Buildings

Buildings are a type of unit that are not controlled by any player. At the beginning of a match, a set of buildings spawn at set locations in both teams' bases. Both factions have the same set of buildings, with only their appearance differing from each other. Buildings take mostly defensive roles and are the main objective of the game.

Besides the bases, there are several neutral buildings scattered throughout the map that can be conquered, or be otherwised used by both teams.

Faction Buildings
All faction buildings have the same base properties. They are immune to most abilities and can be only affected by a few abilities.

When destroyed, some buildings grant a team bounty, and some grant bounty to the player who made the last hit. A building with less than % of its max health can be denied, to reduce or prevent the enemy team from obtaining gold bounties. However, only the Ancients cannot be denied.

Buildings do not grant experience. Once destroyed, a building is permanently lost and does not respawn.

There are a total of 26 buildings for each faction.

General Information
All buildings are.

Backdoor Protection


Backdoor Protection is a passive ability all destroyable buildings have. This protection makes it difficult for players to destroy or even damage buildings without the presence of lane creeps. While active, Backdoor Protection reduces the incoming damage received while healing the building based on the damage dealt by enemy units, making them difficult to destroy. The ability deactivates itself when an enemy lane creep moves within the deactivation radius, Dominated creeps do not deactivate this ability. Once deactivated, Backdoor Protection takes some time for the ability to activate again.

There are currently four areas that deactivate Backdoor Protection, and each of them functions independently of the other.

Although the backdoor protection ability is visible on each building within the base, they are all controlled by the Ancient's Backdoor protection. If enemy creeps are within its huge detection radius, all buildings within the base lose their protection.

Each has its deactivation radius. When one of them is disabled, the others are not. The Tier 2 Towers' Backdoor Protection is also independent of the Ancients' Backdoor Protection.

Backdoor protection is not responsible for the invulnerability buildings have, so the buildings still stay invulnerable if their corresponding towers are not destroyed first.

Glyph of Fortification


Glyph of Fortification (or Glyph in short) is an ability usable by any player that causes all friendly buildings and lane creeps to become impervious to damage for a short duration, while also granting Towers above a multishot attack, allowing them to attack multiple enemies at the same time.

The effect has a rather low duration and very high cooldown, making the timing of usage very important. The Glyph is used strategically to stop enemy pushes or slow them down long enough to organize a defense. It may also be used offensively to secure a push by granting the creep waves damage immunity at the right time, or even for finishing enemies off by using the multishot attacks.

The Glyph of Fortification can be activated by any player with a button at the right of the minimap or a Hotkey defined in the settings. The Glyph's cooldown is shared by the entire team, meaning if one player uses it, it goes on cooldown for all players of the team.

Towers
Towers are the main line of defense for both factions, attacking any non-neutral enemy unit that gets within their range. Both factions have all three lanes guarded by three towers each.

Additionally, each faction's Ancient has two towers as well, resulting in a total of 11 towers per faction. Towers come in 4 different tiers:
 * : located at the end of each lane.
 * : located halfway through each lane.
 * : located on top of the 3 ramps at each base.
 * : located in pairs in front of each Ancient.

All Towers have an innate invulnerability before the lower tier tower preceding it in its lane is destroyed. are invulnerable before the game begins. Barracks do not have to be destroyed to make vulnerable. Both Tier 4 Towers must be destroyed to remove the Ancient's invulnerability.

Tier Difference (Towers)
The different attributes per Tier are listed as below: {| class="wikitable mw-datatable" style="width:100%; text-align:center;" ! class="header" width="15%" | Building ! class="header" width="17%" | Health (Deny Health) [?] ! class="header" width="17%" | Armor ! class="header" width="17%" | Attack Damage ! class="header" width="17%" | ! class="header" width="17%" | Vision Range
 * ‒ ( DPS)
 * }
 * ‒ ( DPS)
 * }
 * ‒ ( DPS)
 * }
 * }
 * }
 * }

Attack Priority
All Tower attacks use the same mechanic as auto-attacks unless is active. When multiple enemy units engage the tower, it naturally targets the first enemy within its attack range and stops attacking the target when the attacked unit is dead, getting out of its attack range or the unit becomes attack immune.

Once that happens, the tower has the following priority when choosing its next target:
 * 1) Closest enemy unit attacking the tower itself
 * 2) Closest enemy unit attacking an ally of the tower
 * 3) Closest enemy unit
 * 4) Wards
 * 1) Wards

All units are treated equally regardless of their unit type. Siege Creeps and wards have the lowest attack priority and are always attacked last. If a tower attacks one of these units, and then another unit or hero comes within range, the tower immediately switches to the new unit. Siege Creeps have a higher priority than Wards.

There are also two additional scenarios where the tower switches its attack target immediately:

The tower switches to the enemy hero upon the enemy's attack order on an ally hero within 500 radius of the tower. This only works against regular attacks of enemy heroes and does not require the attack to finish or complete (i.e. dealing its attack damage on the ally hero). Neither considers instant attacks nor manual casting active attack modifiers as an attack for this scenario.

