Trap
For Templar Assassin's sub-ability, see Trap.
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Trap is a type of disable that completely or partially surrounds a unit with immobile objects or restricts their movement in such a way that they cannot escape. Traps do not prevent any actions, such as attacking or using abilities and items, from being performed. Spell interactions might be different for each traps with any escape skills.
Types of traps[edit]
The following abilities are traps:
- Duration: 2.6/3.2/3.8/4.4 (
5.6/6.2/6.8/7.4)
Creates an indestructible circular barrier of 350-unit radius that enemies cannot walk in or out of. The field does not affect units under the effect of spell immunity. - Duration: 6/7/8
Prevents the target and its linked ally from moving more than 550 range away from each other. - Duration: 0.5
Creates an indestructible circular arena of 550-unit radius that enemies cannot walk in or out of. Does not affect units under the effect of spell immunity. - Duration: 3/4/5/6
Creates a ring of eight trees that can be destroyed by any item or ability that destroys trees, such as Quelling Blade and Nature's Call. - Duration:
Creates a ring of ten serpent wards that have spell immunity and can be destroyed in 2 attacks. The trap can be escaped with any ability that gives unitwalking, such as Shukuchi or Phase Boots. - Duration: 4/5/6/7
Creates a semi-circle of five indestructible ice shards facing the direction the spell was cast.
Version history[edit]
Version
Description
Patch history[edit]
Patch
Description
- Changed creep and neutral pathfinding with Power Cogs, Ice Shards, Sprout and Fissure. These all now work similar to Earthshaker's Fissure, which has been changed to allow a limited amount of creep pathing around it.
See also[edit]
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