(Added Hoodwink's Acorn Shot in instant attack) |
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| source = Hoodwink |
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| name = Acorn Shot |
| name = Acorn Shot |
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+ | | nametext = Acorn Shot |
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{{SkillListLite |
{{SkillListLite |
Revision as of 05:31, 22 December 2020
Attack damage is the amount of damage a unit is shown to deal with a regular attack. A unit's total attack damage is the sum of its main attack damage (white) and bonus attack damage (green). Attack damage is modified by many different effects in the game and ends up going through a number of steps in order to determine how much damage an attack actually deals as its overall or total attack damage.
Total attack damage
Calculating the total damage of an attack involves using many different multipliers and values. Total attack damage is synonymous with how much health a target immediately loses as a direct result of the attack. Some on-hit effects that are not affected by critical strike are still considered part of attack damage, and some are not.
Formula:
- Damage =
- { [Main Attack Damage × (1 + Σ Percentage Bonuses) + Flat Bonuses]
- × Crit Multiplier - Blocked Damage }
- × Armor Multipliers
- × General Damage Multipliers
Base attack damage
Base attack damage is the part of the main attack damage that stays the same throughout a game. It consists of two values, a minimum and maximum amount. Every time an attack is issued, a random value between these two extremes is chosen to help decide the damage output. The most extreme hero example of this is Chaos Knight, with base attack damage ranging between 29 and 59, causing his damage output to be somewhat unpredictable (or at least much less predictable than other heroes). This range of 30 is always part of his attack calculations, no matter how many attributes or how much bonus attack damage he acquires.
Main attack damage
Main attack damage is the damage value shown in white numbers on a hero's statistics consisting of the base attack damage with the damage granted by a hero's primary attribute on top. A hero's main attack damage can only be increased by raising its primary attribute, or by very few specific abilities. Attribute points can be acquired by leveling up, or by using specific items, abilities, or talents that raise attributes.
Formula:
main attack damage = base attack damage + total primary attribute points + ability bonuses
.
Hero | Base Attack Damage | Main Attack Damage (LVL1) | Max Main Attack Damage (LVL30) | |||||||
---|---|---|---|---|---|---|---|---|---|---|
Range | Min | Max | ⌊Avr.⌋ | Min | Max | ⌊Avr.⌋ | Min | Max | ⌊Avr.⌋ | |
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Bonus attack damage
Bonus attack damage comprises the green number next to main attack damage. It comes in two types:
- Flat Bonus: adds a flat number of damage to the unit's damage total. Examples: Phase Boots, Necromastery, Insatiable Hunger
- Percentage Bonus: adds an amount of bonus attack damage equal to a percentage of the affected unit's main attack damage, or total attack damage, depending on the ability. Examples: Vladmir's Offering, Lunar Blessing, Packleader's Aura
- While bonus attack damage is usually positive, it can also use a negative value, serving to reduce a unit's net attack damage. Examples: Static Link, Anchor Smash, Fade Bolt
Formula
bonus attack damage = sum of bonuses + sum of reductions
.
Critical strike multiplier
Critical Strike is an attack modifier that multiplies the total attack damage certain factor. If an attack activates more than one critical strike, only the highest multiplier is applied.
Blocked damage
Damage Block is a passive ability that gives the unit a chance to block a certain number of physical damage from an attack. If an attack activates more than one damage block ability, only the highest block value is applied.
Armor value multiplier
The target's armor influences the attack damage by a factor that asymptotically lies between 0 and 2 and is 1 for a target that has no armor.
Formula
“ | ▶️ Armored to the teeth!
— Clockwerk
|
” |
Armor is a stat that reduces (or increases, if negative) physical damage a unit takes from abilities and attacks. Every unit is capable of gaining or losing armor, and most units start with a small amount of base armor, some even starting with negative armor. A hero's armor can be passively increased with agility via leveling up, certain items, talents and some abilities. Armor of any unit can also be temporarily increased or reduced with some abilities.
Each point of agility increases a hero's armor by 0.167 or .
