Туман войны по новому
LifeRuiner
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как сделать такой же вид у тумана войны?
qt_
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Из баттлпасса на 50 лвле эффект (короче плати
)
Neko_girl
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LifeRuiner сказал(а):↑
как сделать такой же вид у тумана войны?
Нажмите, чтобы раскрыть…
отдать анальную девственность бургероеду
(или быть
и скачать скинчейнджер)
sk1drow
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Прост донишь или юзаешь скинченеджер.
LifeRuiner
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qt_ сказал(а):↑
Из баттлпасса на 50 лвле эффект (короче плати
)
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
)
Нажмите, чтобы раскрыть…
А как поставить то его? Он сам не поставился
qt_
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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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Ням
10 Feb 2023 в 18:01Сообщений: 5
10 Feb 2023 в 18:01 -
me11
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Ням
10 Feb 2023 в 17:29Сообщений: 18
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Обновлено: 13 Февраль 2021 в 15:51
+ Содержание
- Для чего нужны погодные эффекты в Дота 2, и как они работают
- Как получить погодные эффекты в Dota 2
- Разновидности погодных эффектов в Dota 2
- 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.
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:
-
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 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 Snow. Добавляет снег, который будет идти по всей карте на постоянной основе. Этот эффект выдавался всем владельцам компендиума The International 2014.
-
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 Sirocco. Добавляет по всей карте эффекты песчаной бури. Получить его можно было с компендиума The International 2015.
-
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 Ash. Погодный эффект с компендиума The International 2016. При его активации по всей карте будет падать горящий пепел.
-
Weather Aurora. Этот погодный эффект создает по всей карте сумерки с голубыми лучами. Выпадал же он с компендиума от The International 2016.
-
Weather Spring. Добавляет по всей карте различные весенние эффекты. Выпадал он с боевого пропуска The International 2016.
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:
-
Перейти в инвентарь в главном меню игры.
-
Открыть раздел «Окружение».
- Нажать ПКМ на нужный вам погодный эффект.
-
Кликнуть в открывшемся меню по клавише «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
- Скачайте чит с нашего сайта
- Распакуйте архив
- Запустите игру Dota 2, если она еще не запущена
- Откройте папку, в которой находится чит, и запустите его.
- Наслаждайтесь и обязательно прочитайте примечания ниже!
- Удерживайте левую кнопку мыши на меню, чтобы переместить его
- 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
Посетители, находящиеся в группе Гости, не могут оставлять комментарии к данной публикации.
Консольные команды Дота 2 и читы в таблицах
Консольные команды
Всё, что необходимо знать про консольные команды для Дота 2
Вызов консоли
1. Библиотека → Dota 2 (ПКМ) → Свойства
2. Общие → Установить 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:
- Горячая клавиша консоли (ЛКМ) → Стандартно
- Ввод con_enable 1
- 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, |
| 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
- Расширенный список читов (ENG)
- Дополнительные консольные
команды (ENG) - 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,
Ironwood Tree,
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 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‘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 |
|---|---|---|
| 1800 | 1200 | |
| 1600 | 800 | |
| 1800 | 1000 | |
| 800 | 1800 | |
| 1800 | 1800 | |
| 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 |
|---|---|---|
| 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 |
|---|---|---|
| 1400 | 800 | |
| 1400 | 800 | |
| 1400 | 800 | |
| 1200 | 800 | |
| 1800 | 1800 | |
| 1400 | 800 | |
| 1400 | 800 | |
| 1400 | 1400 | |
| 800 | 600 | |
| 400 | 400 |
Roshan[]
| Unit | Day | Night |
|---|---|---|
| 1400 | 1400 |
Summoned Creeps[]
| Unit | Day | Night |
|---|---|---|
| 1400 | 800 | |
| 1200 | 800 | |
