Heroes are the essential main characters of Dota 2, controlled by the players. Heroes possess the three attributes, strength, agility and intelligence, from which one is their primary attribute. They capable of leveling up through the means of experience, up to level 30, gaining additional attribute points, and ability points which can be spent to level up abilities or gain even more attributes. Heroes are also able to spend gold to purchase items.
Spawning[]
All heroes spawn once at the beginning of the match after the picking phase, but only if the player locked in their pick.
The only heroes which spawn later on are hero clones, which can only be created by 3 heroes: 米波
Illusions are also hero-type units, but unlike heroes, they do not respawn, but despawn completely after dying, like other units and summons. Each spell which creates illusions spawns completely new illusions on recast. Illusions are basically hero-based summons, copying the hero, but acting like a summon.
Killing and dying[]
Killing a hero grants players much bigger bonuses than killing almost any other unit. Heroes grant scaling gold based on their level and their current killing streak, and scaling experience based on their level. Heroes also gain killing streaks upon killing heroes. A killing streak increases the hero's bounty, increasing its value for the enemy. A killing streak starts with 3 hero kills without any deaths in-between, and is capped at 10 kills. A streak longer than 10 has the same worth as a 10 killing streak. A hero's current streak is globally announced whenever it makes a kill.
Streak length | Streak name | Streak value | |
---|---|---|---|
0, 1, 2 | N/A | N/A | 0 |
3 | ▶️ | Player is on a killing spree | 200 |
4 | ▶️ | Player is dominating | 270 |
5 | ▶️ | Player is on a mega Kill streak | 340 |
6 | ▶️ | Player is unstoppable! | 410 |
7 | ▶️ | Player is wicked sick | 480 |
8 | ▶️ | Player is on a monster kill streak | 540 |
9 | ▶️ | Player is GODLIKE | 610 |
10+ | ▶️ | Player is beyond GODLIKE, someone kill them!! | 690 |
Announcer responses are customizable |
The very first hero kill of the match, called the ▶️ First Blood!, also grants an additional gold 150 to the killing hero. A hero's bounty uses the following formula:120 + streak value + (hero level × 8) (+ first blood)
A hero is only granted this gold if it actually killed the enemy (i.e. did killing blow). Otherwise, the hero either only gets assist gold and experience, or no gold and experience at all, based on how much time passed since the last time it damaged the target, and how far away the hero is if too much time passed.
Killing a hero also grants experience based on the hero's level. Up to level 5 the experience bounty grows by 20 per level, starting at 100 on level 1 and reaching 180 on level 5. From level 6 and onward, each level increases the experience bounty by 100, starting with 280 on level 6, reaching 2180 on level 25. Although a hero can level up to 30, the experience bounty maxed out at level 25.
Killing multiple heroes in quick succession also results in a multi-kill. However, unlike a killing streak, a multi-kill has no gameplay influence and merely servers for aesthetics. Multi-kills do not require the hero to stay alive in-between the kills, if the hero dies, the multi-kill can still continue. A multi-kill occurs when killing a second hero within 18 seconds of the first kill. The multi-kill can be extended by killing even more heroes, all within 18 seconds of the previous kill. Like a killing streak, a multi-kill has no limit, but is "soft-capped" at 5, repeating the same line for 5 and more kills. The multi-kill stages are:
Kills | Announcement | Announcement with killing streak | |
---|---|---|---|
1 | N/A | N/A | N/A |
2 | ▶️ | Player got a double kill! | ... with a double kill! |
3 | ▶️ | Player has a TRIPLE kill! | ... with a TRIPLE kill! |
4 | ▶️ | Player earned an ULTRA KILL! | ... with an ULTRA KILL! |
5+ | ▶️ | RAMPAGE!!! | ...RAMPAGE!!! |
Announcer responses are customizable |
A hero's death has a much bigger impact than the death of almost any other unit. When a hero dies, it stays dead for an amount of time based on its level and the player loses gold based on the player's current net worth divded by 40. There is no way to directly reduce or avoid this gold loss. However, only unreliable gold is lost, reliable gold is not lost on death, meaning if a hero has almost no unreliable gold but a lot of reliable gold, dying does not cost as much as it would with much unreliable gold and little reliable gold. Dying also results in the loss of any ongoing killing streak the hero has. Heroes do not lose experience on death. As mentioned before, a death also grants gold and experience to nearby enemies and the killer. However, gold and experience is only granted to the enemy, and streaks are only lost when dying to an enemy.
