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Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire team. Buildings are divided into several categories, each with their own role.


Radiant and Dire towers

Each faction's three lanes are guarded by 3 towers, and their Ancient guarded by 2 neighboring towers. There are 4 different tiers of towers, increasing in strength the higher the tier:

Every tower, except for tier 1 towers, is invulnerable until the tower preceding it is destroyed. The two towers defending a team's Ancient become vulnerable if any tier 3 tower is destroyed. Note: No barracks have to be killed to make these towers vulnerable. Both of the tier 4 towers must be destroyed in order to remove the Ancient's invulnerability.

All towers have a sight range of 1900/800, and an attack range of 700. All towers deal siege damage, which deals only 85% damage to heroes, but 150% damage to all siege lane creeps. Towers never attack nearby neutral creeps. Additionally, all towers have True Sight in a 700 area around them, allowing them to see any invisible units including Observer Wards and Sentry Wards.

Towers can be denied, just like creeps, once they have 10% health or less. This means that tier 1 towers (1400 total health) can be denied at 140 health or lower, and tier 2-4 towers (1600 total health) can be denied at 160 health or lower. Denying towers reduces the gold bounty gained by the enemy team.

Towers have a specific targeting priority that determines which enemy it will attack. This list represents that priority in descending order:

  1. Closest enemy unit or hero attacking a friendly hero.
  2. Closest enemy unit or hero attacking the tower itself.
  3. Closest enemy unit or hero attacking any other friendly unit.
  4. Closest enemy unit.
  5. Closest enemy hero.
  6. Closest enemy catapult.
  7. Closest enemy ward.

Note that in the above list, catapults and wards are exceptions, always being targeted after other units, even if they are attacking a friendly hero or the tower. Furthermore, towers attacking a catapult or ward will automatically switch to any other valid unit that enters their range (and towers attacking a ward will automatically switch to a catapult entering the range if it is the only other valid target). For any other unit, the tower will finish killing its current target before acquiring a new one.

  • There is one exception, which comes from an enemy unit attacking or issuing an attack order on a friendly hero. When this happens, all nearby friendly computer-controlled units, including towers, will immediately switch targets to the aggressor. This special aggro has a 2.5 second cooldown, allowing players to issue an attack outside tower range, then move into range, and issue another attack without drawing aggro.

Otherwise, the tower will only switch targets under four circumstances:

  • If the targeted enemy dies.
  • If the targeted enemy moves out of the range.
  • If the targeted enemy issues an attack order on a friendly unit or hero.

When the tower switches targets, it will choose a new target based on the above priority list. In the third case, if the previous target is still the highest priority, it will continue to attack it.

When an enemy tower is destroyed, all allied heroes receive the tower's bounty as reliable gold.

If a hero gets the last hit on a tower, he receives an additional 150-250 reliable gold.

If a tower is denied, the team bounty is halved, and no last-hit bounty is awarded.

Tier Health Damage Armor BAT Team Bounty Team Bounty
1 1400 100 -120 14 1 120 60
2 1600 142 -162 16 0.95 200 100
3 1600 142 -162 16 0.95 200 100
4 1600 142 -162 24 0.95 200 100
  • Has base Backdoor Protection icon.png Backdoor Protection.
  • Tower Protection icon.png Tower Protection provides 3 armor.
  • Invulnerable until any tier 3 tower is destroyed.
  • Both tier 4 towers must fall to make the Ancient vulnerable.

Version history[edit]

