Дота 2 туман войны как изменить цвет

как сделать такой же вид у тумана войны? | Автор: LifeRuiner


Туман войны по новому

LifeRuiner

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LifeRuiner

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tuman.png

как сделать такой же вид у тумана войны?

qt_

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img

Из баттлпасса на 50 лвле эффект (короче плати Gaben.png?1619500474)

Neko_girl

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tuman.png

как сделать такой же вид у тумана войны?

Нажмите, чтобы раскрыть…

отдать анальную девственность бургероеду Gaben.png?1619500474

(или быть giga.gif?1629253562и скачать скинчейнджер)

sk1drow

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Прост донишь или юзаешь скинченеджер. 

LifeRuiner

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LifeRuiner

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qt_ сказал(а):↑

Из баттлпасса на 50 лвле эффект (короче плати Gaben.png?1619500474)

Нажмите, чтобы раскрыть…

Не ну красиво сейчас чекнул на сколько эффект остается

Tumani

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qt_ сказал(а):↑

Из баттлпасса на 50 лвле эффект (короче плати Gaben.png?1619500474)

Нажмите, чтобы раскрыть…

А как поставить то его? Он сам не поставился

qt_

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img

Tumani сказал(а):↑

А как поставить то его? Он сам не поставился

Нажмите, чтобы раскрыть…

Тебе шмотка должна в инвентарь прилететь, на неё райтеликлм и активировать

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Обновлено: 13 Февраль 2021 в 15:51

Погодные эффекты в Dota 2

+ Содержание

  1. Для чего нужны погодные эффекты в Дота 2, и как они работают
  2. Как получить погодные эффекты в Dota 2
  3. Разновидности погодных эффектов в Dota 2
  4. Как установить/изменить погодные эффекты в Dota 2

В Dota 2 существует множество косметических предметов, позволяющих улучшать внешний вид героев, курьероев, зданий, окружения и т.д. Кроме того, в данной игре присутствует и возможность добавления различных эффектов по всей карте. Специально для этого были добавлены погодные эффекты. Подробнее о них, а также о том, как их получить и как ими пользоваться, смотрите ниже.

Для чего нужны погодные эффекты в Дота 2, и как они работают

Погодные эффекты были созданы лишь для улучшения внешнего вида карты и добавления разнообразия в игру. Никаких преимуществ игрокам они не дают. Так что, приобретают их лишь для красоты.

Все погодные эффекты работают автоматически, для этого их нужно лишь включить в своем инвентаре. Далее, во время игры по всей карте будут появляться различные эффекты, анимации и новые звуки. Все это будет создавать атмосферу той или иной погоды (например, дождь, снег и т.д.).

Как получить погодные эффекты в Dota 2

Все погодные эффекты, которые существуют в Dota 2, выдавались игрокам за приобретение компендиума к различным турнирам The International. Сегодня же получить их таким способом невозможно. Также, отметим, что все погодные эффекты невозможно продать на торговой площадке Steam.

Погодные эффекты на торговой площадке

Единственный способ получения погодных эффектов в 2021 году – обмен между игроками. Для этого вы можете воспользоваться различными группами, которые всегда доступны в интернете. Также, погодные эффекты продаются игроками на различных сторонних площадках (к примеру, на Market Dota 2 можно купить различные эффекты за 30 – 400 рублей).

Разновидности погодных эффектов в Dota 2

На сегодняшний день в игре существует 9 различных погодных эффектов. Все они были разработаны специально для The International 2014 – 2016 и выдавались игрокам, купившим компендиумы к данным турнирам. Предлагаем ознакомиться подробнее с каждым погодным эффектом:

  1. Weather Moonbeam. Этот погодный эффект добавляет по всей карте лунные блики, которые имеют яркое свечение в дневное время суток и голубоватое свечение в ночное время. Получить его могли все владельцы компендиума The International 2014 (выдавался сразу после покупки).
    Weather Moonbeam
  2. Weather Rain. Этот эффект добавляет дождь и молнии, которые будут появляться время от времени по всей карте. Получить его можно было с компендиума от The International 2014.
    Weather Rain
  3. Weather Snow. Добавляет снег, который будет идти по всей карте на постоянной основе. Этот эффект выдавался всем владельцам компендиума The International 2014.
    Weather Snow
  4. Weather Harvest. Добавляет на карту осенние эффекты (падающие листья, желтеющая трава, желтоватый фон экрана и многое другое). Выдавался этот погодный эффект владельцам компендиума The International 2015.
    Weather Harvest
  5. Weather Sirocco. Добавляет по всей карте эффекты песчаной бури. Получить его можно было с компендиума The International 2015.
    Weather Sirocco
  6. Weather Pestilence. Добавляет на карту кислотный дождь, а также делает весь фон игры зеленоватым и меняет цвет воды в реке на зеленый. Выдавался этот эффект с компендиума к The International 2015.
    Weather Pestilence
  7. Weather Ash. Погодный эффект с компендиума The International 2016. При его активации по всей карте будет падать горящий пепел.
    Weather Ash
  8. Weather Aurora. Этот погодный эффект создает по всей карте сумерки с голубыми лучами. Выпадал же он с компендиума от The International 2016.
    Weather Aurora
  9. Weather Spring. Добавляет по всей карте различные весенние эффекты. Выпадал он с боевого пропуска The International 2016.
    Weather Spring

В настоящий момент — это все погодные эффекты, которые были добавлены в Дота 2. Как видите, все они добавляют на карту различные новые анимации и эффекты. За счет этого создается определенная атмосфера, делающая игру более интересной.

Как установить/изменить погодные эффекты в Dota 2

Включить любой из имеющихся погодных эффектов в Dota 2 максимально просто и быстро. Но учтите, что сделать это вы можете только до начала игры (можно поменять и во время игры, но эффект изменится лишь к началу следующего матча). Для этого вам необходимо выполнить несколько простых действий:

  1. Перейти в инвентарь в главном меню игры.
    инвентарь
  2. Открыть раздел «Окружение».
    Окружение
  3. Нажать ПКМ на нужный вам погодный эффект.
  4. Кликнуть в открывшемся меню по клавише «Надеть».
    Надеть

Далее, можете запускать игру и в ней у вас отобразится выбранный погодный эффект. Также, отметим, что если в вашем инвентаре присутствует сразу несколько погодных эффектов, то можно воспользоваться всеми ими одновременно. Для этого нужно лишь нажать ПКМ на любой из эффектов и выбрать строку «Включить случайный выбор». В таком случае в каждой игре будет устанавливаться случайный погодный эффект из вашего инвентаря. А если захотите отключить все погодные эффекты, то просто нажмите на кнопку «Выключить случайный выбор» или «Снять».

Автор гайда: tesar

Чит Shadow Dance Menu — полезный хак под актуальный патч Дота 2 7.32 с функциями, которые вам облегчат игровой процесс. К примеру, вы сможете убрать «туман войны», изменить расстояние камеры (зум-хак) или даже изменить погоду. Управление всем функционалом происходит через специально меню, которое вы можете наблюдать на скриншоте. Конечно, основной функционал чита Shadow Dance Menu направлен на визуальную составляющую, поэтому в нем не ищите автокасты для героев.

Основные функции чита Shadow Dance Menu

  • Отображает оверлей, если Вас видит вражеская команда (герой, крипы, башни и т.д.)
  • Показывает дальность ренжа блинк даггера
  • Отдаленная камера
  • Изменяет погоду
  • Возможность удалить «туман войны»
  • Взлом карты частиц (можно видеть эффекты умений tp и aoe противника)
  • Сканировать смещения vbe

Инструкция по установке и запуску хака

  1. Скачайте чит с нашего сайта
  2. Распакуйте архив
  3. Запустите игру Dota 2, если она еще не запущена
  4. Откройте папку, в которой находится чит, и запустите его.
  5. Наслаждайтесь и обязательно прочитайте примечания ниже!
  6. Удерживайте левую кнопку мыши на меню, чтобы переместить его
  7. Дважды щелкните по меню, чтобы закрыть его

Примечание (обязательно к прочтению)

Каждый раз, когда матч заканчивается, нажмите кнопку сброса параметров. Существует проблема, из-за которой иногда видимость появляется, даже если враг не видит вас, это происходит из-за того, что m_flStartSequenceCycle начинается с 0,0, а затем увеличивается до 1,0 (новое значение vbe = 0, а не vbe = 0,01-0,9), поэтому каждый раз, когда вы нажмите стоп или начните движение вашего персонажа m_flStartSequenceCycle начнется с 0, а затем на мгновение отобразится как видимый. Разработчика работает над способом исправить это в ближайшее время. 

Если vbe не работает из-за обновления, последнее смещение vbe будет указывать на неправильный адрес (другие смещения вряд ли изменятся). Чтобы исправить это, нам нужно отсканировать новое смещение. Создайте матч с ботом, затем в игре нажмите кнопку Rescan vbe. после этого сделайте себя видимым для вражеской команды, а затем снова нажмите кнопку повторного сканирования vbe (проверьте консоль). Он автоматически сохранит обновленное смещение в файле offsets.ini (находится по тому же пути, что и dota2.exe)


Информация
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Консольные команды Дота 2 и читы в таблицах

Консольные команды

Всё, что необходимо знать про консольные команды для Дота 2

Вызов консоли

1. БиблиотекаDota 2 (ПКМ)Свойства

2. ОбщиеУстановить параметры запуска

3. Ввод команды -console → ОК

Биржа бустеров где можно выбирать
Стим трейд не работает 
Скрытый пул Дота 2
Лагает Дота 2

Автовключение команд

Автовключение консоли при запуске игры:

  1. Горячая клавиша консоли (ЛКМ) → Стандартно
  2. Ввод con_enable 1
  3. Выйти из игры, удалить значение -console из параметров запуска

Консольные команды будут сбрасываться после каждого запуска игры. Во избежании
этого создаём следующий config-файл:

  • Имя: autoexec.cfg
  • Путь расположения: steamappscommondota 2 betadotacfg

    Оффлайн консольные команды

    Список команд

    dota_bot_set_difficulty
    (устанавливает уровень сложности), где:
    map
    (устанавливает карту матча)
    con_enable «1»

     //==Dota 2 in offline mode==//

    alias «offline0» «sv_cheats 1;sv_lan 1;dota_start_ai_game 1;dota_bot_set_difficulty 0;map dota.bsp;»

    alias «offline1» «sv_cheats 1;sv_lan 1;dota_start_ai_game 1;dota_bot_set_difficulty 1;map dota.bsp;»

    alias «offline2» «sv_cheats 1;sv_lan 1;dota_start_ai_game 1;dota_bot_set_difficulty 2;map dota.bsp;»

    alias «offline3» «sv_cheats 1;sv_lan 1;dota_start_ai_game 1;dota_bot_set_difficulty 3;map dota.bsp;»

    alias «offline4» «sv_cheats 1;sv_lan 1;dota_start_ai_game 1;dota_bot_set_difficulty 4;map dota.bsp;»

    //==Dota 2 in offline mode==//
     

    0 — Пассивный
    1 — Легкий
    2 — Средний
    3 — Сложный
    4 — Нечестный
     
    dota.bsp — стандартная карта
    dota_autumn.bsp — осенняя карта
    dota_winter.bsp — зимняя карта
     

    Полный список команд:
    SteamLibrarysteamappscommondota 2 betagamedotamaps

    Команды консоли для настройки Дота 2

    Команда Значение Комментарий
    dota_simple_ready_up

    использование упрощенного диалогового окна готовности к матчу по умолчанию значение 0
    cl_showfps 1

    показывает FPS количество кадров в секунду
    dota_apm

    показывает кол-во APM у игроков APM — Actions Per Minute
    net_graph 1

    показывает FPS, ping, inout статистику в правом нижнем углу  
    net_graphheight 64

