Vision

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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[edit]

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[edit]

Main Article: Map#Terrain
Units cannot see areas that are on higher elevations than them.

The Dota 2 map has a lot of different levels of ground elevation, which not only, but mainly affect the vision of units. 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 surrouding, unobstructed by nearby trees, regardless of their vision type.

Units with flying vision do not have their vision obstructed by higher elevations.

Trees[edit]

Main Article: 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 icon.png Iron Branch, Ironwood Tree icon.png Ironwood Tree, Woodland Striders icon.png 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[edit]

Besides trees and higher elevation, there are also some artificial vision blockers. Roshan icon.png Roshan's pit entrance is sealed by a vision blocker, preventing units from outside the pit from seeing inside it, and units from inside to see outside of the pit. Both fountains have a vision blocker at their stairs as well, preventing enemies of the respective teams from seeing inside the fountain area. However, this vision blocker is redundant, since the fountains' higher elevation creates the same effect.

Currently, no ability creates artificial vision blockers.

Units with flying vision do not have their vision obstructed by vision blockers.

Time of day[edit]

Another factor in vision range is the current time of day. Most units' vision range is lower during nights and higher during the day, although there are exceptions to this, with some units having lower vision and day and higher at night, and some units having the same vision regardless of daytime.

Base vision ranges[edit]

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[edit]

All heroes have a vision range of 1800 during the day and 800 during the night, except for following

Unit Day Night
Batrider minimap icon.png Batrider 1200 800
Bounty Hunter minimap icon.png Bounty Hunter 1800 1000
Night Stalker minimap icon.png Night Stalker 800 1800
Slark minimap icon.png Slark 1800 1800
Sniper minimap icon.png Sniper 1800 1400

Creeps[edit]

All lane and jungle creeps have a vision range of 800 during the day and the night, except for following

Unit Day Night
Ancient Rumblehide icon.png Ancient Rumblehide 1400 800
Ancient Thunderhide icon.png Ancient Thunderhide 1400 800
Harpy Scout icon.png Harpy Scout 1800 1800
Harpy Stormcrafter icon.png Harpy Stormcrafter 1800 1800
Hill Troll Priest icon.png Hill Troll Priest 1400 800
Kobold icon.png Kobold 1400 800
Melee Creep Radiant icon.png Mega Melee Creep 750 750
Melee Creep Radiant icon.png Mega Ranged Creep 750 750
Melee Creep Radiant icon.png Melee Creep 750 750
Melee Creep Radiant icon.png Ranged Creep 750 750
Roshan icon.png Roshan 1400 1400
Unknown Unit icon.png Siege Creep 750 750
Melee Creep Radiant icon.png Super Melee Creep 750 750
Melee Creep Radiant icon.png Super Ranged Creep 750 750
Unknown Unit icon.png Super Siege Creep 750 750
Vhoul Assassin icon.png Vhoul Assassin 400 400

Summons[edit]

All summons creeps have a vision range of 800 during the day and the night, except for following

Unit Day Night
Beastmaster Boar icon.png Boar 1400 800
Enigma Eidolon icon.png Eidolon 1200 800
Invoker Forged Spirit icon.png Forged Spirit 1200 800
Nature's Prophet Treant icon.png Greater Treant 500 500
Unknown Unit icon.png Hawk 600/700/800/900 600/700/800/900
Lycan Wolf icon.png Lycan Wolf 1200 800
Necronomicon Archer icon.png Necronomicon Archer 1300/1400/1500 800
Necronomicon Warrior icon.png Necronomicon Warrior 1300/1400/1500 800
Dark Troll Summoner Skeleton Warrior icon.png Skeleton Warrior 800 600
Unknown Unit icon.png Spiderite 700 700
Broodmother Spiderling icon.png Spiderling 700 700
Nature's Prophet Treant icon.png Treant 500 500
Undying Zombie icon.png Undying Zombie 1400 1400
Unknown Unit icon.png Wraith King Skeleton 800 600

Wards[edit]

