Buildings

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Buildings are special units that are immune to most spells, use Fortified Armor, and are immobile. Destroying a Building rewards you with a bounty, similar to most Creeps or Heroes. However, some Buildings will also give a bounty to the entire team, rather than the destroying player. Buildings are divided into several categories, each with their own role.[1]

Contents

[edit] Towers

Radiant and Dire Towers

Each faction's three lanes are guarded by 3 Towers, and their Ancient guarded by 2 neighboring Towers. Towers become higher tier depending on how far they are in a lane. Every Tower, except for Tier 1 Towers, is invulnerable until the Tower proceeding it is destroyed. The two Towers defending a team's Ancient become vulnerable if any Tier 3 Tower is destroyed. Note: No barracks have to be killed to make these towers vulnerable. Both of the Tier 4 Towers must be destroyed in order to remove the Ancient's invulnerability.

Towers in tiers 2, 3 and 4 have backdoor protection, which causes them to regenerate health at 90 hit points/second and take 75% damage (25% from illusions) if they are attacked without nearby creeps. If there are enemy creeps (or corpses) nearby, the backdoor protection is disabled and any damage dealt will not be regenerated. Backdoor protection will not regenerate damage dealt by friendly units.

All towers have a sight range of 1800/800, and an attack range of 700. All Towers deal Siege Damage, which deals only 75% damage to Heroes, but 150% damage to all siege Lane Creeps. Additionally, all towers have True Sight in a 900 area around them, allowing them to see any invisible units including Observer Wards and Sentry Wards.[2]

Towers can be denied, just like creeps, once they have 10% health or less. This means that tier 1 towers (1300 total HP) can be denied at 130 health or lower, and tier 2-4 towers (1600 total HP) can be denied at 160 health or lower. Denying towers reduces the gold and experience bounty gained by the enemy team.

Towers have a specific targeting priority that determines which enemy it will attack. This list represents that priority in ascending order:

  1. Closest enemy unit or hero attacking a friendly hero with auto attack
  2. Closest enemy unit or hero attacking the tower itself with auto attack
  3. Closest enemy unit or hero attacking any friendly unit with auto attack
  4. Closest enemy unit
  5. Closest enemy catapult
  6. Closest enemy hero

The tower will only switch targets under three circumstances:

  • If the targeted enemy unit or hero dies
  • If an enemy unit or hero targets a friendly hero
  • If an enemy hero being attacked by the tower manually attacks a friendly unit or hero (in which case, the tower will select a new target based on the above priority order).


When an enemy tower is destroyed, all allied heroes receive the tower's bounty as reliable gold.

If a hero gets the last hit on a tower, they receive an additional 100-200 unreliable gold.

If a tower is denied, the bounty is much lower.

Tier Health Damage Armor BAT Bounty Bounty (Denied) Notes
1 1300 100-120 20 1.00 264 100
  • This tier attacks slightly slower than the other three tiers, with 1.00 BAT compared to 0.95.
2 1600 120-140 20 0.95 312 120
  • Backdoor protection.
3 1600 122-182 25 0.95 358 140
  • Backdoor protection.
  • Only one of these towers must be destroyed to make a Tier 4 tower vulnerable.
4 1600 122-182 30 0.95 405 160
  • Backdoor protection.
  • Both towers in this tier must be destroyed to make the enemy Ancient vulnerable.

[edit] Ancients

Dire and Radiant Ancients

Ancients are massive structures found inside each faction's base. In order to win, each team must destroy the enemy team's Ancient. Ancients have no offensive abilities themselves, but are guarded by 2 Towers. They cannot be attacked until both Towers are destroyed.

Ancients have 4250 hit points, and regenerate 3 hit points/second. Ancients also have 15 armor, 1800/1800 sight range, and True Sight in a 900 area around them.

[edit] Barracks

See also: Lane Creeps

Barracks are special buildings, defended by Tier 3 Towers, that are responsible for keeping Lane Creeps as powerful as their counterparts. There are two Barracks for each lane per faction - one for Melee Creeps, and one for Ranged Creeps. Destroying either Barracks provides a large boost to the destroying team's associated Lane Creeps, increasing their statistics, as well as reducing the gold and experience they give when killed.

