Dota 2 Wiki
Advertisement

Shadow Wave icon.png

▶️ Life becomes death becomes new life. As it should be.
Treant Protector

Health (also known as HP, which is short for health points) represents the life force of a unit. When a unit's current health reaches 0, it dies. Every hero has a base health pool of 200HP. This value exists for all heroes and cannot be altered. This means that a hero's maximum health cannot drop below 200HP.

Because each point of strength increases a hero's health by 20HP, a hero's health pool scales upwards with their Strength attribute symbol.png strength points. Similarly, because every hero has some measure of strength growth per level, all heroes gain more and more health as they continue to level up. A hero's base strength cannot drop below 1; however, it is possible to achieve 0 strength with the help of negative bonus strength.

Display[]

Green bar shows Health. Right number is health regeneration.

The health of a unit is displayed in the game world. It also is displayed again in the HUD upon selecting a unit.

HUD Health Bar[]

Default health bar compared to colorblind mode
In colorblind mode, all HUD health bars are turned blue.

Health of the selected unit is displayed in the HUD as a green bar at the bottom of the screen, or blue in colorblind mode. The left number at the center of the bar is the unit's current health points and the right number is its maximum health points. Though not displayed in the HUD, a unit's total health does use decimal numbers. The visible numbers in the HUD are always rounded up.

The health regeneration value is visible on health bars in the HUD of every unit. Though the HUD shows only one decimal for health regeneration, it uses more decimals. The value in the HUD is rounded up.

Over-head Health Bar[]

Pudge with six different amounts of health.

The health bar in the game world are displayed right above every unit's head. Unlike the health bar in the HUD, the bar's color change based on alliances. It is green when it is an allied unit and red when it is an enemy unit (including neutral creeps). For spectators, neutral creeps' health bar take an ocher color. In colorblind mode, allied and the own overhead healthbars are blue, and in Differentiate Ally Healthbars mode (in settings), allied overhead health bars are ocher, while the own health bar stays green.

There are 4 different types of health bars: Hero, creep-hero, building and creep health bars. Their differences lie in their color shade, size and other small differences. Heroes and creep-heroes have vertical lines in them which divide their health pool to make it easier to determine their exact amount of health. By default, their health bars display a thin line for every 250HP and a thick line for every 1000HP. Most of these health display options can be configured to personal preference by using the dota_health_per_vertical_marker console command.

Health Bars
Heroes health bar.png
Hero health bars are bright green or red and segmented by lines to make it easier to guess their health values. By default, their health bars display a thin line for every 250HP and a thick line for every 1000HP. Heroes also have a level plate to the right of the bar and have a thick border around them.
Creep-heroes health bar.png
Creep-heroes have an identical health bar as heroes, with the only difference being a darker green and red tone and no level plate.
Creeps health bar.png
Creeps have a smaller health bar with a darker green and red tone, like creep-heroes. Creep health bars have no lines.
Neutrals health bar.png
Neutral creeps have the same health bars as other creeps. However, in spectator mode, they are ocher, instead of red.
Roshan health bar.png
Roshan icon.png Roshan has the same health bars as other creeps, but it is much bigger, and uses a brighter red, similar to that of heroes. Like neutral creeps, Roshan's health bar appears ocher for spectators.
Couriers health bar.png Animal Courier Radiant minimap icon.png Couriers health bars are brighter than those of creeps, but darker than heroes. They also have the default courier icon on the left side of the bar.
Ancients health bar.png
Both ancients have a very large health bar with bright colors. The bar and their borders are thicker. The shield icon appears when Backdoor Protection is enabled.
Towers health bar.png
Towers and barracks have shorter health bars with bright colors. Towers have shorter bars than barracks. The shield icon appears when Backdoor Protection is enabled.
Misc buildings health bar.png
Effigy buildings have very short health bars with dark colors. These buildings do not have the backdoor protection icon, even when it is enabled.

Modifying Health[]

Some heroes, units (neutral creeps and summoned units) and items have abilities that can affect the current and maximum health pool of units.