Unit Day Night
Unknown Unit icon.png Death Ward 1200 800
Unknown Unit icon.png Healing Ward 600 600
Unknown Unit icon.png Homing Missile 400 400
Unknown Unit icon.png Ignis Fatuus 1800 800
Unknown Unit icon.png Nether Ward 600 600
Unknown Unit icon.png Nimbus 500 500
Unknown Unit icon.png Observer Ward 1600 1600
Unknown Unit icon.png Phoenix Sun 1800 800
Venomancer Plague Ward icon.png Plague Ward 800 800
Unknown Unit icon.png Power Cog 1600 600
Unknown Unit icon.png Proximity Mine 64 64
Unknown Unit icon.png Psionic Trap 400 400
Unknown Unit icon.png Remote Mine 700 700
Unknown Unit icon.png Sentry Ward 0 0
Shadow Shaman Serpent Ward icon.png Serpent Ward 1200 800
Unknown Unit icon.png Skeleton Archer 800 800
Unknown Unit icon.png Stasis Trap 0 0
Unknown Unit icon.png Tombstone 1800 1800
Unknown Unit icon.png Tornado 300 300

Buildings[edit]

Building Day Night True Sight Attack
Ancient (Building) 2600 2600 900
Effigy Building 900 600 0
Fountain 1800 1800 1200 1200
Melee Barracks 900 600 0
Outpost 700 700 0
Ranged Barracks 900 600 0
Shrine 0 0 0
Tier 1 Tower 1900 800 700 700
Tier 2 Tower 1900 1100 700 700
Tier 3 Tower 1900 1100 700 700
Tier 4 Tower 1900 1100 700 700

Types of vision[edit]

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, Flying Courier, Hawk, Tornado Flying
Alpha Wolf, Ancient, Ancient Black Dragon, Ancient Black Drake, Ancient Granite Golem, Ancient Prowler Acolyte, Ancient Prowler Shaman, Ancient Rock Golem, Ancient Rumblehide, Ancient Thunderhide, Animal Courier, Astral Spirit, Boar, Centaur Conqueror, Centaur Courser, Courier, Dark Troll Summoner, Death Ward, Earth, Effigy Building, Eidolon, Fell Spirit, Fire, Forged Spirit, Fountain, Ghost, Giant Wolf, Greater Treant, Harpy Scout, Harpy Stormcrafter, Healing Ward, Hellbear, Hellbear Smasher, Hill Troll, Hill Troll Berserker, Hill Troll Priest, Homing Missile, Ignis Fatuus, Kobold, Kobold Foreman, Kobold Soldier, Lycan Wolf, 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, Remote Mine, Roshan, Satyr Banisher, Satyr Mindstealer, Satyr Tormenter, Sentry Ward, Serpent Ward, Shard Golem, Shrine, Siege Creep, Skeleton Archer, Skeleton Warrior, Spiderite, Spiderling, Spin Web, Spirit Bear, Stasis Trap, Storm, Super Melee Creep, Super Ranged Creep, Super Siege Creep, Tempest Double, Tier 1 Tower, Tier 2 Tower, Tier 3 Tower, Tier 4 Tower, Tombstone, Treant, Undying Zombie, Vhoul Assassin, Warlock's Golem, Wildwing, Wildwing Ripper, Wraith King Skeleton Ground

Modifying vision[edit]

Several abilites and items have abilities that grant or reduce vision.

Vision increasing abilities[edit]

Vision increasing abilities and items

Vision reducing abilities[edit]

Vision reducing abilities
  • Nightmare icon.png
    Duration: 4/5/6/7
    Affects the target unit. Sets their vision to 100. Takes priority over all other vision changing effects, except for Shade Sight.
  • Desolate icon.png
    Vision reduction: 40%/50%/60%/70%
    Duration: 5
    Affects the attack target. Takes priority over all other vision changing effects, except for Shade Sight and Consume.

Vision setting abilities[edit]

These abilities set a unit's vision to a specific value.

Vision setting abilities
  • Nightmare icon.png
    Duration: 4/5/6/7
    Affects the target unit. Sets their vision to 100. Takes priority over all other vision changing effects, except for Shade Sight.
  • Tree Dance icon.png
    Day vision: 800 (Talent 1200)
    Night vision: 400 (Talent 800)
    Affects the caster. Lasts until unperched. Takes priority over all other vision changing effects, except for Shade Sight and Consume.