    перемещение таблицы статистики вверх/вниз  
    net_graphpos 1

    перемещение таблицы статистики вправо/влево

    dota_force_right_click_attack 1

    позволяет денаить юнитов по ПКМ значение по умолчанию — Alt+ПКМ
    dota_shop_force_hotkeys 1

    отключение горячей клавиши для магазина 1 — on, 0 — off
    dota_player_units_auto_attack 1

    отключение автоатаки 1 — on, 0 — off
    dota_ability_quick_cast 1

    использование способности на себя при даблклике  
    dota_sf_game_end_delay 0

    ускорение появления таблицы результатов матча 1 — on, 0 — off
    glow_outline_effect_enable «1»

    подсветка юнитов 1 — on, 0 — off
    volume «0.5»

    регулировка громкости звука 0 — min, 1 — max
    snd_musicvolume «0»

    регулировка громкости музыки 0 — min, 1 — max
    dota_disable_range_finder «0»

    активация визуального рейнджа (дальности) способности * отображает векторы направленности способностей (см. видео)
    dota_hud_reduced_flash «0»

    снижение вспышек внутриигровых эффектов  
    dota_minimap_disable_rightclick «0»

    блокировка эффекта от нажатия ПКМ на мини-карте  
    tv_voice_frame_adjust

    регулировка голосовых данных комментаторов по умолчанию значение 1, для отлаживания 2
    dota_unit_allow_moveto_direction

    отключение поиска путей при передвижении героя Alt+ПКМ — работа команды прекращается по столкновению
    dota_player_auto_repeat_right_mouse

    повторение нажатия ПКМ, пока зажата кнопка, привязанная к этой
    команде
     

    Направление скилов

    HP-бар

    Команда

    Комментарий

    dota_health_per_vertical_marker 250

    HP будет отображаться одной полоской, а не 250 делениями (стандарт)
    dota_health_hurt_decay_time_max «0»

    задержка урона на HP-баре (стандартно 0.8, 0.3)
    dota_health_hurt_decay_time_max 0

    }*сохранять команды в конфиг
    dota_health_hurt_decay_time_min 0

    dota_health_hurt_delay 0

    dota_pain_decay 0

    dota_pain_factor 0

    dota_pain_multiplier 0

    Изменение цвета команды в игре

    Вражеская команда

    Союзная команда

    dota_enemy_color_r 1.0

    dota_friendly_color_r 0

    dota_enemy_color_g 0

    dota_friendly_color_g 1.0

    dota_enemy_color_b 0

    dota_friendly_color_b 0

    В зависимости от пропорций (значение от 0 до 1) можно получить любой цвет.

    Лог битвы

    Команда

    Значение

    dota_combatlog_file

    файл, в который будут записываться логи
    dota_combatlog_size

    вычисляет общее распределение ресурсов для журнала боевых действий
    dota_combatlog_size_server

    выбор места записи файла с логами
    dota_combatlog_write_test

    записывает логи на диск, если установлено значение dota_combatlog_file

    Интернет-соединение

    Команда

    Значение

    ping

    показывает пинг всех игроков
    rate «80000»

    устанавливает общий объем пропускной способности сети
    cl_updaterate «40»

    регулирует количество обновлений, получаемых от сервера
    cl_cmdrate «40»

    регулирует количество обновлений, посылаемых на сервер
    dota_poor_network_detection_min_intervals_player «значение»

    значение по умолчанию — 3, минимальное число
    dota_poor_network_detection_max_intervals_player «значение»

    значение по умолчанию — 5, максимальное число
    net_steamdatagramtransport_forceproxyaddr

    консольные команды, позволяющие использование определённых наборов proxy-серверов
    sv_steamdatagramtransport_port

    Бинды (binds)

    Бинды могут быть на любые нужные команды, например:

    • bind «V» «say_team ss» — написать тиммейтам «ss» при нажатии
      клавиши «V»
    • bind «C» «say gl hf» — написать тиммейтам «gl hf» при нажатии
      клавиши «С»

    Команды для горячих клавиш необходимо записывать в файл autoexec.cfg

    Скриншоты (scrn) и видео

    Команда

    Значение

    host_framerate xx

    устанавливает число кадров в секунду (FPS) , с которым будет записываться
    видео (по умолчанию — 24)
    startmovie

    команда начала записи видео
    startmovie name tga

    начинается запись скриншотов с названием «name» в формате tga
    startmovie name avi

    начинается запись видео с названием «name» в формате avi
    endmovie

    останавливает запись

    Реплеи (Replay)

    Команда

    Значение

    Комментарий

    dota_sf_hud_stats_dropdown 0

    убирает панель Игровая Статистика (Game Stats) в верхнем левом углу  
    demoui

    отображает меню реплея с различными функциями  
    demoui2

    отображает меню реплея с различными функциями, позволяет значительно ускорять
    воспроизведение
    (см. скрин №1)
    sv_cheats «1»

    команда включает читы  
    dota_camera_distance

    изменяет дистанцию камеры по умолчанию — 1134 (см. скрин №2)
    thirdperson

    при включенном Drive (demoui), дает возможность крутить камеру при нажатии
    на ЛКМ
    (см. скрин №3)
    dota_sf_hud_actionpanel «0»

    отключает панель способностей  
    dota_sf_hud_channelbar «0»

    отключает полоску, которая отображает продолжительность заклинания  
    dota_sf_hud_chat «0»

    отключает чат/лог убийств  
    dota_sf_hud_inventory «0»

    отключает инвентарь  
    dota_sf_hud_top «0»

    отключает все панели сверху  
    dota_hud_healthbars «0»

    отключает все индикаторы здоровья 3 — с делениями (стандарт), 0 — без делений
    dota_hud_healthbar_number «0»

    цифровой индикатор HP 1 — on, 0 — off
    dota_no_minimap «1»

    отключает мини-карту  
    dota_hide_cursor «1»

    отключает курсор  
    cl_drawhud «0»

    полностью удалит все элементы с экрана подразумевает потерю ряда функций управления мышью, таких как увеличение/уменьшение

    Убрать лишнее пространство можно с помощью следующих команд:

    Команда

    Комментарий

    dota_render_crop_height «0»

    управление высотой визуализации
    dota_render_y_inset «0»

    управление  вставкой визуализации в верхней части экрана
    video_quality_level «0»

    изменение качества рендера (0-3)
    fogui

    открывает пользовательский интерфейс тумана и позволяет выставить свое
    значение
    dota_sf_hud_spectator_override 1

    по умолчанию — 0
    dota_sf_hud_spectator_graph 0

    по умолчанию — 1
    dota_sf_hud_spectator_harvest 0

    по умолчанию — 1
    dota_sf_hud_spectator_items 0

    по умолчанию — 1

    Читы для лобби

    Команда

    Значение

    Комментарий

    dota_hero_level «количество»

    повышение уровня героя схожие команды для чата:
    -lvlup повышение уровня своего героя
    -lvlmax максимальный уровень своему герою
    dota_bot_give_level «количество»

    повышение уровня всех ботов аналог: -levelbots
    dota_create_item «название»

    выдача предмета список в Wiki по Dota 2
    аналог: -item name
    dota_bot_give_item «название»

    выдача предмета всем ботам список в Wiki по Dota 2
    аналог: -givebots name
    dota_give_gold «количество»

    добавление золота вашему герою аналог: -gold
    dota_hero_refresh

    сбрасывание кулдаунов способностей и вещей, восстановление здоровья и
    маны
    аналог: -refresh
    dota_hero_respawn

    возрождение героя возле фонтана применяется и к живым героям
    аналог: -respawn
    dota_create_hero_neutral

    создание нейтрального юнита аналог: -createhero name neutral
    dota_create_hero_enemy

    создание именного юнита или героя в качестве врага аналог: -createhero name enemy

    спавнит юнита/героя в месте,
    где стоит курсор

    dota_create_unit «название»

    создание именного юнита или героя в качестве союзника список в Wiki по Dota 2
    аналог: -createhero name
    dota_start_game

    таймер на 00:00, начало игры аналог: -startgame
    dota_ability_debug_enable / dota_ability_debug_disable

    вкл./выкл. кулдаунов и манакоста аналог: -wtf / -unwtf
    dota_all_vision_enable / dota_all_vision_disable

    вкл./выкл. видимости вражеских героев, строений и отрядов  
    dota_clear_wards

    уничтожение всех Observer Ward на карте аналог: -clearwards
    dota_kill_wards

    уничтожение всех Observer Ward и Sentry Ward на карте аналог: -killwards
    dota_spawn_rune

    спавн рун на их местах аналог: -spawnrune
    dota_spawn_creeps

    перерождение крипов без ожидания аналог: -spawncreeps
    dota_spawn_neutrals

    перерождение нейтральных мобов без ожидания аналог: -spawnneutrals
    dota_creeps_no_spawning_enable / dota_creeps_no_spawning_disable

    вкл./выкл. спавна крипов аналог:
    -enablecreepspawn / -disablecreepspawn
    dota_respawn_roshan «command»

    возрождение Roshan  
    dota_dump_bots

    отображает состояние AI аналог: -dumpbots
    dota_all_vision

    раскрывает туман войны аналог: -allvision
    dota_hero_teleport

    телепортирует выбранного героя в точку, где находится курсор аналог: -teleport
    dota_trees

    возрождает все деревья на карте аналог: -trees
    dota_win

    мгновенно уничтожает вражеские постройки и заканчивает игру аналог: -win

    Видео демонстрации читов лобби

    Консольные команды Dota 2 для слабого ПК

    Рекомендованные настройки:

    • dota_cheap_water 1
    • cl_globallight_shadow_mode 0
    • r_deferred_height_fog 0
    • r_deferred_simple_light 1
    • r_screenspace_aa 0
    • r_ssao 0
    • mat_vsync 0
    • gpu_level 0
    • cpu_level 0

    Для поднятия FPS (ФПС):

    • dota_cheap_water 1
    • cl_globallight_shadow_mode 0
    • r_deferrer 0
    • r_deferred_height_fog 0
    • r_screenspace_aa 0
    • gpu_level 0
    • cpu_level 0
    • r_deferred_specular 0
    • r_deferred_specular_bloom 0
    • dota_portrait_animate 0
    • r_deferred_additive_pass 0
    • r_deferred_simple_light 0
    • r_renderoverlayfragment 0
    • r_shadowrendertotexture 0
    • r_WaterDrawReflection 0
    • r_ssao 0
    • mat_picmip 2
    • mat_vsync 0
    • mat_triplebuffered 0
    • rate 80000
    • cl_cmdrate 31
    • cl_interp 0.01
    • cl_interp_ratio 1
    • cl_lagcompensation 1
    • cl_pred_optimize 2
    • cl_smooth 1
    • cl_smoothtime 0.01
    • cl_updaterate 31
    • cl_spectator_cmdrate_factor 0.5
    • cl_spectator_interp_ratio 2
    • dota_set_avatar 9
    • dota_force_right_click_attack 1
    • dota_minimap_hero_size 500
    • dota_embers 0
    • dota_disable_range_finder 0
    • developer 0
    • dota_hud_healthbars 3
    • dota_sf_game_end_delay 0
    • glow_outline_effect_enable 0

    Где еще посмотреть читы и консольные команды

    1. Расширенный список читов (ENG)
    2. Дополнительные консольные
      команды (ENG)

    3. Горячие клавиши по умолчанию (ENG)

    Vision changes around while the hero moves.

    ▶️ Oh, nice view!

