Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against certain heroes. Summons are usually under the control of the summoning unit's player, but most of them can be converted by the enemy. Only very few of them cannot be controlled. Summoned units usually live only for a certain amount of time (although some stay permanently, until killed) after being summoned and a player can have a limited amount of summons.
Definition[]
Reinforced units recieve 10% less damage only from the following player-controlled creeps:
- Regular summons
- Dominated creeps
Summons | Definition | Examples | |
---|---|---|---|
Regular |
|
Summon Wolves | |
Creep-Heroes |
|
Primal Split | |
Wards |
|
Plague Ward | |
Clones |
|
Tempest Double, Divided We Stand | |
Attached |
|
Phantom's Embrace | |
Others |
|
Bedlam, Spin Web |
Regular Summons[]
These summons are comparable to lane and neutral creeps when it comes to their power. A single one of them is usually not a threat, however, they can get quite dangerous when encountered in groups. Summons usually have certain abilities, giving each of them a different role. They can either be passive and used for scouting, or aggressive used in fights. Losing regular summons is usually not a big deal, since they provide rather low bounties, they expire and they can be resummoned after a short while.
A regular summon is treated like lane and neutral creeps by almost every ability. Certain abilities have specific or conditional effects against summoned units.
Regular Summon Sources[]
Summons in this list is directly created upon ability cast and are considered player-owned creeps. For more information on creep stats, please refer to their infoboxes in their own respective ability notes.
When acquired (via Morph or Spell Steal), these summons are not instantly killed upon losing the ability. They are instantly killed only when their duration expires.
- Beastmaster – Call of the Wild Hawk
- Beastmaster – Call of the Wild Boar
- Broodmother – Spawn Spiderlings
- Spiderling – Spawn Spiderite
- Enigma – Malefice2b
- Enigma – Demonic Summoning
- Invoker – Forge Spirit
- Lycan – Summon Wolves
- Lycan – Summon Lane Wolves2b
- Nature's Prophet – Nature's Call
- Undying – Tombstone
- Undying – Flesh Golem2b
- Wraith King – Mortal Strike
- Mud Golem – Shard Split
- Dark Troll Summoner – Raise Dead
- Book of the Dead – Greater Demonic Summoning
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Creep-Heroes[]
These summons are special in a way that they are treated as heroes by most (but not all) abilities and effects. They are more powerful than other summons and usually the "main weapon" of the heroes that summon them. Compared to most other summons, they do not come in masses but are rather strong individual units. However, as a downside, their bounty is usually quite high, their source ability has a high cooldown or they have other negative effects on the owner upon losing them, so it is important for the player to keep them alive as long as possible.
Creep-Heroes Summon Sources[]
Summons in this list are directly created upon ability cast and are considered player-owned creeps. For more information on creep stats, please refer to their infoboxes in their own respective ability notes.
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Wards[]
These summons are usually, but not necessarily, immobile and are immune to almost every ability (e.g. Meat Hook just flies through them). Their purpose differs heavily, depending on their abilities and capabilities. Some wards can attack, which makes them usually used offensively, while others have an aura for rather defensive uses.
Wards Summon Sources[]
Summons in this list are directly created upon ability cast, they usually require a set amount of attacks to destroy. For more information on these wards' stats, please refer to their infoboxes in their own respective ability notes.
- Clockwerk – Power Cogs
- Clinkz – Skeleton Walk
- Clinkz – Burning Army
- Juggernaut – Healing Ward
- Lich – Ice Spire
- Gyrocopter – Homing Missile
- Keeper of the Light – Will-O-Wisp
- Phoenix – Supernova
- Pugna – Nether Ward
- Shadow Shaman – Shackles2b
- Shadow Shaman – Mass Serpent Ward
- Venomancer – Venomous Gale2b
- Venomancer – Plague Ward
- Techies – Sticky Bomb
- Techies – Proximity Mines
- Templar Assassin – Psionic Trap
- Underlord – Fiend's Gate
- Undying – Tombstone
- Wildwing – Tornado
- Witch Doctor – Voodoo Switcheroo
- Witch Doctor – Death Ward
- Zeus – Nimbus
- Observer Ward – Plant
- Sentry Ward – Plant
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Clones[]
Like heroes, these clones do not disappear when dying (or expiring). Meepo Clones respawn like regular heroes, while Arc Warden's and Monkey King's clones respawn whenever Tempest Double or Wukong's Command is cast again. These hero clones are almost fully treated like regular heroes, with a few special interactions with some spells for fairness. However, since Meepo's clones and Arc Warden's clone work fundamentally differently (Meepo clones being permanent like heroes, and death to one means death to all, while Arc Warden's clone is rather similar to a summon or an illusion), each have different unique interactions. Monkey King's clones rather act like a spell effect and cannot be interacted with in any way. They stand at set locations and attack nearby enemy heroes automatically until the spell expires.
Clones Summon Sources[]
- On the first cast of Tempest Double, the double is actually summoned. On every following cast, it is dispelled and healed or revived.
- The clones are initially summoned when allocating skill points into Divided We Stand or the Level 25 talent. On respawn or reincarnation they are just healed and revived.
- The soldiers are initially summoned and stored below the team's fountain when all heroes are loaded into the game during the pre-game. They are simply teleported when casting Wukong's Command or when the passive Aghs component of Wukong's Command procs. They cannot die and are teleported back to the fountain when they're supposed to disappear.
- Summons a clone of the target that can be fully controlled by the player who owns the targeted hero. The clone can cast spell abilities, but not item abilities. It has phased movement, is disarmed, muted, untargetable and invulnerable, making it immune to almost every ability.
Uncategorized Units[]
These units do not belong to any of the summons groups, and they can interact with the player.
Attached[]
They are all dummy units used by abilities, which can interact with the player. They usually act like wards, meaning they do not interact with any abilities (e.g. Meat Hook just flies through them). Attached units have the highest priority for auto-attack behaviors.
This list only includes actually selectable dummy units created by abilities.
Ward[]
The following are ward-type dummy units.
Unknown[]
- 1 Requires Aghanim's Scepter.
Version History[]
- Reinforced units now take 10% less damage from player-controlled creeps.
- Treats summons and dominated creeps as player-controlled creeps, creep-heroes and illusions as heroes.
- Roshan
- Now attacks wards if there are no other units within attack range.
- Strength of the Immortal now causes Roshan's attacks to immediately destroy the following ward-type units:
Patch History[]
- Update 3
- Default for summoned units auto attack is now ◉ Always instead of ◎ Same as Hero.
- The summoned units auto attack mode setting in the Settings Menu has been updated on the backend to work as mentioned above.
- Fixed a bug with the Auto Select Summoned Units option, when re-summoning Spirit Bear and Tempest Double.
- Update 2
- Fixed a number of controlled units not respecting the summoned units auto attack settings.
- Fixed a selection issue with non-hero units when they became temporarily hidden, (i.e. during Astral Imprisonment).
- Fixed a bug where sharing Observer and Sentry Wards with summoned units would plant the ward.
- Using summoned units to kill heroes outside of experience range now behaves the same as if you used an ability to kill the hero.
- Fixed some inconsistent behavior with unit selection and summoned units.
- Fixed issues where the summoned units you have selected may be out of date.
- Update 2
- Fixed Spirit Bear interaction with summons.
- Updated the visual look for timers of summoned units.