Dying to neutral creeps, or getting denied by an ally or oneself neither grants the enemy any bounty, nor ends the current killing streak. Dying to a neutral creep results in a minimum death time of 26 seconds.
A table showing how much gold a hero grants and loses on death can be found here. A table showing how much experience a hero grants on death can be found here.
復活[]
After the first spawn, a hero does not spawn again. However, what heroes do instead is respawning. After a hero dies, it comes back to life after an amount of time based on its level. The maximum respawn time is reached on level 25. Upon respawning, the hero gets instantly moved to the fountain area, with its health and mana reset. Cooldowns are unaffected and buffs and debuffs are not cleared upon respawning.
Several abilities and items are able to affect the respawn timer and the respawn location.
- Respawn Time:5
Sets the respawn time to a certain value. Also makes the hero respawn where it died. Item disappears after one use. - Respawn Time Increase:15/25/35
- Respawn Time:3
Sets the respawn time to a certain value. Also makes the hero respawn where it died. - Respawn Time:3
Sets the respawn time to a certain value. Also makes the hero respawn where it died.
When affected by respawn time changing effects, the buyback penalty is applied first, followed by 死神鐮刀
Furthermore, dying to neutral creeps sets respawn time to a minimum of 26 seconds.
The respawn times can be seen in the following table.
等級 | 默認復活時間 | With 死神鐮刀 |
With 死神鐮刀 |
With 死神鐮刀 |
---|---|---|---|---|
1 | 12 | 27 | 37 | 47 |
2 | 15 | 30 | 40 | 50 |
3 | 18 | 33 | 43 | 53 |
4 | 21 | 36 | 46 | 56 |
5 | 24 | 39 | 49 | 59 |
6 | 26 | 41 | 51 | 61 |
7 | 28 | 43 | 53 | 63 |
8 | 30 | 45 | 55 | 65 |
9 | 32 | 47 | 57 | 67 |
10 | 34 | 49 | 59 | 69 |
11 | 36 | 51 | 61 | 71 |
12 | 44 | 59 | 69 | 79 |
13 | 46 | 61 | 71 | 81 |
14 | 48 | 63 | 73 | 83 |
15 | 50 | 65 | 75 | 85 |
16 | 52 | 67 | 77 | 87 |
17 | 54 | 69 | 79 | 89 |
18 | 65 | 80 | 90 | 100 |
19 | 70 | 85 | 95 | 105 |
20 | 75 | 90 | 100 | 110 |
21 | 80 | 95 | 105 | 115 |
22 | 85 | 100 | 110 | 120 |
23 | 90 | 105 | 115 | 125 |
24 | 95 | 110 | 120 | 130 |
25-30 | 100 | 115 | 125 | 135 |
買活[]
在死亡的時候,玩家可以選擇使用「買活」,花錢以立即在泉水重生。 然而,買活有420秒的冷卻時間,並且每次買活成本都會增加。買活費用首先從可靠金錢中扣除,由於可靠金錢在玩家死亡時也不會丟失,這使得玩家可以通過積累足夠的可靠金錢來確保買活。 買活的基礎成本為100金,其餘基於英雄財產總額使用以下公式計算:
100 + 财产总和 / 13
(結果向下取整)
除了可能較高的金錢成本外,買活也會增加25秒到下一次死亡的重生時間內。
Due to the high cooldown, high gold cost and heavy penalties, using buyback should be a thoroughly thought through action, as it can backfire and cause more harm than good. Scenarios where a buyback may be a good idea is when a crucial team fight starts while one is dead, in order to join the fight. Another crucial moment is when the base needs defending, or when having died during a team fight which your team still won and is going for a final push. Buyback should generally not be used to skip death timing to farm, as the gold cost is usually too big to make it ever worth it. Also, the death time penalty gets added on the next death. Especially on high levels, an early or ill-fated buyback can easily lead to a 120 seconds or longer death time on the next death.
