Magic resistance

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Counterspell icon.png
▶️ Thy magic harms me not.
Anti-Mage

Magic resistance is a stat that reduces (or increases, if negative) magical damage a unit takes from spells and attacks. Every unit is capable of gaining or losing magic resistance, and most units start with a small amount of base resistance. A hero's magic resistance can be passively increased with talents, certain items, and some abilities. Magic resistance of any unit can also be temporarily increased or reduced with some abilities.

Base magic resistance[edit]

Base magic resistance is a value that never changes throughout a game. It consists of one fixed value set for each unit individually. The base magic resistance of a unit can be a negative number.

Heroes[edit]

Heroes Magic resistance
Abaddon, Alchemist, Ancient Apparition, Anti-Mage, Arc Warden, Axe, Bane, Batrider, Beastmaster, Bloodseeker, Bounty Hunter, Brewmaster, Bristleback, Broodmother, Centaur Warrunner, Chaos Knight, Chen, Clinkz, Clockwerk, Crystal Maiden, Dark Seer, Dark Willow, Dazzle, Death Prophet, Disruptor, Doom, Dragon Knight, Drow Ranger, Earth Spirit, Earthshaker, Elder Titan, Ember Spirit, Enchantress, Enigma, Faceless Void, Grimstroke, Gyrocopter, Hoodwink, Huskar, Invoker, Io, Jakiro, Juggernaut, Keeper of the Light, Kunkka, Legion Commander, Leshrac, Lich, Lifestealer, Lina, Lion, Lone Druid, Luna, Lycan, Magnus, Mars, Medusa, Meepo, Mirana, Monkey King, Morphling, Naga Siren, Nature's Prophet, Necrophos, Night Stalker, Nyx Assassin, Ogre Magi, Omniknight, Oracle, Outworld Destroyer, Pangolier, Phantom Assassin, Phantom Lancer, Phoenix, Puck, Pudge, Pugna, Queen of Pain, Razor, Riki, Rubick, Sand King, Shadow Demon, Shadow Fiend, Shadow Shaman, Silencer, Skywrath Mage, Slardar, Slark, Snapfire, Sniper, Spectre, Spirit Breaker, Storm Spirit, Sven, Techies, Templar Assassin, Terrorblade, Tidehunter, Timbersaw, Tinker, Tiny, Treant Protector, Troll Warlord, Tusk, Underlord, Undying, Ursa, Vengeful Spirit, Venomancer, Viper, Visage, Void Spirit, Warlock, Weaver, Windranger, Winter Wyvern, Witch Doctor, Wraith King, Zeus 0.25

Creeps[edit]

Units Magic resistance
Alpha Wolf, Ancient Black Drake, Centaur Conqueror, Centaur Courser, Dark Troll Summoner, Fell Spirit, Ghost, Giant Wolf, Harpy Scout, Harpy Stormcrafter, Hellbear, Hellbear Smasher, Hill Troll, Hill Troll Berserker, Hill Troll Priest, Kobold, Kobold Foreman, Kobold Soldier, Mega Melee Creep, Mega Ranged Creep, Melee Creep, Ogre Bruiser, Ogre Frostmage, Ranged Creep, Satyr Banisher, Satyr Mindstealer, Satyr Tormenter, Super Melee Creep, Super Ranged Creep, Vhoul Assassin, Wildwing, Wildwing Ripper 0%
Ancient Black Dragon, Ancient Granite Golem, Ancient Rock Golem, Ancient Rumblehide, Ancient Thunderhide, Mud Golem, Shard Golem 50%
Roshan 55%
Siege Creep, Super Siege Creep 80%

Summons[edit]

Summons Magic resistance
Astral Spirit, Boar, Earth, Fire, Forged Spirit, Greater Treant, Hawk, Skeleton Warrior, Spirit Bear, Treant 0%
Void 20%
Spiderite, Spiderling, Storm 25%
Undying Zombie, Warlock Golem 33%
Familiar 35%
Necronomicon Archer, Necronomicon Warrior 40%
Eidolon, Wraith King Skeleton 50%
Lycan Lane Wolf, Lycan Wolf 70%

Base magic resistance negation[edit]

Natural Order interacts with magic resistance differently. Instead of stacking manipulatively with other sources of magic resistance, it acts as a multiplier for the base magic resistance.

