Attack animation

Every unit in Dota 2 has an attack animation. This is a period of time required to perform an attack. During this time the unit generally cannot perform any other actions simultaneously, including moving.

Definition
There are two components: a foreswing (or attack point), which takes place before an attack lands, and a backswing, which takes place after. The animations can be manually canceled by players, but AI units generally do not. The backswing can be canceled with no consequences, so it is always preferable to do so. However, canceling the foreswing will cancel the attack. Different heroes have different animation times, which affect their abilities to last-hit, deny, and attack enemy units when chasing.

Unlike cast animation, losing vision doesn't cancel attack animation.

Both the effective attack point and attack backswing are affected by the total attack speed.

The effective attack point  and effective attack backswing   can be defined as



With  and   being the base attack point and base backswing respectively,   being the total attack speed, and   is the value of an attack point manipulation effect. Only the highest value is counted for attack point manipulation effects.

The following abilities can change the attack animation speed.

A unit's attack speed is completely independent of its attack animation.

The attack animation strictly refers to the delay between when an attack order is issued and when the attack is launched. For example, if a unit has an attack time of 1 second, an attack point of 0.3 seconds, and an attack backswing of 0.5 seconds, they will be idle for 0.2 seconds during every attack cycle.

Even if the attack backswing is canceled after 0.2 seconds, the idle period is extended to 0.5 seconds. However, during that idle period, other commands can be issued such as moving or casting spells.



In other words, canceling your animation does not allow you to attack faster.

Patch History
Animação de ataque Анимация атаки 攻击动作