“ | ▶️ Armored to the teeth!
— Clockwerk
|
” |
Armor is a stat that reduces (or increases, if negative) physical damage a unit takes from abilities and attacks. Every unit is capable of gaining or losing armor, and most units start with a small amount of base armor, some even starting with negative armor. A hero's armor can be passively increased with agility via leveling up, certain items, talents and some abilities. Armor of any unit can also be temporarily increased or reduced with some abilities.
Each point of agility increases a hero's armor by 0.167 or .
- Total armor can be defined as
- Main Armor
- × % Armor Negation Multiplier
- ± Flat Bonus Armor Values
- Main Armor
Base Armor[]
Base armor is the part of the main armor that never changes throughout a game. It consists of one fixed value set for each unit individually. The base armor of a unit can be a negative number. Since only heroes have agility, the HUD of all non-hero units shows their base armor.
Heroes[]
Heroes | Armor |
---|---|
-3 | |
-2 | |
-1 | |
0 | |
1 | |
2 | |
2.5 | |
3 | |
3.8 | |
4 |
Creeps[]
Summons[]
Summons | Armor |
---|---|
Astral Spirit | 0 |
Familiar | 0/2/4 |
Spirit Bear | 0/2/4/6 |
Fire | 0/8/16 |
Storm | 2 |
Mars Soldier | 3 |
Void | 3/4/5 |
Earth | 3/5/7 |
Warlock Golem | 8/12/14 |
Main Armor[]
Main armor is the armor value shown in white numbers near the shield icon in the HUD, consisting of base armor and the armor granted by a hero's agility. The only way to improve a hero's main armor is to increase its agility, which is gained by leveling up, acquiring certain items, or with the help of certain abilities.
Attribute | Bonus Main Armor |
---|---|
Agility | +0.167 |
The main armor is defined as
Main Armor = (Base Armor + (Σ Current)/6) × (1 - Armor Negation)
Hero Armor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Main Armor Sources[]
These abilities directly manipulate agility points and therefore it affects main armor instead.
- Attributes – Attribute Bonus
- Alchemist – Aghanim's Scepter Synth
- Apex – Primary Attribute Bonus
- Drow Ranger – Marksmanship
- Magnus – Reverse Polarity1
- Morphling – Adaptive Strike (Agility)
- Riki – Tricks of the Trade
- Slark – Essence Shift
- Power Treads – Switch Attribute
- Phantom Lancer – Phantom Rush
- Morphling – Morph2a
- Vambrace – Switch Attribute
- Morphling – Attribute Shift (Strength Gain)
- Timbersaw – Whirling Death3
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Only affects agility and universal heroes.
Armor Negating Sources[]
Some abilities negate or ignore a unit's main armor by reducing or increasing armor based on the unit's main armor, effectively removing a percentage of the armor on the target. Armor negation only affects the armor value of units, their defense class is unaffected and still reduces damage normally.
- Proc Chance: 15%/20%/25%
Main Armor Reduction: 100%
Has a chance to completely ignore the target's main armor value on attack, dealing damage as if they had 0 main armor. - Base Armor Reduction: 40%/60%/80%/100%
The effects is provided by an aura, affects nearby enemies. The reduction is based on the enemies' main armor. The debuff lingers for 1 second.
- Example
- How much main armor Terrorblade with a Blade of Alacrity at Level 8 has?
- Base Armor: Lua error in Module:Show at line 24: attempt to index field '?' (a nil value).
