Gameplay
Mechanic | Introduction |
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Game modes | Map conditions with different rulesets regarding hero picking and other variables. |
Custom Games | Game modes created by community members, with its own set of rules and assets. Custom games are made through modding. |
Heads-up display | The in-game graphical interface, showing a hero`s portrait, abilities, items, stats, and more. |
Minimap | A small graphical representation of the game map, where heroes and other information can be seen. Scanning is a way to reveal the presence of enemies on the minimap. |
Disjoint | The act of dodging a projectile using an ability or item. Not all projectiles can be disjointed. |
Denying | The act of killing a friendly hero, creep or building with low health. Denying prevents enemy heroes from gaining gold and experience from the denied unit or building. |
Creep control techniques | Methods to manipulate creeps for the purpose of positioning, or spawning more creeps to kill later on. |
Roles | Play styles that heroes fulfill to serve a specific function for their team. |
Ganking | The strategy of ambushing and attacking isolated enemy heroes in order to secure an early game advantage. |
Pushing | The strategy of focusing on destroying buildings and pressuring the lanes. |
Harassment | The strategy of attacking opponents to intimidate them from farming effectively, especially during the early game. |
Farming | The act of accumulating gold by killing as many creeps as possible. |
Jungling | The act of farming in the jungle by killing neutral creeps, instead of farming in the lanes. |
Initiating | The act of starting a teamfight, usually by disabling opponents with powerful abilities first. |
Info
Mechanics are the inner workings of Dota 2. The following is a list of mechanics topics. Click on each topic to view how they are calculated, where they originate, as well as their complex interactions with other mechanics elements.
Videos
Unit mechanics
These properties are used by units in general, including 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 , creeps Creeps are basic units in Dota 2. Every unit which is not a hero, building, ward or courier is considered a creep. Creeps can belong to either faction, be neutral, or be player-controlled units. Unlike , and summons 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 . Heroes possess a number of unique mechanics that other units don`t.
Attack mechanics
Attack modifiers
Additional effects can be added to basic attacks. Some of these effects stack with each other in several ways, while others do not stack at all.
Mechanic | Introduction |
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Critical strike | Modifier that increases damage from basic attacks by a percentage multiplier. |
Cleave & Splash | Modifiers that cause damage from basic attacks to spill past a single target to a larger area. |
Bash | Modifier that gives basic attacks to a chance to stun. |
Lifesteal | Modifier that causes attacks to regenerate a portion of their damage as health. |
Mana break | Modifier that causes attacks to drain mana from the target. |
Active/Autocast | Modifiers that are innate to abilities, and can be toggled on or off. |
Unique attack modifiers | Modifiers that do not stack with each other. |
World mechanics
Mechanic | Introduction |
---|---|
Game map | The battlefield where Dota 2 matches takes place. Three Lanes are present on the map, and lead into each team`s base. In between the lanes are wooded areas known as the Jungle. |
Buildings | Structures that aid in the defense of each opposing side. The main building is the Ancient, which must be destroyed in order for a side to win. Buildings can be made temporarily invulnerable with Glyph of Fortification. |
Shops | Stores scattered across the map that sell items to heroes. |
Gold | Currency used to buy items, which increase a hero`s capabilities. Heroes gain a small amount of gold every second, and can earn more gold by killing creeps, enemy heroes, and buildings. Dead heroes can use gold to Buyback, allowing them to respawn instantly. |
Items | Objects that can be purchased on the game map. Items increase a hero`s properties, and grant them special abilities and effects. Smaller items combine into larger items, with the help of recipes. Some items can be disassembled. Most items cannot be shared with other players. |
Courier | A special unit owned by each team that holds and delivers items to players. |
Creeps | Units that automatically spawn on the map. They are killed for gold and experience. Lane creeps attack and push towards the opposing base. Neutral creeps reside in the jungle. |
Summons | Units that are created by heroes to aid them in combat. |
Wards | Units that provide vision, or some other utility. |
Runes | Special boosters that spawn on the map. Runes give extra gold and experience to heroes who pick them up, as well as a variety of power-up effects. |
Vision | A unit`s ability to see the map in real time, versus being covered by the fog of war. Most units have a radius of vision around them. Some units can turn invisible, and can only be detected by True Sight. |
Time of day | The cycle of night and day. Some heroes have abilities that function differently at night. Vision is also limited at night. |
Trees | Vegetation that serve as impassible obstacles on the game map. Trees can be cut down, and will regrow over time. Some items and abilities can interact with trees. |
Pseudo-random distribution | The chance an ability or item`s effect will occur, increasing every time the effect does not occur. |
True random distribution | The chance an ability or item`s effect will occur, calculated independently of previous instances. |
Status effects
Status effects are a variety of conditions that can afflict units. They are caused by abilities and items.
