# Dota 2 Wiki

3,965

I am a beacon of knowledge blazing out across a black sea of ignorance.

Heroes are the essential main characters of Dota 2, controlled by the players. Heroes possess the three attributes, strength, agility and intelligence, from which one is their primary attribute. They capable of leveling up through the means of experience, up to level 30, gaining additional attribute points, and ability points which can be spent to level up abilities or gain even more attributes. Heroes are also able to spend gold to purchase items.

## Spawning

All heroes spawn once at the beginning of the match after the picking phase, but only if the player locked in their pick.

The only heroes which spawn later on are hero clones, which can only be created by 3 heroes: , who can gain up to 4 permanent clones of himself by leveling , which all die together when any of them dies (including the prime Meepo), , who can create a temporary clone of himself by casting , which expires like a regular summon, and , who can create an army of temporary clones with , which are uncontrollable and only attack heroes. Like heroes, these clones do not disappear when dying (or expiring). Meepo's clones respawn like regular heroes, while Arc Warden's and Monkey King's clones respawn whenever Tempest Double or Wukong's Commmand 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 permanents 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.

Illusions are also hero-type units, but unlike heroes, they do not respawn, but despawn completely after dying, like other units and summons. Each spell which creates illusions spawns completely new illusions on recast. Illusions are basically hero-based summons, copying the hero, but acting like a summon.

## Killing and dying

Killing a hero grants players much bigger bonuses than killing almost any other unit. Heroes grant scaling gold based on their level and their current killing streak, and scaling experience based on their level. Heroes also gain killing streaks upon killing heroes. A killing streak increases the hero's bounty, increasing its value for the enemy. A killing streak starts with 3 hero kills without any deaths in-between, and is capped at 10 kills. A streak longer than 10 has the same worth as a 10 killing streak. A hero's current streak is globally announced whenever it makes a kill.

Streak length Streak name Streak value
0, 1, 2 N/A N/A 0
3 Player is on a killing spree 200
4 Player is dominating 270
5 Player is on a mega Kill streak 340
6 Player is unstoppable! 410
7 Player is wicked sick 480
8 Player is on a monster kill streak 540
9 Player is GODLIKE 610
10+ Player is beyond GODLIKE, someone kill them!! 690
Announcer responses are customizable

The very first hero kill of the match, called the First Blood!, also grants an additional gold 150 to the killing hero. A hero's bounty uses the following formula:

120 + streak value + (hero level × 8) (+ first blood)

A hero is only granted this gold if it actually killed the enemy (i.e. did killing blow). Otherwise, the hero either only gets assist gold and experience, or no gold and experience at all, based on how much time passed since the last time it damaged the target, and how far away the hero is if too much time passed.

Killing a hero also grants experience based on the hero's level. Up to level 5 the experience bounty grows by 20 per level, starting at 100 on level 1 and reaching 180 on level 5. From level 6 and onward, each level increases the experience bounty by 100, starting with 280 on level 6, reaching 2180 on level 25. Although a hero can level up to 30, the experience bounty maxed out at level 25.

Killing multiple heroes in quick succession also results in a multi-kill. However, unlike a killing streak, a multi-kill has no gameplay influence and merely servers for aesthetics. Multi-kills do not require the hero to stay alive in-between the kills, if the hero dies, the multi-kill can still continue. A multi-kill occurs when killing a second hero within 18 seconds of the first kill. The multi-kill can be extended by killing even more heroes, all within 18 seconds of the previous kill. Like a killing streak, a multi-kill has no limit, but is "soft-capped" at 5, repeating the same line for 5 and more kills. The multi-kill stages are:

Kills Announcement Announcement with killing streak
1 N/A N/A N/A
2 Player got a double kill! ... with a double kill!
3 Player has a TRIPLE kill! ... with a TRIPLE kill!
4 Player earned an ULTRA KILL! ... with an ULTRA KILL!
5+ RAMPAGE!!! ...RAMPAGE!!!
Announcer responses are customizable

A hero's death has a much bigger impact than the death of almost any other unit. When a hero dies, it stays dead for an amount of time based on its level and the player loses gold based on the player's current net worth divded by 40. There is no way to directly reduce or avoid this gold loss. However, only unreliable gold is lost, reliable gold is not lost on death, meaning if a hero has almost no unreliable gold but a lot of reliable gold, dying does not cost as much as it would with much unreliable gold and little reliable gold. Dying also results in the loss of any ongoing killing streak the hero has. Heroes do not lose experience on death. As mentioned before, a death also grants gold and experience to nearby enemies and the killer. However, gold and experience is only granted to the enemy, and streaks are only lost when dying to an enemy.