- Total armor can be defined as
- Main Armor
- × % Armor Negation Multiplier
- ± Flat Bonus Armor Values
- Main Armor
Base Armor
Base armor is the part of the main armor that never changes throughout a game. It consists of one fixed value set for each unit individually. The base armor of a unit can be a negative number. Since only heroes have agility, the HUD of all non-hero units shows their base armor.
Heroes
Heroes | Armor |
---|---|
-3 | |
-2 | |
-1 | |
0 | |
1 | |
2 | |
2.5 | |
3 | |
4 | |
5 |
Creeps
Summons
Summons | Armor |
---|---|
Astral Spirit | 0 |
Familiar | 0/2/4 |
Spirit Bear | 0/2/4/6 |
Fire | 0/8/16 |
Storm | 2 |
Mars Soldier | 3 |
Void | 3/4/5 |
Earth | 3/5/7 |
Warlock Golem | 8/12/14 |
Main Armor
Main armor is the armor value shown in white numbers near the shield icon in the HUD, consisting of base armor and the armor granted by a hero's agility. The only way to improve a hero's main armor is to increase its agility, which is gained by leveling up, acquiring certain items, or with the help of certain abilities.
Attribute | Bonus Main Armor |
---|---|
Agility | +0.167 |
The main armor is defined as
Main Armor = (Base Armor + (Σ Current)/6) × (1 - Armor Negation)
Hero Armor | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Main Armor Sources
These abilities directly manipulate agility points and therefore it affects main armor instead.
- Attributes – Attribute Bonus
- Alchemist – Aghanim's Scepter Synth
- Apex – Primary Attribute Bonus
- Drow Ranger – Marksmanship
- Magnus – Reverse Polarity1
- Morphling – Adaptive Strike (Agility)
- Riki – Tricks of the Trade
- Slark – Essence Shift
- Power Treads – Switch Attribute
- Phantom Lancer – Phantom Rush
- Morphling – Morph2a
- Vambrace – Switch Attribute
- Morphling – Attribute Shift (Strength Gain)
- Timbersaw – Whirling Death3
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Only affects agility and universal heroes.
Armor Negating Sources
Some abilities negate or ignore a unit's main armor by reducing or increasing armor based on the unit's main armor, effectively removing a percentage of the armor on the target. Armor negation only affects the armor value of units, their defense class is unaffected and still reduces damage normally.
- Proc Chance: 15%/20%/25%
Main Armor Reduction: 100%
Has a chance to completely ignore the target's main armor value on attack, dealing damage as if they had 0 main armor. - Base Armor Reduction: 40%/60%/80%/100%
The effects is provided by an aura, affects nearby enemies. The reduction is based on the enemies' main armor. The debuff lingers for 1 second.
- Example
- How much main armor Terrorblade with a Blade of Alacrity at Level 8 has?
- Base Armor: 5
- Base Agility and agility gain: 22 and 4 per level
- Blade of Alacrity bonus agility: 10
- Terrorblade has a total of 15 main armor in this example.
Bonus Armor
Bonus armor is the armor value shown in green numbers with a plus on the left, right after the white armor number on a unit's statistics. Whenever an armor granting item or armor increasing ability shows a +Value Armor
, e.g. Blade Mail +7 Armor
, it increases the bonus armor of the affected unit.
Probably the most important difference between main and bonus armor is that illusions only benefit from main armor, although their HUD still shows the bonus armor just like on other heroes, to make them less obvious to the enemy.
Sources of multiple bonus armor stack additively.
Armor Negation sources do not affect bonus armor.
- Example1
- How much total armor does a Terrorblade with a Blade of Alacrity and Blade Mail at Level 8 have?
- Base Armor: 5
- Base Agility and gain: 22 + 4
- Blade of Alacrity bonus agility: 10
- Blade Mail bonus armor: 7
- Terrorblade has 22 total armor in this example.
- Example 2
- Terrorblade from the previous example is now affected by Level 3 Natural Order. How much total armor does he have now?
- Level 3 Natural Order Armor Negation: 80%
- Terrorblade has 10 total armor in this example.
Modifying Armor
A lot of abilities and items have abilities that grant or reduce armor.
These changes only affect bonus armor. Reductions can nevertheless bring total armor into negative values if main armor is sufficiently small.