On the other side, if the currently targeted enemy unit is ordered to attack its ally, the tower immediately switches its attack priority to another unit, using the aforementioned priority above. Enemies can de-aggro the tower only once every 2.5 seconds by using this technique. If the tower has already started its attack on a unit, it will finish that attack regardless. It is impossible to cancel the tower's attacks by changing its aggro. The attacks can only be canceled when its current target cannot be attacked anymore.

Both scenarios above are akin to the lane creeps' behavior, which triggers the same attack priority.

Tower Bounty
All 3 types of Tower Bounty grant unreliable gold. Turbo Mode has a building bounty multiplier of.

Grants the following amount of bounty in certain conditions:
 * -|Default =
 * -|Turbo Mode =

Barracks
Barracks (commonly shortened to Rax or Racks) are buildings, defended by and located behind in each respective lanes. Barracks do not have to be destroyed to make vulnerable.

There are two types of Barracks on each lane per faction, with a total of 6 Barracks per faction, 3 each of type — the Melee Barracks for  and  and the Ranged Barracks for   and. The Ranged Barracks are always located to the left of the Melee Barracks on each lane for both factions.

Barracks have the following attributes:
 * have health (denyable at ),  health regen, and  armor.
 * have health (denyable at ),  health regen, and  armor.
 * All barracks have a daytime and nighttime vision range of  and.
 * No attack capabilities and no True Sight.

Lane Creep Upgrades
Barracks are invulnerable until their respective defending them is destroyed. The loss of Barracks does not prevent lane creeps from spawning but upgrades them instead.

Barracks Bounty
All 3 types of Barracks Bounty grant unreliable gold. Turbo Mode has a building bounty multiplier of.

Grants the following amount of bounty in certain conditions:
 * -|Default =
 * -|Turbo Mode =

Ancients
Ancients (also commonly referred to as Thrones, or Tree for 's ancient and Throne for 's ancient, as legacy names from DotA) are massive structures found inside each faction's base and are the game's main objective. In order to win, the enemy team's Ancient must be destroyed, while the team's own Ancient must be kept alive.

Ancients are guarded by two and both of them must be destroyed to remove the Ancient's invulnerability.

The Ancients have the following attributes:
 * health, health regen (0 in Turbo Mode), and  armor.
 * A daytime and nighttime vision range of  and.
 * No attack capabilities.

Fountains
Fountains are located in the respawn areas of both factions' base. They provide max health and mana regeneration to all ally units affected by.

The Fountains have the following attributes
 * Permanently invulnerable.
 * A daytime and nighttime vision range of  and.
 * Ranged attacks with a range of  and projectile speed of.
 * They deal ‒ damage per attack, with  attacks per second ( DPS).
 * are considered player-based damage and dispels consumables, and other abilities that are normally disabled by player-based damage.
 * Uses the same attack priority as Towers, except that they cannot be aggroed immediately by attacking an enemy hero.

Effigy Buildings
Effigy Buildings, or Filler Buildings are the other buildings within a faction's base that act as buffers to delay the lane creeps from damaging the. As of, there are 7 Effigy Buildings in the base spread around the Ancient.

Five of the seven Effigy Buildings form a half-circle around the Ancient and are customizable with Effigy Blocks, giving them a different look and making them display a text notification when destroyed. This has only cosmetical purposes, each player can customize one of the five Effigy Buildings in their base.

The has two different types of effigy building models, while the  has one model for all.

The Effigy Buildings have the following attributes:
 * health (denyable at ), health regen, and  armor.
 * A daytime and nighttime vision range of  and.
 * A Gold bounty of ( in Turbo Mode). Grants unreliable gold.
 * No attack capabilities and no True Sight.

Defender's Gate
Defender's Gates are forced fields placed at the walls of the main bases of each faction. These force fields only allow allies to path through them, blocking enemies off completely. Both factions have 1 Defender's Gate, located at the furthest edge of the base walls behind the safe Tier 3 towers, which is on the west for, and east for. The gates connect to a path that directly leads towards the, and are divided from the main lane with a cliff.

The force fields consist of segments that are lined up very tightly. The segments have a collision size of and are placed every  units of distance from the previous segment, overlapping the segments to create a tight line. This means the gates have a width of and a length of. The gates cannot be interacted with at all and cannot be selected.

There is another unselectable unit called npc_dota_base_blocker in the center of the Defender's Gates. This unit has an aura effect with unobstructed pathing, causing only allies can pass through the blockers. Flying units and other units with unobstructed pathing are not blocked and can pass through the barrier freely.

Abilities Affecting Buildings
The following abilities can target or damage buildings. Hero abilities that deal physical attack damage are reduced by as well as standard armor value reductions. More information can be found in the abilities' respective notes.

Trivia

 * In DotA, grants ally buildings spell immunity and 9999 armor, instead of 100% incoming damage reduction like in Dota2.
 * This means physical attacks still did 1 damage to them, since 100% physical damage resistance cannot be achieved with just armor, and the game rounds damage numbers to full numbers.
 * This also means that fortified buildings cannot be targeted by some abilities which otherwise could target them.
 * In earlier versions of DotA, Glyph did not grant spell immunity, and skills such as could deal damage through it.

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