Hero Animations

Hero animations are the way a Hero moves in game, these animations vary based on situation. Heroes can have different animation for the same scenario.

Aggressive
Animations used when a hero is near an enemy. Aggressive animation exists for Idle and Walk/Jog/Run animation sets. Not all heroes have a aggressive animation.

To trigger aggressive animation hero must meet the following conditions:
 * Have vision over the enemy.
 * Be within a certain range of the enemy hero.

Melee
Most melee heroes have an aggressive animation trigger range of 600.

Ranged
This can be useful against enemies with aggressive animations, to know if they have vision over the hero. For invisible Heroes, the animations trigger once they are exposed by True Sight, and/or when the enemy has high-ground vision over them (e.g. via a high-ground or etc.).

Attack
Heroes can have multiple attack animations when attacking a unit. The attack animation may change based on the hero's max health, current attack speed, or enemy proximity.

Heroes with varying attack animations based on attack speed are tagged with  in their hero attributes, and may have the following attack animations:
 * Base < Fast < Faster < Fastest < Super Fast < Mega Fast Animation

Heroes with varying attack animations based on attack range are tagged with  in their hero attributes, and may have the following attack animations:
 * Closest < Close/Short < Medium/Normal < Long

Not all heroes tagged have a unique animation present for different attack ranges. Heroes that have a unique animations are listed below.

Channel
These are a set of animations played when a hero is channeling an ability for which no specialized animation exists.

Chase
These are a set of animations played when a hero is chasing a unit with low health. The target chased can be an enemy, neutral or an ally unit in deny range.

Critical Strike
Certain heroes have a different attack animation when they land a critical strike, this is usually true for heroes with a built in critical strike ability.

Death
Animation played when a hero dies. Heroes can have multitple death animations.

Overkill
The Overkill animation is played when a hero dies by a damage instance that is greater than 33% of the heroes' max health.

Defeat
Animation played at the end game when the player loses the game.

Flail
The following abilities trigger the Flail animation:

Animation played when the hero is affected by ally-based forced movement sources from the following items:

Stun/Disable
These animations trigger when the hero is being affected by stun sources listed on the stun mechanics page. Not all stun sources trigger the Stun animation, some trigger Flail.

Sources that don't trigger any animations, but instead the hero is frozen in place:, , , , , , , , , , ,

Haste
Hastes increase a unit's minimum and maximum movement speed to a specific value. When a unit is hasted, the Run animation is replaced by Haste animation.



Idle
These are set of animation played when a hero is standing still. Heroes can have multiple Idle animation, and different idle animation based on enemy presence or low health.

Injured
These are set of animation used when a hero is below 25% max health. Injured animations exist for Attack, Idle and Walk/Jog/Run animation sets. Not all heroes have injured animation.

Spawn
Spawn animations are played when a hero respawns from death or Reincarnation sources.

Victory
Animation played at the end game when the player wins the game.

Walk/Jog/Run
Hero animations played when a hero is moving. Heroes can have multiple move animation, these can vary depending on the heroes' movement speed, health, enemy presence or chasing a low health target.

Heroes with varying move animations based on movement speed are tagged with  in their hero attributes, and may have the following move animations:
 * Walk < Run < Run Fast/Sprint < Haste