Magic resistance


Info

Magic resistance is an attribute of heroes, similar to 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 dota2 . Instead of reducing physical Damage is any means by which unit s current health can be reduced. Heroes, creeps, ancients, Roshan and fountains are all capable of dealing damage. Contents 1 Damage sources 1.1 Attack damage 1.2 Spell damage 2 damage, it reduces magical Damage is any means by which unit s current health can be reduced. Heroes, creeps, ancients, Roshan and fountains are all capable of dealing damage. Contents 1 Damage sources 1.1 Attack damage 1.2 Spell damage 2 damage. All heroes, except for Meepo   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Meepo 23 + 1.6 23 + 2.2 20 + dota2 and Visage   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Visage 22 + 2.7 11 + 1.3 24 + 2.5 Level Base dota2 , possess 25% magic resistance from their armor type. This percentage is completely independent of their amount of armor. Certain hero summons, such as Enigma   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Enigma 17 + 2.4 14 + 1 20 + 3.4 Level Base dota2 `s Eidolons Eidolon Summon Level 1 Duration 35 Health 180/200/220/240 Health regeneration 0.25 Armor 2/3/4/5 Magic resistance 50% Attack damage 16/24/34/43‒24/32/42/51 Acquisition range 800 Attack range 450 Base attack time 1.5 Attack animation 0.4+0.77 Projectile speed 900 dota2 , also possess intrinsic magic resistance.

Magical damage

See more: Damage types#Magical

Magical damage is a type of damage caused mostly by abilities. Unlike physical damage, it is not affected by 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 dota2 . Be that as it may, it is affected by magic resistance dealing more or less damage, depending on the unit`s current magic resistance. Besides magic resistance, magical damage, just like physical and pure damage, is also affected by damage manipulation 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 dota2 .

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Mechanics

All heroes   Main   Mechanics   Attributes Table   Release Dates   Grid Layout     Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During dota2 have a basic 25% magic resistance, except for Meepo   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Meepo 23 + 1.6 23 + 2.2 20 + dota2 and his clones, who have 35%, and Visage   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Visage 22 + 2.7 11 + 1.3 24 + 2.5 Level Base dota2 , who has 10%. This means that, by default, for most heroes, all magical damage is reduced by 25%, or only 75% of the ability`s damage is dealt. Most non-hero units have a 0% base magic resistance.

Stacking

There are many abilities and items which can increase or decrease a unit`s magic resistance. All sources of magic resistance bonuses and reductions stack diminishingly. This means a unit`s magic resistance value changes less, the higher its magic resistance is, and more, the lower it is.

Formula

For total magic resistance of a unit (multiply the result by 100 to get the percentage value):

Total magic resistance = 1 − ((1 − natural resistance) ⃗ (1 − first resistance bonus) ⃗ (1 − second resistance bonus) ⃗ (1 + first resistance reduction) ⃗ (1 + second resistance reduction))

For magical damage after magic resistance:

Actual damage = magical damage ⃗ (1 − natural resistance) ⃗ (1 − first resistance bonus) ⃗ (1 − second resistance bonus) ⃗ (1 + first resistance reduction) ⃗ (1 + second resistance reduction)

Example:

Anti-Mage with level 4 Spell Shield and a Cloak has a magic resistance of:
1 - (1 - 0.25) ⃗ (1 - 0.5) ⃗ (1 - 0.15) = 68.125%
Visage   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Visage 22 + 2.7 11 + 1.3 24 + 2.5 Level Base dota2 under the effect of Veil of Discord   Item   Changelogs     CloakBL A cloak made of a magical material that works to dispel any magic cast on it. Cost550 Bought FromArcane Bonus +15% Magic resistance Disassemble? No Alert allies? No dota2 and a level 4 Decrepify cast by an enemy has a magic resistance of:
1 - (1 - 0.1) ⃗ (1 + 0.25) ⃗ (1 + 0.6) = -80%

As one can conclude, it is not possible to reach 100% magic resistance, no matter how many sources are stacked or how much the sources grant or reduce. Be that as it may, there are several abilities which grant 100% magic resistance. Because of the stacking rules, these abilities prevent a unit`s magic resistance to be reduced or increased, as the formula will always result in 100%, no matter how big the magic resistance bonus or reduction.