Natural Order is currently the only source of base magic resistance negation and it is defined as

This means, for heroes with 25% base magic resistance, it reduces magic resistance by 10%/15%/20%/25%, down to 15%/10%/5%/0%.

Base Magic Resistance Negation
  • Natural Order icon.png
    Base magic resistance negation: 40%/60%/80%/100%
    Aura, affects enemies within range of the Unknown Unit icon.png Astral Spirit. The reduction is based on the enemies' base magic resistance. The debuff lingers for 1 second.

Stacking[edit]

All sources of magic resistance stack multiplicatively. This means a unit's magic resistance value changes less the higher its magic resistance is, and more the lower it is. This prevents a unit from reaching 100% magic resistance by stacking different sources up.

There are several abilities that sets a unit's magic resistance to 100%. E.g. Fate's Edict

Magic resistance multiplier is defined as

With x being the index of base magic resistance, a being the index of magic resistance sources and r being the index magic resistance reduction sources.


To get the total magic resistance percentage


Actual magic damage dealt after magic resistance is defined as

Magic damage barrier absorbs a set amount of magic damage before it is reduced by magic resistance.

Example 1
Anti-Mage minimap icon.png Anti-Mage have Level 4 Counterspell and a Cloak icon.png Cloak. What is his current magic resistance?
Base hero magic resistance: 0.25
Bonus magic resistance: Counterspell: 0.45, Cloak icon.png Cloak: 0.15
Magic resistance reduction: 0 (None)
Anti-Mage minimap icon.png Anti-Mage's current magic resistance in this example is 64.94%.
Example 2
Visage minimap icon.png Visage is at max level under the effect of a Level 4 Ancient Seal and a Level 4 Decrepify. What is his current magic resistance?
Base hero magic resistance: 0.25
Bonus magic resistance: 0 (None)
Magic resistance reduction: Ancient Seal: 0.45, Decrepify: 0.6
Visage minimap icon.png Visage's current magic resistance in this example is -74%.

Effective HP[edit]

The extra damage a unit can take due to magic resistance is known as its extra effective HP (or EHP) for magical damage. Despite each source of magic resistance increasing the magic resistance value less the higher it is and making them seem less effective, each sources increases the unit's effective HP against magical damage by their base value.

A unit with 0% magic resistance has 100% effective HP against magical damage, means magical damage equaling 100% of its health is required to kill it. Most heroes have 0.25 magic resistance by default, making their effective HP against magical damage 133.33%.

Magic resistance -100% -75% -50% -25% -10% 0% 10% 25% 50% 75% 100%
Effective HP 500 571 667 800 909 1000 1111 1333 2000 4000

This definition of EHP assumes all damage taken is magical. EHP against physical damage (such as basic hero attacks etc.) is modified by armor.

Effective HP against magical damage is defined as

Instead of diminishing in effectiveness, multiple sources of resistance are actually more effective stacked than they are individually. Two sources of 25% resistance stacked provides 78% extra EHP whereas one source provides 33%.

Example 1
Anti-Mage minimap icon.png Anti-Mage at max level has 1400 health with Level 4 Counterspell and a Cloak icon.png Cloak, how much EHP against magical damage he has?
According to the previous example in magic resistance stacking above, Anti-Mage minimap icon.png Anti-Mage with Level 4 Counterspell and a Cloak icon.png Cloak has a magic resistance of 64.94% (or 0.6494).
Base magic resistance: 0.25
Bonus magic resistance: Counterspell: 0.45, Cloak icon.png Cloak: 0.15
Anti-Mage minimap icon.png Anti-Mage has 3992.87 EHP against magical damage in this example.
Example 2
Visage minimap icon.png Visage has 2260 health at max level. While under the effect of a Level 4 Ancient Seal and Level 4 Decrepify, how much EHP against magical damage he has?
According to the previous example in magic resistance stacking above, Visage minimap icon.png Visage who is affected by those two abilities will have a magic resistance of -74% (or -0.74).
Base hero magic resistance: 0.25
Bonus magic resistance: 0 (None)
Magic resistance reduction: Ancient Seal: 0.45, Decrepify: 0.6
Visage minimap icon.png Visage has 1298.85 EHP against magical damage in this example.