- Base Agility and agility gain: Lua error in Module:Show at line 24: attempt to index field '?' (a nil value). and Lua error in Module:Show at line 24: attempt to index field '?' (a nil value). per level
- Blade of Alacrity bonus agility: 10
- Failed to parse (unknown function "\begin{align}"): {\displaystyle \begin{align} \text{Main Armor} &= <strong class="error"><span class="scribunto-error" id="mw-scribunto-error-0">Lua error in Module:Show at line 24: attempt to index field '?' (a nil value).</span></strong> + \overbrace{\frac{ 10 + <strong class="error"><span class="scribunto-error" id="mw-scribunto-error-1">Lua error in Module:Show at line 24: attempt to index field '?' (a nil value).</span></strong> + <strong class="error"><span class="scribunto-error" id="mw-scribunto-error-2">Lua error in Module:Show at line 24: attempt to index field '?' (a nil value).</span></strong> \times 7}{6} }^\text{Agility} \\ &= <strong class="error">Expression error: Unexpected < operator.</strong> \end{align} }
- Terrorblade has a total of Expression error: Unexpected < operator. main armor in this example.
Bonus Armor[]
Bonus armor is the armor value shown in green numbers with a plus on the left, right after the white armor number on a unit's statistics. Whenever an armor granting item or armor increasing ability shows a +Value Armor
, e.g. Blade Mail +7 Armor
, it increases the bonus armor of the affected unit.
Probably the most important difference between main and bonus armor is that illusions only benefit from main armor, although their HUD still shows the bonus armor just like on other heroes, to make them less obvious to the enemy.
Sources of multiple bonus armor stack additively.
Armor Negation sources do not affect bonus armor.
- Example1
- How much total armor does a Terrorblade with a Blade of Alacrity and Blade Mail at Level 8 have?
- Base Armor: Lua error in Module:Show at line 24: attempt to index field '?' (a nil value).
- Base Agility and gain: Lua error in Module:Show at line 24: attempt to index field '?' (a nil value). + Lua error in Module:Show at line 24: attempt to index field '?' (a nil value).
- Blade of Alacrity bonus agility: 10
- Blade Mail bonus armor: 7
- Failed to parse (unknown function "\begin{align}"): {\displaystyle \begin{align} \text{Armor} &= \underbrace{ <strong class="error"><span class="scribunto-error" id="mw-scribunto-error-0">Lua error in Module:Show at line 24: attempt to index field '?' (a nil value).</span></strong> + \overbrace{\frac{ 10 + <strong class="error"><span class="scribunto-error" id="mw-scribunto-error-1">Lua error in Module:Show at line 24: attempt to index field '?' (a nil value).</span></strong> + <strong class="error"><span class="scribunto-error" id="mw-scribunto-error-2">Lua error in Module:Show at line 24: attempt to index field '?' (a nil value).</span></strong> \times 7}{6} }^\text{Agility} }_\text{Main Armor} + 7 \\ &= <strong class="error">Expression error: Unexpected < operator.</strong> + 7 \\ &= <strong class="error">Expression error: Unexpected < operator.</strong> \end{align} }
- Terrorblade has Expression error: Unexpected < operator. total armor in this example.
- Example 2
- Terrorblade from the previous example is now affected by Level 3 Natural Order. How much total armor does he have now?
- Level 3 Natural Order Armor Negation: 80%
- Failed to parse (unknown function "\begin{align}"): {\displaystyle \begin{align} \text{Armor} &= \underbrace{ \left( <strong class="error"><span class="scribunto-error" id="mw-scribunto-error-0">Lua error in Module:Show at line 24: attempt to index field '?' (a nil value).</span></strong> + \overbrace{\frac{ 10 + <strong class="error"><span class="scribunto-error" id="mw-scribunto-error-1">Lua error in Module:Show at line 24: attempt to index field '?' (a nil value).</span></strong> + <strong class="error"><span class="scribunto-error" id="mw-scribunto-error-2">Lua error in Module:Show at line 24: attempt to index field '?' (a nil value).</span></strong> \times 7}{6} }^\text{Agility} \right) \times \overbrace{ (1 - 0.8) }^\text{Main Armor Negation} }_\text{Main Armor} + 7 \\ &= \underbrace{ <strong class="error">Expression error: Unexpected < operator.</strong> \times (0.2) }_\text{Main Armor} + 7 \\ &= <strong class="error">Expression error: Unexpected < operator.</strong> \end{align} }
- Terrorblade has Expression error: Unexpected < operator. total armor in this example.