Effective HP

Despite each source of magic resistance increasing the magic resistance value less the higher it is and making them seem less effective, each sources increases the unit`s effective @@@#@@@HP(hp.com)###@### against magical damage by their base value. Effective HPTechnology company means, how much damage can a unit take before dying, after reductions. In this case, magic resistance increases a unit`s effective HPTechnology company against magical damage. A unit with 0% magic resistance has 100% effective HP against magical damage, means magical damage equaling 100% of its health is required to kill it. Most heroes have 25% magic resistance by default, making their effective HP against magical damage 133.33%.

Formula:

Effective HP = Total HP / (1 - magic resistance ⃗ 0.01)

Example:

Anti-Mage has 1360 health at max level. With his basic magic resistance, max level Spell Shield and a Cloak, he has an effective HP of:
1360 / (1 - 68.125 ⃗ 0.01) = 4266.67 effective HP
Visage has 1920 health at max level. With his basic magic resistance, while under the effect of Veil of Discord and an enemy level 4 Decrepify, he has an effective HP of:
1920 / (1 - -80 ⃗ 0.01) = 1066.67 effective HP

Magic resistance on units

Unit Base magic resistance Cloak Aura (Aura) (Item + Aura) (Ability)
Standard hero 25% 28.75% 32.5% 36.25% 43.75% 52.75% 64.94% / 58.75%
Meepo   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Meepo 23 + 1.6 23 + 2.2 20 + dota2 35% 38.25% 41.5% 44.75% 51.25% 59.05% 69.61% / 64.25%
Visage   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Visage 22 + 2.7 11 + 1.3 24 + 2.5 Level Base dota2 10% 14.5% 19% 23.5% 32.5% 43.3% 57.93% / 50.5%
Pudge   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Pudge 25 + 3.5 14 + 1.5 14 + 1.5 Level Base dota2 (level 4 Flesh Heap) 34% 37.3% 40.6% 43.9% 50.5% 58.42% 69.15% / 63.7%
Rubick   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Spell Steal Interactions   Old Abilities   Changelogs   Known Bugs     Rubick 19 + 1.8 14 dota2 (level 4 Null Field) 41.5% 44.43% 47.35% 50.28% 56.13% 63.15% 72.65% / 67.83%
Viper   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Viper 20 + 2.4 21 + 2.9 15 + 1.8 Level Base dota2 (level 4 Corrosive Skin) 43.75% 46.56% 49.38% 52.19% 57.81% 64.56% 73.7% / 69.06%
Anti-Mage (level 4 Spell Shield) 62.5% 64.38% 66.25% 68.13% 71.88% 76.38% 82.47% / 79.38%
Huskar   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Huskar 21 + 2.7 15 + 1.4 18 + 1.5 Level Base dota2 (level 4 Berserker`s Blood) 62.5% 64.38% 66.25% 68.13% 71.88% 76.38% 82.47% / 79.38%
Spirit Bear Spirit Bear Creep-Hero Level 7 Duration Permanent Health 1400/1800/2300/2700 Health regeneration 2/3/4/5 Mana 300 Mana regeneration 0.5 Armor 3/4/5/6 ( 15/16/17/18) Magic resistance 0% ( 50%) Attack damage 35/45/55/65 ( 85/95/105/115) Acquisition range 500 Attack dota2 (level 4) 33% (Talent 66.5%) 36.35% (Talent 68.18%) 39.7% (Talent 69.85%) 43.05% (Talent 71.53%) 49.75% (Talent 74.88%) 57.79% (Talent 78.9%) 68.68% (Talent 84.34%) / 63.15% (Talent 81.58%)
Warlock`s Golem Warlock s Golem Ancient Creep-Hero Level 1 Duration 60 Health 1000/1500/2000 ( 750/1125/1500) Health regeneration 25/50/75 Armor 6/9/12 ( 21/24/27) Magic resistance 33% Attack damage 75/100/125 ( 56/75/94) Acquisition range 500 Attack range 225 Base attack dota2 33% 36.35% 39.7% - - - 63.15%
Familiar 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 dota2 s 35% 38.25% 41.5% - - - 64.25%
Necronomicon summons 40% 52% 46% - - - -
Eidolons, Mud Golems & Shard Golems 50% 60% 55% - - - -
Roshan 55% 64% 59.5% - - - -
Ancient creeps 70% 76% 73% - - - -
Siege creeps & Lycan Wolves 80% 84% 82% - - - -

