Health
From Liquipedia Dota 2 Wiki
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Health (also known as HP, which is short for health points) represents the life force of a unit. When a unit's current health reaches 0, it dies. Every hero has a base health pool of 120HP. This value exists for all heroes and cannot be altered. This means that a hero's maximum health cannot drop below 120HP.
Because each point of strength increases a hero's health by 22HP, a hero's health pool scales upwards with their strength points. Similarly, because every hero has some measure of strength growth per level, all heroes gain more health as they continue to level up. A hero's base strength cannot drop below 1; however, it is possible to achieve 0 strength with the help of negative bonus strength.
Display[edit]
The health of a unit is displayed in the game world. It also is displayed again in the HUD upon selecting a unit.
HUD Health Bar[edit]
Health of the selected unit is displayed in the HUD as a green bar at the bottom of the screen, or blue in colorblind mode. The left number at the center of the bar is the unit's current health points and the right number is its maximum health points. Though not displayed in the HUD, a unit's total health does use decimal numbers. The visible numbers in the HUD are always rounded up.
The health regeneration value is visible on health bars in the HUD of every unit. Though the HUD shows only one decimal for health regeneration, it uses more decimals. The value in the HUD is rounded up.
Over-head Health Bar[edit]
The health bar in the game world are displayed right above every unit's head. Unlike the health bar in the HUD, the bar's color change based on alliances. It is green when it is an allied unit and red when it is an enemy unit (including neutral creeps). For spectators, neutral creeps' health bar take an ocher color. In colorblind mode, allied and the own overhead healthbars are blue, and in Differentiate Ally Healthbars mode (in settings), allied overhead health bars are ocher, while the own health bar stays green.
There are 4 different types of health bars: Hero, creep-hero, building and creep health bars. Their differences lie in their color shade, size and other small differences. Heroes and creep-heroes have vertical lines in them which divide their health pool to make it easier to determine their exact amount of health. By default, their health bars display a thin line for every 250HP and a thick line for every 1000HP. Most of these health display options can be configured to personal preference by using the dota_health_per_vertical_marker
console command.
Health Bars | |
---|---|
Hero health bars are bright green or red and segmented by lines to make it easier to guess their health values. By default, their health bars display a thin line for every 250HP and a thick line for every 1000HP. Heroes also have a level plate to the right of the bar and have a thick border around them. | |
Creep-heroes have an identical health bar as heroes, with the only difference being a darker green and red tone and no level plate. | |
Creeps have a smaller health bar with a darker green and red tone, like creep-heroes. Creep health bars have no lines. | |
Neutral creeps have the same health bars as other creeps. However, in spectator mode, they are ocher, instead of red. | |
Roshan has the same health bars as other creeps, but it is much bigger, and uses a brighter red, similar to that of heroes. Like neutral creeps, Roshan's health bar appears ocher for spectators. | |
Couriers health bars are brighter than those of creeps, but darker than heroes. They also have the default courier icon on the left side of the bar. | |
Both ancients have a very large health bar with bright colors. The bar and their borders are thicker. The shield icon appears when Backdoor Protection is enabled. | |
Towers and barracks have shorter health bars with bright colors. Towers have shorter bars than barracks. The shield icon appears when Backdoor Protection is enabled. | |
Effigy buildings have very short health bars with dark colors. These buildings do not have the backdoor protection icon, even when it is enabled. |
Modifying Health[edit]
Some heroes, units (neutral creeps and summoned units) and items have abilities that can affect the current and maximum health pool of units.
Healing[edit]
Increasing a unit's current health is most commonly known as Healing. Healing cannot increase the unit's health beyond its maximum health pool. Spells may apply a burst of heal on a target, which restore an amount of health in an instance, or heal the target over time, where the amount is split up in multiple instances. The difference between a heal and regeneration is that a heal is independent from the regeneration ticks. Unlike regeneration, their heal intervals can vary. A heal is not reflected in the regeneration number on the health bar.
