Bottle is an item purchasable at the Base Shop, under Consumables.
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An old bottle that survived the ages, the contents placed inside become enchanted. | |||||||||||||||||||||||||||||||||
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Contents
Additional Information[]
- Bottle containing a rune cannot be shared, dropped or moved into the backpack.
- Bottle is a permanent item, using up all charges does not make it disappear.
- The sell value of the item does not depend on the remaining charges.
Bottle States[]
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Contains | Fountain Water (3/2/1/0 Charges) |
Bounty Rune |
Arcane Rune |
Double Damage Rune |
Haste Rune |
Illusion Rune |
Invisibility Rune |
Regeneration Rune |
Water Rune |
Abilities[]
Regenerate
Ability
N/A
N/A
Affects
Self / Allied Heroes
Self / Allied Heroes
Consumes a charge to restore 110 health and 60 mana over 2.7 seconds. If the hero is attacked by an enemy hero or Roshan, the effect is lost.
The Bottle automatically refills at the fountain.
Hold Control to use on an allied hero.
The Bottle automatically refills at the fountain.
Hold Control to use on an allied hero.
Notes:
- Interrupts the caster's channeling abilities upon cast.
- Casting Regenerate while having no charges puts the item on cooldown without any other effect.
- Always casts on self in one click. Can be cast on allies with Ctrl.
- Successive casts on the same target do not stack, but refresh the duration instead.
- Can only target heroes (including illusions) and creep-heroes.
- The owner of the item does not have to face the selected target to use the item on them.
- Grants the user 40.74 health and 22.22 mana regeneration over the duration.
- All 2.7 charges together can regenerate up to 297 health and 162 mana.
- Damage greater than 0 from any player (including allies, excluding self) or Roshan dispels the effect.
- Does not get dispelled by damage flagged as HP Removal.
- If affected by the Rejuvenation Aura buff and while not storing a Rune, the Bottle's charges get replenished, the buff gets removed, and a 1-second timer starts.
- While this timer runs, the Bottle cannot replenish, effectively working like a fixed cooldown.
- The item must be in the main inventory space for this. Does not replenish when in the Backpack or the Stash.
- Since the process also removes the fountain's buff, the Bottle replenishes one last time after leaving the fountain area.
- This means depending on the timing, it is possible to use Regenerate 1‒2 times before it replenishes one last time.
Store Rune
Ability
Passive
Passive
Affects
Self
Self
Runes can be stored in the bottle for later use by right-clicking them. Unused runes will automatically activate after 90 seconds.
Using a stored rune fully refills the Bottle.
Using a stored rune fully refills the Bottle.
Notes:
- While having a Bottle,
Right Click a rune stores it in the bottle, instead of activating it.
- Runes cannot be stored when the bottle is in the backpack. A Bottle storing a rune cannot be moved into the Backpack either.
- The Bottle does not need to be empty to store runes. A full Bottle can be used to store runes as well.
- Only heroes and the Spirit Bear can store runes. Illusions and Couriers cannot.
- Only one rune can be stored in a Bottle at a time. Attempting to store another rune into it just directly uses the new targeted rune.
- However, it is possible to have multiple Bottles in the inventory and store a rune with each of them.
- While having a rune stored, the Regenerate ability activates the rune, instead of regenerating the user.
- Since it is the same active ability, it still interrupts the caster's channeling abilities upon cast, and breaks invisibility.
- If the stored rune is not manually activated within 90 seconds, it gets activated automatically.
- Unlike a manual cast, this automatic activation does not interrupt the owner in any way, and does not break invisibility.
- If the owner is dead while this happens, the stored rune disappears without applying any of its effects. The charges still get replenished.
- If a stored rune gets activated in any way, the Bottle's charges get replenished. This happens even if the rune was automatically activated while dead.
- Stored Power Runes replenish all 3 charges, while the Bounty Rune and Water Rune replenish it to 2/3 charges.
- If a Bounty or Water Rune was stored while the Bottle had more than 2 charges, activating it does not affect the charges.
Rune Types[]
Notes:
- Following Bounty Runes grant a base amount of 36
, plus 9
extra gold for every 5 minutes past.
- When bottling a Bounty Rune, it grants gold based on the time at which it is activated, not bottled.
- Using a stored Bounty Rune with Bottle only grant 2 charges.
- Grants reliable gold to each player of the team that picks it up.
- An over-head text shows how much gold was given exactly. This number is not visible to enemies.