| 1200 | 800 | |
| 750/800/850/900 | 750/800/850/900 | |
| 1200 | 800 | |
| 1300/1400/1500 | 800 | |
| 1300/1400/1500 | 800 | |
| 800 | 800 | |
| 800 | 600 | |
| 400 | 400 | |
| 400 | 400 | |
| 500 | 500 | |
| 1400 | 1400 | |
| 800 | 600 |
Creep-Heroes[]
| Unit | Day | Night |
|---|---|---|
| 350 | 350 | |
| 1800 | 800 | |
| 400 | 400 | |
| 1800 | 800 | |
| 1400 | 800 | |
| 1800 | 800 | |
| 1800 | 800 | |
| 1800 | 1800 |
Clones[]
| Unit | Day | Night |
|---|---|---|
| 1800 | 800 |
Couriers[]
| Unit | Day | Night |
|---|---|---|
| 200 | 200 |
Wards[]
| Unit | Day | Night |
|---|---|---|
| 1200 | 800 | |
| 500 | 500 | |
| 600 | 600 | |
| 400 | 400 | |
| 800 | 800 | |
| 1800 | 800 | |
| 600 | 600 | |
| 600 | 600 | |
| 500 | 500 | |
| 1600 | 1600 | |
| 1800 | 800 | |
| 800 | 800 | |
| 1600 | 600 | |
| 64 | 64 | |
| 400 | 400 | |
| 0 | 0 | |
| 1200 | 800 | |
| 800 | 800 | |
| 700 | 700 | |
| 1500 | 1500 | |
| 300 | 300 | |
| 600 | 600 |
Miscellaneous[]
| Unit | Day | Night |
|---|---|---|
| 321 | 321 | |
| 200 | 200 | |
| 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.

Vision Increasing Abilities
-
Night Vision Bonus: 1000
Duration: 25 (31)
Affects the caster. -
The affected target is granted
Shapeshift properties based on its current level.
-
Self Night Vision Bonus: 250/500/750/1000
-
Vision Bonus: 50/100/150/200
Affects the caster for the ability’s duration. -
Night Vision Bonus: 400
-
Night Vision Bonus: 500
Affects the caster for the ability’s duration. -
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 withShade Sight.
-
Night Vision Bonus: 400
Passive. Takes priority over all other vision change effects. Does not stack withConsume.
-
Vision Bonus: 350
Setting Vision[]
These abilities set a unit’s vision to a specific value.
Vision setting abilities
-
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 forShade Sight.
-
Set Vision Range: 0
Set the affected unit’s vision range to a specific value for its stun duration. -
Once triggered, the set vision values are based on
Bushwhack.
-
Day Vision: 700
Night Vision: 500
Affects the caster. Lasts until unperched. Takes priority over all other vision-changing effects, except forShade Sight and
Consume.
Talents[]
The following heroes have a 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 |
|
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 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
-
Day vision radius: 1800
Night vision radius: 800
Provides ground vision around the hero upon triggering. Lingers for 5 seconds. -
Vision radius: 300
Provides ground vision within the target area. Lingers for 10 seconds. -
Vision radius: 300
Provides ground vision around the wraith while stationary, starting upon cast. Lingers for 47 seconds. Triggering the wraith removes the vision. -
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. -
Vision radius: 600
Provides ground vision within the area. Lingers for 5 seconds. -
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. -
Vision radius: 900
Provides ground vision at the target area. Lingers for 6 seconds. -
Vision radius: 350
Provides ground radius within the target area. Lingers for 5 seconds. -
Vision radius: 400
Provides non-lingering ground vision around the spirit, until it returns or dies. -
Vision radius: 800
Provides ground vision at the target area. Lingers for 4 seconds. -
Vision radius: 400
Provides ground vision at the target area. Lingers for 3.1 seconds. -
Vision radius: 400
Provides ground vision around the x mark on the ground. Lingers for 5.94 seconds. -
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. -
Vision radius: 1000
Provides ground vision around the caster upon cast. Lingers for 0.1 seconds. -
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. -
Vision radius: 900
Provides ground vision within the illusion gather area. Lingers for 1 second. -
Vision radius: 200
Provides ground vision within the affected area on impact. Lingers for 1 second. -
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. -
Vision radius: 200
Provides ground vision around the shadow trail left by the dagger, and by hit enemy heroes. Lingers for 12 seconds. -
Vision radius: 400
Provides ground vision around itself upon exploding. Lingers for 1 second. -
Vision radius: 0 (
200)
RequiresAghanim’s Scepter. Provides ground vision at each hit enemy’s location. Lingers for 2 seconds.