Armor Increasing Sources
- Ancient Black Dragon – Dragonhide Aura
- Axe – Berserker's Call
- Axe – Battle Hunger2a
- Axe – Culling Blade
- Chen – Divine Favor
- Crystal Maiden – Freezing Field
- Dazzle – Bad Juju
- Dragon Knight – Dragon Blood
- Elder Titan – Astral Spirit
- Enchantress – Enchant1 3
- Lone Druid – Spirit Link
- Lone Druid – True Form
- Monkey King – Wukong's Command
- Ogre Frostmage – Ice Armor
- Oracle – False Promise1
- Primal Beast – Uproar
- Razor – Static Link1
- Roshan – Strength of the Immortal
- Skywrath Mage – Shield of the Scion
- Slardar – Guardian Sprint2a
- Sven – Warcry
- Timbersaw – Reactive Armor
- Tiny – Grow
- Treant Protector – Living Armor
- Towers – Tower Protection
- Troll Warlord – Berserker's Rage
- Vengeful Spirit – Wave of Terror1
- Visage – Gravekeeper's Cloak1 4
- Wildwing Ripper – Toughness Aura
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Affects the player-controlled creep.
- 1 Affects the player-controlled creep.
Talents
- Grants a flat armor bonus.
- The following values exist:
- 2/3/4/5/6/7/8/9/10/12/15/20/30
The following heroes have a talent that grants them bonus armor.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Armor |
Besides these, the following heroes have talents which increase the armor of the units they summon
- +7 Spirit Bear Armor:
Bonus armor. - +20 Chaotic Offering Golems Armor:
Bonus armor.
Items
The following items increase a unit's armor. The effects are limited to the item's owner, which must have the item equipped.
Items that provide armor bonus by flat amount and Agility:
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Defiant Shell | 8.17 | N/A | N/A |
Helm of the Dominator | 7 | 2625 | 375 |
Helm of the Overlord | 10.5 | 5725 | 545.24 |
Shiva's Guard | 15.83 | 5175 | 326.84 |
Solar Crest | 4.67 | 2700 | 578.57 |
Spirit Vessel | 3 | 2780 | 926.67 |
Urn of Shadows | 2.33 | 880 | 377.14 |
Veil of Discord | 4.67 | 1725 | 369.64 |
Wraith Band 1 | 2.83 | 505 | 178.24 |
Wraith Band 2 | 5.67 | 505 | 89.12 |
These items have a flat armor bonus to the hero who has them equipped.
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Arcane Ring | 2 | N/A | N/A |
Arcanist's Armor | 5 | N/A | N/A |
Armlet of Mordiggian | 6 | 2500 | 416.67 |
Assault Cuirass | 10 | 5125 | 512.5 |
Blade Mail | 7 | 2100 | 300 |
Broom Handle | 4 | N/A | N/A |
Buckler | 1 | 425 | 425 |
Chainmail | 4 | 550 | 137.5 |
Cloak of Flames | 4 | N/A | N/A |
Craggy Coat | 8 | N/A | N/A |
Crimson Guard | 8 | 3725 | 465.63 |
Dragon Scale | 5 | N/A | N/A |
Guardian Greaves | 4 | 4950 | 1237.5 |
Helm of Iron Will | 4 | 975 | 243.75 |
Lotus Orb | 10 | 3850 | 385 |
Mekansm | 4 | 1775 | 443.75 |
Nullifier | 10 | 4375 | 437.5 |
Orb of Corrosion | 3 | 900 | 300 |
Parasma | 6 | 5975 | 995.83 |
Pavise | 2 | 1400 | 700 |
Phase Boots | 4 | 1500 | 375 |
Platemail | 10 | 1400 | 140 |
Rattlecage | 12 | N/A | N/A |
Ring of Protection | 2 | 175 | 87.5 |
Soul Ring | 2 | 805 | 402.5 |
Vladmir's Offering | 2 | 2200 | 1100 |
Witch Blade | 6 | 2775 | 462.5 |
These items increase the hero's armor through the agility they provide.