    Monkey King

    Vision describes what a unit can and cannot see within a circular area from its current location and state. Places a unit cannot see are filled with the Fog of War, a dark mist that hides enemy units inside of it. Allied units cannot be hidden by the fog of war. Invisible units cannot be seen even when outside of the Fog of War, unless they are revealed by a source of True Sight. Trees and higher elevation block a unit’s vision if it has ground vision. Flying vision is unobstructed by trees and elevation. Abilities can grant vision over areas as well, usually for a short amount of time and limited to their area of effect.

    All vision is shared within a team, which means that everything allied units see can be seen by the player as well. This includes allied player-controlled units, as well as NPC units, like lane creeps and buildings.

    Fog of War[]

    All areas outside of friendly vision are constantly covered by the Fog of War. Any non-friendly units within the Fog of War cannot be seen or directly targeted, however they can still be hit by non-targeted spells. To unveil units in the Fog of War, an allied unit must gain vision over that area.

    If an enemy enters the fog of war during the cast time of an ability, the cast gets canceled. However, attacks do not cancel if their targets enter the fog of war during the attack animation.

    Elevation[]

    Units cannot see areas that are on higher elevations than them.

    The Dota 2 map’s cliffs and valleys shape the battle, determining both where units can move and what they can see. Units with ground vision cannot see areas that are on higher elevation than them. For example, a unit standing in the river (which is the on the lowest elevation) cannot see anything past the cliffs surrounding the river, or beyond the ramps leading out of the river.

    On the other side, units standing on higher elevation effectively have unobstructed vision on lower elevation. For example, a unit standing on an elevated ward spot can see the entire surrounding, unobstructed by nearby trees, regardless of their vision type.

    Units with flying vision do not have their vision obstructed by higher elevations.

    Trees[]

    Amount of vision blocked by single tree changes based on proximity to it.

    Besides blocking pathing, trees also block vision for units on the same elevation as them, and for units one elevation above them. Trees block vision like how objects cast shadows: The closer the object is to the source of light, the bigger and wider the object’s shadow gets. The closer a unit is to a tree, the more vision is blocked by the tree, blocking out an entire section of the circular vision area of the unit. The exact numbers for these are unknown.

    The small trees created by Iron Branch icon.png Iron Branch, Ironwood Tree icon.png Ironwood Tree, Woodland Striders icon.png Woodland Striders, and Sprout have a narrower vision blocker than the regular trees on the map.

    Units with flying vision do not have their vision obstructed by trees.

    Vision Blockers[]

    Artificial vision blockers exist at certain locations, which control visibility additionally to the normal rules. All sources of flying vision are unaffected by vision blockers.

    Fountain Entrances[]

    Both fountains have a vision blocker at their stairs, preventing the enemies of that fountain’s team from seeing into the fountain area from outside. This is normally redundant, since the fountain’s higher elevation already prevents vision, but it also prevents vision from nearby higher-elevation ground, such as the Radiant icon.png Radiant fountain ward cliff.

    Roshan Pit[]

    Green tiles can see in, but cannot be seen from inside. Red tiles can see out, but cannot be seen from outside.

    Roshan icon.png Roshan‘s pit is sealed by vision blockers that prevent vision both into and out of the pit.

    However, the pit entrance also has phantom spots, areas in which vision is asymmetric. Units standing in these areas can either see into the pit while being unseen from inside, or see out of the pit while being unseen from outside. These may be useful for juking, scouting Roshan attempts, and for hiding wards, most notably Remote Mines. With ground vision, units on phantom spots can only be seen by standing within 3 tiles of them (in rectilinear distance).

    In-game, the phantom spots are not marked. To tell when you’ve stepped into a phantom spot, look for a subtle brightning of a small area of ground around you. This indicates you have direct vision of some phantom spot tiles, implying you are in a phantom spot yourself. The right side of the pit entrance has the largest continuous phantom spot, so it is the most forgiving location for this.

    Time of Day[]

    The current time of day affects vision. Most units’ vision range is shorter at night and higher by day. Exceptions exist, with some units having shorter day vision and longer night vision, and some having the same vision regardless of time.

    Base Vision Ranges[]

    Most units have day and night vision, only very few have absolutely no vision. These values can be altered with vision bonuses and reductions.

    Heroes[]

    All heroes have a vision range of 1800 during the day and 800 during the night, except for the following ones:

    Unit Day Night
    Bane minimap icon.png 1800 1200
    Batrider minimap icon.png 1600 800
    Bounty Hunter minimap icon.png 1800 1000
    Night Stalker minimap icon.png 800 1800
    Slark minimap icon.png 1800 1800
    Sniper minimap icon.png 1800 1400

    Lane Creeps[]

    All lane creeps have a vision range of 750 during the day and the night, except for the following ones:

    Unit Day Night
    Lycan Wolf icon.png Lycan Lane Wolf 1200 800

    Neutral Creeps[]

    All neutral creeps have a vision range of 800 during the day and the night, except for the following ones:

    Unit Day Night
    Ancient Ice Shaman icon.png Ancient Ice Shaman 1400 800
    Ancient Rumblehide icon.png Ancient Rumblehide 1400 800
    Ancient Thunderhide icon.png Ancient Thunderhide 1400 800
    Harpy Scout icon.png Harpy Scout 1200 800
    Harpy Stormcrafter icon.png Harpy Stormcrafter 1800 1800
    Hill Troll Priest icon.png Hill Troll Priest 1400 800
    Kobold icon.png Kobold 1400 800
    Roshan icon.png Roshan 1400 1400
    Dark Troll Summoner Skeleton Warrior icon.png Skeleton Warrior 800 600
    Vhoul Assassin icon.png Vhoul Assassin 400 400

    Roshan[]

    Unit Day Night
    Roshan icon.png Roshan 1400 1400

    Summoned Creeps[]

    Unit Day Night
    Beastmaster Boar icon.png Boar 1400 800
    Enigma Eidolon icon.png Eidolon 1200 800
    Invoker Forged Spirit icon.png Forged Spirit 1200 800
    Unknown Unit icon.png Hawk 750/800/850/900 750/800/850/900
    Lycan Wolf icon.png Lycan Wolf 1200 800
    Necronomicon Archer icon.png Necronomicon Archer 1300/1400/1500 800
    Necronomicon Warrior icon.png Necronomicon Warrior 1300/1400/1500 800
    Shard Golem icon.png Shard Golem 800 800
    Dark Troll Summoner Skeleton Warrior icon.png Skeleton Warrior 800 600
    Unknown Unit icon.png Spiderite 400 400
    Broodmother Spiderling icon.png Spiderling 400 400
    Nature's Prophet Treant icon.png Treant 500 500
    Undying Zombie icon.png Undying Zombie 1400 1400
    Unknown Unit icon.png Wraith King Skeleton 800 600

    Creep-Heroes[]

    Unit Day Night
    Unknown Unit icon.png Astral Spirit 350 350
    Brewmaster Earth minimap icon.png Earth 1800 800
    Visage Familiar icon.png Familiar 400 400
    Brewmaster Fire minimap icon.png Fire 1800 800
    Lone Druid Spirit Bear icon.png Spirit Bear 1400 800
    Brewmaster Storm minimap icon.png Storm 1800 800
    Brewmaster Void minimap icon.png Void 1800 800
    Warlock Golem icon.png Warlock Golem 1800 1800

    Clones[]

    Unit Day Night
    Tempest Double minimap icon.png Tempest Double 1800 800

    Couriers[]

    Unit Day Night
    Animal Courier Radiant minimap icon.png Courier 200 200

    Wards[]

    Unit Day Night
    Unknown Unit icon.png Death Ward 1200 800
    Fiend's Gate minimap icon.png Fiend’s Gate 500 500
    Unknown Unit icon.png Healing Ward 600 600
    Unknown Unit icon.png Homing Missile 400 400
    Unknown Unit icon.png Ice Spire 800 800
    Unknown Unit icon.png Ignis Fatuus 1800 800
    Unknown Unit icon.png Jex 600 600
    Unknown Unit icon.png Nether Ward 600 600
    Unknown Unit icon.png Nimbus 500 500
    Unknown Unit icon.png Observer Ward 1600 1600
    Unknown Unit icon.png Phoenix Sun 1800 800
    Venomancer Plague Ward icon.png Plague Ward 800 800
    Unknown Unit icon.png Power Cog 1600 600
    Unknown Unit icon.png Proximity Mine 64 64
    Unknown Unit icon.png Psionic Trap 400 400
    Unknown Unit icon.png Sentry Ward 0 0
    Shadow Shaman Serpent Ward icon.png Serpent Ward 1200 800
    Unknown Unit icon.png Skeleton Archer 800 800
    Unknown Unit icon.png Sticky Bomb 700 700
    Unknown Unit icon.png Tombstone 1500 1500
    Unknown Unit icon.png Tornado 300 300
    Unknown Unit icon.png Wraith Pact Totem 600 600

    Miscellaneous[]

    Unit Day Night
    Unknown Unit icon.png Beetle 321 321
    Unknown Unit icon.png Phantom 200 200
    Unknown Unit icon.png Spin Web 0 0

    Buildings[]

    Building Day Night True Sight Attack Range
    Ancient (Building) 2600 2600 900
    Effigy Building 900 600 0
    Fountain 1800 1800 1200 1200
    Melee Barracks 900 600 0
    Outpost 500 500 0
    Ranged Barracks 900 600 0
    Tower (Tier 1) 1900 600 700 700
    Tower (Tier 2) 1900 1100 700 700
    Tower (Tier 3) 1900 1100 700 700
    Tower (Tier 4) 1900 1100 700 700

    Types of Vision[]

    There are 2 types of vision, ground vision (also known as obstructed vision) and flying vision (also known as unobstructed vision). Ground vision is impaired by higher elevations, trees, and vision blockers, while flying vision is completely unhindered.

    Every hero has ground vision. Other units have the following vision types

    Units Vision type
    Beetle, Familiar, Hawk, Tornado Flying
    Alpha Wolf, Ancient, Ancient Black Dragon, Ancient Black Drake, Ancient Frostbitten Golem, Ancient Granite Golem, Ancient Ice Shaman, Ancient Rock Golem, Ancient Rumblehide, Ancient Thunderhide, Astral Spirit, Boar, Centaur Conqueror, Centaur Courser, Courier, Dark Troll Summoner, Death Ward, Earth, Effigy Building, Eidolon, Fell Spirit, Fiend’s Gate, Fire, Flagbearer Creep, Forged Spirit, Fountain, Ghost, Giant Wolf, Harpy Scout, Harpy Stormcrafter, Healing Ward, Hellbear, Hellbear Smasher, Hill Troll, Hill Troll Berserker, Hill Troll Priest, Homing Missile, Ice Spire, Ignis Fatuus, Jex, Kobold, Kobold Foreman, Kobold Soldier, Lycan Lane Wolf, Lycan Wolf, Mega Flagbearer Creep, Mega Melee Creep, Mega Ranged Creep, Melee Barracks, Melee Creep, Mud Golem, Necronomicon Archer, Necronomicon Warrior, Nether Ward, Nimbus, Observer Ward, Ogre Bruiser, Ogre Frostmage, Outpost, Phantom, Phoenix Sun, Plague Ward, Power Cog, Proximity Mine, Psionic Trap, Ranged Barracks, Ranged Creep, Roshan, Satyr Banisher, Satyr Mindstealer, Satyr Tormenter, Sentry Ward, Serpent Ward, Shard Golem, Siege Creep, Skeleton Archer, Skeleton Warrior, Spiderite, Spiderling, Spin Web, Spirit Bear, Sticky Bomb, Storm, Super Flagbearer Creep, Super Melee Creep, Super Ranged Creep, Super Siege Creep, Tempest Double, Tombstone, Tower (Tier 1), Tower (Tier 2), Tower (Tier 3), Tower (Tier 4), Treant, Undying Zombie, Vhoul Assassin, Void, Warlock Golem, Warpine Raider, Wildwing, Wildwing Ripper, Wraith King Skeleton, Wraith Pact Totem Ground

    Modifying Vision[]

    Several abilities and items can grant or reduce vision. Most of these vision bonuses stack additively unless stated otherwise.

