Health

Health (also known as HP, which can be short for: health pool or health points) represents the life force of a unit. When a unit's current health reaches 0, it dies. Every time a hero levels up, its health pool is increased. Health can be increased directly by certain spells or items and indirectly by any spells or items that increase strength. All heroes start with a base health pool of 150 plus 19 for each point of Strength.

Display
Health of the selected unit is displayed in the UI as a green bar at the bottom of the screen. The left number is the unit's current health points and the right number is its maximum health pool.

In the game map, all allied units display a green health bar above their head, while enemy units display a red health bar above their head. Heroes have larger health bars with lines in them to make it easier to determine their exact amount of HP. By default, health bars for heroes display a thin line for every 250 HP and a thick line for every 1000 HP a hero has. There is an option to display a number above the health bar of a player's own hero. This number turns yellow when the current HP is lower than two fifths of maximum HP, and red if current HP is lower than one fifth of maximum HP. Most of these health display options can be configured to personal preference by using Console Commands.

Health Regeneration
Health Regeneration is a game mechanic that 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 regain health every second equal to their base rate (.25 for most heroes), plus 0.03 for every point of strength, plus any bonuses from items and skills. A hero's health regeneration rate can be boosted by activating any item that grants health regeneration or by standing in their team's own fountain. Health Regeneration is not capped, however the HUD won't show any Health Regeneration over 1000 HP per second.

Base Health Regeneration
Every hero has a base health regeneration rate; this base rate is 0.25 for most heroes, except for the following:


 * Axe: 3 HP/sec
 * Ogre Magi: 2.5 HP/sec
 * Nyx Assassin: 2.5 HP/sec
 * Terrorblade: 2 HP/sec
 * Faceless Void: 0.75 HP/sec
 * Phantom Lancer: 0.75 HP/sec
 * Bounty Hunter: 0.75 HP/sec
 * Juggernaut: 0.75 HP/sec
 * Naga Siren: 0.75 HP/sec
 * Spirit Breaker: 0.75 HP/sec
 * Death Prophet: 0.75 HP/sec
 * Brewmaster: 0.75 HP/sec
 * Ember Spirit: 0.75 HP/sec
 * Shadow Fiend: 0.5 HP/sec
 * Lone Druid: 0.5 HP/sec
 * Alchemist's illusions do not benefit from the +50/75/100 HP/sec from Chemical Rage, therefore the hp regen from Chemical Rage is bonus hp regen (like a ring of health), and not base health regen.

Abilities that Affect Health Pool and Regeneration
Some heroes, and a couple neutral creeps, have abilities that can affect health pool or health regeneration in ways other than inflicting damage. That is to say, the game does not register any of the abilities listed in this section as actual damage (even if the ability in some way reduces an affected unit's current health pool). In most (but not all) cases, these abilities either heal a portion of an affected unit's damage outright, or they buff a unit's health regeneration rate. These abilities may affect: the unit who possesses the ability, units in an area-of-effect, or targeted units.

Abilities that Affect Health Pool
The following abilities affect a unit's current or maximum health pool.


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Abilities that Affect Health Regeneration
The collapsed table below lists abilities that affect a unit's health regeneration.

Items that Affect Health Pool and Regeneration
Heroes can purchase many items that affect their health pool or health regeneration. In most (but not all) cases, these items may: increase the hero's total health pool, heal a portion of an affected unit's damage outright, or buff a unit's health regeneration rate.

Health Pool Items
The following items affect a unit's current or maximum health pool. The affects are limited to the item's owner, which must have the item equipped, and possibly activated.

* Item increases health pool exclusively via strength gain. ** Armlet of Mordiggian increases health pool via strength gain only when activated. *** Power Treads increases health pool via strength gain when Strength is selected.

Health Regeneration Items
There are many items in Dota that heroes can equip to help regenerate their damaged health faster. Health regeneration items may affect: the unit who has the item equipped, allied units within the area-of-effect, or targeted allied units.

Active Health Regeneration Items
These items must be activated or consumed in order to receive the bonus health regeneration they grant. * Refillable. ** Starts with zero charges. *** Assuming all charges are filled. † The effectiveness and value of this item increases the more it is used throughout a match. ‡ Starts with 8 charges and gains 1 each time an enemy hero dies within 1675 range and loses one third whenever the bearer dies. Bloodstone's — Bloodpact, instantly restores 500 HP + 30 HP / charge to all allied units within 1675 range of the bearer, whenever the bearer dies or commits Pocket Suicide.

Passive Health Regeneration Items
These items grant passive health regeneration bonuses to the bearer of the item, and for some items, to allied units located within the area-of-effect.

* Item provides health regeneration exclusively or partially via an aura which does not stack with auras from other instances of the same item. ** Item provides additional health regeneration while toggled on.