Info
Heroes are the essential main characters of Dota 2, controlled by the players. Heroes possess the three attributes, strength Strength is the attribute that grants health and health regeneration. For each point of strength a hero gets: 20 Health 0.06 Health regeneration Additionally, strength heroes also get 1 attack damage per strength point. To , agility Agility is the attribute that grants armor and attack speed. For each point of agility a hero gets: 0.14 (1/7) Armor 1 Attack speed Additionally, agility heroes also get 1 attack damage per agility point.
and intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1
, from which one is their primary attribute. They are the only units capable of leveling up through the means of experience Main Changelogs “ Play I grow stronger! Click to listen— Storm Spirit ” Experience allows heroes to level up, which makes them stronger and allows them to learn new abilities. Experience is earned
, gaining additional attribute points, and ability points which can be spend to level up abilities or gain even more attributes. Heroes are also able to spend gold to purchase items Play “Singing trio.” It has been suggested that this article or section be split into multiple new articles. Reason given: The shop should get its own page Discussion to support or oppose the split should be
.
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 player can also force their locked in hero to spawn during the picking phase by pressing ALT+Enter
, although they still have to wait for the picking phase to finish in order to start taking any actions with the hero. An advantage of this forced spawning is that the hero gets loaded into the match earlier, instead of simultaneously with all other players` heroes, which reduces possible loading lags. A disadvantage to this is that after a hero has been spawned, its equipped cosmetic items Cosmetic Items customize visual elements within Dota 2. These modifications are purely graphical and do not affect mechanics or gameplay. Contents 1 Sources 2 Categories 2.1 Loadout 2.2 Consumables 2.3 Tournament Items 2.4 Event Items cannot be changed.
The only heroes which spawn later on are hero clones, which can only be created by 3 heroes: Meepo Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Meepo 23 + 1.6 23 + 2.2 20 + , 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 Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Arc Warden 24 + 3 15 + 1.8 24
, who can create a temporary clone of himself by casting Tempest Double, which expires like a regular summon This page is about in-game units. For cosmetic pets, see Summoned Unit. Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against
, and Monkey King For the in-game item, see Monkey King Bar. Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Monkey
, who can create an army of temporary clones, 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. Be that as it may, 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 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 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.
Videos
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 | Play | Player is on a killing spree | 60 ![]() |
4 | Play | Player is dominating | 120 ![]() |
5 | Play | Player is on a mega Kill streak | 180 ![]() |
6 | Play | Player is unstoppable! | 240 ![]() |
7 | Play | Player is wicked sick | 300 ![]() |
8 | Play | Player is on a monster kill streak | 360 ![]() |
9 | Play | Player is GODLIKE | 420 ![]() |
10+ | Play | Player is beyond GODLIKE, someone kill them!! | 480 ![]() |
Announcer responses are customizable For the default announcer, see Announcer responses. Announcer items are cosmetic items replace the voice responses of the default announcer. They can equipped in the loadout window. Like HUD Skins, Announcers can be shared with |
The very first hero kill of the match, called the Play 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 ℂₗ 8) (+ first blood)
A hero is only granted this gold if it actually killed the enemy (i.e. did killing blow). Else, 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.
Killing multiple heroes in quick succession also results in a multi-kill. Be that as it may, 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 | Play | Player got a double kill! | ... with a double kill! |
3 | Play | Player has a TRIPLE kill! | ... with a TRIPLE kill! |
4 | Play | Player earned an ULTRA KILL! | ... with an ULTRA KILL! |
5+ | Play | RAMPAGE!!! | ...RAMPAGE!!! |
Announcer responses are customizable For the default announcer, see Announcer responses. Announcer items are cosmetic items replace the voice responses of the default announcer. They can equipped in the loadout window. Like HUD Skins, Announcers can be shared with |
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 hero`s level, losing 30 gold per each level they have. There is no way to directly reduce or avoid this gold loss. Be that as it may, 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. As mentioned before, a death also grants gold and experience to nearby enemies and the killer. Be that as it may, 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. Heroes do not lose experience on death.
