Magic resistance
“ | ▶️ Thy magic harms me not.
— Anti-Mage
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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.
Contents
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]
Creeps[edit]
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: 40%/60%/80%/100%
Aura, affects enemies within range of the 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 have Level 4 Counterspell and a Cloak. What is his current magic resistance?
- Base hero magic resistance: 0.25
- Bonus magic resistance: Counterspell: 0.45, Cloak: 0.15
- Magic resistance reduction: 0 (None)
- Anti-Mage's current magic resistance in this example is 64.94%.
- Example 2
- 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'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 at max level has 1400 health with Level 4 Counterspell and a Cloak, how much EHP against magical damage he has?
- According to the previous example in magic resistance stacking above, Anti-Mage with Level 4 Counterspell and a Cloak has a magic resistance of 64.94% (or 0.6494).
- Base magic resistance: 0.25
- Bonus magic resistance: Counterspell: 0.45, Cloak: 0.15
- Anti-Mage has 3992.87 EHP against magical damage in this example.
- Example 2
- 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 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 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:
- Hero magic resistance bonus: 10%
Non-hero magic resistance bonus: 20%
Aura, affects nearby allies. The buff lingers for 0.5 seconds. - Magic resistance bonus: 0% (
6%)
Self bonus factor: 3
Self magic resistance bonus: 0% (18%)
Requires aTalent. Aura, affects all allies on the map. Has stronger effect on self. The buff lingers for seconds.
- 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. - Hero magic resistance bonus: 10%
Non-hero magic resistance bonus: 20%
Aura, affects nearby allies The buff lingers for 0.5 seconds. - Magic resistance bonus: 100%
Duration: 100%
Affects the target unit. - Magic resistance bonus: 10%
Aura, affects nearby allies. The buff lingers for 0.5 seconds. - Magic resistance bonus: 12%/14%/16%/18%
Passive. - Magic resistance bonus: 33%
Passive.
Magic resistance reducing abilities[edit]
The following abilities reduce magic resistance:
- Magic resistance reduction: 15%/20%/25%/30% (
21%/26%/31%/36%)
Duration: 16
Aura, affects enemies within the target area. The debuff lingers for 0.5 seconds. - 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. - 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. - Magic resistance reduction: 12%
Duration: 6
Affects the attacked enemy. - 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. - Magic resistance reduction per stack: 6%/8%/10%/12%
Max stacks: 3%/5%/7%/9%
Duration: 4
Affects the attacked enemy. - 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 |
Besides these, the following heroes have talents which increase the magic resistance of the units they summon
- 80% Magic Resistance for Chaotic Offering Golems:
Magic resistance granting items[edit]
These items grant bonus magic resistance to the hero who has them equipped.
Item | Value | Item cost | Cost per value point |
---|---|---|---|
Cloak | 15 | 500 ![]() |
33.33 ![]() |
Cloak of Flames | 10 | N/A | N/A |
Eternal Shroud | 20 | 3300 ![]() |
165 ![]() |
Glimmer Cape | 15 | 1950 ![]() |
130 ![]() |
Hood of Defiance | 20 | 1500 ![]() |
75 ![]() |
Mage Slayer | 20 | 3450 ![]() |
172.5 ![]() |
Nether Shawl | 25 | N/A | N/A |
Pipe of Insight | 30 | 3475 ![]() |
115.83 ![]() |
Titan Sliver | 16 | N/A | N/A |
Trickster Cloak | 20 | N/A | N/A |
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 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 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 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 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 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 takes the remaining 100 damage before applying magic resistance.
- Barrier Health: 325
Duration: 12 - Barrier Health: 400
Duration: 12
Affects allies and structures within a 1200 radius on cast. - Magical Damage Absorbed: 400
Duration: 12
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