Evasion

Evasion is mechanic that allows the unit to evade an incoming attack.

All Evasion effects trigger upon landing an attack. This is upon projectile impact and upon attack point for ranged and  melee units respectively. Any attack or ability effects that relies on attacks to hit their targets do not trigger, including most attack modifiers and on-hit effects unless explicitly specified.

True Strike and Accuracy are mechanics that nullifies Evasion.

Equations
All evasion, blind, and accuracy sources are determined by pseudo-random distribution.

Accuracy and Blind sources do not directly increase the attacked unit's evasion value, instead, they increase the effective evasion rate of the attacked unit for blind and lower it for accuracy. For effective evasion rate calculation purposes, multiple sources of evasion and accuracy stack diminishingly with each other respectively, while blind sources stack additively with each other and multiplicatively with evasion.

The total evasion displayed on the HUD is defined as: Total Evasion = 1 - $$\prod_{i=1}^{n}$$(1 - Evasion i )

The total blind is defined as: Total Blind = $$\sum_{i=1}^{n}$$Blind i

The total accuracy is defined as: Total Accuracy = 1 - $$\prod_{i=1}^{n}$$(1 - Accuracy i ) Effective Evade Chance = (1 - (1 - Total Evasion) × (1 - Total Blind) ) × (1 - Melee Buffer Range Miss)
 * Incoming Attacks
 * Accuracy Sources or True Strike Sources proc
 * Evasion
 * Blind
 * Melee Buffer Range check
 * Attack Hits

Final Hit Chance = 1 - Effective Evade Chance × (1 - Total Accuracy )

The formula written above is color-coded in sections, where blue indicates the chance that accuracy does not proc, red indicates the total blind multiplier, and green for the evasion multiplier.

Miss
Upon missing an attack on an enemy, a red floating text appears, reading, 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  instead. Furthermore, a missed attack does not play any of the attack impact sounds.

Attack Range Type
For melee units, if the target is farther than  range more than the melee unit's attack range, the attack 100% misses, True Strike does not guarantee hits on units outside of the buffer range.

Uphill Miss Chance
For ranged units without Flying Movement, the uphill miss chance is conditionally applied upon a ranged attack projectile impact and not on the unit's attack point — it causes % of the ranged attacks to miss if the attacking unit is at a lower terrain level as the target, regardless of the terrain level difference. A unit is considered to be on higher elevated terrain when it is no longer visible to the player due to the terrain. When an enemy stands on a relatively higher ramp, uphill miss chance applies whether if the attacked unit is within vision or not.

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 is considered an evasion source, it does not apply to units and units with flying movement.

Blind
Blind is a debuff that makes a unit miss upon attacking other units and sources of blind effects stack additively with each other, rendering an affected unit unable to land any attack. Although a combination of different blind sources can exceed 100%, for effective evasion rate calculation convenience, they can stack up to a maximum value of 100%.

Total Blind is defined as:

Total Blind = $$\sum_{i=1}^{n}$$Blind i





Items
The following items grants the wielder an evasion bonus.

Accuracy
Accuracy is applied as a debuff on the affected target. It does not directly increase the attacked unit's evasion value. For calculation purposes, the accuracy multiplier can be considered as an evasion source as well.

Total Accuracy = 1 - $$\prod_{i=1}^{n}$$(1 - Accuracy i )

True Strike sources can also be considered as outgoing accuracy.

True Strike
True Strike prevents the unit's attacks from missing, negating both evasion and blind sources against any other units, including ward-type units and ally units, except attacks against buildings. However, it does not apply an Accuracy debuff on the attacked unit.

For ranged units, although True Strike prevents the unit's attack from missing, attack projectiles of ranged units with True Strike can still be disjointed. For melee units, it also prevents the attacking unit's attack from missing when the attacked target moves more than  range away upon its attack point.

All attacks against Runes and against destroyable items have True Strike.

Outgoing
Grants the attack that procs the following sources True Strike.

Percentage-based outgoing accuracy sources grant attacks a chance to not miss on the target.

Stacking
Multiple sources of evasion stack diminishingly with each other, while sources of blind effects stack additively with each other and multiplicatively with evasion.

All evasion and accuracy sources are determined by pseudo-random distribution.