Vision granting talents[edit]

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
  • Spirit Breaker minimap icon.png +600
  • Winter Wyvern minimap icon.png +500
  • Slardar minimap icon.png +1000

Sources of vision[edit]

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[edit]

Caster vision granted over Bane minimap icon.png 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 on an enemy, 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, if the attack is executed, the vision is granted.

Ground vision[edit]

Ground vision is obstructed by trees, higher elevations, and vision blockers.

Sources of ground vision
  • Aegis of the Immortal icon.png
    Day vision radius: 1800
    Night vision radius: 800
    Provides ground vision around the hero upon triggering. Lingers for 5 seconds.
  • Fireball (Ancient Black Dragon) icon.png
    Vision radius: 300
    Provides ground vision within the target area. Lingers for 10 seconds.
  • Spark Wraith icon.png
    Vision radius: 300
    Provides ground vision around the wraith while stationary, starting upon cast. Lingers for 52 seconds. Triggering the wraith removes the vision.
  • Fiend's Grip icon.png
    Vision radius: 400
    Provides ground vision around the target unit. Duration is based on the channel time after reductions and amplifications. Always lingers for the full duration, even when canceled.
  • Blood Rite icon.png
    Vision radius: 600
    Provides ground vision within the area. Lingers for 5 seconds.
  • Hookshot icon.png
    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.
  • Crystal Nova icon.png
    Vision radius: 900
    Provides ground vision at the target area. Lingers for 6 seconds.
  • Kinetic Field icon.png
    Vision radius: 340
    Provides ground radius within the target area. Lingers for 5 seconds.
  • Astral Spirit icon.png
    Vision radius: 400
    Provides non-lingering ground vision around the spirit, until it returns or dies.
  • Black Hole icon.png
    Vision radius: 800
    Provides ground vision at the target area. Lingers for 4 seconds.
  • Torrent icon.png
    Vision radius: 400
    Provides ground vision at the target area. Lingers for 3.1 seconds.
  • X Marks the Spot icon.png
    Vision radius: 400
    Provides ground vision around the x mark on the ground. Lingers for 5.94 seconds.
  • Eclipse icon.png
    Vision radius: 675
    Provides ground vision within the target area when cast on the ground. Lingers for 2.4/4.2/6 seconds.
  • Manta Style icon.png
    Vision radius: 1000
    Provides ground vision around the caster upon cast. Lingers for 0.1 seconds.
  • Primal Spring icon.png
    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.
  • Doppelganger icon.png
    Vision radius: 900
    Provides ground vision within the illusion gather area. Lingers for 1 second.
  • Launch Fire Spirit icon.png
    Vision radius:
    Provides ground vision within the affected area on impact. Lingers for 1 second.
  • Tricks of the Trade icon.png
    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.
  • Spectral Dagger icon.png
    Vision radius: 200
    Provides ground vision around the shadow trail left by the dagger, and by hit enemy heroes. Lingers for 12 seconds.
  • Proximity Mines icon.png
    Vision radius: 400
    Provides ground vision around itself upon exploding. Lingers for 1 second.
  • Gush icon.png
    Vision radius: 0 (Upgradable by Aghanim's Scepter. 200)
    Requires Aghanim's Scepter icon.png Aghanim's Scepter. Provides ground vision at each hit enemy's location. Lingers for 2 seconds.
  • Timber Chain icon.png
    Vision radius: 100
    Provides non-lingering ground vision around the hook's tip as it travels.
  • Aegis of the Immortal ability icon.png
    Vision radius: 1800
    Provides ground vision around the hero upon triggering. Lingers for 5 seconds.
  • Reincarnation icon.png
    Day vision radius: 1800
    Night vision radius: 800
    Provides ground vision around the hero upon triggering. Lingers for 3 seconds.

Flying vision[edit]

Flying vision is not obstructed by trees, higher elevations, and vision blockers.

