“ | ▶️ 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
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
Heroes | Magic resistance |
---|---|
25% |
Creeps
Units | Magic resistance |
---|---|
Mega Melee Creep, Mega Ranged Creep, Melee Creep, Ranged Creep, Super Melee Creep, Super Ranged Creep | 0% |
Flagbearer Creep, Mega Flagbearer Creep, Super Flagbearer Creep | 40% |
Lycan Lane Wolf | 70% |
Mega Siege Creep, Siege Creep, Super Siege Creep | 80% |
Summons
Summons | Magic resistance |
---|---|
Astral Spirit, Earth, Fire, Mars Soldier, Spirit Bear | 0% |
Void | 20% |
Storm | 25% |
Warlock Golem | 33% |
Familiar | 35% |
Stacking
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 set a unit's magic resistance to 100%.
- Formula
For total magic resistance of a unit (multiply the result by 100 to get the percentage value):
Total magic resistance = 1 − ((1 − natural resistance) × (1 − first resistance bonus) × (1 − second resistance bonus) × (1 + first resistance reduction) × (1 + second resistance reduction))
For magical damage after magic resistance:
Actual damage = magical damage × (1 − natural resistance) × (1 − first resistance bonus) × (1 − second resistance bonus) × (1 + first resistance reduction) × (1 + second resistance reduction)
- Base magic resistance negation
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.
Example:
- Anti-Mage with level 4 Counterspell and a Cloak has a magic resistance of:
- 1 - (1 - 0.25) × (1 - 0.45) × (1 - 0.2) = 67%
- Visage on max level under the effect of a level 4 Ancient Seal and a level 4 Decrepify cast by an enemy has a magic resistance of:
- 1 - (1 - 0.25) × (1 + Expression error: Unexpected / operator.) × (1 + 0.6) = Expression error: Unexpected / operator.%
Effective HP
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 | ∞ |
- Calculating effective HP
Effective HP = Total HP / (1 - magic resistance)
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 effective HP whereas one source provides 33%.
- Example
- Anti-Mage has 1550 health at max level. With his basic magic resistance, max level Counterspell and a Cloak, he has an effective HP of:
- 1550 / (1 - 67 × 0.01) = 4696.97 effective HP
- Visage has 2122 health at max level. With his basic magic resistance, while under the effect of a level 4 Ancient Seal and an enemy level 4 Decrepify, he has an effective HP of:
- 2122 / (1 - Expression error: Unexpected / operator. × 0.01) = Expression error: Unexpected / operator. effective HP
Modifying magic resistance
Several abilites and items have abilities that grant or reduce magic resistance.
Magic resistance increasing abilities
The following abilities increase magic resistance:
- Hero magic resistance bonus: 1200
Non-hero magic resistance bonus: 10%/12%/14%/16%
Aura, affects nearby allies. The buff lingers for 20%/24%/28%/32% seconds. - Illusion magic resistance bonus:
The spawned illusions gain bonus magic resistance. - Magic resistance bonus: 0.4/0.6/0.8/1 ( )
Self bonus factor: 3
Requires a Talent. Aura, affects all allies on the map. Has stronger effect on self. The buff lingers for 7 seconds. - Magic resistance bonus: 40
Duration: 5
Affects the target ally. The magic resistance is only applied when fully invisible. It is not applied during the fade time. - Hellbear - [[Hellbear#|]]Hero magic resistance bonus: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Non-hero magic resistance bonus: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Aura, affects nearby allies The buff lingers for Lua error in Module:Show at line 70: attempt to index field '?' (a nil value). seconds. - Magic resistance bonus: 100%
Duration: 3.5/4/4.5/5
Affects the target unit. - Magic resistance bonus: 10%
Aura, affects nearby allies. The buff lingers for 0.5 seconds. - Magic resistance bonus: 1
Passive. - Magic resistance bonus: 33%
Passive.
Magic resistance reducing abilities
The following abilities reduce magic resistance:
- Magic resistance reduction: 12/18/24/30 ( )
Duration: 16%/19%/22%/25%
Aura, affects enemies within the target area. The debuff lingers for 16%/19%/22%/25% seconds. - Magic resistance reduction: 12/18/24/30
Duration: 55%/60%/65%/70%
Affects the target of every single-target non-item spell cast by the hero. The debuff is placed before the triggering spell takes effect. - 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. - Magic resistance reduction: 80%
Duration: 40%
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: 15%
Duration: 6
Affects the attacked enemy. - Magic resistance reduction: 1.45/1.55/1.65/1.75
Duration: 0.5
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: 4/8/12/16
Max stacks: 3%/6%/9%/12%
Duration: 4%/6%/8%/10%
Affects the attacked enemy.
Magic resistance granting talents
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
- s:value% Magic Resistance for Chaotic Offering Golems:
Magic resistance granting items
These items grant bonus magic resistance to the hero who has them equipped.
Magical damage barrier
Magical damage barriers absorb a set amount of magical damage, no matter whether it comes from spells (magical spell damage) or attacks (magical attack damage). They absorb the damage before it is reduced by magic resistance. This means when a hero with for example 25% magic resistance and a 300 health damage barrier gets hit by 400 magical damage, the shield will absorb 300 of that. The exceeding 100 are not absorbed and are now reduced by the 25% magic resistance down to 75. So in this scenario, the hero 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.
Multiple sources of magical damage barriers do not stack. When affected by multiple, all of them deplete at the same time. For example, if a unit is affected by a level 4 Flame Guard ( barrier health) and by Pipe of Insight (450 barrier health), and then takes 300 magical damage, both shields lose 300 capacity, leaving Flame Guard with -300 and Pipe of Insight 150 absorb capacity.
However, if a unit is affected by multiple barriers, and then receives a damage instance that is greater than all barriers individually, the damage gets blocked as if the barriers were one barrier with combined capacity. For example, if a unit is affected by a level 4 Flame Guard ( barrier health) and by Pipe of Insight (450 barrier health), and then takes 1000 magical damage, both barriers get depleted, and the unit takes the remaining 550 damage.
- Barrier Health: 350
Duration: 12
This is an old ability. - Barrier Health: 450
Duration: 12
Affects allies and structures within a 1200 radius on cast.