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Buildings are a type unit that are not controlled by any player. At the beginning of each match, a set of buildings spawn at set locations for both teams. Both factions have the same set of buildings, with only their appearance differing from each other. Buildings take mostly defensive roles and are the main objective of the game.

All buildings have the same base properties. They are immune to most spells (with only a few spells affecting them), have the structure armor type, deal siege damage if they can attack and are immobile. When destroyed, some buildings grant gold to the entire enemy team, while others grant gold only to whoever made the last hit. Once below 10% health, buildings (except for the Ancients) can be denied to prevent the enemy from getting their gold bounties, or to reduce the amount they get. Buildings do not grant experience. Once destroyed, a building is permanently lost, as they do not respawn.

There are a total of 29 buildings on each side.


Radiant and Dire towers

Towers are the main line of defense for both teams, attacking any non-neutral enemy that gets within their range. Both factions have all three lanes guarded by three towers each. Additionally, each faction's Ancient have two towers as well, resulting in a total of 11 towers per faction. Towers come in 4 different tiers:

Tier 1 towers are invulnerable during the preparation phase, until the battle begins. Each Tier 2 and tier 3 tower is invulnerable until the lower tier tower preceding it in its lane is destroyed. The two tier 4 towers are invulnerable until any of the tier 3 towers have been destroyed. Barracks do not have to be destroyed to make tier 4 towers vulnerable. Both of the tier 4 towers must be destroyed in order to remove the Ancient's invulnerability.

All towers have a vision range of 1900 during the day and 800 during the night and can attack. Additionally, all towers have True Sight in a 700 area around them, and have one defensive and one supportive ability. Towers never attack nearby neutral creeps.

Building Health Deny Health Armor HP Regen Backdoor Protection
Tier 1 Tower 1800 180 12 0 NoN
Tier 2 Tower 1900 190 15 0 YesY
Tier 3 Tower 2000 200 16 0 YesY
Tier 4 Tower 2100 210 21 0 YesY
Building Damage BAT DPS Attack Range Projectile Speed
Tier 1 Tower 100‒120 1 110 700 750
Tier 2 Tower 142‒162 0.95 160 700 750
Tier 3 Tower 170‒180 0.95 184.21 700 750
Tier 4 Tower 170‒180 0.95 184.21 700 750

Towers grant a gold bounty to whoever makes the last hit, but also grant a team bounty to the entire team. No team bounty is granted when a tower gets denied.

Building Team Bounty Last Hit Bounty Last Hit Total No Last Hit Total
Tier 1 Tower 100 Gold 150‒250 Gold 650‒750 Gold 500 Gold
Tier 2 Tower 120 Gold 150‒250 Gold 750‒850 Gold 600 Gold
Tier 3 Tower 140 Gold 150‒250 Gold 850‒950 Gold 700 Gold
Tier 4 Tower 160 Gold 150‒250 Gold 950‒1050 Gold 800 Gold

Attack priority[edit]

Towers are using regular auto-attacking, so when multiple enemies engage the tower, it naturally targets the first enemy that gets within its attack range. It sticks with that target until it can no longer be attacked (it dies, gets out of attack range or becomes attack immune). Once that happens, it chooses the next attack target using the following priority system.

  1. Closest enemy unit attacking the tower itself
  2. Closest enemy unit attacking an ally of the tower
  3. Closest enemy unit

It does not matter whether the unit is a hero or a non-hero unit, they are treated equally. Units treated differently are wards and siege creeps. These units are always attacked as last. If a tower attacks one of these units, and then another unit or hero come within range, the tower immediately switches to the new unit. Siege creeps have a higher priority than wards.

There are two additional scenarios where the tower switches its attack target immediately:

  1. If an enemy hero attacks an allied hero while within 500 range of the tower, it immediately switches to that enemy hero. This only works against enemy heroes. Non-hero units attacking heroes do not cause the tower to switch aggro towards them. The attack does not have to finish or connect, the attack order alone is enough. However, it has to be a regular attack, instant attacks or manually casting an active attack modifier do not count. This behavior is akin to lane creeps' behavior, which do the same in this scenario.
  2. On the other side, if an enemy unit (hero or non-hero alike) is ordered to attack its own allies (hero or non-hero alike), the tower immediately switches aggro to another unit, using the priority system mentioned above. This as well does not require the attack to start, the order alone is enough. Enemies can de-aggro the tower only once every 2.5 seconds by using this technique. This behavior is also equal to that of lane creeps. If the tower has already started its attack on a unit, it will finish that attack, even when aggroed or de-aggroed with these techniques. This means it is impossible to cancel the tower's attacks by changing its aggro. Its attacks only cancel when its current target cannot be attacked anymore.

