Fountain skewer dota 2
Hero (unit type)
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.
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Spawning [ edit ]
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: Meepo , who can gain up to 4 permanent clones of himself by leveling Divided We Stand , which all die together when any of them dies (including the prime Meepo), Arc Warden , who can create a temporary clone of himself by casting Tempest Double , which expires like a regular summon, and Monkey King , who can create an army of temporary clones with Wukong’s Command , 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 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 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 [ edit ]
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 | 60 | |
| 4 | Player is dominating | 120 | |
| 5 | Player is on a mega Kill streak | 180 | |
| 6 | Player is unstoppable! | 240 | |
| 7 | Player is wicked sick | 300 | |
| 8 | Player is on a monster kill streak | 360 | |
| 9 | Player is GODLIKE | 420 | |
| 10+ | Player is beyond GODLIKE , someone kill them!! | 480 | |
| 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:
100 + 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 serves 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.
Respawning [ edit ]
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.
Buildings
are a type unit that are not controlled by any player. At the beginning of each match, a set of buildings spawn at set locations for both teams. Both factions have the same set of buildings, with only their appearance differing from each other. Buildings take mostly defensive roles and are the main objective of the game.
All buildings have the same base properties. They are immune to most spells (with only a few spells affecting them), have the structure armor type, deal siege damage if they can attack and are immobile. When destroyed, some buildings grant gold to the entire enemy team, while others grant gold only to whoever made the last hit. Once below 10% health, buildings (except for the Ancients) can be denied to prevent the enemy from getting their gold bounties, or to reduce the amount they get. Buildings do not grant experience. Once destroyed, a building is permanently lost, as they do not respawn.
There are a total of 29 buildings on each side.
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Towers [ edit ]
Towers are the main line of defense for both teams, attacking any non-neutral enemy that gets within their range. Both factions have all three lanes guarded by three towers each. Additionally, each faction’s Ancient have two towers as well, resulting in a total of 11 towers per faction. Towers come in 4 different tiers:
- Tier 1 towers, located at the end of each lane.
- Tier 2 towers, located halfway through each lane.
- Tier 3 towers, located on top of the 3 ramps at each base.
- Tier 4 towers, located in pairs in front of each Ancient.
Tier 1 towers are invulnerable during the preparation phase, until the battle begins. Each Tier 2 and tier 3 tower is invulnerable until the lower tier tower preceding it in its lane is destroyed. The two tier 4 towers are invulnerable until any of the tier 3 towers have been destroyed. Barracks do not have to be destroyed to make tier 4 towers vulnerable. Both of the tier 4 towers must be destroyed in order to remove the Ancient’s invulnerability.
All towers have a vision range of 1900 during the day. Tier 1 towers have a night vision of 800, while higher tier towers have a night vision range of 1100. Additionally, all towers have True Sight in a 700 area around them, and have one defensive and one supportive ability. Towers can attack, but never attack nearby neutral creeps.
| Building | Health | Deny Health | Armor | HP Regen | Backdoor Protection |
|---|---|---|---|---|---|
| Tier 1 Tower | 1800 | 180 | 12 | 0 | N |
| Tier 2 Tower | 2000 | 200 | 16 | 0 | Y |
| Tier 3 Tower | 2000 | 200 | 16 | 0 | Y |
| Tier 4 Tower | 2100 | 210 | 21 | 0 | Y |
| Building | Damage | BAT | DPS | Attack Range | Projectile Speed |
|---|---|---|---|---|---|
| Tier 1 Tower | 100‒120 | 1 | 110 | 700 | 750 |
| Tier 2 Tower | 170‒180 | 0.95 | 184.21 | 700 | 750 |
| Tier 3 Tower | 170‒180 | 0.95 | 184.21 | 700 | 750 |
| Tier 4 Tower | 170‒180 | 0.95 | 184.21 | 700 | 750 |
Towers grant a gold bounty to whoever makes the last hit, but also grant a team bounty to the entire team. When denied, both team get half the team bounty.
| Building | Team Bounty | Last Hit Bounty | Last Hit Total | No Last Hit Total |
|---|---|---|---|---|
| Tier 1 Tower | 100 (50 if denied) | 150‒250 | 650‒750 | 500 |
| Tier 2 Tower | 120 (60 if denied) | 150‒250 | 750‒850 | 600 |
| Tier 3 Tower | 140 (70 if denied) | 150‒250 | 850‒950 | 700 |
| Tier 4 Tower | 160 (80 if denied) | 150‒250 | 950‒1050 | 800 |
Attack priority [ edit ]
Towers are using regular auto-attacking, so when multiple enemies engage the tower, it naturally targets the first enemy that gets within its attack range. It sticks with that target until it can no longer be attacked (it dies, gets out of attack range or becomes attack immune). Once that happens, it chooses the next attack target using the following priority system.
- Closest enemy unit attacking the tower itself
- Closest enemy unit attacking an ally of the tower
- Closest enemy unit
It does not matter whether the unit is a hero or a non-hero unit, they are treated equally. Units treated differently are wards and siege creeps. These units are always attacked as last. If a tower attacks one of these units, and then another unit or hero come within range, the tower immediately switches to the new unit. Siege creeps have a higher priority than wards.
There are two additional scenarios where the tower switches its attack target immediately:
- If an enemy hero attacks an allied hero while within 500 range of the tower, it immediately switches to that enemy hero. This only works against enemy heroes. Non-hero units attacking heroes do not cause the tower to switch aggro towards them. The attack does not have to finish or connect, the attack order alone is enough. However, it has to be a regular attack, instant attacks or manually casting an active attack modifier do not count. This behavior is akin to lane creeps’ behavior, which do the same in this scenario.
- On the other s >Tower abilities [ edit ]

