
“ | ▶️ Life becomes death becomes new life. As it should be.
— Treant Protector
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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 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.
Contents
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 | |
---|---|
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 have an identical health bar as heroes, with the only difference being a darker green and red tone and no level plate. | |
Creeps have a smaller health bar with a darker green and red tone, like creep-heroes. Creep health bars have no lines. | |
Neutral creeps have the same health bars as other creeps. However, in spectator mode, they are ocher, instead of red. | |
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. | |
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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. |
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 and barracks have shorter health bars with bright colors. Towers have shorter bars than barracks. The shield icon appears when Backdoor Protection is enabled. | |
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:
Abaddon – Mist Coil
Abaddon – Borrowed Time2a
Bane – Brain Sap
Bloodseeker – Thirst
Bloodseeker – Blood Mist
Buildings – Backdoor Protection
Chen – Hand of God
Clinkz – Death Pact
Dark Seer – Ion Shell2a
Dazzle – Shadow Wave
Dazzle – Shadow Grave1
Death Prophet – Exorcism
Death Prophet – Spirit Siphon
Enchantress – Enchant
Enchantress – Nature's Attendants
Faceless Void – Time Walk
Hill Troll Priest – Heal
Io – Tether
Keeper of the Light – Illuminate (Spirit Form)
Lone Druid – True Form
Meepo – Ransack
Meepo – Dig
Necrophos – Death Pulse
Necrophos – Death Seeker
Night Stalker – Hunter in the Night
Omniknight – Purification
Oracle – Purifying Flames
Oracle – Rain of Destiny
Oracle – False Promise
Phoenix – Sun Ray
Pudge – Dismember
Pugna – Nether Ward2b
Pugna – Life Drain
Shadow Demon – Demonic Cleanse
Shadow Fiend – Requiem of Souls2a
Snapfire – Firesnap Cookie1
Treant Protector – Leech Seed
Treant Protector – Living Armor
Undying – Soul Rip
Visage – Gravekeeper's Cloak2b
Warlock – Shadow Word
Winter Wyvern – Cold Embrace
Witch Doctor – Voodoo Restoration
Cheese – Fondue
Faerie Fire – Imbue
Guardian Greaves – Mend
Holy Locket – Energy Charge
Magic Stick – Energy Charge
Magic Wand – Energy Charge
Mekansm – Restore
Water Rune – Water
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires 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[]
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 Cost per Second: 45
Takes away a fixed amount of health every 0.11 seconds. - Current Health as Cost: 10%
Takes away health based on the current health on cast. - When an Eidolon multiplies, its health is fully refreshed.
- Health Bonus: 400
Grants a fixed amount of health. - 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. - 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. - Current Health Cost: 3%
Takes away health based on the current health on cast. - Current Health Cost: 32%/38%/44%
Takes away health based on the current health on cast. - Target Max Health Bonus: 400/800/1200
Increases the target's max health, and heals it for the same amount. - Health Gain/Loss per Shifted Strength: 20
Takes away health when shifting strength into agility, and grants health when shifting agility into strength. - Current Health as Cost: 15%
Takes away health based on the current health on cast. - Current Health as Cost: 20%
Takes away health based on the current health on cast. - Current Health as Cost per Second: 6%
Takes away health based on the current health every 0.2 seconds. - When Supernova finishes without getting destroyed, it fully refreshes the caster's and the targeted ally's health.
- 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. - Health Cost: 170
Takes away a fixed amount of health on use. - 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. - Current Health as Cost: 20%
Takes away health based on the current health on cast. - Primary Attribute Reduction: 10% (
20%)
Health Lost per Point of Strength: 2 (4)
On 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. - Current Health as Damage: 10%
Reduces the targets current health by a percentage of their current health. - Health Cost: 15/25/35/45
Takes away a fixed amount of health from all units within range of caster on cast. - Sets the caster's or the target ally's health back to what it was 5 seconds ago.
Maximum Health Affecting Abilities[]
Besides 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 Increase: 1200
Aura, increases max health of all allies while within range. - Creep Max Health Bonus: 200/300/400/500)
Increases the creep's max health. - Min Health: 1000
Increases target unit's maximum health to a given minimum. - Min Health: 1800
Increases target unit's maximum health to a given minimum. - Target Max Health Bonus: 400/800/1200
Increases the target's max health. Reverted upon getting out of the unit. - Max Health Increase per Minute: 115
Permanently increases Roshan's health over time.
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:
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Abyssal Blade | 450 | 6250 ![]() |
13.89 ![]() |
Aghanim's Scepter | 375 | 4200 ![]() |
11.2 ![]() |
Eye of Skadi | 660 | 5300 ![]() |
8.03 ![]() |
Heart of Tarrasque | 1150 | 5000 ![]() |
4.35 ![]() |
Holy Locket | 310 | 2400 ![]() |
7.74 ![]() |
Hurricane Pike | 500 | 4450 ![]() |
8.9 ![]() |
Spirit Vessel | 290 | 2940 ![]() |
10.14 ![]() |
Values may include portions from actives or auras. |
These items have a flat health bonus to the hero who has them equipped.
