Damage types

Damage is any means by which a unit's current health can be reduced. Heroes, creeps, ancients, Roshan and fountains are all capable of dealing damage.

Damage Sources
Damage can be dealt by attacks, abilities and items. Attack damage is the damage dealt per attack, and is displayed on the sword icon in the HUD. Heroes start off with a base damage, and get 1 extra damage per point of primary attribute. Items that grant increased "Damage" increase attack damage, and do not affect abilities and items. Abilities and items can also deal damage. These are generally fixed. However, some abilities can be upgraded with, while others scale with hero stats, conditions or enemy hp etc.

Damage Types
All forms of damage in Dota 2 are classified by damage types. There are 3 primary damage types: Physical, Magical, and Pure. Physical Damage can be reduced by Physical Armor or Damage Block, Magical Damage can be reduced by Magical Damage Resistance, while Pure Damage cannot be reduced by either armor or magical damage resistance. All 3 primary damage types have some interaction with other damage-related game mechanics as noted in the table below. There are two additional damage types that can reduce a unit's current health: HP Removal and Negative Regeneration; however, these two types are unaffected by almost all other damage-related game mechanics.


 * The source of amplification or reduction must affect the correct damage type. For example, only amplifies magical damage; it has no effect on physical or pure damage. Pure damage can be amplified or reduced by items or abilities that affect all damage types, such as, or  (with upgraded aura from ).


 * By itself, Spell Immunity does not interact with any damage type. All spells are rated as to whether or not they can pierce spell immunity independent of their damage type. Thus, spell immunity only governs if a spell will have any effect, not how much damage it will inflict. To receive no effects from a spell, the spell must not pierce Spell Immunity and the target would require both Spell Immunity and 100% damage reduction of the damage type the spell inflicts.

Physical
Physical Damage can be inflicted by regular attacks from all units (including structures), and by certain spell abilities. Physical damage is modified by both armor and damage block, is unaffected by magic resistance, and cannot affect ethereal units.

Physical damage is further divided into attack type categories that modify damage based on the target's armor type. All physical damage is affected by both armor and armor type. For example, piercing damage deals 150% damage to unarmored units (such as lane creeps) but only 50% damage to heroes. Such resistances are applied in addition to resistance from armor value. A full list of the attack types of creeps and summoned units can be found here. (Table of attack and armor types)

The only exception to this is damage from cleave, which is reduced by armor type and damage block but not by armor value. Practically speaking this means armor is worthless against cleave damage. Splash (from ranged attacks) is reduced as normal.

The abilities and Cold Embrace make their targets completely immune to physical damage, although they can still be targeted by attacks and abilities.

Physical Attack Damage For Heroes
In Dota 2 every hero starts off each game at level 1 with a fixed amount of physical attack damage, which varies by hero, that is the base damage for that hero. To this base damage, 1 additional point of damage is added for each point in that hero's primary attribute (strength, agility, or intelligence) to this base damage. When a hero levels up, the base hero damage does not increase, but the damage relative to the hero's primary attribute increases relative to that hero's attribute gain. Similarly, any item that increases a hero's primary attribute, indirectly increases that hero's physical attack damage by the same amount. A hero's physical attack damage can also be increased directly by items, abilities, or a double damage rune.

Physical Damage Abilities
Certain spells deal physical damage instead of magical. Physical damage from abilities are treated as Hero damage, and deals full damage to all units except for structures and siege creeps. Damage from abilities can be reduced by armor value and damage block, but will not trigger abilities that check for attacks such as. Such abilities cannot be evaded, except with Pseudo-Evasion. The following abilities deal physical damage:
 * Damage cannot be reduced by damage block.


 * Half of damage dealt is physical.

Magical
Magical Damage is caused primarily by spells, although not all do magic damage. Magic damage is reduced by magic resistance, and deals higher damage against ethereal units. The majority of abilities in Dota 2 deal magical damage.

All abilities not explicitly listed under another damage type section inflict magical damage.

Pure
Pure Damage is a damage type that is not reduced by magic resistance or amplified by magical damage amplification like or. It also fully ignores armor and damage block. However, it can be reduced or amplified by skills which reduce/amplify every damage type, like or. Pure damage affects spell immune units (since spell immunity doesn't block damage by itself), but that does not mean that a spell with pure damage can target spell immune units (eg deals pure damage, but cannot be cast on spell immune units). It does not affect invulnerable units. The following abilities deal pure damage: {| class="wikitable" style ="width:98%;"






























 * Mist Coil deals pure damage to the caster, but magical damage to the target.


 * Laguna Blade deals pure only when upgraded by, else it deals magical damage.


 * When the Spirit Bear dies, Lone Druid takes 10% of his max hp as pure damage.


 * Mystic Snake deals pure damage to units turned into stone by, and magical damage to all others.


 * Whirling Death deals pure damage if it cuts trees within its 300 radius on the same cast, else it deals magical damage.

Other Health Affecting Sources
HP Removal and Negative Regeneration are two other ways to lose health. However, they are not attributed as damages types and thus not interrupt or. They also do not trigger on-damage effects such as.

HP Removal
HP Removal is non-lethal. The following abilities count as HP Removal: The following abilities cause HP Removal to the caster:
 * Soul Rip does HP removal to all units counted towards its damage/heal value.

Negative Regeneration
Unlike HP Removal, negative regeneration can kill a unit, which will give kill credit (experience and gold) to the unit who afflicted the target with the negative regeneration. Currently, only Heartstopper Aura uses this damage type.

Deprecated Damage Types
The following damage types were removed in patch 6.82 to simplify the game mechanics.

Composite
Composite damage (also known as mixed damage) was a physical damage type that was reduced by both armor and magic resistance. It went through magic immunity and did not affect ethereal units. This damage type was used by, , , (the backlash damage),  and. All of them now deal physical damage, except for the backlash damage from the Spirit Bear, which is now pure damage.

Universal
Universal damage was a magical damage type that went through magic immunity, was reduced by magic resistance, and dealt higher damage to ethereal units. This damage type was previously used by:, , (initial damage only), ,  (when upgraded by ), , and.

All of these abilities were reworked. These abilities:, , , and (when upgraded by ) all now inflict pure damage that pierces Spell Immunity. And these abilities:, (initial damage), and  all now inflict Magical Damage that does not pierce Spell Immunity.