Invisibility

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Cloak and Dagger icon.png
Play You can't fight what you can't see.
Bounty Hunter

Invisibility is a status effect which makes units and heroes not appear on their opponent's screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit's model appear transparent, but clearly visible still for allies. If it is an allied hero, its dot on the minimap also turns into a ring for the duration. A unit can gain (usually temporarily, but not always) invisibility through certain spells, items or the Rune of Invisibility. Some units, like most wards have permanent invisibility and do not need to acquire it through other sources. Generally, a unit keeps the gained invisibility until the duration runs out, or they perform an attack or a spell or item cast. True Sight and shared vision allows a unit to see invisible enemies without dispelling the invisibility. True Sight makes the units appear transparent, while shared vision only shows a silhouette. Both make the unit directly targetable again, without dispelling the invisibility.

Fade time and fade delay[edit]

An invisible ally

Most sources of invisibility require some time to turn the unit fully invisible. During this time, the unit is still visible and targetable.

The fade time is a short delay before the actual invisibility is applied, during which a unit's model appears transparent, but still visible to everyone. During it, the unit does not automatically attack nearby enemies, no matter if the auto attack option is turned on or not. It also stops attacking when an attack order was already ongoing. Unlike during the actual invisibility, during the fade time, the unit can cast spells or items and even attack without canceling the invisibility. During the fade time, the unit is not phased, even when the invisibility of the spell phases the unit.

The fade delay is also a short delay before the actual invisibility is applied, but has some significant differences. First off, during the fade delay, the unit's model does not appear transparent. Furthermore, the unit does not stop automatically attacking nearby enemies when the auto attack option is turned on, and the fade delay does not cause the unit to cancel an already ongoing attack order either. Unlike during the fade time, it is not possible to cast spells or items or attack during the fade delay without resetting it. During the fade delay, the unit is not phased, even when the invisibility of the spell phases the unit.

Unit behavior during invisibility[edit]

While invisible, a unit never automatically attacks any nearby enemy, not even when it is revealed by True Sight and being attacked. However, when issuing an attack ground order, the invisible unit attacks. Generally, the invisibility is lost upon reaching the attack point. For ranged heroes, this is upon projectile launch. Depending on the source, invisibility may or may not apply a phase effect on the unit.

As for spell casts, the invisibility is lost upon reaching the cast point of the spell. This means that spells with extended effects like Eclipse or Epicenter do not cancel the invisibility upon each beam or pulse. Channeling spells do not cancel it either when going invisible after the channeling started.

All ranged attacks and most projectiles of abilities are disjointed by invisibility. It is enough for a unit to turn fully invisible even just for a split second as a disjointable projectile flies to fully disjoint it. However, some projectile abilities still affect invisible units, and some have other effects entirely. Invisible units are still fully or partially affected by spells which affect an area.

Sources of invisibility[edit]