Sources of flying vision
  • Ice Vortex icon.png
    Vision radius: 200
    Provides flying vision at the target area. Lingers for 16 seconds.
  • Ice Blast icon.png
    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.
  • Release icon.png
    Vision radius: 750
    Provides flying vision at the marked area upon cast. Lingers for 5.3 seconds.
  • Spark Wraith icon.png
    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.
  • Sticky Napalm icon.png
    Vision radius: 500
    Provides flying vision at the targeted area. Lingers for 2 seconds.
  • Flamebreak icon.png
    Vision radius: 300
    Provides non-lingering flying vision around the explosive cocktail as it travels.
  • Wild Axes icon.png
    Vision radius: 350
    Provides non-lingering flying vision around the axes as they travel.
  • Phantasm icon.png
    Vision radius: 400
    Provides flying vision around the caster upon cast. Lingers for 0.5 seconds.
  • Rocket Flare icon.png
    Vision radius: 600
    Provides flying vision around the rocket as it travels. Lingers for 10 seconds.
  • Thunder Strike icon.png
    Vision radius: 450
    Provides flying vision around the target's location upon applying the final strike. Lingers for 3 seconds.
  • Glimpse icon.png
    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.
  • Static Storm icon.png
    Vision radius: 450
    Provides flying vision at the target area. Lingers for 5 (Upgradable by Aghanim's Scepter. ) seconds.
  • Multishot icon.png
    Vision radius: 100
    Provides non-lingering flying vision around the arrows as they travel.
  • Earth Splitter icon.png
    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.
  • Chronosphere icon.png
    Vision radius: 475
    Provides flying vision at the target area. Lasts 4/4.5/5 seconds.
  • Stroke of Fate icon.png
    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.
  • Homing Missile icon.png
    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.
  • Call Down icon.png
    Vision radius: 350
    Provides flying vision at the target area upon cast. Lingers for 4 seconds.
  • Tornado icon.png
    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.
  • Sun Strike icon.png
    Vision radius: 400
    Provides flying vision at the target area upon cast. Lingers for 4 seconds.
  • Chaos Meteor icon.png
    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.
  • Spirits icon.png
    Vision radius: 350
    Provides flying vision around the hit enemy hero upon impact. Lingers for 3 seconds.
  • Relocate icon.png
    Vision radius: 150
    Provides flying vision at the targeted point upon cast. Lingers for 2.7 seconds.
  • Ice Path icon.png
    Vision radius: 150
    Provides flying vision along the entire path. Lingers for 3 seconds.
  • Omnislash icon.png
    Vision radius: 300
    Provides flying vision around the caster on each slash. Lingers for 1 second.
  • Illuminate icon.png
    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.
  • Ghostship icon.png
    Vision radius: 400
    Provides non-lingering flying vision around the ships as they travel.
  • Chain Frost icon.png
    Vision radius: 800
    Provides non-lingering flying vision around the ball of ice as it travels. Stops after the 60th bounce.
  • Spear of Mars icon.png
    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 1.6/2/2.4/2.8 (Talent ) seconds.
  • Arena Of Blood icon.png
    Vision radius: 550
    Provides flying vision within the target area upon cast. Lasts 0.71904761904762 seconds.
  • Mystic Snake icon.png
    Vision radius: 300
    Provides non-lingering flying vision around the snake as it travels.
  • Earthbind icon.png
    Vision radius: 300
    Provides non-lingering flying vision around the net as it travels.
  • Sacred Arrow icon.png
    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.
  • Mirror Image icon.png
    Vision radius: 450
    Provides flying vision around the caster upon cast. Lingers for 0.3 seconds.
  • Sprout icon.png
    Vision radius: 500
    Provides flying vision at the target area upon cast. Lingers for 3/4/5/6 seconds.
  • Fortune's End icon.png
    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.
  • Stifling Dagger icon.png
    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.
  • Illusory Orb icon.png
    Vision radius: 450
    Provides flying vision around the orb as it travels. Lingers for 3.34 (Talent 5.01) seconds.
  • Meat Hook icon.png
    Vision radius: 400
    Provides flying vision around the unit the hook latches on upon latching. Lingers for 4 seconds.
  • Plasma Field icon.png
    Vision radius: 800
    Provides flying vision around the caster for the entire duration. Lingers for 2 seconds.
  • Shadow Poison icon.png
    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.
  • Arcane Bolt icon.png
    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.
  • Concussive Shot icon.png
    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.
  • Mortimer Kisses icon.png
    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.
  • Shrapnel icon.png
    Vision radius: 450
    Provides flying vision within the target area after the effect delay. Lingers for 10 seconds.
  • Ball Lightning icon.png
    Vision radius: 400
    Provides non-lingering flying vision around the ball of lightning as it travels.
  • Storm Hammer icon.png
    Vision radius: 225
    Provides non-lingering flying vision around the fist as it travels.
  • Stasis Trap icon.png
    Vision radius: 600
    Provides flying vision around itself upon detonating. Lingers for 1 second.
  • Remote Mines icon.png
    Vision radius: 500
    Provides flying vision around itself upon exploding. Lingers for 3 seconds.
  • Chakram icon.png
    Vision radius: 200
    Provides flying vision around the sawblade after reaching the targeted location, until it starts to return.
  • Chakram 2 icon.png
    Vision radius: 200
    Provides flying vision around the sawblade after reaching the targeted location, until it starts to return.
  • Tree Throw icon.png
    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 Volley icon.png
    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.
  • Ice Shards icon.png
    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.
  • Wave of Terror icon.png
    Vision radius: 300
    Provides flying vision around the wave as it travels. Lingers for 4 seconds.
  • Venomous Gale icon.png
    Vision radius: 350
    Provides non-lingering flying vision around the gale as it travels.
  • Aether Remnant icon.png
    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.
  • The Swarm icon.png
    Vision radius: 100
    Provides non-lingering flying vision around each individual beetle within the swarm as they travel.
  • Powershot icon.png
    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.
  • Lightning Bolt icon.png
    Vision radius: 750
    Provides flying vision around the target point or targeted enemy. Lingers for 4.5 seconds.
  • Thundergod's Wrath icon.png
    Vision radius: 500
    Provides flying vision around each hit enemy hero. Lingers for 3 seconds.
  • Sentry Ward icon.png
    Vision radius: 150
    Provides flying vision around the ward upon cast. Lingers for 12 seconds.
  • Town Portal Scroll icon.png
    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.
  • Boots of Travel 1 icon.png
    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.
  • Gem of True Sight icon.png
    Vision radius: 300
    Provides non-lingering flying vision around the gem whenever it is on the ground, for the team that dropped it the last.
  • Meteor Hammer icon.png
    Vision radius: 2.5
    Provides flying vision within the target area upon cast. Lingers for 3 seconds.
  • Shiva's Guard icon.png
    Vision radius: 800
    Provides flying vision around the caster for the entire duration. Lingers for 2 seconds.
  • Mango Tree icon.png
    Vision radius: 1000
    Provides flying vision around the tree, lasting until destroyed. The tree has no set duration. Lingers for 2.5 seconds once destroyed.