    Vision Increasing Sources[]

    A unit can have a maximum vision range of 4000 as shown in the example below.

    Max Vision Example.png

    Vision Increasing Abilities

    • Shapeshift icon.png

      Night Vision Bonus: 1000
      Duration: 25 (Talent 31)
      Affects the caster.

    • Wolf Bite icon.png

      The affected target is granted Shapeshift properties based on its current level.

    • Lunar Blessing icon.png

      Self Night Vision Bonus: 250/500/750/1000

    • Firefly icon.png

      Vision Bonus: 50/100/150/200
      Affects the caster for the ability’s duration.

    • Book of Shadows icon.png

      Night Vision Bonus: 400

    • Arctic Burn icon.png

      Night Vision Bonus: 500
      Affects the caster for the ability’s duration.

    • Moon Shard icon.png

      Night Vision Bonus: 200
      Duration: Permanent
      Affects the target ally. Multiple instances do not stack. Takes priority over all other vision change effects. Does not stack with Shade Sight.

    • Moon Shard icon.png

      Night Vision Bonus: 400
      Passive. Takes priority over all other vision change effects. Does not stack with Consume.

    • Seer Stone icon.png

      Vision Bonus: 350

    Setting Vision[]

    These abilities set a unit’s vision to a specific value.

    Vision setting abilities

    • Nightmare icon.png

      Set Vision Range: 200
      Set the affected unit’s vision range to a specific value for its sleep duration. Takes priority over all other vision-changing effects, except for Shade Sight.

    • Bushwhack icon.png

      Set Vision Range: 0
      Set the affected unit’s vision range to a specific value for its stun duration.

    • Decoy icon.png

      Once triggered, the set vision values are based on Bushwhack.

    • Tree Dance icon.png

      Day Vision: 700
      Night Vision: 500
      Affects the caster. Lasts until unperched. Takes priority over all other vision-changing effects, except for Shade Sight and Consume.

    Talents[]

    The following heroes have a Talent talent that grants them bonus vision.

    Bonus Level 10 Level 15 Level 20 Level 25
    Left Right Left Right Left Right Left Right
    Night Vision
    • Spirit Breaker minimap icon.png +500

    Sources of Vision[]

    Units are not the only entities with vision. A lot of abilities are able to create vision cells of varying sizes on the world, revealing an area of a fixed duration.

    Caster Vision[]

    Caster vision granted over Bane minimap icon.png Bane to his enemies for casting Brain Sap on them.

    Caster vision is a vision cell granted to the victims of targeted spells and attacks. Whenever a unit casts a spell (except Charge of Darkness) on an enemy within 1800 range, or performs an attack on them, the enemy gains 150 radius ground vision around the casting or attacking unit which lasts for 2 seconds. This vision prevents players from easily and constantly harassing enemies from the fog of war, especially with long-distant spells that can be spammed easily like Arcane Bolt, or with ranged attacks.

    Only one of these vision cell can exist per unit. This means if a vision cell already exists from a previous targeted order, performing another targeted order within the previous vision cell’s duration does not create a second vision cell. Instead, the location of the previous vision cell gets updated, its duration gets reset, and its vision type is changed to flying vision.

    Caster vision is also applied upon launching an attack. The result of the attack does not matter, if the attack is executed, the vision is granted.

    Ground Vision[]

    Ground vision is obstructed by trees, higher elevations, and vision blockers.

    Sources of ground vision

    • Aegis of the Immortal icon.png

      Day vision radius: 1800
      Night vision radius: 800
      Provides ground vision around the hero upon triggering. Lingers for 5 seconds.

    • Fireball (Ancient Black Dragon) icon.png

      Vision radius: 300
      Provides ground vision within the target area. Lingers for 10 seconds.

    • Spark Wraith icon.png

      Vision radius: 300
      Provides ground vision around the wraith while stationary, starting upon cast. Lingers for 47 seconds. Triggering the wraith removes the vision.

    • Fiend's Grip icon.png

      Vision radius: 400
      Provides ground vision within the area of target unit’s initial position. Duration is based on the channel time after reductions and amplifications. Always lingers for the full duration, even when canceled.

    • Blood Rite icon.png

      Vision radius: 600
      Provides ground vision within the area. Lingers for 5 seconds.

    • Hookshot icon.png

      Vision radius: 200
      Provides non-lingering ground vision around the hook’s tip as it travels and upon retracting. Provides 400 radius vision at the max distance upon reaching it, if not latching.

    • Crystal Nova icon.png

      Vision radius: 900
      Provides ground vision at the target area. Lingers for 6 seconds.

    • Kinetic Field icon.png

      Vision radius: 350
      Provides ground radius within the target area. Lingers for 5 seconds.

    • Astral Spirit icon.png

      Vision radius: 400
      Provides non-lingering ground vision around the spirit, until it returns or dies.

    • Black Hole icon.png

      Vision radius: 800
      Provides ground vision at the target area. Lingers for 4 seconds.

    • Torrent icon.png

      Vision radius: 400
      Provides ground vision at the target area. Lingers for 3.1 seconds.

    • X Marks the Spot icon.png

      Vision radius: 400
      Provides ground vision around the x mark on the ground. Lingers for 5.94 seconds.

    • Eclipse icon.png

      Vision radius: 6/9/12
      Provides ground vision within the target area when cast on the ground. Lingers for 2.4/4.2/6 seconds.

    • Manta Style icon.png

      Vision radius: 1000
      Provides ground vision around the caster upon cast. Lingers for 0.1 seconds.

    • Primal Spring icon.png

      Vision radius: 375
      Provides ground vision within the target area. The duration is based on the channel time, plus the travel time based on the distance. Always lingers for the full duration, even when canceled.

    • Doppelganger icon.png

      Vision radius: 900
      Provides ground vision within the illusion gather area. Lingers for 1 second.

    • Launch Fire Spirit icon.png

      Vision radius: 200
      Provides ground vision within the affected area on impact. Lingers for 1 second.

    • Tricks of the Trade icon.png

      Vision radius: 450
      Provides ground vision within the attack radius. Duration is based on the channel time. Always lingers for the full duration, even when canceled.

    • Spectral Dagger icon.png

      Vision radius: 200
      Provides ground vision around the shadow trail left by the dagger, and by hit enemy heroes. Lingers for 12 seconds.

    • Proximity Mines icon.png

      Vision radius: 400
      Provides ground vision around itself upon exploding. Lingers for 1 second.

    • Gush icon.png

      Vision radius: 0 (Upgradable by Aghanim's Scepter. 200)
      Requires Aghanim's Scepter icon.png Aghanim’s Scepter. Provides ground vision at each hit enemy’s location. Lingers for 2 seconds.

    • Timber Chain icon.png

      Vision radius: 100
      Provides non-lingering ground vision around the hook’s tip as it travels.

    • Aegis of the Immortal ability icon.png

      Vision radius: 1800
      Provides ground vision around the hero upon triggering. Lingers for 5 seconds.

    • Reincarnation icon.png

      Day vision radius: 1800
      Night vision radius: 800
      Provides ground vision around the hero upon triggering. Lingers for 3 seconds.

    Flying Vision[]

    Flying vision is not obstructed by trees, higher elevations, and vision blockers.

    Sources of flying vision

    • Ice Vortex icon.png

      Vision radius: 200
      Provides flying vision at the target area. Lingers for 14 seconds.

    • Ice Blast icon.png

      Vision radius: 500
      Provides flying vision around both projectiles as they travel. The vision of the tracer does not linger. The vision of the ice ball lingers for 3.5 seconds.

    • Release icon.png

      Vision radius: 750
      Provides flying vision at the marked area upon cast. Lingers for 5.3 seconds.

    • Spark Wraith icon.png

      Vision radius: 300
      Provides non-lingering flying vision around the wraith as it travels towards the target. Provides the same vision around the target’s location upon impact. Lingers for 3.34 seconds.

    • Sticky Napalm icon.png

      Vision radius: 500
      Provides flying vision at the targeted area. Lingers for 2 seconds.

    • Flamebreak icon.png

      Vision radius: 300
      Provides non-lingering flying vision around the explosive cocktail as it travels.

    • Wild Axes icon.png

      Vision radius: 350
      Provides non-lingering flying vision around the axes as they travel.

    • Phantasm icon.png

      Vision radius: 400
      Provides flying vision around the caster upon cast. Lingers for 0.5 seconds.

    • Rocket Flare icon.png

      Vision radius: 600
      Provides flying vision around the rocket as it travels. Lingers for 10 seconds.

    • Thunder Strike icon.png

      Vision radius: 450
      Provides flying vision around the target’s location upon applying the final strike. Lingers for 3 seconds.

    • Glimpse icon.png

      Vision radius: 400
      Provides non-lingering flying vision around the projectile as it travels. Provides the same vision around the target’s location after getting teleported back. Lingers for 3.34 seconds.

    • Static Storm icon.png

      Vision radius: 450
      Provides flying vision at the target area. Lingers for 6 (Upgradable by Aghanim's Scepter. ) seconds.

    • Multishot icon.png

      Vision radius: 100
      Provides non-lingering flying vision around the arrows as they travel.

    • Earth Splitter icon.png

      Vision radius: 500
      Spawns 12 vision cells along the crack in 0.22-second intervals, with a distance of 200 in between each, which provide vision around where they are spawned. Lingers for 4 seconds.

    • Chronosphere icon.png

      Vision radius: 475
      Provides flying vision at the target area. Lasts 4/4.5/5 seconds.

    • Stroke of Fate icon.png

      Vision radius: 160
      Provides non-lingering flying vision around the ink trail as it travels. Provides the same vision at the max distance upon reaching it. Lingers for 2 seconds.

    • Homing Missile icon.png

      Vision radius: 400
      Provides non-lingering flying vision around the missile as it travels. Provides the same vision at the target’s location on impact. Lingers for 4 seconds.

    • Call Down icon.png

      Vision radius: 350
      Provides flying vision at the target area upon cast. Lingers for 4 seconds.

    • Tornado icon.png

      Vision radius: 200
      Provides non-lingering flying vision around the tornado as it travels. Provides the same vision at the max distance upon reaching it. Lingers for 1.75 seconds.

    • Sun Strike icon.png

      Vision radius: 400
      Provides flying vision at the target area upon cast. Lingers for 5.7 seconds.

    • Chaos Meteor icon.png

      Vision radius: 500
      Provides non-lingering flying vision around the meteor as it starts rolling. Provides the same vision at the max distance upon reaching it. Lingers for 3 seconds.

    • Spirits icon.png

      Vision radius: 350
      Provides flying vision around the hit enemy hero upon impact. Lingers for 3 seconds.

    • Relocate icon.png

      Vision radius: 150
      Provides flying vision at the targeted point upon cast. Lingers for 2.7 seconds.

    • Ice Path icon.png

      Vision radius: 150
      Provides flying vision along the entire path. Lingers for 3 seconds.

    • Omnislash icon.png

      Vision radius: 300
      Provides flying vision around the caster on each slash. Lingers for 1 second.

    • Illuminate icon.png

      Vision radius: 375
      Spawns vision cells in front of the caster in a line in 0.5-second intervals, with a distance of 150 in between each, which provide vision around where they are spawned. Spawns them until the channeling ends. Lingers for 10.34 seconds.

    • Ghostship icon.png

      Vision radius: 400
      Provides non-lingering flying vision around the ships as they travel.

