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8.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.

9.Barracks:

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. Melee Barracks have 1500 hit points, and regenerate 5.0 hit points/second while Range Barracks only have 1200 hit points and 0.0 hitpoints/second regeneration. Barracks also have 900/600 sight range and a bounty of 352-370 unreliable 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:                             

 

Melee Barracks:           1500               5.0 HP/sec                     15            352-370 Gold           

 

Ranged Barracks:         1200               0.0 HP/sec                    10            352-370 Gold

 

10.Fountains:

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 1200. They are also invulnerable.

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.

The effects of the fountain aura are sticky, and will remain for a few seconds after leaving the fountain area. While under the effects of this aura units regenerate health and mana, and refill Bottle charges as though they were in the fountain. This allows heroes to teleport from the fountain and cast spells upon arrival, as well as use Bottle charges, and quickly refund both the mana cost and the charges.

11.Abilities that Affect Buildings:

The following abilities can target or damage buildings.

Most hero abilities that deal physical damage are considered Hero damage and are reduced by 50% against Fortified armor as well as standard armor value reductions.

 

1.Assault Cuirass - Assault Aura:               5250 GOLD

 

 

 

Armor reduction aura applies to buildings.

3.Desolator - Corruption:                           4100 GOLD

 

Armor reduction applies to buildings.

 

5.Leshrac - Diabolic Edict:

 

Damage is reduced by armor value only.

 

2.Clinkz - Searing Arrows:

 

Damage is reduced by armor value and armor type.

  4.Faceless Void - Chronosphere:

Disables both friendly and enemy buildings. Does not disable backdoor protection.

 

6.Naga Siren - Song of the Siren:

 

Enemy buildings are disabled and made invulnerable.

 

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