Buildings
From Liquipedia Dota 2 Wiki
Buildings are a type of unit that are not controlled by any player. At the beginning of a match, a set of buildings spawn at set locations in both teams' bases. Both factions have the same set of buildings, with only their appearance differing from each other. Buildings take mostly defensive roles and are the main objective of the game.
Besides the bases, there are several neutral buildings scattered throughout the map that can be conquered, or be otherwised used by both teams.
Neutral Buildings[edit]
Main Article: Neutral Buildings
Neutral Buildings are buildings that do not directly belong to any faction, but can be captured by, or be used by either faction. They are permanently invulnerable, so they can never be destroyed and are immune to any ability.
There are 2 types of neutral buildings
- Capturable buildings, which can be conquered by the players for their faction. Note that the opposing faction can re-capture these buildings.
- True neutral buildings, which never belong to any faction, but can be used by both factions.
Neutral buildings are always visible through the Fog of War to both teams all times.
Faction Buildings[edit]
All faction buildings have the same base properties. They are immune to most abilities and can be only affected by a few abilities.
When destroyed, some buildings grant a team Gold bounty, and some grant bounty to the player who made the last hit. A building with less than 10% of its max health can be denied, to reduce or prevent the enemy team from obtaining gold bounties. However, the Ancients cannot be denied.
Buildings do not grant experience. Once destroyed, a building is permanently lost and does not respawn.
There are a total of 26 buildings for each faction.
General Information[edit]
Main Article: Attack Classes
All buildings are Reinforced.
Passive
Affects
Self
Hero Factor: 0.5
Illusion Factor: 0.6
Summoned Unit Factor: 0.9
Units of this attack classification take less damage from Runty attacks.
Runty Factor: 0.7
Units of this attack classification take less damage from Piercing attacks.
Piercing Factor: 0.35
Units of this attack classification deal greatly increased damage to Reinforced units.
Unit Factor: 2.5
Backdoor Protection[edit]
Backdoor Protection is a passive ability most destroyable buildings have. This protection makes it difficult for players to destroy or even damage buildings without the presence of lane creeps. While active, Backdoor Protection reduces the incoming damage received while healing the building based on the damage dealt by enemy units, making them difficult to destroy. The ability deactivates itself when an enemy lane creep moves within the deactivation radius, Dominated creeps do not deactivate this ability. Once deactivated, Backdoor Protection takes some time for the ability to activate again.
There are currently four areas that deactivate Backdoor Protection, and each of them functions independently of the other.
Although the backdoor protection ability is visible on each building within the base, they are all controlled by the Ancient's Backdoor protection. If enemy creeps are within its huge detection radius, all buildings within the base lose their protection.
Each Tower (Tier 2) has its deactivation radius. When one of them is disabled, the others are not. The Tier 2 Towers' Backdoor Protection is also independent of the Ancients' Backdoor Protection.
Backdoor protection is not responsible for the invulnerability buildings have, so the buildings still stay invulnerable if their corresponding towers are not destroyed first.
Backdoor Protection visual effect on Towers.
Backdoor Protection
Passive / Aura
Affects
Allied Buildings
Affected structures take less damage when there are no enemy lane creeps nearby. Any damage they take gets quickly healed back.
Heal per Second: 180
Backdoor Disable Duration: 15
Aura Linger Duration: 0.5
All buildings within the allevated base area are affected. The detection radius originates from the Ancient and exceeds beyond the base.
All buildings within the base gain and lose their protection in unison.
All buildings within the base gain and lose their protection in unison.
Detection Radius: 4000
All tier 2 towers have their own, independent Backdoor Protection. Their detection area is centerd around them and is limited to their close surroundings.
Tier 1 towers are unprotected at all times.
Tier 1 towers are unprotected at all times.
Detection Radius: 900
Illusions and all other summoned units deal even less damage to protected buildings.
Glyph of Fortification[edit]
Glyph of Fortification (or Glyph in short) is an ability usable by any player that causes all friendly buildings and lane creeps to become impervious to damage for a short duration, while also granting Towers above Tower (Tier 2) a multishot attack, allowing them to attack multiple enemies at the same time.
The effect has a rather low duration and very high cooldown, making the timing of usage very important. The Glyph is used strategically to stop enemy pushes or slow them down long enough to organize a defense. It may also be used offensively to secure a push by granting the creep waves damage immunity at the right time, or even for finishing enemies off by using the multishot attacks.
The Glyph of Fortification can be activated by any player with a button at the right of the minimap or a Hotkey defined in the settings. The Glyph's cooldown is shared by the entire team, meaning if one player uses it, it goes on cooldown for all players of the team.
