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 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
All buildings are Reinforced.
Passive
Affects
Self
Backdoor Protection[edit]
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
Tier 2 Tower Search Radius: 900
Ancient Search Radius: 4000
Heal per Second: 180
Reactivation Delay: 15
Aura Linger Duration: 0.5
NOTES
5350, 5351
backdoor_protection, backdoor_protection_in_base
- Each Backdoor Protection search radius functions independently of the other.
- 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
- Against illusions attack damage:
Glyph of Fortification[edit]
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
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.
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.
- Applies a generic 100% incoming damage reduction on buildings and lane creeps.
- Does not grant invulnerability, therefore, it does not prevent instant kill sources (e.g. Culling Blade etc.) from killing affected units.
- 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:
- Wards and other buildings.
- Invisible, attack immune or untargetable units, and units inside the Fog of War.
- However, attacking wards or buildings still causes the secondary projectile to hit valid targets within the radius.
- Destruction of the first Tower of Tower (Tier 1) and Tower (Tier 2) and of the first Melee Barracks causes the cooldown to be set to 1, to prevent accidental double-casts.
- Does not set the cooldown upon the destruction of Tower (Tier 3) or Tower (Tier 4).
Towers[edit]
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:
- Towers (Tier 1): located at the end of each lane.
- Towers (Tier 2): located halfway through each lane.
- Towers (Tier 3): located on top of the 3 ramps at each base.
- Towers (Tier 4): located in pairs in front of each Ancient.
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 | 88‒92 (100 DPS) |
1900 600 | |
Tower (Tier 2) | 2500 (250) |
16 | 170‒174 (191.11 DPS) |
1900 1100 | |
Tower (Tier 3) | 2500 (250) |
16 | 170‒174 (191.11 DPS) |
1900 1100 | |
Tower (Tier 4) | 2600 (260) |
21 | 170‒174 (191.11 DPS) |
1900 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:
- Closest enemy unit attacking the tower itself
- Closest enemy unit attacking an ally of the tower
- Closest enemy unit
- Siege Creep
- 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 bounty multiplier of 2.
Gold Bounty Type | Definition |
---|---|
Last Hit Bounty |
|
Team Bounty |
|
Denied Bounty |
|
Grants the following amount of Gold bounty in certain conditions:
Tower Ability[edit]
Tower Protection
Ability
Aura
Aura
Affects
Allied Heroes
Allied Heroes
Increases armor and health regeneration of nearby allied heroes.
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.
- Treats illusions and creep-heroes as heroes.
- Fully affect invulnerable but not hidden heroes.
True Sight
Ability
Aura
Aura
Affects
Enemies
Enemies
Adds the ability to see invisible units and wards to any allied vision within the structure's range.
Barracks[edit]
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 Melee Barracks for File:File:Melee Creep Radiant icon.png Melee Creeps and Flagbearer Creeps and the Ranged Barracks for 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:
- Melee Barracks have 2200 health (denyable at 220), 5 health regen, and 15 armor.
- Ranged Barracks have 1300 health (denyable at 130), 0 health regen, and 9 armor.
- All barracks have a daytime and nighttime vision range of 900 and 600.
- No attack capabilities and no True Sight.
- Backdoor Protection.
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 bounty multiplier of 2.
Gold Bounty Type | Definition |
---|---|
Last Hit Bounty |
|
Team Bounty |
|
Denied Bounty |
|
Grants the following amount of 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 |
---|---|---|---|---|---|
Melee Barracks | 155 | 112 | 887 | 775 | Same as Team Bounty |
Ranged Barracks | 90 | 112 | 562 | 450 |
|-|Turbo Mode =
Building | Team Bounty / Hero | Last Hit Bounty (Avg) | Last Hit (Σ) | Without Last Hit (Σ) | Deny Bounty / Hero |
---|---|---|---|---|---|
Melee Barracks | 310 | 224 | 1774 | 1550 | Same as Team Bounty |
Ranged Barracks | 180 | 224 | 1124 | 900 |
</tabber>
Ancients[edit]
Ancients (also commonly referred to as Thrones, or Tree for Radiant's ancient and Throne for 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:
- 4500 health, 12 health regen (0 in Turbo Mode), and 23 armor.