  • Shadow Walk icon.png
    Fade Time: 1/0.75/0.5/0.25
    Duration: 20/25/30/35
    Phased: Yes
    Affects self.
  • Skeleton Walk icon.png
    Fade Time: 0.6
    Duration: 20/25/30/35
    Phased: Yes
    Affects self.
  • Glimmer Cape icon.png
    Fade Delay: 0.6
    Duration: 5
    Phased: Yes
    Can be cast on self or allied heroes. The target stays invisible for the whole duration. When breaking invisibility, the unit turns invisible again after the fade delay.
  • Bottle (Invisibility) icon.png
    Fade Time: 2
    Duration: 45
    Phased: No
    Affects the hero activating the rune.
  • Ghost Walk icon.png
    Fade Time: 0
    Duration: 2
    Phased: Yes
    Affects self.
  • Invisibility (Lycan Wolf) icon.png
    Fade Delay: 1.7
    Phased: No
    Affects self. Permanent. Available for level 4 wolves only.
  • Moonlight Shadow icon.png
    Fade Delay: 2.5/2/1.5
    Duration: 18
    Phased: No
    Affects all allied heroes. Affected heroes stay invisible for the whole duration. When breaking invisibility, the unit turns invisible again after the fade delay.
  • Vendetta icon.png
    Fade Time: 0
    Duration: 40/50/60
    Phased: Yes
    Affects self.
  • Burrow icon.png
    Fade Time: 0
    Phased: Yes
    Affects self. Stays invisible until unburrowing or death. Invisibility is not lost upon casting spells or items. Immobile and disarmed while burrowed.
  • Unknown icon.png
    Fade Time: 0
    Phased: Yes
    Permanent.
  • False Promise icon.png
    Fade Time: 0 (Talent 0.6)
    Duration: 8/9/10 (Talent 10/11/12)
    Phased: No
    Requires a Talent talent.
  • Unknown icon.png
    Fade Time: 1.75
    Phased: Yes
    Permanent.
  • Unknown icon.png
    Fade Time: 2
    Phased: Yes
    Permanent.
  • Unknown icon.png
    Fade Time: 2
    Phased: Yes
    Permanent.
  • Cloak and Dagger icon.png
    Fade Delay: 7.5/6/4.5/3
    Phased: No
    Affects self. Permanent. Invisibility is not lost upon casting spells or items (Talent or attacking).
  • Sand Storm icon.png
    Fade Time: 0
    Max Channel Time: 50
    Phased: No
    Affects self. Invisibility lingers for 0.9/1.1/1.3/1.5 seconds after stopping the channeling. Attacking or casting spells instantly reveals Sand King.
  • Unknown icon.png
    Fade Time: 0
    Phased: Yes
    Permanent.
  • Shadow Amulet icon.png
    Fade Time: 1.25
    Phased: Yes
    Can be cast on self or allied heroes. Stays invisible until an attack is executed, a spell or item is cast, or when the hero moves.
  • Shadow Blade icon.png
    Fade Time: 0.3
    Duration: 14
    Phased: Yes
    Affects self.
  • Silver Edge icon.png
    Fade Time: 0.3
    Duration: 14
    Phased: Yes
    Affects self. Attacking during the fade time breaks the invisibility.
  • Shadow Dance icon.png
    Radius: 0 (Upgradable by Aghanim's Scepter. 325)
    Fade Time: 0
    Duration: 4 (Talent 5)
    Phased: No
    Affects self (Upgradable by Aghanim's Scepter. and nearby allies). Invisibility is not lost upon casting spells or items or attacking. Immune to True Sight. A smoke cloud is visible at Slark's location. When upgraded, the effect is aura-based, lingering for 0.5 seconds.
  • Smoke of Deceit icon.png
    Radius: 1200
    Fade Time: 0
    Duration: 35
    Phased: No
    Affects allied player controlled units in the area. Invisibility is not lost upon casting spells or items. Invisibility is lost when getting within range of enemy heroes and towers. Immune to True Sight.
  • Unknown icon.png
    Fade Time: 2
    Phased: Yes
    Permanent.
  • Wind Walk (Storm) icon.png
    Fade Time: 0.6
    Duration: 20
    Phased: Yes
    Affects self.
  • Minefield Sign icon.png
    Radius: 0 (Upgradable by Aghanim's Scepter. 125)
    Fade Time: 0
    Duration: 0.5
    Phased: Yes
    Requires Aghanim's Scepter icon.png Aghanim's Scepter. Affects all Proximity Mines, Stasis Traps and Remote Mines within the radius. Also turns the mines immune to True Sight. The effect is aura-based, lingering for 0.5 seconds.
  • Meld icon.png
    Fade Time: 0
    Phased: Yes
    Affects self. Stays invisible until an attack is executed, a spell or item is cast, or when Templar Assassin moves.
  • Nature's Guise icon.png
    Fade Delay: 7/6/5/3
    Phased: Yes
    Affects self. Requires a tree within close range to work. Invisibility is not lost upon casting spells or items.
  • Shukuchi icon.png
    Fade Time: 0.25
    Duration: 4
    Phased: Yes
    Affects self. Turns the caster phased immediately on cast, instead of after the fade time.
  • Windrun icon.png
    Fade Time: 0 (Talent 0.2)
    Duration: 2.5
    Phased: Yes
    Affects self. Requires Talent talent.

