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Evasion is mechanic that allows the unit to dodge an incoming attack. When evaded, the attack gets completely nullified. This means, anything that relies on attacks to hit their targets do not trigger, which includes most attack modifiers, and on-hit effects.
A similar mechanic to evasion is blind. While evasion makes a unit evade incoming attacks from other units, blind makes a unit miss upon attacking other units. Just like evasion, when an attack misses to blindness, it gets completely nullified.
Mechanics
Evasion and blind trigger upon landing an attack, which is on projectile impact for ranged units. If it triggers, the attack does not affect the evading unit at all, so that no on-attack effects are triggered. Upon missing an attack on an enemy, a red floating text appears, reading "miss", visible to the attacking player only. The enemy, who was just missed by an attack, also sees a floating text, but in white and reading "evade" instead. Furthermore, a missed attack does not play any of the attack impact sounds.
Stacking
Multiple sources of evasion stack multiplicatively with each other, while sources of blind effects stack additively with each other and multiplicatively with evasion. The uphill miss chance stacks multiplicatively with evasion and blind. While the actual chance to evade is diminishing, each source of evasion increases effective HP against physical attacks more than the last due to evasion's exponential nature. The chances of all sources of evasion and blind are determined by pseudo-random distribution.
- Formula
Miss chance = 1 - [(1 - evasion from source 1) x (1 - evasion from source n) x (1 - (sum of all sources of blind)) x (1 - uphill miss chance)]
= 1 - [Πn (1 - evasionn) x (1 - Min(sum of all sources of blind, 100%)) x (1 - uphill miss chance)]
Hit chance = 1 - [(1 - accuracy from source 1) x (1 - accuracy from source 2)] = 1 - Πn (1 - accuracyn)
Final hit chance = 1 - miss chance + (hit chance * miss chance) = 1 - miss chance x (1 - hit chance)
Final miss chance = 1 - final hit chance = miss chance x (1 - hit chance)
E.g. for Butterfly the chance to get hit is 65% because Butterfly has 35% evasion. The source of evasion values must be expressed in hundredths (so if we have 50% evasion, the value needs to be 50/100 = 0.50).
As an example, if Phantom Assassin has Level 4 Blur (0.5 chance to get hit) and Butterfly (0.65 chance to get hit), her chance to get hit by attacks is 0.5 * 0.65 = 0.325 or 32.5%. A more concrete way of thinking about evasion stacking is that for an attack to bypass an evasion stack and connect, it should bypass each source of evasion in sequence. Only if all sources of evasion fail, is the attack able to deal damage.
Evasion granting talents
The following heroes have a talent that grants them evasion.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Evasion |
Evasion granting abilities
- Evasion: 100%
Duration: 50/60/70/80
Grants allied heroes and buildings within the field evasion against attacks coming from outside the field. - Evasion: 1/3/5/7
Duration: 120%/140%/160%/180%
Grants the caster evasion for the duration. - Evasion: 35%
Passively grants the owner evasion. - Evasion: 25%
Passively grants the owner evasion. - Evasion: 20%
Passively grants the owner evasion. - Evasion: 3/4/5/6
Duration:
Grants the caster evasion for the duration.
Sources of blind
- Broodmother - [[Broodmother#|]]Miss chance: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Duration: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Blinds every unit attacked by this hero. - Miss chance: 40%
Duration: 4
Blinds every unit hit by the blast. - Miss chance: 15%
Aura based. Passively blinds every unit within range. The debuff lingers for 0.5 seconds. - Miss chance: 30%/45%/60%/75%
Duration: 0
Aura based. Blinds every unit within the target area. Debuff lingers for 0 seconds. - Miss chance: 100%
Hero duration: 3/3.5/4/4.5
Creep duration: 6
Blinds every unit hit by the laser. - Miss chance: 60%
Duration: 5
Blinds every unit hit by the axes.