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Aeon Disk | 250 | 3000 ![]() |
12 ![]() |
Ascetic's Cap | 250 | N/A | N/A |
Bloodstone | 550 | 4600 ![]() |
8.36 ![]() |
Crimson Guard | 250 | 3600 ![]() |
14.4 ![]() |
Fairy's Trinket | 75 | N/A | N/A |
Falcon Blade | 200 | 1125 ![]() |
5.63 ![]() |
Fluffy Hat | 125 | 250 ![]() |
2 ![]() |
Force Staff | 150 | 2200 ![]() |
14.67 ![]() |
Octarine Core | 425 | 5275 ![]() |
12.41 ![]() |
Orb of Corrosion | 150 | 925 ![]() |
6.17 ![]() |
Point Booster | 175 | 1200 ![]() |
6.86 ![]() |
Soul Booster | 425 | 3000 ![]() |
7.06 ![]() |
Trusty Shovel | 75 | N/A | N/A |
Vanguard | 250 | 1825 ![]() |
7.3 ![]() |
Vitality Booster | 250 | 1000 ![]() |
4 ![]() |
Wraith Pact | 250 | 4050 ![]() |
16.2 ![]() |
Values may include portions from actives or auras. |
These items increase the hero's health through the strength they provide.
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Belt of Strength | 120 | 450 ![]() |
3.75 ![]() |
Black King Bar | 200 | 4050 ![]() |
20.25 ![]() |
Book of Shadows | 260 | N/A | N/A |
Book of the Dead | 600 | N/A | N/A |
Boots of Bearing | 160 | 4125 ![]() |
25.78 ![]() |
Circlet | 40 | 155 ![]() |
3.88 ![]() |
Crown | 80 | 450 ![]() |
5.63 ![]() |
Dragon Lance | 240 | 1900 ![]() |
7.92 ![]() |
Drum of Endurance | 140 | 1700 ![]() |
12.14 ![]() |
Echo Sabre | 260 | 2500 ![]() |
9.62 ![]() |
Ethereal Blade | 100 | 4650 ![]() |
46.5 ![]() |
Fallen Sky | 300 | N/A | N/A |
Gauntlets of Strength | 60 | 140 ![]() |
2.33 ![]() |
Ghost Scepter | 100 | 1500 ![]() |
15 ![]() |
Giant's Ring | 700 | N/A | N/A |
Gleipnir | 280 | 6150 ![]() |
21.96 ![]() |
Heaven's Halberd | 400 | 3550 ![]() |
8.88 ![]() |
Helm of the Dominator | 120 | 2400 ![]() |
20 ![]() |
Helm of the Overlord | 140 | 6175 ![]() |
44.11 ![]() |
Iron Branch | 20 | 50 ![]() |
2.5 ![]() |
Kaya and Sange | 320 | 4100 ![]() |
12.81 ![]() |
Linken's Sphere | 320 | 4600 ![]() |
14.38 ![]() |
Magic Wand | 60 | 450 ![]() |
7.5 ![]() |
Manta Style | 200 | 4600 ![]() |
23 ![]() |
Meteor Hammer | 160 | 2350 ![]() |
14.69 ![]() |
Mirror Shield | 200 | N/A | N/A |
Ocean Heart | 100 | N/A | N/A |
Ogre Axe | 200 | 1000 ![]() |
5 ![]() |
Overwhelming Blink | 500 | 6800 ![]() |
13.6 ![]() |
Pig Pole | 120 | N/A | N/A |
Reaver | 500 | 2800 ![]() |
5.6 ![]() |
Ring of Aquila | 60 | N/A | N/A |
Rod of Atos | 240 | 2750 ![]() |
11.46 ![]() |
Sange | 320 | 2050 ![]() |
6.41 ![]() |
Sange and Yasha | 320 | 4100 ![]() |
12.81 ![]() |
Satanic | 500 | 5050 ![]() |
10.1 ![]() |
Scythe of Vyse | 200 | 5675 ![]() |
28.38 ![]() |
Skull Basher | 200 | 2875 ![]() |
14.38 ![]() |
Solar Crest | 100 | 2625 ![]() |
26.25 ![]() |
Soul Ring | 120 | 700 ![]() |
5.83 ![]() |
Spell Prism | 160 | N/A | N/A |
Ultimate Orb | 200 | 2050 ![]() |
10.25 ![]() |
Urn of Shadows | 40 | 880 ![]() |
22 ![]() |
Vambrace (Agility) | 100 | N/A | N/A |
Vambrace (Intelligence) | 100 | N/A | N/A |
Vambrace (Strength) | 200 | N/A | N/A |
Veil of Discord | 80 | 1525 ![]() |
19.06 ![]() |
Values may include portions from actives or auras. |
Talents[]
The following heroes have a 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 |
Besides these, the following heroes have talents which increase the health of the units they summon
- +250 Health Beastmaster Controlled:
Affects all units under Beastmaster's control, including himself.