- When gaining gold from a Bounty Rune, a small golden particle effect briefly bursts from the player, visible to everyone.
- In Turbo Mode, the gold given by Bounty Runes is doubled, despite the notification message showing standard values.
Notes:
- Stacks multiplicatively with other sources of percentage-based cooldown reductions.
- Stacks multiplicatively with other sources of mana loss reduction.
- The buff is applied to invulnerable and hidden units.
- The buff of multiple Arcane Runes does not stack, but refreshes the duration instead.
Notes:
- Grants flat bonus attack damage based on the affected unit's main attack damage. Does not further increase bonus attack damage.
- The hero's current main attack damage is checked periodically, and the bonuses are adapted instantly.
- The buff is applied to invulnerable and hidden units.
- The buff of multiple Double Damage Runes does not stack, but refreshes the duration instead.
Notes:
- The buff is applied to invulnerable and hidden units.
- The buff of multiple Haste Runes does not stack, but refreshes the duration instead.
Illusion
Ability
No Target
No Target
Affects
Self
Self
Conjures 2 illusions of your hero which deal 35% damage. Melee illusions take 200% damage. Ranged illusions take 300% damage. Illusions last 75 seconds.
Notes:
- The user is invulnerable, hidden and spell immune during the split time.
- Applies a basic dispel on the owner upon cast.
- Resets all current attack and spell targeting orders from other units on the owner.
- After the split time, the caster reappears with their illusions.
- The reappear locations are based on the caster's position upon cast, with one appearing at the cast location, and the others north, east, south or west from that point.
- The distance in between each is 108 range if the hero has a collision size of 24, and 72 if the collision size is 8.
- Though the formation is always the same, the caster and their illusions take a random position in the formation and have all the same facing angle.
- Orders the user to stop after the split time, canceling all queued orders, and orders given during the split time.
- Activating a new Illusion Rune while already having illusions from a previous Illusion Rune does not replace them.
Notes:
- During the fade time, the hero can cast spells, use items and perform attacks without breaking the invisibility.
- Invisibility is broken upon reaching the cast point of spells or items, or upon successfully landing an attack.
- The invisible hero can pick up or drop items without breaking the invisibility. However, attacking them breaks it.
- Invisibility from the Invisibility Rune does not turn the hero phased, so it still can block unit pathing.
- The buff is applied to invulnerable and hidden units.
- The buff of multiple Invisibility Runes does not stack, but refreshes the duration instead.
Notes:
- Can fully regenerate a unit's health and mana within 16.67 seconds.
- The buff disappears once the hero is at full health and mana.
- Damage greater than 0 from any player (including allies and self) or Roshan dispels the effect.
- Does not get dispelled by damage flagged as HP Removal.
- The buff is applied to invulnerable and hidden units.
- The buff of multiple Regeneration Runes does not stack, but refreshes the duration instead.
Recommended Heroes[]
Heroes who play in the mid-lane usually do well with a Bottle, because it allows them to control runes.
Others
Tips[]
- Use the Bottle repeatedly at the fountain to regenerate faster.
- The Bottle can be used as a quick healing item that can be easily replenished, or to save up a rune for later use. Though it costs significantly more than other consumables, the Bottle does not have limited uses, as it can be refilled at the fountain at any time.
- Since Rejuvenation Aura's aura lingers for 3 seconds, so for a brief time after leaving the fountain, Bottles can still be refilled.
- Upon activating an Invisibility Rune, Bottle can be used within the 2 seconds fade time of the invisibility without breaking it, allowing the player to heal up while going invisible.
- Although Store Rune does not interrupt channeling abilities upon automatically activating a rune, the Illusion Rune does interrupt them, since one of its effects is to disable the hero while shuffling their position with the created illusions.
Trivia[]
- Prior to the February 01, 2018 Patch, Bottle's passive ability, Store Rune, did not have an official name. The name was taken from the Dota 2 Wiki and officially implemented into Dota 2.
Gallery[]
Recent Changes[]
Main Article: Bottle/Changelogs
Version
Description
- Item now removes the Rejuvenation Aura buff upon replenishing its charges. [?]
- Reduced Store Rune max rune store duration from 120 to 90.
- Regenerate
- Reduced total health restored from 115 to 110.
- Reduced total mana restored from 65 to 60.
- Increased restore duration from 2.5 to 2.7.
- UNo longer has a 250 cast range buffer.