Tower abilities[edit]

Tower Protection
Pierces spell immunity.
Tower Protection icon.png
Increases armor of nearby allied heroes.
Radius: 900
Armor Bonus (Tier 1): 3
Armor Bonus (Tier 2/3/4): 5
Aura Linger Duration: 0.5
Buff Tower Aura Bonus: Undispellable.


  • The aura's buff lingers for 0.5 seconds.
  • Multiple instances of Tower Protection do not stack.
    • When teleporting from a tier 2/3/4 tower to a tier 1 tower or vice versa, the armor bonus updates after the linger time.


Radiant and Dire ranged (L) and melee (R) barracks
See also: Lane creeps

Barracks (commonly shortened to Rax or Racks) are buildings, defended by their tier 3 towers, that are responsible for keeping lane creeps as powerful as their counterparts. There are two Barracks for each lane per faction - one for melee creeps (called Melee Barracks or Melee Rax), and one for ranged creeps (called Ranged Barracks or Ranged Rax). The ranged barracks are always located to the left of the melee barracks on each lane and both factions.

Barracks are invulnerable until the tier 3 tower guarding them is destroyed. The loss of barracks does not stop lane creeps from spawning. However, destroying Barracks grants the destroying team super creeps in that lane, corresponding to which one was destroyed, which are more powerful and grant less bounties than regular creeps. Super melee creeps spawn when the melee barracks get destroyed, while super ranged creeps spawn when the ranged barracks are destroyed. When all 6 Barracks of a team are destroyed, mega creeps start spawning on every lane for the enemy, even more powerful than super creeps.

All barracks have a vision range of 900 during the day and 600 during the night. They cannot attack, have no special abilities and have no True Sight.

Building Health Deny Health HP Regen Armor Backdoor Protection
Melee Barracks 2200 220 5 15 YesY
Ranged Barracks 1300 130 0 9 YesY

Barracks grant a gold bounty to whoever makes the last hit, but also grant a team bounty to the entire team. Denying Barracks does not reduce the team bounty.

Building Team Bounty Deny Bounty Last Hit Bounty Last Hit Total No Last Hit Total Denied Total
Ranged Barracks 100 Gold 100 Gold 100‒150 Gold 600‒650 Gold 500 Gold 500 Gold
Melee Barracks 175 Gold 175 Gold 100‒150 Gold 975‒1025 Gold 875 Gold 875 Gold


Radiant's and Dire's Ancient

Ancients (also commonly refered to as Thrones, or Tree for Radiant's ancient and Throne for Dire's ancient, as legacy names from DotA) are massive structures found inside each faction's base and are the main objective. In order to win, the enemy team's Ancient must be destroyed, while the own one must be kept alive. Ancients are guarded by their two tier 4 towers. The Ancients are invulnerable until both of their tier 4 towers are destroyed.

Both ancients have a vision range of 2600 during the day and 2600 during the night. Additionally, they have True Sight in a 900 area around them.

Building Health Deny Health HP Regen Armor Backdoor Protection
Ancient 4500 N/A 12 13 YesY


Radiant's and Dire's fountain

Fountains are buildings located in the respawn areas of both bases, and provide scaling health and mana regeneration to all allied units near it. They also heavily defend the spawn area, blasting intruding enemies with very rapid high-damaging attacks, which dispel consumables, and disable Blink Dagger, Heart of Tarrasque and other abilities that are normally disabled by player-based damage. Fountains use the same attack priorty system as towers, except that they cannot be aggroed immediately by attacking an enemy hero. Fountains are permanently invulnerable, so they can never be destroyed.

Both fountains have a vision range of 1800 during the day and 1800 during the night and can attack. Additionally, they have True Sight in a 1200 area around them.

Building Damage BAT DPS Attack Range Projectile Speed Backdoor Protection
Fountain 220‒240 0.15 1533.33 1200 1400 NoN

Fountain ability[edit]

Rejuvenation Aura
Can be used by illusions. Pierces spell immunity.
Rejuvenation Aura icon.png
Heals 5% HP and 6% mana per second.
Radius: 1200
Max Health as Regen Bonus: 5%
Max Mana as Regen Bonus: 6%
Aura Linger Duration: 3
Buff Fountain Rejuvenation: Undispellable.


