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Buildings are special units that are immune to most spells, use Fortified Armor, and are immobile. Destroying a Building rewards you with a bounty, similar to most Creeps or Heroes. However, some Buildings will also give a bounty to the entire team, rather than the destroying player. Buildings are divided into several categories, each with their own role.[1]

Towers

File:Towers.jpg

Radiant and Dire Towers

Each faction's three lanes are guarded by 3 Towers, and their Ancient guarded by 2 neighboring Towers. Towers become higher tier depending on how far they are in a lane. Every Tower, except for Tier 1 Towers, is invulnerable until the Tower proceeding it is destroyed. The two Towers defending a team's Ancient become vulnerable if any Tier 3 Tower is destroyed. Note: No barracks have to be killed to make these towers vulnerable. Both of the Tier 4 Towers must be destroyed in order to remove the Ancient's invulnerability.

Towers in tiers 2, 3 and 4 have backdoor protection, which causes them to regenerate health at 90 hit points/second and take 25% damage from illusions if they are attacked without nearby creeps. If there are enemy creeps (or corpses) nearby, the backdoor protection is disabled and any damage dealt will not be regenerated. Backdoor protection will not regenerate damage dealt by friendly units.

All towers have a sight range of 1900/800, and an attack range of 700. All Towers deal Siege Damage, which deals only 75% damage to Heroes, but 150% damage to all siege Lane Creeps. Additionally, all towers have True Sight in a 900 area around them, allowing them to see any invisible units including Observer Wards and Sentry Wards.[2]

Towers

Towers are stationary, defensive structures that guard the lanes and subsequent main bases of each faction. They fire high damage projectiles at nearby enemies and possess significant levels of armor and health points, but provide large amounts of Gold when destroyed by the opposing team. Both factions have 3 tiers of towers in each lane. Each tower tier becomes progressively stronger the closer they are to the main base. To attack towers further in the lane, the outermost ones must be destroyed first. Both must be destroyed before damage can be done to the main structure. The Ancient is protected by two powerful tier 4 towers that only become vulnerable when all three towers in a lane have been destroyed. Towers have a passive True Sight built in. Towers can be denied, just like creeps, once they have 10% health or less. This means that tier 1 towers (1300 total HP) can be denied at 130 health or lower, and tier 2-4 towers (1600 total HP) can be denied at 160 health or lower.

Towers have a specific targeting priority that determines which enemy it will attack. This list represents that priority in ascending order:

  1. Closest unit or hero attacking a hero with auto attack
  2. Closest unit or hero attacking the tower itself with auto attack
  3. Closest unit or hero attacking any unit with auto attack
  4. Closest unit
  5. Closest catapult

The tower will only switch targets under three circumstances:

  • If the targeted enemy unit or hero dies
  • If an enemy unit or hero targets a friendly hero
  • If a hero under attack by the tower manually attacks a friendly unit or hero (in which case, the tower will choose the highest priority target, which may be the same target).


Tier Health Damage Armor BAT Bounty (Last Hit) Bounty (Faction Last Hit) Bounty (Ally Last Hit) Bounty (Denied) Notes
1 1300 100-120 18 1.00 452 - 470 Gold 264 Gold 200 Gold 100 Gold
  • This tier attacks slightly slower than the other three tiers, with 1.00 BAT compared to 0.95.
2 1600 120-140 18 0.95 502 - 520 Gold - Gold 240 Gold 120 Gold
  • Backdoor protection.
3 1600 122-182 25 0.95 552 - 570 Gold - Gold 280 Gold 140 Gold
  • Backdoor protection.
  • Only one of these towers must be destroyed to make a Tier 4 tower vulnerable.
4 1600 122-182 30 0.95 602 - 620 Gold - Gold - Gold - Gold
  • Backdoor protection.
  • Both towers in this tier must be destroyed to make the enemy Ancient vulnerable.

Ancients

File:Ancients.jpg

Dire and Radiant Ancients

Ancients are massive structures found inside each faction's base. In order to win, each team must destroy the enemy team's Ancient. Ancients have no offensive abilities themselves, but are guarded by 2 Towers. They cannot be attacked until both Towers are destroyed.

Ancients have 4250 hit points, and regenerate 3 hit points/second. Ancients also have 15 armor, 1800/1800 sight range, and True Sight in a 900 area around them.

Barracks

See also: Lane Creeps

Barracks are special buildings, defended by Tier 3 Towers, that are responsible for keeping Lane Creeps as powerful as their counterparts. There are two Barracks for each lane per faction - one for Melee Creeps, and one for Ranged Creeps. Destroying either Barracks provides a large boost to the destroying team's associated Lane Creeps, increasing their statistics, as well as reducing the gold and experience they give when killed.

Barracks are invulnerable until the Tower that is guarding them is destroyed. Barracks all have 1500 hit points, and regenerate 2.5 hit points/second. Barracks also have 900/600 sight range and a bounty of 352-370 gold. Barracks do not have True Sight, but do have backdoor protection.

Barracks Health Regeneration Armor Bounty Notes
Melee Barracks 1500 2.5 HP/sec 15 352-370 Gold

When Destroyed:

  • Increases Melee Creep damage by 21 points and growth by +1
  • Increases Melee Creep armor by 1 point
  • Increases Melee Creep health by 150 points and growth by +9
Ranged Barracks 1500 2.5 HP/sec 5 352-370 Gold

When Destroyed:

  • Increases Ranged Creep damage by 20 points and growth by +2
  • Increases Ranged Creep armor by 1 point
  • Increases Ranged Creep health by 175 points and growth by +8

Fountains

File:Fountain.png

The Radiant's Fountain

Fountains are Buildings located in the respawn areas of both bases, and provide healing and mana regeneration to all allied units near it. They also attack any enemy unit that comes within 800 range, dealing 190-199 physical chaos damage per attack. Fountains have a True Sight radius of 900.

Mana and Health regeneration provided by the fountains is 4% maximum HP or Mana per second plus an additional 14 Mana points per second. It takes about 25 seconds to heal any hero from low health to full. Dropping items that provide Mana speeds up the process.

Bottles that are not full will be automatically refilled when you are near the fountain. Using Bottles while near the fountain speeds up the rate of regeneration, allowing Heroes to heal themselves and restore Mana faster.[3]

Other Buildings

File:Pillar buildings.jpg

Miscellaneous buildings

In addition to the above Buildings, there are other Buildings that act as buffers within a base. These Buildings have no effect on a team's outcome, other than providing a buffer for Lane Creeps to attack once they are inside of a base, and dropping a larger than normal gold bounty when destroyed.

Other Buildings have 500 health, 0 armor (fortified), and backdoor protection.

Gold if last hit: 102-120

Glyph of Fortification

The Glyph of Fortification is an ability usable by any player on a team that renders all buildings owned by their team invulnerable for a short duration. It can only be used once every 5 minutes, and lasts for 5 seconds (6.75). Glyph can be used to stop enemy pushes, or slow them down long enough to organize a defense.

Abilities that Affect Buildings

The following abilities can target or damage buildings. Template:Img table start |- valign="top" |Template:SkillboxMinimal |Template:SkillboxMinimal |- valign="top" |Template:SkillboxMinimal |Template:SkillboxMinimal |- valign="top" |Template:SkillboxMinimal |Template:SkillboxMinimal |- valign="top" |Template:SkillboxMinimal |Template:SkillboxMinimal |- valign="top" |Template:SkillboxMinimal |Template:SkillboxMinimal Template:Img table end


See Also

References


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