Modifying Armor[]
A lot of abilities and items have abilities that grant or reduce armor.
These changes only affect bonus armor. Reductions can nevertheless bring total armor into negative values if main armor is sufficiently small.
Armor Increasing Sources[]
- Ancient Black Dragon – Dragonhide Aura
- Axe – Berserker's Call
- Axe – Battle Hunger2a
- Axe – Culling Blade
- Chen – Divine Favor
- Crystal Maiden – Freezing Field
- Dazzle – Bad Juju
- Dragon Knight – Dragon Blood
- Elder Titan – Astral Spirit
- Enchantress – Enchant1 3
- Lone Druid – Spirit Link
- Lone Druid – True Form
- Monkey King – Wukong's Command
- Ogre Frostmage – Ice Armor
- Oracle – False Promise1
- Primal Beast – Uproar
- Razor – Static Link1
- Roshan – Strength of the Immortal
- Skywrath Mage – Shield of the Scion
- Slardar – Guardian Sprint2a
- Sven – Warcry
- Timbersaw – Reactive Armor
- Tiny – Grow
- Treant Protector – Living Armor
- Towers – Tower Protection
- Troll Warlord – Berserker's Rage
- Vengeful Spirit – Wave of Terror1
- Visage – Gravekeeper's Cloak1 4
- Wildwing Ripper – Toughness Aura
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Affects the player-controlled creep.
- 1 Affects the player-controlled creep.
Talents[]
- Grants a flat armor bonus.
- The following values exist:
- 2/3/4/5/6/7/8/9/10/12/15/20/30
The following heroes have a talent that grants them bonus armor.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Armor |
Besides these, the following heroes have talents which increase the armor of the units they summon
- +7 Spirit Bear Armor:
Bonus armor. - +20 Chaotic Offering Golems Armor:
Bonus armor.
Items[]
The following items increase a unit's armor. The effects are limited to the item's owner, which must have the item equipped.
Items that provide armor bonus by flat amount and Agility:
<div class="mw-collapsible mw-collapsed"> <div style="border:1px solid #aaa; text-align:center;">'''Bonus Agility and Bonus Armor'''</div>
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Defiant Shell | 8.17 | N/A | N/A |
Helm of the Dominator | 7 | 2625 | 375 |
Helm of the Overlord | 10.5 | 5725 | 545.24 |
Shiva's Guard | 15.83 | 5175 | 326.84 |
Solar Crest | 4.67 | 2700 | 578.57 |
Spirit Vessel | 3 | 2780 | 926.67 |
Urn of Shadows | 2.33 | 880 | 377.14 |
Veil of Discord | 4.67 | 1725 | 369.64 |
Wraith Band 1 | 2.83 | 505 | 178.24 |
Wraith Band 2 | 5.67 | 505 | 89.12 |
These items have a flat armor bonus to the hero who has them equipped.
<div class="mw-collapsible mw-collapsed"> <div style="border:1px solid #aaa; text-align:center;">'''Flat Bonus Armor'''</div>
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Arcane Ring | 2 | N/A | N/A |
Arcanist's Armor | 5 | N/A | N/A |
Armlet of Mordiggian | 6 | 2500 | 416.67 |
Assault Cuirass | 10 | 5125 | 512.5 |
Blade Mail | 7 | 2100 | 300 |
Broom Handle | 4 | N/A | N/A |
Buckler | 1 | 425 | 425 |
Chainmail | 4 | 550 | 137.5 |
Cloak of Flames | 4 | N/A | N/A |
Craggy Coat | 8 | N/A | N/A |
Crimson Guard | 8 | 3725 | 465.63 |
Dragon Scale | 5 | N/A | N/A |
Guardian Greaves | 4 | 4950 | 1237.5 |
Helm of Iron Will | 4 | 975 | 243.75 |
Lotus Orb | 10 | 3850 | 385 |
Mekansm | 4 | 1775 | 443.75 |
Nullifier | 10 | 4375 | 437.5 |
Orb of Corrosion | 3 | 900 | 300 |
Parasma | 6 | 5975 | 995.83 |
Pavise | 2 | 1400 | 700 |
Phase Boots | 4 | 1500 | 375 |
Platemail | 10 | 1400 | 140 |
Rattlecage | 12 | N/A | N/A |
Ring of Protection | 2 | 175 | 87.5 |
Soul Ring | 2 | 805 | 402.5 |
Vladmir's Offering | 2 | 2200 | 1100 |
Witch Blade | 6 | 2775 | 462.5 |
These items increase the hero's armor through the agility they provide.