Healing[]

Increasing a unit's current health is most commonly known as Healing. Healing cannot increase the unit's health beyond its maximum health pool. Spells may apply a burst of heal on a target, which restore an amount of health in an instance, or heal the target over time, where the amount is split up in multiple instances. The difference between a heal and regeneration is that a heal is independent from the regeneration ticks. Unlike regeneration, their heal intervals can vary. A heal is not reflected in the regeneration number on the health bar.

Besides lifesteal and spell lifesteal, the following abilities heal units:

1 Requires Talent talent.
2a Requires Aghanim's Scepter icon.png Aghanim's Scepter.
2b Requires Aghanim's Shard icon.png Aghanim's Shard.

There are several other abilities which are able to increase a unit's current health, but these effects do not count as healing. This means, similar to how damage flagged as HP Removal does not react on on-damage effects, these abilities fully ignore abilities which react on healing, like Ice Blast, False Promise and Tether.

Damaging[]

Main Article: Damage Types

Just like how there are ways to increase a unit's current health, there also are ways to do the opposite, reduce a unit's current health, with the use of damage. Unlike heals, there are multiple types of damage, which act differently based on the defenses of the unit, mainly armor and magic resistance.

Setting Health[]

Besides healing and damaging, a unit's health may also be directly altered by setting it to certain values. Health altered this way is neither registered as a heal, nor as damage, and therefore is ignored by anything that reacts on healing and damage. It can also never be lethal, and can never set the health beyond the unit's maximum health.

HP Removal is not the same as Setting Health. HP Removal is still damage, but flagged to bypasses several but not all on-damage effects, and can still be lethal.

Health Setting Sources
  • Armlet of Mordiggian (Inactive) icon.png
    Health Cost per Second: 45
    Takes away a fixed amount of health every 0.11 seconds.
  • Bloodstone icon.png
    Current Health as Cost: 10%
    Takes away health based on the current health on cast.
  • Holy Persuasion icon.png
    Min Base Health: 700/800/900/1000 (Talent 1900/2000/2100/2200)
    When the unit's maximum health is below the minimum health threshold, its maximum and current health are increased by the difference.
  • Demonic Conversion icon.png
    When an Enigma Eidolon icon.png Eidolon multiplies, its health is fully refreshed.
  • Essence Ring icon.png
    Health Bonus: 400
    Grants a fixed amount of health.
  • Helm of the Dominator icon.png
    Min Health: 1000
    When the unit's maximum health is below the minimum health threshold, its maximum and current health are increased by the difference.
  • Helm of the Overlord icon.png
    Min Health: 1800
    When the unit's maximum health is below the minimum health threshold, its maximum and current health are increased by the difference.
  • Burning Spear icon.png
    Current Health Cost: 3%
    Takes away health based on the current health on cast.
  • Life Break icon.png
    Current Health Cost: 32%/38%/44%
    Takes away health based on the current health on cast.
  • Infest icon.png
    Target Max Health Bonus: 400/800/1200
    Increases the target's max health, and heals it for the same amount.
  • Attribute Shift icon.png
    Health Gain/Loss per Shifted Strength: 20
    Takes away health when shifting strength into agility, and grants health when shifting agility into strength.
  • Icarus Dive icon.png
    Current Health as Cost: 15%
    Takes away health based on the current health on cast.
  • Fire Spirits icon.png
    Current Health as Cost: 20%
    Takes away health based on the current health on cast.
  • Sun Ray icon.png
    Current Health as Cost per Second: 6%
    Takes away health based on the current health every 0.2 seconds.
  • Supernova icon.png
    When Supernova finishes without getting destroyed, it fully refreshes the caster's and the targeted ally's health.
  • Soul Catcher icon.png
    Current Health Removed: 20%/25%/30%/35%
    Takes away a percentage of health upon placing the debuff. Half of the health taken away is granted back upon losing the debuff.
  • Soul Ring icon.png
    Health Cost: 170
    Takes away a fixed amount of health on use.
  • Sunder icon.png
    Min Health: 35%/30%/25%
    Swaps the caster's current health percentage with the target's current health percentage. If one of the heroes is below the given minimum health percentage, the other hero's health gets set to the minimum health percentage instead.
  • Demon Zeal icon.png
    Current Health as Cost: 20%
    Takes away health based on the current health on cast.
  • Whirling Death icon.png
    Primary Attribute Reduction: 10% (Talent 20%)
    Health Lost per Point of Strength: 2 (Talent 4)
    On Strength attribute symbol.png strength heroes, takes away health for each lost strength point upon losing it, and grants health back regaining the lost strength after ability duration ends.
  • Laser icon.png
    Aghanim's Scepter Upgrade
    Current Health as Damage: 10%
    Reduces the targets current health by a percentage of their current health.
  • Decay icon.png
    Strength Steal: 4 (Upgradable by Aghanim's Scepter. 10)
    Health Lost: 80 (Upgradable by Aghanim's Scepter. 200)
    Takes away health for each lost strength point upon losing it, and grants health back regaining the lost strength after ability duration ends. Vice versa for the caster.
  • Flesh Golem icon.png
    Strength Bonus: 40%/50%/60%
    Checks Undying minimap icon.png Undying's Strength attribute symbol.png strength periodically and adapts the bonus instantly.
  • Soul Rip icon.png
    Health Cost: 15/25/35/45
    Takes away a fixed amount of health from all units within range of caster on cast.
  • Time Lapse icon.png
    Sets the caster's or the target ally's health back to what it was 5 seconds ago.

