Damage is any means by which unit's current health can be reduced. The 3 main damage classifications are Physical and Pure.
Damage Sources[]
Damage can come from attacks, abilities and items. Attack damage is the damage dealt per attack, and is displayed on the
sword icon in the HUD. Generally, damage sources are split into two big categories — Attack Damage and Spell Damage.
Attack damage ( ) is the amount of damage a unit is shown to deal with a regular attack. A unit's total attack damage is the sum of its main attack damage (white) and bonus attack damage (green). Most attack damage are physical damage, however, there are some exceptions to this.
Spell damage ( ) is usually damage dealt in a separate instance from attack damage, with some exceptions. This includes all abilities (including item abilities and attack modifiers) which deal the 2 damage types — physical or pure damage.
Damage Classification[]
All forms of damage in Dota 2 are classified by damage types. There are 3 primary damage types: Physical, and Pure.
Physical Damage is reduced by Armor or Damage Block, while Pure Damage is not generally reduced by anything (except for damage reduction, e.g. Enrage and Defense Matrix, which affects all damage types).
All 3 damage types have some interaction with other damage-related game mechanics as noted in the table below. Some damage sources may also have the HP Removal flag, causing the damage to ignore some mechanics which would manipulate it otherwise.
| Mechanic | Damage Type Interaction | |||||
|---|---|---|---|---|---|---|
| Physical Attacks | Physical Abilities | Pure Attacks | Pure Abilities | |||
| Armor | Reduced | Reduced | - | - | - | - |
| Damage Block | Reduced | Normal1 | - | - | - | - |
| Ethereal | Amplified | Amplified | - | - | ||
| Evasion | May Miss | - | May Miss | - | May Miss | - |
| Invulnerability | ||||||
| Damage Manipulation2 | Amplifies, Reduces and Negates all damage types. | |||||
| Damage Negation2 | ||||||
- 1 Except Moon Glaives, although considered as spell damage, its damage is blocked.
{{Footnote|2|These categories only count ability effects which directly manipulate damage, reducing (e.g. Bristleback), amplifying (e.g. Bloodrage) or completely negating them (e.g. Refraction).
Debuff Immunity[]
Default buff icon
Debuff immunity is a modifier which stops most effects of debuffs' effects on a unit without dispelling the debuffs and without preventing debuffs from being placed on the unit. It also grants immunity against pure and reflected damage, as well as protecting against mana loss.
Debuff immunity inherently grants the unit nothing, with the amount depending on the source ability. On top of this, it also grants 100% resistance against pure damage and reflected damage, meaning they deal 0 damage. Note that a 0 damage instance is still registered and still may proc on-damage effect, unless it is flagged as HP Removal.
Physical damage does not interact with debuff immunity at all, regardless of whether the ability pierces debuff immunity or not.
Physical[]
Most attack damage from all units (including buildings) and certain abilities deal physical damage, unless stated otherwise. The total physical damage dealt to a unit is affected by armor (percentage reductions) and damage block (flat reductions). Units under ethereal are not affected by physical damage.
Some abilities (e.g. Guardian Angel and Cold Embrace) provides physical damage immunity, although they can still be targeted by attacks and abilities.
Physical damage from abilities (and theoretically items) is usually unaffected by defense class. Unless it directly manipulates the attack damage (i.e. attack damage increasing abilities or Exorcism). Physical damage (except for Moon Glaives) from these attack damage increasing abilities are affected by armor, but are not affected by evasion and damage block.
