Dota 2 Attack Speed Calculator

⚔️ Dota 2 Attack Speed Calculator

Model base attack time, agility, bonus IAS, attack speed caps, attack point, backswing cancel value, MKB proc rate, hits per second, and DPS over a fight window.

Tip: BAT is the quiet multiplier behind every attack speed build. Two heroes with the same displayed attack speed can have very different hits per second.
🎯Hero and Item Presets
Planning note: Presets are editable approximations. Patch data, talents, facets, buffs, illusions, transformations, disables, projectile travel, evasion, and target armor can change the real in-match result.
⚙️Attack Speed Inputs
Loads BAT, attack point, backswing, and a starter damage profile.
Most hero calculations start from 100 before agility and bonuses.
Attack interval = BAT / (total attack speed / 100).
Each agility point contributes flat attack speed for agility-based heroes in this model.
Use signed IAS for gloves, MKB, Moon Shard, alacrity, slows, passives, and temporary buffs.
The standard planning clamp is 20 minimum and 700 maximum attack speed.
Use when modeling a special mode, custom game, or personal warning line.
Scaled attack point estimates how quickly damage is released after issuing an attack.
Backswing can usually be canceled after the attack point to move or cast sooner.
Use average pre-armor hit damage or your own post-armor estimate.
Reduce for evasion, uphill misses, disarms, or unreliable target uptime.
Kiting, target switching, stuns, and chase time reduce practical DPS.
Monkey King Bar planning default is 80% proc chance.
MKB planning default is 70 bonus magical damage per proc.
Only affects the modeled proc damage, not your physical hit damage field.
Use BKB duration, Focus Fire duration, stun duration, Roshan window, or a teamfight slice.
350
Raw attack speed before cap
700
Selected maximum cap
0.24s
Scaled attack point
1.32/s
Expected proc rate
Dota 2 Attack Speed Results
Final attack speed
350
50.0% of standard cap
Hits per second
2.06
0.486 sec per attack
Release timing
0.243s
0.146s backswing
Window damage
4,632
579 DPS including procs
Comfortable attack speed range.
🧮Comparison Grid
📊Reference Tables
Common BAT and animation starting points
ProfileBATAttack pointPlanning note
Standard ranged carry1.700.50 secCommon baseline for comparing IAS
Juggernaut style1.400.33 secFast BAT makes each IAS point stronger
Terrorblade style1.500.30 secFast release with strong item scaling
Alchemist Rage1.000.35 secLow BAT can reach extreme HPS quickly
Spirit Bear style1.750.40 secItem proc checks can matter more than damage

Exact hero values can vary by current patch, form, unit, talent, and special ability. Use the custom fields when you have exact in-game data.

Attack speed formula guide
StepFormulaMeaningEditable input
Raw ASbase + agility + IASShown attack speed before clampAgility and bonus AS
Final ASclamp(raw, min, max)Applies selected cap profileIAS cap profile
IntervalBAT / (AS / 100)Seconds between attacksBAT and final AS
Hits/sec1 / intervalAttack events per secondComputed result
Proc/secHPS x chance x uptimeMKB-style expected procsProc chance and uptime

Flat attack speed bonuses stack into the same raw AS pool here. Separate skill rules, transformations, illusions, and custom game modifiers should be entered manually.

Preset assumptions loaded by the buttons
PresetBATMain item or buffBonus ASPlanning role
Drow MKB Pike1.70MKB plus ranged carry items+150Steady right-click DPS
Sniper Mjollnir1.70Mjollnir attack speed package+120Long-range proc pressure
Phantom Assassin MKB1.70MKB plus burst items+95Evasion counter and crit delivery
Troll Ramp1.70Stacking attack speed state+260Cap pressure and proc volume
Alchemist Rage1.00Low BAT transformation+210Very high hits per second
Windranger Focus1.50Focus Fire-style attack burst+400Short target tunnel window

These are not item recommendations. They are editable timing scenarios for testing BAT, IAS, proc rate, and DPS window sensitivity.

Dynamic IAS breakpoint samples
Bonus ASFinal ASHits/secMKB procs/sec

Rows use the current hero BAT, agility, cap, hit chance, uptime, MKB chance, and magic resistance settings.

