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There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This are the most common damage manipulators, affecting incoming physical and magical damage respectively (no similar trait exists for pure damage). They usually reduce damage, but can also amplify it if their values are negative. Spell damage amplification is the main trait for amplifying (but not for reducing) outgoing spell damage (no similar trait exists for attack damage). Besides these, there are some other ways to manipulate damage, ranging from amplifying damage, reducing damage and even negating damage completely.
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Amplifying incoming damage
Damage amplification causes afflicted units to take additional damage.
Besides these, other ways to amplify damage is by reducing armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor for physical damage or magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This for magical damage.
- Close Damage Amplification: 25%/30%/35%/40%
Far Damage Amplification: 12.5%/15%/17.5%/20%
Duration: 9/10/11/12
Amplifies for half the value when the dealer and receiver are more than 2200 units apart from each other. - Damage Amplification: 18%/24%/30%/36%
Duration: 8 - Illusions - IllusionBased on the ability the illusion is created by, it may take more damage than the hero it is based on.
- Max Damage Amplification: 20%/30%/40%/50%
Duration: 12
Amplification gets spread evenly amongs all units debuffed on cast. - Slardar Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Slardar 21 + 3.1 17 + 2.4 15 + 1.5 Level Base - Guardian SprintDamage Amplification: 15%
Duration: 12 - Max Damage Amplification: 20%/25%/30%
Min Damage Amplification: 1%
Max Radius: 200
Min Radius: 700
Amplification gets linearly stronger based on distance to Undying, reaching max amplification within a 200 radius.
Amplifying outgoing damage
Besides spell damage amplification Spell damage Spell damage sources Spell damage is all damage which is not dealt by physical attacks. This includes all spells which deal magical, physical or pure damage. Even the damage , Bloodrage is the only ability able to amplify outgoing damage.
- Close Damage Amplification: 25%/30%/35%/40%
Far Damage Amplification: 12.5%/15%/17.5%/20%
Duration: 9/10/11/12
Amplifies for half the value when the dealer and receiver are more than 2200 units apart from each other.
Reducing incoming damage
Just like how damage can be amplified, it can also be reduced.
Besides these, other ways to reduce damage is by increasing armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor against physical damage or magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This against magical damage.
- Rear Damage Reduction: 16%/24%/32%/40%
Side Damage Reduction: 8%/12%/16%/20%
Reduces damage for Bristleback when taking damage from his rear or sides. - Damage Reduction: 25%
Illusion Damage Reduction: 75%
Reduces damage from all sources (more from illusions) while under Backdoor Protection. Also reduces damage from illusions by 50% while not protected. - Illusions - IllusionBased on the ability the illusion is created by, it may take less damage than the hero it is based on.
- Io - OverchargeDamage Reduction: 5%/10%/15%/20%
Reduces damage for Io and a Tethered ally. - Damage Reduction: 40%/45%/50%
Duration: 10
Reduces damage for all buffed allies, making them take that portion of damage later. - Damage Reduction: 60%
Damage Absorbed per Mana: 1.6/1.9/2.2/2.5 - Damage Reduction: 40%
- Damage Reduction: 10%/14%/18%/22%
- Damage Reduction: 80%
Duration: 4 - Visage Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Visage 22 + 2.7 11 + 1.3 24 + 2.5 Level Base - Gravekeeper`s CloakMax Layers: 4
Damage Reduction per Layer: 8%/12%/16%/20%
Layer Recharge Time: 6/5/4/3
Passive, loses 1 layer when taking player-based damage. Layers recharge after a short time. Also affects Visage`s Familiars Familiar Ancient Creep-Hero Level 2 Duration Permanent Health 400/550/700 Health regeneration 0 Armor 0/1/2 Magic resistance 35% Attack damage 10 Acquisition range 250 Attack range 160 Base attack time 0.4 Attack animation 0.33+0.2 Projectile speed within range. - Winter Wyvern Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Winter Wyvern 24 + 2.4 16 + 1.9 25 - Winter`s CurseDamage Reduction: 100%
Radius: 500
Duration: 3.25/4/4.75
Reduces damage for the frozen target and those cursed to attack their ally.
Reducing outgoing damage
These abilities are able to reduce outgoing damage.
- Damage Reduction: 50%
Duration: 5
Stacking damage reduction & amplification
Armor and magic resistance work separately from other damage manipulators. This means they always stack multiplicatively with any other listed ability.
Besides Borrowed Time`s aura, Ghostship`s rum and Mana Shield, all damage reducing and damage amplifying effects stack additively with each other. Borrowed Time, Ghostship and Mana Shield stack multiplicatively with them. Mana Shield also stacks multiplicatively with Borrowed Time and Ghostship. Be that as it may, the damage reductions of Borrowed Time and Ghostship do not stack with each other, although both still react on the damage (Borrowed Time still heals Abaddon, and Ghostship`s rum wear-off still counts the damage). The damage amplification which illusions Default buff iconPlay Spawn soundPlay Death sound “ Play A legion sprouts from one! Click to listen— Phantom Lancer ” Illusions (also commonly called illus) are imperfect, weaker copies of heroes, created by spells or items. They usually have stacks multiplicatively with all other damage amplifying and reducing effects (considering they are able to affect illusions).
Examples of additive stacking (all values consider highest possible value, examples ignore armor and magic resistance, 100% is the base value):
- A hero affected by Bloodrage, Soul Catcher and Overcharge takes:
100 + 40 + 50 - 20 = 170% damage
100 + 30 - 22 - 50 = 58% damage
- Ursa affected by Enrage and Overcharge takes:
100 - 80 - 20 = 0% damage
- A hero affected by Winter`s Curse, Bloodrage, Penitence, Soul Catcher and Flesh Golem takes:
100 - 100 + 40 + 30 + 50 + 30 = 150% damage
Examples of multiplicative stacking:
- Medusa affected by Overcharge, Soul Catcher and Mana Shield takes:
(100 - 20 + 50) * 40% = 52% damage
- Medusa affected by the same as above, but also additionally by Ghostship takes:
(100 - 20 + 25) * 40% * 50% = 21% damage
(100 - 20 - 50) * 400% = 120% damage
Stacking outgoing damage manipulation stacks in the same way as incoming damage manipulation, i.e. additively. Be that as it may, since incoming and outgoing manipulations happen at different times (outgoing happens first), they stack multiplicatively with each other.
Damage negation
Damage negation causes entire instances of damage to deal no damage to its target, be that as it may, the instance is still registered. This means, if something reacts on damage without having a minimum damage threshold, it still reacts on the negated damage.
- Negated Damage: 120
Charges: 5
Can only negate magical damage. Can only negate a certain amount of damage per charge. Goes on cooldown upon negating an instance. Ignores damage lower than 50. - Nyx Assassin This page is about the hero. For the goddess in Dota 2 lore, see Nyx. Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities - Spiked CarapaceDuration: 2.25
Can only negate 1 instance of damage from each player. - Duration: 4
Can only negate physical damage.
Preventing on-damage effects
Many abilities react on damage a unit receives. In some cases, fully negating the damage causes them to not proc. Be that as it may, some on-damage effects also react on 0 damage so they still may proc even when the proccing damage got negated.
The following abilities and effects do not react on damage when it gets fully negated (reduced to 0):