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Armor
 
 
 
Ice Armor (Ogre Frostmage) icon
▶️ 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, Talent 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 .

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
5

Creeps[]

Units Armor
Boar, Hill Troll, Hill Troll Priest, Kobold, Lycan Lane Wolf, Lycan Wolf, Mega Siege Creep, Mud Golem, Ogre Frostmage, Ranged Creep, Satyr Banisher, Shard Golem, Siege Creep, Skeleton Warrior, Spiderite, Spiderling, Super Siege Creep, Treant, Undying Zombie 0
Forged Spirit 0/1/2/3/4/5/6/7
Centaur Courser, Fell Spirit, Giant Wolf, Harpy Scout, Hill Troll Berserker, Kobold Soldier, Mega Ranged Creep, Minor Imp, Ogre Bruiser, Super Ranged Creep, Vhoul Assassin 1
Ancient Black Drake, Flagbearer Creep, Ghost, Harpy Stormcrafter, Kobold Foreman, Melee Creep, Satyr Mindstealer, Satyr Tormenter, Wildwing 2
Eidolon 2/3/4/5
Tormentor 20
Alpha Wolf, Ancient Ice Shaman, Ancient Rumblehide, Ancient Thunderhide, Hellbear, Mega Flagbearer Creep, Mega Melee Creep, Super Flagbearer Creep, Super Melee Creep, Wraith King Skeleton 3
Roshan 30
Ancient Black Dragon, Ancient Rock Golem, Centaur Conqueror, Dark Troll Summoner, Hellbear Smasher, Necronomicon Archer, Necronomicon Warrior, Wildwing Ripper 4
Hawk 5
Warpine Raider 6
Ancient Frostbitten Golem 7
Ancient Granite Golem 8

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 Agility Current)/6) × (1 - Armor Negation)

