Vision
“ | ▶️ 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.
Contents
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.
Elevation[edit]
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.
Trees[edit]
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.
Heroes[edit]
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 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 | 1200 | 800 |
Bounty Hunter | 1800 | 1000 |
Night Stalker | 800 | 1800 |
Slark | 1800 | 1800 |
Sniper | 1800 | 1400 |
Heroes that have abilities that increase their vision:
Hero | Day | Night |
---|---|---|
Luna | 1800 | 800/1000/1200/1400/16001 |
Lycan | 1800 | 800/18002 |
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 | 20 | +1000 | 1800 |
Spirit Breaker | 10 | +600 | 1400 |
Winter Wyvern | 15 | +500 | 1300/17004 |
4 Winter Wyvern's night vision increases to 1700 during Arctic Burn with the talent.
Buildings[edit]
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 | 1400 | 800 |
Ancient Thunderhide | 1400 | 800 |
Astral Spirit | 400 | 400 |
Boar | 1400 | 800 |
Earth | 1800 | 800 |
Eidolon | 1200 | 800 |
Familiar | 390 | 390 |
Fire | 1800 | 800 |
Forged Spirit | 1200 | 800 |
Greater Treant | 500 | 500 |
Harpy Scout | 1800 | 1800 |
Harpy Stormcrafter | 1800 | 1800 |
Hawk | 600/700/800/900 | 600/700/800/900 |
Hill Troll Priest | 1400 | 800 |
Kobold | 1400 | 800 |
Lycan Wolf | 1200 | 800 |
Lycan Wolf (Aghanim's Scepter) | 1200 | 800 |
Necronomicon Archer | 1300/1400/1500 | 800 |
Necronomicon Warrior | 1300/1400/1500 | 800 |
Roshan | 1400 | 1400 |
Skeleton Warrior | 800 | 600 |
Spiderite | 700 | 700 |
Spiderling | 700 | 700 |
Spin Web | 0 | 0 |
Spirit Bear | 1400 | 800 |
Storm | 1800 | 800 |
Treant | 500 | 500 |
Undying Zombie | 1400 | 1400 |
Vhoul Assassin | 400 | 400 |
Warlock's Golem | 1800 | 1800 |
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.
- AoE around Projectile: 275
Linger Time: 0
AoE at Target Location: 700
Duration of Vision on Target Area: 3 - AoE around Projectile: 175
- Radius at Target Location: 400
Duration: 2 - AoE around Projectile: 350 on each axe
Linger Time: 0 - Radius at Target Location: 600
Duration: 10 - Radius from Center: 425
- Radius from Center: 300
Duration: 4 - Vision Range: 300 units radius on projectile
Linger Time: 0
However vision of the very last area where meteor crumbles is granted for extra 3 seconds. - Radius: 300
Duration: 5.5 - AoE around Projectile: 200
Linger Time: 0 - AoE at Impact Location: 150
Duration: 3
Only gives vision if spirit connects with a target. Area of vision does not move. - Radius: 150
- AoE around Juggernaut: 200
- AoE: 375
Linger Time: 10.34 - AoE around Projectile: 300
Linger Time: 0 - AoE around Projectile: 800
Linger Time: 0 - AoE around Projectile: 100
- AoE around Projectile: 300
- AoE around Projectile: 500
- Radius from Center: 500
Duration: 3/3.75/4.5/5.25 - Duration: 30
Gives Night Stalker flying vision equal to his default 1800 night vision. - AoE around Projectile: 450
AoE at Impact Location: 450
Duration: 3
Area of vision does not move after hitting the target. - AoE along Path: 450
Duration: 3.34 - AoE around Hooked Target: 500
Duration: 4
Only gives vision if hook connects with a target. Area of vision does not move. - Radius around Hero: 700
Duration: 4 - AoE around Projectile: 200
- Vision Range: 800
Duration: 4 - AoE around Projectile: 325
Upon impact, the projectile reveals the target area for 3.34 seconds. - AoE around Projectile: 300
- Radius at Target Location: 400
Duration: 9 - Radius along Path: 200
Duration: 12 - AoE around Storm Spirit: 400
- Radius: 500
Duration: 12 seconds or till detonated - Radius: 500
Duration: 3
Flying vision is provided after a mine is detonated by any source (Pinpoint Detonate, Focused Detonate or if the time ran out) - AoE where Chakram Stops: 300
- AoE where Chakram Stops: 300
- AoE around Projectile: 200
Only provide vision when targeting the ground. Upon impact, the projectile reveals the target area for 2 seconds. - Radius: 800
- AoE around Projectile: 100
The vision lasts for 2 seconds at the targeted point upon reaching it. - AoE around Projectile: 300
Duration: 3 - AoE around Projectile: 280
- AoE around Projectile: 400
Linger Time at End Point: 3.34 - Radius at Target Location: 750
Duration: 4.5 - Radius around Hero: 500
Duration: 3
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.