J
J
Glyph of FortificationTurns all allied lane creeps imprevious to damage as well, but for a shorter duration.
Duration: 4
Towers of tier 2 and higher also attack multiple targets at once while affected.
Tier 1 towers do not gain this effect.
Tier 1 towers do not gain this effect.
Bonus Attack Targets: 5
Upon losing the first tier 1 tower, the first tier 2 tower, and the first barracks, the Glyph's cooldown gets reset after a short delay.
Cooldown Reset Delay: 1
Downtime: 180
Towers[edit]
Towers are the main line of defense for both factions, attacking any non-neutral enemy unit that gets within their range. Both factions have all three lanes guarded by three towers each.
Additionally, each faction's Ancient has two towers as well, resulting in a total of 11 towers per faction. Towers come in 4 different tiers:
- Towers (Tier 1): located at the end of each lane.
- Towers (Tier 2): located halfway through each lane.
- Towers (Tier 3): located on top of the 3 ramps at each base.
- Towers (Tier 4): located in pairs in front of each Ancient.
All Towers have an innate invulnerability before the lower tier tower preceding it in its lane is destroyed. Towers (Tier 1) are invulnerable before the game begins. Barracks do not have to be destroyed to make Towers (Tier 4) vulnerable. Both Tier 4 Towers must be destroyed to remove the Ancient's invulnerability.
Tier Difference (Towers)[edit]
The different attributes per Tier are listed as below:
Building | Health (Deny Health) [?] |
Armor | Attack Damage | Backdoor Protection | Vision Range |
---|---|---|---|---|---|
Tower (Tier 1) | 1800 (180) |
12 | (100 DPS) |
||
Tower (Tier 2) | 2500 (250) |
16 | (191.11 DPS) |
||
Tower (Tier 3) | 2500 (250) |
16 | (191.11 DPS) |
||
Tower (Tier 4) | 2600 (260) |
21 | (191.11 DPS) |
Attack Priority[edit]
Targeting indicator, appears when the tower just ▶️ targeted the player.
Towers have multiple criteria for the selecting their next attack target. If multiple heroes are within its attack range and the tower wants to choose a new target, these are the conditions it is looking for.
- Condition 1 - Unit type
- Towers have the following unit type priorities:
- Heroes and non-hero units alike
- Siege Creeps
buildings
ward-type unit
The unit type of all enemies within attack range is being checked continuously. If the tower is currently attacking a unit of a lower priority, and a unit of higher priority comes within attack range, the tower immediately switches to that unit.
- Condition 2 - Threat level
- Towers check for the target's current threat:
- Units that directly attack the tower
- Units that attack an ally of the tower
- Units that are idle or are casting abilities
Unlike the unit-type check, the threat check only applies to units within 700 range of the tower, and only happens once upon choosing the next attack target. If the target's action changes after it has already been chosen, the tower sticks to the target regardless.
- Condition 3 - Distance
- If multiple units meet the same previous criteria, they are chosen based on proximity; the closest unit is chosen.
- Special behavior 1 - Manual de-aggro
- If a unit is being attacked by a tower, issuing an attack order on another allied unit causes the tower to immediately choose a new target.
- This only works if there is another allied hero that is closer to the tower than the unit.
- The order alone is enough to trigger this, the attack does not have to be initiated.
- Even if the order gets canceled immediately, the de-aggro is still triggered.
- Note that the unit-type priority condition still applies. A unit with a higher priority cannot switch aggro to a unit with lower priority.
- A tower can only be de-aggroed once every 2.5 seconds this way.
- This behavior also applies to the Fountains and to lane creeps.
- Special behavior 2 - Protective towers
- Towers are coded to protect heroes from other heroes.
- If a hero is within 500 range of a tower, and is attacking another hero, the tower immedaitely switches to the attacking hero.
- Only triggers on regular attacks, manual attacks and auto-attacks alike.
Instant attacks do not trigger this.
- Does not trigger when manually casting an
active attack modifier on an hero, but does trigger if auto-cast is used.
- Does not trigger when manually casting an
- Only protects heroes, including
illusions,
clones, and the Spirit Bear.
- Only protects against heroes, including illusions, clones, and
creep-heroes.
- Note that the factions of the attacking and attacked heroes do not matter!
- An enemy tower can be aggroed by actively denying an allied hero, or when being forced to attack allies through a
taunt.
- This counteracts the previous manual de-aggro special behavior.
- While the manual de-aggro triggers upon attack order, the protective behavior triggers upon order and attack begin.
- Therefore, when denying an ally, the tower initially de-aggros upn giving the attack order, and re-aggros upon beginning an attack.