Mechanic | Introduction |
---|---|
Stun | Unit is unable to move or perform any actions. Shackle is the same as stun, but requires the attacking hero to channel the effect. |
Root | Unit is unable to move, but can perform some actions. |
Hex | Unit is transformed into a critter, and is unable to perform any actions except move at a slow pace. |
Cyclone | Unit is swept into the air, where it is invulnerable, but cannot move or perform any actions. |
Hide/Banish | Unit is temporarily removed from the game map, and cannot be damaged or affected by any other mechanics. |
Blind | Unit has a chance to miss basic attacks. |
Silence | Unit is disabled from using unit abilities, but can still use item abilities. |
Mute | Unit is disabled from using item abilities. |
Break | Unit`s passive abilities are disabled. |
Disarm | Unit cannot attack, but can still use abilities. |
Slow | Unit`s movement speed is reduced. Most slows end after a set time, while other slows gradually decrease over time. |
Trap | Unit`s movement is restricted by barriers, but can still perform actions. |
Taunt | Unit is compelled to attack a certain target, ignoring player input. |
Forced movement | Unit is compelled to move in a certain direction, ignoring player input. |
Teleport/Blink | Unit moves to a location instantaneously. |
Invisibility | Unit cannot be seen by normal vision, but can be detected by True Sight. |
Phased | Unit can move through other units, ignoring collision size. |
Invulnerability | Unit cannot be damaged by physical attacks. |
Spell immunity | Unit cannot be targeted or affected by most spells. |
Ethereal | Unit assumes a ghostly form, becoming immune to physical damage, but takes more magical damage. Ethereal units cannot attack. |
Dispelling
Dispel refers to methods that remove buffs, debuffs, and status effects. This is an important topic to understanding the internal interactions of Dota 2.
Mechanic | Introduction |
---|---|
Basic dispel | A simple dispel granted by abilities and items. |
Purge | The same as a basic dispel, but with the addition of a slow debuff. |
Spell immunity | Some forms of spell immunity provide a basic dispel when activated. |
Strong dispel | A greater dispel that removes more status effects, granted by a handful of abilities. |
Removable buffs | A list of buffs that can be removed by various forms of dispel. |
Removable debuffs | A list of debuffs that can be removed by various forms of dispel. |
System
This is a list of major functions that are not directly part of the game. It involves various featuresSpecial attraction regarding player input, Steam, and others.
Mechanic | Introduction |
---|---|
Patches | Updates to the game client, including changes to elements outside of mechanics, such as cosmetic items or the graphical interface. |
Versions | Updates to game mechanics, including new heroes, items, and balance adjustments. Versions are shipped with patches. |
Trophies & Profile Levels | In-game achievements that are awarded for accomplishing various feats. |
Events | Time-limited promotions that come with exclusive cosmetic items, trophies, and more. Events usually take place around big tournaments and holidays. |
Spectating | A function that allows players to watch live games, as well as replays of past games. |
Settings
Game settings allow users to change display, graphics, audio, and control settings.
Mechanic | Introduction |
---|---|
Controls | Settings for hotkeys, mouse cursor interactions, and the in-game chat wheel. |
Launch Options | Command lines that can be entered Steam`s settings to change the Dota 2 client. |
Console commands | List of commands that can be used through the in-game console. |
Cheats | List of official cheats that can be used in private lobbies, for the purpose of testing. Cheats cannot be used in matchmaking. |
Matchmaking
Matchmaking is the automated system that finds and matches players together, usually based on internal calculations of player skill. Casual and ranked matchmaking are both available.
Mechanic | Introduction |
---|---|
Matchmaking Rating | The value that determines a player`s skill level. Also known as MMR. Winning increases a player`s rating, while losing decreases it. |
Leaderboards | Regional ladder rankings for the top 200 players with the highest matchmaking rating. |
Bots | AI controlled heroes that players can choose to match with. |
Priority | Internal flag that determines who players are matched with. Players with a history of bad conduct are placed in low priority, and can only match with others in low priority. |
Ban | Punishments given out to players who violate rules or community norms. Communication bans are given out based on feedback from other players. Total game bans are given out to players who use third party programs to cheat. |
Cosmetic items
Cosmetic items can be used to alter the appearance of heroes and various elements of the interface. They are purely cosmetic and do not affect game mechanics.
