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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 dark mist that hides units inside of it. Invisible units cannot be seen even when outside of the Fog of War, unless they are spotted by a unit with True Sight. Units cannot see through trees or to higher elevations - the only exceptions to this rule are flying units, who have unrestricted vision, and Night Stalker/Keeper of the Light with an Aghanim's Scepter at night/day.

All units on your team share vision, which means that if a unit can see through the Fog of War, all allies can as well. This also applies to Lane Creeps, other controlled Creeps, and Buildings.

Fog of War[edit | edit source]

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 targeted (it is effectively invisible), however they can still be hit by non-targeted spells. To reveal units in the Fog of War, an allied unit must gain vision in that area. Observer Wards provide vision in an area to their team.

If an enemy unit in the Fog of War attacks or targets a spell on a friendly unit, a 100 radius small area around them is revealed for 2 seconds.

Elevation and trees[edit | edit source]

Units cannot see areas that are on higher elevations than them

Units cannot see areas that are on higher elevations than them, while units on higher ground receive unrestricted vision below. Additionally, any ranged units attacking an enemy on higher elevation have a 25% chance to miss their target. Trees also block vision, and can be used to escape enemies by running through small gaps in them (known as "Juking"). When Trees are cut down or destroyed, they no longer block vision. Unit Target abilities are cancelled if vision of the target is lost, even if the cast animation began.

Balance changelog[edit | edit source]


  • 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.


  • The following heroes now have the standard 800 night vision: Drow Ranger, Mirana, Puck, Leshrac, Enchantress, Ancient Apparition, Meepo and Treant Protector


  • Removed Unexplored Fog of War.

Day and night[edit | edit source]

Most units have different vision ranges for the day and night cycles. Generally, units see a lot farther during the day than they do at night. Most heroes have 1800 units of vision during the day, and 800 at night, though there are several exceptions. Heroes can increase their night vision by equipping Moon Shard icon.png Moon Shard which passively grants 250 bonus night vision. This makes ganking a lot more viable at night, because Heroes can get much closer without being detected.

Below is a table of all heroes which do not have the standard 1800/800:

Hero Day Night
Batrider icon.png Batrider 1200 800
Bounty Hunter icon.png Bounty Hunter 1800 1000
Luna icon.png Luna 1800 800/18001
Lycan icon.png Lycan 1800 800/18002
Night Stalker icon.png Night Stalker 1200 1800
Slark icon.png Slark 1800 1800
Sniper icon.png Sniper 1800 1000
Winter Wyvern icon.png Winter Wyvern 1800 800/12003
1 Luna's night vision increases to 1800 upon learning Lunar Blessing icon.png Lunar Blessing.
2Lycan's night vision increases to 1800 during Shapeshift icon.png Shapeshift.
3 Winter Wyvern's night vision increases to 1200 during Arctic Burn icon.png Arctic Burn

Buildings[edit | edit source]

Allied Buildings share vision through the Fog of War with their entire team. Below is a table listing the vision ranges of all buildings:

Building Day Night True Sight Attack
Towers 1900 800 700 700
Barracks 900 600 N/A N/A
Ancients 1900 1200 900 N/A
Fountains 1800 1800 1200 1200
Filler buildings 800 550 N/A N/A

Flying vision[edit | edit source]

Flying vision gives unrestricted vision in an area, it is not blocked by trees or obstacles and can see all elevations.

Sources of flying vision[edit | edit source]

Note: Night Stalker and Keeper of the Light may have unobstructed vision during night and day correspondingly if they purchase Aghanim's Scepter icon.png Aghanim's Scepter.

Ground vision[edit | edit source]

Also known as normal unit vision, standard vision, and hero vision. This type of vision is blocked by trees, other obstacles, and elevation. All heroes have ground vision by default.

Sources of ground vision[edit | edit source]

Shared vision[edit | edit source]

Some spells share the vision of an enemy unit with your team. Most of these spells allow you to see what the enemy unit sees and some only provide vision over the enemy hero model.

Sources of shared vision[edit | edit source]

  • Thirst icon.png
    Visibility Health Threshold: 25%
    Reveals enemy model and minimap icon through the Fog of War.
  • Track icon.png
    Duration: 30
    Reveals enemy model and minimap icon through the Fog of War.
  • Thunder Strike icon.png
    Duration: 6
    Reveals enemy model and minimap icon through the Fog of War.
  • Infest icon.png
    Duration: Until Lifestealer uses ability Consume or unit/hero dies
  • Static Link icon.png
    Duration: 8 or until the link is broken
  • Last Word icon.png
    Duration: For the duration while the initial debuff is on the target (up to 4 seconds)
  • Amplify Damage icon.png
    Duration: 25
    Reveals enemy model and minimap icon through the Fog of War
  • Assassinate icon.png
    Duration: 4
    Vision lasts for 4 seconds, until the projectile hits, or until the cast gets canceled, whichever is shorter.
  • Spectral Dagger icon.png
    Duration: 12
    Vision is shared with every enemy hero it collides with. Provides 200 flying vision along shadow paths left behind by struck units.
  • Charge of Darkness icon.png
    Provides shared vision over the target (only the unit model) until the charge ends on it anyway.

See also[edit | edit source]