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 War
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.
Elevation
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
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
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
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 {{#show:Moon Shard#Shade Sight|?value1#}} bonus night vision, or consume it to gain {{#show:Moon Shard#Consume|?value3#}} night vision permanently.
Below is a table of all heroes which do not have the standard 1800/800:
Unit | Day | Night |
---|---|---|
Bane | 1800 | 1200 |
Batrider | 1600 | 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 | 800/1050/1300/1550/18001 |
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 1700 during Arctic Burn with the talent.
Buildings
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 |
Lotus Pool | 500 | 500 | 0 | |
Melee Barracks | 900 | 600 | 0 | |
Outpost | 500 | 500 | 0 | |
Ranged Barracks | 900 | 600 | 0 | |
Tower (Tier 1) | 1900 | 600 | 700 | 700 |
Tower (Tier 2) | 1900 | 1100 | 700 | 700 |
Tower (Tier 3) | 1900 | 1100 | 700 | 700 |
Tower (Tier 4) | 1900 | 1100 | 700 | 700 |
Twin Gate | 500 | 500 | 0 | |
Watcher | 800 | 800 | 0 |
Neutrals and Summons
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 |
---|---|---|
Astral Spirit | 350 | 350 |
Earth | 1800 | 800 |
Familiar | 400 | 400 |
Fire | 1800 | 800 |
Spin Web | 0 | 0 |
Spirit Bear | 1400 | 800 |
Storm | 1800 | 800 |
Void | 1800 | 800 |
Warlock Golem | 1800 | 1800 |
Types of vision
Flying vision
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 - Duration: 18
Gives Batrider flying vision equal to his current vision distance, 1200 during the day or 800 at night. - AoE around Projectile: 175
- Radius at Target Location: 400
Duration: 2 - Beastmaster - [[Beastmaster#|]]Day Sight Range: 1000
Night Sight Range: 1000
Requires level 3. - AoE around Projectile: 350 on each axe
Linger Time: 0 - AoE from Center: 200
Duration: 6 - 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 - Radius: 1200
Duration: 2
Only usable during nighttime. - 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: 800
Duration: 4 - AoE around Projectile: 190
- 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 - Techies - [[Techies#|]]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
- Timbersaw - [[Timbersaw#|]]AoE where Chakram Stops: 300
- AoE around Projectile: 325
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
Note: Night Stalker and Keeper of the Light may have unobstructed vision during night and day correspondingly if they purchase Aghanim's Scepter.
Ground vision
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: 900
Duration: 6 - Radius: 325
Duration: 2 - Dazzle - [[Dazzle#|]]Radius: 575
Duration: 3 - Radius: 325
Duration: 2.4/3.2/3.8/4.4 - Vision Range: 400
- 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 - Techies - [[Techies#|]]Vision Range: 700
Duration: 600 or until detonated - Techies - [[Techies#|]]Vision Range: 600
Duration: Until triggered
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
Version history
- 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
- Improved FoW testing for attack and spell projectiles.
See also