Well, usually the idea is to create a local trigger, with the event EVENT_UNIT_DAMAGE and for the (Triggering Unit), and as a condition to make it so that only the attacker actually affects the unit. The only thing would be to give a time limit in which the unit can be damaged, because if not, if players abuse the EVENT_UNIT_ATTACKED delay then there will be dozens of leaks causing lag.
~Daelin