Besides lifesteal and spell lifesteal, the following abilities heal units:
Healing Sources
- Abaddon – Mist Coil
- Abaddon – Borrowed Time2a
- Bloodseeker – Thirst
- Bloodseeker – Blood Mist
- Buildings – Backdoor Protection
- Chen – Hand of God
- Clinkz – Death Pact
- Dark Seer – Ion Shell2a
- Dawnbreaker – Luminosity
- Dazzle – Shadow Wave
- Dazzle – Shadow Grave1
- Death Prophet – Spirit Siphon
- Enchantress – Enchant
- Enchantress – Nature's Attendants
- Faceless Void – Time Walk
- Hill Troll Priest – Heal
- Io – Tether
- Lone Druid – True Form
- Meepo – Ransack
- Meepo – Dig
- Necrophos – Death Pulse
- Necrophos – Death Seeker
- Night Stalker – Hunter in the Night
- Omniknight – Purification
- Oracle – Purifying Flames
- Oracle – Rain of Destiny
- Oracle – False Promise
- Phoenix – Sun Ray
- Pudge – Dismember
- Pugna – Nether Ward2b
- Pugna – Life Drain
- Shadow Demon – Demonic Cleanse
- Shadow Fiend – Requiem of Souls2a
- Snapfire – Firesnap Cookie1
- Treant Protector – Leech Seed
- Treant Protector – Living Armor
- Undying – Soul Rip
- Visage – Gravekeeper's Cloak2b
- Warlock – Shadow Word
- Winter Wyvern – Cold Embrace
- Witch Doctor – Voodoo Restoration
- Cheese – Fondue
- Faerie Fire – Imbue
- Guardian Greaves – Mend
- Holy Locket – Energy Charge
- Magic Stick – Energy Charge
- Magic Wand – Energy Charge
- Mekansm – Restore
- Lua error: Found no lpdb data for "Water Rune - Water".
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
The following healing sources heal based on damage dealt, amplifying or reducing the damage affects the healing value. The healing value itself can still be subjected to heal manipulation.
Healing Sources Based on Damage Dealt
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
There are several other abilities that are able to increase a unit's current health, but these effects do not count as healing. This means, similar to how damage flagged as HP Removal does not react on on-damage effects, these abilities fully ignore abilities that react on healing, like Ice Blast, False Promise and Tether.
Psuedo-Heal[edit]
Min Health[edit]
Minimum Health, also prevents a unit from dying like damage negation. However, instead of directly reducing or negating damage, this mechanic manipulates the health of the unit. The MODIFIER_PROPERTY_MIN_HEALTH
property prevents a unit's health from dropping below the value it is set to. It does not affect the damage itself, meaning on-damage effects still reacts on the full damage, and not how much damage was dealt with effectively, so they can be triggered normally.
Does not prevent instant kill sources (e.g. Culling Blade) in any way.
Min health sources have the following priority:
Wraith Delay ➤ Shallow Grave / Battle Trance
Min Health Sources
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Damaging[edit]
Main Article: Damage Types
Just like how there are ways to increase a unit's current health, there also are ways to do the opposite, reduce a unit's current health, with the use of damage. Unlike heals, there are multiple types of damage, which act differently based on the defenses of the unit, mainly armor and magic resistance.
Setting Health[edit]
Besides healing and damaging, a unit's health may also be directly altered by setting it to certain values. Health altered this way is neither registered as a heal, nor as damage, and therefore is ignored by anything that reacts to healing and damage. It can also never be lethal, and can never set the health beyond the unit's max health. When casting the following abilities with lesser health than the health cost, the caster's goes down to 1HP.
HP Removal is not the same as Setting Health. HP Removal is still damage, but flagged to bypasses several but not all on-damage effects, and can still be lethal.
Health Setting Sources
- Armlet of Mordiggian – Unholy Strength
- Chen – Holy Persuasion
- Dazzle – Bad Juju
- Enigma – Demonic Summoning
- Enigma – Midnight Pulse
- Helm of the Dominator – Dominate
- Helm of the Overlord – Dominate
- Huskar – Burning Spear
- Lifestealer – Infest
- Lone Druid – True Form
- Morphling – Attribute Shift (Agility Gain)
- Morphling – Attribute Shift (Strength Gain)
- Phoenix – Icarus Dive
- Phoenix – Fire Spirits
- Phoenix – Sun Ray
- Phoenix – Supernova
- Soul Ring – Sacrifice
- Terrorblade – Sunder
- Terrorblade – Demon Zeal
- Timbersaw – Whirling Death
- Tinker – Laser
- Undying – Decay
- Undying – Soul Rip
- Undying – Flesh Golem
- Weaver – Time Lapse
Maximum Health Affecting Abilities[edit]
Besides strength there are a few other ways to increase or alter a unit's maximum health. Usually, when increasing or reducing a unit's maximum health via other ways than strength, its current health percentage stays the same, so that no healing effect occurs.
The following abilities are able to alter a unit's maximum health pool (sources of strength are not listed):
Max Health Altering Sources
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Items[edit]
Many items grant their owners a health bonus, increasing their maximum health when equipped, either by increasing their strength, or by just giving them a flat bonus. In either case, the current health percentage stays the same.
The following items increase a unit's maximum health pool. The effects are limited to the item's owner, which must have the item equipped.
