Damage manipulation is a mechanic that alters damage values, either increasing or reducing it. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic resistance are the most common damage manipulators, affecting incoming physical and magical damage respectively. Besides armor and magic resistance, a general damage manipulator exists, which is used by almost all other sources of damage manipulation. This manipulator is more flexible, and can amplify or reduce any kind of damage and may affect attack damage, spell damage, or both at the same time.
- 1 Generic Damage Manipulator
- 2 Unique Damage Manipulators
- 3 Stacking
- 4 Damage Negation
- 5 Preventing on-damage effects
Generic Damage Manipulator
The generic damage manipulator is divided into incoming and outgoing damage manipulation, which results in them stacking multiplicatively. Most abilities that affect damage use the generic damage manipulator.
Incoming damage manipulation causes the afflicted unit to take increased or reduced damage. All sources within these lists stack additively with each other.
Armor and magic resistance work with incoming damage as well, but are handled separately and not by the generic damage manipulator. This results in them stacking multiplicatively with the general damage manipulator.
- Damage Amplification: 25%/30%/35%
Amplifies all damage the debuffed enemy takes.
- Damage Reduction: 100%
Reduces all damage the hero takes while the effect is active.
- Rear Damage Reduction: 16%/24%/32%/40%
Side Damage Reduction: 8%/12%/16%/20%
Reduces all damage Bristleback takes from certain angles.
- Damage Reduction: 50%
Protected Illusion Damage Reduction: 75%
Reduces all damage the building takes while protected, reducing more from illusions.
- Damage Reduction: 40%
Reduces all damage Nyx Assassin takes while burrowed.
- Damage Reduction: 85%
Applies a buff to a hero that reduces the damage of the next 3 attacks.
- Damage Reduction per hero: 15%/16%/17%/18%
Reduces all damage Pangolier takes based on the number of stacks.
- Ally Damage Reduction: 10%/20%/30%
Reduces all damage taken after receiving the buff from using the gate.
- Damage Reduction: 80%
Reduces all damage Ursa takes while buffed.
- Ally Damage Reduction: 30%/40%/50%
Reduces all damage taken by vengeful spirit and the swapped ally.
- Max Layers: 4
Damage Reduction per Layer: 8%/12%/16%/20%
Damage Reduction Cap: 80%
Layer Recharge Time: 6/5/4/3
Passively reduces all damage Visage takes based on the number of layers. A layer is lost upon taking damage and takes time to recharge.
Outgoing damage manipulation causes the afflicted unit to deal increased or reduced damage. All sources within these lists stack additively with each other.
Spell damage amplification is handled by the general damage manipulator, and not separately. This means all sources of outgoing damage manipulation stack additively with spell damage amplification as well. Outgoing damage manipulators do not apply to damage that is Unaffected by Amplification.
- Outgoing Spell Damage Reduction: 35%
Reduces all spell damage dealt while affected by the debuff.
- Outgoing Spell Damage Reduction: 35%
Reduces all spell damage dealt while affected by the debuff.
- Outgoing Spell Damage Reduction: 10%/15%/20%/25%
Aura, passively reduces all spell damage coming from enemies within 1400 radius.
- Outgoing Spell Damage Amplification: 14%/18%/22%/26%
Passively increases Rubick's spell damage.
- +40% Spell Amp For:
Only amplifies abilities stolen with .
- Outgoing Spell Damage Amplification Per Dubuff: 5%/7%/9%/11%
Grants spell amplification based on the number of heroes affected by the spell.
The following heroes have a talent that grants them outgoing spell damage amplification.
|Bonus||Level 10||Level 15||Level 20||Level 25|
Many items grant their owners a spell damage amplification bonus by giving them a direct bonus. The effects are limited to the item's owner, which must have the item equipped.
|Item||Value||Item Cost||Cost/Value Point|
|Values may include portions from actives or auras.|
Unique Damage Manipulators
There are several damage manipulating abilities that do not use the generic damage manipulator. This results in them all stacking multiplicatively with each other and with abilities that do use the generic damage manipulator.
For these abilities, this means if their value is 100%, they are absolute and cannot be altered in any way.
- The increased/reduced damage illusions take is handled separately from all other sources of damage manipulation.
- Outgoing Damage Reduction: 100%
Reduces all damage the hero deals while the effect is active.
- Illusion Damage Reduction: 60%
Reduces attack damage from illusions.
- Incoming Damage Reduction: 40%
Reduces all damage allies takes while buffed.
- Incoming Damage Reduction: 70%
Damage Absorbed per Mana: 1.3/1.7/2.1/2.5
Reduces all damage Medusa takes while active, as long as she has enough mana.
- Outgoing Damage Reduction: 30%
Reduces all damage dealt by heroes within a 900 radius.
Armor and magic resistance work separately from other damage manipulators. This means they always stack multiplicatively with any other listed ability.
The effects of incoming and outgoing generic damage manipulators stack additively with themselves. Unique damage manipulators stack multiplicatively with themselves. The three sources of damage manipulation stack multiplicatively with each other after they have been combined with all of their own type.
