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Invisibility is a status effect which makes units and heroes not appear on their opponent`s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit`s model appear transparent, but clearly visible still for allies. If it is an allied hero, its dot on the minimap also turns into a ring for the duration. A unit can gain (usually temporarily, but not always) invisibility through certain spells, items Play “Singing trio.” It has been suggested that this article or section be split into multiple new articles. Reason given: The shop should get its own page Discussion to support or oppose the split should be or the Rune of Invisibility Double Damage Haste Illusion Invisibility Regeneration Bounty Arcane See more: Runes#List Buff icon Invisibility Play AbilityNo Target AffectsSelf Becomes invisible for 45 seconds. This invisibility is . Some units, like most wards This page is about in-game units. For cosmetic pets, see Summoned Unit. Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against have permanent invisibility and do not need to acquire it through other sources. Generally, a unit keeps the gained invisibility until the duration runs out, or they perform an attack or a spell or item cast. True Sight and shared vision Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a allows a unit to see invisible enemies without dispelling the invisibility. True Sight makes the units appear transparent, while shared vision only shows a silhouette. Both make the unit directly targetable again, without dispelling the invisibility.
Fade time and fade delay
Most sources of invisibility require some time to turn the unit fully invisible. During this time, the unit is still visible and targetable.
The fade time is a short delay before the actual invisibility is applied, during which a unit`s model appears transparent, but still visible to everyone. During it, the unit does not automatically attack nearby enemies, no matter if the auto attack option is turned on or not. It also stops attacking when an attack order was already ongoing. Unlike during the actual invisibility, during the fade time, the unit can cast spells or items and even attack without canceling the invisibility. During the fade time, the unit is not phased, even when the invisibility of the spell phases the unit.
The fade delay is also a short delay before the actual invisibility is applied, but has some significant differences. First off, during the fade delay, the unit`s model does not appear transparent. Furthermore, the unit does not stop automatically attacking nearby enemies when the auto attack option is turned on, and the fade delay does not cause the unit to cancel an already ongoing attack order either. Unlike during the fade time, it is not possible to cast spells or items or attack during the fade delay without resetting it. During the fade delay, the unit is not phased, even when the invisibility of the spell phases the unit.
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Unit behavior during invisibility
While invisible, a unit never automatically attacks any nearby enemy, not even when it is revealed by True Sight and being attacked. Be that as it may, when issuing an attack ground order, the invisible unit attacks. Generally, the invisibility is lost upon reaching the attack point. For ranged heroes, this is upon projectile launch. Depending on the source, invisibility may or may not apply a phase effect on the unit.
As for spell casts, the invisibility is lost upon reaching the cast point of the spell. This means that spells with extended effects like Eclipse or Epicenter do not cancel the invisibility upon each beam or pulse. Channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells do not cancel it either when going invisible after the channeling started.
All ranged attacks and most projectiles of abilities are disjointed Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is by invisibility. It is enough for a unit to turn fully invisible even just for a split second as a disjointable projectile flies to fully disjoint it. Be that as it may, some projectile abilities still affect invisible units, and some have other effects entirely. Invisible units are still fully or partially affected by spells which affect an area.
