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Neutral Buildings map

Locations of all neutral buildings.

Neutral Buildings are buildings that do not directly belong to any faction, but can be captured by, or be used by either faction. They are permanently invulnerable, so they can never be destroyed and are immune to any ability.

There are 2 types of neutral buildings

  • Capturable buildings, which can be conquered by the players for their faction. Note that the opposing faction can re-capture these buildings.
  • True neutral buildings, which never belong to any faction, but can be used by both factions.

Neutral buildings are always visible through the Fog of War to both teams all times.

Outposts[]

Outposts

A Radiant icon Radiant and a Dire icon Dire Outpost.

Outposts are buildings located within the primary jungles of both teams, close to the Bounty Rune minimap icon Bounty Rune spots, and beyond both safe lanes towards the map edge on both sides of the map close to the Tier 1 Towers, with a total of 4 Outposts.

Outposts start out belonging to the team on their side. The Outposts within the primary jungles can be captured by the enemy team after destroying any Tower Radiant icon Tower (Tier 2). Taking back an enemy-acquired Outpost can be done without having to destroy an enemy Tower (Tier 2). The Outposts at the edge of the map cannot be captured.

Outposts are always visible through the Fog of War regardless of their alliances. While capturing an Outpost, it plays both an animation and a channeling sound that can be easily noticed by the other team.

Outpost Ability[]

Watch Tower icon
There is no description for this ability.
Capture Distance: 300
Max Capture Time: 6
Buff/Debuff
Modifiers [?]
modifier_watch_tower
Undispellable
modifier_watch_tower_capturing
Undispellable

  • If the channeling is interrupted, the ability does nothing.
  • Issuing an attack order (Keyboard White Mouse Right Right Click or A+Keyboard White Mouse Left Left Click) on an Outpost causes the hero to begin channeling.
    • Only heroes, clones, the Lone Druid Spirit Bear icon Spirit Bear and illusions that can cast abilities can initiate the channeling. Other units cannot.
    • The channeling can be initiated even while disarmed, and is not interrupted by getting disarmed during it.
    • The channeling cannot be initiated while silenced, but is not interrupted by getting silenced during it.
  • Multiple players can channel at the same time, the channel duration gets divided evenly between the players.
    • If multiple heroes of the same player channel it (e.g. with clones), the channel time is not divided.
    • The channeling time can be defined as
      EXPR
      6 / n.
    • Therefore, the channel time can be reduced to 6/3/2/1.5/1.2 seconds with 1/2/3/4/5 channeling players.
  • Once captured, players can teleport to the Outpost, wth a teleport distance of 250 and a base channel time of 6 seconds.
    • Losing an Outpost to the enemy while channeling a teleport already does not cancel the teleport.


Watchers[]

Watchers

A neutral, Radiant icon Radiant and a Dire icon Dire Watcher.

Watchers are small structures located at several important areas on the map. There are a total of 10 Watchers:

  • On the ramp towards Roshan icon Roshan's pit at the north-west corner.
  • On the ramp towards Roshan icon Roshan's pit at the south-east corner.
  • In front of the Unknown Unit icon Tormentor on the west map border.
  • In front of the Unknown Unit icon Tormentor on the east map border.
  • At the open area near the Unknown Unit icon Outpost in the secondary jungle on Radiant's side.
  • At the open area near the Unknown Unit icon Outpost in the secondary jungle on Dire's side.
  • At the west ramp within the primary jungle on Radiant's side.
  • At the west ramp within the primary jungle on Dire's side.
  • At the outer jungle near Tower Radiant icon Tower (Tier 2) on Radiant's side.
  • At the outer jungle near Tower Radiant icon Tower (Tier 2) on Dire's side.

All watchers start out neutral and ready to be captured.

Watchers are always visible through the Fog of War regardless of their alliances. Their visual appearance also updates through the fog of war if they get captured by the enemy, or when they turn neutral again. While capturing a Watcher, it plays both an animation and a channeling sound.

Watcher Ability[]

Lantern of Sight
Lantern of Sight icon
There is no description for this ability.
Capture Distance: 300
Capture Time: 1.5
On Duration: 420
Off Duration: 120
Buff/Debuff
Modifiers [?]
modifier_lamp_ready
Undispellable
modifier_lamp_on
Undispellable
modifier_lamp_off
Undispellable

  • If the channeling is interrupted, the ability does nothing.
  • Performing a Keyboard White Mouse Right Right Click on an Watcher causes the hero to begin channeling.
    • Only heroes, clones, the Lone Druid Spirit Bear icon Spirit Bear and illusions that can cast abilities can initiate the channeling. Other units cannot.
    • The channeling can be initiated even while disarmed or silenced.
    • The channeling also does not get interrupted by getting disarmed or silenced during it.
  • The channel time is fixed and does not change when multiple players channel it at the same time.
  • If the Watcher was neutral, successfully channeling it turns the Watcher on for 7 minutes.
    • In this state, it provides its vision to the team that captured it. Does not provide True Sight.
    • Once this time elapses, the Watcher turns neutral and can immediately be captured again.
  • If the watcher was already captured, channeling it turns the Watcher off for 2 minutes.
    • In this state, it turns neutral and becomes untargetable and unselectable, so that it cannot be captured.
    • Once this time elapses, the Watcher can be captured again.
  • The current states can be seen through the Watcher's animations.
    • In its ready state, the watcher floats and wobbles in place, with all eyes closed.
    • In its on state, the watcher spins clockwise and has all eyes open, with particle beams coming out of the eyes.
    • In its off state, the watcher sits on the ground motionless, with all eyes closed.


