Buildings are defensive structures found on the map at the start of each game. They are immune to most spells, have Fortified Armor, and are immobile. Destroying a structure rewards heroes with a gold bounty, similar to killing creeps and heroes. There are several kinds of buildings, each with their own role.
The main line of base defense, towers are the primary buildings that can attack. Both the Radiant and the Dire have three lanes which are guarded by three towers each. Their Ancient is guarded by two neighboring towers. Towers are a higher tier depending on how far they are in the lane. Every tower, except for Tier 1 towers, are invulnerable until the lower tier tower in front of it is destroyed. The two Tier 4 towers defending a team's Ancient become vulnerable if any Tier 3 tower is destroyed. Barracks do not have to be destroyed to make these towers vulnerable. Both Tier 4 towers must be destroyed in order to remove the Ancient's invulnerability.
Towers can be denied, just like creeps, once they have 10% health or less. This means that tier 1 towers (1400 total HP) can be denied at 140 health or lower, and tier 2-4 towers (1600 total HP) can be denied at 160 health or lower. Tier 4 towers regen 3 HP/sec.
All towers have a sight range of 1900 / 800, a True Sight range of 700, an attack range of 700, and grant an armor aura to nearby heroes. They also gain armor for each enemy hero nearby. All Towers deal Siege Damage.
Towers have a specific targeting priority that determines which enemy it will attack. Listed from highest priority to lowest.
- Closest enemy unit or hero attacking a friendly hero with auto attack
- Closest enemy unit or hero attacking the tower itself with auto attack
- Closest enemy unit or hero attacking any friendly unit with auto attack
- Closest enemy unit
- Closest enemy hero
- Closest enemy catapult
Towers do not attack neutral units.
The tower will only switch targets under three circumstances:
- If the targeted enemy unit or hero dies (target is removed)
- If an enemy unit or hero targets a friendly hero within 500 range of the tower (priority 1)
- If an enemy hero being attacked by the tower manually attacks a friendly unit or hero (this is a strategy known as removing tower aggression, or "tower aggro" to get a tower to stop attacking you, forcing it to switch targets)
|Tier||Team Bounty||Denied Bounty||Last Hit Bonus||Average Total||Denied Total|
|1||120 Reliable Gold||80 Reliable Gold||150-250 Unreliable Gold||1520 Gold||500 Gold|
|2||200 Reliable Gold||100 Reliable Gold||150-250 Unreliable Gold||1760 Gold||600 Gold|
|3||200 Reliable Gold||120 Reliable Gold||150-250 Unreliable Gold||1990 Gold||700 Gold|
|4||200 Reliable Gold||140 Reliable Gold||150-250 Unreliable Gold||2225 Gold||800 Gold|
|Tier||Health||Damage||Armor||Base Attack Time||Armor Aura|
|Tier 1 Armor Bonus||2|
|Tier 2/3/4 Armor Bonus||3|
- Multiple instances of Tower Protection do not stack.
- Only affects allied heroes and illusions.
|Armor Bonus Per Enemy Hero||3|
All buildings except for Tier 1 towers and the Fountain have backdoor protection, which regenerates structures by 90 hp per second until they are at their previous health amount, and provides 75% damage resistance against illusions and 40% damage resistance against all other units. This means backdoor protection can resist up to 150 dps, any higher dps will be able to eventually destroy the building. Backdoor protection activates when there are no attacking allied creeps within a 900 radius of the enemy tower. If there are allied creeps nearby, backdoor protection is disabled and the tower remains vulnerable for 15 seconds after the last creep dies. Backdoor protection will not regenerate damage dealt by friendly units.
It should be noted that Tier 2 towers each have their own separate backdoor protection. Disabling the backdoor protection of one Tier 2 tower will not disable the others. For the base area (which encompasses all Tier 3 and 4 towers, Barracks, Pillars, and the Ancient) all buildings will share backdoor protection within that area. This means disabling one base building's backdoor protection will disable it for the entire base. Keep in mind however that Tier 4 towers are still invulnerable until at least one Tier 3 tower is destroyed, and the Ancient is invulnerable until both Tier 4 towers are destroyed.
- If an enemy lane creep gets within 900 radius of the building, the protection is lost.
- All buildings except for tier 1 towers have this ability.
- The 75% illusion resistance replaces the base 25% illusion resistance while backdoor protection is active.
- Only heals back damage dealt by enemy units. Damaged dealt by allies is not healed back.
Barracks are buildings which spawn Lane Creeps and are defended by Tier 3 towers. There are two barracks for each lane. The Melee Barracks is always to the right and the Ranged Barracks is always to the left, no matter which faction's side of the map you are on. Destroying an enemy Barracks grants your team's corresponding lane super creeps. For example, if you destroy the middle lane's Melee Barracks, your middle lane will now spawn Super Melee creeps.
Destroying all of the enemy base's barracks will cause an announcement to sound, alerting both teams that you are now spawning mega creeps. This upgrades Super creeps to Mega Creeps, making them even more powerful. See Lane Creeps for more details.
Creeps will always spawn, regardless of whether there is a barracks or not. Barracks are invulnerable until the corresponding tower that guards them is destroyed.
The Melee Barracks has 1500 HP, 18 Armor and 5 HP regen.
The Ranged Barracks has 1200 HP, 12 Armor and 0 HP regen.
Barracks have a last hit bonus of 100-150 gold, and give each player on the enemy team 275 (Melee) / 225 (Ranged) gold when destroyed. The team gold is given even if the barracks are denied.
Barracks have 900 / 600 sight range, and do not have True Sight.
