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 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
Locations of all faction buildings.

All buildings are Reinforced.

Reinforced
This ability can be bestowed by Illusions. Neither affected nor disabled by Break.
Passive
Affects
Self
Units of this attack classification take reduced attack damage from heroes and player-controlled units. However, it deals an increased attack damage to its own classification kind.

Backdoor Protection[edit]

Backdoor Protection areas.

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
Ability
Passive / Aura
Affects
Self
Structure takes reduced damage, and quickly regenerates any damage taken while no enemy creeps are nearby.
Tier 2 Tower Search Radius: 900
Ancient Search Radius: 4000
Heal per Second: 180
Damage Reduction: Incoming Damage Manipulation 50%
Protected Illusion Damage Reduction: Incoming Damage Manipulation 75%
Reactivation Delay: 15
Aura Linger Duration: 0.5
Buff/Debuff
Modifiers [?]
modifier_backdoor_protection
Undispellable
modifier_backdoor_protection_in_base
Undispellable
modifier_backdoor_protection_active
Undispellable
Backdoor Protection visual effect on Towers.
NOTES
 
5350, 5351

backdoor_protection, backdoor_protection_in_base
  • Each Backdoor Protection search radius functions independently of the other.
    • The Ancient has a 4000 search radius, granting Backdoor Protection to all buildings inside the base, excluding the Fountain.
    • Since the buildings within the base are based on the Ancient's search radius, they lose Backdoor Protection at the same time as the Ancient.
  • The unit detection is aura-based. If an enemy lane creep enters the search radius, the Backdoor Protection for that building is automatically disabled.
    • The aura's effect lingers for 0.5 seconds, so the total reactivation delay is effectively 15.5 seconds.
  • Grants the following effects to the protected building while active:
    • Self-heals 18 health in 0.1 second intervals upon any damage instance.
    • Only heals from enemy damage sources, ally damage dealt (e.g. from denying) is not healed. It is possible to destroy protected buildings by dealing more than 270 damage per second (before reductions).
    • Applies generic incoming damage reduction on the building. Affects all damage types the building takes that is not flagged as HP removal.
      • Stacks additively with other sources of generic incoming damage manipulation.
    • Applies a unique incoming damage reduction with the incoming damage reduction of Reinforced.
      • Stacks multiplicatively with other sources of unique incoming damage manipulation. Therefore, it further reduces the incoming damage from the following units while Backdoor Protection is active:
      • EXPR
        • Against illusions attack damage: IllusionDamageDealt × 0.1
        • Against illusions spell damage: SpellDamageDealt × 0.25
        • Against summons and Dominated creeps: AttackDamageDealt × 0.225


Glyph of Fortification[edit]

The Scan button is located on the right of the minimap.
Scan and Glyph icons are split up for spectators, showing both teams' cooldowns.

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.

Glyph of Fortification
Ability
No Target
Affects
Allies
Grant your structures and lane creeps invincibility for 100% seconds. Refreshed whenever the first tier 1 and first tier 2 tower fall. Also refreshed on the destruction of the first melee barracks.
Bonus Attack Targets per Tier: 0/5/5/5
Damage Reduction: Incoming Damage Manipulation 100%
Duration: 7
Creep Duration: 4
Initial Cooldown: 180
Tower Destruction Set Cooldown: 1
 300
Buff/Debuff
Modifiers [?]
modifier_fountain_glyph
Death
modifier_glyph_reset
Undispellable
NOTES

  • Has a 180-second initial cooldown upon the game horn, and can be cast at the 3rd minute after the first lane creeps spawn.
  • Only the Tower (Tier 1) does not attack multiple targets when Glyph of Fortification is active
  • Causes the Tower to perform instant attacks on the closest 5 enemies whenever it launches an attack projectile.
    • This means all projectiles are released at the same time together with the main attack. It does not matter whether the primary attack misses.
    • The extra projectiles travel at the same speed as the leading attack's projectile.
    • Does not target the following units:
    • However, attacking wards or buildings still causes the secondary projectile to hit valid targets within the radius.

Towers[edit]

Radiant and Dire towers

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:

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 AttackAttack 88‒92
(100 DPS)
DaytimeDaytime 1900 DaytimeDaytime 600
Tower (Tier 2) 2500
(250)
16 AttackAttack 170‒174
(191.11 DPS)
DaytimeDaytime 1900 DaytimeDaytime 1100
Tower (Tier 3) 2500
(250)
16 AttackAttack 170‒174
(191.11 DPS)
DaytimeDaytime 1900 DaytimeDaytime 1100
Tower (Tier 4) 2600
(260)
21 AttackAttack 170‒174
(191.11 DPS)
DaytimeDaytime 1900 DaytimeDaytime 1100

Attack Priority[edit]

All Tower attacks use the same mechanic as auto-attacks unless Glyph of Fortification is active. When multiple enemy units engage the tower, it naturally targets the first enemy within its attack range and stops attacking the target when the attacked unit is dead, getting out of its attack range or the unit becomes attack immune.