Twin Gates[]

Twin Gates

The Twin Gates

Twin Gates are buildings located at the north-west and south-east corners of the map, close to the Roshan icon Roshan pits, with a total of 2 Twin Gates.

Although taking on Radiant's and Dire's visual themes, the Twin Gates do not belong to any faction and can be used by all players equally.

Twin Gates are always visible through the Fog of War, though enemies cannot see when a Twin Gate gets used without having vision over them.

Twin Gate Ability[]

Warp icon
There is no description for this ability.
Channel Distance: 200
Channel Time: 4
Pull Stop Distance: 500
Partially disabled while rooted or leashed.
Root Notes:
Cannot initiate channeling while rooted or leashed.
Does not get interrupted when getting rooted or leashed while already channeling.
Buff/Debuff
Modifiers [?]
modifier_twin_gate_fx
Undispellable
modifier_twin_gate_warp_channel

  • If the channeling is interrupted, the ability does nothing.
  • Performing a Keyboard White Mouse Right Right Click on a Twin Gate causes the hero to begin channeling.
    • The channeling can be initiated by any unit, except for illusions that cannot cast abilities.
    • The channeling can be initiated even while disarmed or silenced.
    • The channeling also does not get interrupted by getting disarmed or silenced during it.
  • While channeling, the unit would get moved towards the Twin Gate until it is within 500 range of it.
    • The pull duration is fixed at 4 seconds, so the pull speed depends on the distance upon channel begin.
    • However, since the pull stop distance is greater than the channel distance, the pull never occurs.
    • Dispelling the modifier would stop this movement and removes the particle effects, but the channeling is not canceled.
  • While channeling, the other Twin Gate plays its channeling animation and channeling sounds as well.
  • Upon successfully channeling, the unit gets teleported to the other Twin Gate.
    • Does not disjoint projectiles upon teleporting.
    • Does not interrupt Shift-queue orders upon teleporting.
  • Multiple units can channel at the same time, each working independently.


Lotus Pools[]

Lotus Pools

The Lotus Pools.

Lotus Pools are buildings located at the west and east edges of the map, closer towards the north and south corners respectively, with a total of 2 Lotus Pools.

Although taking on Radiant's and Dire's visual themes, the Lotus Pools do not belong to any faction and can be used by all players equally.

Lotus Pools provide 400 radius vision to both teams. Due to this vision, enemies can always see and hear a Lotus Pool being channeled. This vision also may reveal enemies with flying or unobstructed movement crossing over the pools.

Lotus Pool Ability[]

Pluck Lotus
Pluck Lotus icon
There is no description for this ability.
Channel Distance: 400
Base Channel Time: 0.5
Channel Time per Lotus: 1
Lotus Replenish Interval: 180
Turbo Mode Replenish Interval: 90
Max Lotuses: 6
Buff/Debuff
Modifiers [?]
modifier_passive_mango_tree
Undispellable
modifier_pluck_femango_channel
Death

  • The pool passively spawns Healing Lotus icon Healing Lotuses every 3 minutes, taking 18 minutes to spawn all 6 lotuses.
    • Turbo Mode reduces the spawn interval by half.
    • The lotuses are visible in the pool. The current number of available lotuses is also displayed on the status buff on the pool.
  • Performing a Keyboard White Mouse Right Right Click on an Lotus Pool causes the hero to begin channeling.
    • The channeling can be initiated even while disarmed, and is not interrupted by getting disarmed during it.
    • The channeling cannot be initiated while silenced, but is not interrupted by getting silenced during it.
    • The channeling cannot be initiated if there are no lotuses in the pool.
  • Only heroes, Tempest Double unit icon Tempest Double, and illusions that can cast abilities can initiate the channeling. Other units cannot.
    • Although illusions that can cast abilities can gather Lotuses, they cannot use them since they may not use items.
    • Although the Tempest Double can gather Lotuses, resummoning the Double removes unused lotuses from its inventory.
  • Plucks the Lotuses in 1-second interval, starting 1 second after channel begins, resulting in a gathering time of up to 6 seconds.
    • Despite the visual effects, the lotuses are instantly added to the inventory and do not need to travel to the hero.
    • If the unit's inventory is full, the Lotus does not get plucked on that interval.
    • If all lotuses are gathered, the channeling stops immediately, regardless of its remaining duration.
  • Multiple units can channel at the same time, each working independently.


Recent Changes[]

Main Article: Buildings/Changelogs
Version
Description



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