Ancients (also known as Thrones) are massive structures and the main objective. To win, your team must destroy the enemy Ancient. Ancients have no offensive abilities, but are guarded by towers and powerful team of five heroes. The Ancient is invincible until both Tier 4 towers are destroyed.
Ancients have 4250 hp, regenerate 8 hp per second, 18 armor, and backdoor protection.
They also have 2600 / 2600 sight range, and a True Sight radius of 900.
|True Sight Radius||900|
The fountain is a structure located in the respawn area of each base, and provides a healing and mana regeneration aura to all allied units near it.
The Fountain Rejuvenation aura provides 4% of maximum HP and Mana per second + 14 Mana per second.
Fountains are permanently invulnerable, have 1800 / 1800 sight range, a True Sight radius of 1200, and an attack range of 1200. Deals 220-240 damage per attack.
Bottles are automatically refilled when you are near the fountain. Using bottles while near the fountain speeds up the rate of regeneration.
The Home Shop is located at the fountain.
|HP Regeneration||5% of max hp|
|Mana Regeneration||6% of max mana|
Shrines are regenerative structures. Each team has 2 Shrines on the map, 1 near each team's Secret Shop and the other in their jungle. They can be directly teleported to just like all other team buildings. Shrines become vulnerable whenever any Tier 3 tower falls for the respective team.
Shrines have 1500 HP and 24 Armor. Shrines provide a 125 gold bounty for each player on the team when killed or denied. Shrines do not grant vision.
- Total hp/mana replenish:
- 375 HP
- 150 MP
- Activates once you are in melee range after right clicking on it.
- The Shrine's ability starts on cooldown and becomes available at 5 minutes.
- Each Shrine has a separate cooldown.
Pillars or Effigies are smaller structures that act as buffers within a base, making creeps take longer to reach actual towers and give the base's defenders more time to act.
They have 1000 health, 14 armor, and backdoor protection.
They also have 800 / 550 sight range, and a gold bounty of 116-134.
Glyph of Fortification
Glyph is an ability usable by any player on the team. It renders all buildings and lane creeps owned by their team invulnerable for 5 seconds, with a 5 minute cooldown shared by all allied players. This can be used defensively to stop enemy pushes or slow them down long enough to organize a defense. It can also be used offensively to allow your creeps to survive longer and disable backdoor. A team's glyph cooldown is refreshed (after a 1 second delay) if one of their own Tier 1 towers is destroyed.
- Cooldown is refreshed if an allied tier 1 tower falls.
- Affects Lane Creeps, but not player controlled units.
Scan is a targeted area of effect that lasts for a few seconds. Starts on cooldown and has a global team-wide cooldown. It indicates whether there are enemy heroes in the selected area. The minimap indicator is green when there are no heroes, and is red with beeping when enemy heroes are detected.
- Starts on cooldown so it is not available at the beginning of the match.
- Checks for enemies every second, starting immediately on use, checking a total of 9 times.
- When a hero is detected, the green minimap indicator turns red.
- Does not detect units inside the Roshan Pit.
- Can detect enemies under Deceit.
Abilities that affect Buildings
|Arc Warden||Magnetic Field||Grants affected buildings attack speed and 100% evasion. True Strike does not affect buildings.|
|Centaur Warrunner||Return||Damage is reduced by armor value and armor type.|
|Clinkz||Searing Arrows||Damage is reduced by armor value and armor type.|
|Death Prophet||Exorcism||Damage is reduced by armor value and armor type.|
|Dragon Knight||Elder Dragon Form||Corrosive Breath deals the full 20 damage per second.|
|Faceless Void||Chronosphere||Allied and enemy buildings become disabled and will not attack.|
|Jakiro||Liquid Fire||Deals damage over time and slows tower attack speed.|
|Leshrac||Diabolic Edict||Damage is reduced by the armor value only, not by the armor type.|
|Lich||Ice Armor||Can be cast on allied buildings to increase their armor for 40 seconds. Also applies a debuff that slows attackers.|
|Naga Siren||Song of the Siren||Enemy buildings become invulnerable and will not attack.|
|Night Stalker||Darkness||Sets maximum vision range to 675.|
|Ogre Magi||Bloodlust||Buffs the attack speed of towers.|
|Omniknight||Guardian Angel||Aghanim's Scepter upgrade only.|
|Pugna||Nether Blast||Deals 50% splash damage to buildings.|
|Razor||Eye of the Storm||Aghanim's Scepter upgrade only. |
The armor reduction part of this skill does not work on buildings. Damage is reduced by the armor value only, not by the armor type.
|Shadow Shaman||Mass Serpent Ward||Deals 35% damage to buildings.|
|Techies||Proximity Mines||Deals 25% damage to buildings.|
|Tiny||Toss||Buildings cannot be targeted but will take 33% splash damage.|
|Grow||Aghanim's Scepter upgrade only.|
|Treant Protector||Living Armor||Adds regeneration and damage block to a building for 15 seconds or after 4 / 5 / 6 / 7 instances have been blocked.|
|Venomancer||Plague Ward||Deals 35% damage to buildings.|
|Viper||Poison Attack||Deals full damage and slows buildings.|
|Spirit Bear||Demolish||Spirit Bear deals 40% bonus damage to buildings.|
|Earth||Demolish||Earth Warrior deals 300% bonus damage to buildings.|
|Desolator||Corruption||Reduces armor on enemy buildings.|
|Assault Cuirass||Assault Aura||Reduces armor on enemy buildings. Increases armor and attack speed on allied buildings.|
|Crimson Guard||Guard||Blocks damage and grants armor on allied buildings.|
|Patch Version||Balance Changes|