“ | ▶️ 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 120HP. This value exists for all heroes and cannot be altered. This means that a hero's maximum health cannot drop below 120HP.
Because each point of strength increases a hero's health by 22HP, 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.
Display
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
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
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 ocre 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 ocre, 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 | |
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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 ocre, 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 ocre for spectators. | |
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:
- Hero Max Health as Heal: 16%/24%/32%/40%
Non-Hero Max Health as Heal: 10%/15%/20%/25%
Heals Bloodseeker equal to the target's max health when he kills an enemy unit. - Heal per Second: 180
Heals the building equal to the amount of damage taken while under Backdoor Protection. Heals until all damage taken is negated by the heal. - Duration:
Max Health Bonus:
Requires Aghanim's Scepter, increases maximum health of targeted allies by , keeping the current health percentage the same. - Fully heals the targeted creep.
- Heals the caster based on how much damage they took in the last 100% seconds.
- Heal: 100
Heals the target ally. - Heal/Restore Transfer: 0.6/0.8/1/1.2
Heals the tethered ally based on how much the caster gets healed or how much health the caster regenerated. - Max Damage: 3 ( )
Damage as Heal: 185/290/395/500
Damage as heal is based on the current level of Spirit Form. - Max Health Restored: 3
Requires Aghanim's Scepter to be unlocked. - Hero Health Steal: 9/12/15/18
Creep Health Steal: 3/5/7/9
Heals Meepo and all his clones with each attack. - Active Max Health as Heal: 30%
Active ability, requires Aghanim's Shard to be unlocked. During night time, Night Stalker can cast Hunter in the Night to consume a lesser creature, instantly killing it and restoring of Night Stalker's maximum health. - Base Damage: 350
Main Attack Damage as Damage: 50/75/100/125
Damage as Heal: 60%/80%/100%/120%
Requires Aghanim's Shard to be unlocked. Causes the caster's next attack to deal bonus pure damage and heal based on that damage. - Heal per Second: 15/25/35/45
Duration: 9
Heals the target unit after a burst of magical damage. Can target allies and enemies. - Heals the target based on the net difference between healing received and damage taken during False Promise. The heal is amplified by 2.
- Base Heal per Second: 0.5%/1%/1.5%/2%
Max Health as Heal per Second: 25°
Duration: 5
Heals all allies standing inside the beam. Heal per second increases over the duration, to a maximum of double the given values. - Base Damage/Heal per Second: 6 ( 8)
Strength as Heal per Second: 9 ( 11)
Hero Duration: 2.75 ( 3.5)
Creep Duration: 5.5 ( 6.25)
Heals the caster while channeling. - Min Heal:
Max Heal: ( Lua error: Error: No field named "value10_shard_tal" found for any of the specified database tables..)
Requires Aghanim's Shard, only affect allies. - Heal per Hit Hero on Return: 48/72/96
Requires Aghanim's Scepter. Heals the caster based on the damage enemies take on the returning lines. The heal is applied upon having fully returned. - Damage/Heal per Unit: 15/25/35/45
Max Units: 15/25/35/45
Steals health from units around the caster, healing the targeted ally. Can target self.
- Health Restored: 2500
Heals the user. - Health Restored: 85
Heals the user. - Health Restored: 350
Heals all allies within range. Does not heal units which have recently been healed by Guardian Greaves or Mekansm. - Health and Mana Restored per charge:
Max Charges:
Gains a charge every 15 seconds and whenever a nearby enemy casts a spell. Heals the user. - Heal per charge: 15
Max charges: 10
Gains a charge whenever a nearby enemy casts a spell. Heals the user. - Heal per charge: 15
Max charges: 20
Gains a charge whenever a nearby enemy casts a spell. Heals the user. - Heal: 275
Heals all allies within range. Does not heal units which have recently been healed by Mekansm or Guardian Greaves. - Health Restored: 40
Heals the hero that activate the rune
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: 35%
Takes away a fixed amount of health every 0.11 seconds. - Enigma - [[Enigma#|]]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: 5/10/15/20
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: 22
Takes away health when shifting strength into agility, and grants health when shifting agility into strength. - Active Health/Mana Transfer:
Active ability, requires Aghanim's Shard to be unlocked. Sets the current health value equal to of the current mana value and vice versa. - Current Health as Cost: 200
Takes away health based on the current health on cast. - Current Health as Cost: 4
Takes away health based on the current health on cast. - Current Health as Cost per Second: 1150
Takes away health based on the current health every 0.2 seconds. - Shadow Demon - [[Shadow Demon#|]]Current Health Removed: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
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: 100
Requires Aghanim's Shard to be unlocked, takes away health based on the current health on cast. - Primary Attribute Reduction: 13% ( 15.5%)
Health Lost per Point of Strength: 2.86 ( 3.41)
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: 1
Requires Aghanim's Scepter. 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.
