Damage manipulation

From Dota 2 Wiki
Jump to: navigation, search
Bulwark icon.png
▶️ That harms me not.

There are several ways to affect the final value of a damage instance. 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 (no similar trait exists for pure damage). They usually reduce damage, but can also amplify it if their values are negative. Spell damage amplification is the main trait for amplifying (but not for reducing) outgoing spell damage (no similar trait exists for attack damage). Besides these, there are some other ways to manipulate damage, ranging from amplifying damage, reducing damage and even negating damage completely.

Sources of damage manipulation[edit]

Amplifying incoming damage[edit]

Damage amplification causes afflicted units to take additional damage.

Besides these, other ways to amplify damage is by reducing armor for physical damage or magic resistance for magical damage.

Amplifying outgoing damage[edit]

Besides spell damage amplification, these abilities amplify outgoing damage.

  • Wild Axes icon.png
    Damage Amplification: 6%/8%/10%/12%
    Duration: 9
    Amplifies all damage from Beastmaster and units under his control for each axe hit.

Reducing incoming damage[edit]

Just like how damage can be amplified, it can also be reduced.

Besides these, other ways to reduce damage is by increasing armor against physical damage or magic resistance against magical damage.

  • Aeon Disk icon.png
    Damage Reduction: 100%
    Duration: 2.5
  • Bristleback ability icon.png
    Rear Damage Reduction: 16%/24%/32%/40%
    Side Damage Reduction: 8%/12%/16%/20%
    Reduces damage for Bristleback when taking damage from his rear or sides.
  • Flaming Lasso icon.png
    Allied Hero Damage Reduction: 0% (Upgradable by Aghanim's Shard. 80%)
    Can be casted on allies when Aghanim's Shard icon.png Aghanim's Shard is consumed.
  • Backdoor Protection icon.png
    Damage Reduction: 40%
    Illusion Damage Reduction: 75%
    Reduces damage from all sources (more from illusions) while under Backdoor Protection. Also reduces damage from illusions by 50% while not protected.
  • Stampede icon.png
    Damage Reduction: 0% (Upgradable by Aghanim's Scepter. 40%)
    Duration: 4
  • Frostbite icon.png
    Self Damage Reduction: 0% (Upgradable by Aghanim's Shard. 70%)
    Duration: 1.5/2/2.5/3 (Talent 2.75/3.25/3.75/4.25)
    Can be cast on self when Aghanim's Shard icon.png Aghanim's Shard is consumed.
  • Illusion icon.png
    Based on the ability the illusion is created by, it may take less damage than the hero it is based on.
  • Ghostship icon.png
    Damage Reduction: 40%
    Duration: 10
    Reduces damage for all buffed allies, making them take that portion of damage later.
  • Duel icon.png
    Damage Reduction: 0% (Upgradable by Aghanim's Scepter. 100%)
    Duration: 0 (Upgradable by Aghanim's Scepter. 6/7/8)
    When upgraded, reduces damage for both participants to all damage except from each other.
  • Frost Shield icon.png
    Attack Damage Reduction: 30%/40%/50%/60%
    Duration: 6 (Talent 8.5)
    Only reduces damage from attacks. Physical damage from spells is not reduced.
  • Bulwark icon.png
    Front Damage Reduction: 25%/40%/55%/70%
    Side Damage Reduction: 12%/20%/27%/35%
    Only reduces damage from attacks. Physical damage from spells is not reduced.
  • Mana Shield icon.png
    Damage Reduction: 70%
    Damage Absorbed per Mana: 1.6/1.9/2.2/2.5
  • Burrow icon.png
    Damage Reduction: 40%
  • Shield Crash icon.png
    Damage Reduction per hero: 12%/14%/16%/18%
    Duration: 10
  • Dispersion icon.png
    Damage Reduction: 8%/12%/16%/20% (Talent 13%/17%/21%/25%)
  • Enrage icon.png
    Damage Reduction: 80%
    Duration: 4/4.5/5
  • Gravekeeper's Cloak icon.png
    Max Layers: 4 (Talent 9)
    Damage Reduction per Layer: 8%/12%/16%/20%
    Damage Reduction Cap: 80%
    Layer Recharge Time: 6/5/4/3
    Passive, loses 1 layer when taking player-based damage. Layers recharge after a short time. Also affects Visage's Visage Familiar icon.png Familiars within range.
  • Winter's Curse icon.png
    Damage Reduction: 100%
    Radius: 500
    Duration: 3.25/4/4.75 (Talent 4.75/5.5/6.25)
    Reduces damage for the frozen target and those cursed to attack their ally.

Reducing outgoing damage[edit]

These abilities are able to reduce outgoing damage.

Stacking damage reduction & amplification[edit]

Armor and magic resistance work separately from other damage manipulators. This means they always stack multiplicatively with any other listed ability.

Besides Ghostship's rum and Mana Shield, all damage reducing and damage amplifying effects stack additively with each other. Ghostship and Mana Shield stack multiplicatively with them. Mana Shield also stacks multiplicatively with Ghostship. The damage amplification which illusions usually have stacks multiplicatively with all other damage amplifying and reducing effects (considering they are able to affect illusions).

Examples of additive stacking (all values consider highest possible value, examples ignore armor and magic resistance, 100% is the base value):

100 - 80 + 35 = 55% damage

100 - 20 - = Expression error: Missing operand for -.% damage

100 - 100 + 35 = 35% damage

Examples of multiplicative stacking:

(100 + 35) * 30% = 40.5% damage

  • Medusa affected by the same as above, but also additionally by Ghostship takes:

(100 + 35) * 30% * 60% = 24.3% damage

(100 + 35 - ) * 320% = Expression error: Missing operand for -.% damage

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 (outgoing happens first), they stack multiplicatively with each other.

Damage negation[edit]

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.

Preventing on-damage effects[edit]

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):

1 These work when the damage gets negated by Aphotic Shield.

2 These abilities have damage counters, which do not work when the damage gets negated.

3 Includes all sources of lifesteal and spell lifesteal, except Feast, Open Wounds and Octarine Core icon.png Octarine Core's Spell Lifesteal, which are listed separately.

The following abilities still do react on fully negated damage:

1 The damage of Dispersion and the damage spread of Fatal Bonds are fully unaffected by any form of reduction, except for magic resistance and armor.

Min Health[edit]

Lina casting Laguna Blade on a low health Dazzle affected by Shallow Grave and Blade Mail. Lina takes the full Laguna Blade damage.

Min 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. This property (MODIFIER_PROPERTY_MIN_HEALTH) 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 effectively, so they can be triggered normally.

The following abilities use the Min Health mechanic: