Game mechanics
How the game works: stats, effects and status conditions.
General mechanics
Attributes
Primary attributes (Strength, Agility, Intelligence) that affect hero stats and abilities.
Aura
Aura effects that provide passive bonuses to nearby allies or enemies.
Channeling
Channeled abilities that require the hero to remain stationary while casting.
Disjoint
Disjoint mechanics that allow abilities to dodge projectiles and attacks.
Effect Type
Different types of effects including magical, physical, and pure damage.
Experience
Experience gain mechanics, leveling, and experience distribution.
Fortification
Fortification mechanics for protecting structures and backdoor protection.
Gold
Gold economy including gold gain, gold loss on death, and gold distribution.
Illusion
Illusion mechanics including illusion creation, damage, and detection.
Runes
Rune mechanics including powerful runes, Merrick's Rune, and rune effects.
Time of Day
Day and night cycle mechanics affecting vision and certain abilities.
Trees
Tree mechanics including tree destruction, pathing, and tree-based abilities.
Denies
Denying allows players to reduce their opponents gold and experience income.
Stats
Armor
Physical armor that reduces incoming physical damage. Higher armor provides diminishing returns.
Attack Range
The maximum distance at which a hero can attack targets. Ranged heroes have longer attack ranges than melee heroes.
Attack Speed
The rate at which a hero can perform attacks. Affected by agility and attack speed items.
Cast Speed
The speed at which abilities are cast. Can be modified by certain items and abilities.
Cleave / Splash
Cleave allows melee attacks to damage multiple enemies in an area. Splash is similar for ranged attacks.
Damage
Damage mechanics including base damage, bonus damage, and damage types (physical, magical, pure).
Deflection
Deflection mechanics that redirect or reflect incoming damage.
Health
Health points (HP) that determine how much damage a hero can take before dying.
Magic Armor
Magic armor that reduces incoming magical damage. Works similarly to physical armor.
Mana
Mana points (MP) required to cast abilities. Mana regeneration and maximum mana can be increased.
Movement Speed
The speed at which a hero moves across the map. Can be modified by items and abilities.
Vision
Vision range determines how far a hero can see. Includes day vision and night vision.
Clearvision
Clearvision allows heroes to see through fog of war and detect invisible units.
Modifiers
Critical Strike
Critical strikes deal multiplied damage on a percentage chance. Multiple sources stack multiplicatively.
Evasion
Evasion provides a chance to completely avoid physical attacks. Multiple sources stack multiplicatively.
Miss Chance
Miss chance causes attacks to miss, often from abilities or environmental effects.
True Strike
True strike ensures attacks cannot miss, countering evasion and miss chance.
Exclusive Modifier
Exclusive modifiers are special attack effects that cannot stack with each other.
Mana Combustion
An exclusive modifier that burns enemy mana on attack.
Bash
An exclusive modifier that has a chance to stun the target on attack.
Lightning
An exclusive modifier that deals bonus magical damage to nearby enemies on attack.
Freeze
An exclusive modifier that slows enemies on attack.
Activation
An exclusive modifier that triggers special effects on attack.
Lifesteal
Lifesteal restores health based on a percentage of physical damage dealt. Multiple sources stack additively.
Status effects
Damage Dealt
Modifiers that increase or decrease the amount of damage dealt by a hero.
Damage Taken
Modifiers that increase or decrease the amount of damage received.
Damage Reduction
Percentage-based reduction to incoming damage from all sources.
Disarm
Disarm prevents a hero from performing basic attacks but allows ability usage.
Dispel
Dispel removes certain buffs or debuffs from a target. Can be strong or basic dispel.
Fear
Fear causes a unit to run away from the source of fear, unable to control movement.
Force Attack
Force attack compels a unit to attack a specific target against their will.
Immobilize
Immobilize prevents movement but allows attacks and ability usage.
Restrain
A stronger form of immobilize that also prevents attacks and most abilities.
Invulnerability
Invulnerability makes a unit immune to all damage and most negative effects.
Magic Immunity
Magic immunity blocks magical damage and most magical abilities, but not physical attacks.
Superior Magic
Superior magic immunity is a stronger form that blocks even more abilities.
Morph
Morph transforms a unit into another form, changing abilities and stats.
Movement Slow
Movement slow reduces a unit's movement speed by a percentage or flat amount.
Perplex
Perplex causes a unit to move in random directions, losing control of movement.
Physical Immunity
Physical immunity blocks physical damage but not magical damage or abilities.
Shield
Shield provides temporary health that absorbs damage before affecting actual health.
Silence
Silence prevents a hero from casting abilities but allows basic attacks.
Stealth
Stealth makes a unit invisible to enemies, hiding them from normal vision.
Revealed
Revealed removes stealth and makes invisible units visible to enemies.
Stun
Stun completely disables a unit, preventing all actions including movement, attacks, and abilities.
Walking
Walking is a status effect that forces a unit to move in a specific direction.