A more concrete way of thinking about evasion stacking is that for an attack to bypass an evasion stack and hit, the attack should bypass each source of evasion in sequence. Only if all sources of evasion fail can the attack deal attack damage. Consider the chance to be hit, which is 1 - evade chance. A unit's chance to be hit is inversely proportional to its effective HP against attacks. Stacking multiple evasion sources is equivalent to multiplying their corresponding chance to hit. In this way, evasion's effectiveness can be understood to be stacking multiplicatively — while the actual chance to evade is diminishing, each source of evasion increases effective HP against physical attacks more than the last due to this multiplicative nature. This affects the following things:
 * Applying a 50% evasion source while already having 35% evasion still doubles your effective hit points against physical attacks.
 * Consequentially, a combination of evasion sources that are individually less than 100% is also less than 100%. There are currently a few abilities that grant 100% evasion (e.g. and ).


 * Example 1
 * Interactions between incoming attacks and Evasion.
 * Incoming attacks to hit 's wielder is %, because the item grants % evasion.


 * within the radius has  evasion. Without any other evasion negating sources, all incoming attacks to hit  are missed if the Self is within the radius.


 * Example 2a
 * Evasion sources stacks diminishingly.
 * An enemy is attacking who has a  and  . What are the chances of incoming attacks hitting ?


 * Evasion sources:


 * Effective Evade Chance = 1 - (1 - Total Evasion) × (1 - Total Blind)
 * = 1 - [1 - (1 - ) × (1 - )] × (1 - 0)


 * Final Hit Chance
 * = 1 - Effective Evade Chance
 * = 1 -


 * Alternatively, Blur and Butterfly have the corresponding and  chance to hit. Then the combined chance to hit is their product, showing a multiplicative stacking:
 * Final Hit Chance


 * in this example has % chance of getting hit by incoming attacks, because she has % evasion.


 * Example 2b
 * Blind sources stack additively of itself, then stacks diminishingly with evasion sources.
 * An enemy attacking from the previous example is now affected by  and  . What are the chances of incoming attacks hitting ?


 * 's Total Evasion:


 * Blind sources:


 * Effective Evade Chance
 * = [1 - (1 - Total Evasion) × (1 - Total Blind) ]
 * = [1 - (1 - ) × (1 - ( + )) ]
 * = [1 - ×  ]


 * Final Hit Chance
 * = 1 - Effective Evade Chance
 * = 1 -


 * Although 's total evasion did not change, the blind applied to the enemy increases 's effective evade chance to %. Therefore, has % chance of getting hit by incoming attacks.

Final Hit Chance
Given a unit with an Effective Evade Chance and subjected to Total Accuracy as defined in the above sections, the final chance to hit in the previous example can be derived to be:
 * Stacking Evasion, Blind and Accuracy

Final Hit Chance = Total Accuracy + (1 - Total Accuracy ) × (1 - Effective Evade Chance)

An intuitive way to view this calculation — The attacking unit's attacks have a guaranteed chance to trigger True Strike based on the  value, whereas   of the attacks that do not trigger True Strike will be subjected to the.

Or alternatively, it can be simplified as:

Final Hit Chance = 1 - Effective Evade Chance × (1 - Total Accuracy )

This can also be interpreted as — Normally,  of the attacks will miss. But due to accuracy, only  of these would-be-missed attacks actually miss since attacks based on the   value will hit the target due to True Strike.


 * Example 3
 * The same enemy from the previous example is still affected by and.
 * The enemy's just delivered  and continues to attack . What are the chances of incoming attacks hitting ?


 * 's Total Evasion:
 * Total Blind applied on the enemy:


 * Accuracy sources:


 * Effective Evade Chance
 * = [1 - (1 - Total Evasion) × (1 - Total Blind) ]
 * = [1 - (1 - ) × (1 - ( + )) ]
 * = [1 - ×  ]


 * Final Hit Chance
 * = Total Accuracy + (1 - Total Accuracy ) × (1 - Effective Evade Chance)
 * = + (1 -  ) × [1 - (1 - ) × (1 - ( + )) ]


 * The enemy's attacks have % chance to hit.
 * In this example with equipped, % of those attacks is guaranteed to hit due to True Strike. The remaining % of the attacks that do not have True Strike, have a % chance to hit Phantom Assassin.


 * Or alternatively,


 * Final Hit Chance
 * = 1 - Effective Evade Chance × (1 - Total Accuracy )
 * = 1 - × (1 -  )
 * = 1 - ×
 * = 1 -


 * The enemy's attacks against normally have % chance to miss.
 * However, % of those % attacks is guaranteed to hit due to True Strike. Therefore, only % of the attacks will miss, resulting in a % chance for attacks to hit Phantom Assassin.

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