Maximum Health Affecting Abilities[]

Besides Strength attribute symbol.png strength there are a few other ways to increase or alter a unit's maximum health. Usually, when increasing or reducing a unit's maximum health via other ways than strength, its current health percentage stays the same, so that no healing effect occurs.

The following abilities are able to alter a unit's maximum health pool (sources of strength are not listed):

Max Health Altering Sources
  • Granite Aura (Ancient Granite Golem) icon.png
    Max Health Increase: 1200
    Aura, increases max health of all allies while within range.
  • Holy Persuasion icon.png
    Creep Min Health: 700/800/900/1000 (Talent 1900/2000/2100/2200)
    Increases target unit's maximum health to a given minimum.
  • Death Pact icon.png
    Max Health Bonus: 30%/55%/80% (Talent 55%/80%/105%)
    Increases the caster's max health.
  • Ion Shell icon.png
    Aghanim's Scepter Upgrade
    Max Health Bonus: Upgradable by Aghanim's Scepter. 275
    Ion Shell increases maximum health of targeted allies and keeping the current health percentage the same.
  • Enchant icon.png
    Creep Max Health Bonus: 200/300/400/500)
    Increases the creep's max health.
  • Helm of the Dominator icon.png
    Min Health: 1000
    Increases target unit's maximum health to a given minimum.
  • Helm of the Overlord icon.png
    Min Health: 1800
    Increases target unit's maximum health to a given minimum.
  • Infest icon.png
    Target Max Health Bonus: 400/800/1200
    Increases the target's max health. Reverted upon getting out of the unit.
  • True Form icon.png
    Max Health Bonus: 8/10/12 (Talent )
    Duration: 325
    Increases the caster's maximum health by a flat amount.
  • Unknown icon.png
    Max Health Increase per Minute: 115
    Permanently increases Roshan's health over time.
  • Laser icon.png
    Aghanim's Scepter Upgrade
    Max Health Reduction Based on Current Health: Upgradable by Aghanim's Scepter. 10%
    Reduces the targets maximum health by a percentage of their maximum health. Target maintains current health while maximum health is reverted after the debuff expires. Multiple instances of the debuff fully stack.

Items[]

Many items grant their owners a health bonus, increasing their maximum health when equipped, either by increasing their strength, or by just giving them a flat bonus. In either case, the current health percentage stays the same.

The following items increase a unit's maximum health pool. The effects are limited to the item's owner, which must have the item equipped.