<div class="mw-collapsible mw-collapsed"> <div style="border:1px solid #aaa; text-align:center;">'''Agility Base Armor'''</div>
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Aghanim's Scepter | 1.67 | 4200 | 2520 |
Band of Elvenskin | 1 | 450 | 450 |
Blade of Alacrity | 1.67 | 1000 | 600 |
Book of Shadows | 2.17 | N/A | N/A |
Bracer 1 | 0.33 | 505 | 1515 |
Bracer 2 | 0.67 | 505 | 757.5 |
Butterfly | 5.83 | 5450 | 934.29 |
Circlet | 0.33 | 155 | 465 |
Crown | 0.67 | 450 | 675 |
Diadem | 1 | 1000 | 1000 |
Diffusal Blade | 2.5 | 2500 | 1000 |
Disperser | 6.67 | 6100 | 915 |
Dragon Lance | 2.5 | 1900 | 760 |
Eaglesong | 4.17 | 2800 | 672 |
Ethereal Blade | 1.33 | 5375 | 4031.25 |
Eye of Skadi | 3.67 | 5300 | 1445.45 |
Ghost Scepter | 0.83 | 1500 | 1800 |
Harpoon | 1.67 | 4700 | 2820 |
Holy Locket | 1.5 | 2350 | 1566.67 |
Hurricane Pike | 3.33 | 4450 | 1335 |
Iron Branch | 0.17 | 50 | 300 |
Khanda | 1.33 | 5000 | 3750 |
Linken's Sphere | 2.67 | 4800 | 1800 |
Magic Wand | 0.5 | 450 | 900 |
Manta Style | 4.33 | 4550 | 1050 |
Meteor Hammer | 1 | 2850 | 2850 |
Mirror Shield | 1.67 | N/A | N/A |
Ninja Gear | 3.33 | N/A | N/A |
Null Talisman 1 | 0.33 | 505 | 1515 |
Null Talisman 2 | 0.67 | 505 | 757.5 |
Occult Bracelet | 0.5 | N/A | N/A |
Phylactery | 1.17 | 2400 | 2057.14 |
Pig Pole | 0.83 | N/A | N/A |
Power Treads (Agility) | 1.67 | 1400 | 840 |
Sange and Yasha | 2.67 | 4050 | 1518.75 |
Slippers of Agility | 0.5 | 140 | 280 |
Specialist's Array | 1 | N/A | N/A |
Swift Blink | 4.17 | 6800 | 1632 |
Ultimate Orb | 2.5 | 2800 | 1120 |
Vambrace (Agility) | 1.33 | N/A | N/A |
Vambrace (Intelligence) | 0.33 | N/A | N/A |
Vambrace (Strength) | 0.33 | N/A | N/A |
Yasha | 2.67 | 2100 | 787.5 |
Yasha and Kaya | 2.67 | 4000 | 1500 |
Armor Reducing Sources[]
- Alchemist – Acid Spray
- Ancient Rock Golem – Weakening Aura
- Axe – Battle Hunger2a
- Bristleback – Viscous Nasal Goo
- Bristleback – Hairball
- Chaos Knight – Reality Rift
- Dazzle – Bad Juju
- Forged Spirit – Melting Strike
- Lycan – Howl
- Naga Siren – Rip Tide
- Pangolier – Lucky Shot
- Razor – Eye of the Storm
- Razor – Static Link1
- Shadow Fiend – Presence of the Dark Lord
- Slardar – Slithereen Crush2b
- Slardar – Corrosive Haze
- Snapfire – Lil' Shredder
- Templar Assassin – Meld
- Tidehunter – Gush
- Vengeful Spirit – Wave of Terror
- Viper – Poison Attack2b
- Weaver – The Swarm
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Armor Corruption[]
Armor Corruption is granted by choosing a Talent, that causes hero attacks to reduce armor of the attacked target.