The following abilities deal physical damage (summoning abilities and attack damage buffs are not listed):
Abaddon – Aphotic Shield
Abaddon – Borrowed Time
Abaddon – Mist Coil
Abyssal Blade – Bash1, 2
Alchemist – Acid Spray
Alchemist – Unstable Concoction
Alchemist – Unstable Concoction Throw
Anti-Mage – Mana Break1, 2
Arc Warden – Magnetic Field
Axe – Battle Hunger
Axe – Counter Helix
Axe – Culling Blade
Batrider – Firefly
Batrider – Flamebreak
Batrider – Flaming Lasso
Batrider – Sticky Napalm
Battle Fury – Cleave2
Beastmaster – Call of the Wild Hawk
Beastmaster – Drums of Slom
Beastmaster – Wild Axes
Brewmaster – Thunder Clap
Centaur Warrunner – Double Edge
Centaur Warrunner – Hitch A Ride
Centaur Warrunner – Hoof Stomp
Centaur Warrunner – Retaliate
Centaur Warrunner – Stampede
Centaur Warrunner – Work Horse
Chaos Knight – Chaos Bolt
Chen – Martyrdom
Chen – Penitence
Chipped Vest – Passive
Cleave – Cleave2
Clockwerk – Battery Assault
Clockwerk – Hookshot
Clockwerk – Power Cogs
Clockwerk – Rocket Flare
Dark Seer – Ion Shell
Dark Seer – Normal Punch
Dark Seer – Vacuum
Dark Willow – Bedlam
Dark Willow – Bramble Maze
Dark Willow – Shadow Realm
Dawnbreaker – Starbreaker
Dazzle – Poison Touch
Dazzle – Shadow Wave
Death Prophet – Crypt Swarm
Death Prophet – Exorcism2
Death Prophet – Spirit Siphon
Diffusal Blade – Manabreak1, 2
Disperser – Manabreak1, 2
Disruptor – Glimpse
Disruptor – Static Storm
Disruptor – Thunder Strike
Doom – Doom
Doom – Infernal Blade
Doom – Scorched Earth
Dragon Knight – Elder Dragon Form2
Drow Ranger – Frost Arrows
Drow Ranger – Marksmanship1, 2
Drow Ranger – Multishot
Earthshaker – Aftershock
Earthshaker – Echo Slam
Earthshaker – Fissure
Elder Titan – Astral Spirit
Elder Titan – Earth Splitter3
Elder Titan – Echo Stomp3
Grimstroke – Ink Swell
Grimstroke – Phantom's Embrace
Grimstroke – Stroke of Fate
Invoker – Chaos Meteor
Invoker – Cold Snap
Invoker – Deafening Blast
Invoker – E.M.P.
Invoker – Ice Wall
Invoker – Sun Strike
Invoker – Tornado
Io – Spirits
Keeper of the Light – Blinding Light
Keeper of the Light – Illuminate
Kunkka – Tidebringer2
Lance of Pursuit – Hound
Legion Commander – Overwhelming Odds
Lich – Chain Frost
Lich – Frost Blast
Lich – Sinister Gaze
Lifestealer – Consume
Lifestealer – Feast1, 2
Lion – Earth Spike
Lion – Finger of Death
Lone Druid – Entangling Claws
Lone Druid – Summon Spirit Bear
Luna – Moon Glaives4
Magnus – Empower2
Magnus – Horn Toss
Magnus – Reverse Polarity
Magnus – Shockwave
Magnus – Skewer
Mana Break – Mana Break1, 2
Marci – Dispose
Marci – Rebound
Marci – Unleash
Mars – Arena Of Blood
Mars – Spear of Mars
Mirana – Sacred Arrow
Mirana – Starstorm
Monkey King – Wukong's Command
Nature's Prophet – Sprout
Oracle – False Promise
Oracle – Fortune's End
Oracle – Purifying Flames
Oracle – Rain of Destiny
Pangolier – Rolling Thunder
Pangolier – Shield Crash
Primal Beast – Onslaught
Primal Beast – Pulverize
Primal Beast – Trample
Puck – Dream Coil
Puck – Illusory Orb
Puck – Waning Rift
Pugna – Life Drain
Pugna – Nether Blast
Pugna – Nether Ward
Rattlecage – Reverberate
Razor – Eye of the Storm
Riki – Cloak and Dagger1, 2
Rubick – Fade Bolt
Sand King – Burrowstrike
Sand King – Caustic Finale
Sand King – Epicenter
Sand King – Sand Storm
Shadow Blade – Shadow Walk1, 2
Shadow Demon – Demonic Purge
Shadow Demon – Disseminate
Shadow Demon – Shadow Poison
Shadow Shaman – Ether Shock
Shadow Shaman – Mass Serpent Ward
Shadow Shaman – Shackles
Silencer – Arcane Curse
Silencer – Glaives of Wisdom
Silencer – Last Word
Silver Edge – Shadow Walk1, 2
Skeleton Archer – Searing Arrows
Skeleton Archer – Tar Bomb
Skull Basher – Bash1, 2
Skywrath Mage – Arcane Bolt
Skywrath Mage – Concussive Shot
Skywrath Mage – Mystic Flare
Slardar – Bash of the Deep1, 2
Slardar – Slithereen Crush
Snapfire – Firesnap Cookie
Snapfire – Lil' Shredder
Snapfire – Mortimer Kisses
Snapfire – Scatterblast
Snapfire – Spit Out
Sniper – Headshot1, 2
Sven – Great Cleave2
Techies – Blast Off!
