Invisibility

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Cloak and Dagger icon.png

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 or the Rune of Invisibility. Some units, like most wards 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 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[edit | edit source]

An invisible ally

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.

Unit behavior during invisibility[edit | edit source]

While invisible, a unit never automatically attacks any nearby enemy, not even when it is revealed by True Sight and being attacked. However, 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 icon.png Eclipse​ or Epicenter icon.png Epicenter​ do not cancel the invisibility upon each beam or pulse. Channeling spells do not cancel it either when going invisible after the channeling started.

All ranged attacks and most projectiles of abilities are disjointed 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. However, 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[edit | edit source]

  • Shadow Walk icon.png
    Fade Time: 1/0.75/0.5/0.25
    Duration: 20/25/30/35
    Phased: Yes
    Affects self.
  • Spin Web icon.png
    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.
  • Skeleton Walk icon.png
    Fade Time: 0.6
    Duration: 20/25/30/35
    Phased: Yes
    Affects self.
  • Glimmer Cape icon.png
    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.
  • Invisibility (Hawk) icon.png
    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.
  • Bottle (Invisibility) icon.png
    Fade Time: 2
    Duration: 45
    Phased: No
    Affects the hero activating the rune.
  • Ghost Walk icon.png
    Fade Time: 0
    Duration: 120
    Phased: Yes
    Affects self.
  • Invisibility (Lycan Wolf) icon.png
    Fade Delay: 1.7
    Duration: Permanent
    Phased: No
    Affects self. Available for level 4 wolves only.
  • Moonlight Shadow icon.png
    Fade 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.
  • Vendetta icon.png
    Fade Time: 0
    Duration: 40/50/60
    Phased: Yes
    Affects self.
  • Burrow icon.png
    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.
  • Unknown icon.png
    Fade Time: 0
    Duration: Permanent
    Phased: Yes
    Observer Wards are permanently invisible.
  • Unknown icon.png
    Fade Time: 1.75
    Duration: Permanent
    Phased: Yes
  • Unknown icon.png
    Fade Time: 2
    Duration: Permanent
    Phased: Yes
    Psionic Traps are permanently invisible.
  • Unknown icon.png
    Fade Time: 2
    Duration: Permanent
    Phased: Yes
  • Cloak and Dagger icon.png
    Fade Delay: 6/5/4/3
    Duration: Permanent
    Phased: No
    Affects self. Invisibility is not lost upon casting spells or items.
  • Sand Storm icon.png
    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.
  • Unknown icon.png
    Fade Time: 0
    Duration: Permanent
    Phased: Yes
    Sentry Wards are permanently invisible.
  • Shadow Amulet icon.png
    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.
  • Shadow Blade icon.png
    Fade Time: 0.3
    Duration: 12
    Phased: Yes
    Affects self.
  • Silver Edge icon.png
    Fade Time: 0.3
    Duration: 14
    Phased: Yes
    Affects self. Attacking during the fade time breaks the invisibility.
  • Shadow Dance icon.png
    Fade 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.
  • Smoke of Deceit icon.png
    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.
  • Unknown icon.png
    Fade Time: 2
    Duration: Permanent
    Phased: Yes
  • Wind Walk (Storm) icon.png
    Fade Time: 0.6
    Duration: 20
    Phased: Yes
    Affects self.
  • Minefield Sign icon.png
    Fade Time: 0
    Duration: 180
    Phased: Yes
    Requires Aghanim's Scepter icon.png Aghanim's Scepter. Affects all Proximity Mines icon.png Proximity Mines​, Stasis Trap icon.png Stasis Trap​s and Remote Mines icon.png Remote Mines​ within 125 radius of the sign. Also turns the mines immune to True Sight.
  • Meld icon.png
    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.
  • Nature's Guise icon.png
    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.
  • Eyes in the Forest icon.png
    Fade Time: 0
    Duration: Permanent
    Phased: Yes
    Eyes in the Forest are permanently invisible.
  • Shukuchi icon.png
    Fade Time: 0.25
    Duration: 4
    Phased: Yes
    Affects self. Turns the caster phased immediately on cast, instead of after the fade time.

True Sight[edit | edit source]

An invisible Riki revealed by the passive True Sight of a Tower

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 icon.png Shadow Dance​, Smoke of Deceit icon.png Smoke of Deceit and Minefield Sign icon.png Minefield Sign​ (requires Aghanim's Scepter icon.png Aghanim's Scepter, turns Techies' mines within a 125 radius immune to True Sight).

Sources of True Sight[edit | edit source]

Invisibility interactions with other spells[edit | edit source]

All abilities that grant invisibility disjoint projectiles, unless the enemy has True Sight over the unit, in which case the projectile still keeps track of the target until it leaves the radius of True Sight. All physical attack projectiles of each unit and hero, as well as many spell projectiles can be disjointed. Undisjointable spell projectiles fully affect invisible units.

While most abilities affect units even if they are invisible, some only partially affect invisible units, and many do not affect them at all. These include mostly target-seeking abilities and very few area effect abilities. Some other spells also have unique interactions with invisibility. All not listed spells either fully affect invisible units, or cannot target them to begin with.

See also[edit | edit source]