Barracks are invulnerable until the Tower that is guarding them is destroyed. Barracks all have 1500 hit points, and regenerate 2.5 hit points/second. Barracks also have 900/600 sight range and a bounty of 352-370 gold. This bounty is only given to the hero that gets the last hit. Barracks do not have True Sight, but do have backdoor protection.

Barracks Health Regeneration Armor Bounty Notes
Melee Barracks 1500 2.5 HP/sec 15 352-370 Gold

When Destroyed:

  • Increases Melee Creep damage by 21 points and growth by +1
  • Increases Melee Creep armor by 1 point
  • Increases Melee Creep health by 150 points and growth by +9
Ranged Barracks 1500 2.5 HP/sec 5 352-370 Gold

When Destroyed:

  • Increases Ranged Creep damage by 20 points and growth by +2
  • Increases Ranged Creep armor by 1 point
  • Increases Ranged Creep health by 175 points and growth by +8

[edit] Fountains

The Radiant's Fountain

Fountains are Buildings located in the respawn areas of both bases, and provide healing and mana regeneration to all allied units near it. They also attack any enemy unit that comes within 800 range, dealing 190-199 physical chaos damage per attack. Fountains have a True Sight radius of 900.

Mana and Health regeneration provided by the fountains is 4% maximum HP or Mana per second plus an additional 14 Mana points per second. It takes about 25 seconds to heal any hero from low health to full. Dropping items that provide Mana speeds up the process.

Bottles that are not full will be automatically refilled when you are near the fountain. Using Bottles while near the fountain speeds up the rate of regeneration, allowing Heroes to heal themselves and restore Mana faster.[3]

[edit] Other Buildings

Miscellaneous buildings

In addition to the above Buildings, there are other Buildings that act as buffers within a base. These Buildings have no effect on a team's outcome, other than providing a buffer for Lane Creeps to attack once they are inside of a base, and dropping a larger than normal gold bounty when destroyed.

Other Buildings have 500 health, 0 armor (fortified), and backdoor protection.

Gold if last hit: 102-120

[edit] Glyph of Fortification

Main Article: Glyph of Fortification

The Glyph of Fortification is an ability usable by any player on a team that renders all buildings owned by their team invulnerable for a short duration. It can only be used once every 5 minutes, and lasts for 5 seconds. The Glyph can be used to stop enemy pushes, or slow them down long enough to organize a defense.

[edit] Abilities that Affect Buildings

The following abilities can target or damage buildings.

Clinkz - Searing Arrows
Searing Arrows icon.png
Bonus damage works on buildings. Armor and armor type apply.
Death Prophet - Exorcism
Exorcism icon.png
Damage is only reduced by the armor of the building, not by its armor type.
Dragon Knight - Level 1 Elder Dragon Form
Elder Dragon Form icon.png
Corrosive Breath deals the full 20 damage per second to structures.
Faceless Void - Chronosphere
Chronosphere icon.png
Chronosphere will halt time on both friendly and enemy buildings
Jakiro - Liquid Fire
Liquid Fire icon.png
If targeted on a tower, it will slow the tower's attack speed
Leshrac - Diabolic Edict
Diabolic Edict icon.png
Damage is only reduced by the armor of the building, not by its armor type.
Naga Siren - Song of the Siren
Song of the Siren icon.png
Enemy buildings are also affected by Naga's sleep, and thus are also protected from damage
Omniknight - Guardian Angel with Aghanims Scepter
Guardian Angel icon.png
Grants physical damage invulnerability and regeneration.
Pugna - Nether Blast
Nether Blast icon.png
Deals 50% splash damage
Razor - Eye of the Storm with Aghanims Scepter
Eye of the Storm icon.png
Damage is only reduced by the armor of the building, not by its armor type. The armor reduction of the skill does not work on buildings
Sniper - Shrapnel
Shrapnel icon.png
Deals 33% damage to buildings
Tiny - Toss
Toss icon.png
Buildings cannot be targeted, but will take 33% splash damage
Treant Protector - Living Armor
Living Armor icon.png
Adds regeneration to a building. (4/7/10/13 based on levels)
Viper - Nethertoxin
Nethertoxin icon.png
Deals 50% damage to buildings and is also reduced like normal physical damage

[edit] See Also

[edit] References

  1. Buildings - DotA Mechanics on PlayDotA
  2. Unit Statistics (Towers) - DotA Mechanics on PlayDotA
  3. Fountains - DotA Mechanics on PlayDotA
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