Cooldown and lack of gold are the only things able to prevent a buyback.
Displays
The buyback button is only accessible while dead. It is located on the right side of the death bar. The death bar replaces the HP bar while the hero is dead and shows the respawn time. On its right, the Buyback button is located. The button has 3 different statuses: Ready, not enough gold, and on cooldown. When ready, the button is grey and heightened. On the button, it reads "BUYBACK" in white, and it also displays the current buyback cost. When having not enough gold, the button is red and pushed back. The "BUYBACK" text turns red, and it still displays the current cost. When on cooldown, it looks like when having not enough gold, but the gold cost is replaced by a cooldown timer, showing the remaining cooldown.
The buyback status can also be seen by allies, below the hero icon at the top bar. If the flag has a golden border, that hero has buyback ready and can use it. If there is no golden border, the player has either not enough gold, or it is on cooldown. Like the death bar, this is only visible while dead.
Lastly, the buyback status is also displayed in the gold tooltip, which can be accessed by hovering the mouse over the gold. It displays the currently required amount of gold for the buyback, its cooldown status, and how much gold the player still needs for the buyback, or how much surplus gold they have.
When a hero buys back, a string sound plays (▶️ buyback sound) which is audible to everyone, and a gold symbol appears below the hero's top bar icon, which stays there for several seconds, visible to everyone. The hero also responds to the buyback. Unlike their responses on a regular respawn, which are only audible to the player, a buyback response is audible to everyone. This means no matter what setting a player uses, there is always a cue revealing that a hero bought back.
Networth | Buyback Cost |
---|---|
1000 | 176 |
2000 | 253 |
3000 | 330 |
4000 | 407 |
5000 | 484 |
6000 | 561 |
7000 | 638 |
8000 | 715 |
9000 | 792 |
10000 | 869 |
11000 | 946 |
12000 | 1023 |
13000 | 1100 |
14000 | 1176 |
15000 | 1253 |
16000 | 1330 |
17000 | 1407 |
18000 | 1484 |
19000 | 1561 |
20000 | 1638 |
21000 | 1715 |
22000 | 1792 |
23000 | 1869 |
24000 | 1946 |
25000 | 2023 |
26000 | 2100 |
27000 | 2176 |
28000 | 2253 |
29000 | 2330 |
30000 | 2407 |
Leveling[]
Every hero starts off at level 1 and can level up 29 times, up to level 30. Each new level grants the hero some attribute points (different values for each hero). Ability points are gained up to level 25 which they can use to level up 技能 or a 天賦. Some abilities require the hero to be on certain levels to be learned or leveled up further. Most basic abilities have 4 ability levels and can be leveled on level 1, 3, 5 and 7. Talents can be upgraded at levels 10, 15, 20, and 25. Ultimates usually have 3 levels and can usually be leveled up at level 6/12/18. The exceptions are 米波, who requires different levels for his ultimate, and 祈求者, who has unique different ability scheme.
Heroes level up through the means of experience, which is gained by killing enemy units, or by being within proximity of an enemy unit while an ally kills that enemy unit. The required distance to gain experience is 1300 if the kill is not done by the hero, or if the killed unit was not a hero. Killing other heroes always grants experience, regardless of distance. When multiple heroes are within range of an enemy unit which gets killed, the experience gets evenly split among the heroes. This includes every single clone of 米波, but excludes 天穹守望者's Tempest Double. If a hero is already on max level, it still gets its share of experience when within range, even though it has no use for it anymore, causing it to get wasted. A hero cannot gain and does not get its share of experience while dead.
A level up is indicated by a visual effect, an angled yellow light beam from the sky shining on the hero. This light beam is visible to everyone. A sound effect is also played, which is only audible to the player.
