Revision as of 16:59, 12 May 2020 by Lemoncream(talk | contribs)(Imagine adding "After Patch 7.XX..." every time there's a patch. What do you think the wiki will look like over time?)
Mechanics are the inner workings of Dota 2. The following is a list of mechanics topics. Click on each topic to view how they are calculated, where they originate, as well as their complex interactions with other mechanics elements.
These properties are used by units in general, including heroes, creeps, and summons. Heroes possess a number of unique mechanics that other units don't.
Skills possessed by units, to be used on the battlefield. All heroes have at least three basic abilities and one ultimate ability. Hero abilities are acquired upon leveling up with experience. Most abilities need to be activated, while others are passive or augment a hero's basic attacks. Active abilities have a cooldown period between uses.
Baseline stats that increase with each level. Strength increases health and health regeneration, Agility increases armor and attack speed, Intelligence increases mana and mana regeneration. All heroes are associated with one of three attributes, known as their Primary Attribute. Raising a hero's Primary Attribute also raises their physical attack damage. Attributes can also be increased by items and abilities.
Bonuses that increase a hero's stats and properties. Players can pick one of two talents at levels 10, 15, 20, and 25. All talents are unlocked at level 30.
Points needed for heroes to level up. Experience is gained from killing creeps, enemy heroes and controlling outposts. A hero's maximum level is 30, after which experience no longer serves any purpose.
Property that reduces incoming physical damage by a scaling amount per attack. Armor comes in three types, and can be increased or decreased by some items and abilities.
Property that reduces incoming magical damage by a percentage. Most heroes start with 25% Magic Resistance. It can be further increased by some items and abilities.
The internal size of a unit, which is impassable and can block other units. Most heroes have the same collision size, regardless of their graphical model.
Copies of heroes that are generated by abilities, items, or runes. Illusions come in different types, and possess lesser properties of the original hero.
There are three overall categories of damage. Physical damage is done by basic attacks, and some abilities. Magical damage is done by abilities and items. Pure damage is the rarest, and penetrates armor and magic resistance. HP Removal ignores all forms of damage manipulation, and is not technically considered a type of damage.
Damage done by any source other than basic attacks. Spell damage can come in magical, physical, or pure damage types. It is amplified by the Intelligence attribute.
The model animation that plays when a unit attacks. Damage is dealt at the attack point, followed by the attack backswing of the animation. Attack animations play faster or slower according to a unit's attack speed.
The model animation that plays when a unit uses an ability. The ability is used at the cast point, followed by the cast backswing of the animation. Each ability has its own unique cast animation. The speed of cast animations cannot be altered, and therefore cast speed stays the same throughout the match for each ability.
The battlefield where Dota 2 matches takes place. Three Lanes are present on the map, and lead into each team's base. In between the lanes are wooded areas known as the Jungle.
Structures that aid in the defense of each opposing side. The main building is the Ancient, which must be destroyed in order for a side to win. Buildings can be made temporarily invulnerable with Glyph of Fortification.
Currency used to buy items, which increase a hero's capabilities. Heroes gain a small amount of gold every second, and can earn more gold by killing creeps, enemy heroes, and buildings. Dead heroes can use gold to Buyback, allowing them to respawn instantly.
Objects that can be purchased on the game map. Items increase a hero's properties, and grant them special abilities and effects. Smaller items combine into larger items, with the help of recipes. Some items can be disassembled. Neutral items can be found by killing neutral creeps.
Units that automatically spawn on the map. They are killed for gold and experience. Lane creeps attack and push towards the opposing base. Neutral creeps reside in the jungle.
A unit's ability to see the map in real time, versus being covered by the fog of war. Most units have a radius of vision around them. Some units can turn invisible, and can only be detected by True Sight.
Vegetation that serve as impassible obstacles on the game map. Trees can be cut down, and will regrow over time. Some items and abilities can interact with trees.
Dispel refers to methods that remove buffs, debuffs, and status effects. This is an important topic to understanding the internal interactions of Dota 2.
A small graphical representation of the game map, where heroes and other information can be seen. Scanning is a way to reveal the presence of enemies on the minimap.
The act of killing a friendly hero, creep or building with low health. Denying prevents enemy heroes from gaining gold and experience from the denied unit or building.
Matchmaking is the automated system that finds and matches players together, usually based on internal calculations of player skill. Casual and ranked matchmaking are both available.
Internal flag that determines who players are matched with. Players with a history of bad conduct are placed in low priority, and can only match with others in low priority.
Punishments given out to players who violate rules or community norms. Communication bans are given out based on feedback from other players. Total game bans are given out to players who use third party programs to cheat.
Cosmetic items can be used to alter the appearance of heroes and various elements of the interface. They are purely cosmetic and do not affect game mechanics.