    • Reduced tier 3 tower team bounty from 240 to 200.
    • Reduced tier 4 tower team bounty from 280 to 200.
  • Increased Unknown icon.png Tower Armor Bonus radius from 1400 to 1600.
  • Reduced all tower's armor by 2. [?]
  • Unknown icon.png Tower Armor Bonus
    • Increased armor bonus per nearby enemy hero from 2 to 3.
    • Increased radius from 1200 to 1400.
  • Tier 1 tower
    • Reduced team bounty from 160 to 120.
    • Increased health from 1300 to 1400.
  • Reduced all tower's armor by 4. [?]
  • All towers now gain 2 armor per enemy hero within 1200 radius of them (Unknown icon.png Tower Armor Bonus).
  • Increased illusion damage reduction to buildings from 30% to 50%.
  • Tier 4 towers now have 3 HP/sec regeneration.
  • Increased illusion damage reduction to buildings from 25% to 30%.
  • Increased Tier 2 Tower attack damage from 120-140 to 122-182. [?]
  • Reduced True Sight icon.png True Sight radius from 900 to 700.
  • Added an ability to towers.
Tower Protection icon.png Tower Protection:
Provides nearby allied heroes armor.
Radius: 900
Tier 1 armor bonus: 1
Tier 2 armor bonus: 3
Notes: Only affects heroes, illusions and creep-heroes. Multiple instances do not stack.
  • Adjusted the position of the bottom Radiant Tier 2 Tower and nearby trees.
  • Tier 3 towers/rax moved very slightly back away from the ramp.
  • Spaced out Radiant tier 4 towers slightly.
  • Tier 2 and 3 towers armor reduced from 25 to 22.
  • All illusions now deal 25% less damage to structures.
  • Tower bounty decreased from 264/312/358/405 to 160/200/240/280 (denied is 50%).
  • Tier 2 Tower's armor increased from 20 to 25.
  • Tower last hit bonus gold increased from 100-200 to 150-250.
  • Level 1 and Level 2 towers armor increased from 18 to 20.
  • Towers no longer have separate bounty values when creeps or allies get the last hit, it now gives the same reliable bounty to all players as if a creep killed it.
  • Hero getting last hit on tower gives 100-200 bonus gold. Does not affect team bounty in any way.
    • Previously if you get the last hit:
      • You would get no team bounty.
      • Allies get slightly less gold.
    • Now:
      • Allies always get the same amount regardless of who last hits.
      • A hero last hitting gets roughly the same overall amount as before.
  • Changed the damage type of the first tower to be Siege like the rest of the towers. Adjusted the damage table to keep the damage creeps take in the laning phase unchanged.
  • Tower does not regenerate from allied damage (when trying to deny).
  • First towers are invulnerable until first wave comes out (to prevent some abuses in -rd).
  • Improved first middle Scourge tower area.
  • Tower regeneration reduced.
  • Neutral ancients can no longer attack towers (abuse precaution).
  • Improved level 3 towers a bit (no longer weaker than level 2 towers).
  • Removed the slowing towers at rax (will implement a better solution in the future).
  • Added single target attack speed slowing invis tower at rax that helps vs backdoor.


Radiant's and Dire's Ancient

Ancients are massive structures found inside each faction's base. In order to win, each team must destroy the enemy team's Ancient. Ancients have no offensive abilities themselves, but are guarded by 2 towers. They cannot be attacked until both towers are destroyed.

Ancients have 4250 health, and regenerate 3 health per second. Ancients also have 15 armor, 2600/2600 sight range, and True Sight in a 900 area around them. Upon destruction Ancients apply the knockback debuff to any close units.

Version history[edit]

  • Increased illusion damage reduction to buildings from 25% to 30%.
  • All illusions now deal 25% less damage to structures.
  • Fixed various minor inconsistencies between sentinel and scourge units/buildings.
  • Removed attack from world tree.


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

Barracks are special buildings, defended by 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, and one for ranged creeps. Destroying either Barracks provides a large boost to the destroying team's associated lane creeps, increasing their statistics, as well as reducing the gold and experience they give when killed.

Barracks are invulnerable until the tower that is guarding them is destroyed. Melee Barracks have 1500 health and regenerate 5 health per second, while Range Barracks only have 1200 health and no regeneration. Barracks also have 900/600 sight range. Destroying a melee barracks grants every player on the team 225 reliable gold, while destroying a range barracks grants 150 reliable gold; if a player unit gets the last hit, that player receives an additional 100-150 reliable gold bounty. Barracks do not have True Sight, but do have backdoor protection.

Barracks Health Regeneration Armor Bounty Notes
Melee Barracks 1500 5.0 Health/sec 15 100-150 Gold
  • Grants an additional 225 reliable gold to each enemy hero when destroyed.
  • When destroyed, enemy melee creeps in that lane become Super Melee Creeps, which have the following bonuses:
    • Increased base damage by 19 (19-23 to 36-44) and growth per upgrade by 1 (1 to 2).
    • Increased base health by 150 (550 to 700) and growth per upgrade by 9 (10 to 19).
    • Increased armor by 1 (2 to 3).
    • Reduced gold bounty by 20-16 (36-40 to 16-24).
    • Reduced experience bounty by 20 (45 to 25).
    • Increased model size (cosmetic only).
Ranged Barracks 1200 0.0 Health/sec 10 100-150 Gold
  • Grants an additional 150 reliable gold to each enemy hero when destroyed.
  • When destroyed, enemy range creeps in that lane become Super Range Creeps, which have the following bonuses:
    • Increased base damage by 20 (21-26 to 41-46) and growth per upgrade by 1 (2 to 3).
    • Increased base health by 175 (300 to 475) and growth by per upgrade by 8 (10 to 18).
    • Increased armor by 1 (0 to 1).
    • Reduced gold bounty by 24-22 (42-48 to 18-26).
    • Reduced experience bounty by 65 (90 to 25).
    • Increased model size (cosmetic only).