Hero Armor
Hero Base Level 1 Level 15 Level 25 Level 30
Abaddon 3.8 7.63 10.67 12.83 13.92
Alchemist 0 3.67 7.17 9.67 10.92
Ancient Apparition -1 2.33 7.47 11.13 12.97
Anti-Mage 1 5 11.53 16.2 18.53
Arc Warden 0 3.33 10.33 15.33 17.83
Axe -1 2.33 6.3 9.13 10.55
Bane 1 4.83 10.67 14.83 16.92
Batrider 2 4.5 7.77 10.1 11.27
Beastmaster -1 2 5.73 8.4 9.73
Bloodseeker 2 6 13.23 18.4 20.98
Bounty Hunter 5 8.5 14.57 18.9 21.07
Brewmaster 0 3.17 7.83 11.17 12.83
Bristleback 1 3.83 8.03 11.03 12.53
Broodmother -1 2 8.07 12.4 14.57
Centaur Warrunner -2 0.5 2.83 4.5 5.33
Chaos Knight 2 5 8.27 10.6 11.77
Chen -1 1.5 6.4 9.9 11.65
Clinkz 0 4.17 10.47 14.97 17.22
Clockwerk 1 3.17 8.07 11.57 13.32
Crystal Maiden 0 2.67 6.4 9.07 10.4
Dark Seer 2 5.17 9.37 12.37 13.87
Dark Willow 0 3 6.03 8.2 9.28
Dawnbreaker 2 4.33 8.3 11.13 12.55
Dazzle 0 3.33 6.6 8.93 10.1
Death Prophet 1 3.67 8.33 11.67 13.33
Disruptor 0 2.5 5.77 8.1 9.27
Doom 2 4.5 8 10.5 11.75
Dragon Knight 0 2.67 7.33 10.67 12.33
Drow Ranger 0 3.33 10.1 14.93 17.35
Earth Spirit 0 2.83 8.43 12.43 14.43
Earthshaker 2 4 7.27 9.6 10.77
Elder Titan 0 2.67 6.87 9.87 11.37
Ember Spirit 0 3.67 11.13 16.47 19.13
Enchantress 1 4.17 9.07 12.57 14.32
Enigma 1 3.33 5.67 7.33 8.17
Faceless Void 0 3.17 10.17 15.17 17.67
Grimstroke 0 3 7.43 10.6 12.18
Gyrocopter 2 6.33 13.57 18.73 21.32
Hoodwink 0 4 12.4 18.4 21.4
Huskar -1 0.67 4.17 6.67 7.92
Invoker -1 1.33 5.53 8.53 10.03
Io 1 3.33 7.07 9.73 11.07
Jakiro 1 3.5 6.3 8.3 9.3
Juggernaut 0 5.67 12.2 16.87 19.2
Keeper of the Light 0 2.5 6.23 8.9 10.23
Kunkka 2 4.33 8.07 10.73 12.07
Legion Commander 0 3 6.97 9.8 11.22
Leshrac 0 3.83 10.37 15.03 17.37
Lich -1 1.83 6.5 9.83 11.5
Lifestealer 1 4.17 10.23 14.57 16.73
Lina 0 3.83 9.43 13.43 15.43
Lion 0 2.5 6 8.5 9.75
Lone Druid 0 3.33 8 11.33 13
Luna 2 6 13.93 19.6 22.43
Lycan 0 3 7.2 10.2 11.7
Magnus 1 2.5 7.17 10.5 12.17
Marci 0 3.33 7.53 10.53 12.03
Mars -1 2.33 6.3 9.13 10.55
Medusa -1 2.67 11.07 17.07 20.07
Meepo 4 6.83 11.73 15.23 16.98
Mirana -2 2 7.83 12 14.08
Monkey King 2 5.83 14.47 20.63 23.72
Morphling -2 2 11.1 17.6 20.85
Muerta -1 2.33 8.63 13.13 15.38
Naga Siren 1 4.5 12.2 17.7 20.45
Nature's Prophet 0 2.33 9.8 15.13 17.8
Necrophos 2 4 7.03 9.2 10.28
Night Stalker 2 5 10.13 13.8 15.63
Nyx Assassin 1 4 9.83 14 16.08
Ogre Magi 4 6.33 9.83 12.33 13.58
Omniknight 2 4.5 9.17 12.5 14.17
Oracle 1 3.5 7.47 10.3 11.72
Outworld Destroyer 2.5 6.17 9.9 12.57 13.9
Pangolier 2 5 10.83 15 17.08
Phantom Assassin 1 4.5 12.43 18.1 20.93
Phantom Lancer -1 3.33 9.87 14.53 16.87
Phoenix -1 1 4.5 7 8.25
Primal Beast 2 4.5 6.83 8.5 9.33
Puck -3 0.67 6.5 10.67 12.75
Pudge -1 1.33 4.6 6.93 8.1
Pugna 0 3.5 6.53 8.7 9.78
Queen of Pain 0 3.67 9.5 13.67 15.75
Razor 0 4 10.53 15.2 17.53
Riki 0 5 10.6 14.6 16.6
Rubick 1 4.83 10.67 14.83 16.92
Sand King 1 4.17 8.37 11.37 12.87
Shadow Demon 0 3 8.13 11.8 13.63
Shadow Fiend 1 5.17 13.33 19.17 22.08
Shadow Shaman 3 5.67 9.4 12.07 13.4
Silencer 0 3.67 9.27 13.27 15.27
Skywrath Mage -2 0.17 2.03 3.37 4.03
Slardar 3 5.83 11.43 15.43 17.43
Slark 0 3.5 7 9.5 10.75
Snapfire 1 3.67 6.47 8.47 9.47
Sniper -1 3.5 10.97 16.3 18.97
Spectre 0 4.17 9.07 12.57 14.32
Spirit Breaker 1 3.83 7.8 10.63 12.05
Storm Spirit 1 4.67 10.73 15.07 17.23
Sven -1 2.5 7.63 11.3 13.13
Techies 2 4.33 7.37 9.53 10.62
Templar Assassin 0 3.83 11.3 16.63 19.3
Terrorblade 5 8.67 18 24.67 28
Tidehunter 0 2.5 6 8.5 9.75
Timbersaw 0 2.67 5.7 7.87 8.95
Tinker 4 6.83 10.1 12.43 13.6
Tiny 0 0 0 0 0
Treant Protector -1 1.5 5.7 8.7 10.2
Troll Warlord -1 2.83 10.53 16.03 18.78
Tusk 1 4.83 9.73 13.23 14.98
Underlord 3 5 8.73 11.4 12.73
Undying 1 2.67 5.47 7.47 8.47
Ursa 1 4 10.53 15.2 17.53
Vengeful Spirit 0 3.5 8.4 11.9 13.65
Venomancer 0 4 8.67 12 13.67
Viper -2 1.5 7.8 12.3 14.55
Visage -1 0.83 3.17 4.83 5.67
Void Spirit -1 2.17 7.3 10.97 12.8
Warlock 1 2.67 5 6.67 7.5
Weaver 1 3.83 11.07 16.23 18.82
Windranger 0 3.17 6.43 8.77 9.93
Winter Wyvern 1 3.67 7.17 9.67 10.92
Witch Doctor 0 2.17 5.43 7.77 8.93
Wraith King -1 1.67 5.63 8.47 9.88
Zeus 2 3.83 6.63 8.63 9.63

Main Armor Sources[]

These abilities directly manipulate agility points and therefore it affects main armor instead.