Items that provide health bonus by flat amount and strength:

Bonus Strength and Flat Health
Item Value Item Cost Cost/Value Point
Abyssal Blade icon.png Abyssal Blade 450 6250 Gold 13.89 Gold
Aghanim's Scepter icon.png Aghanim's Scepter 375 4200 Gold 11.2 Gold
Eye of Skadi icon.png Eye of Skadi 660 5300 Gold 8.03 Gold
Heart of Tarrasque icon.png Heart of Tarrasque 1150 5000 Gold 4.35 Gold
Holy Locket icon.png Holy Locket 310 2400 Gold 7.74 Gold
Hurricane Pike icon.png Hurricane Pike 500 4450 Gold 8.9 Gold
Spirit Vessel icon.png Spirit Vessel 290 2940 Gold 10.14 Gold
Values may include portions from actives or auras.

These items have a flat health bonus to the hero who has them equipped.

Bonus Flat Health
Item Value Item Cost Cost/Value Point
Aeon Disk icon.png Aeon Disk 250 3000 Gold 12 Gold
Ascetic's Cap icon.png Ascetic's Cap 250 N/A N/A
Bloodstone icon.png Bloodstone 550 4600 Gold 8.36 Gold
Crimson Guard icon.png Crimson Guard 250 3600 Gold 14.4 Gold
Fairy's Trinket icon.png Fairy's Trinket 75 N/A N/A
Falcon Blade icon.png Falcon Blade 200 1125 Gold 5.63 Gold
Fluffy Hat icon.png Fluffy Hat 125 250 Gold 2 Gold
Force Staff icon.png Force Staff 150 2200 Gold 14.67 Gold
Octarine Core icon.png Octarine Core 425 5275 Gold 12.41 Gold
Orb of Corrosion icon.png Orb of Corrosion 150 925 Gold 6.17 Gold
Point Booster icon.png Point Booster 175 1200 Gold 6.86 Gold
Soul Booster icon.png Soul Booster 425 3000 Gold 7.06 Gold
Trusty Shovel icon.png Trusty Shovel 75 N/A N/A
Vanguard icon.png Vanguard 250 1825 Gold 7.3 Gold
Vitality Booster icon.png Vitality Booster 250 1000 Gold 4 Gold
Wraith Pact icon.png Wraith Pact 250 4050 Gold 16.2 Gold
Values may include portions from actives or auras.

These items increase the hero's health through the strength they provide.