- Causes the hero's attacks to place a debuff on the target that reduces the target's armor.
- Successive attacks do not stack the debuff, but refresh the duration instead.
- The attacks first apply the debuff, then their own damage.
- Works against wards, buildings, and allied units.
- Fully stacks with any other items or other sources of Armor Corruption.
- The following armor reduction values exist:
- 2.5/3/4/5
The following heroes have a talent that grants them Armor Corruption.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Armor Corruption |
Pure Damage[]
Pure Damage is a damage type that is not reduced by Armor or Magic Resistance. It is also not amplified by magical damage amplification abilities, fully ignores Armor and Damage Block. It does not affect invulnerable units.
There are a few sources that can manipulate Pure Damage, with Dispersion being one of them. This mechanic is called damage reduction. Pure damage affects units with Spell Immunity (because spell immunity does not block damage), but that does not mean that an ability that deals pure damage is able to target spell immune units.
Abilities Based on Armor[]
Damage Multiplier[]
All units, including buildings, have an inherent base armor value and attack class. Any physical damage dealt to a unit is multiplied by the damage multiplier, resulting in either damage reduction or increase depending on the target's armor value.
Damage Multiplier is also used to calculate a unit's Effective HP (EHP). The lower the damage multiplier, the higher the Effective HP of a unit, vice versa.
Armor Formula Base b
|
Armor Formula Factor f
|
---|---|
2 | 0.16 |
For any real-valued armor, the damage multiplier is defined as
With DMu
being the Damage Multiplier and R
the armor value.
The damage multiplier limits are 0 and 2, for infinitely positive and negative armor, respectively. Expand the table below for more detailed information on how much positive and negative armor affects damage multiplier.
- Examples
Armor (+) | Multiplier | Armor (-) | Multiplier |
---|---|---|---|
1 | 93% | -1 | 107% |
2 | 86% | -2 | 114% |
3 | 81% | -3 | 119% |
4 | 76% | -4 | 124% |
5 | 71% | -5 | 129% |
6 | 68% | -6 | 132% |
7 | 64% | -7 | 136% |
8 | 61% | -8 | 139% |
9 | 58% | -9 | 142% |
10 | 56% | -10 | 144% |
11 | 53% | -11 | 147% |
12 | 51% | -12 | 149% |
13 | 49% | -13 | 151% |
14 | 47% | -14 | 153% |
15 | 45% | -15 | 155% |
16 | 44% | -16 | 156% |
17 | 42% | -17 | 158% |
18 | 41% | -18 | 159% |
19 | 40% | -19 | 160% |
20 | 38% | -20 | 162% |
21 | 37% | -21 | 163% |
22 | 36% | -22 | 164% |
23 | 35% | -23 | 165% |
24 | 34% | -24 | 166% |
25 | 33% | -25 | 167% |
26 | 32% | -26 | 168% |
27 | 32% | -27 | 168% |
28 | 31% | -28 | 169% |
29 | 30% | -29 | 170% |
30 | 29% | -30 | 171% |
31 | 29% | -31 | 171% |
32 | 28% | -32 | 172% |
33 | 27% | -33 | 173% |
34 | 27% | -34 | 173% |
35 | 26% | -35 | 174% |
36 | 26% | -36 | 174% |
37 | 25% | -37 | 175% |
38 | 25% | -38 | 175% |
39 | 24% | -39 | 176% |
40 | 24% | -40 | 176% |
41 | 23% | -41 | 177% |
42 | 23% | -42 | 177% |
43 | 23% | -43 | 177% |
44 | 22% | -44 | 178% |
45 | 22% | -45 | 178% |
Effective HP[]
The total amount of physical damage a unit can take due to the armor it has is known as Effective HP (or EHP). 16.66 armor adds 133.33% to EHP. This means a unit with 1000 health and 16.66 armor can take 2333.33 physical damage. The formula adds 6% EHP per point of armor regardless of the previous armor value.
