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Damage Types
From Liquipedia Dota 2 Wiki
(Redirected from Damage types)
Damage is any means by which unit's current health can be reduced. The 3 main damage classifications are Physical, Magical and Pure.
Definition
[edit]| Damage Type | Definition | Examples |
|---|---|---|
Physical |
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Magical |
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Pure |
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Damage Sources
[edit]Main Articles: Attack Damage and Spell Damage
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 ( <math>A</math> ) 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 ( <math>Sp</math> ) 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 3 damage types — magical, physical or pure damage.
Damage Classification
[edit]All forms of damage in Dota 2 are classified by damage types. There are 3 primary damage types: Physical, Magical, and Pure.
Physical Damage is reduced by Armor or Damage Block, Magical Damage is reduced by Magic Resistance and Magical Damage Barrier, 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 | Magical Attacks | Magical Abilities | Pure Attacks | Pure Abilities | |
| Armor | Reduced | Reduced | - | - | - | - |
| Damage Block | Reduced | Normal1 | - | - | - | - |
| Magic Resistance | - | - | Reduced | Reduced | - | - |
| Magical Damage Barrier | - | - | - | - | ||
| Ethereal | Amplified | Amplified | - | - | ||
| Evasion | May Miss | - | May Miss | - | May Miss | - |
| Invulnerability | No effect on all damage types. | |||||
| Damage Manipulation2 | Amplifies, Reduces and Negates all damage types. | |||||
| Damage Negation2 | ||||||
- 1 Except Moon Glaives, although considered as spell damage, its damage is blocked.
- 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). Abilities that amplify or reduce damage by increasing/reducing magic resistance/armor of units are not included.
Debuff Immunity
[edit]Main Article: Debuff Immunity
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 resistance against magical damage and immunity against pure and reflected damage, as well as protecting against mana loss.
Debuff immunity inherently grants the unit increased magic resistance, 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.
However, these resistances are only granted against abilities that do not pierce debuff immunity. This means if an ability pierces debuff immunity and deals magical, pure, or reflected damage, it completely ignores the resistances granted by the debuff immunity. In case of magic damage, it deals damage as if the magic resistance bonus of the debuff immunity is not present.
Physical damage does not interact with debuff immunity at all, regardless of whether the ability pierces debuff immunity or not.
Physical
[edit]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):
Abilities Dealing Physical Damage
Sven – Great Cleave2
Weaver – The Swarm4
Tiny – Tree Grab
Razor – Eye of the Storm
Viper – Predator
Slardar – Slithereen Crush
Dragon Knight – Elder Dragon Form2
Alchemist – Unstable Concoction
Alchemist – Unstable Concoction Throw
Medusa – Gorgon's Grasp
Bristleback – Hairball
Bristleback – Quill Spray
Centaur Warrunner – Retaliate
Pangolier – Rolling Thunder
Phantom Assassin – Fan of Knives
Primal Beast – Onslaught
Primal Beast – Rock Throw
Kunkka – Tidebringer2
Death Prophet – Exorcism2
Death Prophet – Silence
Storm – Wind Walk
Battle Fury – Cleave2
Mage Slayer – Mage Slayer
Skeleton Archer – Searing Arrows
Cleave – Cleave2
Ancient Prowler Shaman – Desecrate
Ancient Prowler Shaman – Petrify
- 1 Damage is directly added to the total attack damage.
- 2 Damage from these abilities is affected by defense class as well.
- 3 Half of damage dealt is physical, the other half magical.
- 4 Damage dealt is blocked by damage block.
Magical
[edit]Main Articles: Magic Resistance and Ethereal
Magical Damage sources primarily come from abilities. The majority of abilities in game deal magical damage, unless stated otherwise. Magical damage is reduced by magic resistance, and its damage is amplified against ethereal units. The majority of abilities in Dota 2 deal magical damage.