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Aghanim's Scepter | 1.67 | 4200 | 2520 |
Band of Elvenskin | 1 | 450 | 450 |
Blade of Alacrity | 1.67 | 1000 | 600 |
Book of Shadows | 2.17 | N/A | N/A |
Bracer 1 | 0.33 | 505 | 1515 |
Bracer 2 | 0.67 | 505 | 757.5 |
Butterfly | 5.83 | 5450 | 934.29 |
Circlet | 0.33 | 155 | 465 |
Crown | 0.67 | 450 | 675 |
Diadem | 1 | 1000 | 1000 |
Diffusal Blade | 2.5 | 2500 | 1000 |
Disperser | 6.67 | 6100 | 915 |
Dragon Lance | 2.5 | 1900 | 760 |
Eaglesong | 4.17 | 2800 | 672 |
Ethereal Blade | 1.33 | 5375 | 4031.25 |
Eye of Skadi | 3.67 | 5300 | 1445.45 |
Ghost Scepter | 0.83 | 1500 | 1800 |
Harpoon | 1.67 | 4700 | 2820 |
Holy Locket | 1.5 | 2350 | 1566.67 |
Hurricane Pike | 3.33 | 4450 | 1335 |
Iron Branch | 0.17 | 50 | 300 |
Khanda | 1.33 | 5000 | 3750 |
Linken's Sphere | 2.67 | 4800 | 1800 |
Magic Wand | 0.5 | 450 | 900 |
Manta Style | 4.33 | 4550 | 1050 |
Meteor Hammer | 1 | 2850 | 2850 |
Mirror Shield | 1.67 | N/A | N/A |
Ninja Gear | 3.33 | N/A | N/A |
Null Talisman 1 | 0.33 | 505 | 1515 |
Null Talisman 2 | 0.67 | 505 | 757.5 |
Occult Bracelet | 0.5 | N/A | N/A |
Phylactery | 1.17 | 2400 | 2057.14 |
Pig Pole | 0.83 | N/A | N/A |
Power Treads (Agility) | 1.67 | 1400 | 840 |
Sange and Yasha | 2.67 | 4050 | 1518.75 |
Slippers of Agility | 0.5 | 140 | 280 |
Specialist's Array | 1 | N/A | N/A |
Swift Blink | 4.17 | 6800 | 1632 |
Ultimate Orb | 2.5 | 2800 | 1120 |
Vambrace (Agility) | 1.33 | N/A | N/A |
Vambrace (Intelligence) | 0.33 | N/A | N/A |
Vambrace (Strength) | 0.33 | N/A | N/A |
Yasha | 2.67 | 2000 | 750 |
Yasha and Kaya | 2.67 | 4000 | 1500 |
Armor Reducing Sources
- Alchemist – Acid Spray
- Ancient Rock Golem – Weakening Aura
- Axe – Battle Hunger2a
- Bristleback – Viscous Nasal Goo
- Bristleback – Hairball
- Chaos Knight – Reality Rift
- Dazzle – Bad Juju
- Forged Spirit – Melting Strike
- Lycan – Howl
- Naga Siren – Rip Tide
- Pangolier – Lucky Shot
- Razor – Eye of the Storm
- Razor – Static Link1
- Shadow Fiend – Presence of the Dark Lord
- Slardar – Slithereen Crush2b
- Slardar – Corrosive Haze
- Snapfire – Lil' Shredder
- Templar Assassin – Meld
- Tidehunter – Gush
- Vengeful Spirit – Wave of Terror
- Viper – Poison Attack2b
- Weaver – The Swarm
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Armor Corruption
Armor Corruption is granted by choosing a Talent, that causes hero attacks to reduce armor of the attacked target.
- Causes the hero's attacks to place a debuff on the target that reduces the target's armor.
- Successive attacks do not stack the debuff, but refresh the duration instead.
- The attacks first apply the debuff, then their own damage.
- Works against wards, buildings, and allied units.
- Fully stacks with any other items or other sources of Armor Corruption.
- The following armor reduction values exist:
- 2.5/3/4/5
The following heroes have a talent that grants them Armor Corruption.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Armor Corruption |
Pure Damage
Pure Damage is a damage type that is not reduced by Armor or Magic Resistance. It is also not amplified by magical damage amplification abilities, fully ignores Armor and Damage Block. It does not affect invulnerable units.
