Please verify that you are not a bot to cast your vote.
Help SupportOur Growing Community
DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!
Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!
In this guide,I am going to show you about the different damage types from both Physical and Magic damage.
It is sad to see most people compared the Damage by Physical and Magical damage only,without knowing there are 5 Different Magic Damage AND Physical damage to look out for during team fights.
Normal Damage is caused by Melee Creeps.
They Deal:
100% Damage to Lane Creeps
100% Damage to Neutral Creeps in Small Creep Camps
150% Damage to Neutral Creeps in Medium Creep Camps
125% Damage to Neutral Creeps in Large Creep Camps and Ancients
70% Damage to Buildings/Structures
75% Damage to Heroes
Note that they are good against Meduim Creep Camps,making it a smart choice to stack the Creep Camp FIRST before pulling your creep wave(If you are even support).
Siege Damage is caused by Buildings/Structures(Siege Creeps-That does make sense why it deals Siege Damage)
They Deal:
100% Damage to Lane Creeps
100% Damage to Neutral Creeps in Small Creep Camps
50% Damage to Neutral Creeps in Medium Creep Camps
125% Damage to Neutral Creeps in Large Creep Camps and Ancients
150% Damage to Buildings/Structures
75% Damage to Heroes
Note that when pulling creep waves,never pull when there is a Siege Creep involve unless you want your poor tower to take a full 150% damage from a cannon ball(Siege Creep)
Chaos Damage is caused by most Neutral Creeps, Invoker's Forge Spirits, Warlock's Infernal,Fountain and Roshan.
They deal:
100% Damage to Lane Creeps
100% Damage to Neutral Creeps in Small Creep Camps
100% Damage to Neutral Creeps in Medium Creep Camps
100% Damage to Neutral Creeps in Large Creep Camps and Ancients
40% Damage to Buildings/Structures
100% Damage to Heroes
Note that Neutral Creeps maybe dealing less damage to Buildings/Structures but they make such good tankers if controlled by Enchantress, Chen or Helm of the Dominater.
Armor helps to reduce the damage taken from physical damage,giving much better health than health items.
Useful in any stages of the game
Reason:Armor helps reduce damage taken and as your Armor increase,you take a lot less damage than before.
Block helps to block damage from physical damage,reducing the damage taken by enemies based on what you are(Range and Melee).
Useful for Early game/
Mid game(Maybe)
Reason:As the game progresses,the Block will be less useful as it always block 40 damage(20 for range) while enemy carries began to build up more and more damage.
Evasion helps to evade attacks but does not stack together(Other wise it is too overpower).
Useful for Mid-Late game
Reason:During the Early game,enemy heroes are constantly depending on nukes to take you down rather than their own auto attacks(and besides,it is too expensive),so get it during mid-late game as this will help you dodge high damage right clickers(Because that is when they build damage)
Ethereal form is caused by Ghost Scepter(Affecting you only) and Ethereal Blade(Affecting both you and the target).It grants full invulnerable against Physical Damage
but recieve 40% more damage from spells.Note that you will not be able to attack while under ethereal form,therefore a caster(Like Nyx Assassin) getting Ethereal Blade is much more useful than a carry(Like Faceless Void).
Useful for Mid-Late game
Reason:Like Evasion,the cost is too expensive while enemy heroes depend on their spells to kill(Making you take 40% more is worthless).
Each Hero in DotA 2 starts with 25% Magic resistance,so the damage dealt is not going to be what the description of that spell says.
A selected few spells that goes through Black King Bar,note that they only disable but no damage will be dealt.
Universal Damage is like Magical Damage except it is able to go through Magic Immunity.
So far,there is only 3 Abilities that deal Universal Damage.
These are:
HP Removal Damage removes hp directly from the affected units.They are NEVER Real Damage,allowing you to heal with consumables( Clarity, Healing Salve, Bottle,etc.).
It:
This is the end of my guide to "Understanding Damage types".If you still have trouble understanding,feel free to watch this video:
I hope this Guide have taught you the all you need to know about damage types and help you in future.If you don't mind,feel free to vote this guide or comment if there is something wrong.Have fun.
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Quick Comment (22) View Comments
You need to log in before commenting.