    • Chain Frost icon.png

      Vision radius: 800
      Provides non-lingering flying vision around the ball of ice as it travels. Stops after the 60th bounce.

    • Spear of Mars icon.png

      Vision radius: 300
      Provides non-lingering flying vision around the spear as it travels. Provides the same vision upon reaching max distance, or upon impaling an enemy. Lingers for 1 second if not impaled. If impaled, lingers for 1 (Talent ) seconds.

    • Arena Of Blood icon.png

      Vision radius: 550
      Provides flying vision within the target area upon cast. Lasts 0.8 seconds.

    • Mystic Snake icon.png

      Vision radius: 300
      Provides non-lingering flying vision around the snake as it travels.

    • Earthbind icon.png

      Vision radius: 300
      Provides non-lingering flying vision around the net as it travels.

    • Sacred Arrow icon.png

      Vision radius: 500
      Provides non-lingering flying vision around the arrow as it travels. Provides the same vision upon reaching max distance, or upon hitting an enemy. Lingers for 3.5 seconds.

    • Mirror Image icon.png

      Vision radius: 450
      Provides flying vision around the caster upon cast. Lingers for 0.5 seconds.

    • Sprout icon.png

      Vision radius: 500
      Provides flying vision at the target area upon cast. Lingers for 8 seconds.

    • Dark Ascension icon.png

      Vision radius: 1800
      Provides flying vision around the hero. Is active for for 30 seconds.

    • Fortune's End icon.png

      Vision radius: 200
      Provides non-lingering flying vision around the orb as it travels. Provides the same vision at the target’s location on impact. Lingers for 2 seconds.

    • Stifling Dagger icon.png

      Vision radius: 450
      Provides non-lingering flying vision around the dagger as it travels. Provides the same vision at the target’s location on impact. Lingers for 3.34 seconds.

    • Illusory Orb icon.png

      Vision radius: 450
      Provides flying vision around the orb as it travels. Lingers for 3.34 (Talent 8.35) seconds.

    • Meat Hook icon.png

      Vision radius: 400
      Provides flying vision around the unit the hook latches on upon latching. Lingers for 4 seconds.

    • Plasma Field icon.png

      Vision radius: 800
      Provides flying vision around the caster for the entire duration. Lingers for 2 seconds.

    • Shadow Poison icon.png

      Path vision radius: 350
      Hit/End vision radius: 300
      Provides non-lingering flying vision around the poison cloud as it travels. Provides flying vision around each hit enemy, and at max distance upon reaching it. Lingers for 3.5 seconds.

    • Arcane Bolt icon.png

      Vision radius: 325
      Provides non-lingering flying vision around the bolt as it travels. Provides the same vision at the target’s location on impact. Lingers for 3.34 seconds.

    • Concussive Shot icon.png

      Vision radius: 300
      Provides non-lingering flying vision around the shot as it travels. Provides the same vision at the target’s location on impact. Lingers for 3.34 seconds.

    • Mortimer Kisses icon.png

      Vision radius: 500
      Provides non-lingering flying vision around the lava blobs as they travel. Provides the same vision at marked location on impact. Lingers for 3.5 seconds.

    • Shrapnel icon.png

      Vision radius: 400
      Provides flying vision within the target area after the effect delay. Lingers for 0.5 seconds.

    • Ball Lightning icon.png

      Vision radius: 400
      Provides non-lingering flying vision around the ball of lightning as it travels.

    • Storm Hammer icon.png

      Vision radius: 225
      Provides non-lingering flying vision around the fist as it travels.

    • Chakram icon.png

      Vision radius: 200
      Provides flying vision around the sawblade after reaching the targeted location, until it starts to return.

    • Second Chakram icon.png

      Vision radius: 200
      Provides flying vision around the sawblade after reaching the targeted location, until it starts to return.

    • Tree Throw icon.png

      Vision radius: 100
      Provides non-lingering flying vision around the tree as it travels, if ground-targeted. No provided if unit-targeted. Provides the same vision at the target’s location on impact, regardless of how it was targeted. Lingers for 2 seconds.

    • Tree Volley icon.png

      Tree vision radius: 400
      Impact vision radius: 100
      Provides non-lingering flying vision around the trees as they travel. Provides flying vision at each hit enemy’s location on impact. Lingers for 2 seconds.

    • Ice Shards icon.png

      Projectile vision radius: 200
      Shards vision radius: 100
      Provides non-lingering flying vision around the projectile as it travels. Provides flying vision around each shard after their creation. Lingers for 2 seconds.

    • Wave of Terror icon.png

      Vision radius: 300
      Provides flying vision around the wave as it travels. Lingers for 4 seconds.

    • Venomous Gale icon.png

      Vision radius: 350
      Provides non-lingering flying vision around the gale as it travels.

    • Aether Remnant icon.png

      Travel vision radius: 150
      Stationary vision radius: 200
      Provides non-lingering flying vision around the remnant as it travels. Spawns 2 vision cells in front of the remnant after the delay, one at max distance, and the other halfway through max distance. Lingers for as long as the remnant exists, so if triggered, the vision stops once the pulling ends.

    • The Swarm icon.png

      Vision radius: 100
      Provides non-lingering flying vision around each individual beetle within the swarm as they travel.

    • Powershot icon.png

      Vision radius: 400
      Provides non-lingering flying vision around the arrow as it travels. Provides the same vision at the max distance upon reaching it. Lingers for 3.34 seconds.

    • Lightning Bolt icon.png

      Vision radius: 750
      Provides flying vision around the target point or targeted enemy. Lingers for 4.5 seconds.

    • Thundergod's Wrath icon.png

      Vision radius: 500
      Provides flying vision around each hit enemy hero. Lingers for 3 seconds.

    • Sentry Ward icon.png

      Vision radius: 150
      Provides flying vision around the ward upon cast. Lingers for 12 seconds.

    • Town Portal Scroll icon.png

      Vision radius: 200
      Provides flying vision at the teleport destination upon channel begin. Duration is based on the channel time. Always lingers for the full duration, even when canceled.

    • Meteor Hammer icon.png

      Vision radius: 2.5
      Provides flying vision within the target area upon cast. Lingers for 3 seconds.

    • Shiva's Guard icon.png

      Vision radius: 800
      Provides flying vision around the caster for the entire duration. Lingers for 2 seconds.

    Shared Vision[]

    Some abilities are capable of sharing an enemy unit’s vision the player’s team. This means anything that unit sees can also be seen by its opponents.

    Sources of shared vision

    • Thunder Strike icon.png

      Duration: 6
      Shares the target’s vision for the duration.

    • Phantom's Embrace icon.png

      Duration: 5
      Shares the target’s vision upon latching on it.

    • Soulbind icon.png

      Duration: 700
      Shares the target’s vision, as well as the vision of the secondary target it binds to.

    • Earthbind icon.png

      Duration: 2
      Shares all rooted enemies’ vision.

    • Static Link icon.png

      Duration: 5/6/7/8
      Shares the target’s vision while draining them.

    • Last Word icon.png

      Duration: 3/4/5/6
      Shares the targets’ vision during the initial debuff’s duration.

    • Assassinate icon.png

      Duration: 4
      Shares the target’s vision upon cast begin. Vision is removed prematurely on projectile impact.

    • Spectral Dagger icon.png

      Duration: 7
      Shares all hit enemy heroes’ vision as long as they create a shadow path still.

    • Charge of Darkness icon.png

      Shares the target’s vision until the charge stops, either upon reaching it, or when canceled earlier.

    Exposing[]

    Several abilities can expose an enemy’s model through the fog of war, without truly providing vision over them. This means the Fog of War still shrouds their surroundings, but they are visible and targetable as if they were not within the Fog of War. Exposed enemies are treated as visible units by abilities.

    Exposing an enemy does not cancel out the effects of invisibility, although it does make their silhouette visible. An exposed invisible enemy has its location revealed, and can even be selected like a visible enemy, but is still almost fully treated as an invisible unit. This means it still cannot be targeted by attacks or single-targeted abilities, and still counts as invisible in terms of abilities affecting them, with very few exceptions. Some sources of exposure also provide True Sight to fully reveal the enemy, but not all do.

    Exposing is a default component of shared vision so that all abilities listed in the previous section also expose enemies. Besides them, the following abilities expose enemies.

    1 Requires Talent talent.
    2a Requires Aghanim's Scepter icon.png Aghanim’s Scepter.
    2b Requires Aghanim's Shard icon.png Aghanim’s Shard.

    Exposure without True Sight

    1 Requires Talent talent.
    2a Requires Aghanim's Scepter icon.png Aghanim’s Scepter.
    2b Requires Aghanim's Shard icon.png Aghanim’s Shard.
    3 Exposes the current target of the Tranced hero.

    Vision interaction with spells[]

    Generally, unit-targeted spells require vision over the target, while ground targeted or non-target spells may be cast regardless of vision. Once cast, a spell usually works regardless of vision. Area effects usually do not require vision to affect enemies. Some non-targeted spells that do the targeting themselves may require vision over enemies. There are exceptions to all of these.

    The following spells require vision over enemies to affect them

    1Requires Aghanim's Scepter icon.png Aghanim’s Scepter.

    2Requires a Talent talent.

    3When the current target of these spells die, they choose new targets. Only choose visible enemies.

    4 Mana Drain ends immediately if the target enters the fog of war.

    5When Starstorm’s initial wave requires vision over enemies, the secondary single projectile does not.

    6When Multicast items and Ignite only target visible secondary targets.

    Recent Changes[]

    • Firefly no longer grants flying vision while active.
    • Vision and Fog of War can now be any numerical value, rather than specific intervals (previously it was 0, 64, 192, 320, 448, 576, 704, 800, 832, 960, 1088, 1216, 1344, 1472, 1600, 1728).
      • Previously if you had a vision between the fixed intervals, it would clamp to a fixed value.
    • Mystic Snake no longer requires Fog of War vision to bounce.

    v  d  e


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    Main

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    • Bounty Rune minimap icon.png Bounty Rune
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    Vision changes around while the hero moves.

    ▶️ Oh, nice view!

    Monkey King

    Vision describes what a unit can and cannot see within a circular area from its current location and state. Places a unit cannot see are filled with the Fog of War, a dark mist that hides enemy units inside of it. Allied units cannot be hidden by the fog of war. Invisible units cannot be seen even when outside of the Fog of War, unless they are revealed by a source of True Sight. Trees and higher elevation block a unit’s vision if it has ground vision. Flying vision is unobstructed by trees and elevation. Abilities can grant vision over areas as well, usually for a short amount of time and limited to their area of effect.

    All vision is shared within a team, which means that everything allied units see can be seen by the player as well. This includes allied player-controlled units, as well as NPC units, like lane creeps and buildings.

    Fog of War[]

    All areas outside of friendly vision are constantly covered by the Fog of War. Any non-friendly units within the Fog of War cannot be seen or directly targeted, however they can still be hit by non-targeted spells. To unveil units in the Fog of War, an allied unit must gain vision over that area.

    If an enemy enters the fog of war during the cast time of an ability, the cast gets canceled. However, attacks do not cancel if their targets enter the fog of war during the attack animation.

    Elevation[]

    Units cannot see areas that are on higher elevations than them.

    The Dota 2 map’s cliffs and valleys shape the battle, determining both where units can move and what they can see. Units with ground vision cannot see areas that are on higher elevation than them. For example, a unit standing in the river (which is the on the lowest elevation) cannot see anything past the cliffs surrounding the river, or beyond the ramps leading out of the river.

    On the other side, units standing on higher elevation effectively have unobstructed vision on lower elevation. For example, a unit standing on an elevated ward spot can see the entire surrounding, unobstructed by nearby trees, regardless of their vision type.