There are a few sources that can manipulate Pure Damage, with Dispersion being one of them. This mechanic is called damage reduction. Pure damage affects units with Spell Immunity (because spell immunity does not block damage), but that does not mean that an ability that deals pure damage is able to target spell immune units.
Abilities Based on Armor
Damage Multiplier
All units, including buildings, have an inherent base armor value and attack class. Any physical damage dealt to a unit is multiplied by the damage multiplier, resulting in either damage reduction or increase depending on the target's armor value.
Damage Multiplier is also used to calculate a unit's Effective HP (EHP). The lower the damage multiplier, the higher the Effective HP of a unit, vice versa.
Armor Formula Base b
|
Armor Formula Factor f
|
---|---|
1 | 0.06 |
For any real-valued armor, the damage multiplier is defined as
With DMu
being the Damage Multiplier and R
the armor value.
The damage multiplier limits are 0 and 2, for infinitely positive and negative armor, respectively. Expand the table below for more detailed information on how much positive and negative armor affects damage multiplier.
- Examples
Armor (+) | Multiplier | Armor (-) | Multiplier |
---|---|---|---|
1 | 94% | -1 | 106% |
2 | 89% | -2 | 111% |
3 | 85% | -3 | 115% |
4 | 81% | -4 | 119% |
5 | 77% | -5 | 123% |
6 | 74% | -6 | 126% |
7 | 70% | -7 | 130% |
8 | 68% | -8 | 132% |
9 | 65% | -9 | 135% |
10 | 63% | -10 | 138% |
11 | 60% | -11 | 140% |
12 | 58% | -12 | 142% |
13 | 56% | -13 | 144% |
14 | 54% | -14 | 146% |
15 | 53% | -15 | 147% |
16 | 51% | -16 | 149% |
17 | 50% | -17 | 150% |
18 | 48% | -18 | 152% |
19 | 47% | -19 | 153% |
20 | 45% | -20 | 155% |
21 | 44% | -21 | 156% |
22 | 43% | -22 | 157% |
23 | 42% | -23 | 158% |
24 | 41% | -24 | 159% |
25 | 40% | -25 | 160% |
26 | 39% | -26 | 161% |
27 | 38% | -27 | 162% |
28 | 37% | -28 | 163% |
29 | 36% | -29 | 164% |
30 | 36% | -30 | 164% |
31 | 35% | -31 | 165% |
32 | 34% | -32 | 166% |
33 | 34% | -33 | 166% |
34 | 33% | -34 | 167% |
35 | 32% | -35 | 168% |
36 | 32% | -36 | 168% |
37 | 31% | -37 | 169% |
38 | 30% | -38 | 170% |
39 | 30% | -39 | 170% |
40 | 29% | -40 | 171% |
41 | 29% | -41 | 171% |
42 | 28% | -42 | 172% |
43 | 28% | -43 | 172% |
44 | 27% | -44 | 173% |
45 | 27% | -45 | 173% |
Effective HP
The total amount of physical damage a unit can take due to the armor it has is known as Effective HP (or EHP). 16.66 armor adds 100% to EHP. This means a unit with 1000 health and 16.66 armor can take 2000 physical damage. The formula adds 6% EHP per point of armor regardless of the previous armor value.
EHP value has no diminished benefit as a player gaining 1 armor from 0 armor would increase EHP from 100% to 106%, while a player gaining 1 armor from 50 armor would increase EHP from 400% to 406%. This means each point of armor effects your HP and your survivability in the exact same way. On the other hand, the effectiveness of armor is much lower at negative values (refer to the attached graph). Total EHP trends downwards towards 50%, meaning a unit with 1000 health and infinitely low armor would still be able to take 500 physical damage. At this point, losing or gaining 1 armor has essentially no effect.
Armor | -40 | -30 | -20 | -10 | 0 | 10 | 20 | 30 | 40 |
---|---|---|---|---|---|---|---|---|---|
Effective HP | 586.21 | 608.7 | 647.06 | 727.27 | 1000 | 1600 | 2200 | 2800 | 3400 |
This definition of EHP assumes all damage taken is physical. EHP against magical damage (such as Laguna Blade or Finger of Death) is modified by magic resistance.
Effective HP against physical damage is defined as
With CHP
being the Current Health and DMu
the Damage Multiplier.