Mechanic | Introduction |
---|---|
Item drop system | Cosmetic items drop randomly after matches. Rare items drop less often. |
Rarity | Property of items that scale from Common to Arcana. Rarer items are generally harder to obtain, and contain more customizations. |
Quality | Property of items that are associated with the circumstances of their origin. |
Armory | The in-game interface where all cosmetic items are stored. |
Treasures | Boxes that can be opened to obtain random cosmetic items. |
Gems | Modifiers that can be socketed into some items to grant them a counter or custom effects. |
Music | Soundtracks that play depending on the events of the game. Numerous custom music packs exist. |
Steam Market | A community marketplace where cosmetic items can be bought and sold. |
Trading | The act of trading cosmetic items with a friend on Steam, with certain restrictions. |
Gifting | The act of sending cosmetic items to a friend as a gift, with certain restrictions. |
Gameplay Mechanics
- Buildings
- Towers
- Backdoor Protection
- Barracks
- Ancients
- Fountain
- Shrines
- Pillars
- Glyph
- Scan
- Vision
- Ground Vision
- Flying Vision
- Trees
- Unit Types
- Hero
- Creep
- Ancient
- Summoned
- Ward
- Random Number Generation
- Pseudo Random Distribution
- Skillshot
- Collision Size
- Pathfinding
- Phase
- True Sight
- Runes
- Powerup Runes
- Double Damage Rune
- Haste Rune
- Illusion Rune
- Regeneration Rune
- Invisibility Rune
- Arcane Rune
- Bounty Runes
- Lane Creeps
- Neutral Creeps
- Jungle
- Stacking
- Pulling
Hero Mechanics
- Heroes
- Abilities
- Hero Attributes
- Primary Attribute
- Strength
- Agility
- Intelligence
- Talent Tree
- Talents
- Aura
- Positive Aura
- Negative Aura
- Experience
- Denies
- Gold
- Reliable Gold
- Unreliable Gold
- Buyback
- Respawn Time
- Hit Points
- Hit Point Regeneration
- Base Hit Point Regeneration
- Mana Points
- Mana Point Regeneration
- Base Mana Point Regeneration
- Summons
- Conversion
- Wards
- Clones
- Magic Resistance
- Magic Amplification
- Magic Shield
- Movement Speed
- Haste
- Turn Rate
- Teleport
- Blink
- Illusions
Attack Mechanics
- Standard Attack
- Base Damage
- Bonus Damage
- Damage Spread
- Attack Range
- Melee
- Ranged
- Attack Speed
- Base Attack Time
- Attack Time
- Cast Time
- Cleave
- Splash
- Critical Strike
- True Strike
- Accuracy
- Evasion
- Damage Types
- Physical
- Basic Attack
- Pierce Attack
- Siege Attack
- Hero Attack
- Magical
- Pure
- Physical
- Non-Damage Types
- HP Cost
- Negative Regeneration
- Instant Kill
- No-Trigger
- No-Reflection
- Cast Range
- Missile Speed
- Disjoint
- Damage Over Time
- Lifesteal
- Unique Attack Modifier
- Attack Modifier
- Armor
- Basic Armor
- Fortified Armor
- Hero Armor
- Mana Burn
- Mana Drain
- Damage Resistance
- Damage Absorption
- Damage Immunity
- Damage Amplification
- Damage Reduction
- Damage Block
- Spell Amplification
Status Effects
- Buffs
- Healing
- Resurrection
- Invisibility
- Deceit
- Invulnerability
- Spell Immunity
- Healing
- Disables
- Blind
- Cyclone
- Disarm
- Root
- Ethereal
- Hex
- Banish
- Silence
- Mute
- Break
- Sleep
- Trap
- Taunt
- Knockback
- Push
- Pull
- Launch
- Dispel
- Strong Dispel
- Purge
- Slow
- Maim
- Decaying Slow
- Turn Rate Slow
- Stun
- Mini-Stun
- Shackle
- Bash
- Mini-Bash
Item Mechanics
- Items
- Consumables
- Attributes
- Armaments
- Arcane
- Common
- Support
- Caster
- Weapons
- Armor
- Artifacts
- Secret Shop
- Roshan Drop
- Other
- Item Sharing
- Disassemble
- Shop
- Home Shop
- Side Shop
- Secret Shop
Metagame
- Lanes
- Mid Lane
- Safe Lane
- Off Lane
- Trilane
- Game Modes
- Ranked Matchmaking
- Unranked Matchmaking
- Roles
- Carry
- Nuker
- Initiator
- Disabler
- Durable
- Escape
- Support
- Pusher
- Jungler
- Complexity
- Farm Dependency
- Position 1
- Position 2
- Position 3
- Position 4
- Position 5
- Glossary
Game Client
- Patches
- HUD
- Indicators
- Dashboard
- Settings
- Console Commands
- Cheats
- Controls
- Store