Sources of invisibility
- Fade Time: 1/0.75/0.5/0.25
Duration: 20/25/30/35
Phased: Yes
Affects self. - Radius: 900
Fade Delay: 2
Duration: Permanent
Phased: No
Affects Broodmother and all her spiders while inside the web. The free pathing is independent from the invisibility. - Clinkz Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Clinkz 15 + 1.9 22 + 3.3 16 + 1.55 Level Base - Skeleton WalkFade Time: 0.6
Duration: 20/25/30/35
Phased: Yes
Affects self. - Fade Delay: 0.6
Duration: 5
Phased: Yes
Can be cast on self or allied heroes. The target stays invisible for the whole duration. When breaking invisibility, the unit turns invisible again after the fade delay. - Fade Delay: 3
Fade Time: 1
Duration: Permanent
Phased: Yes
Affects self. Available for level 3 and 4 hawks. 3 seconds fade delay, followed by 1 second fade time before invisibility. Remains invisible until moving. - Fade Time: 2
Duration: 45
Phased: No
Affects the hero activating the rune. - Fade Time: 0
Duration: 120
Phased: Yes
Affects self. - Fade Delay: 1.7
Duration: Permanent
Phased: No
Affects self. Available for level 4 wolves only. - Mirana Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Mirana 17 + 2.15 20 + 3.6 17 + 1.65 Level Base - Moonlight ShadowFade Delay: 2.5/2/1.5
Duration: 15
Phased: No
Affects all allied heroes. Affected heroes stay invisible for the whole duration. When breaking invisibility, the unit turns invisible again after the fade delay. - Fade Time: 0
Duration: 40/50/60
Phased: Yes
Affects self. - Fade Time: 0
Duration: Permanent
Phased: Yes
Affects self. Stays invisible until unburrowing or death. Invisibility is not lost upon casting spells or items. Immobile and disarmed while burrowed. - Fade Time: 0
Duration: Permanent
Phased: Yes
Observer Wards are permanently invisible. - Fade Time: 1.75
Duration: Permanent
Phased: Yes - Fade Time: 2
Duration: Permanent
Phased: Yes
Psionic Traps are permanently invisible. - Fade Time: 2
Duration: Permanent
Phased: Yes - Riki Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Riki 17 + 1.9 34 + 2.2 14 + 1.3 Level Base - Cloak and DaggerFade Delay: 6/5/4/3
Duration: Permanent
Phased: No
Affects self. Invisibility is not lost upon casting spells or items. - Fade Time: 0
Max Duration: 50
Phased: No
Affects self. Invisibility lingers for 1.5 seconds after stopping the channeling. Attacking or casting spells instantly reveals Sand King. - Fade Time: 0
Duration: Permanent
Phased: Yes
Sentry Wards are permanently invisible. - Fade Time: 1.25
Duration: Permanent
Phased: Yes
Can be cast on self or allied heroes. Stays invisible until an attack is executed, a spell or item is cast, or when the hero moves. - Fade Time: 0.3
Duration: 12
Phased: Yes
Affects self. - Fade Time: 0.3
Duration: 14
Phased: Yes
Affects self. Attacking during the fade time breaks the invisibility. - Slark Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Slark 20 + 1.9 21 + 1.5 16 + 1.7 Level Base - Shadow DanceFade Time: 0
Duration: 4
Phased: No
Affects self. Invisibility is not lost upon casting spells or items or attacking. Immune to True Sight. A smoke cloud is visible at Slark`s location. - Radius: 1200
Fade Time: 0
Duration: 35
Phased: No
Affects allied player controlled units in the area. Invisibility is not lost upon casting spells or items. Invisibility is lost when getting within range of enemy heroes and towers. Immune to True Sight. - Fade Time: 2
Duration: Permanent
Phased: Yes - Fade Time: 0.6
Duration: 20
Phased: Yes
Affects self. - Techies Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Techies 17 + 2.3 14 + 1.3 22 + 2.9 Level Base - Minefield SignFade Time: 0
Duration: 180
Phased: Yes
Requires Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175 . Affects all Proximity Mines, Stasis Traps and Remote Mines within 125 radius of the sign. Also turns the mines immune to True Sight. - Fade Time: 0
Duration: Permanent
Phased: Yes
Affects self. Stays invisible until an attack is executed, a spell or item is cast, or when Templar Assassin moves. - Fade Delay: 6/5/4/3
Duration: Permanent
Phased: Yes
Affects self. Requires a tree within close range to work. Invisibility is not lost upon casting spells or items. - Treant Protector For Nature s Prophet s summons, see Treant. For the race in Dota 2 lore, see Treant Protectors. Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities - Eyes In The ForestFade Time: 0
Duration: Permanent
Phased: Yes
Eyes in the Forest are permanently invisible. - Fade Time: 0.25
Duration: 4
Phased: Yes
Affects self. Turns the caster phased immediately on cast, instead of after the fade time. - Fade Time: 0.2
Duration: 3/4/5/6
Phased: Yes
Affects self. Requires talent Main Table of Gained Bonuses The Talent Selection interface. Talents are traits unique to each hero. They are chosen every 5th level starting at level 10, offering a permanent choice between .