- Example 1
- A Level 25 Sven has a total health of 2293.6 and 11.3 points of armor without any items. What is his effective HP against physical damage?
-
- Sven's damage multiplier is 0.595948 in this example.
- Sven's effective HP against physical damage in this example is 3848.66.
- Example 2
- The same Level 25 Sven from the previous example (has a total health of 2293.6) is affected by a Level 3 Corrosive Haze, and his armor is now -8.7. What is his effective HP against physical damage?
- Sven's damage multiplier is 1.34297 in this example.
- Sven's effective HP against physical damage in this example is 1707.86.
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Armor type multiplier
Depending on the combination of the attack damage type and armor types, an armor type multiplier modulates the attack damage.
General damage multipliers
A few abilities such as Bristleback and Dispersion modify all incoming damage, including attack damage. Bulwark reduces attack damage specifically.
Attack damage types
There are several different types of attack damage, which determine how much damage a unit's attack deals against certain armor types. Each of the 4 different attack types deals either reduced, increased, or unchanged damage against each of the armor types, on top of it being also manipulated by the armor value of the target.
Example
A hero with 100 attack damage attacking a siege unit which has 0 armor deals 50 damage to it, because the attack type "hero" deals 50% less damage against the armor type "structure", which is the siege creeps' and all buildings' armor type. If the siege creep would gain 5 armor, the 100 damage attack would deal (100 * 0.8 * 0.5) = 40 damage. The same attack would deal 80 damage to a unit with any other armor type, since attack type hero deals full damage to them.
This table shows how much damage each attack damage type deals against each armor type, and which units use which attack damage type:
Attack Damage Type | Used by | Armor Type | ||||
---|---|---|---|---|---|---|
Hero | Basic | Structure | ||||
Hero | Heroes, Error 1054: Unknown column 'attack_type' in 'where clause'
Function: CargoSQLQuery::run Query: SELECT CONCAT("", title, "") AS `CONCAT("", title, "")` FROM `cargo__units` WHERE attack_type="Hero" AND game IS NULL GROUP BY `_pageID` ORDER BY CONCAT("", title, "") LIMIT 100 |
100% | 100% | 50% | ||
Basic | Error 1054: Unknown column 'attack_type' in 'where clause'
Function: CargoSQLQuery::run Query: SELECT CONCAT("", title, "") AS `CONCAT("", title, "")` FROM `cargo__units` WHERE attack_type="Basic" AND game IS NULL GROUP BY `_pageID` ORDER BY CONCAT("", title, "") LIMIT 100 |
75% | 100% | 70% | ||
Pierce | Error 1054: Unknown column 'attack_type' in 'where clause'
Function: CargoSQLQuery::run Query: SELECT CONCAT("", title, "") AS `CONCAT("", title, "")` FROM `cargo__units` WHERE attack_type="Pierce" AND game IS NULL GROUP BY `_pageID` ORDER BY CONCAT("", title, "") LIMIT 100 |
50% | 150% | 35% | ||
Siege | Error 1054: Unknown column 'attack_type' in 'where clause'
Function: CargoSQLQuery::run Query: SELECT CONCAT("", title, "") AS `CONCAT("", title, "")` FROM `cargo__units` WHERE attack_type="Siege" AND game IS NULL GROUP BY `_pageID` ORDER BY CONCAT("", title, "") LIMIT 100 |
100% | 100% | 250% |
Instant attacks
Several abilities make use of the hero's regular attacks. However, these attacks are instant. This means they do not use the hero's attack animation, are independent from attack speed and ignore the regular downtime between attacks. If an instant attack is performed by a ranged hero, it still uses their regular attack projectile for the attack, unless it is set not to. If an instant attack occurs while already attacking an enemy normally, it does not interfere with the regular attack. They do not interfere with any other actions of the hero either, meaning they do not interrupt movement, do not cancel spell casts and do not stop channeling spells of the hero.
Since instant attacks do not use attack animations and jump straight to the attack point, they cannot proc effects which react on the start of an attack, like Untouchable or Moment of Courage. However, they can proc effects which react on attack hit, such as Counter Helix and Retaliate, although there are some exceptions to this. Instant attacks may proc on-hit effects only when they are allowed to. An instant attack which is not allowed to proc attack modifiers is not allowed to proc on-hit effects either. Just like regular attacks, instant attacks also cause the attacking hero to get revealed if attacking from the Fog of War.