Version history[edit]

  • Melee Barracks team bounty reduced from 275 to 225.
  • Ranged Barracks team bounty reduced from 225 to 150.
  • Increased illusion damage reduction to buildings from 25% to 30%.
  • Melee Barracks team bounty increased from 175 to 275.
  • Ranged Barracks team bounty increased from 100 to 225.
  • Melee/Ranged Barracks team bounty from 125/75 to 175/100 gold.
  • Melee and Ranged Barracks bounty reduced from 352-370 to 100-150.
  • Melee and Ranged Barracks now give 125 and 75 gold to each player, respectively.
  • All illusions now deal 25% less damage to structures.
  • Melee Barracks health regen increased from 2.5 to 5.
  • Ranged Barracks health regen decreased from 2.5 to 0.
  • Ranged Barracks health reduced from 1500 to 1200 and armor increased from 5 to 10 (same EHP vs physical damage).
  • Range rax no longer has extra regeneration.
  • Added a new regeneration armor mechanism for towers and rax.
  • Significantly lowered Ancient of Lore and Temple of the Damned's armor and increased their health regeneration (15->5 armor, 2.5->20 health/sec).
  • Removed corpse creation from Scourge's Graveyard.
  • Slightly improved regen on rax.


Radiant's and Dire's fountain

Fountains are buildings located in the respawn areas of both bases, and provide healing and mana regeneration to all allied units near it. They also attack any enemy unit that comes within 800 range, dealing 190-199 physical siege damage per attack. Together with their BAT of 0.15 this means that the fountain will deal around 970 DPS (before armor reductions) to the enemy heroes. Fountains have a True Sight radius of 1200. They are also invulnerable.

Patch history[edit]


Version history[edit]

  • Fountain Healing now shows a buff icon during its duration.
  • Fountain area is now at a higher elevation level.
  • Fountain vision increased from 1400 to 1800.
  • Fountain attack range increased from 1100 to 1200.
  • Fountain True Sight increased from 900 to 1200.
  • Heroes now respawn with full mana.
  • Increased Dire's fountain projectile speed from 1400 to 1500. [?]
  • You can no longer attack items you do not own if they are in the fountain area.
  • Fountain heal range increased by a small amount.
  • Added an additional constant 7 mana regeneration to fountains.
  • Added code to prevent Couriers with invulnerability shield from entering enemy fountain areas to steal items.
  • [Undocumented] Fountains are no longer invulnerable.
  • Fountain healing ranged improved a bit, but smaller than the attack range obviously.
  • Scourge and Sent fountains same range (check this).
  • Fountains now have True Sight.


Radiant and Dire shrines

Shrines are small supportive buildings scattered throughout both bases, and located outside of the base. In total, there are 5 shrines per team, from which 3 are located within the base around the Ancient, while the remaining 2 are in front of the secret shop and the ancient creep camp in the jungle respectively. Shrines are invulnerable until one tier 3 tower of the team fall.

Shrines provide no vision, so the ones outside of the base 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. Shrines are also quite tough, having high armor and a big health pool, so that destroying one takes some time. Like other important buildings, their destruction grants gold to the enemy team when destroyed by them.

The main purpose of the shrines is to provide a quick heal and mana restoration to heroes. All of them have a passive ability which can be activated by heroes by right-clicking the shrine. The ability greatly boosts health and mana regeneration of nearby allied units for a short time. This ability has a high cooldown though, so it should not be used mindlessly. Shrines cannot be used until five minutes after the first creep wave spawns.

Version history[edit]

  • Removed the shrines behind the bottom and top Barracks for both factions. [?]
  • Reduced Shrine team bounty from 150 to 125.
  • Sanctuary icon.png Sanctuary
    • Now start on cooldown and become available at 5 minutes after the first creep wave spawns. [?]
    • Reduced bonus mana regen per minute from 1 to 0.75.
  • Reduced Sanctuary icon.png Sanctuary base health regen bonus from 100 to 90.
  • Reduced Sanctuary icon.png Sanctuary base health regen bonus from 120 to 100.
  • Shrines are now vulnerable after a tier 3 tower dies (same as the Shrines inside the base), rather than after all T2 towers die.
  • Created.

Effigy buildings[edit]

Radiant and Dire effigy buildings

In addition to the above buildings, there are other buildings that have no special function within a base, called Effigy Buildings. These buildings exist only to occupy enemy creeps and to provide enemy players with gold.

On the whole, there are 5 of such buildings on each side. They can be made into effigies by using a cosmetic item. These are functionally identical to other buildings, but have a different appearance and display a text notification when destroyed.