  • The aura's buff lingers for 3 seconds.
  • Can regenerate up to 300% of a unit's max health and 360% of a unit's max mana in one minute.
  • Can fully regenerate a unit's health within 20 seconds and mana within 16.67 seconds.
  • The aura also causes Bottle (Full) icon.png Bottles to refill and provides the team's courier invulnerability.
  • Due to the aura lingering for 3 seconds, Bottles keep on refilling even when already outside of its range, until the buff is gone.


Radiant and Dire shrines

Shrines are small supportive buildings outside the bases on the map. Each team has 1 shrine between the two camps in the secondary jungle, and 1 shrine at the center of the main jungle. The shrines are invulnerable until any of the team's tier 3 tower is destroyed.

Shrines have no vision and no True Sight. This means the shrines do not serve as free wards. However, since they are regular buildings, they can be teleported to with Town Portal Scroll icon.png Town Portal Scrolls and Boots of Travel 1 icon.png Boots of Travel, although with a lower teleport radius.

Building Health Deny Health HP Regen Armor Backdoor Protection
Shrine 1750 175 5 17 NoN

Shrines grant no gold to whoever makes the last hit, but do grant a team bounty to the entire team. Denying Shrines does not reduce the team bounty.

Building Team Bounty Deny Bounty Team Total Denied Total
Shrine 125 Gold 125 Gold 625 Gold 625 Gold

Shrine ability[edit]

Sanctuary icon.png
Passive / Aura
Generates an aura that provides increased health and mana regeneration to nearby allies when activated.
Activation Distance: 150
Aura Radius: 500
Base Health Regen Bonus: 90
Max Health as Health Regen Bonus: 2%
Base Mana Regen Bonus: 50
Max Mana as Mana Regen Bonus: 2%
Aura Linger Duration: 0.5
Duration: 5
Cooldown: 300
Buff Filler Heal Aura: Undispellable.
Buff Filler Heal: Undispellable.


  • Whenever this ability is off cooldown, the shrine emits particle effects and a looping sound. Its minimap icon also starts glowing.
  • While ready, pressing the ALT key highlights the aura's radius with a blue circle. This circle disappears when on cooldown after the aura expired.
  • A shrine can be activated by ordering the hero to follow it. A follow order is given by right-clicking, or by pressing the move hotkey and selecting the shrine as a target.
    • Once the hero is within the activation range, the shrine gets activated, if the follow command is still active.
    • Can only be activated by allied heroes and clones. No other unit can activate it.
    • Since a hero executing a move order is required to activate it, it cannot be activated while stunned, taunted, slept, cycloned and hidden.
  • Once activated, the shrine emits an aura which applies the restoring effects. The aura's buff lingers for 0.5 seconds.
  • The aura affects all allied units which are not wards or buildings. However, it does not affect invulnerable or hidden allies.
  • Can regenerate up to 495 + 11% of a unit's max health and up to 275 + 11% of a unit's max mana over its full duration.
  • All shrines are on cooldown until the 5 minute mark of the game.

Effigy buildings[edit]

Radiant and Dire effigy buildings

In addition to the above buildings, there are other buildings that act as buffers within a base, called Effigy Buildings, or Filler Buildings (although they are just named Building in-game). These buildings exist only to occupy enemy creeps before reaching the tier 4 towers or the Ancient, and therefore give the defending players more time to act. There are 7 such buildings in each base, spread evenly around the Ancient.

Five of the seven Effigy buildings (the 5 forming a half-circle around the Ancient) are customizable with Effigy Blocks, giving them a different look and making them display a text notification when destroyed. This has purely cosmetical values and does not alter them in other ways. Each player can customize one of the five Effigy Buildings in their base.

All effigy buildings have a vision range of 900 during the day and 600 during the night. They cannot attack, have no special abilities and have no True Sight.

Radiant's buildings have two different models, while the Dire have one model for all.

Building Health Deny Health HP Regen Armor Last Hit Bounty Backdoor Protection
Effigy Building 1000 100 0 10 75 Gold YesY

Backdoor Protection[edit]

Backdoor Protection areas.
Backdoor Protection visual effect on towers.

Backdoor Protection is a passive ability almost all buildings have. Tier 1 towers, Shrines and Fountains are the only buildings without this ability. While active, Backdoor Protection grants high damage resistance to the building, and causes it to heal back any damage it takes from enemy units, making them difficult to destroy. This protection deactivates when an enemy lane creep moves within range of the building (if it is a tower outside the base), or gets close to the team's base (if it is a building within the base). The creep must not be dominated by a player, only AI-controlled lane creeps can deactivate the protection. Once deactivated, it takes some time for the protection to activate again.