True Sight[edit]

An invisible Riki revealed by the passive True Sight of a Tower

True Sight allows a unit to see invisible enemies that are in range. Some of the listed spells provide True Sight only during certain situations. Spells which provide shared vision are not listed here, since it is not actual True Sight. A list for that can be found here.

Some abilities provide True Sight immunity, which prevents True Sight from revealing the units.

Sources of True Sight[edit]

Sources of True Sight immunity[edit]

Invisibility interactions with other spells[edit]

Targeting invisible units[edit]

Most spells which affect an area usually affect invisible units as well, with some exceptions. Single target spells cannot target invisible units without the help of True Sight. Although shared vision renders the unit's model visible even during invisibility, it is not enough to allow single target spells to target them.

Spells which choose specific or random targets on cast behave inconsistently with invisibility. This includes all bouncing spells (e.g. Arc Lightning) and multi-target spells like Poison Touch and Heat-Seeking Missile. The following such spells do not target invisible units:

1 Require Aghanim's Scepter icon.png Aghanim's Scepter. When upgraded, these spells can target secondary units, but ignore invisible ones.

2 Require a Talent talent. When upgraded, these spells can target secondary units ,but ignore invisible ones.

3 These spells choose a new target if their current target dies. They do not choose invisible targets.

4 Soulbind does not bind the target to their invisible allies, but keeps the link up of the an already bound unit turns invisible.

5 Lightning Storm also includes the single strikes from Aghanim's Scepter icon.png Aghanim's Scepter upgraded Pulse Nova.

6 Concussive Shot does not seek for invisible units. The area effect does hit nearby invisible units.

7 The secondary Mystic Flare is not created on invisible enemies. The area damage does affect invisible units.

8 Toss does not select nearby invisible enemy units to toss. The area damage does hit invisible enemies.

The following spells have mixed interactions

  • Mjollnir icon.png
    Always hits the triggering unit, even when invisible. Does not hit other nearby invisible enemies.
  • Shadow Strike icon.png
    When choosing the area talent, Shadow Strike does target invisible enemies within the area, but the projectiles get instantly disjointed.
  • Stasis Trap icon.png
    Does not trigger on invisible enemies. If triggered by other units, does root invisible enemies within its area.
  • Thundergod's Wrath icon.png
    Does target invisible enemies, but the damage and lightning require vision. Therefore, only the vision and true sight is applied around invisible enemies.

Turning invisible after cast[edit]

For most spells, it does not matter if the target turns invisible after the spell's effect already have begun. Their effects continue normally, regardless of the invisibility. There are exceptions to this.

All sources of invisibility disjoint projectiles. Even a split-second of vision loss caused by invisibility is enough to disjoint projectiles, even when regaining vision of the unit before the projectile reaches it. This disjoint does not happen when having True Sight over the unit.

Besides disjointed projectiles, the following spells behave differently when their targets turn invisible while they are active.

  • Berserker's Call icon.png
    When the caster turns invisible, taunted enemies can be given one order until the effect expires. After finishing that order, the unit freezes in place until the effect expires.
  • Sleight of Fist icon.png
    When an already marked unit turns invisible before it gets slashed, it gets completely skipped if it still is invisible on its turn.
  • Phantom's Embrace icon.png
    When a phantom's target turns invisible, the phantom instantly dies.
  • Mystic Snake icon.png
    If the snake's current target is invisible on impact, the snake does not affect it, and does not count the jump.
  • Tombstone icon.png
    When the zombies' target turns invisible, the zombies instantly die.
  • The Swarm icon.png
    When a beetle's target turns invisible, the beetle instantly dies.

Version history[edit]

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See also[edit]

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