Techies – Proximity Mines
Techies – Sticky Bomb
Templar Assassin – Meld
The Leveller – Demolish
Timbersaw – Chakram
Timbersaw – Second Chakram
Timbersaw – Timber Chain
Timbersaw – Whirling Death
Tiny – Tree Grab
Ursa – Fury Swipes1, 2
Venomancer – Noxious Plague
Venomancer – Poison Nova
Venomancer – Poison Sting
Venomancer – Venomous Gale
Visage – Soul Assumption
Weaver – The Swarm4
Windranger – Powershot
Winter Wyvern – Arctic Burn
Winter Wyvern – Splinter Blast
- 1 Damage is directly added to the total attack damage.
- 2 Damage from these abilities is affected by defense class as well.
- 3 Full damage dealt is physical
- 4 Damage dealt is blocked by damage block.
Pure[]
Pure Damage is a damage type that is not reduced by Armor. It is also not amplified, fully ignores Armor and Damage Block. It does not affect invulnerable units.
There are a few sources that can manipulate Pure Damage, with Dispersion being one of them. This mechanic is called damage reduction. Pure damage affects units with Spell Immunity (because spell immunity does not block damage), but that does not mean that an ability that deals pure damage is able to target spell immune units.
For example, Laser deals pure damage, but cannot be cast on units with spell immunity.
Bane – Brain Sap
Bane – Enfeeble
Bane – Fiend's Grip
Bloodseeker – Bloodrage
Bloodseeker – Rupture
Enchantress – Impetus
Enigma – Black Hole
Meepo – Ransack
Nyx Assassin – Vendetta
Omniknight – Hammer of Purity
Omniknight – Purification
Outworld Destroyer – Arcane Orb
Pudge – Meat Hook
Pudge Wars Reborn – Meat Hook
Pudge Wars Reborn – Sun Strike
Spectre – Desolate
Spectre – Reality
Spectre – Spectral Dagger
Templar Assassin – Psi Blades
Tinker – Laser
Warlock Golem – Flaming Fists
Witch Doctor – Death Ward
Witch Doctor – Voodoo Switcheroo
- 1 Mist Coil deals pure damage to the caster, but physical damage to the target.
- 2 Requires a
talent. - 3 Requires Aghanim's Scepter.
- 4 Requires Aghanim's Shard.
Flags[]
Several abilities have certain flags that cause them to behave differently in certain situations, all abilities can be flagged, regardless of damage types. Examples of flags include the HP Removal, the No-reflection, the No-Spell-Lifesteal and the No-Spell-Amplification flag.
HP Removal[]
Abilities with the HP Removal flag ignore and do not trigger any on-damage effects, making them unable to interrupt Blink Dagger or cancel consumables (e.g. Clarity). Their damage also cannot be amplified or negated by most forms of generic damage manipulation and damage negation. In some cases, their damage ignores invulnerability as well. Damage ignored this way is still registered as such and may be counted for statistic purposes.
- 1 Maximum health as cost per second is considered HP Removal to the caster.
- 2 This ability delays damage. The delayed damage is Pure and has the HP Removal flag.