Many source of damage manipulations have conditions on them like Unaffected by Amplification.where it has damage manipulation only on damage that hits his back or sides, so each damage instance calculates damage manipulation separately. Additionally, outgoing generic damage manipulators do not apply to damage that is
The total damage manipulation
DM is defined as
Stacking outgoing damage manipulation stacks in the same way as incoming damage manipulation, i.e. additively. However, since incoming and outgoing manipulations happen at different times with outgoing manipulation calculation happening first, they stack multiplicatively with each other.
Example 1: Spell Damage Manipulation
- , and 's rum buff. An enemy casted level 4 on himself and has . What would the damage manipulation for Spectre be in this scenario? has level 4 and is affected by level
- Spell Damage :
Note that, and 's amplification only apply to spell damage, therefore another calculation will be needed for non-spell damage .
- Non-Spell Damage :
- In this example, would take 56.304% spell damage and 30% damage from non-spell damage from the enemy in this scenario.
Example 2: Additive Stacking
All values in this section consider the highest possible level of an ability but exclude talents and aghanim's upgrades unless otherwise mentioned. Examples ignore armor and magic resistance.
is and is affected by .
100% - 80% + 35% = 55% damage
100% - 20% - 30% = 50% damage
A hero affected byand at the same time.
100% - 100% + 35% = 35% damage
Example 3: Other Multiplicative Stacking
All values in this section consider the highest possible level of an ability but exclude talents and aghanims upgrades unless otherwise mentioned. Examples ignore armor and magic resistance.
activated and is affected by .
(100% + 35%) * (100% - 70%) = 40.5% damage
activated , is affected by rum buff and is affected by .
(100% + 35%) * (100% - 70%) * (100% - 40%) = 24.3% damage
(100% + 35% - 30%) * 300% = 315% damage
Damage negation causes entire instances of damage to deal no damage to its target, however, the instance is still registered. This means, if something reacts on damage without having a minimum damage threshold, it still reacts on the negated damage.
It is unknown whether these abilities use a separate mechanic to completely negate damage, or if they use the same unique damage manipulators asand do, but with their values set to 100%.
- Chance: 20%
- Negated Damage: 120
Can only negate magical damage. Can only negate a certain amount of damage per charge. Goes on cooldown upon negating an instance. Ignores damage lower than 50.
- Duration: 2
Can only negate one instance of damage from each player.
- Base Negated Damage: 40/80/120/160
Bonus Negated Damage per Hit Hero: 30/45/60/70
Can only negate a certain amount of damage. Can only negate physical attack damage.
- Duration: 4
Can only negate physical damage.
Preventing on-damage effects
Many abilities react on damage a unit receives. In some cases, fully negating the damage causes them to not proc. However, some on-damage effects also react on 0 damage so they still may proc even when the proccing damage got negated.
The following abilities and effects do not react on damage when it gets fully negated (reduced to 0):
- Aegis of the Immortal – Expire Restore
- Ancient Black Dragon – Splash Attack1
- Blink Dagger – Blink
- Bloodthorn – Soul Rend
- Bottle – Regenerate
- Bristleback – Bristleback2
- Clarity – Replenish
- Healing Salve – Salve
- Lifesteal – All sources
- Lifestealer – Open Wounds
- Mjollnir – Static Charge
- Monkey King – Tree Dance
- Orchid Malevolence – Soul Burn
- Pugna – Life Drain
- Regeneration Rune – Regeneration
- Spell Lifesteal – All sources
- Spirit Vessel – Soul Release
- Templar Assassin – Psi Blades1
- Tidehunter – Kraken Shell2
- Urn of Shadows – Soul Release
- Visage – Soul Assumption2
1 These work when the damage gets negated by.
2 These abilities have damage counters, which do not work when the damage gets negated.
The following abilities still do react on fully negated damage:
- Bane – Nightmare
- Batrider – Sticky Napalm
- Battle Fury – Cleave
- Blade Mail – Damage Return
- Chen – Divine Favor
- Death Prophet – Exorcism
- Dragon Knight – Elder Dragon Form (splash damage)
- Elder Titan – Echo Stomp
- Kunkka – Tidebringer
- Lifestealer – Feast
- Lone Druid – Summon Spirit Bear
- Magnus – Empower
- Spectre – Dispersion1
- Spirit Bear – Return
- Sven – Great Cleave
- Tiny – Tree Grab
- Tiny – Tree Throw
- Viper – Corrosive Skin
- Warlock – Fatal Bonds1
1 The damage ofand the damage spread of are fully unaffected by any form of reduction, except for magic resistance and armor.
Minimum Health, just like regular damage negation, prevents a unit from dying. However, the way in which that is achieved is completely different. Instead of directly reducing or negating damage, this mechanic rather manipulates the health of the unit. The
MODIFIER_PROPERTY_MIN_HEALTH property prevents a unit's health from dropping below the value it is set to. It does not affect the damage itself, meaning on-damage effects react on the full damage, and not how much damage was dealt with effectively, so they can be triggered normally.
Min health does not prevent instant kill in anyway.
- Min Health: 1