A table showing how much gold a hero grants and loses on death can be found here “ Play Now that s how you make gold. Click to listen— Alchemist ” Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings. Contents . A table showing how much experience a hero grants on death can be found here “ Play Now that s how you make gold. Click to listen— Alchemist ” Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings. Contents
.
Respawning
After the first spawn, a hero does not spawn again. Be that as it may, what heroes do instead is respawning. After a hero dies, it comes back to life after an amount of time based on its level. Upon respawning, the hero gets instantly moved Forced Movement is a status effect that changes a unit s position. This movement is completely unrelated to the unit s movement speed and works on them while disabled. Most spells with forced movement prevent the affected to the fountain Fountain Building Level 1 Health 500 Health regeneration 0 Armor 0 Magic resistance 0% Attack damage 190‒199 Acquisition range 1200 Attack range 1200 Base attack time 0.15 Attack animation 0+0 Projectile speed 1400 Collision size
area, with its health “ Play Life becomes death becomes new life. As it should be. Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life
and mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a
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 Reduction per Charge: 3
Charges are gained through enemies dying nearby. A part of the charges are lost on death. - Necrophos Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Necrophos 16 + 2.3 15 + 1.2 22 + 2.5 Level Base
- Reaper`s Scythe
Respawn Time Increase: 10/20/30 - Wraith King Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Wraith King 22 + 3.2 18 + 1.7 18 + 1.6 Level
- Reincarnation
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 “ Play Now that s how you make gold. Click to listen— Alchemist ” Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings. Contents penalty is applied first, followed by Reaper`s Scythe`s increment and Bloodstone See the in-game item. For the Beta memorial gems, see Bloodstone of the Ancestor, Bloodstone of the Precursor, and Bloodstone of the Founder. Item Changelogs Bloodstone The Bloodstone s
`s reduction. Reincarnation and the Aegis of the Immortal For the physical trophy awarded after The International, see Aegis of Champions. Item Old Abilities Changelogs Aegis of the Immortal The Immortal was said to own a shield that protected
always set the respawn timer to their values, disregarding any reducing or increasing effect.
The respawn times can be seen in the following table.
Level | Default respawn time | With Reaper`s Scythe level 1 | With Reaper`s Scythe level 2 | With Reaper`s Scythe level 3 |
---|---|---|---|---|
1 | 8 | 18 | 28 | 38 |
2 | 10 | 20 | 30 | 40 |
3 | 12 | 22 | 32 | 42 |
4 | 14 | 24 | 34 | 44 |
5 | 16 | 26 | 36 | 46 |
6 | 26 | 36 | 46 | 56 |
7 | 28 | 38 | 48 | 58 |
8 | 30 | 40 | 50 | 60 |
9 | 32 | 42 | 52 | 62 |
10 | 34 | 44 | 54 | 64 |
11 | 36 | 46 | 56 | 66 |
12 | 46 | 56 | 66 | 76 |
13 | 48 | 58 | 68 | 78 |
14 | 50 | 60 | 70 | 80 |
15 | 52 | 62 | 72 | 82 |
16 | 54 | 64 | 74 | 84 |
17 | 56 | 66 | 76 | 86 |
18 | 66 | 76 | 86 | 96 |
19 | 70 | 80 | 90 | 100 |
20 | 74 | 84 | 94 | 104 |
21 | 78 | 88 | 98 | 108 |
22 | 82 | 92 | 102 | 112 |
23 | 86 | 96 | 106 | 116 |
24 | 90 | 100 | 110 | 120 |
25 | 100 | 110 | 120 | 130 |
Buyback
While dead, the player has the option to use "buyback", spending money in order to instantly respawn at the fountain. Be that as it may, the buyback ability has a long cooldown of 420 seconds and has a scaling gold cost. Buyback takes away from reliable gold “ Play Now that s how you make gold. Click to listen— Alchemist ” Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings. Contents first, which allows the player to ensure a buyback by accumulating enough reliable gold which is not lost on death. It has a base cost of 100 gold, a scaling extra cost based on the hero`s level and a scaling extra cost based on the current game time, using the following formula:
100 + (hero level ⃗ hero level ⃗ 1.5) + (game time in seconds ⃗ 0.25)
This means, every 4 seconds the cost increases by 1 gold, which translates to 15 gold per minute. This does not count the preparing phase. It starts increases together with the first creep wave spawn.