-
Vision radius: 100
Provides non-lingering ground vision around the hook’s tip as it travels. -
Vision radius: 1800
Provides ground vision around the hero upon triggering. Lingers for 5 seconds. -
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
-
Vision radius: 200
Provides flying vision at the target area. Lingers for 14 seconds. -
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. -
Vision radius: 750
Provides flying vision at the marked area upon cast. Lingers for 5.3 seconds. -
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. -
Vision radius: 500
Provides flying vision at the targeted area. Lingers for 2 seconds. -
Vision radius: 300
Provides non-lingering flying vision around the explosive cocktail as it travels. -
Vision radius: 350
Provides non-lingering flying vision around the axes as they travel. -
Vision radius: 400
Provides flying vision around the caster upon cast. Lingers for 0.5 seconds. -
Vision radius: 600
Provides flying vision around the rocket as it travels. Lingers for 10 seconds. -
Vision radius: 450
Provides flying vision around the target’s location upon applying the final strike. Lingers for 3 seconds. -
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. -
Vision radius: 450
Provides flying vision at the target area. Lingers for 6 () seconds.
-
Vision radius: 100
Provides non-lingering flying vision around the arrows as they travel. -
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. -
Vision radius: 475
Provides flying vision at the target area. Lasts 4/4.5/5 seconds. -
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. -
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. -
Vision radius: 350
Provides flying vision at the target area upon cast. Lingers for 4 seconds. -
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. -
Vision radius: 400
Provides flying vision at the target area upon cast. Lingers for 5.7 seconds. -
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. -
Vision radius: 350
Provides flying vision around the hit enemy hero upon impact. Lingers for 3 seconds. -
Vision radius: 150
Provides flying vision at the targeted point upon cast. Lingers for 2.7 seconds. -
Vision radius: 150
Provides flying vision along the entire path. Lingers for 3 seconds. -
Vision radius: 300
Provides flying vision around the caster on each slash. Lingers for 1 second. -
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. -
Vision radius: 400
Provides non-lingering flying vision around the ships as they travel. -
Vision radius: 800
Provides non-lingering flying vision around the ball of ice as it travels. Stops after the 60th bounce. -
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 () seconds.
-
Vision radius: 550
Provides flying vision within the target area upon cast. Lasts 0.8 seconds. -
Vision radius: 300
Provides non-lingering flying vision around the snake as it travels. -
Vision radius: 300
Provides non-lingering flying vision around the net as it travels. -
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. -
Vision radius: 450
Provides flying vision around the caster upon cast. Lingers for 0.5 seconds. -
Vision radius: 500
Provides flying vision at the target area upon cast. Lingers for 8 seconds. -
Vision radius: 1800
Provides flying vision around the hero. Is active for for 30 seconds. -
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. -
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. -
Vision radius: 450
Provides flying vision around the orb as it travels. Lingers for 3.34 (8.35) seconds.
