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Evasion is mechanic that allows the unit to dodge an incoming attack. When evaded, the attack gets completely nullified. This means, anything that relies on attacks to hit their targets do not trigger, which includes most attack modifiers, and on-hit effects.

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 gets completely nullified.


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

Evasion and blind trigger upon landing an attack, which is on projectile impact for ranged units. If it triggers, the attack does not affect the evading unit at all, 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.


Main Article: Item passive stacking

Multiple sources of evasion stack multiplicatively with each other, while sources of blind effects stack additively with each other and multiplicatively with evasion. The uphill miss chance stacks multiplicatively with evasion and blind. 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 and blind are determined by pseudo-random distribution.

Miss chance = 1 - [(1 - evasion from source 1) x (1 - evasion from source n) x (1 - (sum of all sources of blind)) x (1 - uphill miss chance)]
= 1 - [Πn (1 - evasionn) x (1 - Min(sum of all sources of blind, 100%)) x (1 - uphill miss chance)]
Hit chance = 1 - [(1 - accuracy from source 1) x (1 - accuracy from source 2)] = 1 - Πn (1 - accuracyn)
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)

E.g. 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 (0.55 chance to get hit) and Butterfly (0.65 chance to get hit), her chance to get hit by attacks is 0.55 * 0.65 = 0.3575 or 35.75%. 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.

Evasion granting talents[edit]

The following heroes have a talent that grants them evasion.

Bonus Level 10 Level 15 Level 20 Level 25
Left Right Left Right Left Right Left Right
  • Medusa minimap icon.png 15%
  • Terrorblade minimap icon.png 16%
  • Phantom Lancer minimap icon.png 16%
  • Meepo minimap icon.png 15%
  • Templar Assassin minimap icon.png 15%
  • Lifestealer minimap icon.png 16%
  • Troll Warlord minimap icon.png 20%
  • Naga Siren minimap icon.png 25%
  • Bounty Hunter minimap icon.png 40%

Evasion granting abilities[edit]

  • Magnetic Field icon.png
    Evasion: 100%
    Duration: 0
    Grants allied heroes and buildings within the field evasion against attacks coming from outside the field.
  • Drunken Brawler icon.png
    Evasion: 6%/12%/18%/24%
    Duration: 40%
    Grants the caster evasion for the duration.
  • Butterfly icon.png
    Evasion: 35%
    Passively grants the owner evasion.
  • Heaven's Halberd icon.png
    Evasion: 20%
    Passively grants the owner evasion.
  • Blur icon.png
    Evasion: 15%/25%/35%/45% (Talent 50%/60%/70%/80%)
    Passively grants the hero evasion.
  • Talisman of Evasion icon.png
    Evasion: 15%
    Passively grants the owner evasion.
  • Windrun icon.png
    Evasion: 100%
    Duration: 3/4/5/6
    Grants the caster evasion for the duration.

Sources of blind[edit]

  • Incapacitating Bite icon.png
    Miss chance: 30%/40%/50%/60%
    Duration: 2
    Blinds every unit attacked by this hero.
  • Gust icon.png
    Miss chance: 0% (Talent 50%)
    Duration: 3/4/5/6 (Talent )
    Blinds every unit hit by the gust.
  • Blinding Light icon.png
    Miss chance: 40%
    Duration: 4
    Blinds every unit hit by the blast.
  • Radiance (Active) icon.png
    Miss chance: 17%
    Aura based. Passively blinds every unit within range. The debuff lingers for 0.5 seconds.
  • Smoke Screen icon.png
    Miss chance: 20%/35%/50%/65%
    Duration: 6
    Aura based. Blinds every unit within the target area. Debuff lingers for 6 seconds.
  • Sand Storm icon.png
    Miss chance: 0 (Talent 40%)
    Duration: 20/25/30/35
    Aura based. Blinds every unit within range. Debuff lingers for 0.5 seconds.
  • Laser icon.png
    Miss chance: 100%
    Hero duration: 0%
    Creep duration: 3/3.5/4/4.5
    Blinds every unit hit by the laser.
  • Whirling Axes (Melee) icon.png
    Miss chance: 60%
    Duration: 5
    Blinds every unit hit by the axes.

Uphill miss chance[edit]

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. A unit is considered to be on higher elevated terrain when it is no longer visible to the player due to the terrain. This means when an enemy stands on a ramp, but is still visible to the player, there is no uphill miss chance, but as soon as they disappear in the fog by moving the ramp further up, uphill miss chance applies. It does not matter how many terrain levels difference is between them, the miss chance always stays 25%.

Just like evasion and blind, uphill miss chance triggers upon the attack landing (which is on projectile impact for ranged heroes), not upon finishing the attack (which would be upon projectile launch for ranged heroes). This means moving up onto an elevated area after an attack projectile has been launched may cause the projectile to miss on impact to uphill miss chance, even when both units were on the same ground level as the projectile was launched.

Uphill miss chance only affects ranged attack projectiles of non-flying units. Melee units, and flying units cannot miss due to the terrain.

True Strike[edit]

True Strike prevents the 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. Although unable to miss, attack projectiles of a ranged units 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


Average DPS increase of Accuracy against Evasion up to 35%

Accuracy may refer to two different things:

  • It may refer to true strike's counterpart. While True Strike prevents the unit to miss any of its attacks, accuracy prevents the units from being missed by any attack.
  • It also may either refer to chance-based true strike, where attacks gain a chance to ignore evasion and blind effects.

Sources of Accuracy by first definition

Sources of Accuracy by second definition

Version history[edit]

  • Solar Crest icon.png Solar Crest's Shine no longer grants 40% accuracy against the targeted enemy.
  • Fountains now have 25% accuracy on their attacks.
  • Uphill miss chance no longer applies to flying units [?]
  • 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]