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Vision changes around while the hero moves.

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, and Night Stalker/Keeper of the Light with an Aghanim's Scepter at night/day.

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 WarEdit

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.

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

ElevationEdit

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.

TreesEdit

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 rangesEdit

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.

HeroesEdit

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 300 bonus night vision, or consume it to gain 150 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 1100

Heroes that have abilities that increase their vision:

Hero Day Night
  Luna 1800 800/1050/1300/1550/18001
  Lycan 1800 800/18002
  Winter Wyvern 1800 800/12003

1 Luna's night vision increases to 1050/1300/1550/1800 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 +400 1200
  Winter Wyvern 15 +500 1300/17004

4 Winter Wyvern's night vision increases to 1800 during   Arctic Burn with the talent.

BuildingsEdit

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
Fountain 1800 1800 1200 1200
Melee Barracks 900 600
Ranged Barracks 900 600
Shrine 0 0
Tier 1 Tower 1900 800 700 700
Tier 2 Tower 1900 800 700 700
Tier 3 Tower 1900 800 700 700
Tier 4 Tower 1900 800 700 700

Neutrals and SummonsEdit

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
  Beetle 321 321
  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 1000 1000
  Hill Troll Priest 1400 800
  Kobold 1400 800
  Lycan Wolf 1200 800
  Necronomicon Archer 1300/1400/1500 800
  Necronomicon Warrior 1300/1400/1500 800
  Roshan 1400 1400
  Skeleton Warrior 800 600
  Spiderite 1100 800
  Spiderling 1100 800
  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 visionEdit

Flying visionEdit

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

Note: Night Stalker and Keeper of the Light may have unobstructed vision during night and day correspondingly if they purchase   Aghanim's Scepter.

Ground visionEdit

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 visionEdit

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
  • 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: 5 (  6)
    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

Version historyEdit

Version
Description
  • 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 historyEdit

Patch
Description
  • Improved FoW testing for attack and spell projectiles.

See alsoEdit