Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against certain heroes. Summons are usually under the control of the summoning unit`s player, but most of them can be converted by the enemy. Only very few of them cannot be controlled. Summoned units usually live only for a certain amount of time (although some stay permanently, until killed) after being summoned and a player can have a limited amount of some summons.
There are 3 types of summons: Regular summons, which are treated like regular creeps by spells, usually have no active abilities and usually are not a big threat, creep-heroes, which are treated like heroes by most spells and are significantly stronger than other summons, and wards, which usually are immobile and fully immune to most spells.
These summons are comparable to lane and neutral creeps when it comes to their power. A single one of them is usually not a threat, be that as it may, they can get quite dangerous when encountered in groups. Summons usually have certain abilities, giving each of them a different role. They can either be passive and used for scouting, or aggressive used in fights. Losing regular summons is usually not a big deal, since they provide rather low bounties, they expire and they can be resummoned after a short while.
Regular summons are treated like lane and neutral creeps by almost every spell. A few spells have specific effects against summoned units (e.g. dealing extra damage).
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- Summons Thousands Wards | Dota 2 Ability Draft (🔔 Turn on notifications not)
These summons are special in a way that they are treated as heroes by most (but not all) abilities and effects. They are more powerful than other summons and usually the "main weapon" of the heroes that summon them. Compared to most other summons, they do not come in masses but are rather strong individual units. Be that as it may, as a downside, their bounty is usually quite high, the spell they are summoned with has a large cooldown or they have other negative effects on the owner upon losing them, so it is important for the player to keep them alive as long as possible.
|Beastmaster||Call of the Wild: Hawk||Hawk|
|Call of the Wild: Boar||Boar|
|Brewmaster||Primal Split||Earth, Storm, and Fire|
|Elder Titan||Astral Spirit||Astral Spirit|
|Invoker||Forge Spirit||Forged Spirit|
|Lone Druid||Summon Spirit Bear||Spirit Bear|
|Lycan||Summon Wolves||Lycan Wolf|
|Nature`s Prophet||Nature`s Call||Treant|
|Wrath of Nature||Greater Treant|
|Warlock||Chaotic Offering||Warlock Golem|
|Weaver||The Swarm||The Swarm|
|Dark Troll Summoner||Raise Dead||Skeleton Warrior|
|Mud Golem||Shard Split||Shard Golem|
|Animal Courier||Deploy Courier||Animal Courier|
|Flying Courier||Upgrade Courier||Flying Courier|
|Necronomicon||Demonic Summoning||Necronomicon Warrior |
Units can also become summoned through conversion. Instead of creating a unit, an already existing unit becomes owned by the caster.
|Helm of the Dominator||Dominate|
|Arc Warden||Spark Wraith||Invulnerable|
|Clockwerk||Power Cogs||Can be destroyed in 1 hit by the owner|
|Gyrocopter||Homing Missile||Can be pushed by Force Staff |
Instantly destroyed by Chronosphere
|Earth Spirit||Stone Remnant||Invulnerable and can only be affected by Boulder Smash, Rolling Boulder, Geomagnetic Grip, and Magnetize|
|Ember Spirit||Fire Remnant||Invulnerable and can only be affected by Activate Fire Remnant|
|Juggernaut||Healing Ward||Can be frozen by Chronosphere|
|Monkey King||Wukong`s Command||Invulnerable |
Their attack damage, on-hit effects, and auras are identical to Monkey King`s, based on Monkey King`s item inventory upon cast
|Nature`s Prophet||Sprout||Creates temporary trees|
|Phoenix||Supernova||Can only be attacked by heroes|
|Pugna||Nether Ward||Can be targeted by Decrepify|
|Shadow Shaman||Mass Serpent Ward||Can be walked through by using phase abilities that remove collision |
Can be frozen by Chronosphere
|Storm Spirit||Static Remnant||Invulnerable|
|Proximity Mines||Cannot be revealed by True Sight|