    Units with flying vision do not have their vision obstructed by higher elevations.

    Trees[]

    Amount of vision blocked by single tree changes based on proximity to it.

    Besides blocking pathing, trees also block vision for units on the same elevation as them, and for units one elevation above them. Trees block vision like how objects cast shadows: The closer the object is to the source of light, the bigger and wider the object’s shadow gets. The closer a unit is to a tree, the more vision is blocked by the tree, blocking out an entire section of the circular vision area of the unit. The exact numbers for these are unknown.

    The small trees created by Iron Branch icon.png Iron Branch, Ironwood Tree icon.png Ironwood Tree, Woodland Striders icon.png Woodland Striders, and Sprout have a narrower vision blocker than the regular trees on the map.

    Units with flying vision do not have their vision obstructed by trees.

    Vision Blockers[]

    Artificial vision blockers exist at certain locations, which control visibility additionally to the normal rules. All sources of flying vision are unaffected by vision blockers.

    Fountain Entrances[]

    Both fountains have a vision blocker at their stairs, preventing the enemies of that fountain’s team from seeing into the fountain area from outside. This is normally redundant, since the fountain’s higher elevation already prevents vision, but it also prevents vision from nearby higher-elevation ground, such as the Radiant icon.png Radiant fountain ward cliff.

    Roshan Pit[]

    Green tiles can see in, but cannot be seen from inside. Red tiles can see out, but cannot be seen from outside.

    Roshan icon.png Roshan‘s pit is sealed by vision blockers that prevent vision both into and out of the pit.

    However, the pit entrance also has phantom spots, areas in which vision is asymmetric. Units standing in these areas can either see into the pit while being unseen from inside, or see out of the pit while being unseen from outside. These may be useful for juking, scouting Roshan attempts, and for hiding wards, most notably Remote Mines. With ground vision, units on phantom spots can only be seen by standing within 3 tiles of them (in rectilinear distance).

    In-game, the phantom spots are not marked. To tell when you’ve stepped into a phantom spot, look for a subtle brightning of a small area of ground around you. This indicates you have direct vision of some phantom spot tiles, implying you are in a phantom spot yourself. The right side of the pit entrance has the largest continuous phantom spot, so it is the most forgiving location for this.

    Time of Day[]

    The current time of day affects vision. Most units’ vision range is shorter at night and higher by day. Exceptions exist, with some units having shorter day vision and longer night vision, and some having the same vision regardless of time.

    Base Vision Ranges[]

    Most units have day and night vision, only very few have absolutely no vision. These values can be altered with vision bonuses and reductions.

    Heroes[]

    All heroes have a vision range of 1800 during the day and 800 during the night, except for the following ones:

    Unit Day Night
    Bane minimap icon.png 1800 1200
    Batrider minimap icon.png 1600 800
    Bounty Hunter minimap icon.png 1800 1000
    Night Stalker minimap icon.png 800 1800
    Slark minimap icon.png 1800 1800
    Sniper minimap icon.png 1800 1400

    Lane Creeps[]

    All lane creeps have a vision range of 750 during the day and the night, except for the following ones:

    Unit Day Night
    Lycan Wolf icon.png Lycan Lane Wolf 1200 800

    Neutral Creeps[]

    All neutral creeps have a vision range of 800 during the day and the night, except for the following ones:

    Unit Day Night
    Ancient Ice Shaman icon.png Ancient Ice Shaman 1400 800
    Ancient Rumblehide icon.png Ancient Rumblehide 1400 800
    Ancient Thunderhide icon.png Ancient Thunderhide 1400 800
    Harpy Scout icon.png Harpy Scout 1200 800
    Harpy Stormcrafter icon.png Harpy Stormcrafter 1800 1800
    Hill Troll Priest icon.png Hill Troll Priest 1400 800
    Kobold icon.png Kobold 1400 800
    Roshan icon.png Roshan 1400 1400
    Dark Troll Summoner Skeleton Warrior icon.png Skeleton Warrior 800 600
    Vhoul Assassin icon.png Vhoul Assassin 400 400

    Roshan[]

    Unit Day Night
    Roshan icon.png Roshan 1400 1400

    Summoned Creeps[]

    Unit Day Night
    Beastmaster Boar icon.png Boar 1400 800
    Enigma Eidolon icon.png Eidolon 1200 800
    Invoker Forged Spirit icon.png Forged Spirit 1200 800
    Unknown Unit icon.png Hawk 750/800/850/900 750/800/850/900
    Lycan Wolf icon.png Lycan Wolf 1200 800
    Necronomicon Archer icon.png Necronomicon Archer 1300/1400/1500 800
    Necronomicon Warrior icon.png Necronomicon Warrior 1300/1400/1500 800
    Shard Golem icon.png Shard Golem 800 800
    Dark Troll Summoner Skeleton Warrior icon.png Skeleton Warrior 800 600
    Unknown Unit icon.png Spiderite 400 400
    Broodmother Spiderling icon.png Spiderling 400 400
    Nature's Prophet Treant icon.png Treant 500 500
    Undying Zombie icon.png Undying Zombie 1400 1400
    Unknown Unit icon.png Wraith King Skeleton 800 600

    Creep-Heroes[]

    Unit Day Night
    Unknown Unit icon.png Astral Spirit 350 350
    Brewmaster Earth minimap icon.png Earth 1800 800
    Visage Familiar icon.png Familiar 400 400
    Brewmaster Fire minimap icon.png Fire 1800 800
    Lone Druid Spirit Bear icon.png Spirit Bear 1400 800
    Brewmaster Storm minimap icon.png Storm 1800 800
    Brewmaster Void minimap icon.png Void 1800 800
    Warlock Golem icon.png Warlock Golem 1800 1800

    Clones[]

    Unit Day Night
    Tempest Double minimap icon.png Tempest Double 1800 800

    Couriers[]

    Unit Day Night
    Animal Courier Radiant minimap icon.png Courier 200 200

    Wards[]

    Unit Day Night
    Unknown Unit icon.png Death Ward 1200 800
    Fiend's Gate minimap icon.png Fiend’s Gate 500 500
    Unknown Unit icon.png Healing Ward 600 600
    Unknown Unit icon.png Homing Missile 400 400
    Unknown Unit icon.png Ice Spire 800 800
    Unknown Unit icon.png Ignis Fatuus 1800 800
    Unknown Unit icon.png Jex 600 600
    Unknown Unit icon.png Nether Ward 600 600
    Unknown Unit icon.png Nimbus 500 500
    Unknown Unit icon.png Observer Ward 1600 1600
    Unknown Unit icon.png Phoenix Sun 1800 800
    Venomancer Plague Ward icon.png Plague Ward 800 800
    Unknown Unit icon.png Power Cog 1600 600
    Unknown Unit icon.png Proximity Mine 64 64
    Unknown Unit icon.png Psionic Trap 400 400
    Unknown Unit icon.png Sentry Ward 0 0
    Shadow Shaman Serpent Ward icon.png Serpent Ward 1200 800
    Unknown Unit icon.png Skeleton Archer 800 800
    Unknown Unit icon.png Sticky Bomb 700 700
    Unknown Unit icon.png Tombstone 1500 1500
    Unknown Unit icon.png Tornado 300 300
    Unknown Unit icon.png Wraith Pact Totem 600 600

    Miscellaneous[]

    Unit Day Night
    Unknown Unit icon.png Beetle 321 321
    Unknown Unit icon.png Phantom 200 200
    Unknown Unit icon.png Spin Web 0 0

    Buildings[]

    Building Day Night True Sight Attack Range
    Ancient (Building) 2600 2600 900
    Effigy Building 900 600 0
    Fountain 1800 1800 1200 1200
    Melee Barracks 900 600 0
    Outpost 500 500 0
    Ranged Barracks 900 600 0
    Tower (Tier 1) 1900 600 700 700
    Tower (Tier 2) 1900 1100 700 700
    Tower (Tier 3) 1900 1100 700 700
    Tower (Tier 4) 1900 1100 700 700

    Types of Vision[]

    There are 2 types of vision, ground vision (also known as obstructed vision) and flying vision (also known as unobstructed vision). Ground vision is impaired by higher elevations, trees, and vision blockers, while flying vision is completely unhindered.

    Every hero has ground vision. Other units have the following vision types

    Units Vision type
    Beetle, Familiar, Hawk, Tornado Flying
    Alpha Wolf, Ancient, Ancient Black Dragon, Ancient Black Drake, Ancient Frostbitten Golem, Ancient Granite Golem, Ancient Ice Shaman, Ancient Rock Golem, Ancient Rumblehide, Ancient Thunderhide, Astral Spirit, Boar, Centaur Conqueror, Centaur Courser, Courier, Dark Troll Summoner, Death Ward, Earth, Effigy Building, Eidolon, Fell Spirit, Fiend’s Gate, Fire, Flagbearer Creep, Forged Spirit, Fountain, Ghost, Giant Wolf, Harpy Scout, Harpy Stormcrafter, Healing Ward, Hellbear, Hellbear Smasher, Hill Troll, Hill Troll Berserker, Hill Troll Priest, Homing Missile, Ice Spire, Ignis Fatuus, Jex, Kobold, Kobold Foreman, Kobold Soldier, Lycan Lane Wolf, Lycan Wolf, Mega Flagbearer Creep, Mega Melee Creep, Mega Ranged Creep, Melee Barracks, Melee Creep, Mud Golem, Necronomicon Archer, Necronomicon Warrior, Nether Ward, Nimbus, Observer Ward, Ogre Bruiser, Ogre Frostmage, Outpost, Phantom, Phoenix Sun, Plague Ward, Power Cog, Proximity Mine, Psionic Trap, Ranged Barracks, Ranged Creep, Roshan, Satyr Banisher, Satyr Mindstealer, Satyr Tormenter, Sentry Ward, Serpent Ward, Shard Golem, Siege Creep, Skeleton Archer, Skeleton Warrior, Spiderite, Spiderling, Spin Web, Spirit Bear, Sticky Bomb, Storm, Super Flagbearer Creep, Super Melee Creep, Super Ranged Creep, Super Siege Creep, Tempest Double, Tombstone, Tower (Tier 1), Tower (Tier 2), Tower (Tier 3), Tower (Tier 4), Treant, Undying Zombie, Vhoul Assassin, Void, Warlock Golem, Warpine Raider, Wildwing, Wildwing Ripper, Wraith King Skeleton, Wraith Pact Totem Ground

    Modifying Vision[]

    Several abilities and items can grant or reduce vision. Most of these vision bonuses stack additively unless stated otherwise.

    Vision Increasing Sources[]

    A unit can have a maximum vision range of 4000 as shown in the example below.

    Max Vision Example.png

    Vision Increasing Abilities

    • Shapeshift icon.png

      Night Vision Bonus: 1000
      Duration: 25 (Talent 31)
      Affects the caster.

    • Wolf Bite icon.png

      The affected target is granted Shapeshift properties based on its current level.

    • Lunar Blessing icon.png

      Self Night Vision Bonus: 250/500/750/1000

    • Firefly icon.png

      Vision Bonus: 50/100/150/200
      Affects the caster for the ability’s duration.

    • Book of Shadows icon.png

      Night Vision Bonus: 400

    • Arctic Burn icon.png

      Night Vision Bonus: 500
      Affects the caster for the ability’s duration.

    • Moon Shard icon.png

      Night Vision Bonus: 200
      Duration: Permanent
      Affects the target ally. Multiple instances do not stack. Takes priority over all other vision change effects. Does not stack with Shade Sight.

    • Moon Shard icon.png

      Night Vision Bonus: 400
      Passive. Takes priority over all other vision change effects. Does not stack with Consume.