- An enemy tower can be aggroed by actively denying an allied hero, or when being forced to attack allies through a
- This behavior also applies to lane creeps, but not to Fountains.
Visual Indicators[edit]
When approaching a tower, a section of the tower's attack range slowly becomes visible, starting to fade in when about 600 range away from it. The closer the player gets, the more it becomes visible. When standing in front of it, the effect appears like a bending wall. If the tower is already attacking, the effect appears yellow instead.
Upon crossing the wall, the entire attack range circle becomes visible. If the target starts attacking the player, a red line appears, pointing from the tower to the player, along with an ▶️ audio cue, warning the player that the tower is targeting them. If the tower switches away from the player, the effects turn yellow, and the targeting effect plays again, on the new target.
These effects are all client-sided, each player sees them differently.
Tower Bounty[edit]
All 3 types of Tower Bounty grant unreliable gold. Turbo Mode has a building Gold bounty multiplier of 2.
Gold |
Definition |
---|---|
Last Hit Bounty |
|
Team Bounty |
|
Denied Bounty |
|
Grants the following amount of Gold bounty in certain conditions:
Tower Ability[edit]
Tower Protection[edit]
Passive / Aura
Affects
Allied Heroes
True Sight[edit]
True Sight
Passive / Aura
Affects
Enemies
Reveal Radius: 700
Aura Linger Duration: 0.5
Barracks[edit]
Barracks (commonly shortened to Rax or Racks) are buildings, defended by and located behind Towers (Tier 3) in each respective lanes. Barracks do not have to be destroyed to make Towers (Tier 4) vulnerable.
There are two types of Barracks on each lane per faction, with a total of 6 Barracks per faction, 3 each of type — the Melee Barracks for Melee Creeps and Flagbearer Creeps and the Ranged Barracks for
Ranged Creeps and Siege Creeps. The Ranged Barracks are always located to the left of the Melee Barracks on each lane for both factions.
Barracks have the following attributes:
- Melee Barracks have 2200 health (denyable at 220), 5 health regen, and 15 armor.
- Ranged Barracks have 1300 health (denyable at 130), 0 health regen, and 9 armor.
- All barracks have a daytime and nighttime vision range of
900 and
600.
- No attack capabilities and no True Sight.
- Backdoor Protection.
Lane Creep Upgrades[edit]
See also: Lane Creeps
Barracks are invulnerable until their respective Tower (Tier 3) defending them is destroyed. The loss of Barracks does not prevent lane creeps from spawning but upgrades them instead. Destroying either of the enemy team's melee or ranged barracks causes the destroying team's respective lane to begin spawning super creeps instead of regular creeps. Super creeps are stronger versions of regular lane creeps that give less gold and experience to the enemy when killed. When all enemy barracks are destroyed, mega creeps begin to spawn from all lanes and siege creeps gain additional damage. Flagbearer creeps do not get upgraded.
Barracks Bounty[edit]
All 3 types of Barracks Bounty grant unreliable gold. Turbo Mode has a building Gold bounty multiplier of 2.
Gold |
Definition |
---|---|
Last Hit Bounty |
|
Team Bounty |
|
Denied Bounty |
|
Grants the following amount of Gold bounty in certain conditions:
Ancients[edit]
Ancients (also commonly referred to as Thrones, or Tree for Radiant's ancient and Throne for
Dire's ancient, as legacy names from DotA) are massive structures found inside each faction's base and are the game's main objective. In order to win, the enemy team's Ancient must be destroyed, while the team's own Ancient must be kept alive.
Ancients are guarded by two Towers (Tier 4) and both of them must be destroyed to remove the Ancient's invulnerability.
The Ancients have the following attributes:
- 4500 health, 12 health regen (0 in Turbo Mode), and 23 armor.
- A daytime and nighttime vision range of
2600 and
2600.
- No attack capabilities.
- Backdoor Protection.
Ancients Ability[edit]
True Sight
Passive / Aura
Affects
Enemies
Reveal Radius: 900
Aura Linger Duration: 0.5
Fountains[edit]
Fountains are located in the respawn areas of both factions' base. They provide max health and mana regeneration to all allied units affected by Rejuvenation Aura.
The Fountains have the following attributes
- Permanently invulnerable.
- A daytime and nighttime vision range of
1800 and
1800.
- Ranged attacks with a range of
1200 and projectile speed of 1400.
- They deal
290‒310 damage per attack, with 6.67 attacks per second (2000 DPS).
- 25% of the damage dealt to a target is splashed to other units in a 250 radius.