EHP value has no diminished benefit as a player gaining 1 armor from 0 armor would increase EHP from 100% to 106%, while a player gaining 1 armor from 50 armor would increase EHP from 400% to 406%. This means each point of armor effects your HP and your survivability in the exact same way. On the other hand, the effectiveness of armor is much lower at negative values (refer to the attached graph). Total EHP trends downwards towards 50%, meaning a unit with 1000 health and infinitely low armor would still be able to take 500 physical damage. At this point, losing or gaining 1 armor has essentially no effect.
Armor | -40 | -30 | -20 | -10 | 0 | 10 | 20 | 30 | 40 |
---|---|---|---|---|---|---|---|---|---|
Effective HP | 567.57 | 586.21 | 619.05 | 692.31 | 1000 | 1800 | 2600 | 3400 | 4200 |
This definition of EHP assumes all damage taken is physical. EHP against magical damage (such as Laguna Blade or Finger of Death) is modified by magic resistance.
Effective HP against physical damage is defined as
With CHP
being the Current Health and DMu
the Damage Multiplier.
- Example 1
- A Level 25 Sven has a total health of 2193.6 and 11.3 points of armor without any items. What is his effective HP against physical damage?
-
- Sven's damage multiplier is 0.52521 in this example.
- Sven's effective HP against physical damage in this example is 4176.62.
- Example 2
- The same Level 25 Sven from the previous example (has a total health of 2193.6) is affected by a Level 3 Corrosive Haze, and his armor is now -8.7. What is his effective HP against physical damage?
- Sven's damage multiplier is 1.41038 in this example.
- Sven's effective HP against physical damage in this example is 1555.33.
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Reinforced units receive 10% less damage from the following units:
- Summons, but not including creep-heroes and illusions.
- Dominated Creeps.
- Attack Types and Armor Types are now represented through abilities, most damage remains unchanged.
- ADDEDthe new following attack type abilities:
- Runty has 25% and 30% attack damage reduction against Heroes and Reinforced units respectively.
- Piercing has 50% and 65% attack damage reduction against Heroes and Reinforced units respectively.
- However, they deal 50% more attack damage against Non-Hero units.
- Reinforced has 50%, 30% and 65% incoming attack damage reduction against Heroes, Non-Hero units, and Piercing units respectively.
- However, they deal 50% more attack damage against other Reinforced units.
- The following abilities are not acquirable in any way (e.g. Devour etc.).
- The following units now have the Piercing ability:
- Ranged Creep and Mega Ranged Creep
- Serpent Ward
- Plague Ward
- Most neutral creeps' with the previous Piercing attack class now has this ability as well.
- The following units now have the Reinforced ability:
- Siege Creep
- All buildings
- The following units now have the Runty ability:
- Eidolon, Treant and Lycan Wolf no longer have the Basic attack class.
- Neutral creeps now all have the standard attack type, and their damage are adjusted so that the net damage is similar.
- CHANGEDthe Armor formula
- OLD
(0.052 × MainArmor)/(0.9 + 0.048 × |MainArmor|)
- NEW
(0.06 × MainArmor)/(1 + 0.06 × |MainArmor|)
</div> </div>