Effigy Building

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Effigy Building
Filler Building Radiant 2 model.png
Filler Building Radiant 2 model.png
Filler Building Dire 1 model.png
Unknown Unit icon.pngUnknown Unit icon.png
Level 1
Health 1000
Health regeneration 0
Armor 10
Magic resistance 0%
Collision size 96
Vision range 900600 (G)
Bounty 68
Experience 0
Abilities Backdoor Protection

Main Article: Buildings


Backdoor Protection
Backdoor Protection icon.png
Passive / Aura
Structure takes reduced damage, and quickly regenerates any damage taken while no enemy creeps are nearby.
Search Radius (Tier 2 Tower): 900
Search Radius (Ancient): 4000
Heal per Second: 90
Damage Reduction: 50%
Protected Illusion Damage Reduction: 75%
Unprotected Illusion Attack Damage Reduction: 60%
Reactivation Delay: 15
Aura Linger Duration: 0.5
Buff modifier_backdoor_protection: Undispellable. Persists death.
Buff modifier_backdoor_protection_in_base: Undispellable. Persists death.
Buff modifier_backdoor_protection_active: Undispellable. Persists death.


  • All buildings, except for tier 1 towers have this ability (although tier 1 towers have the 60% damage reduction against illusions).
  • Tier 2 towers have a search radius of 900 centered on them, each of them independent from each other.
  • The base buildings depend on the Ancient's search radius of 4000 centered on it. This means they all lose the protection together.
  • The unit detection is aura-based. If an enemy lane creep gets within the search radius of the tower/ancient the protection is lost.
    • The aura's effect lingers for 0.5 seconds, so the total reactivation delay is effectively 15.5 seconds.
  • While protected, the building takes 50% less damage from any source, and 75% less damage from illusions.
    • This includes spell damage, not only attacks, including spells cast by illusions.
    • While unprotected, the building only takes 60% less damage from illusion attacks (excluding their spells).
  • If a backdoor-protected building is damaged by an enemy, it immediately starts healing back.
  • Heals 9 health in 0.1 second intervals, which translates to 90 health per second.
    • This means, it is possible to destroy protected buildings by dealing more than 90 damage per second (after reductions).
  • Only heals back damage dealt by enemy units. Damaged dealt by allies is not healed back.