- A daytime and nighttime vision range of 2600 and 2600.
- No attack capabilities.
- Backdoor Protection.
Ancients Ability[edit]
True Sight
Ability
Aura
Aura
Affects
Enemies
Enemies
Adds the ability to see invisible units and wards to any allied vision within the structure's range.
Fountains[edit]
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 1800 and 1800.
- Ranged attacks with a range of 1200 and projectile speed of 1400.
- They deal 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]
Rejuvenation Aura
Ability
Aura
Aura
Affects
Allies
Allies
Heals 5% HP and 6% mana per second.
Fountain Damage
True Sight
Ability
Aura
Aura
Affects
Enemies
Enemies
Adds the ability to see invisible units and wards to any allied vision within the structure's range.
Effigy Buildings[edit]
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 Radiant has two different types of effigy building models, while the Dire has one model for all.
The Effigy Buildings have the following attributes:
- 1000 health (denyable at 100), 0 health regen, and 10 armor.
- A daytime and nighttime vision range of 900 and 600.
- A Gold bounty of 68 (136 in Turbo Mode). Grants unreliable gold.
- No attack capabilities and no True Sight.
- Backdoor Protection.
Defender's Gate[edit]
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 Radiant, and east for 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
Aura
Affects
Units
Units
A force field that only allows allies to pass through.
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.- The aura grants allies unobstructed movement, but not phased movement.
- Units with flying movement can also pass through the Defender's Gate freely.
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.
Abilities Affecting Buildings
- Abaddon – Curse of Avernus
- Arc Warden – Magnetic Field
- Assault Cuirass – Assault Aura
- Blight Stone – Lesser Corruption
- Clinkz – Tar Bomb
- Crimson Guard – Guard
- Desolator – Corruption
- Dragon Scale – Afterburn
- Faceless Void – Chronosphere
- Earth – Demolish
- Grove Bow – Magic Amp
- Jakiro – Liquid Fire
- Jakiro – Liquid Frost
- Leshrac – Diabolic Edict
- Lich – Frost Shield
- Luna – Moon Glaives
- Ogre Magi – Bloodlust
- Ogre Magi – Fire Shield
- Omniknight – Guardian Angel2a
- Orb of Corrosion – Corrosion
- Pipe of Insight – Barrier
- Pugna – Nether Blast
- Shadow Fiend – Presence of the Dark Lord1
- Snapfire – Lil' Shredder
- Lone Druid – Demolish
- Spirit Bear – Demolish
- Stygian Desolator – Greater Corruption
- Techies – Proximity Mines
- Tidehunter – Anchor Smash1
- Treant Protector – Living Armor
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Affects Buildings Conditionally
- Affects enemy buildings. Allied buildings are not affected. Damage is reduced by armor value only.
- Damage is reduced by armor value and type.
- Corrosive Breath deals full damage to buildings.
- Fully affects buildings. Uses different damage values as against other units.
- The passive Side Gunner attacks can target buildings.
- Fully affects buildings. Uses different damage values as against other units.
- Fully affects enemy buildings. Does not affect allied buildings.
- Can attack buildings but does not reduce the armor of struck buildings. Damage is reduced by armor value only.
- Deals reduced damage against buildings within the damage radius. Cannot toss or directly target buildings.
- Causes Tiny's attacks to deal more damage to buildings while wielding a tree.
- Can teleport to buildings only.
- Deals reduced damage to buildings and reduces affected target's armor based on current stacks.
- Able to target buildings.
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
- Glyph of Fortification
- No longer refreshes when the first Tier 3 tower is destroyed.
- Now refreshes when the first Melee Barracks is destroyed.
- Fountain
- Rejuvenation Aura
- Now grants couriers Haste movement
- Rejuvenation Aura