-
Vision radius: 400
Provides flying vision around the unit the hook latches on upon latching. Lingers for 4 seconds. -
Vision radius: 800
Provides flying vision around the caster for the entire duration. Lingers for 2 seconds. -
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. -
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. -
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. -
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. -
Vision radius: 400
Provides flying vision within the target area after the effect delay. Lingers for 0.5 seconds. -
Vision radius: 400
Provides non-lingering flying vision around the ball of lightning as it travels. -
Vision radius: 225
Provides non-lingering flying vision around the fist as it travels. -
Vision radius: 200
Provides flying vision around the sawblade after reaching the targeted location, until it starts to return. -
Vision radius: 200
Provides flying vision around the sawblade after reaching the targeted location, until it starts to return. -
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 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. -
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. -
Vision radius: 300
Provides flying vision around the wave as it travels. Lingers for 4 seconds. -
Vision radius: 350
Provides non-lingering flying vision around the gale as it travels. -
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. -
Vision radius: 100
Provides non-lingering flying vision around each individual beetle within the swarm as they travel. -
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. -
Vision radius: 750
Provides flying vision around the target point or targeted enemy. Lingers for 4.5 seconds. -
Vision radius: 500
Provides flying vision around each hit enemy hero. Lingers for 3 seconds. -
Vision radius: 150
Provides flying vision around the ward upon cast. Lingers for 12 seconds. -
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. -
Vision radius: 2.5
Provides flying vision within the target area upon cast. Lingers for 3 seconds. -
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
-
Duration: 6
Shares the target’s vision for the duration. -
Duration: 5
Shares the target’s vision upon latching on it. -
Duration: 700
Shares the target’s vision, as well as the vision of the secondary target it binds to. -
Duration: 2
Shares all rooted enemies’ vision. -
Duration: 5/6/7/8
Shares the target’s vision while draining them. -
Duration: 3/4/5/6
Shares the targets’ vision during the initial debuff’s duration. -
Duration: 4
Shares the target’s vision upon cast begin. Vision is removed prematurely on projectile impact. -
Duration: 7
Shares all hit enemy heroes’ vision as long as they create a shadow path still. -
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.
- 2a Requires
Aghanim’s Scepter.
- 2b Requires
Aghanim’s Shard.
Exposure without True Sight
- 1 Requires
talent.
- 2a Requires
Aghanim’s Scepter.
- 2b Requires
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.
2Requires a 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.
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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,
Ironwood Tree,
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 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‘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 |
|---|---|---|
| 1800 | 1200 | |
| 1600 | 800 | |
| 1800 | 1000 | |
| 800 | 1800 | |
| 1800 | 1800 | |
| 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 |
|---|---|---|
| 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 |
|---|---|---|
| 1400 | 800 | |
| 1400 | 800 | |
| 1400 | 800 | |
| 1200 | 800 | |
| 1800 | 1800 | |
| 1400 | 800 | |
| 1400 | 800 | |
| 1400 | 1400 | |
| 800 | 600 | |
| 400 | 400 |
Roshan[]
| Unit | Day | Night |
|---|---|---|
| 1400 | 1400 |
Summoned Creeps[]
| Unit | Day | Night |
|---|---|---|
| 1400 | 800 | |
| 1200 | 800 | |
| 1200 | 800 | |
| 750/800/850/900 | 750/800/850/900 | |
| 1200 | 800 | |
| 1300/1400/1500 | 800 | |
| 1300/1400/1500 | 800 | |
| 800 | 800 | |
| 800 | 600 | |
| 400 | 400 | |
| 400 | 400 | |
| 500 | 500 | |
| 1400 | 1400 | |
| 800 | 600 |
Creep-Heroes[]
| Unit | Day | Night |
|---|---|---|
| 350 | 350 | |
| 1800 | 800 | |
| 400 | 400 | |
| 1800 | 800 | |
| 1400 | 800 | |
| 1800 | 800 | |
| 1800 | 800 | |
| 1800 | 1800 |
Clones[]
| Unit | Day | Night |
|---|---|---|
| 1800 | 800 |
Couriers[]
| Unit | Day | Night |
|---|---|---|
| 200 | 200 |
Wards[]
| Unit | Day | Night |
|---|---|---|
| 1200 | 800 | |
| 500 | 500 | |
| 600 | 600 | |
| 400 | 400 | |
| 800 | 800 | |
| 1800 | 800 | |
| 600 | 600 | |
| 600 | 600 | |
| 500 | 500 | |
| 1600 | 1600 | |
| 1800 | 800 | |
| 800 | 800 | |
| 1600 | 600 | |
| 64 | 64 | |
| 400 | 400 | |
| 0 | 0 | |
| 1200 | 800 | |
| 800 | 800 | |
| 700 | 700 | |
| 1500 | 1500 | |
| 300 | 300 | |
| 600 | 600 |
Miscellaneous[]
| Unit | Day | Night |
|---|---|---|
| 321 | 321 | |
| 200 | 200 | |
| 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.