- Fountain Damage are considered player-based damage and dispels consumables, and other abilities that are normally disabled by player-based damage.
- Uses the same attack priority as Towers, except that they cannot be aggroed immediately by attacking an enemy hero.
- They deal
Fountain Ability[edit]
Primal Beast is invulnerable upon respawning.
Passive / Aura
Affects
Allied Units
Grants additional health and mana regeneration to allied units within range, based on their max health and mana respectively.
Radius: 1200
Max Health as Health Regen Bonus: 5%
Max Mana as Mana Regen Bonus: 6%
Aura Linger Duration: 3
The teams' heroes respawn at the fountain. Upon respawning they are invulnerable and untargetable, until they are given an order.
Fully refills all bottles within range. This is not bound to the aura's buff, the hero must be within range to get their bottle refilled.
Refill Interval: 1
Turns couriers invulnerable while affected by the buff.
Fountain Damage
Passive
Affects
Enemies
Each attack splashes upon impact, dealing a portion of the damage within an area around the primary target.
Splash Radius: 250
Splash Damage: 25%
The Fountain passively has increased accuracy, occasionally ignoring evasion.
Accuracy: 25%
True Sight
Passive / Aura
Affects
Enemies
Reveal Radius: 1200
Aura Linger Duration: 0.5
Effigy Buildings[edit]
Effigy Buildings, or Filler Buildings are the other buildings within a faction's base that act as buffers to delay the lane creeps from damaging the Towers (Tier 4). As of 7.38c, there are 7 Effigy Buildings in the base spread around the Ancient.
Five of the seven Effigy Buildings form a half-circle around the Ancient and are customizable with Effigy Blocks, giving them a different look and making them display a text notification when destroyed. This has only cosmetical purposes, each player can customize one of the five Effigy Buildings in their base.
The Radiant has two different types of effigy building models, while the
Dire has one model for all.
The Effigy Buildings have the following attributes:
- 1000 health (denyable at 100), 0 health regen, and 10 armor.
- A daytime and nighttime vision range of
900 and
600.
- A Gold bounty of 68
(136
in Turbo Mode). Grants unreliable gold.
- No attack capabilities and no True Sight.
- Backdoor Protection.
Defender's Gate[edit]
Defender's Gates are forced fields placed at the walls of the main bases of each faction. These force fields only allow allies to path through them, blocking enemies off completely. Both factions have 1 Defender's Gate, located at the furthest edge of the base walls behind the safe Towers (Tier 3), which is on the west for Radiant, and east for
Dire. The gates connect to a path that directly leads towards the Tormentors, and are divided from the main lane with a cliff.
Defender's Gate[edit]
Defender's Gate
Passive
Affects
Enemies
Segments: 15
Pathing Block Radius: 24
Details
- Defender's Gate can neither interact with any abilities nor be selected.
- The Defender's Gate consist of 15 segments that are lined up very tightly.
- The segments have a collision size of 24 and are placed every 12 distance from the previous segment, overlapping the segments to create a tight line.
- The gate has a width of 24 and a length of 192.
- A non-selectable unit (
npc_dota_base_blocker
) is placed in the center of the Defender's Gate.- The aura grants allies unobstructed movement, but not phased movement.
- Units with flying movement can also pass through the Defender's Gate freely.
Abilities Affecting Buildings[edit]
The following abilities can target or damage buildings. Hero abilities that deal physical attack damage are reduced by Reinforced as well as standard armor value reductions. More information can be found in the abilities' respective notes.
Affecting Enemy Buildings
Bonus damage vs Enemy buildings
Physical damage
Physical damage to multiple buildings
Magical damage
Armor Reduction
Affecting Ally Buildings
Armor Increase
Protect
Restore
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Requires selecting the corresponding facet.
Affects Buildings Conditionally
- Affects enemy buildings. Allied buildings are not affected. Damage is reduced by armor value only.
- Damage is reduced by armor value and type.
- Corrosive Breath deals full damage to buildings.
- Fully affects buildings. Uses different damage values as against other units.
- The passive Side Gunner attacks can target buildings.
- Fully affects buildings. Uses different damage values as against other units.
- Fully affects enemy buildings. Does not affect allied buildings.
- Can attack buildings but does not reduce the armor of struck buildings. Damage is reduced by armor value only.
- Deals reduced damage against buildings within the damage radius. Cannot toss or directly target buildings.
- Causes Tiny's attacks to deal more damage to buildings while wielding a tree.
- Can teleport to buildings only.
- Deals reduced damage to buildings and reduces affected target's armor based on current stacks.
- Able to target buildings.