Besides the potentially high gold cost, buyback comes with a couple of more penalties. Buying back has the following negative effects on the hero:
- 25% of the remaining respawn time of that death is added up to the next death`s respawn time, meaning the earlier buyback is used on this death, the longer the next death will be.
- The hero receives a debuff which reduces all gold income by 60%. This debuff`s duration is based on how long the hero would still have been dead if buyback was not used.
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 the 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 penalty is usually too big to make it ever worth it. Also, the death time gets partially added on the next death. Especially on high levels, an early buyback can easily to a 2 minutes 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 HPTechnology company 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 (Play 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.
Level | Game time 0:00 | Game time 5:00 | Game time 10:00 | Game time 15:00 | Game time 20:00 | Game time 25:00 | Game time 30:00 | Game time 35:00 | Game time 40:00 | Game time 45:00 | Game time 50:00 | Game time 55:00 | Game time 60:00 | Game time 65:00 | Game time 70:00 | Game time 75:00 | Game time 80:00 | Game time 85:00 | Game time 90:00 | Game time 95:00 | Game time 100:00 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 101.5 | 176.5 | 251.5 | 326.5 | 401.5 | 476.5 | 551.5 | 626.5 | 701.5 | 776.5 | 851.5 | 926.5 | 1001.5 | 1076.5 | 1151.5 | 1226.5 | 1301.5 | 1376.5 | 1451.5 | 1526.5 | 1601.5 |
2 | 106 | 181 | 256 | 331 | 406 | 481 | 556 | 631 | 706 | 781 | 856 | 931 | 1006 | 1081 | 1156 | 1231 | 1306 | 1381 | 1456 | 1531 | 1606 |
3 | 113.5 | 188.5 | 263.5 | 338.5 | 413.5 | 488.5 | 563.5 | 638.5 | 713.5 | 788.5 | 863.5 | 938.5 | 1013.5 | 1088.5 | 1163.5 | 1238.5 | 1313.5 | 1388.5 | 1463.5 | 1538.5 | 1613.5 |
4 | 124 | 199 | 274 | 349 | 424 | 499 | 574 | 649 | 724 | 799 | 874 | 949 | 1024 | 1099 | 1174 | 1249 | 1324 | 1399 | 1474 | 1549 | 1624 |
5 | 137.5 | 212.5 | 287.5 | 362.5 | 437.5 | 512.5 | 587.5 | 662.5 | 737.5 | 812.5 | 887.5 | 962.5 | 1037.5 | 1112.5 | 1187.5 | 1262.5 | 1337.5 | 1412.5 | 1487.5 | 1562.5 | 1637.5 |
6 | 154 | 229 | 304 | 379 | 454 | 529 | 604 | 679 | 754 | 829 | 904 | 979 | 1054 | 1129 | 1204 | 1279 | 1354 | 1429 | 1504 | 1579 | 1654 |
7 | 173.5 | 248.5 | 323.5 | 398.5 | 473.5 | 548.5 | 623.5 | 698.5 | 773.5 | 848.5 | 923.5 | 998.5 | 1073.5 | 1148.5 | 1223.5 | 1298.5 | 1373.5 | 1448.5 | 1523.5 | 1598.5 | 1673.5 |
8 | 196 | 271 | 346 | 421 | 496 | 571 | 646 | 721 | 796 | 871 | 946 | 1021 | 1096 | 1171 | 1246 | 1321 | 1396 | 1471 | 1546 | 1621 | 1696 |
9 | 221.5 | 296.5 | 371.5 | 446.5 | 521.5 | 596.5 | 671.5 | 746.5 | 821.5 | 896.5 | 971.5 | 1046.5 | 1121.5 | 1196.5 | 1271.5 | 1346.5 | 1421.5 | 1496.5 | 1571.5 | 1646.5 | 1721.5 |
10 | 250 | 325 | 400 | 475 | 550 | 625 | 700 | 775 | 850 | 925 | 1000 | 1075 | 1150 | 1225 | 1300 | 1375 | 1450 | 1525 | 1600 | 1675 | 1750 |