Vision Increasing Abilities
-
Night Vision Bonus: 1000
Duration: 25 (31)
Affects the caster. -
The affected target is granted
Shapeshift properties based on its current level.
-
Self Night Vision Bonus: 250/500/750/1000
-
Vision Bonus: 50/100/150/200
Affects the caster for the ability’s duration. -
Night Vision Bonus: 400
-
Night Vision Bonus: 500
Affects the caster for the ability’s duration. -
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 withShade Sight.
-
Night Vision Bonus: 400
Passive. Takes priority over all other vision change effects. Does not stack withConsume.
-
Vision Bonus: 350
Setting Vision[]
These abilities set a unit’s vision to a specific value.
Vision setting abilities
-
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 forShade Sight.
-
Set Vision Range: 0
Set the affected unit’s vision range to a specific value for its stun duration. -
Once triggered, the set vision values are based on
Bushwhack.
-
Day Vision: 700
Night Vision: 500
Affects the caster. Lasts until unperched. Takes priority over all other vision-changing effects, except forShade Sight and
Consume.
Talents[]
The following heroes have a 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 |
|
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 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
-
Day vision radius: 1800
Night vision radius: 800
Provides ground vision around the hero upon triggering. Lingers for 5 seconds. -
Vision radius: 300
Provides ground vision within the target area. Lingers for 10 seconds. -
Vision radius: 300
Provides ground vision around the wraith while stationary, starting upon cast. Lingers for 47 seconds. Triggering the wraith removes the vision. -
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. -
Vision radius: 600
Provides ground vision within the area. Lingers for 5 seconds. -
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. -
Vision radius: 900
Provides ground vision at the target area. Lingers for 6 seconds. -
Vision radius: 350
Provides ground radius within the target area. Lingers for 5 seconds. -
Vision radius: 400
Provides non-lingering ground vision around the spirit, until it returns or dies. -
Vision radius: 800
Provides ground vision at the target area. Lingers for 4 seconds. -
Vision radius: 400
Provides ground vision at the target area. Lingers for 3.1 seconds. -
Vision radius: 400
Provides ground vision around the x mark on the ground. Lingers for 5.94 seconds. -
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. -
Vision radius: 1000
Provides ground vision around the caster upon cast. Lingers for 0.1 seconds. -
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. -
Vision radius: 900
Provides ground vision within the illusion gather area. Lingers for 1 second. -
Vision radius: 200
Provides ground vision within the affected area on impact. Lingers for 1 second. -
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. -
Vision radius: 200
Provides ground vision around the shadow trail left by the dagger, and by hit enemy heroes. Lingers for 12 seconds. -
Vision radius: 400
Provides ground vision around itself upon exploding. Lingers for 1 second. -
Vision radius: 0 (
200)
RequiresAghanim’s Scepter. Provides ground vision at each hit enemy’s location. Lingers for 2 seconds.
-
Vision radius: 100
Provides non-lingering ground vision around the hook’s tip as it travels. -
Vision radius: 1800
Provides ground vision around the hero upon triggering. Lingers for 5 seconds. -
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
-
Vision radius: 200
Provides flying vision at the target area. Lingers for 14 seconds. -
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. -
Vision radius: 750
Provides flying vision at the marked area upon cast. Lingers for 5.3 seconds. -
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. -
Vision radius: 500
Provides flying vision at the targeted area. Lingers for 2 seconds. -
Vision radius: 300
Provides non-lingering flying vision around the explosive cocktail as it travels. -
Vision radius: 350
Provides non-lingering flying vision around the axes as they travel. -
Vision radius: 400
Provides flying vision around the caster upon cast. Lingers for 0.5 seconds. -
Vision radius: 600
Provides flying vision around the rocket as it travels. Lingers for 10 seconds. -
Vision radius: 450
Provides flying vision around the target’s location upon applying the final strike. Lingers for 3 seconds. -
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. -
Vision radius: 450
Provides flying vision at the target area. Lingers for 6 () seconds.
