Magic immunity



Magic immunity is a buff that prevents a unit from being affected by most unit and structure effects, including most hero skills. Magic immunity is largely used to mitigate incoming magical and pure damage (the damage types dealt by nearly all skills, including those of strength heroes) and harmful spell effects, although it also prevents most buffs from becoming active and can be cast for this effect. Magic immunity is however not also a silence, and can be dispelled itself by other effects.

It is an aspect of some hero abilities as well as many popular items. Many ultimates and certain specific skills (including all skills that deal physical damage) have the bonus of penetrating magic immunity.

Effects of magic immunity
A unit under the magic immunity buff will take no damage that is considered magical damage or pure damage. This includes any magical damage caused by an enemy Hero's ultimate ability. Note that this is not the same as having 100% magic resistance: certain damage types that are reduced by magic resistance will still affect the hero, mixed damage in particular. Exceptions: Doom, Midnight Pulse, and March of the Machines will damage units which are magic immune despite dealing magical damage, as they deal a special type of magical damage called universal damage.

A magic immune unit cannot be targeted by most abilities. They can still be affected by area-of-effect non-targeted abilities that heal, deal physical damage, or deal mixed damage, such as Dazzle's Shadow Wave or Beastmaster's Wild Axes. However, they cannot be directly targeted, even if the ability does physical damage. Dazzle's Poison Touch, for example, cannot affect magic immune units.

Basic attacks are unaffected by magic immunity, as are most attack modifiers such as critical strike. Bash from a ranged unit is considered a magical effect and will not work, but the bonus damage from the bash will. Bash from a melee hero, on the other hand, will stun but not deal damage. The chain lightning effect from Mjollnir or Maelstrom will work, but will not damage any Heroes that are magic immune. Similarly, the mana burning effect from Diffusal Blade or Anti-Mage will also not work, nor will Incapacitating Bite from Broodmother.

Magic immunity can be used to dodge projectile-based abilities such as Magic Missile.

Gaining magic immunity
Heroes can gain temporary magic immunity from several sources. In addition, certain higher level neutral creeps are permanently magic immune. Roshan is not magic immune, but will block some abilities, similar to Linken's Sphere.

Creeps with magic immunity








Ultimate Disables That Will Not Go Through Magic Immunity
In general, the disabling components of most ultimates will penetrate magic immunity, even if the damage doesn't. Exceptions to this rule can be seen below.

Note that magical damage will not damage through magic immunity. This means that damage-dealing ultimates with no disabling component, such as Finger of Death, will have no effect on magic immune units. * Additionally, Undying will not be healed if a magic immune unit dies.

Etc.

 * Tusk's Frozen Sigil and Shiva's Guard have Aura. In DotA Allstars, these effects go Through Magic Immunity. In DotA2, However, they are blocked by magic immunity.
 * Damage type of Searing Arrows is physical but will not work on magic immune units.