Damage Types

From Liquipedia Dota 2 Wiki
Taste my blade!

There are three primary Damage Types: Physical, Magical, and Pure.
Physical damage is affected by Armor. Magical damage is affected by Magic Resistance. Pure damage is affected by neither.

Spell Immunity status prevents the targeting of most spells (no matter what damage type they are) and grants a 100% Magic Resistance bonus. Whether or not a spell pierces immunity is unique to the spell.

Physical Damage[edit]

Physical damage is caused by all standard attacks from units and some spells.

  • All physical damage is reduced by positive armor and amplified by negative armor.
  • Damage Block reduces physical damage from standard attacks, but does not reduce physical damage from spells.
  • Cleave is unaffected by armor value but is still affected by armor type and damage block.
  • Physical damage does not affect Ethereal units.
  • Evasion grants the chance to dodge standard attacks, but will not dodge physical damage caused by a spell.

Attack Types[edit]

Physical damage caused by standard attacks can have different attack types depending on the unit, and they are affected by different armor types as listed in the table below.

Attack Type Armor Type
Basic Armor Fortified Armor Hero Armor
  Basic Attack   100% 70% 75%
Pierce Attack 150% 35% 50%
  Siege Attack    100% 250% 85%
Hero Attack 100% 50% 100%
For a comprehensive list, see the Table of Armor and Damage Types

Basic Attack[edit]

Basic attacks are used by most creeps and summons. It deals less damage to buildings, siege creeps, and heroes.

Pierce Attack[edit]

Pierce attacks are used by some creeps and summons. It deals very high damage to lane creeps and neutral creeps, but very weak damage to buildings, siege creeps, and heroes.

Siege Attack[edit]

Siege attacks are used by towers and siege creeps. It deals very high damage to buildings and siege creeps, but less damage to heroes.

Hero Attack[edit]

Hero attacks are used by all heroes, and a few special summons. It deals half damage to buildings and siege creeps.

Magical Damage[edit]

Magical damage is a very common damage type for spells. Magical damage deals bonus damage to Ethereal units and is affected by Magic Resistance.

Pure Damage[edit]

Pure damage is a damage type that is not affected by Armor or Magic Resistance. Pure damage can be reduced and amplified by a few specialized game mechanics.

Hero Abilities
Hero Ability
Abaddon Mist Coil (Self Damage)
Axe Counter Helix
Bane Brain Sap
Nightmare
Bloodseeker Blood Rite
Rupture
Chen Test of Faith
Doom Doom
Enchantress Impetus
Enigma Midnight Pulse
Black Hole
Invoker Sun Strike
Lina Laguna Blade
(Scepter)
Lone Druid Summon Spirit Bear (Backlash)
Medusa Mystic Snake (Stone Gaze)
Nyx Assassin Spiked Carapace
Omniknight Purification
Outworld Devourer Arcane Orb
Pudge Meat Hook
Queen of Pain Sonic Wave
Silencer Glaives of Wisdom
Spectre Desolate
Templar Assassin Psi Blades
Timbersaw Whirling Death (Tree Cut)
Timber Chain
Chakram
Chakram Chakram
(Scepter)
Tinker Laser
Item Abilities
Item Ability
Iron Talon Chop Chop
Urn of Shadows Soul Release

Non-Damage Types[edit]

The following mechanics remove hit points but do not trigger on-hit effects. The underlying mechanic is the damage source not causing a hit. This results in it being ignored by effects which only trigger on hit. A hit is defined as damage greater than 0 from a standard damage type (either physical, magical, or pure). Because the following mechanics do not cause a hit, they are considered Non-Damage Types and are in an entirely different category from standard Damage Types.

HP Cost[edit]

HP Cost does not count as damage and is always non-lethal. It cannot be reduced or amplified by anything.

Hero Abilities
Hero Ability
Huskar Burning Spear
Io Overcharge
Kunkka Ghostship
Phoenix Icarus Dive
Fire Spirits
Sun Ray
Terrorblade Sunder
Undying Soul Rip
Weaver Time Lapse
Item Abilities
Item Ability
Armlet of Mordiggian Unholy Strength
Soul Ring Sacrifice

Negative Regeneration[edit]

Negative Regeneration does not count as damage but is always lethal. It cannot be reduced or amplified by anything.

Hero Abilities
Hero Ability
Necrophos Heartstopper Aura
Techies Blast Off! (Self Damage)

Instant Kill[edit]

Under certain conditions, some abilities may provide an instant kill. This has no damage type and simply kills the target when the requirements are met. Under shared damage effects, instant kill damage is not spread.

