Scan


Abilities

Scan
Pierces spell immunity. PlayPlay
P
Ability
Target Point
Scans a targeted 900 AoE for 8 seconds. Indicates whether there are enemy heroes in that area during the 8 seconds.
Cast Range: Global
Radius: 900
Scan Interval: 1
Ping Sound Interval: 2
Duration: 8
Cooldown symbol.png 210

Notes:

  • Has a global team-wide cooldown of 3.5 minutes.
  • Starts on cooldown (not available at the beginning of the match).
  • Checks for enemy presence in 1 second intervals, starting immediately on use, resulting in 9 checks.
  • Does not show how many heroes there are, just if there are any enemy heroes.
  • Enemies do not know when your team casts it.


Info

The Scan button is located on the right of the minimap

Players can use the Scan ability on the right of the minimap UI to detect any enemy heroes in an area.

Videos

Version history

Towers

Tower h
Attributes
Attack Type
Armor Type

Siege

Fortified
Stats
Unit Type:
Building
Hit Points:
1400 / 1600
HP Regen:
3
Damage:
110 / 152
Armor:
16 / 18 / 18 / 26
Base Attack Time:
1 / 0.95
Attack Range:
700
Missile Speed:
750
Attack Duration:
0.6 + 0
Sight Range:
1900 / 800
Gold Bounty:
120 / 200 / 240 / 280

The main line of base defense, towers are the primary buildings that can attack. Both the Radiant and the Dire have three lanes which are guarded by three towers each. Their Ancient is guarded by two neighboring towers. Towers are a higher tier depending on how far they are in the lane. Every tower, except for Tier 1 towers, are invulnerable until the lower tier tower in front of it is destroyed. The two Tier 4 towers defending a team`s Ancient become vulnerable if any Tier 3 tower is destroyed. Barracks do not have to be destroyed to make these towers vulnerable. Both Tier 4 towers must be destroyed in order to remove the Ancient`s invulnerability.
Towers can be denied, just like creeps, once they have 10% health or less. This means that tier 1 towers (1400 total HP) can be denied at 140 health or lower, and tier 2-4 towers (1600 total HP) can be denied at 160 health or lower. Tier 4 towers regen 3 HP/sec.
All towers have a sight range of 1900 / 800, a True Sight range of 700, an attack range of 700, and grant an armor aura to nearby heroes. They also gain 2 armor for each enemy hero within 1200 distance. All Towers deal Siege Damage.

Attack Priority

Towers have a specific targeting priority that determines which enemy it will attack. Listed from highest priority to lowest.

  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 hero
  6. Closest enemy catapult

Towers do not attack neutral units.

The tower will only switch targets under three circumstances:

  • If the targeted enemy unit or hero dies (target is removed)
  • If an enemy unit or hero targets a friendly hero within 500 range of the tower (priority 1)
  • If an enemy hero being attacked by the tower manually attacks a friendly unit or hero (this is a strategy known as removing tower aggression, or "tower aggro" to get a tower to stop attacking you, forcing it to switch targets)

Bounty

Tier Bounty Denied Bounty Last Hit Bonus Average Total Denied Total
1 120 reliable Gold 80 reliable Gold 150-250 unreliable Gold 1520 Gold 500 Gold
2 200 reliable Gold 100 reliable Gold 150-250 unreliable Gold 1760 Gold 600 Gold
3 240 reliable Gold 120 reliable Gold 150-250 unreliable Gold 1990 Gold 700 Gold
4 280 reliable Gold 140 reliable Gold 150-250 unreliable Gold 2225 Gold 800 Gold

Statistics

Tier Health Damage Armor Base Attack Time Armor Aura HP Regen
1 1400 100-120 20 1 1 0
2 1600 142-162 22 0.95 3 0
3 1600 142-162 22 0.95 3 0
4 1600 142-162 30 0.95 3 3

Tower Abilities

Tower Protection
Ability: Aura
Affects: Allied Heroes
Increases the armor of nearby allied heroes.
Tier 1 Armor Bonus:
Tier 2/3/4 Armor Bonus:
Radius:
₠1
₠3
₠900


Notes
  • Multiple instances of Tower Protection do not stack.
  • Only affects allied heroes and illusions.
Tower Armor
Ability: Aura
Affects: Self
Increases Tower armor for each nearby enemy hero.
Armor Bonus:
Radius:
₠2
₠1200


Notes
  • Enemies do not have to be visible to grant the bonus.
  • Does not count illusions or Meepo clones.
True Sight
Ability: Aura
Affects: Self
Reveals invisible units.
True Sight Radius:
₠700


Backdoor Protection

All buildings except for Tier 1 towers and the Fountain have backdoor protection, which regenerates structures by 90 hp per second until they are at their previous health amount, and provides 75% damage resistance against illusions and 25% damage resistance against all other units. This means backdoor protection can resist up to 240 dps, any higher dps will be able to eventually destroy the building. Backdoor protection activates when there are no attacking allied creeps within a 900 radius of the enemy tower. If there are allied creeps nearby, backdoor protection is disabled and the tower remains vulnerable for 15 seconds after the last creep dies. Backdoor protection will not regenerate damage dealt by friendly units.

It should be noted that Tier 2 towers each have their own separate backdoor protection. Disabling the backdoor protection of one Tier 2 tower will not disable the others. For the base area (which encompasses all Tier 3 and 4 towers, Barracks, Pillars, and the Ancient) all buildings will share backdoor protection within that area. This means disabling one base building`s backdoor protection will disable it for the entire base. Keep in mind however that Tier 4 towers are still invulnerable until at least one Tier 3 tower is destroyed, and the Ancient is invulnerable until both Tier 4 towers are destroyed.