Modifying magic resistance[edit]

Several abilites and items have abilities that grant or reduce magic resistance.

Magic resistance increasing abilities[edit]

The following abilities increase magic resistance:

Magic resistance increasing abilities
  • Counterspell icon.png
    Magic resistance bonus: 15%/25%/35%/45% (Talent 35%/45%/55%/65%)
    Passive.
  • Cloak Aura (Centaur Courser) icon.png
    Hero magic resistance bonus: 10%
    Non-hero magic resistance bonus: 20%
    Aura, affects nearby allies. The buff lingers for 0.5 seconds.
  • Arcane Aura icon.png
    Magic resistance bonus: 0% (Talent 6%)
    Self bonus factor: 3
    Self magic resistance bonus: 0% (Talent 18%)
    Requires a Talent Talent. Aura, affects all allies on the map. Has stronger effect on self. The buff lingers for seconds.
  • Elder Dragon Form icon.png
    Magic resistance bonus: 0%/0%/0% (Upgradable by Aghanim's Scepter. /40%)
    Only granted on level 4, which requires Aghanim's Scepter icon.png Aghanim's Scepter.
  • Glimmer Cape icon.png
    Magic resistance bonus: 45%
    Duration: 5
    Affects the target ally. The magic resistance is only applied when fully invisible. It is not applied during the fade time.
  • Cloak Aura (Hellbear) icon.png
    Hero magic resistance bonus: 10%
    Non-hero magic resistance bonus: 20%
    Aura, affects nearby allies The buff lingers for 0.5 seconds.
  • Fate's Edict icon.png
    Magic resistance bonus: 100%
    Duration: 100%
    Affects the target unit.
  • Pipe of Insight icon.png
    Magic resistance bonus: 10%
    Aura, affects nearby allies. The buff lingers for 0.5 seconds.
  • Flesh Heap icon.png
    Magic resistance bonus: 12%/14%/16%/18%
    Passive.
  • Demolish (Spirit Bear) icon.png
    Magic resistance bonus: 33%
    Passive.
  • Corrosive Skin icon.png
    Magic resistance bonus: 10%/15%/20%/25% (Talent 15%/20%/25%/30%)
    Passive.

Magic resistance reducing abilities[edit]

The following abilities reduce magic resistance:

Magic resistance reducing abilities
  • Ice Vortex icon.png
    Magic resistance reduction: 15%/20%/25%/30% (Talent 21%/26%/31%/36%)
    Duration: 16
    Aura, affects enemies within the target area. The debuff lingers for 0.5 seconds.
  • Ethereal Blade icon.png
    Magic resistance reduction: 40%
    Duration: 4
    Affects the target unit. The magic resistance reduction of multiple ethereal effects does not stack, the one with higher value takes priority.
  • Ghost Scepter icon.png
    Magic resistance reduction: 40%
    Duration: 4
    Affects the caster. The magic resistance reduction of multiple ethereal effects does not stack, the one with higher value takes priority.
  • Grove Bow icon.png
    Magic resistance reduction: 12%
    Duration: 6
    Affects the attacked enemy.
  • Ghost Shroud icon.png
    Magic resistance reduction: 40%
    Duration: 3/3.5/4/4.5
    Affects the caster. The magic resistance reduction of multiple ethereal effects does not stack, the one with higher value takes priority.
  • Decrepify icon.png
    Ally magic resistance reduction: 25%
    Enemy magic resistance reduction: 30%/40%/50%/60%
    Duration: 3.5 (Talent 5)
    Affects the target unit. The magic resistance reduction of multiple ethereal effects does not stack, the one with higher value takes priority.
  • Ancient Seal icon.png
    Magic resistance reduction: 3/4/5/6 (Talent )
    Duration:
    Affects the target enemy.
  • Poison Attack icon.png
    Magic resistance reduction per stack: 6%/8%/10%/12%
    Max stacks: 3%/5%/7%/9%
    Duration: 4
    Affects the attacked enemy.
  • Solar Bind icon.png
    Magic resistance reduction: 15%/20%/25%/30%
    Affects the target enemy.

