Tier 2 Tower

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Tier 2 Tower
Tower Radiant model.png
Tower Radiant model.png
Tower Dire model.png
Tower Radiant icon.pngTower Dire icon.png
Building
Level 2
Health 2500
Health regeneration 0
Armor 16
Magic resistance 0%
Attack damage 170‒174
Acquisition range 700
Attack range 700
Base attack time 0.9
Attack speed 110
Attack animation 0.6+0.4
Projectile speed 750
Turn rate 1
Collision size 144
Vision range 19001100 (G)
Bounty 95‒185 (+ 110)
Experience 0
Abilities Backdoor Protection
Tower Protection
True Sight
Notes Denying grants half team bounty to both teams


Main Article: Buildings

Abilities[edit]

Backdoor Protection
Backdoor Protection icon.png
Ability
Passive / Aura
Affects
Self
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
Modifiers
Buff Backdoor Protection Active: Undispellable.

Notes:

  • All buildings, except for tier 1 towers have this ability (although tier 1 towers have the 60% damage reduction against illusions).
  • 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.


Tower Protection
Pierces spell immunity.
Tower Protection icon.png
Ability
Aura
Increases armor and health regeneration of nearby allied heroes.
Radius: 900
Armor Bonus: 5
Health Regen Bonus: 3
Aura Linger Duration: 0.5
Modifiers
Buff Tower Aura Bonus: Undispellable.

Notes:

  • The aura's buff lingers for 0.5 seconds.
  • Tier 1 towers can regenerate up to 60 health in one minute.
    • Tier 2/3/4 towers can regenerate up to 180 health in one minute.
  • 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 and health regen bonuses update after the linger time.


True Sight
Pierces spell immunity.
Sentry Ward ability icon.png
Ability
Aura
Affects
Enemies
Adds the ability to see invisible units and wards to any allied vision within the structure's range.
Radius: 700
Aura Linger Duration: 0.5
Modifiers
Debuff Truesight: Undispellable.

Notes:

  • 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.