Once that happens, the tower has the following priority when choosing its next target:

  1. Closest enemy unit attacking the tower itself
  2. Closest enemy unit attacking an ally of the tower
  3. Closest enemy unit
  4. Siege Creep
  5. Wards

All units are treated equally regardless of their unit type. Siege Creeps and wards have the lowest attack priority and are always attacked last. If a tower attacks one of these units, and then another unit or hero comes within range, the tower immediately switches to the new unit. Siege Creeps have a higher priority than Wards.

There are also two additional scenarios where the tower switches its attack target immediately:

The tower switches to the enemy hero upon the enemy's attack order on an allied hero within 500 radius of the tower. This only works against regular attacks of enemy heroes and does not require the attack to finish or complete (i.e. dealing its attack damage on the allied hero). Neither considers instant attacks nor manual casting active attack modifiers as an attack for this scenario.

On the other side, if the currently targeted enemy unit is ordered to attack its ally, the tower immediately switches its attack priority to another unit, using the aforementioned priority above. Enemies can de-aggro the tower only once every 2.5 seconds by using this technique. If the tower has already started its attack on a unit, it will finish that attack regardless. It is impossible to cancel the tower's attacks by changing its aggro. The attacks can only be canceled when its current target cannot be attacked anymore.

Both scenarios above are akin to the lane creeps' behavior, which triggers the same attack priority.

Tower Bounty[edit]

All 3 types of Tower Bounty grant unreliable gold. Turbo Mode has a building Gold Gold bounty multiplier of 2.

Gold Gold Bounty Type Definition
Last Hit Bounty
  • Granted to the player who made the last hit on the Tower.
Team Bounty
  • Granted to the team when a Tower is destroyed.
  • Grants the Team Bounty if there is no one to credit the last hit to (e.g. Tower being destroyed by lane creeps).
Denied Bounty
  • Grants
    EXPR
    0.5 × TeamBounty to both factions get when a Tower is denied.

Grants the following amount of Gold Gold bounty in certain conditions:

Tower Ability[edit]

Tower Protection
Ability
Aura
Increases armor and health regeneration of nearby allied heroes.
Radius: 900
Armor Bonus per Tier: 3/5/5/5
Health Regen Bonus per Tier: 1/3/3/3
Aura Linger Duration: 0.5
Buff/Debuff
Modifiers [?]
modifier_tower_aura
Undispellable
modifier_tower_aura_bonus
Undispellable
NOTES

  • The aura's buff lingers for seconds.
  • Within the radius, Tier 1/2/3/4 towers can regenerate up to 60/180/180/180 of its ally's health in one minute.
  • Multiple instances of Tower Protection aura do not stack.
    • When teleporting from a Tier 2/3/4 tower to a Tier 1 tower or vice versa, the armor and health regeneration bonuses update after the linger time.


True Sight
Ability
Aura
Affects
Enemies
Adds the ability to see invisible units and wards to any allied vision within the structure's range.
Radius: 700
Aura Linger Duration: 0.5
Buff/Debuff
Modifiers [?]
modifier_tower_truesight_aura
Undispellable
modifier_truesight
Undispellable


Barracks[edit]

Faction Radiant and Faction Dire Ranged and Melee Barracks.

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 MeleeMelee Melee Barracks for File:File:Melee Creep Radiant icon.png Melee Creeps and Flagbearer Creeps and the Ranged Barracks for RangedRanged Lua error in Module:VarQuery at line 35: No results found.. 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:

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 Gold bounty multiplier of 2.

Gold Gold Bounty Type Definition
Last Hit Bounty
  • Granted to the player who made the last hit on the Barracks.
  • The player who made the last hit is not granted the Team Bounty and vice versa.
Team Bounty
  • Granted to the team when a Barracks is destroyed.
  • Grants the Team Bounty if there is no one to credit the last hit to (e.g. Barracks being destroyed by lane creeps).
Denied Bounty
  • Does not reduce the Team Bounty. Grants the same amount as Team Bounty.