The following abilities make use of instant attacks:
- Lua error: Found no Cargo data for "Clinkz - Searing Arrows".
- Drow Ranger – Marksmanship2
- Ember Spirit – Sleight of Fist
- Faceless Void – Time Lock
- Buildings – Glyph of Fortification3
- Gyrocopter – Flak Cannon4
- Lua error: Found no Cargo data for "Gyrocopter - Side Gunner".
- Hoodwink – Acorn Shot
- Io – Tether1
- Juggernaut – Omnislash6
- Juggernaut – Swiftslash6
- Legion Commander – Moment of Courage
- Mars – God's Rebuke
- Medusa – Split Shot5
- Monkey King – Boundless Strike
- Morphling – Waveform1
- Pangolier – Swashbuckle
- Phantom Assassin – Stifling Dagger
- Puck – Dream Coil1
- Riki – Tricks of the Trade
- Shadow Shaman – Serpent Ward split shot2 4
- Tiny – Tree Throw
- Tiny – Tree Volley
- Tidehunter – Anchor Smash
- Void Spirit – Astral Step
- Weaver – Geminate Attack
1 Requires talent.
2 Requires Aghanim's Scepter.
3 Grants instant attacks to tier 2, 3, and 4 towers.
4 These instant attacks may not proc any attack modifiers or on-hit effects.
5 Split Shot may not proc any attack modifiers or on-hit effects, unless the required talent is chosen.
6 Number of instant attacks is dependent on Juggernaut's attack speed.
Attack damage granting talents
The following heroes have a talent that grants them bonus attack damage.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Bonus attack damage |
The following heroes have a talent that grants them base attack damage.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Base attack damage |
Attack damage increasing items
Strength
Agility
Intelligence
Bonus attack damage
Attack damage increasing abilities
Percentage Bonus
- Gives a unit a damage buff equal to a percentage of their main attack damage.
- Attack Damage Bonus: 100%/200%/300%/400%
Duration: 14
Number of Attacks: 1 - Attack Damage Bonus: 1
Radius: 1200 - Self Attack Damage Bonus: 80%/120%/160%
Duration: 25 - Attack Damage Bonus: 10%/20%/30%/40%
Number of Attacks: 5 - Attack Damage Bonus: 20%
Radius: 1200 - Double Damage Rune - [[Double Damage Rune#|]]Attack Damage Bonus: 100%
Duration: 45 - Illusions - [[Illusions#|]]Based on the ability the illusion is created by, it may deal more attack damage than the hero it is based on.
Flat bonus
- Attack Damage Bonus: 31
- Attack Damage Bonus: 8/16/24/32
- Attack Damage Bonus: 10/30/50/70
Duration: 30/60/90/120 - Attack Damage Bonus: 25
Damage is directly added to the unit's main attack damage. - Attack Damage Bonus per Exort Instance: 3/7/11/15/19/23/27
Maximum of 3 Exort instances. - Attack Damage Bonus: 65
Damage is granted as the projectile hits the target and immediately removed afterwards, so that only the dagger can use it. - Attack Damage Bonus: 20/40/60/80
Duration: 40/44/48/52
Damage is directly added to the unit's main attack damage. - Attack Damage Bonus: 30/45/60
Damage is directly added to the unit's main attack damage.
Conditional bonus
These abilities give direct attack damage bonuses under certain circumstances. Due to this, they do not display their damage bonus in the HUD. Their damage type can also vary and is not necessarily physical; nonetheless, they still count as attack damage since their damage is dealt in one instance together with a unit's attack damage. This means they are affected by armor type (even when dealing magical damage), but not by spell damage amplification.