1 Requires Talent 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.

Armor Negating Sources
  • 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 does Terrorblade with a Blade of Alacrity have at Level 8?
Base Armor: 5
Base Agility and agility gain: 22 and 4 per level
Blade of Alacrity bonus agility: 10
Terrorblade has a total of 15 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: 5
Base Agility and gain: 22 + 4
Blade of Alacrity bonus agility: 10
Blade Mail bonus armor: 7
Terrorblade has 22 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%
Terrorblade has 10 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[]

1 Requires Talent talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.
3 Affects the player-controlled creep.
1 Affects the player-controlled creep.

Talents[]

Armor
Cannot be used by illusions.
Ability
Passive
Affects
Self
There is no description for this ability.
Armor Bonus: Varies

  • 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 talent that grants them bonus armor.

Bonus Level 10 Level 15 Level 20 Level 25
Left Right Left Right Left Right Left Right
Armor
  • +4
  • +5
  • +5

Besides these, the following heroes have talents which increase the armor of the units they summon

Specific Summons Armor Bonus Talent

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:

Bonus Agility and Bonus Armor
Item Value Item Cost Cost/Value Point
Defiant Shell 8.17 N/A N/A
Helm of the Dominator 7 2625 Gold 375 Gold
Helm of the Overlord 10.5 5725 Gold 545.24 Gold
Shiva's Guard 15.83 5175 Gold 326.84 Gold
Solar Crest 4.67 2700 Gold 578.57 Gold
Spirit Vessel 3 2780 Gold 926.67 Gold
Urn of Shadows 2.33 880 Gold 377.14 Gold
Veil of Discord 4.67 1725 Gold 369.64 Gold
Wraith Band 1 2.83 505 Gold 178.24 Gold
Wraith Band 2 5.67 505 Gold 89.12 Gold


These items have a flat armor bonus to the hero who has them equipped.

Flat Bonus Armor
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 Gold 416.67 Gold
Assault Cuirass 10 5125 Gold 512.5 Gold
Blade Mail 7 2100 Gold 300 Gold
Broom Handle 4 N/A N/A
Buckler 1 425 Gold 425 Gold
Chainmail 4 550 Gold 137.5 Gold
Cloak of Flames 4 N/A N/A
Craggy Coat 8 N/A N/A
Crimson Guard 8 3725 Gold 465.63 Gold
Dragon Scale 5 N/A N/A
Guardian Greaves 4 4950 Gold 1237.5 Gold
Helm of Iron Will 4 975 Gold 243.75 Gold
Lotus Orb 10 3850 Gold 385 Gold
Mekansm 4 1775 Gold 443.75 Gold
Nullifier 10 4375 Gold 437.5 Gold
Orb of Corrosion 3 900 Gold 300 Gold
Parasma 6 5975 Gold 995.83 Gold
Pavise 2 1400 Gold 700 Gold
Phase Boots 4 1500 Gold 375 Gold
Platemail 10 1400 Gold 140 Gold
Rattlecage 12 N/A N/A
Ring of Protection 2 175 Gold 87.5 Gold
Soul Ring 2 805 Gold 402.5 Gold
Vladmir's Offering 2 2200 Gold 1100 Gold
Witch Blade 6 2775 Gold 462.5 Gold


These items increase the hero's armor through the agility they provide.