Grants the following amount of Gold Gold bounty in certain conditions: <tabber> |-|Default =

Building Team Bounty / Hero Last Hit Bounty (Avg) Last Hit (Σ) Without Last Hit (Σ) Deny Bounty / Hero
MeleeMelee Melee Barracks 155 Gold 112 Gold 887 Gold 775 Gold Same as Team Bounty
RangedRanged Ranged Barracks 90 Gold 112 Gold 562 Gold 450 Gold

|-|Turbo Mode =

Building Team Bounty / Hero Last Hit Bounty (Avg) Last Hit (Σ) Without Last Hit (Σ) Deny Bounty / Hero
MeleeMelee Melee Barracks 310 Gold 224 Gold 1774 Gold 1550 Gold Same as Team Bounty
RangedRanged Ranged Barracks 180 Gold 224 Gold 1124 Gold 900 Gold

</tabber>

Ancients[edit]

Radiant's and Dire's Ancient.

Ancients (also commonly referred to as Thrones, or Tree for Faction Radiant's ancient and Throne for Faction 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:

Ancients Ability[edit]

True Sight
Ability
Aura
Affects
Enemies
Adds the ability to see invisible units and wards to any allied vision within the structure's range.
Radius: 900
Aura Linger Duration: 0.5
Buff/Debuff
Modifiers [?]
modifier_tower_truesight_aura
Undispellable
modifier_truesight
Undispellable


Fountains[edit]

Faction Radiant and Faction Dire Fountain.

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 DaytimeDaytime 1800 and DaytimeDaytime 1800.
  • Ranged attacks with a range of RangedRanged 1200 and projectile speed of 1400.
    • They deal AttackAttack 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.

Fountain Ability[edit]

Primal Beast is invulnerable upon respawning.

Rejuvenation Aura
Ability
Aura
Affects
Allies
Heals 5% HP and 6% mana per second.
Radius: 1200
Max Health as Health Regen Bonus: 5%
Max Mana as Mana Regen Bonus: 6%
Aura Linger Duration: 3
Buff/Debuff
Modifiers [?]
modifier_fountain_aura
Undispellable
modifier_fountain_aura_buff
Undispellable
modifier_fountain_invulnerability
Undispellable


Fountain Damage
Ability
Passive
Affects
Enemies
Damage
Physical
Taking increasingly more damage from the fountain each time you are attacked
Attack Damage Bonus per Stack: 3
Accuracy: 25%
Debuff Duration: 12
Buff/Debuff
Modifiers [?]
modifier_fountain_passive
Undispellable
modifier_fountain_fury_swipes_damage_increase
Death


True Sight
Ability
Aura
Affects
Enemies
Adds the ability to see invisible units and wards to any allied vision within the structure's range.
Radius: 1200
Aura Linger Duration: 0.5
Buff/Debuff
Modifiers [?]
modifier_tower_truesight_aura
Undispellable
modifier_truesight
Undispellable


Effigy Buildings[edit]

Faction Radiant and Faction Dire Effigy Buildings.

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 [[]], 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 Faction Radiant has two different types of effigy building models, while the Faction Dire has one model for all.

The Effigy Buildings have the following attributes:

Defender's Gate[edit]

Faction Radiant and Faction Dire Defender's Gates.

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 Faction Radiant, and east for Faction 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
Ability
Aura
Affects
Units
A force field that only allows allies to pass through.
Segments: 15
Pathing Block Radius: 24
Buff/Debuff
Modifiers [?]
npc_dota_base_blocker
Undispellable
NOTES

  • 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.


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.

1 Requires TalentsTalents talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.
Affects Buildings Conditionally

Trivia[edit]

  • In DotA, Glyph of Fortification grants ally buildings spell immunity and 9999 armor, instead of 100% incoming damage reduction like in Dota2.
    • This means physical attacks still did 1 damage to them, since 100% physical damage resistance cannot be achieved with just armor, and the game rounds damage numbers to full numbers.
    • This also means that fortified buildings cannot be targeted by some abilities which otherwise could target them.
  • In earlier versions of DotA, Glyph did not grant spell immunity, and skills such as Nether Blast could deal damage through it.

Recent Changes[edit]

Main Article: Buildings/Changelogs
Description
7.36
(2024-05-22)
7.35
(2023-12-14)
  • Fountain now deals 25% splash damage in a 250 radius around the target.
  • ADDED 2 more Watchers to the Mines and Well areas of the map.
  • Teleport times to Outposts in the Faction Radiant and Faction Dire jungles decreased from 6s to 4s.
  • Twin Gate
    • Warp
      • Now costs 25 mana.
      • Units without mana can use Twin Gates for free.
7.34
(2023-08-08)