Strength Health
Item Value Item Cost Cost/Value Point
Belt of Strength icon.png Belt of Strength 120 450 Gold 3.75 Gold
Black King Bar icon.png Black King Bar 200 4050 Gold 20.25 Gold
Book of Shadows icon.png Book of Shadows 260 N/A N/A
Book of the Dead icon.png Book of the Dead 600 N/A N/A
Boots of Bearing icon.png Boots of Bearing 160 4125 Gold 25.78 Gold
Circlet icon.png Circlet 40 155 Gold 3.88 Gold
Crown icon.png Crown 80 450 Gold 5.63 Gold
Dragon Lance icon.png Dragon Lance 240 1900 Gold 7.92 Gold
Drum of Endurance icon.png Drum of Endurance 140 1700 Gold 12.14 Gold
Echo Sabre icon.png Echo Sabre 260 2500 Gold 9.62 Gold
Ethereal Blade icon.png Ethereal Blade 100 4650 Gold 46.5 Gold
Fallen Sky icon.png Fallen Sky 300 N/A N/A
Gauntlets of Strength icon.png Gauntlets of Strength 60 140 Gold 2.33 Gold
Ghost Scepter icon.png Ghost Scepter 100 1500 Gold 15 Gold
Giant's Ring icon.png Giant's Ring 700 N/A N/A
Gleipnir icon.png Gleipnir 280 6150 Gold 21.96 Gold
Heaven's Halberd icon.png Heaven's Halberd 400 3550 Gold 8.88 Gold
Helm of the Dominator icon.png Helm of the Dominator 120 2400 Gold 20 Gold
Helm of the Overlord icon.png Helm of the Overlord 140 6175 Gold 44.11 Gold
Iron Branch icon.png Iron Branch 20 50 Gold 2.5 Gold
Kaya and Sange icon.png Kaya and Sange 320 4100 Gold 12.81 Gold
Linken's Sphere icon.png Linken's Sphere 320 4600 Gold 14.38 Gold
Magic Wand icon.png Magic Wand 60 450 Gold 7.5 Gold
Manta Style icon.png Manta Style 200 4600 Gold 23 Gold
Meteor Hammer icon.png Meteor Hammer 160 2350 Gold 14.69 Gold
Mirror Shield icon.png Mirror Shield 200 N/A N/A
Ocean Heart icon.png Ocean Heart 100 N/A N/A
Ogre Axe icon.png Ogre Axe 200 1000 Gold 5 Gold
Overwhelming Blink icon.png Overwhelming Blink 500 6800 Gold 13.6 Gold
Pig Pole icon.png Pig Pole 120 N/A N/A
Reaver icon.png Reaver 500 2800 Gold 5.6 Gold
Ring of Aquila (Active) icon.png Ring of Aquila 60 N/A N/A
Rod of Atos icon.png Rod of Atos 240 2750 Gold 11.46 Gold
Sange icon.png Sange 320 2050 Gold 6.41 Gold
Sange and Yasha icon.png Sange and Yasha 320 4100 Gold 12.81 Gold
Satanic icon.png Satanic 500 5050 Gold 10.1 Gold
Scythe of Vyse icon.png Scythe of Vyse 200 5675 Gold 28.38 Gold
Skull Basher icon.png Skull Basher 200 2875 Gold 14.38 Gold
Solar Crest icon.png Solar Crest 100 2625 Gold 26.25 Gold
Soul Ring icon.png Soul Ring 120 700 Gold 5.83 Gold
Spell Prism icon.png Spell Prism 160 N/A N/A
Ultimate Orb icon.png Ultimate Orb 200 2050 Gold 10.25 Gold
Urn of Shadows icon.png Urn of Shadows 40 880 Gold 22 Gold
Vambrace (Agility) icon.png Vambrace (Agility) 100 N/A N/A
Vambrace (Intelligence) icon.png Vambrace (Intelligence) 100 N/A N/A
Vambrace (Strength) icon.png Vambrace (Strength) 200 N/A N/A
Veil of Discord icon.png Veil of Discord 80 1525 Gold 19.06 Gold
Values may include portions from actives or auras.

Talents[]

The following heroes have a Talent talent that grants them a flat health bonus.

Bonus Level 10 Level 15 Level 20 Level 25
Left Right Left Right Left Right Left Right
Health
  • Venomancer minimap icon.png +175
  • Chen minimap icon.png +200
  • Gyrocopter minimap icon.png +200
  • Pugna minimap icon.png +200
  • Arc Warden minimap icon.png +225
  • Phantom Lancer minimap icon.png +150
  • Skywrath Mage minimap icon.png +175
  • Lone Druid minimap icon.png +200
  • Outworld Destroyer minimap icon.png +200
  • Timbersaw minimap icon.png +200
  • Crystal Maiden minimap icon.png +250
  • Ogre Magi minimap icon.png +250
  • Viper minimap icon.png +300
  • Witch Doctor minimap icon.png +300
  • Jakiro minimap icon.png +325
  • Lifestealer minimap icon.png +325
  • Brewmaster minimap icon.png +350
  • Ursa minimap icon.png +350
  • Dragon Knight minimap icon.png +400
  • Phoenix minimap icon.png +500
  • Bristleback minimap icon.png +200
  • Nyx Assassin minimap icon.png +250
  • Storm Spirit minimap icon.png +250
  • Terrorblade minimap icon.png +300
  • Slardar minimap icon.png +325
  • Tusk minimap icon.png +325
  • Alchemist minimap icon.png +350
  • Lina minimap icon.png +350
  • Zeus minimap icon.png +350
  • Broodmother minimap icon.png +400
  • Death Prophet minimap icon.png +400
  • Spectre minimap icon.png +350
  • Enigma minimap icon.png +400
  • Spirit Breaker minimap icon.png +800
  • Meepo minimap icon.png +375
  • Juggernaut minimap icon.png +475

Besides these, the following heroes have Talent talents which increase the health of the units they summon

Specific summons health bonus

Heal Manipulation[]

Heal manipulation refers to any form of amplification and reduction applied to health restoration. Heal manipulations affect every ability listed under healing.