Backdoor Protection
Ability: Aura
Affects: Self
Structure takes reduced damage, and quickly regenerates any damage taken while no enemy creeps are nearby.
Regeneration:
Damage Resistance:
Illusion Resistance:
Deactivation Radius:
Reactivation Delay:
₠90
₠25%
₠75%
₠900
₠15


Notes
  • If an enemy lane creep gets within 900 radius of the building, the protection is lost.
  • All buildings except for tier 1 towers have this ability.
  • The 75% illusion resistance replaces the base 25% illusion resistance while backdoor protection is active.
  • Only heals back damage dealt by enemy units. Damaged dealt by allies is not healed back.

Barracks

Radiant and Dire Barracks

Barracks are buildings which spawn Lane Creeps and are defended by Tier 3 towers. There are two barracks for each lane. The Melee Barracks is always to the right and the Ranged Barracks is always to the left, no matter which faction`s side of the map you are on. Destroying an enemy Barracks grants your team`s corresponding lane super creeps. For example, if you destroy the middle lane`s Melee Barracks, your middle lane will now spawn Super Melee creeps.
Destroying all of the enemy base`s barracks will cause an announcement to sound, alerting both teams that you are now spawning mega creeps. This upgrades Super creeps to Mega Creeps, making them even more powerful. See Lane Creeps for more details.
Creeps will always spawn, regardless of whether there is a barracks or not. Barracks are invulnerable until the corresponding tower that guards them is destroyed.
The Melee Barracks has 1500 HP, 15 Armor and 5 HP regen.
The Ranged Barracks has 1200 HP, 10 Armor and 0 HP regen.
Barracks have a last hit bonus of 100-150 gold, and give each player on the enemy team 275 (Melee) / 225 (Ranged) gold when destroyed. The team gold is given even if the barracks are denied.
Barracks have 900 / 600 sight range, and do not have True Sight.

Ancients

Radiant and Dire Ancients

Ancients (also known as Thrones) are massive structures and the main objective. To win, your team must destroy the enemy Ancient. Ancients have no offensive abilities, but are guarded by towers and powerful team of five heroes. The Ancient is invincible until both Tier 4 towers are destroyed.
Ancients have 4250 hp, regenerate 3 hp per second, 15 armor, and backdoor protection.
They also have 2600 / 2600 sight range, and a True Sight radius of 900.

True Sight
Ability: Aura
Affects: Self
Reveals invisible units.
True Sight Radius:
⃂₠900


Fountain

Fountain h
Attributes
Attack Type
Armor Type

Siege

Fortified
Stats
Unit Type:
Building
Hit Points:
500
Damage:
195
Base Attack Time:
0.15
Attack Range:
1200
Missile Speed:
1400
Attack Duration:
0 + 0
Sight Range:
1800 / 1800
Notes:
Invulnerable

The fountain is a structure located in the respawn area of each base, and provides a healing and mana regeneration aura to all allied units near it.
The Fountain Rejuvenation aura provides 4% of maximum HP and Mana per second + 14 Mana per second.
Fountains are permanently invulnerable, have 1800 / 1800 sight range, a True Sight radius of 1200, and an attack range of 1200. Deals 190-199 damage per attack.
Bottles are automatically refilled when you are near the fountain. Using bottles while near the fountain speeds up the rate of regeneration.
The Home Shop is located at the fountain.

Fountain Abilities

Fountain Rejuvenation
Ability: Aura
Affects: Self
Quickly restores health and mana.
HP Regeneration:
Mana Regeneration:
Radius:
₠4% of max hp
₠14 + 4% of max mana
₠1200


Notes
  • The aura lingers for 3 seconds.
  • The aura refills bottles and provides the team`s courier with invulnerability.
  • Fully stacks with other sources of regeneration. The bonuses are not considered by percentage regeneration increases.
True Sight
Ability: Aura
Affects: Self
Reveals invisible units.
True Sight Radius:
₠1200


Shrines

Radiant and Dire Shrines

Shrines are regenerative structures in the base and on the map. Each team has 5 Shrines inside the base, and 2 Shrines on the map near each team`s Secret Shop and Ancient Camp locations. They can be directly teleported to just like all other team buildings. Shrines become vulnerable whenever any Tier 3 tower falls for the respective team.
Shrines have 1500 HP and 20 Armor. Shrines provide a 150 gold bounty for each player on the team when killed or denied. Shrines do not grant vision.

Sanctuary
Ability: No Target
Affects: Allied Heroes
Allied heroes can right click to activate it, generating an aura that lasts a few seconds. The aura provides health and mana regeneration per second.

300
Health Regeneration:
Mana Regeneration:
Duration:
Radius:
₠100
₠40
₠5
₠500


Notes
  • Total Heal at start of the game: 500 HP / 200 MP.
  • Heal values increase during the game by 2 HP / 1 MP per minute.
  • Activates once you are in melee range after right clicking on it.
  • The Shrine`s ability becomes available to use outside of the base once creeps spawn at 0:00.
  • Each Shrine has a separate cooldown.

Pillars

Radiant and Dire Pillars

Pillars or Effigies are smaller structures that act as buffers within a base, making creeps take longer to reach actual towers and give the base`s defenders more time to act.