Abilities Dealing Magical Damage
Warlock Golem – Permanent Immolation
Earth – Hurl Boulder
Astral Spirit – Echo Stomp
Fallen Sky – Fallen Sky
Fae Grenade – Shadow Brand
Witchbane – Subjugate
Shadow Fiend – Requiem of Souls
Drow Ranger – Glacier
Sven – Storm Hammer
Pugna – Life Drain
Pugna – Nether Blast
Pugna – Nether Ward
Clockwerk – Battery Assault
Clockwerk – Hookshot
Clockwerk – Power Cogs
Clockwerk – Rocket Flare
Earthshaker – Aftershock
Earthshaker – Echo Slam
Earthshaker – Fissure
Ancient Apparition – Chilling Touch
Ancient Apparition – Cold Feet
Ancient Apparition – Ice Vortex
Weaver – Shukuchi
Lina – Dragon Slave
Lina – Laguna Blade
Lina – Light Strike Array
Lina – Slow Burn
Vengeful Spirit – Magic Missile
Vengeful Spirit – Nether Swap
Vengeful Spirit – Wave of Terror
Tidehunter – Dead in the Water
Tidehunter – Gush
Tidehunter – Ravage
Lion – Earth Spike
Lion – Finger of Death
Lion – Mana Drain
Morphling – Adaptive Strike
Doom – Infernal Blade
Doom – Scorched Earth
Bloodseeker – Blood Rite
Lich – Chain Frost
Lich – Frost Blast
Lich – Frost Shield
Lich – Ice Spire
Tiny – Avalanche
Tiny – Toss
Razor – Plasma Field
Viper – Nethertoxin
Viper – Nosedive
Viper – Poison Attack
Viper – Viper Strike
Leshrac – Lightning Storm
Leshrac – Pulse Nova
Leshrac – Split Earth
Windranger – Powershot
Mirana – Leap
Mirana – Starstorm
Nature's Prophet – Curse of the Oldgrowth
Nature's Prophet – Sprout
Nature's Prophet – Wrath of Nature
Venomancer – Noxious Plague
Venomancer – Snakebite
Venomancer – Venomous Gale
Storm Spirit – Ball Lightning
Storm Spirit – Static Remnant
Puck – Illusory Orb
Puck – Waning Rift
Beastmaster – Drums of Slom
Beastmaster – Primal Roar
Beastmaster – Wild Axes
Sand King – Burrowstrike
Sand King – Caustic Finale
Sand King – Epicenter
Sand King – Sand Storm
Night Stalker – Crippling Fear
Night Stalker – Void
Necrophos – Death Pulse
Necrophos – Death Seeker
Necrophos – Reaper's Scythe
Tinker – Heat-Seeking Missile
Broodmother – Silken Bola (7.29 - 7.35d)
Batrider – Flamebreak (Pre 6.74)
Silencer – Glaives of Wisdom (6.15-7.35d)
Bristleback – Quill Spray (Pre 6.33)
Abaddon – Curse of Avernus (7.20 - 7.35d)
Ringmaster – Escape Act
Ringmaster – Impalement Arts
Ringmaster – Tame the Beasts
Ringmaster – Wheel of Wonder
Abaddon – Borrowed Time
Abaddon – Curse of Avernus
Dragon Knight – Breathe Fire
Dragon Knight – Dragon Tail
Dragon Knight – Fireball
Luna – Eclipse
Luna – Lucent Beam
Pudge – Dismember
Pudge – Rot
Undying – Decay
Undying – Soul Rip
Lycan – Shapeshift
Earth Spirit – Boulder Smash
Earth Spirit – Enchant Remnant
Earth Spirit – Geomagnetic Grip
Earth Spirit – Magnetize
Earth Spirit – Rolling Boulder
Queen of Pain – Blink
Queen of Pain – Shadow Strike
Magnus – Horn Toss
Magnus – Reverse Polarity
Magnus – Shockwave
Magnus – Skewer
Visage – Gravekeeper's Cloak
Visage – Soul Assumption
Visage – Stone Form
Elder Titan – Astral Spirit
Anti-Mage – Mana Void
Marci – Dispose
Marci – Rebound
Marci – Unleash
Ember Spirit – Activate Fire Remnant
Ember Spirit – Fire Remnant
Ember Spirit – Flame Guard
Ember Spirit – Immolation
Ember Spirit – Searing Chains
Rubick – Fade Bolt
Rubick – Telekinesis Land
Mars – Arena of Blood
Void Spirit – Aether Remnant
Void Spirit – Dissimilate
Void Spirit – Resonant Pulse
Arc Warden – Flux
Arc Warden – Spark Wraith
Warlock – Chaotic Offering
Warlock – Shadow Word
Warlock – Upheaval
Medusa – Cold Blooded
Medusa – Mystic Snake