Dying to neutral creeps, or getting denied by an ally or oneself neither grants the enemy any bounty, nor ends the current killing streak. Dying to a neutral creep results in a minimum death time of 26 seconds.

A table showing how much gold a hero grants and loses on death can be found here. A table showing how much experience a hero grants on death can be found here.

## 复活

After the first spawn, a hero does not spawn again. However, what heroes do instead is respawning. After a hero dies, it comes back to life after an amount of time based on its level. The maximum respawn time is reached on level 25. Upon respawning, the hero gets instantly moved to the fountain area, with its health and mana reset. Cooldowns are unaffected and buffs and debuffs are not cleared upon respawning.

Several abilities and items are able to affect the respawn timer and the respawn location.

• Respawn Time：5
Sets the respawn time to a certain value. Also makes the hero respawn where it died. Item disappears after one use.
• Respawn Time Increase：15/25/35
• Respawn Time：3
Sets the respawn time to a certain value. Also makes the hero respawn where it died.
• Respawn Time：3
Sets the respawn time to a certain value. Also makes the hero respawn where it died.

When affected by respawn time changing effects, the buyback penalty is applied first, followed by 's increment. and the always set the respawn timer to their values, disregarding any reducing or increasing effect.

Furthermore, dying to neutral creeps sets respawn time to a minimum of 26 seconds.

The respawn times can be seen in the following table.

1 12 27 37 47
2 15 30 40 50
3 18 33 43 53
4 21 36 46 56
5 24 39 49 59
6 26 41 51 61
7 28 43 53 63
8 30 45 55 65
9 32 47 57 67
10 34 49 59 69
11 36 51 61 71
12 44 59 69 79
13 46 61 71 81
14 48 63 73 83
15 50 65 75 85
16 52 67 77 87
17 54 69 79 89
18 65 80 90 100
19 70 85 95 105
20 75 90 100 110
21 80 95 105 115
22 85 100 110 120
23 90 105 115 125
24 95 110 120 130
25-30 100 115 125 135

### 买活

100 + 财产总和 / 13 (结果向下取整)

Due to the high cooldown, high gold cost and heavy penalties, using buyback should be a thoroughly thought through action, as it can backfire and cause more harm than good. Scenarios where a buyback may be a good idea is when a crucial team fight starts while one is dead, in order to join the fight. Another crucial moment is when the base needs defending, or when having died during a team fight which your team still won and is going for a final push. Buyback should generally not be used to skip death timing to farm, as the gold cost is usually too big to make it ever worth it. Also, the death time penalty gets added on the next death. Especially on high levels, an early or ill-fated buyback can easily lead to a 120 seconds or longer death time on the next death.

Cooldown and lack of gold are the only things able to prevent a buyback.

Displays

The buyback button is only accessible while dead. It is located on the right side of the death bar. The death bar replaces the HP bar while the hero is dead and shows the respawn time. On its right, the Buyback button is located. The button has 3 different statuses: Ready, not enough gold, and on cooldown. When ready, the button is grey and heightened. On the button, it reads "BUYBACK" in white, and it also displays the current buyback cost. When having not enough gold, the button is red and pushed back. The "BUYBACK" text turns red, and it still displays the current cost. When on cooldown, it looks like when having not enough gold, but the gold cost is replaced by a cooldown timer, showing the remaining cooldown.

The buyback status can also be seen by allies, below the hero icon at the top bar. If the flag has a golden border, that hero has buyback ready and can use it. If there is no golden border, the player has either not enough gold, or it is on cooldown. Like the death bar, this is only visible while dead.

Lastly, the buyback status is also displayed in the gold tooltip, which can be accessed by hovering the mouse over the gold. It displays the currently required amount of gold for the buyback, its cooldown status, and how much gold the player still needs for the buyback, or how much surplus gold they have.

