal normal
Blind may miss normal normal normal normal
Pseudo-Evasion may miss may miss may miss may miss normal
Damage Amplification depends* depends* depends* depends* normal
Damage Reduction depends* depends* depends* depends* normal
Anti-Magic Shell normal normal absorbed normal normal
Invulnerability no effect no effect no effect no effect no effect
Spell Immunity normal depends** depends** depends** normal

Template:* The source of amplification or reduction must affect the correct damage type. For example, Veil of Discord icon Veil of Discord only amplifies magical damage; it has no effect 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 Orchid Malevolence, or Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Borrowed Time". (with upgraded aura from Aghanim's Scepter icon Aghanim's Scepter).

Template:*Template:* 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 effect, not how much damage it will inflict. To receive no effects 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

Physical Damage can be inflicted by regular attacks from all units (including structures), and by certain 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 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

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

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Physical Damage Abilities

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 Counter Helix. Such abilities cannot be evaded, except with Pseudo-Evasion. The following abilities deal physical damage:

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Template:* Damage cannot be reduced by damage block.

Template:*Template:* Half of damage dealt is physical.

Magical

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

Pure Damage is a damage type that is not reduced by magic resistance or amplified by magical damage amplification like Veil of Discord icon Veil of Discord or Ancient Seal icon 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 Dispersion or Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "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 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:

Template:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:SkillTableLiteTemplate:Img table endTemplate:* Mist Coil deals pure damage to the caster, but magical damage to the target. Template:*Template:* Laguna Blade deals pure only when upgraded by Aghanim's Scepter icon Aghanim's Scepter, else it deals magical damage. Template:*Template:*Template:* When the Spirit Bear dies, Lone Druid takes 10% of his max hp as pure damage. Template:*Template:*Template:*Template:* Mystic Snake deals pure damage to units turned into stone by Stone Gaze icon Stone Gaze, and magical damage to all others. Template:*Template:*Template:*Template:*Template:* Whirling Death deals pure damage if it cuts trees within its 300 radius on the same cast, else it deals magical damage.

Other Health Affecting Sources

HP Removal and Negative Regeneration are two other ways to lose health. However, they are not attributed as damages types and thus not interrupt Healing Salve icon Healing Salve or Blink Dagger icon Blink Dagger. They also do not trigger on-damage effects such as Spiked Carapace icon Spiked Carapace.

HP Removal

Most sources of HP removal are not lethal, the only exception being False Promise icon False Promise. The following abilities use HP Removal:

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Template:* Culling Blade kills the target by dealing the threshold number in form of HP removal to the target. Unlike other spells which use HP removal, Culling Blade's killing blow is reflected by Blade Mail icon Blade Mail
Template:*Template:* The delayed damage is dealt in form of HP removal
Template:*Template:*Template:* Soul Rip takes health in form of HP removal from all units counted towards the damage/heal.

The following abilities cause HP Removal to the caster:

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Template:* Unholy Strength and Pocket Deny do not cause the user to lose health while invulnerable.

Negative Regeneration

Negative regeneration works identical to HP removal. The only differences are that it can kill a unit, which will give kill credit (experience and gold) to the unit who afflicted the target with the negative regeneration, that it is treated as damage by Borrowed Time icon Borrowed Time, and is delayed by False Promise icon False Promise. Currently, only Heartstopper Aura uses this damage type.

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Deprecated Damage Types

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

Composite

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 Acid Spray, Wild Axes icon Wild Axes, Diabolic Edict icon Diabolic Edict, Summon Spirit Bear icon Summon Spirit Bear (the backlash damage), Land Mines icon Land Mines and Suicide Squad, Attack! icon 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

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: Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Pulverize"., Doom ability icon Doom, Echo Slam icon Echo Slam (initial damage only), Midnight Pulse icon Midnight Pulse, Laguna Blade icon Laguna Blade (when upgraded by Aghanim's Scepter icon Aghanim's Scepter), March of the Machines icon March of the Machines, and Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Flaming Fists"..

All of these abilities were reworked. These abilities: Doom ability icon Doom, Midnight Pulse icon Midnight Pulse, Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Flaming Fists"., and Laguna Blade icon Laguna Blade (when upgraded by Aghanim's Scepter icon Aghanim's Scepter) all now inflict pure damage that pierces Spell Immunity. And these abilities: Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Pulverize"., Echo Slam icon Echo Slam (initial damage), and March of the Machines icon March of the Machines all now inflict Magical Damage that does not pierce Spell Immunity.

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