Effigy buildings have 1000 health, 12 armor, and backdoor protection. They also have a sight range of 800/550 and give a 125 unreliable gold bounty when destroyed.

Version history[edit]

  • Increased effigy buildings HP from 500 to 1000.
  • Increased effigy buildings armor from 10 to 12.
  • Increased effigy buildings bounty from 111 to 125 to the killer.
  • Fixed Glyph not affecting Effigy buildings

Building abilities[edit]

Backdoor Protection
Pierces spell immunity.
Backdoor Protection icon.png
Passive / Aura
Structure takes reduced damage, and quickly regenerates any damage taken while no enemy creeps are nearby.
Search Radius: 900 / [ Info Needed ]
Heal per Second: 90
Damage Reduction: 25%
Protected Illusion Damage Reduction: 75%
Unprotected Illusion Attack Damage Reduction: 60%
Reactivation Delay: 15
Buff Backdoor Protection Active: Undispellable.


  • All buildings, except for tier 1 towers and the shrines outside of the base have this ability.
  • Tier 2 towers outside the base use different backdoor protection of one inside the base, whose search radius is 900.
    • That means the backdoor protections of tier 2 towers outside the base are all independent from each other and from the base backdoor protection.
    • However, the protection of buildings inside the base is bound together. If one of them loses backdoor protection, all of them do.
  • The unit detection is aura-based. If an enemy lane creep gets within 900 / [ Info Needed ] radius of the building, 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 25% 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.
True Sight 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
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.

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


  • The aura's buff lingers for 0.5 seconds.
  • Multiple instances of Tower Protection do not stack.

Tower Armor Bonus
Pierces spell immunity.
Unknown icon.png
The tower's armor increases the more enemy heroes are nearby.
Radius: 1600
Armor Bonus per Hero: 3
Buff Tower Armor Bonus: Undispellable.


Rejuvenation Aura
Cannot be used by illusions. Pierces spell immunity.
Rejuvenation Aura icon.png
Heals 4% HP and 4% + 14 mana per second.
Radius: 1200
Max Health as Regen Bonus: 4%
Base Mana Regen Bonus: 14
Max Mana as Regen Bonus: 4%
Buff Fountain Rejuvenation: Undispellable.


  • The aura's buff lingers for 3 seconds.
  • Restores in the form of regeneration, so it restores 0.4% of max health and 1.4 + 0.4% of max mana in 0.1 second intervals.
  • Fully stacks with other sources of regeneration. The bonuses are not considered by percentage regeneration increases.
  • Can fully heal units in 25 seconds. Mana restores faster because of the flat portion, so the smaller the mana pool, the faster it fills.
  • 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.

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: 90
Bonus Health Regen per Minute: 2
Base Mana Regen: 40
Bonus Mana Regen per Minute: 0.75
Duration: 5
Cooldown symbol.png 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.
  • Multiple instances of the aura do not stack, so standing between two activated shrines in the base does not double the effect.
  • For each full minute mark, starting after the first creep wave spawn, the health and mana regeneration get stronger. There is no cap to this.
  • The auras do not update if they were activated just a few seconds before a full minute mark was reached. Their values are set upon cast.
  • Restores in the form of regeneration, so it restores 9 (+ 0.2 per minute) health and 4 (+ 0.075 per minute) mana in 0.1 second intervals.
  • Can heal and restore up to 495 (+ 11 per minute) health and 220 (+ 4.125 per minute) mana over its full duration (duration + buff linger time).
  • All shrines are on cooldown until the 5 minute mark of the game.

Version history[edit]

  • Added Sanctuary ability with the addition of Shrines.
  • Backdoor protection now also reduces incoming damage by 25%.
  • Increased Anti-Backdoor regeneration rate.
  • Slightly increased the regen rate of barracks and towers when they are attacked without nearby creeps/corpses from 40 to 55.
  • Added a new regeneration armor mechanism for towers and rax.
    • The "regen armor" is stripped away whenever there are nearby creeps (or corpses). It gets restored once 15 seconds elapse without a nearby unit.
    • If a tower or rax takes damage without the regen armor, that life lost can never be naturally regenerated. If it does have the regen armor, then it will regenerate at a rate of 40 health/second and take only 25% damage from illusions.
    • Flagged areas are: 1) All places considered in or near base, 2) second top tower, 3) second mid tower, 4) second bot tower.

Glyph of Fortification[edit]

The Glyph of Fortification is an ability usable by any player on a team that renders all buildings owned by their team invulnerable and spell immune for a short duration. It can only be used once every 5 minutes, and lasts for 5 seconds. The Glyph can be used to stop enemy pushes, or slow them down long enough to organize a defense.

Cooldown is refreshed whenever you lose a tier 1 tower.

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.