True Sight
True Sight allows a unit to see invisible enemies that are in range. Some of the listed spells provide True Sight only during certain situations. Spells which provide shared vision are not listed here, since it is not actual True Sight. A list for that can be found here.
Some abilities provide immunity towards True Sight. This means they prevent True Sight from revealing them.
The following abilities provide True Sight immunity: Shadow Dance, Smoke of Deceit Item Changelogs Smoke of DeceitB The charlatan wizard Myrddin s only true contribution to the arcane arts. Cost50 Bought FromConsumables Active Smoke of Deceit Charges 1 Disassemble? No Alert allies? Yes Recipe and Minefield Sign (requires Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175 , turns Techies` mines within a 125 radius immune to True Sight).
Sources of True Sight
- Ancient - True SightRadius: 900
Based on an aura. Its effect lingers for 0.5 seconds. - Bane - Fiend`s GripMax Duration: 5
Reveals the target unit while channeling. - Bloodseeker - ThirstRadius: Global
Visibility Health Threshold: 25%
Provides True Sight over enemies below 25% max health. - Duration: 30
- Crystal Maiden - FrostbiteDuration: 1.5/2/2.5/3
- Dust of Appearance - RevealRadius: 1050
Duration: 12 - Earth Spirit - Enchant RemnantDuration: 3
- Ember Spirit - Searing ChainsDuration: 1/2/2/3
- Faceless Void - ChronosphereRadius: 425
Duration: 4/4.5/5 - Fountain - True SightRadius: 1200
Based on an aura. Its effect lingers for 0.5 seconds. - Gem of True Sight - True SightRadius: 900
Based on an aura. Its effect lingers for 0.5 seconds. - Legion Commander - Duel
- Meepo - EarthbindDuration: 2
- Naga Siren - EnsnareDuration: 2/3/4/5
- Necronomicon Warrior - True SightRadius: 1000
Duration: 40
Available for level 3 Necronomicon Warriors only. Based on an aura. Its effect lingers for 0.5 seconds. - Oracle - Fortune`s End
- Pugna - Life DrainMax Duration: 10
Reveals the target unit while channeling. - Rod of Atos - CrippleDuration: 2
- Slardar - Corrosive Haze
True Sight Abilities
Hero Abilities | |||
---|---|---|---|
Hero | Ability | Duration | Radius |
Bane | Fiend`s Grip | 5 7 with Aghanim`s Scepter | Target only |
Bloodseeker | Thirst | When enemy HP is 25% or less Does not give True Sight of units over 25% HP | Global |
Bounty Hunter | Track | 30 | Target only |
Crystal Maiden | Frostbite | 1.5 / 2 / 2.5 / 3 | Target only |
Earth Spirit | Enchant Remnant | 3 | Target only |
Ember Spirit | Searing Chains | 1 / 2 / 2 / 3 | Targets only |
Faceless Void | Chronosphere | 4 / 4.5 / 5 | 475 |
Legion Commander | Duel | 4 / 4.75 / 5.5 | Target only |
Meepo | Earthbind | 2 | Target only |
Naga Siren | Ensnare | 2 / 3 / 4 / 5 | Target only |
Pudge | Dismember | 3 | Target only |
Shadow Shaman | Shackles | 2.75 / 3.5 / 4.25 / 5 | Target only |
Slardar | Amplify Damage | 25 | Target only |
Sniper | Assassinate | Until the projectile hits | Target only |
Treant Protector | Overgrowth | 3 / 3.75 / 4.5 | Target only |
Zeus | Lightning Bolt | 4.5 | 750 |
Thundergod`s Wrath | 3 | 900 | |
Unit Abilities | |||
Unit | Ability | Duration | Radius |
Spirit Bear | Entangling Claws | 3 on heroes 9 on creeps | Target only |
Necronomicon Warrior (Level 3) | True Sight | 40 | 1000 |
Dark Troll Summoner | Ensnare | 1.5 | Target only |
Item Abilities | |||
Item | Ability | Duration | Radius |
Dust of Appearance | Reveal | 12 | 1050 |
Sentry Ward | True Sight | 4 minutes | 850 |
Gem of True Sight | True Sight | Permanent | 1100 |