Magic resistance granting talents[edit]

The following heroes have a talent that grants them bonus magic resistance.

Bonus Level 10 Level 15 Level 20 Level 25
Left Right Left Right Left Right Left Right
Magic resistance
  • Death Prophet minimap icon.png +12%
  • Bane minimap icon.png +15%
  • Enchantress minimap icon.png +12%
  • Vengeful Spirit minimap icon.png +12%
  • Techies minimap icon.png +20%
  • Elder Titan minimap icon.png +15%
  • Necrophos minimap icon.png +15%
  • Earthshaker minimap icon.png +40%

Besides these, the following heroes have talents which increase the magic resistance of the units they summon

Specific summons magic resistance bonus

Magic resistance granting items[edit]

These items grant bonus magic resistance to the hero who has them equipped.

Magic resistance granting items
Item Value Item cost Cost per value point
Cloak icon.png Cloak 15 500 Gold 33.33 Gold
Cloak of Flames icon.png Cloak of Flames 10 N/A N/A
Eternal Shroud icon.png Eternal Shroud 20 3300 Gold 165 Gold
Glimmer Cape icon.png Glimmer Cape 15 1950 Gold 130 Gold
Hood of Defiance icon.png Hood of Defiance 20 1500 Gold 75 Gold
Mage Slayer icon.png Mage Slayer 20 3450 Gold 172.5 Gold
Nether Shawl icon.png Nether Shawl 25 N/A N/A
Pipe of Insight icon.png Pipe of Insight 30 3475 Gold 115.83 Gold
Titan Sliver icon.png Titan Sliver 16 N/A N/A
Trickster Cloak icon.png Trickster Cloak 20 N/A N/A
Vambrace (Strength) icon.png Vambrace (Strength) 10 N/A N/A

Magical damage barrier[edit]

Magical damage barriers absorb a flat amount of magical damage, no matter whether it comes from abilities (magical spell damage) or attacks (magical attack damage). The barrier absorbs the damage before it is reduced by magic resistance.

Example 1
Anti-Mage minimap icon.png Anti-Mage has a 300 health damage barrier, and gets hit by 400 magical damage. How much actual magical damage will he take?
Base magic resistance: 0.25
Anti-Mage minimap icon.png Anti-Mage will take 75 magical damage.

This means the exceeding 100 magical damage is not absorbed and the damage is reduced by 25% magic resistance to 75 magical damage. In this example, Anti-Mage minimap icon.png Anti-Mage takes 75 damage. This means a barrier is more effective the lower a unit's magic resistance is, similar to how damage block is more effective, the lower the armor is.

Magic damage barrier stacking[edit]

Multiple sources of magical damage barriers work independently and do not stack, when a unit is affected by multiple magical damage barriers, all of them deplete at the same time.

However, if a unit is affected by multiple barriers receive a damage instance that is greater than all barriers individually, the damage gets blocked as if the barriers were one barrier with combined capacity.

Magic damage barrier stacking is defined as

With n being the incoming magical damage value, b being the index of sources of magic barrier value.

Example 1
Ember Spirit minimap icon.png Ember Spirit is affected by Level 4 Flame Guard and Barrier of Pipe of Insight. He then takes 250 magical damage. Both magical damage barriers will lose 250 capacity.
Barrier capacity: Flame Guard: 500, Barrier: 400
Since incoming magical damage is less than all individual barriers. Both Flame Guard and Barrier will now have 250 and 150 remaining magic barrier capacity respectively.
Example 2
Ember Spirit minimap icon.png Ember Spirit is affected by Level 4 Flame Guard and Barrier of Pipe of Insight. He then takes 1000 magical damage.
Barrier capacity: Flame Guard: 500, Barrier: 400
Since incoming magical damage is greater than the sum of both barriers, both Flame Guard and Barrier are depleted, and magical damage is blocked as if the barriers were one barrier with combined capacity. Ember Spirit minimap icon.png Ember Spirit takes the remaining 100 damage before applying magic resistance.
Sources of magic damage barriers