Uphill miss chance
The uphill miss chance is a conditional effect, that causes 25% of the ranged attacks to miss if the attacker is at a lower terrain level as the target. A unit is considered to be on higher elevated terrain when it is no longer visible to the player due to the terrain. This means when an enemy stands on a ramp, but is still visible to the player, there is no uphill miss chance, but as soon as they disappear in the fog by moving the ramp further up, uphill miss chance applies. It does not matter how many terrain levels difference is between them, the miss chance always stays 25%.
Just like evasion and blind, uphill miss chance triggers upon the attack landing (which is on projectile impact for ranged heroes), not upon finishing the attack (which would be upon projectile launch for ranged heroes). This means moving up onto an elevated area after an attack projectile has been launched may cause the projectile to miss on impact to uphill miss chance, even when both units were on the same ground level as the projectile was launched.
Uphill miss chance only affects ranged attack projectiles of non-flying units. Melee units, and flying units cannot miss due to the terrain.
True Strike
True Strike prevents the unit's attacks from missing, negating evasion, blindness and the 25% uphill miss chance for ranged units. It also prevents melee attacks from missing when the target moves more than 350 range away before the attack. Although unable to miss, attack projectiles of a ranged units with True Strike can still be disjointed. True Strike does not work when attacking buildings. However, it works against any other unit, including wards and allied units.
Sources of True Strike
- Divine Rapier - [[Divine Rapier#|]]Grants True Strike to the holder.
- The attack from Enchant Totem cannot miss.
- The attack empowered by Certain Strike cannot miss.
- The ability uses instant attacks which cannot miss.
- The ability uses instant attacks which cannot miss.
- The attack to break the invisibility cannot miss.
- The ability uses instant attacks which cannot miss.
- The ability uses instant attacks which cannot miss.
- The attack to break the invisibility cannot miss.
- The ability uses instant attacks which cannot miss.
- The ability uses instant attacks which cannot miss.
- The ability uses instant attacks which cannot miss.
- The attack from Walrus Punch cannot miss.
- The ability uses instant attacks which cannot miss.
Accuracy
Accuracy may refer to two different things:
- It may refer to true strike's counterpart. While True Strike prevents the unit to miss any of its attacks, accuracy prevents the units from being missed by any attack.
- It also may either refer to chance-based true strike, where attacks gain a chance to ignore evasion and blind effects.
Sources of Accuracy by first definition
- Accuracy: 100%
Duration: 5
Units attacking a debuffed target cannot miss. - Accuracy: 100%
Units attacking these wards cannot miss.
Sources of Accuracy by second definition
- Ancient Thunderhide - [[Ancient Thunderhide#|]]Accuracy: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Aura-based, grants allies a chance to not miss on attacks. - Accuracy: 15%/20%/25%
Attacks proccing Marksmanship cannot miss. - Accuracy: 25%
Attacks proccing Pierce cannot miss. - Accuracy: 25%
Attacks proccing Chain Lightning cannot miss. - Accuracy: 25%
Attacks proccing Chain Lightning cannot miss. - Accuracy: 80%
Attacks proccing Pierce cannot miss.
Version history
- Blind now uses pseudo-random distribution. (Uphill miss chance, Incapacitating Bite, Blinding Light, Burn, Sand Storm, Smoke Screen, Whirling Axes (Melee))
- Solar Crest's Shine no longer grants 40% accuracy against the targeted enemy.
- Fountains now have 25% accuracy on their attacks.
- Javelin and Monkey King Bar now provide accuracy.
- Increased Solar Crest's accuracy from 35% to 40%.
- Uphill miss chance no longer applies to flying units [?]
- Evasion now uses pseudo-random distribution.
- Evasion is now calculated on impact rather than on launch.
- Rod of Atos
- Cripple no longer grants 40% accuracy against the target.
- Rod of Atos
- Cripple now grants units that attack the target 40% accuracy.
- This means that targets attacking that unit will not miss 40% of the time.
- Cripple now grants units that attack the target 40% accuracy.
- Melee attacks now miss if the target is farther than 350 range more than their attack range.
- Attacking a ward can no longer miss.
- Evasion now stacks diminishingly (like crit, magic resistance, etc).
See also