Shadow Demon – Demonic Purge
Shadow Demon – Shadow Poison
Winter Wyvern – Arctic Burn
Winter Wyvern – Splinter Blast
Meepo – MegaMeepo Fling
Meepo – Poof
Enigma – Malefice
Enigma – Midnight Pulse
Shadow Shaman – Ether Shock
Shadow Shaman – Shackles
Witch Doctor – Maledict
Witch Doctor – Paralyzing Cask
Faceless Void – Time Dilation
Faceless Void – Time Walk
Batrider – Firefly
Batrider – Flamebreak
Batrider – Flaming Lasso
Batrider – Sticky Napalm
Monkey King – Primal Spring
Silencer – Arcane Curse
Silencer – Glaives of Wisdom
Silencer – Last Word
Wraith King – Wraithfire Blast
Bounty Hunter – Shuriken Toss
Grimstroke – Ink Swell
Grimstroke – Phantom's Embrace
Grimstroke – Stroke of Fate
Skywrath Mage – Arcane Bolt
Skywrath Mage – Concussive Shot
Skywrath Mage – Mystic Flare
Muerta – Dead Shot
Muerta – The Calling
Brewmaster – Thunder Clap
Naga Siren – Rip Tide
Zeus – Arc Lightning
Zeus – Heavenly Jump
Zeus – Lightning Bolt
Zeus – Lightning Hands
Zeus – Nimbus
Zeus – Static Field
Zeus – Thundergod's Wrath
Gyrocopter – Call Down
Gyrocopter – Homing Missile
Gyrocopter – Rocket Barrage
Slark – Dark Pact
Nyx Assassin – Impale
Nyx Assassin – Mind Flare
Hoodwink – Bushwhack
Hoodwink – Hunter's Boomerang
Hoodwink – Sharpshooter
Snapfire – Firesnap Cookie
Snapfire – Mortimer Kisses
Snapfire – Scatterblast
Huskar – Burning Spear
Huskar – Inner Fire
Huskar – Life Break
Ogre Magi – Fire Shield
Ogre Magi – Fireblast
Ogre Magi – Ignite
Ogre Magi – Unrefined Fireblast
Sniper – Concussive Grenade
Sniper – Shrapnel
Invoker – Chaos Meteor
Invoker – Cold Snap
Invoker – Deafening Blast
Invoker – E.M.P.
Invoker – Exort
Invoker – Ice Wall
Invoker – Quas
Invoker – Tornado
Invoker – Wex
Spirit Breaker – Charge of Darkness
Spirit Breaker – Greater Bash
Spirit Breaker – Nether Strike
Broodmother – Spawn Spiderlings
Broodmother – Spinner's Snare
Oracle – Fortune's End
Oracle – Purifying Flames
Oracle – Rain of Destiny
Techies – Blast Off!
Techies – Minefield Sign
Techies – Proximity Mines
Techies – Reactive Tazer
Techies – Sticky Bomb
Centaur Warrunner – Double Edge
Centaur Warrunner – Hitch A Ride
Centaur Warrunner – Hoof Stomp
Centaur Warrunner – Stampede
Centaur Warrunner – Work Horse
Outworld Destroyer – Astral Imprisonment
Outworld Destroyer – Sanity's Eclipse
Chaos Knight – Chaos Bolt
Templar Assassin – Psionic Projection
Templar Assassin – Trap
Io – Spirits
Jakiro – Dual Breath
Jakiro – Ice Path
Jakiro – Liquid Fire
Jakiro – Liquid Frost
Crystal Maiden – Crystal Clone
Crystal Maiden – Crystal Nova
Crystal Maiden – Freezing Field
Crystal Maiden – Frostbite
Crystal Maiden – Stop Freezing Field
Phantom Lancer – Spirit Lance
Timbersaw – Flamethrower
Timbersaw – Reactive Armor
Juggernaut – Blade Fury
Phoenix – Dying Light
Phoenix – Icarus Dive
Phoenix – Launch Fire Spirit
Phoenix – Sun Ray
Dark Seer – Ion Shell
Dark Seer – Normal Punch
Dark Seer – Surge
Dark Seer – Vacuum
Dark Seer – Wall of Replica
Tinker – March of the Machines
Tinker – Warp Flare
Keeper of the Light – Blinding Light
Keeper of the Light – Illuminate
Keeper of the Light – Will-O-Wisp
Dark Willow – Bedlam
Dark Willow – Bramble Maze
Dark Willow – Cursed Crown
Dark Willow – Shadow Realm
Dark Willow – Terrorize
Treant Protector – Eyes In The Forest
Treant Protector – Leech Seed
Treant Protector – Nature's Grasp
Treant Protector – Overgrowth
Primal Beast – Pulverize
Primal Beast – Trample
Primal Beast – Uproar
Dawnbreaker – Celestial Hammer