Items that provide health bonus by flat amount and strength:
Flat-Rate & Strength Health
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Abyssal Blade | 470 | 6250 | 13.3 |
Aghanim's Scepter | 395 | 4200 | 10.63 |
Bracer 1 | 160 | 505 | 3.16 |
Eternal Shroud | 470 | 3700 | 7.87 |
Eye of Skadi | 734 | 5300 | 7.22 |
Hurricane Pike | 530 | 4450 | 8.4 |
Khanda | 376 | 5100 | 13.56 |
Phylactery | 354 | 2600 | 7.34 |
Solar Crest | 288 | 2600 | 9.03 |
Values do not include portions from actives or auras. |
These items have a flat health bonus to the hero who has them equipped.
Flat-Rate Health
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Aeon Disk | 250 | 3000 | 12 |
Ascetic's Cap | 225 | N/A | N/A |
Blood Grenade | 50 | 50 | 1 |
Bloodstone | 450 | 4400 | 9.78 |
Bracer 2 | 50 | 505 | 10.1 |
Crimson Guard | 250 | 3725 | 14.9 |
Fairy's Trinket | 50 | N/A | N/A |
Falcon Blade | 200 | 1125 | 5.63 |
Fluffy Hat | 125 | 250 | 2 |
Force Staff | 175 | 2200 | 12.57 |
Gleipnir | 275 | 5750 | 20.91 |
Magic Lamp | 500 | N/A | N/A |
Octarine Core | 500 | 4800 | 9.6 |
Pavise | 175 | 1400 | 8 |
Point Booster | 175 | 1200 | 6.86 |
Rod of Atos | 275 | 2250 | 8.18 |
Seeds of Serenity | 150 | N/A | N/A |
Soul Booster | 425 | 3000 | 7.06 |
Spirit Vessel | 375 | 2780 | 7.41 |
Trusty Shovel | 90 | N/A | N/A |
Urn of Shadows | 125 | 880 | 7.04 |
Vanguard | 250 | 1700 | 6.8 |
Vitality Booster | 250 | 1000 | 4 |
Values do not include portions from actives or auras. |
These items increase the hero's health through the strength they provide.
Strength Health
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Belt of Strength | 132 | 450 | 3.41 |
Black King Bar | 220 | 4050 | 18.41 |
Book of Shadows | 286 | N/A | N/A |
Book of the Dead | 550 | N/A | N/A |
Boots of Bearing | 176 | 4275 | 24.29 |
Circlet | 44 | 155 | 3.52 |
Crown | 88 | 450 | 5.11 |
Defiant Shell | 154 | N/A | N/A |
Diadem | 132 | 1000 | 7.58 |
Dragon Lance | 220 | 1900 | 8.64 |
Drum of Endurance | 154 | 1650 | 10.71 |
Echo Sabre | 330 | 2700 | 8.18 |
Ethereal Blade | 176 | 5375 | 30.54 |
Gauntlets of Strength | 66 | 140 | 2.12 |
Ghost Scepter | 110 | 1500 | 13.64 |
Giant's Ring | 660 | N/A | N/A |
Harpoon | 550 | 4700 | 8.55 |
Havoc Hammer | 308 | N/A | N/A |
Heart of Tarrasque | 880 | 5200 | 5.91 |
Heaven's Halberd | 440 | 3500 | 7.95 |
Helm of the Dominator | 132 | 2625 | 19.89 |
Helm of the Overlord | 462 | 5725 | 12.39 |
Holy Locket | 198 | 2250 | 11.36 |
Iron Branch | 22 | 50 | 2.27 |
Kaya and Sange | 352 | 4200 | 11.93 |
Linken's Sphere | 352 | 4800 | 13.64 |
Magic Wand | 66 | 450 | 6.82 |
Manta Style | 220 | 4650 | 21.14 |
Meteor Hammer | 132 | 2850 | 21.59 |
Mirror Shield | 220 | N/A | N/A |
Null Talisman 1 | 44 | 505 | 11.48 |
Occult Bracelet | 66 | N/A | N/A |
Ogre Axe | 220 | 1000 | 4.55 |
Ogre Seal Totem | 264 | N/A | N/A |
Overwhelming Blink | 550 | 6800 | 12.36 |
Pig Pole | 110 | N/A | N/A |
Power Treads (Strength) | 220 | 1400 | 6.36 |
Reaver | 550 | 2800 | 5.09 |
Sange | 352 | 2100 | 5.97 |
Sange and Yasha | 352 | 4200 | 11.93 |
Satanic | 550 | 5050 | 9.18 |
Shiva's Guard | 110 | 5175 | 47.05 |
Skull Basher | 220 | 2875 | 13.07 |
Soul Ring | 132 | 805 | 6.1 |
Specialist's Array | 132 | N/A | N/A |
Ultimate Orb | 330 | 2800 | 8.48 |
Vambrace (Agility) | 44 | N/A | N/A |
Vambrace (Intelligence) | 44 | N/A | N/A |
Vambrace (Strength) | 176 | N/A | N/A |
Veil of Discord | 88 | 1725 | 19.6 |
Wraith Band 1 | 44 | 505 | 11.48 |
Values do not include portions from actives or auras. |
Talents[edit]
NOTES
5900, 5901, 5902, 6034, 5959, 6405, 5903, 6311, 5993, 6423, 6195, 726, 5976, 467, 429, 6235, 6377, 458, 6415, 6905, 874, 786
special_bonus_hp_100/125/150/175/200/225/250/275/300/325/350/375/400/450/475/500/600/650/700/800/900/1000
- Increases the max health capacity, but keeps the current health percentage.