Hero Abilities
Hero Ability Kill Condition
Ancient Apparition Ice Blast Unit is under the health threshold
Axe Culling Blade Unit is under the health threshold
Brewmaster Primal Split If all warriors die, Brewmaster dies
Clinkz Death Pact Unit is a non-ancient creep or summon
Disruptor Glimpse Unit is an illusion
Doom Devour Unit is a non-ancient creep or summon
Enigma Demonic Conversion Unit is a non-ancient creep or summon
Juggernaut Omnislash Unit is a non-ancient creep
Lich Sacrifice Unit is an allied lane creep
Lifestealer Consume Unit is non-hero and Infestable
Lion Hex Unit is an illusion
Mana Drain Unit is an illusion
Lone Druid Spirit Bear If Lone Druid dies, the Spirit Bear also dies
Mirana Sacred Arrow Unit is a non-ancient creep or summon
Medusa Stone Gaze Unit is an illusion
Meepo Divided We Stand If one Meepo dies, they all die
Oracle False Promise Unit took too much damage
Phoenix Supernova If the sun dies, Phoenix also dies
If the sun dies, Phoenix and an allied hero (if chosen) also die
Pugna Life Drain Unit is an illusion
Shadow Shaman Hex Unit is an illusion
Wraith King Reincarnation Wraith duration ends
Item Abilities
Item Ability Kill Condition
Bloodstone Pocket Deny Instantly denies the user when used
Dagon Energy Burst Unit is an illusion
Hand of Midas Transmute Unit is transmutable
Scythe of Vyse Hex Hex Unit is an illusion

No-Trigger[edit]

Damage dealt by the following abilities will not trigger on-hit effects, despite having a damage type.

Hero Abilities
Hero Ability
Spectre Dispersion
Venomancer Poison Sting
Zeus Static Field
Unit Abilities
Unit Ability
Vhoul Assassin Envenomed Weapon

No-Reflection[edit]

Damage dealt by the following abilities cannot be reflected.

Hero Abilities
Hero Ability
Nyx Assassin Spiked Carapace
Spectre Dispersion
Venomancer Poison Sting
Viper Corrosive Skin
Warlock Fatal Bonds
Zeus Static Field
Unit Abilities
Unit Ability
Vhoul Assassin Envenomed Weapon
Item Abilities
Item Ability
Blade Mail Damage Return

Direct Added Damage[edit]

Some damage effects have deprecated interactions still found within the game. The following abilities add damage directly to the user's attack despite being a different damage type, and interact with lifesteal and damage reduction as if it were part of the user's standard attack damage itself, despite being abilities.

Overview:


Fury Swipes and Mana Burns:

  • Does not work on allied units

Javelin, Bashes, and Mini-Bashes:


Nethertoxin:


Shadow Blade and Silver Edge:


Roshan:

Hero Abilities
Hero Ability
Anti-Mage Mana Break
Faceless Void Time Lock
Riki Cloak and Dagger
Slardar Bash of the Deep
Sniper Headshot
Troll Warlord Berserker's Rage
Ursa Fury Swipes
Viper Nethertoxin
Unit Abilities
Unit Ability
Necronomicon Warrior Mana Break
Roshan Bash
Item Abilities
Item Ability
Abyssal Blade Bash
Diffusal Blade Manabreak
Javelin Pierce
Monkey King Bar Mini-Bash
Skull Basher Bash
Shadow Blade Shadow Walk
Silver Edge Shadow Walk

Version History[edit]

Patch Version Balance Changes
7.06
  • Buff Siege damage type vs structures increased from 150% to 250%
6.87
  • Rework Removed Strong armor type, and moved affected units to Soft type, which is now renamed to Basic type
6.86
  • Buff Siege damage against heroes increased from 75% to 85%
  • Rework Removed the Light attack type and moved the following units to the Standard attack type
  • Rework Removed the Weak armor type and moved the following unit to the Soft armor type
  • Rework Combined the Basic and Strong Armor types
6.82
  • Rework There are now three primary damage types and a Spell Immunity Piercing status with each
Physical can now be blocked by Spell Immunity, Pure can now pierce Spell Immunity, on an individual spell basis
  • Rework Universal damage type removed
This was a rare type that always pierced Spell Immunity and was reduced by Magic Resistance
  • Rework Composite damage type removed
This was a hybrid type that was reduced by both Armor and Magic Resistance
  • Rework HP Removal removed, replaced by HP Cost
Remaining uses are as an alternative cost for spells or as functional HP modifications, these are now considered usage costs in the game and are never lethal

See also[edit]

External links[edit]