Dota 2 status effects
Dota 2 status effects
Patch 7.07 introduced a brand new attribute into the game: Status Resistance, which is an attribute that reduces the duration of most debuffs. It is a great news for strength heroes – less disabled duration means they are less likely to be burst down by disable combos, and also means they can contribute more in teamfights. However, from my pub experience, there are still considerable amount of players who are confused about this mechanic and that’s the reason why I write this article.
Firstly let’s talk about the stacking of Status Resistance, currently there are only three ways to gain Status Resistance:
- Strength heroes gain 0.15% Status Resistance linearly for each point of strength they have
- The passive of Aeon Disk provides 25% Status Resistance
- Tiny’s Grow provides Tiny (20%, 30%, 40%) Status Resistance
Status Resistance from different sources is calculated multiplicatively like Magic Resistance. For example: A tiny who has 100 strength with Grow on level 3 and with an Aeon Disk has a status resistance of : 1-(1-0.15%*100)(1-40%)(1-25%)=0.6175
PS: In last patch, Pudge could reach 100% Status Resistance by stacking his passive, but after patch 7.09, Status Resistance has a ceiling of 99%.
After knowing the stacking formula of Status Resistance, let’s take a look at the definition of Status Resistance on Dota2 Wiki:
“Status Resistance is an attribute of a hero that reduces the duration of most status debuffs and the slow values of slows”
Indeed, the main effect of Status Resistance is to reduce the duration of debuffs like silence, stun, root, slow, sleep, disarm, hex, fear, nullify, etc. This list includes almost every debuff in Dota2, so that it gives some players the impression that Status Resistance works on all debuffs. Well it doesn’t, Status Resistance has its limitations and a lot of spells are not affected by it. The following are the spells that are not (Fully) affected by Status Resistance:
1. Spells that continue to take effect within the spell range.
- Chronosphere, Black Hole, Song of the siren, etc.
- Auras
2. For spells that deal damage over time but DOES NOT silence/ stun/ root/ sleep target, Status Resistance does not reduce the duration nor total damage(If the spell slows the target, then Status Resistance will get its slow value reduced)
- Viper: Corrosive Skin, Viper Strike
- Phoenix: Fire Spirit, Icarus Dive
- Death Prophet: Spirit Siphon
- Arc Warden: Flux
- Jakiro: Duel Breath
- Warlock: Shadow Word
- Wraith King: Wraithfire Blast
- Underlord: Firestrom
- Venomancer: Venomous Gale, Poison Nova
- Pugna: Life Drain
- Weaver: The Swarm
- Silencer: Arcane Curse
- Batrider: Flamebreak
- Ogre Magi: Ignite
- Dazzle: Poison Touch
As you can see, most debuffs in this list are dispellable, the reason why Status Resistance cannot reduce the duration of these debuffs, in my opinion, is because there are so many spells in Dota2 that deal damage over time and disable at the same time. If Status Resistance could reduces the duration of these debuffs as well, it would take the place of Magic Resistance, which is not something IceFrog wants to happen.
PS: the duration Bloodseeker’s Rupture will also be reduced by Status Resistance.
3. Attack modifiers that deal damage over time
- Huskar: Burning Spear
- Doom: Infernal Blade(The stun duration still gets reduced)
- Winter Wyvern: Arctic Burn
- Orb of Venom
- Viper: Poison Attack
- Jakior: Liquid Fire
- Dragon Knight: Corrosive Breath
- Venomancer: Poison Sting
- Meepo: Geostrike
4. Debuffs whose duration is decided by the caster
- Razor: Static Link
- Slark: Essence Shift
PS: Duration of Decay(Udying) and Arcane Orb(Outworld Devourer) is a little bit strange, as shown in the gif, the debuff icon disappears when the progress bar hasn’t completed.
5. Spells that result fixed times of tick.
- Disruptor: Thunder Strike
- Queen of Pain: Shadow Strike
- Enigma: Malefice
- Treant Protector: Leech Seed
- Witch Doctor: Maledict
- Invoker: Cold Snap
6. Debuffs that displayed in status bar but not considered as debuff.
- Tusk: Walrus Punch (In-air time)
- Dark Willow: Cursed Crown (Delay time)
- Sand King: Caustic Finale (Delay time)
- Oracle: Purifying Flames(Heal Duration)
- Ancient Apparition: Cold Feet(Delay time)
- Shadow Demon: Shadow Poison(Delay time)
Here is another interaction I found interesting:
When Doom is not equipped with Aghanim’s Scepter, the duration of his ult will be reduced by Status Resistance. When he has Aghanim’s Scepter, if he uses ult and leaves the target(further than 900 range), the duration of his ult will not be reduced.
What’s more interesting is: Doom’s ult lasts 16 seconds, and the Tiny in this gif has 75% Status Resistance, if an Aghanim Doom casts ult on the Tiny and leaves( further than 900 range), Tiny will still be doomed for 16 seconds. But if Doom casts ult on Tiny, leaves, and comes back after 4 seconds, his ult expires immediately.

