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3.Rune of Regeneration:

When activated, gives the Hero 100 HP/second regeneration and 67 Mana/second regeneration for 30 seconds. The effect ends early if the hero takes damage or if both their health and mana reach their maximum.

4.Rune of Invisibility:

 

When activated, after a 2 seconds fade effect, gives the Hero invisibility for 45 seconds. Invisibility is broken if they perform actions such as attacking, using items, or using spells. Heroes can still be spotted by any unit with True Sight, such as towers or Sentry Wards, but will not lose the invisibility buff. Units under the rune will maintain their collision. During the fade time, it is possible to attack, use abilities or items without breaking invisibility.

4.Rune of Illusion:

When activated, creates two illusions of the Hero for 75 seconds. The illusions deal 35% damage. Melee illusions take 200% damage, while ranged illusions take 300% damage.

5.Rune of Bounty:

 

When activated, gives the hero experience and gold depending on the length of the game. Gives 50 experience + (5 * minute), and 50 gold + (2 * minute).

7.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 preceeding 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.

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.

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 descending order:

  • Closest enemy unit or hero attacking a friendly hero with auto attack

  • Closest enemy unit or hero attacking the tower itself with auto attack

  • Closest enemy unit or hero attacking any friendly unit with auto attack

  • Closest enemy unit

  • Closest enemy hero

  • Closest enemy catapult

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 unit or hero

  • If an enemy hero being attacked by the tower manually attacks an enemy 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, he receives an additional 150-250 reliable gold.

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