11 | 281.5 | 356.5 | 431.5 | 506.5 | 581.5 | 656.5 | 731.5 | 806.5 | 881.5 | 956.5 | 1031.5 | 1106.5 | 1181.5 | 1256.5 | 1331.5 | 1406.5 | 1481.5 | 1556.5 | 1631.5 | 1706.5 | 1781.5 |
12 | 316 | 391 | 466 | 541 | 616 | 691 | 766 | 841 | 916 | 991 | 1066 | 1141 | 1216 | 1291 | 1366 | 1441 | 1516 | 1591 | 1666 | 1741 | 1816 |
13 | 353.5 | 428.5 | 503.5 | 578.5 | 653.5 | 728.5 | 803.5 | 878.5 | 953.5 | 1028.5 | 1103.5 | 1178.5 | 1253.5 | 1328.5 | 1403.5 | 1478.5 | 1553.5 | 1628.5 | 1703.5 | 1778.5 | 1853.5 |
14 | 394 | 469 | 544 | 619 | 694 | 769 | 844 | 919 | 994 | 1069 | 1144 | 1219 | 1294 | 1369 | 1444 | 1519 | 1594 | 1669 | 1744 | 1819 | 1894 |
15 | 437.5 | 512.5 | 587.5 | 662.5 | 737.5 | 812.5 | 887.5 | 962.5 | 1037.5 | 1112.5 | 1187.5 | 1262.5 | 1337.5 | 1412.5 | 1487.5 | 1562.5 | 1637.5 | 1712.5 | 1787.5 | 1862.5 | 1937.5 |
16 | 484 | 559 | 634 | 709 | 784 | 859 | 934 | 1009 | 1084 | 1159 | 1234 | 1309 | 1384 | 1459 | 1534 | 1609 | 1684 | 1759 | 1834 | 1909 | 1984 |
17 | 533.5 | 608.5 | 683.5 | 758.5 | 833.5 | 908.5 | 983.5 | 1058.5 | 1133.5 | 1208.5 | 1283.5 | 1358.5 | 1433.5 | 1508.5 | 1583.5 | 1658.5 | 1733.5 | 1808.5 | 1883.5 | 1958.5 | 2033.5 |
18 | 586 | 661 | 736 | 811 | 886 | 961 | 1036 | 1111 | 1186 | 1261 | 1336 | 1411 | 1486 | 1561 | 1636 | 1711 | 1786 | 1861 | 1936 | 2011 | 2096 |
19 | 641.5 | 716.5 | 791.5 | 866.5 | 941.5 | 1016.5 | 1091.5 | 1166.5 | 1241.5 | 1316.5 | 1391.5 | 1466.5 | 1541.5 | 1616.5 | 1691.5 | 1766.5 | 1841.5 | 1916.5 | 1991.5 | 2066.5 | 2141.5 |
20 | 700 | 775 | 850 | 925 | 1000 | 1075 | 1150 | 1225 | 1300 | 1375 | 1450 | 1525 | 1600 | 1675 | 1750 | 1825 | 1900 | 1975 | 2050 | 2125 | 2200 |
21 | 761.5 | 836.5 | 911.5 | 986.5 | 1061.5 | 1136.5 | 1211.5 | 1286.5 | 1361.5 | 1436.5 | 1511.5 | 1586.5 | 1661.5 | 1736.5 | 1811.5 | 1886.5 | 1961.5 | 2036.5 | 2111.5 | 2186.5 | 2261.5 |
22 | 826 | 901 | 976 | 1051 | 1126 | 1201 | 1276 | 1351 | 1426 | 1501 | 1576 | 1651 | 1726 | 1801 | 1876 | 1951 | 2026 | 2101 | 2176 | 2251 | 2326 |
23 | 893.5 | 968.5 | 1043.5 | 1118.5 | 1193.5 | 1268.5 | 1343.5 | 1418.5 | 1493.5 | 1568.5 | 1643.5 | 1718.5 | 1793.5 | 1868.5 | 1943.5 | 2018.5 | 2093.5 | 2168.5 | 2243.5 | 2318.5 | 2393.5 |
24 | 964 | 1039 | 1114 | 1189 | 1264 | 1339 | 1414 | 1489 | 1564 | 1639 | 1714 | 1789 | 1864 | 1939 | 2014 | 2089 | 2164 | 2239 | 2314 | 2389 | 2464 |
25 | 1037.5 | 1112.5 | 1187.5 | 1262.5 | 1337.5 | 1412.5 | 1487.5 | 1562.5 | 1637.5 | 1712.5 | 1787.5 | 1862.5 | 1937.5 | 2012.5 | 2087.5 | 2162.5 | 2237.5 | 2312.5 | 2387.5 | 2462.5 | 2537.5 |
Leveling
Every hero starts off at level 1 and can level up 24 times, up to level 25. Each new level grants the hero some attribute points (different values for each hero) and an ability point which they can use to level up abilities Abilities are unique skills that heroes and creeps have access to on the battlefield. They range from simple passive effects, to devastating explosions of energy, to complex, terrain changing feats. All heroes have four or or a talent Main Table of Gained Bonuses The Talent Selection interface. Talents are traits unique to each hero. They are chosen every 5th level starting at level 10, offering a permanent choice between