技能相互作用[]
就像其他所有單位類型一樣,英雄單位類型與技能會產生不同的作用。一些技能完全不能影響英雄,還有一些在對英雄使用的時候會有不同的效果或數值。
以下技能不能對英雄使用或不影響英雄:
Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value)
相對地,這些技能只能對英雄使用或只影響英雄:
- Lua錯誤: 沒有找到"歿境神蝕者 - 神智之蝕"的Cargo數據. Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value)
- Lua錯誤: 沒有找到"剃刀 - 靜電連接"的Cargo數據. Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value)
Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value) Lua錯誤 在Module:SkillListLite的第74行:attempt to get length of field 'game' (a nil value)
以下技能在英雄上有着不同的作用:
- 只會對英雄施加寒霜詛咒debuff,可以在擊中時對其他單位造成傷害
- 在淘汰一個英雄時不會進入冷卻
- 對英雄造成全額傷害
- 升級後,只會選擇英雄作為次要目標
- 遠行鞋 等級2 - [[遠行鞋 等級2#|]]64px|text-top|link=遠行鞋 等級2#
- 只能對英雄使用,速度加成能夠影響其他單位
- 在英雄上持續更短的時間
- 在英雄上持續更短的時間
- 在英雄上持續更短的時間
- 除了自己的小兵之外,只會治療友方英雄
- 在英雄上持續更短的時間
- 不纏繞英雄
- 在英雄上持續更短的時間
- 只��周圍的英雄有作用,分裂箭矢對其他單位有效
- 在碰撞到英雄時停止,傷害和減速仍然影響其他單位
- 在沒有升級之前不能對英雄使用,可以對英雄和其他單位造成傷害和沉默
- 從被擊中的英雄中獲得額外的攻擊傷害和移動速度
- 對英雄減速而不是轉化他們,仍然會轉化幻象
- 在英雄上持續更短的時間
- 低於生命值閾值的加成效果只影響英雄
- 導彈只會受到英雄和建築的傷害
- 只會從被擊中的英雄中回復魔力值
- 在碰撞到英雄時爆炸,而不是穿過他們
- 只增加英雄的最大魔力值
- 朗姆酒buff和阿哈利姆神杖的拖拽只影響英雄,傷害和暈眩可以擊中其他單位
- 從被擊中的敵方英雄中獲得額外的移動速度,被擊中的英雄比其他單位會增加更多的區域傷害
- 可以對友方英雄使用,但不能對敵方英雄使用,可以對其他單位使用,無論是否是友方的
- 英雄能獲得更多的攻擊傷害
- 阿哈利姆神杖的授予力量光環只影響英雄
- 在英雄上持續更短的時間
- 不會立即擊殺英雄
- 從被擊殺的英雄上獲得更多的層數
- 自動施法只對英雄施法
- 只與周圍的英雄有作用
- 升級後,只能對英雄使用,只有英雄能對恆星造成傷害
- 在英雄上持續更短的時間
- 魔法負恢復只影響英雄,英雄只需要更少的攻擊就能摧毀守衛
- 只會在被生命汲取造成傷害的單位是一個英雄是才會回復魔法
- 可以切換為只影響英雄
- 在英雄上持續更短的時間
- 對被擊中的英雄降低更多攻擊傷害
- 升級後,只對英雄施加腐屍毒
- 從被擊殺的英雄中獲得更多的靈魂
- 升級後,只會從被擊中的英雄中獲得治療
- 彈道只能對英雄釋放
- 只降低英雄的魔法抗性
- 在英雄上持續更短的時間
- 只有英雄的存在才會破隱,可以遮蔽非英雄單位
- 直接使用只能對英雄使用
- 在英雄上持續更短的時間
- 在英雄上持續更短的時間
- 在英雄上持續更短的時間
- 在英雄上持續更短的時間,升級後,只會跳躍到英雄上
- 只有被添加的英雄才會增加雪球的傷害
- 死亡的英雄會比其他單位獲得更多的攻擊傷害
- 不能對英雄使用
- 英雄只需要更少的攻擊就能摧毀墓碑和擊殺不朽殭屍
- 從死亡的英雄中比其他單位獲得更多的治療
- 負面光環只會轉移到英雄上
- 升級前只能對英雄使用
- 在英雄上持續更短的時間
- 只會計算對英雄造成的傷害
- 英雄只需要更少的攻擊就能摧毀甲蟲
- 在英雄上持續更短的時間
- 冥魂大帝 - [[冥魂大帝#|]]64px|text-top|link=冥魂大帝#可以切換為只影響英雄
- 對地面使用時只會搜索英雄
版本歷史[]
畫廊[]
|