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Relationship Between Effective HP % and Evasion

Evasion is a passive ability that gives the unit a chance to dodge an incoming physical attack. When evaded, the attack gets completely nullified, acting as if it was disjointed. This means if the attack had an attack modifier, the modifiers are not applied either (with a very few exceptions).

A similar mechanic to evasion is blind. While evasion makes a unit evade incoming attacks from other units, blind makes a unit miss upon attacking other units. Just like evasion, when an attack misses to blindness, it acts as if it got disjointed.

Mechanics[edit | edit source]

"Miss" appearing upon missing an attack,
"Evade" appearing upon getting missed.

Evasion and blind proc or have a chance to proc upon projectile impact. If it procs, the attack does not affect the evading unit, so that no on-attack effects are triggered. Upon missing an attack on an enemy, a red floating text appears, reading "miss", visible to the attacking player only. The enemy, who was just missed by an attack, also sees a floating text, but in white and reading "evade" instead. Furthermore, a missed attack does not play any of the attack impact sounds.

Stacking[edit | edit source]

Multiple sources of evasion stack multiplicatively, as well as other sources of miss chance such as blind effects and the uphill miss chance. While the actual chance to evade is diminishing, each source of evasion increases effective HP against physical attacks more than the last due to evasion's exponential nature. The chances of all sources of evasion are determined by pseudo-random distribution.


Miss chance = (1 - evasion from source 1) x (1 - blind from source 2) ... x (1 - evasion/blind from source n) x uphill miss chance
= Πn (1 - evasion/blindn) x uphill miss chance
Hit chance = 1 - [(1 - accuracy from source 1) x (1 - true strike from source 2)] = 1 - Πn (1 - accuracy/true striken)
Final hit chance = 1 - miss chance + (hit chance * miss chance) = 1 - miss chance x (1 - hit chance)
Final miss chance = 1 - final hit chance = miss chance x (1 - hit chance)

I.e. for Butterfly the chance to get hit is 65% because Butterfly has 35% evasion. The source of evasion values must be expressed in hundredths (so if we have 50% evasion, the value needs to be 50/100 = 0.50).

As an example, if Phantom Assassin has Level 4 Blur (0.5 chance to get hit) and Butterfly (0.65 chance to get hit), her chance to get hit by attacks is 0.5 * 0.65 = 0.325 or 32.5%. A more concrete way of thinking about evasion stacking is that for an attack to bypass an evasion stack and connect, it should bypass each source of evasion in sequence. Only if all sources of evasion fail, is the attack able to deal damage.

Main article: Item passive stacking

Sources of evasion[edit | edit source]

Sources of blind[edit | edit source]

  • Drunken Haze icon.png
    Miss Chance: 70%
    Duration: 4
    Applies a debuff on the target upon projectile impact.
  • Incapacitating Bite icon.png
    Miss Chance: 30%/40%/50%/60%
    Duration: 2
    Causes Broodmother's attacks to place a debuff on enemies.
  • Blinding Light icon.png
    Radius: 675
    Miss Chance: 80%
    Duration: 3/4/5
    Applies a debuff on enemies within the radius upon cast.
  • Crippling Fear icon.png
    Day Miss Chance: 10%
    Night Miss Chance: 50%
    Day Duration: 3
    Night Duration: 5/6/7/8
    Applies a debuff on the target upon cast.
  • Radiance (Active) icon.png
    Radius: 700
    Miss Chance: 17%
    Aura based. Blinds every enemy inside the radius. Debuff lingers for 0.5 seconds.
  • Smoke Screen icon.png
    Radius: 250/275/300/325
    Miss Chance: 40%/50%/60%/70%
    Duration: 6
    Aura based. Blinds every enemy inside the radius. Debuff lingers for 0.5 seconds.
  • Solar Crest icon.png
    Miss Chance: 25%
    Duration: 7
    Applies a debuff on the target enemy upon cast.
  • Laser icon.png
    Miss Chance: 100%
    Hero Duration: 3/3.5/4/4.5
    Creep Duration: 6
    Applies a debuff on the target upon cast.
  • Whirling Axes (Melee) icon.png
    Spin Radius: 350
    Axes Radius: 100
    Miss Chance: 60%
    Duration: 4/5/6/7
    Applies a debuff on any enemy that comes within range.

Uphill miss chance[edit | edit source]

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The uphill miss chance is a conditional effect, that causes 25% of the ranged attacks to miss if the attacker is at a lower terrain level as the target. It does not matter how many terrain levels difference is between them, the miss chance stays 25%. The terrain level difference of the attacker and the target is taken into account when the projectile hits the target and not when the attacker launches it. Thus, an attack can still miss due to the uphill miss chance even when both the attacker and the target stand at the same elevation level upon projectile launch. Does not affect melee attacks. Melee units can still miss due to this if they have abilities that change their attack type to ranged (e.g. Elder Dragon Form icon.png Elder Dragon Form​).

True Strike[edit | edit source]

True Strike is an attack modifier that prevents the affected unit's attacks from missing, negating evasion, blindness and the 25% uphill miss chance for ranged units. It also prevents melee attacks from missing when the target moves more than 350 range away before the attack. Though, projectiles of a ranged unit with True Strike can still be disjointed. True Strike does not work when attacking buildings. However, it works against any other unit, including wards and allied units.

Sources of True Strike

Accuracy[edit | edit source]

Accuracy works similar to True Strike. While True Strike prevents the unit to miss any of its attacks, accuracy prevents the units from being missed by any attack. Just like True Strike, accuracy works against evasion, blind, uphill miss chance and melee attacks missing when the target moves too far away. The unit can still disjoint ranged attack projectiles.

Sources of accuracy

Version history[edit | edit source]

  • Rod of Atos icon.png Rod of Atos
    • Cripple now grants units that attack the target 40% accuracy.
      • This means that targets attacking that unit will not miss 40% of the time.
  • Melee attacks now miss if the target is farther than 350 range more than their attack range.
  • Attacking a ward can no longer miss.
  • Evasion now stacks diminishingly (like crit, magic resistance, etc).

See also[edit | edit source]