Attack Damage

Attack damage ( $$A$$ ) is the amount of damage a unit is shown to deal with a regular attack. A unit's total attack damage is the sum of its main attack damage (white) and bonus attack damage (green). Attack damage is and can be modified by many different effects in the game, and ends up going through a number of steps in order to determine how much damage an attack actually deals as its overall or total attack damage.

Total Attack Damage
Calculating the total damage of an attack involves using many different multipliers and values. Total attack damage is synonymous with how much health a target immediately loses as a direct result of the attack. Some on-hit effects that are not affected by critical strike are still considered part of attack damage, and some are not.

Total Attack Damage Sources

 * Total Attack Damage can be defined as
 * Base and Main Value
 * ± Base Attack Damage Values (× Multiplier)
 * × % Bonus Attack Damage Multiplier
 * ± Flat Bonus Attack Damage Values
 * × Critical Strike Multiplier
 * ± Instant Attack Damage Bonus (× Multiplier)
 * ± × Conditional Bonuses
 * − Damage Block
 * × Attack Class Multiplier
 * × Damage Manipulation

The following abilities reduce the affected unit's damage before damage block is applied.

Main Attack Damage
Main attack damage is the damage value shown in white numbers on a hero's statistics consisting of the base attack damage with the damage granted by a hero's primary attribute on top. A hero's main attack damage can only be increased by raising its primary attribute, or by very few specific abilities.

Attribute points can be acquired by leveling up, or by using specific items, abilities, or talents that grants bonus attributes.

Main Attack Damage is defined as

Main Attack Damage = (Base Attack Damage + Σ Primary Attribute) × $$\prod_{i=1}^{n}$$(1 - Modifiers i)

For a detailed table of all heroes' main attack damage, please refer to this page.

Main Attack Damage Sources
The following items and abilities manipulates the primary attribute of the hero, and therefore increasing its main attack damage.


 * Talents

Reducing Sources
Some abilities reduce main attack damage based on percentages, and some abilities manipulate the primary attribute of the hero, therefore reducing its main attack damage.

Base Attack Damage
Base attack damage is the part of the main attack damage that stays the same throughout a game. It consists of two values, a minimum and maximum amount. Every time an attack is issued, a random value between the minimum and maximum is chosen to help decide the damage output.

The most extreme hero example of this is, with his base attack damage ranging between – , causing his damage output to be somewhat unpredictable. This range of is always part of his attack calculations, no matter how many attributes or how much bonus attack damage he acquires.

Bonus Attack Damage
Bonus attack damage is the attack damage value shown in green numbers with a plus on the left, right after the white attack damage number on a unit's statistics. Whenever a bonus attack damage granting item or ability shows a, e.g.   , it increases the bonus attack damage of the affected unit.

Probably the most important difference between main and bonus attack damage is that illusions only benefit from main attack damage, although their HUD still shows the bonus armor just like on other heroes, to make them less obvious to the enemy.

There are two types of bonus attack damage:
 * Flat Bonuses: Adds a flat number of damage to the unit's damage total (e.g. etc.).
 * Main Attack Damage Percentage Bonuses: Adds an amount of bonus attack damage equal to a percentage of the affected unit's main attack damage (e.g.,  etc.). While bonus attack damage is usually positive values, it can also use a negative value to reduce a unit's net attack damage (e.g.  etc.).

Bonus Attack Damage is defined as

Bonus Attack Damage = (Main Attack Damage × $$\prod_{i=1}^{n}$$(1 + Bonus Value Modifiers i) + Flat Bonus Values

Talents
The majority of attack damage increasing talents grants bonus attack damage. Therefore, it does not benefit illusions and is unaffected by most percentage-based damage-increasing or reducing effects.

Critical Strike Multiplier


If an attack procs more than one source of critical strike, only the highest multiplier is applied.

Damage Block
If an attack activates more than one damage block ability, only the highest block value is applied.

All Melee heroes have an innate  ability, which has a  chance to block  damage.

Attack Classes
There are currently 3 different classes of attack damage types (also known as 'Attack Classes) that manipulate the damage value of a unit's attack against certain other unit types. Each attack classes deal either reduced, increased, or unchanged damage against heroes, creeps (i.e. non-hero units), and buildings, before all armor reduction values.

The attack classes are represented by 3 abilities visible in the unit's HUD. If a unit does not have any of these 3 abilities, their attacks deal 100% damage and are only altered by the target's armor and other damage manipulators.

These abilities are not acquirable via.

Attack damage dealt against unit-types can be defined as

Attack Damage Dealt = Total Attack Damage × Attack Class × Damage Manipulation

This table shows how much damage each attack class deals against each defense class, and which units use which attack class:

Instant Attacks
Instant Attacks are abilities that uses the hero's regular attack damage values as ability damage to the target unit(s) or area. Instant Attacks do not use the hero's attack animation, are independent from attack speed, and ignores the regular downtime between attacks. Certain abilities that deal instant attack damage are not affected by evasion. If an instant attack is performed by a Ranged hero, it still uses their regular attack projectile for the attack, unless it is set not to.

If an instant attack occurs while already attacking an enemy normally, it does not interfere with the regular attacks. Instant Attacks do not interfere with any other actions of the hero either, meaning they neither interrupt movement, nor cancel ability casts nor stop channeling abilities.

Since instant attacks do not use attack animations and jump straight to the attack point, they cannot proc effects which react on the start of an attack (e.g. or ). However, they can proc effects which react on attack hit (e.g. or ), although there are some exceptions to this.

Instant attacks may proc on-hit effects only when they are allowed to. An instant attack which is not allowed to proc attack modifiers is not allowed to proc on-hit effects either. Evasion and blind fully work against instant attacks. Just like regular attacks, most instant attacks also cause the attacking hero to get revealed under and/or when attacking from the Fog of War unless stated in their respective ability notes.

The following Instant Attack sources cannot trigger attack modifiers.

Attack-based Projectiles
Some abilities generate projectiles that are based on an attack, but are technically not an attack. These abilities' projectiles use the source's attack projectile, and deal damage based on the attacking unit's attack damage, and have their damage flagged as attack damage as well, but are not counted as attacks otherwise. Instead, they are treated like regular ability projectiles (like e.g. ), and therefore cannot trigger attack modifier or on-hit effects, ignore evasion and blind, and do not reveal the attacking units through the Fog of War. This also means that these abilities continue to use projectiles even when their source is a melee hero.

Conditional Attack Damage Bonus
These abilities give direct attack damage bonuses under certain circumstances, these bonuses are not displayed in the HUD and its damage type is not limited to physical damage; nonetheless, they are considered as attack damage since it is dealt in one instance together with a unit's attack damage.

They are affected by attack classes (even when dealing magical or pure damage). It is also not affected by percentage-based attack damage bonuses or reductions, but can be reduced with flat reductions (i.e. Damage Block).

Reducing Sources
Урон от атаки 攻击力