Setting Health[]
Besides healing and damaging, a unit's health may also be directly altered by setting it to certain values. Health altered this way is neither registered as a heal, nor as damage, and therefore is ignored by anything that reacts to healing and damage. It can also never be lethal, and can never set the health beyond the unit's max health. When casting the following abilities with lesser health than the health cost, the caster's goes down to 1HP.
HP Removal is not the same as Setting Health. HP Removal is still damage, but flagged to bypasses several but not all on-damage effects, and can still be lethal.
On-Damage Effects[]
Besides all sources of damage manipulation and spell lifesteal, the following abilities do not react on damage which has the HP Removal flag:
Aegis of the Immortal – Expire Restore
Bane – Nightmare
Batrider – Sticky Napalm
Blade Mail – Damage Return
Blink Dagger – Blink
Bloodthorn – Soul Rend
Bottle – Regenerate
Bristleback – Bristleback
Clarity – Replenish
Elder Titan – Echo Stomp
Healing Salve – Salve
Invoker – Cold Snap
Invoker – Ghost Walk
Lifestealer – Open Wounds
Mjollnir – Static Charge
Monkey King – Tree Dance
Monkey King – Mischief
Nyx Assassin – Spiked Carapace
Orchid Malevolence – Soul Burn
Regeneration Rune – Regeneration
Spirit Bear – Return
Tidehunter – Kraken Shell
Urn of Shadows – Soul Release
Viper – Corrosive Skin
Visage – Soul Assumption
Visage – Gravekeeper's Cloak
Warlock – Fatal Bonds
No-reflection[]
On-damage events of certain abilities do not to interact with the damage of abilities which have the no-reflection flag. This is to prevent infinite damage loops in case of 2 opposing heroes with Blade Mails.
- 1 Triggers on damage effects of all abilities, except from the following list.
- 2 Does not trigger on damage effects.
- 3 Flagged as HP Removal.
The following abilities do not react to abilities with the No-reflection flag:
No-Spell-Lifesteal[]
Abilities with the no-spell-lifesteal flag cannot spell lifesteal, even though their damage is categorised as spell damage.
Arcanist's Armor – Mega Shield
Battle Fury – Cleave
Blade Mail – Damage Return
Chipped Vest – Passive
Kunkka – Tidebringer
Luna – Moon Glaives
Magnus – Empower
Nyx Assassin – Spiked Carapace
Silencer – Glaives of Wisdom1
Storm Spirit – Overload2
Sven – Great Cleave
Templar Assassin – Psi Blades
Tiny – Tree Grab
Tiny – Tree Throw
Witch Doctor – Death Ward3
Witch Doctor – Voodoo Switcheroo3
- 1
The damage of the bouncing attacks is unable to spell lifesteal. The
-based damage is able to spell lifesteal, including that of the bounces. - 2
The damage of the bouncing attacks is unable to spell lifesteal. However, Overload's area damage is able to spell lifesteal, including that of the bounces. - 3
The damage of the bouncing attacks count as spell damage, but is unable to spell lifesteal.
No-Spell-Amplification[]
Abilities with the no-spell-amplification flag ignore all sources of spell damage amplification (except for Hunter's Boomerang), even though their damage is categorised as spell damage.
Arcanist's Armor – Mega Shield
Battle Fury – Cleave
Blade Mail – Damage Return
Chipped Vest – Passive
Kunkka – Tidebringer
Luna – Moon Glaives
Magnus – Empower
Necrophos – Heartstopper Aura
Nyx Assassin – Spiked Carapace
Silencer – Glaives of Wisdom1
Storm Spirit – Overload2
Sven – Great Cleave
Templar Assassin – Psi Blades
Tiny – Tree Grab
Tiny – Tree Throw
Witch Doctor – Death Ward3
Witch Doctor – Voodoo Switcheroo3
- 1
The damage of the bouncing attacks is unaffected by spell damage amplification. The
-based damage is fully affected, including that of the bounces. - 2
The damage of the bouncing attacks is unaffected by spell damage amplification. However, Overload's area damage is fully affected, including that of the bounces. - 3
The damage of the bouncing attacks counts as spell damage, but is unaffected by spell damage amplification.
