I tried to create a map that does extra damage whenever a hero is attacking But there is a technical logical error - that does not cause a game crash and does work, but is laggy because of the technicalities Trigger = Unit is being damaged Action = Deal damage using a dummy unit to that unit based on the damaging unit's intelligance. now do other actions Problem: Damage is dealt => damage is then dealt by dummy unit => that active the same trigger a second time before finishing the first trigger This is not a loop, but it is technically a massive error since I am forcing the same trigger (damage is being dealt) to work twice midway of activation. There is a noticable lag and it might cause the gpu to run harder because of the technical "loop" Ive been thinking about it for a week now but I don't know how to avoid it. Has anyone ever done something like this in the past? I mean, the extra damage must come from some ability or come as a raw damage bonus to avoid this kind of error am I wrong?