- The following values exist:
- 100/125/150/175/200/225/250/275/300/325/350/375/400/450/475/500/600/650/700/800/900/1000
The following heroes have a talent that grants them a flat health bonus.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Health |
Besides these, the following heroes have talents which increase the health of the units they summon
Specific summons health bonus
- +250 Max Health to Beastmaster and His Units:
Affects all units under Beastmaster's control, including himself.
Heal Manipulation[edit]
Main Article: Restoration manipulation
Heal manipulation refers to any form of amplification and reduction applied to health restoration. Heal manipulations affect every ability listed under healing.
Healing Manipulation Sources
Outgoing Healing Manipulation Sources
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Health Freeze[edit]
(should consider renaming it to Anti-Healing) for future use A unit's health can also be frozen, so that no heals, lifesteal, or regeneration can increase it.
Health Freeze Sources
- Duration:
The debuff prevents the current health of affected units from increasing. - Duration: 12/14/16
The debuff silences and prevents the current health of affected units from increasing.
On-heal Effects[edit]
Similar to how some abilities react on a unit getting damaged, some abilities react on a unit getting healed, or on a unit regenerating health. Only health gain that is classified as a heal, and health regeneration trigger on-heal effects. Health gained in other means (e.g. getting health set) does not trigger it.
Besides heal amplifications, the following abilities react on healing and regeneration
- Heals the tethered ally by a percentage of heals and regeneration the caster receives, whenever the caster gets healed or regenerates health.
- Only registers actual heal and regeneration. Ignores other ways of gaining health.
Abilities Modified by Health[edit]
Max Health Based[edit]
These abilities have effects that are based on maximum health.
Abilities Based on Max Health
- Aegis of the Immortal – Reincarnation Expire Regeneration
- Aeon Disk – Combo Breaker
- Ancient Apparition – Ice Blast
- Bloodseeker – Bloodrage
- Bloodseeker – Thirst
- Clinkz – Death Pact
- Doom – Infernal Blade
- Elder Titan – Earth Splitter
- Enigma – Black Hole2b
- Fountain – Rejuvenation Aura
- Guardian Greaves – Guardian Aura
- Huskar – Berserker's Blood
- Heart of Tarrasque – Max Health as Health Regen
- Io – Overcharge
- Jakiro – Liquid Frost
- Juggernaut – Healing Ward
- Lifestealer – Feast
- Lifestealer – Open Wounds
- Lifestealer – Infest
- Lone Druid – Summon Spirit Bear
- Necrophos – Heartstopper Aura
- Nyx Assassin – Burrow
- Phantom Assassin – Fan of Knives
- Phoenix – Sun Ray
- Pudge – Dismember2b
- Regeneration Rune – Regeneration
- Techies – Blast Off!
- Tinker – Laser2a
- Timbersaw – Chakram
- Timbersaw – Second Chakram
- Underlord – Firestorm
- Undying Zombie – Deathlust
- Winter Wyvern – Cold Embrace
- Witch Doctor – Voodoo Restoration1
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Current Health Based[edit]
Besides illusions, whose current health and mana depend on the current health and mana of the unit they are based on, these abilities have effects that are based on current health.
Abilities Based on Current Health
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Other Health Based Effects[edit]
These abilities have health-based effects as well, mostly based on Health Threshold.
Other abilities with health-based effects
- Passive Health Threshold: 100%
Automatically activates when taking damage while below the health threshold. - Damage per Missing Health: 1.5
Deals damage to the target based on how much health they are missing. - The storm targets the enemy with the lowest health within its range.
Health Regeneration[edit]
Main Article: Health regeneration
Health Regeneration determines the amount of health a unit regains each second. It is shown as a small number with a +
sign at the right side of the unit's health bar.
Heroes also gain bonus health regeneration based on their strength. Each point of strength increases the hero's health regeneration by 0.1HP.
Recent Changes[edit]
Main Article: Health/Changelogs
Description
- The following mechanics now stack multiplicatively, instead of additively:
- Fixed the following mechanics to not allow negative heal, health regeneration, and lifesteal values.