No-multiplier[]
The no-multiplier flag causes generic damage manipulation to not interact with the flagged damage.
- 1 Maximum health as cost per second has the no-multiplier flag.
- 2 This ability delays damage. The delayed damage has the no-multiplier flag.
- 3 Current health as cost per second has the no-multiplier flag.
Instant Kill[]
This mechanic kill units without the actual use of damage. Similar to HP Removal, the instant kill effect ignores almost all damage manipulations and can only be prevented by a few abilities.
The most prominent example that uses this mechanic is expiring summoned units and illusions, which are killed once their set duration ends. Summons and illusions that get replaced on cast are killed this way as well. Min health via damage manipulation does not prevent instant kill.
Abilities that prevent or bypass instant killing usually have special interactions hard-coded into the abilities.
- Instantly kill debuffed enemy heroes who drop below the threshold.
- Instantly kill the target if their current health is below the threshold.
- Instantly kill the caster if all brewlings die.
- Instantly kill the Spirit Bear upon leveling up the ability, replacing it with a higher level bear.
Instantly kills the Spirit Bear if the caster dies. This restriction is removed when acquring Aghanim's Scepter. - Instantly kill all other Meepoes when one of the Meepoes die.
- Instantly kills the caster and the targeted ally if the Phoenix Sun is destroyed.
Illusions[]
These abilities instantly destroy illusions when used on them, unless the illusions are strong illusions.
Dagon – Energy Burst
Dazzle – Poison Touch4
Disruptor – Glimpse
Lion – Hex
Lion – Mana Drain
Muerta – Parting Shot
Pudge – Meat Hook
Pugna – Life Drain5
Scythe of Vyse – Hex
Shadow Shaman – Hex
- 1 Instantly kills the target upon landing if it is not a hero or a clone.
- 2 Requires a
talent. - 3 Requires Aghanim's Scepter.
- 4 Requires Aghanim's Shard.
- 5 Kills illusions on the first tick, not upon cast.
Creeps[]
- 1 Instantly kills the oldest captured unit if the max amount of units gets exceeded.
- 2 Requires a
talent. - 3 Requires Aghanim's Scepter.
- 4 Requires Aghanim's Shard.
- 5 Instantly kills the target if their current health is below the threshold.
- 6 Instantly kills the target upon landing if it is not a hero or a clone.
Forced Kill[]
The following abilities use the instant kill mechanic to forcefully remove or kill its unit(s) from the game when certain conditions are met.
- Instantly kills the Spirit Bear upon Lone Druid's death.
Aghanim's Scepter removes this restriction. - If any of the Meepo Clones die, they all die.
- Instantly kills the Minor Imp when it reaches its target.
- Instantly kill all Undying Zombies when the Tombstone is destroyed or expires.
Damage Manipulation[]
Damage manipulation is a mechanic that alters damage values, either increasing or reducing it.
Trivia[]
The following damage types were removed in version 6.82.
Composite[]
Composite damage (also known as mixed damage) was a damage type that was reduced by both armor. It pierced spell immunity and did not affect ethereal units. This damage type was used by Acid Spray, Wild Axes, Diabolic Edict, Summon Spirit Bear's backlash damage, Land Mines and Suicide Squad, Attack!.
All of them were changed to physical damage, except for the backlash damage from the Spirit Bear, which was changed to pure damage.
Universal[]
Universal damage was a damage type that pierced spell immunity and was affected by something else. This damage type was previously used by Pulverize, Doom, Echo Slam's initial damage, Midnight Pulse,
Laguna Blade, March of the Machines and Flaming Fists.
Doom, Midnight Pulse, Flaming Fists and
Laguna Blade were changed to deal pure damage, allowing them to still pierce spell immunity, while Pulverize, Echo Slam's initial damage and March of the Machines were changed to deal physical damage, and thus no longer pierce spell immunity.
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