The following abilities provide heal manipulation

Heal Manipulation Sources

Health Freeze[]

A unit's health can also be frozen, so that no heals, lifesteal, or regeneration can increase it.

Health Freeze Sources

On-heal Effects[]

Similar to how some abilities react on a unit getting damaged, some abilities react on a unit getting healed, or on a unit regenerating health. Only health gain that is classified as a heal, and health regeneration trigger on-heal effects. Health gained in other means (e.g. getting health set) does not trigger it.

Besides heal amplifications, the following abilities react on healing and regeneration

  • Tether icon.png
    Heals the tethered ally by a percentage of heals and regeneration the caster receives, whenever the caster gets healed or regenerates health.
  • False Promise icon.png
    Only registers actual heal and regeneration. Ignores other ways of gaining health.

Abilities Modified by Health[]

Max Health Based[]

These abilities have effects that are based on maximum health.

Abilities Based on Max Health
  • Aegis of the Immortal icon.png
    Expire Max Health Restored per Second: 300
    When expiring, restores health and mana based on the maximum health and mana pools.
  • Aeon Disk icon.png
    Health Threshold: 70%
    Activates only when reaching the health threshold.
  • Ice Blast icon.png
    Percentage Health Kill Threshold: 12%/13%/14% (Talent 16%/17%/18%)
    Units with the debuff on die instantly when their health drops below the threshold.
  • Bloodrage icon.png
    Max Health as Cost per Second: 2%
    Enemy Max Health as Damage/Lifesteal: Upgradable by Aghanim's Shard.
  • Thirst icon.png
    Thirst Health Threshold: 80%
    Visibility Health Threshold: 25%
    Hero's Max Health as Heal: 10%/15%/20%/25%
    Non-Hero Max Health as Heal: 11%/14%/17%/20%
    Heals Bloodseeker when he kills an enemy unit or is within 300 range of an enemy hero when they die. Additionally grants bonus movement speed when enemy heroes are below the thirst health threshold, scaling up to the visibility threshold where you are also granted vision on any enemy heroes below the threshold.
  • Death Pact icon.png
    Target Max Health as Health Bonus: 30%/55%/80% (Talent 55%/80%/105%)
    Target Max Health as Attack Damage Bonus: 4%/8%/12%
    Cannot be cast on heroes, ancient creeps and creep-heroes.
  • Spirit Siphon icon.png
    Max Health Drain per Second: 1%/2.5%/4%/5.5% (Talent 2%/3.5%/5%/6.5%)
    Drains health based on the target's maximum health, on top of a flat value.
  • Infernal Blade icon.png
    Max Health as Damage per Second: 1%/2%/3%/4% (Talent 3.1%/4.1%/5.1%/6.1%)
    Deals damage per second based on the target's maximum health.
  • Earth Splitter icon.png
    Max Health as Damage: 30%/40%/50%
    Deals damage based on the target's maximum health.
  • Black Hole icon.png
    Aghanim's Scepter Upgrade
    Max Health as Damage per Second: Upgradable by Aghanim's Scepter. 5%
    Deals damage per second based on the affected units' maximum health, on top of a flat value.
  • Rejuvenation Aura icon.png
    Max Health as Health Regen Bonus: 5%
    Restores health and mana based on the maximum health and mana pools.
  • Guardian Greaves icon.png
    Boost Health Threshold: 20%
    Allies below the health threshold get more regen and armor from the aura.
  • Berserker's Blood icon.png
    Strength as Max Health Regen Bonus: 10%/15%/20%/25% (Talent )
    Max Bonus Health Threshold: 16%/34%/52%/70%
    Passive ability. The bonuses grow exponentially, ramping up faster the lower Huskar minimap icon.png Huskar's health is and reaching maximum bonus at 16%/34%/52%/70% health.
  • Overcharge icon.png