When a hero buys back, a string sound plays ( buyback sound) which is audible to everyone, and a gold symbol appears below the hero's top bar icon, which stays there for several seconds, visible to everyone. The hero also responds to the buyback. Unlike their responses on a regular respawn, which are only audible to the player, a buyback response is audible to everyone. This means no matter what setting a player uses, there is always a cue revealing that a hero bought back.

1000 176
2000 253
3000 330
4000 407
5000 484
6000 561
7000 638
8000 715
9000 792
10000 869
11000 946
12000 1023
13000 1100
14000 1176
15000 1253
16000 1330
17000 1407
18000 1484
19000 1561
20000 1638
21000 1715
22000 1792
23000 1869
24000 1946
25000 2023
26000 2100
27000 2176
28000 2253
29000 2330
30000 2407

## Leveling

Every hero starts off at level 1 and can level up 29 times, up to level 30. Each new level grants the hero some attribute points (different values for each hero). Ability points are gained up to level 25 which they can use to level up 技能 or a 天赋. Some abilities require the hero to be on certain levels to be learned or leveled up further. Most basic abilities have 4 ability levels and can be leveled on level 1, 3, 5 and 7. Talents can be upgraded at levels 10, 15, 20, and 25. Ultimates usually have 3 levels and can usually be leveled up at level 6/12/18. The exceptions are 米波, who requires different levels for his ultimate, and 祈求者, who has unique different ability scheme.

Heroes level up through the means of experience, which is gained by killing enemy units, or by being within proximity of an enemy unit while an ally kills that enemy unit. The required distance to gain experience is 1300 if the kill is not done by the hero, or if the killed unit was not a hero. Killing other heroes always grants experience, regardless of distance. When multiple heroes are within range of an enemy unit which gets killed, the experience gets evenly split among the heroes. This includes every single clone of 米波, but excludes 天穹守望者's Tempest Double. If a hero is already on max level, it still gets its share of experience when within range, even though it has no use for it anymore, causing it to get wasted. A hero cannot gain and does not get its share of experience while dead.

A level up is indicated by a visual effect, an angled yellow light beam from the sky shining on the hero. This light beam is visible to everyone. A sound effect is also played, which is only audible to the player.

## 技能相互作用

• 只会对英雄施加寒霜诅咒debuff，可以在击中时对其他单位造成伤害
• 在淘汰一个英雄时不会进入冷却
• 对英雄造成全额伤害
• 升级后，只会选择英雄作为次要目标
• 远行鞋 等级2 - [[远行鞋 等级2#|]]
• 只能对英雄使用，速度加成能够影响其他单位
• 在英雄上持续更短的时间
• 在英雄上持续更短的时间
• 在英雄上持续更短的时间
• Can damage any unit. The aura from the talent affects allied heroes only.
• 除了自己的小兵之外，只会治疗友方英雄
• 在英雄上持续更短的时间
• 缠绕英雄
• 在英雄上持续更短的时间
• 只��周围的英雄有作用，分裂箭矢对其他单位有效
• 在碰撞到英雄时停止，伤害和减速仍然影响其他单位
• 在没有升级之前不能对英雄使用，可以对英雄和其他单位造成伤害和沉默
• 从被击中的英雄中获得额外的攻击力和移动速度
• 对英雄减速而不是转化他们，仍然会转化幻象
• 在英雄上持续更短的时间
• 低于生命值阈值的加成效果只影响英雄
• 导弹只会受到英雄和建筑的伤害
• 只会从被击中的英雄中回复魔法值
• 在碰撞到英雄时爆炸，而不是穿过他们
• 只增加英雄的最大魔法值
• 朗姆酒buff和阿哈利姆神杖的拖拽只影响英雄，伤害和眩晕可以击中其他单位
• 从被击中的敌方英雄中获得额外的移动速度，被击中的英雄比其他单位会增加更多的区域伤害
• 可以对友方英雄使用，但不能对敌方英雄使用，可以对其他单位使用，无论是否是友方的
• 英雄能获得更多的攻击力
• 阿哈利姆神杖的授予力量光环只影响英雄
• 在英雄上持续更短的时间
• 不会立即击杀英雄
• 升级后，从带debuff的死亡英雄中产生大树人，而不是普通树人
• 从被击杀的英雄上获得更多的层数
• 自动施法只对英雄施法
• 只与周围的英雄有作用
• 升级后，只能对英雄使用，只有英雄能对恒星造成伤害
• 在英雄上持续更短的时间
• 魔法负恢复只影响英雄，英雄只需要更少的攻击就能摧毁守卫
• 只会在被生命汲取造成伤害的单位是一个英雄是才会回复魔法
• 可以切换为只影响英雄
• 在英雄上持续更短的时间
• 对被击中的英雄降低更多攻击力
• 升级后，只对英雄施加腐尸毒
• 从被击杀的英雄中获得更多的灵魂
• 升级后，只会从被击中的英雄中获得治疗
• 弹道只能对英雄释放
• 只降低英雄的魔法抗性
• 在英雄上持续更短的时间
• 只有英雄的存在才会破隐，可以遮蔽非英雄单位
• 直接使用只能对英雄使用
• 在英雄上持续更短的时间
• 在英雄上持续更短的时间
• 在英雄上持续更短的时间
• 在英雄上持续更短的时间，升级后，只会跳跃到英雄上
• 只有被添加的英雄才会增加雪球的伤害
• 死亡的英雄会比其他单位获得更多的攻击力
• 不能对英雄使用
• 英雄只需要更少的攻击就能摧毁墓碑和击杀不朽僵尸
• 从死亡的英雄中比其他单位获得更多的治疗
• 负面光环只会转移到英雄上
• 升级前只能对英雄使用
• 在英雄上持续更短的时间
• 只会计算对英雄造成的伤害
• 英雄只需要更少的攻击就能摧毁甲虫
• 在英雄上持续更短的时间
• 冥魂大帝 - [[冥魂大帝#|]]
可以切换为只影响英雄
• 对地面使用时只会搜索英雄

