Buildings
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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.
Towers[edit]
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. Denied towers give half the bounty to the team that denies it, and half to the enemy team.
Attack Priority[edit]
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)
Bounty[edit]
Tier | Team Bounty | Denied Bounty | Last Hit Bonus | Average Total | Denied Total |
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1 | 100 Reliable Gold | 50 Reliable Gold | 150-250 Unreliable Gold | 1520 Gold | 500 Gold |
2 | 120 Reliable Gold | 60 Reliable Gold | 150-250 Unreliable Gold | 1760 Gold | 600 Gold |
3 | 140 Reliable Gold | 70 Reliable Gold | 150-250 Unreliable Gold | 1990 Gold | 700 Gold |
4 | 160 Reliable Gold | 80 Reliable Gold | 150-250 Unreliable Gold | 2225 Gold | 800 Gold |
Statistics[edit]
Tier | Health | Damage | Armor | Base Attack Time | Armor Aura |
---|---|---|---|---|---|
1 | 1800 | 100-120 | 12 | 1 | 2 |
2 | 2000 | 170‒180 | 16 | 0.95 | 3 |
3 | 2000 | 170‒180 | 16 | 0.95 | 3 |
4 | 2100 | 170‒180 | 21 | 0.95 | 3 |
Tower Abilities[edit]

Aura
Allied Heroes
Tier 1 Armor Bonus | 3 |
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Tier 2/3/4 Armor Bonus | 5 |
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Radius | 900 |
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- Multiple instances of Tower Protection do not stack.
- Only affects allied heroes and illusions.

Aura
Self
Armor Bonus Per Enemy Hero | 3 |
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Radius | 1600 |
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Backdoor Protection[edit]
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.

Aura
Self
Regeneration | 90 |
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Damage Resistance | 40% |
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Illusion Resistance | 75% |
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Deactivation Radius | 900 |
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Reactivation Delay | 15 |
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- 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[edit]
Barracks are buildings that 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.
Ancients[edit]
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.
Fountain[edit]
20% accuracy
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.
Bottles are automatically refilled when you are near the fountain. The Home Shop is located at the fountain.
Fountain Abilities[edit]
HP Regeneration | 5% of max hp |
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Mana Regeneration | 6% of max mana |
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Radius | 1200 |
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- The aura lingers for 3 seconds.
- The aura refills bottles and provides the team's courier with invulnerability.
- Restores every HP and Mana in 0.1s intervals.
- Fully stacks with other sources of regeneration. The bonuses are not considered by percentage regeneration increases.
Pillars[edit]
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. Invulnerable until a Tier 3 tower is destroyed.
Outposts[edit]
There are two of these on the map, in each respective team's jungle. Right clicking to channel it takes several seconds and then you gain control over the outpost. Converts faster with more allies channeling. Having control over an outpost grants teamwide bonus XP at each minute mark on the game clock. It also provides your team vision and true sight in that area and allows you to TP to it. Outposts cannot be captured until a team's Tier 2 tower has been destroyed.
- XP bonus is 2×Minute to each player
- Only provides XP bonus once per period regardless if you have one or two outposts controlled
- Takes 6 seconds to teleport to it (shares the delayed TP duration mechanic with T1 towers)
Glyph of Fortification[edit]
Glyph is an ability usable by any player on the team. It renders all buildings and lane creeps owned by their team invulnerable for a few seconds, with a long cooldown shared by allied players. It also gives Tier 2+ Towers multishot attacks to hit additional targets. 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.
Glyph cannot be used until the 3:00 minute mark in-game.

No Target
Buildings
Lane Creeps
- Cooldown is refreshed if an allied tier 1 tower falls.
- Affects Lane Creeps, but not player controlled units.
Scan[edit]
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.
Considers Smoked units. Does not show how many heroes there are, just if there are any enemies. Enemies do not know when your team casts it.

Point Target
Self
- 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.
- Detects units inside the Roshan Pit.
- Can detect enemies under Deceit.
Abilities that affect Buildings[edit]
Hero Abilities | ||
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Hero | Ability | Notes |
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Grants affected buildings attack speed and 100% evasion. True Strike does not affect buildings. |
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Damage is reduced by armor value and armor type. |
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Damage is reduced by armor value and armor type. |
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Damage is reduced by armor value and armor type. |
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Corrosive Breath deals the full 20 damage per second. |
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Allied and enemy buildings become disabled and will not attack. |
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Deals damage over time and slows tower attack speed. |
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Damage is reduced by the armor value only, not by the armor type. |
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Can be cast on allied buildings to increase their damage resistance. Also pulses damage each second to nearby enemy units. |
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Enemy buildings become invulnerable and will not attack. |
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Sets maximum vision range to 675. |
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Buffs the attack speed of towers. |
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Adds physical invulnerablity for a few seconds. Aghanim's Scepter upgrade only.
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Deals 50% splash damage to buildings. |
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Will target Towers, Barracks, and the Ancient. 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. |
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Deals 35% damage to buildings. |
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Deals 25% damage to buildings. |
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Buildings cannot be targeted but will take 33% splash damage. |
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Adds a bonus percentage damage against buildings. | |
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Adds regeneration and armor. |
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Deals 35% damage to buildings. |
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Deals 40% damage and 1 armor reduction to buildings. Aghanim's Shard upgrade only.
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Unit Abilities | ||
Unit | Ability | Notes |
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Spirit Bear deals 40% bonus damage to buildings. |
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Earth Warrior deals 300% bonus damage to buildings. |
Item Abilities | ||
Item | Ability | Notes |
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Reduces armor on enemy buildings. |
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Reduces armor on enemy buildings. Increases armor and attack speed on allied buildings. |
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Blocks damage and grants armor on allied buildings. |
Version History[edit]
Version | Balance Changes |
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7.23e | |
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7.23d | |
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7.23c | |
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7.23 | |
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7.22 | |
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7.21 | |
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7.20 | |
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7.19b | |
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7.15 | |
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7.13 | |
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7.08 | |
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7.07b | |
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7.07 | |
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7.06 | |
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7.05 | |
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7.03 | |
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7.02 | |
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7.00 | |
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6.88e | |
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6.87 | |
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6.86 | |
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6.84 | |
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6.83b | |
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6.83 | |
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6.82 | |
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6.79 | |
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6.78 | |
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6.75 | |
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6.72 | |
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6.69 | |
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6.68 | |
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6.64 | |
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6.63 | |
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6.60 | |
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6.57 | |
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6.55 | |
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6.52b | |
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6.50 | |
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6.45 | |
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6.41 | |
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6.38 | |
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6.28 | |
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6.20 | |
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6.10 | |
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6.08 | |
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6.07 | |
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6.04 | |
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Removed Buildings[edit]
Shrines[edit]
Shrines are regenerative structures. Each team has 1 Shrine on the map, near to Roshan. They can be directly teleported to just like all other team buildings. Shrines are invulnerable until a Tier 3 tower is destroyed. Shrines do not have vision.

No Target
Allied Heroes
- Activates once you are in melee range after right clicking on it.
- The Shrine's ability starts on cooldown and becomes available at 7 minutes.
- Each Shrine has a separate cooldown.