Attack Damage

attack_damage.jpg with a Wraith Band: Sniper's base damage varies by 6;

main attack damage is white, bonus damage green.]] Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of main attack damage and bonus damage. Attack damage is reduced by armor.

Main attack damage
Main attack damage is the damage value shown in white numbers on a hero's statistics consisting of base damage and the damage granted by a hero's primary attribute. The only way to improve a hero's main attack damage is to increase its primary attribute.

The formula to calculate a hero's main attack damage is:

main attack damage = base damage + primary attribute.

Base damage
Base damage is the part of the main attack damage that never changes throughout a game. It consists of two values, a minimum and maximum amount. Every time an attack is issued, a random value between these two extremes is chosen. The best example for this is Chaos Knight since his base damage varies between 29 and 59. The difference of 30 attack will always be part of the total attack damage, no matter how many attribute or bonus damage points are acquired.

The formula to calculate a hero's base damage is:

base damage = main attack damage - attribute points.

Damage granted by primary attribute
The sum of primary attribute points a hero has is added on top of the base damage to define the main attack damage value. Attribute points can be increased by acquiring levels, as well as specific skills and items. This also means that the value of items granting attribute points differs depending on whether it is equipped by a strength, agility or intelligence hero.

Bonus damage
Bonus damage is the damage value shown in green numbers on a units's statistics. Whenever an item or skill shows a +damage value, eg Phase Boots (+24 Damage), it increases the bonus damage of the affected unit.

Master Formula for Attack Damage


and are considered general damage multipliers in the formula.

Percentage-based damage modifiers

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Bonus damage

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Percentage-based main attack damage reduction

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Attribute reduction

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Raw attack damage reduction

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