Dawnbreaker – Solar Guardian
Kunkka – Ghostship
Kunkka – Tidal Wave
Troll Warlord – Whirling Axes (Melee)
Troll Warlord – Whirling Axes (Ranged)
Legion Commander – Overwhelming Odds
Disruptor – Static Storm
Disruptor – Thunder Strike
Tusk – Ice Shards
Tusk – Snowball
Tusk – Walrus Kick
Underlord – Fiend's Gate
Underlord – Firestorm
Underlord – Pit of Malice
Lone Druid – Entangle
Warpine Raider – Seed Shot
Storm – Cyclone
Storm – Dispel Magic
Cloak of Flames – Immolate
Ethereal Blade – Ether Blast
Maelstrom – Chain Lightning
Eul's Scepter of Divinity – Cyclone
Khanda – Empower Spell
Blood Grenade – Throw Grenade
Parasma – Witch Blade
Dust of Appearance – Reveal
Bloodthorn – Soul Rend
Phylactery – Empower Spell
Radiance – Burn
Meteor Hammer – Meteor Hammer
Orchid Malevolence – Soul Burn
Urn of Shadows – Soul Release
Wind Waker – Cyclone
Mjollnir – Chain Lightning
Mjollnir – Static Charge
Witch Blade – Witch Blade
Shiva's Guard – Arctic Blast
Spirit Vessel – Soul Release
Stormcrafter – Bottled Lightning
Slime Vial – Spill
Tormentor – The Shining
Kez – Shodo Sai
Mercy & Grace – Dead Shot
Boglet – Arm of the Deep
Croaker – Tendrils of the Deep
Ancient Croaker – Congregations of the Deep
Crippling Crossbow – Hobble
Orb of Corrosion – Corrosion (Pre 7.38)
Demonic Warrior (Underlord) – Last Will
Demonic Warrior (Book of the Dead) – Last Will
Largo – Croak of Genius
Largo – Frogstomp
Spirit Bear (Pre 7.40) – Entangling Claws
Spirit Bear (Pre 7.40) – Fetch
Essence Distiller – Soul Release
Hydra's Breath – Miasma
Fire – Permanent Immolation
Tempest Double – Flux
Tempest Double – Spark Wraith
Harpy Stormcrafter – Chain Lightning
Satyr Mindstealer – Mana Burn
Mud Golem – Hurl Boulder
Satyr Tormenter – Shockwave
Hellbear Smasher – Thunder Clap
Ancient Thunderhide – Slam
Shard Golem – Hurl Boulder
Roshan – On The Move
Roshan – Roar of Retribution
Roshan – Slam
Raptor – Dive Bomb
Spirit Bear – Entangling Claws
Spirit Bear – Fetch
Psionic Trap – Trap
Familiar – Gravekeeper's Cloak
Familiar – Stone Form
Lycan Wolf – Cripple
Pure
[edit]Pure Damage is a damage type that neither interacts with Armor nor
Magic Resistance. It is also not amplified by magical damage amplification abilities, 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.
Abilities Dealing Pure Damage
Warlock Golem – Flaming Fists
Axe – Counter Helix
Bloodseeker – Rupture
Spectre – Desolate
Leshrac – Diabolic Edict
Enchantress – Impetus
Bane – Brain Sap
Bane – Enfeeble
Bane – Fiend's Grip
Meepo – Ransack
Enigma – Black Hole
Nyx Assassin – Vendetta
Invoker – Sun Strike
Omniknight – Hammer of Purity
Omniknight – Purification
Outworld Destroyer – Arcane Orb
Templar Assassin – Psi Blades
Timbersaw – Timber Chain
Timbersaw – Whirling Death
Tinker – Laser
Kez – Raptor Dance
Roshan – Throw
- 1 Mist Coil deals pure damage to the caster, but magical damage to the target.
- 2 Requires a
talent.
- 3 Requires Aghanim's Scepter.
- 4 Requires Aghanim's Shard.
Flags
[edit]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
[edit]Driven by DOTA_DAMAGE_FLAG_HPLOSS damage flag.
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.
All damage with HP Removal flag will not generate spell lifesteal, because HP Removal will not yield damage instance.
The ability's damage values are still affected by damage classification as usual (i.e. Magical damage with HP Removal can still be affected by magic resistance and magical damage barriers).