    Max Health as Health Regen Bonus: 0.5%/0.6%/0.7%/0.8% (Talent 0.7%/0.8%/0.9%/1%)
    Restores health based on caster's maximum health pool.
  • Liquid Frost icon.png
    Max Health as Damage per Second: 2.5%
  • Healing Ward icon.png
    Max Health as Health Regen Bonus: 2%/3%/4%/5%
    Restores health based on the maximum health pool.
  • Feast icon.png
    Max Health as Lifesteal: 1.6%/2.2%/2.8%/3.4% (Talent 2.8%/3.4%/4%/4.6%)
    Enemy Max Health as Damage: 0.6%/0.8%/1%/1.2%
    Grants lifesteal and does bonus damage based on the target's maximum health.
  • Infest icon.png
    Self Max Health as Health Regen Bonus: 3%/4%/5% (Upgradable by Aghanim's Scepter. 6%/8%/10%)
    Restores health based on the caster's max health.
  • Open Wounds icon.png
    Enemy Max Health as Damage per Allied Hero Attack: 2%
    Places a debuff that causes all allies to deal bonus damage based on the target's maximum health on each attack.
  • Summon Spirit Bear icon.png
    Max Health as Backlash Damage: 20%
    When the Lone Druid Spirit Bear icon.png Spirit Bear dies, deals damage to the caster based on its maximum health.
  • Heartstopper Aura icon.png
    Max Health Lost per Second: 0.6%/1.2%/1.8%/2.4% (Talent 1.1%/1.7%/2.3%/2.9%)
    Ghost Shroud Damage Multiplier: 1 (Upgradable by Aghanim's Scepter. 2)
    Deals damage per second based on the affected units' maximum health.
  • Burrow icon.png
    Max Health/Mana Regen Bonus: 1%
    Restores health and mana based on the caster's maximum health and mana.
  • Fan of Knives icon.png
    Max Health as Damage: 16%
  • Sun Ray icon.png
    Max Health as Damage per Second: 1%/2.75%/4.5%/6.25% (Talent 2.5%/4.25%/6%/7.75%)
    Max Health as Heal per Second: 0.5%/1%/1.5%/2%
    Deals damage per second to enemies based on their maximum health, on top of a flat value. Heals allies based on their maximum health, on top of a flat value.
  • Dismember icon.png
    Aghanim's Shard Upgrade
    Ally Max Health as Health Regen: Upgradable by Aghanim's Shard. 5%
    Restores the target ally's health based on their max health.
  • Bottle (Regeneration) icon.png
    Max health restored per second: 6%
    Duration: 30
    Restores health and mana based on the maximum health and mana pools.
  • Depth Shroud icon.png
    Max Health as Regen per Second: 5%/6%/7% (Talent 6.5%/7.5%/8.5%)
    Restores health based on the maximum health pool of all allies within radius.
  • Shadow Dance icon.png
    Max Health as Regen per Second: 5%/6%/7% (Talent 6.5%/7.5%/8.5%)
    Restores health based on the maximum health pool.
  • Blast Off! icon.png
    Max Health as Self Damage: 35%/30%/25%/20%
    Deals damage to the caster based on their maximum health.
  • Laser icon.png
    Aghanim's Scepter Upgrade
    Max Health Reduction: 10%
    Reduces the targets maximum health by a percentage of thier maximum health. Target maintains current health after the debuff expires. Multiple instances of the debuff fully stack.
  • Chakram icon.png
    Move Speed Slow per 5% Max Health Missing: 5%
  • Second Chakram icon.png
    Move Speed Slow per 5% Max Health Missing: 5%
  • Firestorm icon.png
    Max Health as Damage per Second: 1%/2%/3%/4%
    Deals damage per second based on the affected units' maximum health.
  • Deathlust (Undying Zombie) icon.png
    Enemy Health Threshold: 40%
    When the target is below one of the two thresholds, the zombie gains a movement and attack speed bonus.
  • Cold Embrace icon.png
    Max Health as Heal Per Second: 1.75%/2.5%/3.25%/4%
    Restores health based on the maximum health pool, on top of a flat value.
  • Voodoo Restoration icon.png
    Talent Upgrade
    Max Health as Heal per Second: Talent 1.5%
    Restores health based on the maximum health pool, on top of a flat value.