Sources of magic resistance bonus

Sources of magic resistance reduction

Sources of 100% magic resistance

These abilities grant 100% magic resistance to the affected units, reducing every magical damage they take to 0, and ceasing the effects of magic resistance reductions.

Magic Damage Formula

The magic damage taken is calculated using the following formula:

magical damage ⃗ (1 + magic amplification) ⃗ (1 - innate resistance) ⃗ (1 - magic resistance of item) ⃗ (1 - magic resistance of first ability) ⃗ (1 - magic resistance of second ability) = actual damage

Resistance

As seen in the formula above, magic resistance is calculated multiplicatively. For example, an Anti-Mage with maxed Spell Shield and Hood of Defiance will have 73.75% magic resistance. Magic resistance items may also stack with each other the same way.
Because of the way it is calculated, it is impossible to reach 100% magic resistance without it being specifically given by an ability. It also means that 100% magic resistance buffs cannot be reduced.

Amplification

Magic damage can be amplified, and is also multiplicative. For example, if a target is both Ethereal and under the effect of Veil of Discord`s Magic Weakness, the total amplification will be 31.25%.

Magic Resistance Abilities

Hero Abilities
Hero Ability Magic Resistance
Anti-Mage Spell Shield 26% / 34% / 42% / 50%
Huskar Berserker`s Blood 20% / 30% / 40% / 50% maximum
Medusa Stone Gaze 100% (Petrified enemies only)
Oracle Fate`s Edict 100%
Pudge Flesh Heap 6% / 8% / 10% / 12%
Rubick Null Field 10% / 14% / 18% / 22%
Viper Corrosive Skin 10% / 15% / 20% / 25%
Visage Gravekeeper`s Cloak 3% / 6% / 12% / 16% per layer
Maximum Layers: 4
Unit Abilities
Unit Ability Magic Resistance
Spirit Bear Demolish 33%
Centaur Courser Cloak Aura 20% for units
5% for heroes
Hellbear Cloak Aura 20% for units
5% for heroes
Item Abilities
Item Ability Magic Resistance
Cloak Passive 15%
Glimmer Cape Passive 15%
Glimmer 45%
Hood of Defiance Passive 25%
Pipe of Insight Passive 30%
Insight Aura 10%

Magic Amplification Abilities

Hero Abilities
Hero Ability Magic Amplification
Ancient Apparition Ice Vortex 15% / 20% / 25% / 30%
Elder Titan Natural Order 12% / 19% / 26% / 33%
Necrophos Ghost Shroud 20%
Pugna Decrepify 30% / 40% / 50% / 60% for enemies
25% for allies
Skywrath Mage Ancient Seal 30% / 35% / 40% / 45%
Item Abilities
Item Ability Magic Amplification
Veil of Discord Magic Weakness 25%
Ghost Scepter Ghost Form 40%
Ethereal Blade Ether Blast 40%

Magic Shield

A magic shield absorbs a set amount of magical damage. This mechanic works independently from magic resistance, and the damage absorption occurs before reductions. Does not absorb physical or pure damage. If the unit is spell immune, it will not absorb any damage.

Multiple magic shields do not stack. They are all used up by the same damage instance. This means it is the most effective to use only a single magic shield at a time.

Hero Abilities
Hero Ability Magical Damage Absorbed
Ember Spirit Flame Guard 50 / 200 / 350 / 500
Item Abilities
Item Ability Magical Damage Absorbed
Hood of Defiance Defiance 325
Pipe of Insight Barrier 400