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Debuff Immunity is a modifier that stops most debuffs or negative ability effects on a unit. Most debuff immunity sources also grant magic resistance bonus as a secondary effect.

Debuffs and Buffs
Debuff immunity is a status effect. Most debuffs in the game first check whether or not the unit has the debuff immunity status. If the status is present, the debuff's effects cease temporarily, until the unit is no longer debuff immune. However, some debuffs (commonly those placed by ultimate abilities) pierce debuff immunity, meaning their effects carry on normally.

Usually, a debuff either fully pierces debuff immunity, or it is fully blocked. However, there are a few exceptions to this rule. Whether or not a debuff pierces debuff immunity is noted down in the description boxes of each ability, right below the ability name.

Note that debuff immunity protects the unit from negative effects of debuffs. If a debuff has positive effects, it may apply them still, like increasing movement speed. Furthermore, if a debuff has functional effects that only use the target as a source of origin, their effects continue (e.g. continues striking,  continues to deal damage around the unit). Debuffs that have triggers can still have their effects triggered, like, , and ), the triggered effect is then still subjected to debuff immunity. Debuffs that apply buffs or debuffs on other units can still do so (e.g. still grants attacking enemies attack speed).



The following status effects are prevented by debuff immunity:
 * Stun/Sleep
 * Silence/Mute/Break
 * Disarm/Blind
 * Cyclone, the unit stays on the ground
 * Hex, the unit's model does not change
 * Forced Movement, the movement gets immediately interrupted in most cases
 * Fear/Taunt
 * Root/Leash
 * Ethereal/Attack immunity
 * Slows
 * General stats reductions
 * movement Speed/Turn Rate
 * Attack Speed/Projectile Speed
 * Attack Damage/Spell Damage
 * Magic Resistance/Status Resistance/Armor
 * Attack Range/Cast Range
 * Attack Animation/Cast Animation
 * Strength/Agility/Intelligence
 * Health/Health Regen/Heal
 * Mana/Mana Regen/Mana Restore
 * Lifesteal/Spell Lifesteal
 * vision

All spells that pierce Debuff Immunity will have effect and deal their damage while ignoring the Magic Resistance granted by debuff immunity If debuff immunity expires before the debuff then it will take effect for the remaining duration
 * Examples


 * 1)  has  active and is affected by . She will not be slowed but will still take damage. Since the damage type applied is magical, it will be reduced by the current total  magic resistance.
 * 2)  has  active and is affected by . She is stunned and damaged. The damage type applied is magical and is reduced  magic resistance, but additional magic resistance from Avatar itself will be ignored.

Example 3: Your BKB is active. Silencer attacks you with Glaives of Wisdom (pure, doesn't pierce Debuff Immunity). You won't take any pure damage. Example 4: Your BKB is active. Bane casts Fiend's Grip (pure, pierces immunity) on you. You will be stunned and will take 100% of the pure damage. Example 5: Your BKB is active but expires in 1s. Someone used Orchid Malevolence (doesn't pierce immunity) on you. You won't be silenced for that 1 second, but you will be silenced as soon as Avatar expires. Example 6: Your BKB is active and you're using TP. Crystal Maiden casts Frostbite (magical, doesn't pierce immunity) on you. You won't be rooted or interrupted unless the Avatar expires before the Frostbite debuff.

Mechanics
The amount of healing granted from lifesteal to the attacking unit is calculated by a percentage of the total attack damage done to the attacked unit.

An attack modifier

Therefore, lifesteal heals more on attacks that crit. Usually, if an attack's damage exceeded the target's current health and killed it, the heal is based on damage it would have taken if it would not have died. However, lifesteal is not affected by most damage manipulation effects on the target, such as or.

Lifesteal does not work for magical attack damage (e.g. procs or ), only physical and pure attack damage (except for  ) is considered when determining the heal amount.

With illusions, they are able to lifesteal but using their modified outgoing damage values. However, when attacking illusions, the heal is not affected by the illusion's incoming damage values.

Instant attacks hitting secondary targets can lifesteal as long as the instant attack can be affected by attack modifiers.

Percentage-based Lifesteal provided by items heals for % of their usual value when attacking creeps (including, excluding Creep-Heroes).

All sources of lifesteal stack additively with each other, and lifesteal manipulation sources stack multiplicatively.

Attack Modifier Interactions
An attack can lifesteal if the attack modifier directly adds physical or pure damage to the attack damage it deals (i.e. bash sources).

Pseudo-Lifesteal
Some lifesteal abilities work differently from regular lifesteal. Their mechanics are unique to the spell they are provided by.

Recent Changes
Roubo de vida Вампиризм 吸血