-
Vision radius: 100
Provides non-lingering flying vision around the arrows as they travel. -
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. -
Vision radius: 475
Provides flying vision at the target area. Lasts 4/4.5/5 seconds. -
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. -
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. -
Vision radius: 350
Provides flying vision at the target area upon cast. Lingers for 4 seconds. -
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. -
Vision radius: 400
Provides flying vision at the target area upon cast. Lingers for 5.7 seconds. -
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. -
Vision radius: 350
Provides flying vision around the hit enemy hero upon impact. Lingers for 3 seconds. -
Vision radius: 150
Provides flying vision at the targeted point upon cast. Lingers for 2.7 seconds. -
Vision radius: 150
Provides flying vision along the entire path. Lingers for 3 seconds. -
Vision radius: 300
Provides flying vision around the caster on each slash. Lingers for 1 second. -
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. -
Vision radius: 400
Provides non-lingering flying vision around the ships as they travel. -
Vision radius: 800
Provides non-lingering flying vision around the ball of ice as it travels. Stops after the 60th bounce. -
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 () seconds.
-
Vision radius: 550
Provides flying vision within the target area upon cast. Lasts 0.8 seconds. -
Vision radius: 300
Provides non-lingering flying vision around the snake as it travels. -
Vision radius: 300
Provides non-lingering flying vision around the net as it travels. -
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. -
Vision radius: 450
Provides flying vision around the caster upon cast. Lingers for 0.5 seconds. -
Vision radius: 500
Provides flying vision at the target area upon cast. Lingers for 8 seconds. -
Vision radius: 1800
Provides flying vision around the hero. Is active for for 30 seconds. -
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. -
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. -
Vision radius: 450
Provides flying vision around the orb as it travels. Lingers for 3.34 (8.35) seconds.
-
Vision radius: 400
Provides flying vision around the unit the hook latches on upon latching. Lingers for 4 seconds. -
Vision radius: 800
Provides flying vision around the caster for the entire duration. Lingers for 2 seconds. -
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. -
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. -
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. -
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. -
Vision radius: 400
Provides flying vision within the target area after the effect delay. Lingers for 0.5 seconds. -
Vision radius: 400
Provides non-lingering flying vision around the ball of lightning as it travels. -
Vision radius: 225
Provides non-lingering flying vision around the fist as it travels. -
Vision radius: 200
Provides flying vision around the sawblade after reaching the targeted location, until it starts to return. -
Vision radius: 200
Provides flying vision around the sawblade after reaching the targeted location, until it starts to return. -
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 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. -
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. -
Vision radius: 300
Provides flying vision around the wave as it travels. Lingers for 4 seconds. -
Vision radius: 350
Provides non-lingering flying vision around the gale as it travels. -
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. -
Vision radius: 100
Provides non-lingering flying vision around each individual beetle within the swarm as they travel. -
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. -
Vision radius: 750
Provides flying vision around the target point or targeted enemy. Lingers for 4.5 seconds. -
Vision radius: 500
Provides flying vision around each hit enemy hero. Lingers for 3 seconds. -
Vision radius: 150
Provides flying vision around the ward upon cast. Lingers for 12 seconds. -
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. -
Vision radius: 2.5
Provides flying vision within the target area upon cast. Lingers for 3 seconds. -
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
-
Duration: 6
Shares the target’s vision for the duration. -
Duration: 5
Shares the target’s vision upon latching on it. -
Duration: 700
Shares the target’s vision, as well as the vision of the secondary target it binds to. -
Duration: 2
Shares all rooted enemies’ vision. -
Duration: 5/6/7/8
Shares the target’s vision while draining them. -
Duration: 3/4/5/6
Shares the targets’ vision during the initial debuff’s duration. -
Duration: 4
Shares the target’s vision upon cast begin. Vision is removed prematurely on projectile impact. -
Duration: 7
Shares all hit enemy heroes’ vision as long as they create a shadow path still. -
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.
- 2a Requires
Aghanim’s Scepter.
- 2b Requires
Aghanim’s Shard.
Exposure without True Sight
- 1 Requires
talent.
- 2a Requires
Aghanim’s Scepter.
- 2b Requires
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.
2Requires a 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.
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