- Proc Chance (Melee): 25%
Proc Chance (Ranged): 10%
Damage: 100
Damage applies to the proccing attack. Physical damage. - Mana Burned per Hit: 25/30/35/40
Max Mana Burned per Hit: 50%
Burned Mana as Damage: 1.6%/2.4%/3.2%/4%
Damage applies upon attacking units which have mana. - Melee Attack Damage Bonus: 18
Ranged Attack Damage Bonus: 5
Damage only applies against non-hero units. - Mana Burned per Hit: 50
Mana Burned per Hit (Melee Illusion): 16
Mana Burned per Hit (Ranged Illusion): 8
Burned Mana as Damage: 80%
Damage applies upon attacking units which have mana. - Proc Chance: 20%/30%/40%
Proc Damage: 120/130/140
Damage applies to the proccing attack. Physical damage. - Building Attack Damage Bonus: 90/180/270
Damage applies when attacking buildings. - Attack Damage Bonus against Heroes: 40/80/120/160
Only deals bonus damage to heroes. - Damage: 250
Cooldown: 4
Damage applies whenever it is off cooldown, and only to ranged attacks. Magical damage. - Attack Damage Bonus: 25/50/75/100
Cooldown: 13/10/7/4
Damage applies whenever it is off cooldown and on autocast, or upon manually using. - Building Attack Damage Bonus: 25%
Damage applies when attacking buildings. - Attack Damage Amplification: 50%
Damage applies upon attacking units which are petrified. - Mirana - [[Mirana#|]]Mana Burned per Hit: 25
Mana Burned per Hit (Illusion): 10
Burned Mana as Damage: 80%
Damage applies upon attacking units which have mana. - Mana Burned per Hit: 30/40/50
Burned Mana as Damage: 50%
Damage applies upon attacking units which have mana. - Melee Attack Damage Bonus: 8
Ranged Attack Damage Bonus: 4
Damage only applies against non-hero units. - Damage: 175
Damage applies to the first attack out of the invisibility. - Damage: 175
Damage applies to the first attack out of the invisibility. - Proc Chance (Melee): 25%
Proc Chance (Ranged): 10%
Damage: 100
Damage applies to the proccing attack. Physical damage. - Required Hits: 4
Damage: 75/125/175/225
Damage applies to the proccing attack. - Proc Chance: 40%
Damage: 30/60/90/120
Damage applies to the proccing attack. - Building Attack Damage Bonus: 40%
Damage applies when attacking buildings. - Damage: 100/160/220
Damage applies to the first attack out of the invisibility. - Building Attack Damage Bonus: 80%/120%/160%/200%
Damage applies when attacking buildings. - Ursa - [[Ursa#|]]
- Weaver - [[Weaver#|]]Mana Burned per Hit: 20
Mana Burned per Hit (Illusion): 10
Burned Mana as Damage: 80%
Damage applies upon attacking units which have mana.
Attack damage reducing abilities
Percentage reduction
- Main attack damage reduction applies to main attack (white damage) only.
- Overall attack damage reduction applies to both main attack damage (white) and bonus damage (green).
- All effects shown here reduce the affected unit's damage before any damage block is applied.
- Illusions - [[Illusions#|]]Based on the ability the illusion is created by, it may deal less attack damage than the hero it is based on.
- Main Attack Damage Reduction: 25%/30%/35%/40%
- Overall Attack Damage Reduction: 75%/60%/45%/30%
The reduction is applied as the projectile hits the target and immediately removed afterwards, so that only the dagger is affected by it. - Main Attack Damage Reduction: 10%/18%/16%/34%
- Main Attack Damage Reduction: 30%/40%/50%/60%
- Main Attack Damage Reduction: 5%/15%/25%/35%
- Overall Attack Damage Reduction: 50%/40%/30%
Reduces own attack damage when attacking the Focus Fire target.
Flat reduction
Flat damage reduction is applied before crits as negative bonus attack damage.
Conditional reduction
These abilities reduce attack damage under certain circumstances. Due to this, they do not display their reductions in the HUD.
- Splinter Attack Damage Reduction: 50%
Reduces Drow Ranger's attack damage when the secondary projectiles hit. - Attack Damage Reduction against Creeps: 50%
Only reduces damage against creeps. - Attack Damage Reduction: 100%
When attacking non-building units during Blade Fury, the attack damage gets reduced to 0. - Attack Damage Reduction: 70%/55%/40%/25%
Reduces Medusa's attack damage when the secondary projectiles hit.
See also
|