• 增加了：
• 重做了
• 重做了
• 重做了
• 稍微重做了
• 重做了
• 稍微重做了
• 稍微重做了
• 稍微重做了
• 重做了
• 重做了
• 稍微重做了
6.78
• 增加了：
• 稍微重做了
6.76
• 稍微重做了
• 稍微重做了
6.75
• 增加了：
• 稍微重做了
• 稍微重做了
• 稍微重做了
6.73
• 增加了：
6.72
• 增加了
• 重做了
• 稍微重做了
• 稍微重做了
• 稍微重做了
• 稍微重做了
6.70
• 增加了：
6.68
• 增加了：
6.67
• 稍微重做了
6.65
• 增加了：
• 稍微重做了
6.60
• 增加了：
• 稍微重做了
• 稍微重做了
• 稍微重做了
• 稍微重做了
• 重做了
6.58
• 重做了
• 重做了
6.55
• 增加了：
• 稍微重做了
• 重做了
6.54
• 重做了
• 稍微重做了
6.53
• 增加了
• 稍微重做了
6.50
• 重新增加并重做了
• 稍微重做了
6.49
• 重做了
6.47
• 增加了
6.45
• 稍微重做了
6.44
• 增加了：
6.39
• 增加了
• 重新增加并重做了
6.38
• 增加了
6.36
• 增加了：
6.33
• 稍微重做了
• 重做了
• 重做了
6.31
• 重做了
6.30
• 增加了：
6.28
• 增加了：
6.20
• 增加了
6.18
• 移除了
6.15
• 重新增加并重做了
• 重做了
6.13
• 重新增加并重做了
6.10
• 增加了
• 重做了
6.09
• 稍微重做了
• 稍微重做了
6.07
• 增加了：
6.05
• 重做了
• 稍微重做了
6.04
• 移除了
• 移除了
• 重做了
6.03
• 移除了
• 稍微重做了
6.00
• 增加了：
• 稍微重做了
• 稍微重做了
• 稍微重做了
• 重做了
• 重做了
• 重做了
• 重做了
• 重做了
5.76
• 增加了：
• 重新增加并重做了
5.75
• 增加了：
5.76
• 稍微重做了
• 稍微重做了
5.74
• 增加了
5.72
• 稍微重做了
5.65
• 增加了
5.62
• 增加了：
• 移除了
5.59
• 稍微重做了.
5.55
• 稍微重做了.
5.53
• 增加了
5.40
• 增加了
5.10
• 增加了：
4.10
• 增加了
4.00
• 增加了：
3.00
• 增加了
2.60
• 增加了：
2.00
• 增加了
0.60
• 增加了：