Pause



Pause is a status effect that completely disables afflicted units, overriding most effects that are active upon units. Overridden effects include certain passives and buffs such as evasion and invisibility but not triggered modifiers such as.

Paused heroes will receive experience and gold as well.

The following abilities will pause a target:


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Each spell may have slightly different effects or mechanics:

and will render their target invulnerable and hidden. The only exceptions are affecting units under Astral Imprisonment and  and, both affecting units under Disruption.

will hide Lifestealer in a unit's body, whereas affects only Puck himself, so that it is paused, but its a channelled ability, so it can be stopped.

hides the hero and spawns the Phoenix's sun for 6 seconds, which can be attacked and destroyed causing his death.

will pause units (except the couriers) in a certain are, with the exception of, which will be never affected no matter who was the caster of the spell. If casts a Chronosphere he will be able to walk through it as well. Chronosphere can pause units under the effect of Black King Bar

is an area of effect spell that interacts only with enemy and neutral units, making them completely invulnerable until the song ends. This spell will not be blocked by Black King Bar, although obviously it is not possible to activate it while under the effect.

Changes from DotA
Under the Warcraft III engine, these disables would literally pause units under their effects. This resulted in several secondary effects, including:


 * Disabling some hardcoded passive abilities, including:
 * Evasion (Butterfly, Blur, Drunken Brawler, Windrunner)
 * True Sight (Gem of True Sight, Necronomicon Warrior 3, tower True Sight)
 * Permanent Invisibility (Rikimaru's ultimate, Spin Web, Shadow Dance, Moonlight Shadow, Smoke of Deceit, Nature's Guise (self-cast))
 * Permanent Immolation
 * Building Damage Aura (Radiance)
 * Hardened Skin (Stout Shield, Poor Man's Shield, Vanguard, Kraken Shell)
 * Pausing most buff durations, such as a stuns and poisons
 * Disabling hardcoded damage over time
 * Disabling all orders (though the last order issued would be executed when the pause ended)
 * Reducing AI priority, so the unit will not be automatically attacked

Pauses do not have some of those secondary effects in Dota 2. For example Chronosphere will disable evasion, true sight, Radiance Burn Damage but will not disable damage block or pause buff durations. Many other abilities in Defense of the Ancients used pause, notably including Torrent, Toss, Impale, Snowball, Supernova, Hookshot, and Infest.