Tier 4 Tower

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Tier 4 Tower
Tower Radiant model.png
Tower Radiant model.png
Tower Dire model.png
Tower Radiant icon.pngTower Dire icon.png
Ancient Building
Level 4
Health 2100
Health regeneration 0
Armor 21
Magic resistance 0%
Attack damage 170‒180
Acquisition range 700
Attack range 700
Base attack time 0.95
Attack animation 0.6+0.4
Projectile speed 750
Turn rate 1
Collision size 144
Vision range 1900800
Vision type Ground
Bounty 150‒250 (+ 160)
Experience 0
Abilities Backdoor Protection
Tower Protection
True Sight
Notes Denying removes team bounty

Main Article: Buildings


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.

Tower Protection
Pierces spell immunity.
Tower Protection icon.png
Increases armor of nearby allied heroes.
Radius: 900
Armor Bonus: 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.

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: 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.