For Templar Assassin's sub-ability, see Trap.
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This article was last edited by Pazzivebot on 12-May-2018 23:16.
This article was last edited by Pazzivebot on 12-May-2018 23:16.
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
The following abilities are traps:
- Duration: 5/6/7/8
Creates a ring of eight cogs. Cogs can be destroyed in 2/2/2/3 attacks, though Clockwerk can destroy them with one. The cogs are treated as wards (structures). - Duration: 2.6/3.2/3.8/4.4
Creates an indestructible circular barrier of 300-unit radius that enemies cannot walk in or out of. The field does not affect units under the effect of spell immunity. - Duration: 8
Creates a ridge 1350 units long. - 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: 45
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: 7
Creates a semi-circle of five indestructible ice shards facing the direction the spell was cast.
Version history
Version
Description
Patch history
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