Collision size

Collision size ( $$col$$ ) is a unit's internal size that cannot be passed through by other units. This allows units to block each other with their bodies. Most heroes have the same collision size, regardless of their graphical model. Phased status allows units to ignore collision size.

Mechanics
The collision sizes of units are not directly set by a number in their data. Instead, collision sizes are standardized for all units, with the use of bounds hull names.

The following hull sizes exist, corresponding to the following collision sizes (from largest to smallest):

Area of Effect
Collision size affects the size of an area of effect, if an ability is cast as a ground-targeted ability, the affected target's collision size is also considered as a buffer range for ability, and therefore increasing the ability's maximum area of effect range.

However, if an ability is cast centered on the caster (with double), the caster's collision size is ignored and no buffer range is added.

The maximum area of effect for area-targeted abilities is defined as:



With  being the base effect radius and   the target's collision size.


 * Example 1
 * What is the maximum area of effect range if casts  with level 25  on ?


 * Range values:
 * Level 25  talent radius:
 * Collision size values:




 * in this example has a maximum area of effect range of in this example.


 * Example 2
 * with used . What's the maximum area range for enemy  and ?

Targeted actions have a different range than non-targeted actions. Every targeted action considers the ordered unit's and the targeted unit's collision sizes.
 * Example 3

A tower has a collision size of  with a  attack range can attack units up to  at the minimum.

Considering most heroes have a collision size of, it has attack range against most heroes.

The green/red range indicators around towers show this effective range of.

As for auras, they do not consider a source of origin, but do consider the collision size of the units they affect. So most heroes are affected by aura when within  range of the tower.

Ignoring Collision Size
Phased is a status that allows units to pass through other units, ignoring collision size. Phased units can freely walk through any other unit, including wards, but excluding buildings and trees. Other units can also walk through a stationary phased unit as if it is not there.

There are two different kinds of phased movement, pathing through units, and the rare kind which allows the unit to walk through anything, including buildings, cliffs and trees, which is more commonly referred to as unobstructed movement.

Abilities Providing Phased Movement
These abilities provide phased movement which allows moving through units:

1 Shadow Fiend becomes phased during the cast time of.

Abilities Providing Unobstructed Movement
Free pathing (also known as unobstructed movement) allows affected units to path through buildings, cliffs and trees, on top of allowing them to path through other units. There is no limit to their movement and only a tiny amount of spells will block them. All sources of flying movement give units unobstructed movement. Uphill miss chance does not apply to flying units.

The following abilities provide unobstructed movement:

Tree-walking
The following abilities grants tree-walking, a buff that allows unobstructed movement through trees.

Permanently Phased
The following units are permanently phased:

Flying Movement
Flying movement is similar to unobstructed movement, with only very small differences, one being that flying units hover a certain distance above the ground and that even less spells block flying movement.

The following abilities provides Flying Movement while active:

Patch History
Tamanho de colisão Размер столкновения 碰撞体积