    • Seer Stone icon.png

      Vision Bonus: 350

    Setting Vision[]

    These abilities set a unit’s vision to a specific value.

    Vision setting abilities

    • Nightmare icon.png

      Set Vision Range: 200
      Set the affected unit’s vision range to a specific value for its sleep duration. Takes priority over all other vision-changing effects, except for Shade Sight.

    • Bushwhack icon.png

      Set Vision Range: 0
      Set the affected unit’s vision range to a specific value for its stun duration.

    • Decoy icon.png

      Once triggered, the set vision values are based on Bushwhack.

    • Tree Dance icon.png

      Day Vision: 700
      Night Vision: 500
      Affects the caster. Lasts until unperched. Takes priority over all other vision-changing effects, except for Shade Sight and Consume.

    Talents[]

    The following heroes have a Talent talent that grants them bonus vision.

    Bonus Level 10 Level 15 Level 20 Level 25
    Left Right Left Right Left Right Left Right
    Night Vision
    • Spirit Breaker minimap icon.png +500

    Sources of Vision[]

    Units are not the only entities with vision. A lot of abilities are able to create vision cells of varying sizes on the world, revealing an area of a fixed duration.

    Caster Vision[]

    Caster vision granted over Bane minimap icon.png Bane to his enemies for casting Brain Sap on them.

    Caster vision is a vision cell granted to the victims of targeted spells and attacks. Whenever a unit casts a spell (except Charge of Darkness) on an enemy within 1800 range, or performs an attack on them, the enemy gains 150 radius ground vision around the casting or attacking unit which lasts for 2 seconds. This vision prevents players from easily and constantly harassing enemies from the fog of war, especially with long-distant spells that can be spammed easily like Arcane Bolt, or with ranged attacks.

    Only one of these vision cell can exist per unit. This means if a vision cell already exists from a previous targeted order, performing another targeted order within the previous vision cell’s duration does not create a second vision cell. Instead, the location of the previous vision cell gets updated, its duration gets reset, and its vision type is changed to flying vision.

    Caster vision is also applied upon launching an attack. The result of the attack does not matter, if the attack is executed, the vision is granted.

    Ground Vision[]

    Ground vision is obstructed by trees, higher elevations, and vision blockers.

    Sources of ground vision

    • Aegis of the Immortal icon.png

      Day vision radius: 1800
      Night vision radius: 800
      Provides ground vision around the hero upon triggering. Lingers for 5 seconds.

    • Fireball (Ancient Black Dragon) icon.png

      Vision radius: 300
      Provides ground vision within the target area. Lingers for 10 seconds.

    • Spark Wraith icon.png

      Vision radius: 300
      Provides ground vision around the wraith while stationary, starting upon cast. Lingers for 47 seconds. Triggering the wraith removes the vision.

    • Fiend's Grip icon.png

      Vision radius: 400
      Provides ground vision within the area of target unit’s initial position. Duration is based on the channel time after reductions and amplifications. Always lingers for the full duration, even when canceled.

    • Blood Rite icon.png

      Vision radius: 600
      Provides ground vision within the area. Lingers for 5 seconds.

    • Hookshot icon.png

      Vision radius: 200
      Provides non-lingering ground vision around the hook’s tip as it travels and upon retracting. Provides 400 radius vision at the max distance upon reaching it, if not latching.

    • Crystal Nova icon.png

      Vision radius: 900
      Provides ground vision at the target area. Lingers for 6 seconds.

    • Kinetic Field icon.png

      Vision radius: 350
      Provides ground radius within the target area. Lingers for 5 seconds.

    • Astral Spirit icon.png

      Vision radius: 400
      Provides non-lingering ground vision around the spirit, until it returns or dies.

    • Black Hole icon.png

      Vision radius: 800
      Provides ground vision at the target area. Lingers for 4 seconds.

    • Torrent icon.png

      Vision radius: 400
      Provides ground vision at the target area. Lingers for 3.1 seconds.

    • X Marks the Spot icon.png

      Vision radius: 400
      Provides ground vision around the x mark on the ground. Lingers for 5.94 seconds.

    • Eclipse icon.png

      Vision radius: 6/9/12
      Provides ground vision within the target area when cast on the ground. Lingers for 2.4/4.2/6 seconds.

    • Manta Style icon.png

      Vision radius: 1000
      Provides ground vision around the caster upon cast. Lingers for 0.1 seconds.

    • Primal Spring icon.png

      Vision radius: 375
      Provides ground vision within the target area. The duration is based on the channel time, plus the travel time based on the distance. Always lingers for the full duration, even when canceled.

    • Doppelganger icon.png

      Vision radius: 900
      Provides ground vision within the illusion gather area. Lingers for 1 second.

    • Launch Fire Spirit icon.png

      Vision radius: 200
      Provides ground vision within the affected area on impact. Lingers for 1 second.

    • Tricks of the Trade icon.png

      Vision radius: 450
      Provides ground vision within the attack radius. Duration is based on the channel time. Always lingers for the full duration, even when canceled.

    • Spectral Dagger icon.png

      Vision radius: 200
      Provides ground vision around the shadow trail left by the dagger, and by hit enemy heroes. Lingers for 12 seconds.

    • Proximity Mines icon.png

      Vision radius: 400
      Provides ground vision around itself upon exploding. Lingers for 1 second.

    • Gush icon.png

      Vision radius: 0 (Upgradable by Aghanim's Scepter. 200)
      Requires Aghanim's Scepter icon.png Aghanim’s Scepter. Provides ground vision at each hit enemy’s location. Lingers for 2 seconds.

    • Timber Chain icon.png

      Vision radius: 100
      Provides non-lingering ground vision around the hook’s tip as it travels.

    • Aegis of the Immortal ability icon.png

      Vision radius: 1800
      Provides ground vision around the hero upon triggering. Lingers for 5 seconds.

    • Reincarnation icon.png

      Day vision radius: 1800
      Night vision radius: 800
      Provides ground vision around the hero upon triggering. Lingers for 3 seconds.

    Flying Vision[]

    Flying vision is not obstructed by trees, higher elevations, and vision blockers.

    Sources of flying vision

    • Ice Vortex icon.png

      Vision radius: 200
      Provides flying vision at the target area. Lingers for 14 seconds.

    • Ice Blast icon.png

      Vision radius: 500
      Provides flying vision around both projectiles as they travel. The vision of the tracer does not linger. The vision of the ice ball lingers for 3.5 seconds.

    • Release icon.png

      Vision radius: 750
      Provides flying vision at the marked area upon cast. Lingers for 5.3 seconds.

    • Spark Wraith icon.png

      Vision radius: 300
      Provides non-lingering flying vision around the wraith as it travels towards the target. Provides the same vision around the target’s location upon impact. Lingers for 3.34 seconds.

    • Sticky Napalm icon.png

      Vision radius: 500
      Provides flying vision at the targeted area. Lingers for 2 seconds.

    • Flamebreak icon.png

      Vision radius: 300
      Provides non-lingering flying vision around the explosive cocktail as it travels.

    • Wild Axes icon.png

      Vision radius: 350
      Provides non-lingering flying vision around the axes as they travel.

    • Phantasm icon.png

      Vision radius: 400
      Provides flying vision around the caster upon cast. Lingers for 0.5 seconds.

    • Rocket Flare icon.png

      Vision radius: 600
      Provides flying vision around the rocket as it travels. Lingers for 10 seconds.

    • Thunder Strike icon.png

      Vision radius: 450
      Provides flying vision around the target’s location upon applying the final strike. Lingers for 3 seconds.

    • Glimpse icon.png

      Vision radius: 400
      Provides non-lingering flying vision around the projectile as it travels. Provides the same vision around the target’s location after getting teleported back. Lingers for 3.34 seconds.

    • Static Storm icon.png

      Vision radius: 450
      Provides flying vision at the target area. Lingers for 6 (Upgradable by Aghanim's Scepter. ) seconds.

    • Multishot icon.png

      Vision radius: 100
      Provides non-lingering flying vision around the arrows as they travel.

    • Earth Splitter icon.png

      Vision radius: 500
      Spawns 12 vision cells along the crack in 0.22-second intervals, with a distance of 200 in between each, which provide vision around where they are spawned. Lingers for 4 seconds.

    • Chronosphere icon.png

      Vision radius: 475
      Provides flying vision at the target area. Lasts 4/4.5/5 seconds.

    • Stroke of Fate icon.png

      Vision radius: 160
      Provides non-lingering flying vision around the ink trail as it travels. Provides the same vision at the max distance upon reaching it. Lingers for 2 seconds.

    • Homing Missile icon.png

      Vision radius: 400
      Provides non-lingering flying vision around the missile as it travels. Provides the same vision at the target’s location on impact. Lingers for 4 seconds.

    • Call Down icon.png

      Vision radius: 350
      Provides flying vision at the target area upon cast. Lingers for 4 seconds.

    • Tornado icon.png

      Vision radius: 200
      Provides non-lingering flying vision around the tornado as it travels. Provides the same vision at the max distance upon reaching it. Lingers for 1.75 seconds.

    • Sun Strike icon.png

      Vision radius: 400
      Provides flying vision at the target area upon cast. Lingers for 5.7 seconds.

    • Chaos Meteor icon.png

      Vision radius: 500
      Provides non-lingering flying vision around the meteor as it starts rolling. Provides the same vision at the max distance upon reaching it. Lingers for 3 seconds.

    • Spirits icon.png

      Vision radius: 350
      Provides flying vision around the hit enemy hero upon impact. Lingers for 3 seconds.

    • Relocate icon.png

      Vision radius: 150
      Provides flying vision at the targeted point upon cast. Lingers for 2.7 seconds.

    • Ice Path icon.png

      Vision radius: 150
      Provides flying vision along the entire path. Lingers for 3 seconds.

    • Omnislash icon.png

      Vision radius: 300
      Provides flying vision around the caster on each slash. Lingers for 1 second.

    • Illuminate icon.png

      Vision radius: 375
      Spawns vision cells in front of the caster in a line in 0.5-second intervals, with a distance of 150 in between each, which provide vision around where they are spawned. Spawns them until the channeling ends. Lingers for 10.34 seconds.

    • Ghostship icon.png

      Vision radius: 400
      Provides non-lingering flying vision around the ships as they travel.

    • Chain Frost icon.png

      Vision radius: 800
      Provides non-lingering flying vision around the ball of ice as it travels. Stops after the 60th bounce.

    • Spear of Mars icon.png

      Vision radius: 300
      Provides non-lingering flying vision around the spear as it travels. Provides the same vision upon reaching max distance, or upon impaling an enemy. Lingers for 1 second if not impaled. If impaled, lingers for 1 (Talent ) seconds.

    • Arena Of Blood icon.png

      Vision radius: 550
      Provides flying vision within the target area upon cast. Lasts 0.8 seconds.

    • Mystic Snake icon.png

      Vision radius: 300
      Provides non-lingering flying vision around the snake as it travels.

    • Earthbind icon.png

      Vision radius: 300
      Provides non-lingering flying vision around the net as it travels.

    • Sacred Arrow icon.png

      Vision radius: 500
      Provides non-lingering flying vision around the arrow as it travels. Provides the same vision upon reaching max distance, or upon hitting an enemy. Lingers for 3.5 seconds.

    • Mirror Image icon.png

      Vision radius: 450
      Provides flying vision around the caster upon cast. Lingers for 0.5 seconds.

    • Sprout icon.png

      Vision radius: 500
      Provides flying vision at the target area upon cast. Lingers for 8 seconds.

    • Dark Ascension icon.png

      Vision radius: 1800
      Provides flying vision around the hero. Is active for for 30 seconds.

    • Fortune's End icon.png

      Vision radius: 200
      Provides non-lingering flying vision around the orb as it travels. Provides the same vision at the target’s location on impact. Lingers for 2 seconds.

