Level | 1 | Health “ Play Life becomes death becomes new life. As it should be. Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life | 1015 | Health regeneration “ Play Life becomes death becomes new life. As it should be. Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life | 2 | Mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a | 500 | Mana regeneration Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a | 0.75 | Armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor | 1 | Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This | 0% | Attack damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of | 131‒136 | Acquisition range Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by | 800 | Attack range Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by | 500 | Base attack time The frequency with which units attack is measured in attack speed. A unit s attack speed can be modified by items, agility, abilities, and auras. Contents 1 Base attack time 2 Attack speed representation 3 Attack | 1 | Attack animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a | 0.5+0.3 | Projectile speed Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a | 900 | Movement speed DPS multiplier when chasing Minimum (pursuer MS / target MS) Ratio for Maximum Chase DPS Movement speed (sometimes abbreviated as move speed or MS) is the speed at which a unit can move. Movement speed | 325 | Follow range DPS multiplier when chasing Minimum (pursuer MS / target MS) Ratio for Maximum Chase DPS Movement speed (sometimes abbreviated as move speed or MS) is the speed at which a unit can move. Movement speed | 100 | Turn rate Turn rate is the speed at which a unit can turn. When moving to a location, a unit first turns to face that location, then begins walking. Similarly, when targeting another unit with an attack | 0.5 | Collision size Collision size is a unit s internal size that cannot be passed through by other units. This allows units to block each other with their bodies. Most heroes have the same collision size, regardless of their | 8 | Vision range Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a | 750 • 750 (G) | Bounty “ Play Now that s how you make gold. Click to listen— Alchemist ” Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings. Contents | 18‒26 | Experience Main Changelogs “ Play I grow stronger! Click to listen— Storm Spirit ” Experience allows heroes to level up, which makes them stronger and allows them to learn new abilities. Experience is earned | 25 | Model scale | 1.12 | |