Attack point and backswing use
Timing pieceWhat it meansSpeed effectPractical check
Attack pointDamage release timingScales down with attack speedLast-hit and orb-walk feel
BackswingAnimation after releaseAlso scales down with speedUsually cancel after release
Full animationPoint plus backswingMay be shorter than intervalDo not confuse with attack interval
Projectile travelTime after releaseNot solved by IAS aloneMatters for ranged last hits
Proc checksPer successful attackRises with hits per secondMKB, basher-style planning

The calculator scales listed animation times by the same attack speed factor used for attack interval, then reports release and cancel timing separately.

Tip: When testing MKB, compare proc rate and expected proc DPS instead of only looking at final attack speed. Fast BAT heroes convert the same proc chance into more checks per second.
Tip: If your final attack speed is near the cap, more raw IAS may be wasted. Change BAT, damage, uptime, hit chance, or survivability assumptions before adding another speed item.

A lot of times you get mad because “your attack speed isn’t making you hit fast.” Your build up has all these stats, you’re just hitting super slow. Maybe the guy dies really quick but you see his health bar drop slower then what it should be. And its not realy due to the item builds you have. It’s more due to how your attack speed and other stats interacts with animation time. Attack speed is rhythmic. If you don’t know the rhythm, you are dancing to the wrong song.

Total attack speed is how most players view this stat as in more is good. That’s not all there is to the math of it. There are also timing equations which the calculator does for you. Plug in your hero’s base attack time + agility and it’ll tell you if adding some speed will help or hurt. To do so requires knowing about Base Attack Time. If one hero has a slow base attack time then they’ll need more bonus speed to catch up to fast hero. It’s a multiplier effect that can punishes bad item choices. Compare that to Drow Ranger vs. Juggernaut. They both may have 300 attack speed. Because Juggernaut has a faster animation cycle, each extra point of bonus speed give him more attacks than Drow.

How Attack Speed Really Works

Instead of viewing the raw percentage on your interface, the tool lets you input custom times or swap profiles to see exactly how many attacks per second you’re getting. Rather than reading the stat line seeing the time between shots is more accurate.

Proc-based items like Monkey King Bar operate in a way opposite to popular belief. Many players purchase a Monkey King Bar with expectation of gaining flat damage on each attack. Monkey King Bar doesn’t add flat damage. Instead, it adds conditional magic damage based off the number of times you attack. Adding additional bonus percent will not raise your proc rate if you’re already capped out on attack speed. That’s clearly shown in the calculator. You may notice that your raw stats keeps rising but your procs per second no longer rise. This is a misunderstanding commonly seen among players, they chase stats that don’t help them play better.

Another key component of combat is cancelling backswing. There is a delay between commanding an attack and when it actualy hits. There is also extra time after it connects while the animation recoils. Cancelling that latter part of the animation will let you cast spells/move earlier. The tool tracks that window. It helps you see how much effective uptime you have while kiting things around. How long is your backswing? You’re open to attack at that time. Speed reduces that vulnerability. It’s about standing less still while you attack.

Keep in mind that you want to account for the magic resistance of the target too. Monkey King Bar has magic damage. Soon enough additional procs will be less effective on high-spell-resistant targets. You can adjust this variable on the calculator and not overestimate how much burst you are getting. You can use it as a way to compare tankier bruiser targets vs squishier ones. That makes you think about the actual matchup different than some idealized stat.

Attack speed builds is a matter of efficiency. How can you get to the number of hits-per-second you need fastest without wasting gold? After you hit that number every additional point is just dead weight. Look at the presets and observe how each hero scales toward their late-game items. Troll Warlord scales one way, Phantom Assassin another. Some heroes benefit from slow-and-steady stat building; others require big bangs. You do not win just because you have the most in the game. You win because you have the correct one for the scenario.

Being a good player means being in tune with the attack flow. You can know exactly what kind of pressure you need to put on with eight seconds of Black King Bar up and you no longer have to guess when you’re going to land. That’s worth far more then any individual item in the shop.

Dota 2 Attack Speed Calculator

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