Agility Base Armor
Item Value Item Cost Cost/Value Point
Aghanim's Scepter 1.67 4200 Gold 2520 Gold
Band of Elvenskin 1 450 Gold 450 Gold
Blade of Alacrity 1.67 1000 Gold 600 Gold
Book of Shadows 2.17 N/A N/A
Bracer 1 0.33 505 Gold 1515 Gold
Bracer 2 0.67 505 Gold 757.5 Gold
Butterfly 5.83 5450 Gold 934.29 Gold
Circlet 0.33 155 Gold 465 Gold
Crown 0.67 450 Gold 675 Gold
Diadem 1 1000 Gold 1000 Gold
Diffusal Blade 2.5 2500 Gold 1000 Gold
Disperser 6.67 6100 Gold 915 Gold
Dragon Lance 2.5 1900 Gold 760 Gold
Eaglesong 4.17 2800 Gold 672 Gold
Ethereal Blade 1.33 5375 Gold 4031.25 Gold
Eye of Skadi 3.67 5300 Gold 1445.45 Gold
Ghost Scepter 0.83 1500 Gold 1800 Gold
Harpoon 1.67 4700 Gold 2820 Gold
Holy Locket 1.5 2350 Gold 1566.67 Gold
Hurricane Pike 3.33 4450 Gold 1335 Gold
Iron Branch 0.17 50 Gold 300 Gold
Khanda 1.33 5000 Gold 3750 Gold
Linken's Sphere 2.67 4800 Gold 1800 Gold
Magic Wand 0.5 450 Gold 900 Gold
Manta Style 4.33 4550 Gold 1050 Gold
Meteor Hammer 1 2850 Gold 2850 Gold
Mirror Shield 1.67 N/A N/A
Ninja Gear 3.33 N/A N/A
Null Talisman 1 0.33 505 Gold 1515 Gold
Null Talisman 2 0.67 505 Gold 757.5 Gold
Occult Bracelet 0.5 N/A N/A
Phylactery 1.17 2400 Gold 2057.14 Gold
Pig Pole 0.67 N/A N/A
Power Treads (Agility) 1.67 1400 Gold 840 Gold
Sange and Yasha 2.67 4050 Gold 1518.75 Gold
Slippers of Agility 0.5 140 Gold 280 Gold
Specialist's Array 1 N/A N/A
Swift Blink 4.17 6800 Gold 1632 Gold
Ultimate Orb 2.5 2800 Gold 1120 Gold
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 Gold 787.5 Gold
Yasha and Kaya 2.67 4000 Gold 1500 Gold


Armor Reducing Sources[]

1 Requires Talent talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.

Armor Corruption[]

Armor Corruption is granted by choosing a Talent Talent, that causes hero attacks to reduce armor of the attacked target.

Armor Corruption
Cannot be used by illusions. Not disabled by Break. Does not pierce debuff immunity.
Ability
Passive
Affects
Enemies
There is no description for this ability.
Armor Reduction: Varies
Duration: 10
Buff/Debuff
Modifiers [?]
modifier_armor_corruption

  • 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 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
  • -4

Pure Damage[]

Main Articles: Damage Types and HP Removal

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[]

Armor Based Ability Effects
  • Armor as Damage per Second: 100% (Talent 200%)
    Non-Hero Armor Multiplier: 0.5
    Deals damage based on the hero's 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
1 0.06

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 94% -1 106%
2 89% -2 111%
3 85% -3 115%
4 81% -4 119%
5 77% -5 123%
6 74% -6 126%
7 70% -7 130%
8 68% -8 132%
9 65% -9 135%
10 63% -10 138%
11 60% -11 140%
12 58% -12 142%
13 56% -13 144%
14 54% -14 146%
15 53% -15 147%
16 51% -16 149%
17 50% -17 150%
18 48% -18 152%
19 47% -19 153%
20 45% -20 155%
21 44% -21 156%
22 43% -22 157%
23 42% -23 158%
24 41% -24 159%
25 40% -25 160%
26 39% -26 161%
27 38% -27 162%
28 37% -28 163%
29 36% -29 164%
30 36% -30 164%
31 35% -31 165%
32 34% -32 166%
33 34% -33 166%
34 33% -34 167%
35 32% -35 168%
36 32% -36 168%
37 31% -37 169%
38 30% -38 170%
39 30% -39 170%
40 29% -40 171%
41 29% -41 171%
42 28% -42 172%
43 28% -43 172%
44 27% -44 173%
45 27% -45 173%

Effective HP[]

Armor

Relationships between Effective HP%, damage multiplier and armor

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 100% to EHP. This means a unit with 1000 health and 16.66 armor can take 2000 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 586.21 608.7 647.06 727.27 1000 1600 2200 2800 3400

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 2293.6 and 11.3 points of armor without any items. What is his effective HP against physical damage?
Sven's damage multiplier is 0.595948 in this example.
Sven's effective HP against physical damage in this example is 3848.66.
Example 2
The same Level 25 Sven from the previous example (has a total health of 2293.6) 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 1.34297 in this example.
Sven's effective HP against physical damage in this example is 1707.86.

Recent Changes[]

Main Article: Armor/Changelogs
Version
Description
  • Attack Types and Armor Types are now represented through abilities, most damage remains unchanged.
  • ADDED
    the 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:
  • The following units now have the Reinforced ability:
  • 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.
  • CHANGED
    the Armor formula
    • OLD
      (0.052 × MainArmor)/(0.9 + 0.048 × |MainArmor|)
    • NEW
      (0.06 × MainArmor)/(1 + 0.06 × |MainArmor|)