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.

and will also render their target invulnerable and hidden. The only exceptions are affecting units under  and Shadow Demon's abilities,  and , which affect units under.

All targeted pauses can affect allies and the casting hero as well as enemies, although will not affect the caster or any units owned by its caster (whether  or ). Chronosphere will not pause Faceless Void, ally or enemy, even if he was not the caster.

Additionally, hidden heroes will not receive assist gold from hero kills or experience from denied enemy units.

The following abilities will pause following targets:


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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, Windrun)
 * True Sight (Gem of True Sight, Necronomicon Warrior 3, tower True Sight)
 * Permanent Invisibility (Rikimaru's invisibility, 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 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.