Shared vision[edit]

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
  • Phantom's Embrace icon.png
    Duration: 5
    Shares the target's vision upon latching on it.
  • Soulbind icon.png
    Duration: 6/7/8
    Shares the target's vision, as well as the vision of the secondary target it binds to.
  • Earthbind icon.png
    Duration: 2
    Shares all rooted enemies' vision.
  • Static Link icon.png
    Duration: 5/6/7/8
    Shares the target's vision while draining them.
  • Last Word icon.png
    Duration: 4
    Shares the targets' vision during the initial debuff's duration.
  • Assassinate icon.png
    Duration: 4
    Shares the target's vision upon cast begin. Vision is removed prematurely on projectile impact.
  • Spectral Dagger icon.png
    Duration: 7
    Shares all hit enemy heroes' vision as long as they create a shadow path still.
  • Charge of Darkness icon.png
    Shares the target's vision until the charge stops, either upon reaching it, or when canceled earlier.

Exposing[edit]

Several abilities are capable of exposing an enemy's model through the fog of war, without truly providing vision over them. This means their surroundings are still shrouded by the fog, but they are visible and targetable as if they were not within the fog of war. Exposed enemies are treated as visible units by every spell.

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-target spells (attempting to do so does nothing at all), and still counts as invisible in terms of spells affecting them, with a very few exceptions. Most 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 spell listed in the previous section expose enemies as well. Besides them, the following abilities expose enemies.

Sources of exposure

Vision interaction with spells[edit]

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 icon.png Aghanim's Scepter.

2Requires a Talent 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.

Version history[edit]

Version
Description
  • 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.
  • Removed Unexplored Fog of War.

Patch history[edit]

Patch
Description
  • Improved FoW testing for attack and spell projectiles.