There are 4 separate disable areas of Backdoor protection. Each tier 2 tower has its own circular area centered on them, providing protection to themselves, and the ancient has a gigantic circular area centered on it, providing protection to all buildings inside the base (except the fountain). This means each of the tier 2 towers have independent protections, meaning when one is disabled, the others are not disabled. They are also independent from the base protection. Meanwhile, all buildings inside the base share one protection and lose it simultaneously when disabled. The radius of the Ancient's disable area is so huge that it goes beyond the elevated base area. On the Dire side, it reaches up until the ramp behind the top tier 2 tower, up to the mid tier 2 tower and up until the ramp behind the bottom tier 2 tower. On the Radiant side, it reaches beyond the ramp behind the top tier 2 tower, beyond the mid tier 2 tier and halfway through to the ramp behind the bottom tier 2 tower.

Backdoor protection is not responsible for the invulnerability buildings have, so the buildings still stay invulnerable if their corresponding towers are not destroyed first.

Backdoor Protection
Backdoor Protection icon.png
Passive / Aura
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
Buff Backdoor Protection Active: Undispellable.


  • 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[edit]

Main Article: True Sight

Towers, Ancients and fountains, all have True Sight, the ability to detect nearby invisible enemy units. The radii are different for between them.

True Sight
Pierces spell immunity.
Sentry Ward ability icon.png
Adds the ability to see invisible units and wards to any allied vision within the structure's range.
Radius (Fountain): 1200
Radius (Ancient): 900
Radius (Tower): 700
Aura Linger Duration: 0.5
Debuff Truesight: Undispellable.


  • 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.

Glyph of Fortification[edit]

A Glyphed tower.

The Glyph of Fortification (or Glyph in short) is an ability usable by any player that causes all friendly buildings and lane creeps to become impervious to damage for a short duration, while also granting tier 2 and higher towers a multishot attack, allowing them to attack multiple enemies at the same time. The effect has a rather low duration and very high cooldown, making the timing of usage very important. The Glyph is used strategically to stop enemy pushes or slow them down long enough to organize a defense. It may also be used offensively to secure a push by granting the creep waves damage immunity at the right time, or even for finishing enemies off by using the multishot attacks.

The Glyph of Fortification can be activated by any player with a button at the right of the minimap or the shortcut they defined in the settings. The Glyph's cooldown is shared by the entire team, meaning if one player uses it, it goes on cooldown for all players of the team. However, whenever a tier 1 tower falls, the Glyph's cooldown gets refreshed 1 second later.

Glyph of Fortification
Glyph of Fortification icon.png
No Target
Grant your structures and lane creeps invincibility for 6 seconds. Refreshed if a first-tier tower falls.
Bonus Attack Targets (Tier 2/3/4): 2
Duration: 6
Cooldown: 300
Buff Fountain Glyph: Undispellable.


  • Grants all allied buildings and lane creeps 100% incoming damage reduction, so they take absolutely no damage from anything.
  • Does not grant invulnerability, as this would prevent targeting spells or attacks on them, which is not the case.
  • This means that instantly killing effects can still kill glyphed units.
  • Tier 2 and higher towers gain a multishot attack from the Glyph, allowing them to attack multiple targets at once.
    • Causes the towers to perform instant attacks on the closest 2 enemies within attack range whenever they launch an attack projectile.
    • This means all projectiles are released at the same time together with the main attack.
    • Therefore, it does not matter whether the primary attack misses or not, the extra projectiles are still released.
    • Does not target wards, buildings, invisible units, attack immune units, or units inside the Fog of War, but does target couriers.
    • However, attacking wards or buildings still causes secondary projectiles to hit valid targets within the radius.
  • The cooldown gets refreshed one second after a tier 1 tower falls.
  • The Glyph goes on cooldown upon match begin, so that it is ready 3 minutes after the first creeps spawn.

Glyph Trivia[edit]

  • In DotA, Glyph grants friendly buildings spell immunity and +9999 armor, instead of 100% damage resistance like in Dota 2.
    • This means physical attacks still did 1 damage to them, since 100% physical damage resistance cannot be achieved with just armor, and the game rounds damage numbers to full numbers.
    • This also means that fortified buildings cannot be targeted by some spells which otherwise could target them.
  • In earlier versions of DotA, Glyph did not grant spell immunity, and skills such as Pugna minimap icon.png Pugna's Nether Blast could deal damage through it.

Abilities affecting buildings[edit]

The following abilities can target or damage buildings.

Most hero abilities that deal physical damage are considered hero damage and are reduced by 50% against structure armor as well as standard armor value reductions.

See also[edit]