Trivia[edit]
- In DotA, Glyph of Fortification grants allied buildings magic immunity and 9999 armor, instead of 100% incoming damage reduction.
- Due to how the game rounds up damage values, this resulted in all attacks still dealing 1 damage to the building.
- The magic immunity also prevented spells that usually affect buildings from affecting them.
- In earlier versions of DotA, Glyph did not grant spell immunity, and spells such as Nether Blast could deal damage through it.
- In DotA, the
Radiant are called The Sentinel, the primary army of the Night Elves.
- As such, all of the Radiant (Sentinel) buildings are Night Elf structures:
- The Towers use the model and name of the Ancient Protectors.
- The Melee Barracks use the model and name of the Ancients of War.
- The Ranged Barracks use the model and name of the Ancients of Lore.
- The Effigy Buildings use the model and name of the Moon Wells, and there are 11 of them.
- Besides these, there are more filler buildings in DotA:
- Two Ancients of Wind, located behind the top and bottom barracks. They have 900 health and 5 armor.
- Two Hunter's Halls, located further behind the Ancients of Wind. They have 1100 health and 5 armor.
- The Fountain uses the model Fountain of Health, and is named Well of Life.
- It is not invulnerable; It has 50000 health and 0 armor, and can be attacked and destroyed.
- The Ancient is called The World Tree, and uses a custom model of the World Tree, whose creator is unknown.
- The model can be found here.
- As such, all of the Radiant (Sentinel) buildings are Night Elf structures:
- In DotA, the
Dire are called The Scourge, one of the three major Undead factions in the Warcraft universe.
- As such, all of the Dire (Scourge) buildings are Undead structures:
- The Towers use the model and name of the Spirit Towers.
- The Melee Barracks use the model and name of the Crypts.
- The Ranged Barracks use the model and name of the Temples of the Damned.
- The Effigy Buildings use the model and name of the Ziggurats, and there are 11 of them.
- Besides these, there are more filler buildings in DotA:
- Two Sacrificial Pits, located behind the top and bottom barracks. They have 900 health and 5 armor.
- Two Boneyards, located further behind the Ancients of Wind. They have 1100 health and 5 armor.
- The Fountain uses the defiled version of the Fountain of Health, and is named Defiled Fountain of Life.
- It is not invulnerable; It has 50000 health and 0 armor, and can be attacked and destroyed.
- The Ancient is called The Frozen Throne, and uses the Frozen Throne model from the campaign.
- As such, all of the Dire (Scourge) buildings are Undead structures:
Recent Changes[edit]
Main Article: Buildings/Changelogs
Description
- Removed the Outposts at behind the safe lanes.
- Moved the Twin Gates from near the end of the safe lanes to the the corners of the map, close to the Tormentor spawn locations.
- Lotus Pools
- Are no longer targetable buildings, and are now part of the map.
- The structure is now a hollow ring, with a fountain at the center.
- The ring has 3 openings where units can walk in.
- No longer provide 500 radius ground vision to both teams at all times.
- CHANGED the way Healing Lotuses spawn within the pools.
- At 35:00 game time, the pools start spawning Great Healing Lotuses . [?]
- All already existing regular Healing Lotuses get rounded up and combined to Great Healing Lotuses.
- At 60:00 game time, the pools start spawning Greater Healing Lotuses . [?]
- All already existing Great Healing Lotuses get rounded up and combined to Greater Healing Lotuses.
- CHANGED the way Pluck Lotus works.
- Heroes now automatically gather Healing Lotuses while standing within the ring, which has a radius of 350.
- The gathering is paused if there is an enemy hero within the area.
- First Healing Lotus takes 1.5 seconds, subsequent Lotuses in a row take 30% less than the previous one. [?]
- If multiple heroes of the team are within the area, the Lotus is given to one of them at random.
- REPLACED Wisdom Rune with Shrine of Wisdom , a new building at the same locations as the Wisdom Runes used to be.
- The shrines start dormant, and activate every 7 minutes of game time. [?]
- Once active, heroes have to stand within 300 range of the shrine for 3 seconds to gather the experience.
- The gathering is paused if there is an enemy hero within the area.
- If multiple heroes of the team are within the area, the experience is granted to one of them at random, as well as to the allied hero with the lowest experience in the team. [?]
- Grants 280
by default to both, plus an additional 280
for every 7 minutes of passed game time. [?]
- Glyph of Fortification
- No longer refreshes when the first Tier 3 tower is destroyed.
- Now refreshes when the first Melee Barracks is destroyed.
- Fountain
- Rejuvenation Aura
- Now grants couriers Haste movement
- Rejuvenation Aura
Gallery[edit]