Fear is a disable that forces units to flee towards their fountain (or towards their camps when used on neutral creeps). Affected units cannot be controlled.
Fear cancels all of a unit's current orders, such as attack commands or channeling, and prevents any new orders being given or queued up. Units are instead forced to flee towards their fountain, while neutral creeps retreat towards their camps. Units flee at their regular movement speed, and will not cast abilities to flee faster. Once the fear expires the unit is ordered to stop, so that they either stand still until given a new command, or auto-attack if enemies are nearby, depending on the player's settings.
Units affected by fear remain subject to every other disable, including movement impairing effects. Movement speed increasing effects or hastes are not ignored either. However, commands forced by spells, like the stop command of after its fade time, are completely ignored and do not interrupt the fleeing.
Taunts always take priority over Fear. When affected by both disables, units do not flee but instead try to attack the taunt source. Fear, however, disables their attacks, so they merely follow the taunt source. If a unit is still affected by fear after the taunt expires, they start fleeing. If a unit is still affected by taunt after the fear expired, they start attacking.
Like stuns, fears are strong disables. They can be used to initiate, stop an enemy, protect allies, or interrupt channeling spells. Their advantage over stuns is that they can also be used to displace enemies, forcing them out of position.
By forcing units to move, fear breaks sources of invisibility which require the user to stay still like and . It also works very well with other movement-related abilities like , and .
Sources of fear
- Fixed fear not reliably forcing non-hero units to flee towards their fountain.
- Fixed fear make units stand still if its last command is stop/halt.