Current Health Based[]

Besides illusions, whose current health and mana depend on the current health and mana of the unit they are based on, these abilities have effects that are based on current health.

Abilities Based on Current Health
  • Rupture icon.png
    Target Current Health as Damage: 10%
    Deals damage to the target based on their current health upon cast.
  • Midnight Pulse icon.png
    Current Health as Damage per Second: 6%/8%/10%/12%
    Deals damage to the target based on their current health upon cast.
  • Burning Spear icon.png
    Current Health as Health Cost: 3%
    Takes away health based on the current health on cast.
  • Life Break icon.png
    Current Health as Cost: 32%/38%/44%
    Target Current Health as Damage: 32%/38%/44%
    Deals damage to the caster and their target based on their current health.
  • Overwhelming Odds icon.png
    Current Health as Damage to Summons: 25%
    Deals extra damage to summons and illusions based on their current health.
  • Fire Spirits icon.png
    Current Health as Cost: 20%
    Takes away health based on the current health on cast.
  • Icarus Dive icon.png
    Current Health as Cost: 15%
    Takes away health based on the current health on cast.
  • Sun Ray icon.png
    Current Health as Cost per second: 6%
    Takes away health based on the current health every 0.2 seconds.
  • Soul Catcher icon.png
    Current Health Removed: 20%/25%/30%/35%
    Takes away health based on current health.
  • Demon Zeal icon.png
    Current Health as Cost: 20%
    Takes away health based on the current health on cast.
  • Laser icon.png
    Aghanim's Scepter Upgrade
    Current Health as Damage: 10%
    Reduces the targets current health by a percentage of their current health.
  • Arctic Burn icon.png
    Current Health as Damage per second: 6%/7%/8%/9%
    Deals damage per second to debuffed enemies based on their current health.
  • Static Field icon.png
    Current Health as Damage: 9%
    Deals damage to nearby enemies based on their current health.

Other Health Based Effects[]

These abilities have health-based effects as well, mostly based on Health Threshold.

Other abilities with health-based effects
  • Borrowed Time icon.png
    Passive Health Threshold: 400
    Automatically activates when taking damage while below the health threshold.
  • Culling Blade icon.png
    Kill Health Threshold: 1/1.5/2 (Talent 2/2.5/3)
    Instantly kills targets below the health threshold.
  • Reaper's Scythe icon.png
    Damage per Missing Health: 0.7/0.8/0.9
    Deals damage to the target based on how much health they are missing.
  • Eye of the Storm icon.png
    The storm targets the enemy with the lowest health within its range.
  • Maledict icon.png
    Lost Health as Burst Damage: 16%/24%/32%/40% (Talent 31%/39%/47%/55%)
    Every 4 seconds, hit enemies take damage based on how much health they have lost since the curse began. Nothing happens if their current health is higher than what it was as the curse began.

Health Regeneration[]

Main Article: Health regeneration

Health Regeneration determines the amount of health a unit regains each second. It is shown as a small number with a + sign at the right side of the unit's health bar.

Heroes also gain bonus health regeneration based on their Strength attribute symbol.png strength. Each point of strength increases the hero's health regeneration by 0.1HP.

Recent Changes[]

Main Article: Health/Changelogs
Version
Description
  • Reworked health regeneration value from attributes:
    • Health regeneration is no longer a multiplier of your regeneration value.
    • Strength attribute symbol.png Strength now provides 0.1 health regeneration.
    • Base regeneration values reduced by 1.5. (Now covered by base Strength attribute symbol.png strength.)


Advertisement