> ## Documentation Index
> Fetch the complete documentation index at: https://mintlify.com/DarkoniusXNG/Legends-of-Dota-Redux/llms.txt
> Use this file to discover all available pages before exploring further.

# Mutators

> Optional game modifiers that alter how the match plays. Mutators are selected during the option phase and apply globally for the entire game.

Mutators are server-side modifiers that change the rules of the match for all players. They are chosen during the option voting and selection phases. Most mutators apply a permanent modifier to every hero; some affect the map environment instead.

<Note>
  Some mutators are restricted to Patreon supporters or are only available on certain map variants. The advanced options menu shows which mutators are available in your current lobby.
</Note>

## Available mutators

<AccordionGroup>
  <Accordion title="Vampirism">
    **Modifier:** `modifier_vampirism_mutator`

    Heroes gain lifesteal and bonus movement speed during the **night** cycle, but suffer a health regen penalty during the **day**.

    | Stat         | Day | Night |
    | ------------ | --- | ----- |
    | Health regen | −1% | +1%   |
    | Lifesteal    | 0%  | 20%   |
    | Move speed   | +0% | +10%  |
    | Mana regen   | +0% | +1%   |

    A notification is displayed to each player when the day/night cycle changes. This mutator is the mirror-opposite of the Hunter mutator.
  </Accordion>

  <Accordion title="Hunter">
    **Modifier:** `modifier_hunter_mutator`

    The inverse of Vampirism. Heroes gain lifesteal and bonus movement speed during the **day** cycle and suffer penalties at **night**.

    | Stat         | Day  | Night |
    | ------------ | ---- | ----- |
    | Health regen | +1%  | −1%   |
    | Lifesteal    | 20%  | 0%    |
    | Move speed   | +10% | +0%   |
    | Mana regen   | +1%  | +0%   |

    Notifications alert each player when the cycle flips. Pair with Vision-heavy builds to maximise the daytime power window.
  </Accordion>

  <Accordion title="Cooldown Reduction">
    **Modifier:** `modifier_cooldown_reduction_mutator`

    All heroes permanently receive a **50% cooldown reduction** and **0.75% mana regen** bonus. The modifier is hidden (no buff icon is shown).

    This dramatically increases the pace of teamfights and rewards builds that rely on repeatedly casting spells.
  </Accordion>

  <Accordion title="Death Explosion">
    **Modifier:** `modifier_death_explosion_mutator`

    When a hero dies, a delayed explosion triggers roughly 1 second later. The explosion deals magical damage and knocks back nearby units.

    | Property              | Value                    |
    | --------------------- | ------------------------ |
    | Base damage           | 150                      |
    | Damage per hero level | +25                      |
    | Radius                | 300 units                |
    | Knockback distance    | 200 + (10 × level) units |
    | Knockback height      | 20 + (10 × level) units  |

    The effect uses the Techies land-mine explosion particle and sound. Trees are destroyed within the radius.
  </Accordion>

  <Accordion title="Drop Gold Bag">
    **Modifier:** `modifier_drop_gold_bag_mutator`

    When a hero dies they drop a gold bag on the ground. Nearby players can pick it up for a gold bonus. The bag behaviour is implemented directly in `pregame.lua` (`Pregame:DropGoldOnDeath()`) rather than the standalone modifier file, which is kept for reference.

    This mutator encourages aggressive play and makes kills more economically impactful than in standard Dota 2.
  </Accordion>

  <Accordion title="Kill Streak">
    **Modifier:** `modifier_killstreak_mutator_redux`

    Each hero kill you get adds a stack. Each stack increases both your **outgoing damage** and your **incoming damage** by 20%, and slightly increases your model scale.

    | Per stack               | Value             |
    | ----------------------- | ----------------- |
    | Outgoing damage bonus   | +20%              |
    | Incoming damage penalty | +20%              |
    | Model scale             | +1% per 20 stacks |

    Stacks reset to zero on death. The mutator creates a high-risk, high-reward dynamic: kill streaks make you a glass-cannon target worth taking down.
  </Accordion>

  <Accordion title="No Health Bar">
    **Modifier:** `modifier_no_healthbar_mutator`

    Removes the health bar from all heroes. Enemy HP pools are completely hidden, making it impossible to see how close a target is to death without committing to the fight.

    This mutator significantly increases the skill floor for decision-making during engagements.
  </Accordion>

  <Accordion title="Random Spell">
    **Modifier:** `modifier_random_spell_mutator`

    An invisible, invulnerable, and true-sight-immune unit is spawned that periodically casts a random spell on all heroes every **60 seconds**. Five seconds before each cast a global notification shows which spell is incoming.

    The spell pool includes: Retro Disarm, Surge, Ion Shell, Voodoo, False Promise, Walrus Kick, Light Blade, Chain Frost, Sprout, Homing Missile, Mana Leak, Rupture, Lightning Bolt, Sun Strike, Torrent, Cold Feet, Glimpse, and Telekinesis.

    Spell levels scale with game time (roughly 1 level per 5 minutes).
  </Accordion>

  <Accordion title="Resurrection">
    **Modifier:** `modifier_resurrection_mutator`

    Grants heroes a resurrection mechanic on death. The specific implementation varies by version — the core tombstone-drop logic is present in the modifier file but is currently stubbed out pending rebalancing.
  </Accordion>

  <Accordion title="Super Runes">
    **Modifiers:** `modifier_rune_doubledamage_mutated_redux`, `modifier_rune_arcane_mutated_redux`

    Runes that spawn on the map are upgraded to super versions:

    * **Super Double Damage** — grants **+200% base damage** instead of the standard bonus.
    * **Super Arcane** — grants **60% cooldown reduction** and **60% mana cost reduction** for its duration.

    Super Runes make rune control a much higher-priority objective and can swing teamfights dramatically.
  </Accordion>

  <Accordion title="Random Lane Creep">
    **Modifier:** `modifier_random_lane_creep_mutator_ai` / `modifier_random_lane_creep_spawner_mutator`

    Lane creeps are replaced with or supplemented by randomised creep types. Creep compositions vary each wave, keeping the laning phase unpredictable.
  </Accordion>

  <Accordion title="Free Creep Ability">
    Added in version 11.2. All lane creeps receive a free ability from the ability pool, giving them additional combat power. Works alongside the creep power system — if both this mutator and creep extra ability are enabled simultaneously, ensure the correct interaction flag is set to avoid disabling the creep power mutator.
  </Accordion>

  <Accordion title="Explode on Death">
    Added in version 11.2. A separate mutator variant of the death explosion effect, available as a distinct option in the advanced settings panel.
  </Accordion>
</AccordionGroup>
