Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against certain heroes. Summons are usually under the control of the summoning unit`s player, but most of them can be converted by the enemy. Only very few of them cannot be controlled. Summoned units usually live only for a certain amount of time (although some stay permanently, until killed) after being summoned and a player can have a limited amount of some summons.

There are 3 types of summons: Regular summons, which are treated like regular creeps by spells, usually have no active abilities and usually are not a big threat, creep-heroes, which are treated like heroes by most spells and are significantly stronger than other summons, and wards, which usually are immobile and fully immune to most spells.

Regular summons

These summons are comparable to lane and neutral creeps when it comes to their power. A single one of them is usually not a threat, be that as it may, they can get quite dangerous when encountered in groups. Summons usually have certain abilities, giving each of them a different role. They can either be passive and used for scouting, or aggressive used in fights. Losing regular summons is usually not a big deal, since they provide rather low bounties, they expire and they can be resummoned after a short while.

Regular summons are treated like lane and neutral creeps by almost every spell. A few spells have specific effects against summoned units (e.g. dealing extra damage).



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These summons are special in a way that they are treated as heroes by most (but not all) abilities and effects. They are more powerful than other summons and usually the "main weapon" of the heroes that summon them. Compared to most other summons, they do not come in masses but are rather strong individual units. Be that as it may, as a downside, their bounty is usually quite high, the spell they are summoned with has a large cooldown or they have other negative effects on the owner upon losing them, so it is important for the player to keep them alive as long as possible.


Hero Abilities
Hero Ability Summon
Beastmaster Call of the Wild: Hawk Hawk
Call of the Wild: Boar Boar
Brewmaster Primal Split Earth, Storm, and Fire
Broodmother Spawn Spiderlings Spiderling
Death Prophet Exorcism Ghosts
Elder Titan Astral Spirit Astral Spirit
Enigma Demonic Conversion Eidolon
Invoker Forge Spirit Forged Spirit
Lone Druid Summon Spirit Bear Spirit Bear
Lycan Summon Wolves Lycan Wolf
Nature`s Prophet Nature`s Call Treant
Wrath of Nature Greater Treant
Visage Summon Familiars Familiar
Warlock Chaotic Offering Warlock Golem
Weaver The Swarm The Swarm
Undying Tombstone Zombie
Unit Abilities
Unit Ability Summon
Spiderling Spawn Spiderite Spiderite
Neutral Abilities
Neutral Ability Summon
Dark Troll Summoner Raise Dead Skeleton Warrior
Mud Golem Shard Split Shard Golem
Wildwing Ripper Tornado Tornado
Item Abilities
Item Ability Summon
Animal Courier Deploy Courier Animal Courier
Flying Courier Upgrade Courier Flying Courier
Necronomicon Demonic Summoning Necronomicon Warrior
Necronomicon Archer


Units can also become summoned through conversion. Instead of creating a unit, an already existing unit becomes owned by the caster.

Hero Abilities
Hero Ability
Chen Holy Persuasion
Enchantress Enchant
Lifestealer Control
Item Abilities
Item Ability
Helm of the Dominator Dominate


Wards are player-made structures summoned to the battlefield. They cannot be targeted by most abilities.
Hero Abilities
Hero Ability Notes
Arc Warden Spark Wraith Invulnerable
Broodmother Spin Web Invulnerable
Clockwerk Power Cogs Can be destroyed in 1 hit by the owner
Gyrocopter Homing Missile Can be pushed by Force Staff
Instantly destroyed by Chronosphere
Earth Spirit Stone Remnant Invulnerable and can only be affected by Boulder Smash, Rolling Boulder, Geomagnetic Grip, and Magnetize
Ember Spirit Fire Remnant Invulnerable and can only be affected by Activate Fire Remnant
Juggernaut Healing Ward Can be frozen by Chronosphere
Monkey King Wukong`s Command Invulnerable
Their attack damage, on-hit effects, and auras are identical to Monkey King`s, based on Monkey King`s item inventory upon cast
Nature`s Prophet Sprout Creates temporary trees
Phoenix Supernova Can only be attacked by heroes
Pugna Nether Ward Can be targeted by Decrepify
Shadow Shaman Mass Serpent Ward Can be walked through by using phase abilities that remove collision
Can be frozen by Chronosphere
Storm Spirit Static Remnant Invulnerable
Techies Minefield Sign Invulnerable
Proximity Mines Cannot be revealed by True Sight