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
- Health Restoration Reduction: 45%/50%/55%/60%
Reduces all health restoration on the target. - Health Restoration Reduction: 40%
Affects the attacked enemy. - Heal Amplification: 15%
Aura, affects all nearby allies. - Heal Amplification: 30%
Amplifies all healing the item owner provides. - Self Restoration Amplification: 45%/55%/65%/75%
Affects the caster. - Heal Amplification: 14%
Amplifies all healing the item owner provides. - Health Restoration Reduction: 25%
Aura, affects all nearby enemies. - Health Restoration Reduction: 45%
Affects the targeted enemy. - Heal Amplification: 40%
Passive ability.
Health Freeze[]
A unit's health can also be frozen, so that no heals, lifesteal, or regeneration can increase it.
- Duration: 10/11/12
The debuff prevents the current health of affected units from increasing.
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
- Heals the tethered ally by a percentage of heals and regeneration the caster receives, whenever the caster gets healed or regenerates health.
- 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.
- Expire Max Health Restored per Second: 300
When expiring, restores health and mana based on the maximum health and mana pools. - Health Threshold: 70%
Activates only when reaching the health threshold. - 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. - Target Max Health as Health Bonus: 30%/55%/80% (
55%/80%/105%)
Target Max Health as Attack Damage Bonus: 4%/8%/12%
Cannot be cast on heroes, ancient creeps and creep-heroes. - Max Health as Damage: 30%/40%/50%
Deals damage based on the target's maximum health. - Max Health as Health Regen Bonus: 5%
Restores health and mana based on the maximum health and mana pools. - Boost Health Threshold: 20%
Allies below the health threshold get more regen and armor from the aura. - Strength as Max Health Regen Bonus: 10%/15%/20%/25% (
)
Max Bonus Health Threshold: 16%/34%/52%/70%
Passive ability. The bonuses grow exponentially, ramping up faster the lower Huskar's health is and reaching maximum bonus at 16%/34%/52%/70% health. - Io - Overcharge
- Max Health as Damage per Second: 2.5%
- Max Health as Health Regen Bonus: 2%/3%/4%/5%
Restores health based on the maximum health pool. - 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. - Max Health as Backlash Damage: 20%
When the Spirit Bear dies, deals damage to the caster based on its maximum health. - Max Health/Mana Regen Bonus: 1%
Restores health and mana based on the caster's maximum health and mana. - Max Health as Damage: 16%
- Max health restored per second: 6%
Duration: 30
Restores health and mana based on the maximum health and mana pools. - Max Health as Self Damage: 35%/30%/25%/20%
Deals damage to the caster based on their maximum health. - 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. - Move Speed Slow per 5% Max Health Missing: 5%
- Move Speed Slow per 5% Max Health Missing: 5%
- Max Health as Damage per Second: 1%/2%/3%/4%
Deals damage per second based on the affected units' maximum health. - Enemy Health Threshold: 40%
When the target is below one of the two thresholds, the zombie gains a movement and attack speed bonus. - 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.
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.
- Target Current Health as Damage: 10%
Deals damage to the target based on their current health upon cast. - Current Health as Damage per Second: 6%/8%/10%/12%
Deals damage to the target based on their current health upon cast. - Current Health as Health Cost: 3%
Takes away health based on the current health on cast. - 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. - Current Health as Cost: 20%
Takes away health based on the current health on cast. - Current Health as Cost: 15%
Takes away health based on the current health on cast. - Current Health as Cost per second: 6%
Takes away health based on the current health every 0.2 seconds. - Current Health Removed: 20%/25%/30%/35%
Takes away health based on current health. - Current Health as Cost: 20%
Takes away health based on the current health on cast. - Current Health as Damage: 10%
Reduces the targets current health by a percentage of their current health. - Current Health as Damage per second: 6%/7%/8%/9%
Deals damage per second to debuffed enemies based on their current health. - 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.
- Passive Health Threshold: 400
Automatically activates when taking damage while below the health threshold. - Damage per Missing Health: 0.7/0.8/0.9
Deals damage to the target based on how much health they are missing. - The storm targets the enemy with the lowest health within its range.
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. Each point of strength increases the hero's health regeneration by 0.1HP.
Recent Changes[]
- Heal manipulation, health regen manipulation, lifesteal manipulation and spell lifesteal manipulation now stack diminishingly, instead of additively.
- Fixed heal manipulation, health regen manipulation and lifesteal manipulation to not allow negative heal, health regeneration, and lifesteal values.
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