Damage Over Time
From Liquipedia Dota 2 Wiki
“ | ▶️ Wait for it... Wait for it...
— Witch Doctor
|
” |
Damage Over Time (DoT) is a debuff from an ability that causes the affected unit to take damage over an extended period of time. The damage is dealt at the end of each interval, the first of which begins when the unit is affected by the ability. Some damage over time abilities have an initial damage, which may or may not be equal to the periodic damage. All damage over time abilities has its intervals hard-coded in the ability and they follow their own individually specified intervals.
Definition[edit]
A damage over time ability have several components and can be broken down into the following, each of these components can cause a range of different interactions within the game.
Components | Definitions |
---|---|
Initial Damage | Some abilities have different initial damages. For abilities that start immediately upon impact, its initial damage is the same as damage per instance. |
Interval | The time between instances in seconds. This value is usually hard-coded in the ability. |
Damage Duration | Duration from the initial damage to the last instance of damage. |
Damage per Instance | The total damage excluding initial damage over the interval. |
Number of Intervals | The damage duration over the interval. |
Max Total Damage | The total of the initial damage and the damage per instance multiplying its instances. |
Example[edit]
Some abilities dealing damage over time continuously damage the target with a debuff, and most debuff refreshes its duration when it is reapplied, unless noted otherwise. Depending on the damage over time debuff's expiring condition, it might last until the effect expires, it may be dispeled, or the target might not be affected anymore if they moves out of range or a certain radius. These information will be stated in the ability's notes section.
Batrider takes to the skies, laying down a trail of flames from the air. The fire damages any enemies it touches, and destroys trees below Batrider.
Cast Animation:
0 + 0
Initial Delay: 0.1
Damage per Second: 25/50/75/100
First Interval: 0.4
Subsequent Intervals: 0.5
Roshan is immune and does not bat an eye to the flames' damage.
When an enemy escapes into the Yama Raskav Jungle, most would cut through the brush to find the fugitive. Batrider just chooses to destroy the jungle along with his foes.
Misc.
- Damage is dealt to every enemy unit which comes within radius of the fire trail.
- Deals 12.5/25/37.5/50 damage per interval, starting 0.1 seconds after cast, the first interval is 0.4 seconds, the rest are 0.5 seconds, resulting in 31 damage instances.
- Can deal up to 387.5/775/1162.5/1550 damage to a single unit (before reductions) when the affected unit stays in range for the full duration.
- The fire trails from successive casts fully stack. Each cast creates its buff with its own fire trail.
- When Batrider dies during Firefly, the already existing fire on the ground still stays for the remaining duration.
- The buffs remain visible in the HUD, and are now only responsible for keeping the already existing fire up.
- This means when respawning before they expire, they do not make Batrider fly again or make him leave fire behind again.
Damage Over Time Sources[edit]
Damage Over Time Sources
Alchemist – Acid Spray
Ancient Apparition – Cold Feet
Ancient Apparition – Ice Blast
Armlet of Mordiggian – Unholy Strength
Axe – Berserker's Call2a
Axe – Battle Hunger
Arc Warden – Flux
Bane – Enfeeble
Bane – Fiend's Grip
Batrider – Firefly
Batrider – Flamebreak
Batrider – Flaming Lasso
Brewmaster – Cinder Brew
Broodmother – Spinner's Snare
Fire – Permanent Immolation
Cloak of Flames – Immolate
Clockwerk – Battery Assault
Crystal Maiden – Frostbite
Crystal Maiden – Freezing Field
Dark Willow – Bramble Maze
Dark Willow – Cursed Crown2b
Dazzle – Poison Touch
Death Prophet – Spirit Siphon
Disruptor – Thunder Strike
Disruptor – Static Storm
Doom – Scorched Earth
Doom – Infernal Blade
Doom – Doom
Dragon Knight – Fireball
Dragon Knight – Elder Dragon Form
Dragon Scale – Afterburn
Earth Spirit – Magnetize
Ember Spirit – Searing Chains
Ember Spirit – Flame Guard
Ember Spirit – Fire Remnant2b
Enigma – Malefice
Enigma – Midnight Pulse
Enigma – Black Hole2a
Faceless Void – Time Dilation
Fallen Sky – Fallen Sky
Giant's Ring – Giant's Foot
Grimstroke – Phantom's Embrace
Grimstroke – Ink Swell
Gyrocopter – Rocket Barrage
Gyrocopter – Homing Missile2b
Huskar – Burning Spear
Invoker – Ice Wall
Invoker – Chaos Meteor
Jakiro – Dual Breath
Jakiro – Liquid Fire
Jakiro – Liquid Frost
Jakiro – Macropyre
Juggernaut – Blade Fury
Kunkka – Torrent
Kunkka – Torrent Storm
Kunkka – Ghostship
Leshrac – Diabolic Edict
Leshrac – Pulse Nova
Lone Druid – Entangling Claws
Spirit Bear – Entangling Claws
Luna – Eclipse
Meteor Hammer – Meteor Hammer
Necrophos – Heartstopper Aura
Ogre Magi – Ignite
Orb of Venom – Poison Attack
Orb of Corrosion – Corrosion
Phoenix – Icarus Dive
Phoenix – Fire Spirits
Phoenix – Sun Ray
Phoenix – Supernova
Pudge – Rot
Pudge – Dismember
Pugna – Life Drain
Queen of Pain – Shadow Strike
Radiance – Burn
Razor – Eye of the Storm
Sand King – Sand Storm
Sand King – Epicenter
Shadow Shaman – Shackles
Silencer – Arcane Curse
Skywrath Mage – Mystic Flare
Slark – Dark Pact
Sniper – Shrapnel
Spiderling – Poison Sting
Spirit Vessel – Soul Release
Urn of Shadows – Soul Release
Witch Blade – Witch Blade
Tornado (Wildwing Ripper) – Tempest
Timbersaw – Flamethrower
Timbersaw – Chakram
Timbersaw – Second Chakram
Tiny – Avalanche
Treant Protector – Leech Seed
Treant Protector – Eyes In The Forest
Treant Protector – Nature's Guise2b
Treant Protector – Overgrowth
Tusk – Ice Shards2b
Underlord – Firestorm
Venomancer – Venomous Gale
Venomancer – Poison Sting
Venomancer – Noxious Plague
Viper – Poison Attack
Viper – Nethertoxin
Viper – Corrosive Skin
Viper – Viper Strike
Vhoul Assassin – Envenomed Weapon
Warlock – Shadow Word
Warlock Golem – Permanent Immolation
Weaver – The Swarm
Winter Wyvern – Arctic Burn
Witch Doctor – Maledict
Wraith King – Wraithfire Blast
Wraith King – Reincarnation1
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Fixed Attack Interval[edit]
Main Article: Fixed Attack Interval
Abilities that perform instant attacks or attacks based on fixed intervals and they completely ignore the base attack time, attack speed and attack rate of the unit. Although these abilities deal damage in between intervals, they are not considered as damage over time abilities.