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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 from its current location and state. Places a unit cannot see are filled with the Fog of War, a dark mist that hides units inside of it. Invisible units cannot be seen even when outside of the Fog of War, unless they are spotted by a source of True Sight. Units cannot see through trees or to higher elevations - the only exceptions to this rule are flying units, who have unrestricted vision.

All units on your team share vision, which means that if a unit can see through the Fog of War, all allies can as well. This also applies to lane creeps, other controlled 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 targeted (it is effectively invisible), however they can still be hit by non-targeted spells. To reveal units in the Fog of War, an allied unit must gain vision in that area. Observer Wards provide vision in an area to their team.

If an enemy unit in the Fog of War attacks or targets a spell on a friendly unit, a 100 radius small area around them is revealed for 2 seconds as ground vision. But if the unit attacks or targets again, the vision changes to flying vision.

Unit Target abilities are cancelled if vision of the target is lost, even if the cast animation already began.


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

Units cannot see areas that are on higher elevations than them, while units on higher ground receive unrestricted vision below. Additionally, any ranged units attacking an enemy on higher elevation have a 25% chance to miss their target.


Main Article: Trees

Trees also block vision, and can be used to escape enemies by running through small gaps in them (known as "juking"). When trees are cut down or destroyed, they no longer block vision.

Day and night vision ranges[edit]

Most units have different vision ranges for the day and night cycles. Generally, units see a lot farther during the day than they do at night.


Most heroes have 1800 units of vision during the day, and 800 at night, though there are several exceptions. This makes ganking a lot more viable at night, because heroes can get much closer without being detected. Heroes can increase their night vision by equipping Moon Shard icon.png Moon Shard which passively grants 400 bonus night vision, or consume it to gain 200 night vision permanently.

Below is a table of all heroes which do not have the standard 1800/800:

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

Heroes that have abilities that increase their vision:

Hero Day Night
Luna minimap icon.png Luna 1800 800/1000/1200/1400/16001
Lycan minimap icon.png Lycan 1800 800/18002
Winter Wyvern minimap icon.png Winter Wyvern 1800 800/12003

1 Luna's night vision increases to 1000/1200/1400/1600 upon learning different levels of Lunar Blessing.

2 Lycan's night vision increases to 1800 during Shapeshift.

3 Winter Wyvern's night vision increases to 1200 during Arctic Burn.

Heroes that have talents that increase their night vision:

Hero Level Talent Upgraded night vision
Slardar minimap icon.png Slardar 20 +1000 1800
Spirit Breaker minimap icon.png Spirit Breaker 10 +600 1400
Winter Wyvern minimap icon.png Winter Wyvern 15 +500 1300/17004

4 Winter Wyvern's night vision increases to 1700 during Arctic Burn with the talent.


Allied buildings share vision through the Fog of War with their entire team. Below is a table listing the vision ranges of all buildings:

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 1400 1400 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

Neutrals and Summons[edit]

Most neutrals and summons have 800 vision during day and night.

Below is a list of neutrals and summons that don't have the standard 800/800 vision.

Unit Day Night
Ancient Rumblehide icon.png Ancient Rumblehide 1400 800
Ancient Thunderhide icon.png Ancient Thunderhide 1400 800
Unknown Unit icon.png Astral Spirit 400 400
Beastmaster Boar icon.png Boar 1400 800
Brewmaster Earth icon.png Earth 1800 800
Enigma Eidolon icon.png Eidolon 1200 800
Visage Familiar icon.png Familiar 390 390
Brewmaster Fire icon.png Fire 1800 800
Invoker Forged Spirit icon.png Forged Spirit 1200 800
Nature's Prophet Treant icon.png Greater Treant 500 500
Harpy Scout icon.png Harpy Scout 1800 1800
Harpy Stormcrafter icon.png Harpy Stormcrafter 1800 1800
Unknown Unit icon.png Hawk 600/700/800/900 600/700/800/900
Hill Troll Priest icon.png Hill Troll Priest 1400 800
Kobold icon.png Kobold 1400 800
Lycan Wolf icon.png Lycan Wolf 1200 800
Lycan Wolf icon.png Lycan Wolf (Aghanim's Scepter) 1200 800
Necronomicon Archer icon.png Necronomicon Archer 1300/1400/1500 800
Necronomicon Warrior icon.png Necronomicon Warrior 1300/1400/1500 800
Roshan icon.png Roshan 1400 1400
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
Unknown Unit icon.png Spin Web 0 0
Lone Druid Spirit Bear icon.png Spirit Bear 1400 800
Brewmaster Storm icon.png Storm 1800 800
Nature's Prophet Treant icon.png Treant 500 500
Undying Zombie icon.png Undying Zombie 1400 1400
Vhoul Assassin icon.png Vhoul Assassin 400 400
Warlock Golem icon.png Warlock's Golem 1800 1800
Unknown Unit icon.png Wraith King Skeleton 800 600

Types of vision[edit]

Flying vision[edit]

Flying vision gives unrestricted vision in an area, so it is not blocked by trees or obstacles and can see all elevations.

Sources of flying vision

Ground vision[edit]

Also known as normal unit vision, standard vision, and hero vision. This type of vision is blocked by trees, other obstacles, and elevation. All heroes have ground vision by default.

Sources of ground vision

Shared vision[edit]

Some spells share the vision of an enemy unit with your team. Most of these spells allow you to see what the enemy unit sees and some only provide vision over the enemy hero model.

Sources of shared vision
  • Thirst icon.png
    Visibility Health Threshold: 25%
    Reveals enemy model and minimap icon through the Fog of War.
  • Track icon.png
    Duration: 30
    Reveals enemy model and minimap icon through the Fog of War.
  • Terrorize icon.png
    Duration: 5 (Talent 6)
    Reveals enemy model and minimap icon through the Fog of War.
  • Thunder Strike icon.png
    Duration: 6
    Reveals enemy model and minimap icon through the Fog of War.
  • Infest icon.png
    Duration: Until Lifestealer uses Consume or unit/hero dies
  • Life Drain icon.png
    Max Duration: 10
    Reveals enemy model and minimap icon through the Fog of War
  • Static Link icon.png
    Duration: 8 or until the link is broken
  • Last Word icon.png
    Duration: For the duration while the initial debuff is on the target (up to 4 seconds)
  • Corrosive Haze icon.png
    Duration: 18
    Reveals enemy model and minimap icon through the Fog of War
  • Assassinate icon.png
    Duration: 4
    Vision lasts for 4 seconds, until the projectile hits, or until the cast gets canceled, whichever is shorter.
  • Spectral Dagger icon.png
    Duration: 12
    Vision is shared with every enemy hero it collides with. Provides 200 flying vision along shadow paths left behind by struck units.
  • Charge of Darkness icon.png
    Provides shared vision over the target (only the unit model) until the charge ends on it anyway.
  • Snowball icon.png
    Provides position of target and minimap icon through the Fog of War

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.

Vision reducing abilities[edit]

These abilities lower vision range of different units.

Vision reducing abilities

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, though there are some exceptions.

The following spells require vision over the target to work:

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.

4When Multicast, the secondary projectiles only target visible enemies.

Version history[edit]

  • 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.
  • The following heroes now have the standard 800 night vision: Drow Ranger, Mirana, Puck, Leshrac, Enchantress, Ancient Apparition, Meepo and Treant Protector.
  • Removed Unexplored Fog of War.

Patch history[edit]

  • Improved FoW testing for attack and spell projectiles.

See also[edit]