Abilities using the HP Removal Flag
- 1 Only applies to aghanim's shard component of the spell.
- 2 Maximum health as cost per second is considered HP Removal to the caster.
- 3 This ability delays damage. The delayed damage is Pure and has the HP Removal flag.
Setting Health
[edit]Main Article: 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
[edit]Besides all sources of damage manipulation and spell lifesteal, the following abilities do not react on damage which has the HP Removal flag:
Abilities Unaffected by HP Removal Damage
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
Runes – 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
[edit]Driven by DOTA_DAMAGE_FLAG_REFLECTION damage flag.
On-damage events of certain abilities do not 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.
Damage Sources with No-reflection Flag
- 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:
Abilities that do not react to the No-reflection flag
No-Spell-Lifesteal
[edit]Driven by DOTA_DAMAGE_FLAG_NO_SPELL_LIFESTEAL damage flag.
Abilities with the no-spell-lifesteal flag cannot spell lifesteal, even though their damage is categorised as spell damage.
All damage with HP Removal flag will not generate spell lifesteal, because HP Removal will not yield damage instance.
Abilities not affected by Spell Lifesteal
Arcanist's Armor – Mega Shield
Battle Fury – Cleave
Blade Mail – Damage Return
Chipped Vest – Chipper
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
[edit]Driven by DOTA_DAMAGE_FLAG_NO_SPELL_AMPLIFICATION damage flag.
Abilities with the no-spell-amplification flag ignore Outgoing Spell Damage Manipulation.
Only spell amplification will be ignored, other spell damage manipulation is still effective.
Abilities not affected by Spell Damage Amplifications
Arcanist's Armor – Mega Shield
Battle Fury – Cleave
Blade Mail – Damage Return
Chipped Vest – Chipper
Kunkka – Tidebringer
Lion – Finger of Death
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-lethality
[edit]Driven by DOTA_DAMAGE_FLAG_NON_LETHAL damage flag.
Damage with No-lethality flag is not lethal.
Most of these damage is only applied on allies.
Damage Sources with No-lethality Flag
- 1 Damage for caster has the No-lethality flag.
- 2 Damage for allies has the No-lethality flag.
No-manipulation
[edit]Driven by DOTA_DAMAGE_FLAG_NO_DAMAGE_MULTIPLIERS damage flag.
Damage with No-manipulation flag will ignore all Damage_manipulation, despite it is outcoming or incoming. Since spell damage amplification is a kind of damage manipulation, so it will also be ignored.
Some damage block and damage barrier are still effective.
Damage Sources with No-manipulation Flag
- 1 Maximum health as cost per second has the no-manipulation flag.
- 2 This ability delays damage. The delayed damage has the no-manipulation flag.
- 3 Current health as cost per second has the no-manipulation flag.
- 4
Damage based on max HP has the no-manipulation flag.
- 5 Damage on illusions has the no-manipulation flag.
- 6 Pure damage when debuff ends has the no-manipulation flag.
Instant Kill
[edit]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.
Instant Kill Sources
- 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
[edit]These abilities instantly destroy illusions when used on them, unless the illusions are strong illusions.
Instant Killing Illusion Abilities
- 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 Only hexes when cast from Nothl Projection.
Creeps
[edit]Instant Killing Creeps Abilities
Axe – Culling Blade5
Chen – Holy Persuasion1
Clinkz – Death Pact
Dagon – Energy Burst
Doom – Devour
Enchantress – Enchant1
Hand of Midas – Transmute
Helm of the Dominator – Dominate1
Helm of the Overlord – Dominate1
Lifestealer – Consume
Mirana – Sacred Arrow
Night Stalker – Hunter in the Night2b
Pudge – Meat Hook
Snapfire – Spit Out6
- 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 launched unit upon landing if it is not a hero or a clone.
Forced Kill
[edit]The following abilities use the instant kill mechanic to forcefully remove or kill its unit(s) from the game when certain conditions are met.
Forced Instant Kill Effects
- 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
[edit]Main Article: Damage Manipulation
Damage manipulation is a mechanic that alters damage values, either increasing or reducing it.
Trivia
[edit]The following damage types were removed in version 6.82.
Composite
[edit]Composite damage (also known as mixed damage) was a damage type that was reduced by both armor and magic resistance. 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
[edit]Universal damage was a damage type that pierced spell immunity and was affected by magic resistance. 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 magical damage, and thus no longer pierce spell immunity.