- Radius: 275
Duration: 16 - Radius at Target Location: 300
Linger Time: 0
Duration: 52 - Radius at Target Location: 600
Duration: 6 - Radius: 900
Duration: 6 - Radius: 325
Duration: 2.4/3.2/3.8/4.4 - Vision Range: 400
- Radius: 800
Duration: 4 - Radius: 425
Duration: 3.13 - Radius: 0 (
675)
Only provides the ground vision when upgraded with Aghanim's Scepter and not targeting a unit. - Radius around Hero: 1000
Duration: 0.23 - Vision Range: 1600
Duration: 6 minutes - Radius: 175
Duration: 1 - AoE around Ray: 175
Duration: 6
Linger Time: 0 - Vision Range: 150
Duration: 12 - Vision Range: 64
Duration: Until exploded - Vision Range: 700
Duration: 600 or until detonated - Vision Range: 600
Duration: Until triggered - Radius: 450
Duration: 35
[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.
- Visibility Health Threshold: 25%
Reveals enemy model and minimap icon through the Fog of War. - Duration: 30
Reveals enemy model and minimap icon through the Fog of War. - Duration: 6
Reveals enemy model and minimap icon through the Fog of War. - Duration: Until Lifestealer uses Consume or unit/hero dies
- Max Duration: 10
Reveals enemy model and minimap icon through the Fog of War - Duration: 8 or until the link is broken
- Duration: For the duration while the initial debuff is on the target (up to 4 seconds)
- Duration: 18
Reveals enemy model and minimap icon through the Fog of War - Duration: 4
Vision lasts for 4 seconds, until the projectile hits, or until the cast gets canceled, whichever is shorter. - Duration: 12
Vision is shared with every enemy hero it collides with. Provides 200 flying vision along shadow paths left behind by struck units. - Provides shared vision over the target (only the unit model) until the charge ends on it anyway.
- Provides position of target and minimap icon through the Fog of War
Caster vision[edit]
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.
- Unit Vision Range: 200
- Enemy Vision Range: 200
- Enemy Vision Reduction: 40%/50%/60%/70%
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:
Abaddon – Aphotic Shield
Bristleback – Viscous Nasal Goo 1
Clinkz – Searing Arrows 2
Dark Willow – Bedlam
Dazzle – Poison Touch
Drow Ranger – Marksmanship 1
Ember Spirit – Searing Chains
Gyrocopter – Rocket Barrage
Gyrocopter – Homing Missile 3
Gyrocopter – Flak Cannon
Gyrocopter – Side Gunner
Harpy Stormcrafter – Chain Lightning
Juggernaut – Omnislash
Leshrac – Lightning Storm
Lion – Mana Drain 2
Luna – Moon Glaives
Luna – Eclipse
Maelstrom – Chain Lightning
Medusa – Split Shot
Mirana – Starstorm
Mjollnir – Chain Lightning
Mjollnir – Static Charge
Morphling – Adaptive Strike 2
Nature's Prophet – Wrath of Nature
Ogre Magi – Ignite 4
Phantom Assassin – Stifling Dagger 2
Phantom Lancer – Spirit Lance 1
- Lua error: Found no Cargo data for "Razor - Unstable Current".
Razor – Eye of the Storm
Rubick – Fade Bolt
Shadow Shaman – Ether Shock
Shadow Shaman – Mass Serpent Ward 1
Skywrath Mage – Arcane Bolt 1 2
Skywrath Mage – Concussive Shot
Skywrath Mage – Ancient Seal 1
Skywrath Mage – Mystic Flare 1
Sniper – Assassinate 1
Spirit Breaker – Charge of Darkness 3
Storm Spirit – Electric Vortex 1
Terrorblade – Reflection
Tinker – Laser 1
Tinker – Heat-Seeking Missile
Undying – Soul Rip
Undying – Tombstone
Visage – Soul Assumption 2
Warlock – Fatal Bonds
Witch Doctor – Death Ward 1
Zeus – Arc Lightning
1Requires Aghanim's Scepter.
2Requires a 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]
|