. Some abilities and abilities levels require the hero to be on certain levels. Most abilities have 4 abilities 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 Meepo Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Meepo 23 + 1.6 23 + 2.2 20 +
, who requires different levels for his ultimate, and Invoker Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Invoker 16 + 2.2 14 + 1.9 16 + 4 Level Base
, who has unique different ability scheme.
Heroes level up through the means of experience Main Changelogs “ Play I grow stronger! Click to listen— Storm Spirit ” Experience allows heroes to level up, which makes them stronger and allows them to learn new abilities. Experience is earned , 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 Meepo Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Meepo 23 + 1.6 23 + 2.2 20 +
, but excludes Arc Warden Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Arc Warden 24 + 3 15 + 1.8 24
`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.
Ability interactions
Just like any other unit type, the hero unit type causes several different interactions with abilities. Some abilities cannot affect heroes at all, while others have altered effects or different values when used on heroes.
The following abilities cannot be cast on, or cannot affect heroes:
- Battle Fury – Quell
- Chen – Holy Persuasion
- Clinkz – Death Pact
- Doom – Devour
- Enigma – Demonic Conversion
- Hand of Midas – Transmute
- Helm of the Dominator – Dominate
- Iron Talon – Quell
- Iron Talon – Chop
- Lich – Sacrifice
- Lifestealer – Control
- Quelling Blade – Quell
On the other side, these abilities can only target or affect heroes:
- Abaddon – Borrowed Time
- Alchemist – Unstable Concoction
- Alchemist – Aghanim`s Scepter Synth
- Ancient Apparition – Chilling Touch
- Arc Warden Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Arc Warden 24 + 3 15 + 1.8 24
– Magnetic Field
- Bloodseeker – Thirst
- Bottle – Regenerate
- Clarity – Regenerate Mana
- Crimson Guard – Guard
- Dark Seer – Wall of Replica
- Dazzle – Shallow Grave
- Dazzle – Weave
- Disruptor – Glimpse
- Earth Spirit – Enchant Remnant
- Enchanted Mango – Eat Mango
- Forged Spirit – Melting Strike
- Glimmer Cape – Glimmer
- Healing Salve – Regenerate Health
- Huskar – Inner Vitality
- Io – Relocate
- Keeper of the Light – Recall
- Kunkka – X Marks the Spot
- Legion Commander – Duel
- Lifestealer – Assimilate
- Linken`s Sphere – Transfer Spellblock
- Lotus Orb – Echo Shell
- Luna – Lunar Blessing
- Magnus – Skewer
- Mirana – Moonlight Shadow
- Monkey King For the in-game item, see Monkey King Bar. Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Monkey
– Jingu Mastery
- Monkey King For the in-game item, see Monkey King Bar. Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Monkey
– Wukong`s Command
- Moon Shard – Consume
- Morphling – Replicate
- Morphling – Hybrid