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. - Max Health Bonus:
Requires Aghanim's Scepter. Ion Shell increases maximum health of targeted allies and keeping the current health percentage the same. - Creep Max Health Bonus: )
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: 60
Permanently increases Roshan's health over time. - Max Health Reduction Based on Current Health: 1
Requires Aghanim's Scepter. Reduces the targets maximum health by a percentage of thier maximum health. Target maintains current health while maximum health is reverted after the debuff expires. Multiple instances of the debuff fully stack.
Health Granting 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.
Talents
The following heroes have a talent that grants them a flat health bonus.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
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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
Heal Manipulation
Heal manipulation refers to any form of amplification and reduction applied to health restoration. Heal manipulations affect every ability listed under healing.
Health Freeze
A unit's health can also be frozen, so that no heals, lifesteal, or regeneration can increase it.
- Duration: 10
The debuff prevents the current health of affected units from increasing. - Duration: 12/14/16
The debuff silences and 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: 8%/12%/16%/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: 175/250/325/400 ( 525/600/675/750)
Target Max Health as Attack Damage Bonus: 100% ( )
Cannot be cast on heroes, ancient creeps and creep-heroes. - Max Health as Damage: 34%/42%/50%
Deals damage based on the target's maximum health. - Max Health as Damage per Second: 5/10/15/20
Deals damage per second based on the affected units' maximum health. - Max Health as Damage per Second: 5/10/15/20
Requires Aghanim's Scepter, deals damage per second based on the affected units' maximum health, on top of a flat value. - Max Health as Health Regen Bonus: 5%
Restores health and mana based on the maximum health and mana pools. - Boost health threshold: 3
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: 25%/40%/55%/70%
Passive ability. The bonuses grow exponentially, ramping up faster the lower Huskar's health is and reaching maximum bonus at 25%/40%/55%/70% health. - Io - OverchargeMax Health as Health Regen Bonus: 0.5%/0.6%/0.7%/0.8%
Restores health based on caster's maximum health pool. - Max Health as Damage per Second: 2%
Requires Aghanim's Shard to be unlocked. - Max Health as Health Regen Bonus: 1
Restores health based on the maximum health pool. - Enemy Max Health as Damage per Allied Hero Attack: 2%
Requires Aghanim's Shard to be unlocked. 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: 28%
Requires Aghanim's Shard to be unlocked. - Ally Max Health as Health Regen:
Requires Aghanim's Shard. Restores the target ally's health based on their max health. - Max health restored per second: 6%
Duration: 1%
Restores health and mana based on the maximum health and mana pools. - Max Health as Regen per Second: 60/90/120
Requires Aghanim's Shard. Restores health based on the maximum health pool of all allies in the spell. - Max Health as Regen per Second: 60/90/120
Restores health based on the maximum health pool. - Max Health as Self Damage: 20%
Deals damage to the caster based on their maximum health. - Max Health Reduction: 1
Requires Aghanim's Scepter. 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%
Requires Aghanim's Scepter to be unlocked. - Max Health as Damage per Second: 1.5%/2%/2.5%/3%
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 Kill Health Threshold:
Requires Aghanim's Shard, Powershot only stops traveling upon hitting an enemy hero, instant killing the hero if they are below the health threshold. - Max Health as Heal per Second:
Requires a Talent. 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 Health Cost: 5/10/15/20
Takes away health based on the current health on cast. - Current Health as Cost: 32%/38%/44%
Target Current Health as Damage: 60%
Deals damage to the caster and their target based on their current health. - Active Health/Mana Transfer:
Active ability, requires Aghanim's Shard to be unlocked. Sets the current health value equal to of the current mana value and vice versa. - Current Health as Cost: 4
Takes away health based on the current health on cast. - Current Health as Cost: 200
Takes away health based on the current health on cast. - Current Health as Cost per second: 1150
Takes away health based on the current health every 0.2 seconds. - Shadow Demon - [[Shadow Demon#|]]Current Health Removed: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Takes away health based on current health. - Current Health as Cost: 100
Requires Aghanim's Shard to be unlocked, takes away health based on the current health on cast. - Current Health as Damage: 1
Requires Aghanim's Scepter. Reduces the targets current health by a percentage of their current health. - Current Health as Damage per second: 400
Deals damage per second to debuffed enemies based on their current health. - Zeus - [[Zeus#|]]
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
- The following mechanics now stack multiplicatively, instead of additively:
- Fixed the following mechanics to not allow negative heal, health regeneration, and lifesteal values.