Ancient

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Ancient
Ancient Radiant model.png
Ancient Radiant model.png
Ancient Dire model.png
Unknown Unit icon.pngUnknown Unit icon.png
Ancient Building
Level 1
Health 4500
Health regeneration 12
Armor 13
Magic resistance 0%
Collision size 298
Vision range 2600
Vision type Ground
Bounty 0
Experience 0
Notes Abilities:
Backdoor Protection
True Sight


This article is about the two Ancients on either side of the map, and the main objective of the game. For other uses, see Ancient (disambiguation).
Main Article: Buildings

Abilities[edit]

Backdoor Protection
Backdoor Protection icon.png
Ability
Passive / Aura
Affects
Self
Structure takes reduced damage, and quickly regenerates any damage taken while no enemy creeps are nearby.
Search Radius (Tier 2 Tower): 900
Search Radius (Ancient): 4000
Heal per Second: 90
Damage Reduction: 40%
Protected Illusion Damage Reduction: 75%
Unprotected Illusion Attack Damage Reduction: 60%
Reactivation Delay: 15
Aura Linger Duration: 0.5
Modifiers
Buff Backdoor Protection Active: Undispellable.

Notes:

  • All buildings, except for tier 1 towers and shrines have this ability.
  • Tier 2 towers have a search radius of 900 centered on them, each of them independent from each other.
  • The base buildings depend on the Ancient's search radius of 4000 centered on it. This means they all lose the protection together.
  • The unit detection is aura-based. If an enemy lane creep gets within the search radius of the tower/ancient the protection is lost.
    • The aura's effect lingers for 0.5 seconds, so the total reactivation delay is effectively 15.5 seconds.
  • While protected, the building takes 40% less damage from any source, and 75% less damage from illusions.
    • This includes spell damage, not only attacks, including spells cast by illusions.
    • While unprotected, the building only takes 60% less damage from illusion attacks (excluding their spells).
  • If a backdoor-protected building is damaged by an enemy, it immediately starts healing back.
  • Heals 9 health in 0.1 second intervals, which translates to 90 health per second.
    • This means, it is possible to destroy protected buildings by dealing more than 90 damage per second (after reductions).
  • Only heals back damage dealt by enemy units. Damaged dealt by allies is not healed back.


True Sight
Pierces spell immunity.
Sentry Ward ability icon.png
Ability
Aura
Affects
Enemies
Adds the ability to see invisible units and wards to any allied vision within the structure's range.
Radius: 900
Aura Linger Duration: 0.5
Modifiers
Debuff Truesight: Undispellable.

Notes:

  • The True Sight is provided within the whole area, regardless of the buildings actual vision. It is fully unobstructed.
  • The True Sight is provided by an aura which affects enemies. Its debuff lingers for 0.5 seconds.