    • Stifling Dagger icon.png

      Vision radius: 450
      Provides non-lingering flying vision around the dagger as it travels. Provides the same vision at the target’s location on impact. Lingers for 3.34 seconds.

    • Illusory Orb icon.png

      Vision radius: 450
      Provides flying vision around the orb as it travels. Lingers for 3.34 (Talent 8.35) seconds.

    • Meat Hook icon.png

      Vision radius: 400
      Provides flying vision around the unit the hook latches on upon latching. Lingers for 4 seconds.

    • Plasma Field icon.png

      Vision radius: 800
      Provides flying vision around the caster for the entire duration. Lingers for 2 seconds.

    • Shadow Poison icon.png

      Path vision radius: 350
      Hit/End vision radius: 300
      Provides non-lingering flying vision around the poison cloud as it travels. Provides flying vision around each hit enemy, and at max distance upon reaching it. Lingers for 3.5 seconds.

    • Arcane Bolt icon.png

      Vision radius: 325
      Provides non-lingering flying vision around the bolt as it travels. Provides the same vision at the target’s location on impact. Lingers for 3.34 seconds.

    • Concussive Shot icon.png

      Vision radius: 300
      Provides non-lingering flying vision around the shot as it travels. Provides the same vision at the target’s location on impact. Lingers for 3.34 seconds.

    • Mortimer Kisses icon.png

      Vision radius: 500
      Provides non-lingering flying vision around the lava blobs as they travel. Provides the same vision at marked location on impact. Lingers for 3.5 seconds.

    • Shrapnel icon.png

      Vision radius: 400
      Provides flying vision within the target area after the effect delay. Lingers for 0.5 seconds.

    • Ball Lightning icon.png

      Vision radius: 400
      Provides non-lingering flying vision around the ball of lightning as it travels.

    • Storm Hammer icon.png

      Vision radius: 225
      Provides non-lingering flying vision around the fist as it travels.

    • Chakram icon.png

      Vision radius: 200
      Provides flying vision around the sawblade after reaching the targeted location, until it starts to return.

    • Second Chakram icon.png

      Vision radius: 200
      Provides flying vision around the sawblade after reaching the targeted location, until it starts to return.

    • Tree Throw icon.png

      Vision radius: 100
      Provides non-lingering flying vision around the tree as it travels, if ground-targeted. No provided if unit-targeted. Provides the same vision at the target’s location on impact, regardless of how it was targeted. Lingers for 2 seconds.

    • Tree Volley icon.png

      Tree vision radius: 400
      Impact vision radius: 100
      Provides non-lingering flying vision around the trees as they travel. Provides flying vision at each hit enemy’s location on impact. Lingers for 2 seconds.

    • Ice Shards icon.png

      Projectile vision radius: 200
      Shards vision radius: 100
      Provides non-lingering flying vision around the projectile as it travels. Provides flying vision around each shard after their creation. Lingers for 2 seconds.

    • Wave of Terror icon.png

      Vision radius: 300
      Provides flying vision around the wave as it travels. Lingers for 4 seconds.

    • Venomous Gale icon.png

      Vision radius: 350
      Provides non-lingering flying vision around the gale as it travels.

    • Aether Remnant icon.png

      Travel vision radius: 150
      Stationary vision radius: 200
      Provides non-lingering flying vision around the remnant as it travels. Spawns 2 vision cells in front of the remnant after the delay, one at max distance, and the other halfway through max distance. Lingers for as long as the remnant exists, so if triggered, the vision stops once the pulling ends.

    • The Swarm icon.png

      Vision radius: 100
      Provides non-lingering flying vision around each individual beetle within the swarm as they travel.

    • Powershot icon.png

      Vision radius: 400
      Provides non-lingering flying vision around the arrow as it travels. Provides the same vision at the max distance upon reaching it. Lingers for 3.34 seconds.

    • Lightning Bolt icon.png

      Vision radius: 750
      Provides flying vision around the target point or targeted enemy. Lingers for 4.5 seconds.

    • Thundergod's Wrath icon.png

      Vision radius: 500
      Provides flying vision around each hit enemy hero. Lingers for 3 seconds.

    • Sentry Ward icon.png

      Vision radius: 150
      Provides flying vision around the ward upon cast. Lingers for 12 seconds.

    • Town Portal Scroll icon.png

      Vision radius: 200
      Provides flying vision at the teleport destination upon channel begin. Duration is based on the channel time. Always lingers for the full duration, even when canceled.

    • Meteor Hammer icon.png

      Vision radius: 2.5
      Provides flying vision within the target area upon cast. Lingers for 3 seconds.

    • Shiva's Guard icon.png

      Vision radius: 800
      Provides flying vision around the caster for the entire duration. Lingers for 2 seconds.

    Shared Vision[]

    Some abilities are capable of sharing an enemy unit’s vision the player’s team. This means anything that unit sees can also be seen by its opponents.

    Sources of shared vision

    • Thunder Strike icon.png

      Duration: 6
      Shares the target’s vision for the duration.

    • Phantom's Embrace icon.png

      Duration: 5
      Shares the target’s vision upon latching on it.

    • Soulbind icon.png

      Duration: 700
      Shares the target’s vision, as well as the vision of the secondary target it binds to.

    • Earthbind icon.png

      Duration: 2
      Shares all rooted enemies’ vision.

    • Static Link icon.png

      Duration: 5/6/7/8
      Shares the target’s vision while draining them.

    • Last Word icon.png

      Duration: 3/4/5/6
      Shares the targets’ vision during the initial debuff’s duration.

    • Assassinate icon.png

      Duration: 4
      Shares the target’s vision upon cast begin. Vision is removed prematurely on projectile impact.

    • Spectral Dagger icon.png

      Duration: 7
      Shares all hit enemy heroes’ vision as long as they create a shadow path still.

    • Charge of Darkness icon.png

      Shares the target’s vision until the charge stops, either upon reaching it, or when canceled earlier.

    Exposing[]

    Several abilities can expose an enemy’s model through the fog of war, without truly providing vision over them. This means the Fog of War still shrouds their surroundings, but they are visible and targetable as if they were not within the Fog of War. Exposed enemies are treated as visible units by abilities.

    Exposing an enemy does not cancel out the effects of invisibility, although it does make their silhouette visible. An exposed invisible enemy has its location revealed, and can even be selected like a visible enemy, but is still almost fully treated as an invisible unit. This means it still cannot be targeted by attacks or single-targeted abilities, and still counts as invisible in terms of abilities affecting them, with very few exceptions. Some sources of exposure also provide True Sight to fully reveal the enemy, but not all do.

    Exposing is a default component of shared vision so that all abilities listed in the previous section also expose enemies. Besides them, the following abilities expose enemies.

    1 Requires Talent talent.
    2a Requires Aghanim's Scepter icon.png Aghanim’s Scepter.
    2b Requires Aghanim's Shard icon.png Aghanim’s Shard.

    Exposure without True Sight

    1 Requires Talent talent.
    2a Requires Aghanim's Scepter icon.png Aghanim’s Scepter.
    2b Requires Aghanim's Shard icon.png Aghanim’s Shard.
    3 Exposes the current target of the Tranced hero.

    Vision interaction with spells[]

    Generally, unit-targeted spells require vision over the target, while ground targeted or non-target spells may be cast regardless of vision. Once cast, a spell usually works regardless of vision. Area effects usually do not require vision to affect enemies. Some non-targeted spells that do the targeting themselves may require vision over enemies. There are exceptions to all of these.

    The following spells require vision over enemies to affect them

    1Requires Aghanim's Scepter icon.png Aghanim’s Scepter.

    2Requires a Talent talent.

    3When the current target of these spells die, they choose new targets. Only choose visible enemies.

    4 Mana Drain ends immediately if the target enters the fog of war.

    5When Starstorm’s initial wave requires vision over enemies, the secondary single projectile does not.

    6When Multicast items and Ignite only target visible secondary targets.

    Recent Changes[]

    • Firefly no longer grants flying vision while active.
    • Vision and Fog of War can now be any numerical value, rather than specific intervals (previously it was 0, 64, 192, 320, 448, 576, 704, 800, 832, 960, 1088, 1216, 1344, 1472, 1600, 1728).
      • Previously if you had a vision between the fixed intervals, it would clamp to a fixed value.
    • Mystic Snake no longer requires Fog of War vision to bounce.

    v  d  e


    Mechanics

    Main

    Heroes

    • Unit Type (Heroes / Clones / Illusions)
    • Complexity
    • Attributes Table
    • Buyback
    • Level
    • Roles
    • Gold
    • Experience

    Stats

    • Armor
    • Attributes (Strength attribute symbol.png Strength / Agility attribute symbol.png Agility / Intelligence attribute symbol.png Intelligence)
    • Health & Mana (HP Regen & MP Regen)
    • Magic Resistance
    • Movement Speed
    • Status Resistance
    • Turn Rate
    Misc
    • Collision Size
    • Creep Controling
    • Death
    • Gib Type / Shades
    • Legs
    • Vision
    Buildings
    • Towers / Barracks / Ancient / Fountain
    • Outposts
    • Effigy
    Abilities

    Type

    • Active / Passive / Autocast
    • Aura
    • Accuracy / Evasion
    • Channeling
    • Damage Block / Magic Damage Barrier
    • Damage Manipulation
    • Damage Over Time
    • Talent Talents
    • Teleport
    Targeting
    • Area
    • No Target
    • Point
    • Unit
    • Vector
    • Combinations
    Casting
    • Cast Range / Motion Buffer
    • Cast Animation (Cast Point + Backswing)
    Cooldown
    • Reduction (Flat / Current Flat / Percentage)
    • Reset
    • Charge-based
    Runes
    • Bounty Rune minimap icon.png Bounty Rune
    • Water Rune minimap icon.png Water Rune
    • Power Runes (Double Damage Rune minimap icon.png Double Damage Rune / Haste Rune minimap icon.png Haste Rune / Illusion Rune minimap icon.png Illusion Rune / Invisibility Rune minimap icon.png Invisibility Rune / Regeneration Rune minimap icon.png Regeneration Rune)
    Misc
    • Random Distribution
    Attack

    Damage

    • Attack Damage
    • Instant Attack
    • Heroes
    • Attack Classes
    • Attack Range (Acquisition Range)
    • Attack Speed (BAT / Interval)
    • Damage Types (Physical / Magical / Pure / Instant Kill)
    • Flags (HP Removal / No-reflection / No-Spell-Lifesteal / No-Spell-Amplification)
    • Projectile Speed
    • Spell Damage (Outgoing / Incoming)
    Modifiers
    • Bash
    • Cleave / Splash
    • Corruption
    • Critical Strike
    • Lifesteal / Spell Lifesteal
    • Mana Break
    • On-hit Effects
    Animation
    • Definition
    • Orb Walking
    Status
    Effects

    Disables

    • Cyclone
    • Disabling Orders
    • Forced Movement (Knockback) / Upward Movement
    • Fear (Hypnosis)
    • Hide
    • Hex
    • Root
    • Leash
    • Stun
    • Sleep
    • Taunt
    Movement
    • Move Speed Slow
    • Flying Movement
    • Phased / Tree Walk / Unobstructed Movement
    Other
    • Attack Immune
    • Attack Speed Slow
    • Spell Immunity
    • Invulnerability
    • Invisibility
    • Blind
    • Break
    • Disarm
    • Ethereal
    • Silence
    • Mute
    • Trap
    Dispels
    • Basic
    • Strong
    • Death
    Items

    Mechanics

    • Courier
    • Sharing / Selling
    • Disassemble
    • Recipes
    • Neutral Item Drop

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