Hypnosis is a disable that forces units to move towards the hypnotizing source. Affected units cannot be controlled.
Hypnosis 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 slowly move towards the hypnotizing unit. While hypnotized, units move at a set movement speed which takes priority over hastes. Once the hypnosis 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.
Hypnotized units remain subject to every other disable, including movement impairing effects. However, commands forced by spells, like the stop command ofafter its fade time, are completely ignored and do not stop the unit from moving towards the hypnotizing source.
Taunts always take priority over hypnosis. When affected by both disables, units do not move, but instead try to attack the taunt source. Hypnosis, however, disables their attacks, so they merely follow the taunt source, at the speed set by the hypnosis. If a unit is still hypnotized after the taunt expires, they start moving towards the source again. If a unit is still affected by taunt after the hypnosis expired, they start attacking.
Like stuns, hypnosis is a strong disable. 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. Their disadvantage over stuns is that, unlike stuns, they can be removed by regular dispels as well.
By forcing units to move, hypnosis 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 hypnosis
- Hypnosis is added to the game with , and .