Fear



Fear is a powerful disable that forces units to flee towards their fountain (or towards their camps when used on neutral creeps). Affected units cannot attack, control their movement, or use abilities or items.

Mechanics
Fear cancels all of a unit's current orders, such as attack commands or channeling, and prevents any new orders being given or queued up. Units are instead forced to flee towards their fountain, while neutral creeps retreat towards their camps. Units flee at their regular movement speed, unaffected by abilities. Once their fear expires heroes will stand still until given fresh commands, though they will still follow the player's settings for auto-attacks.

Units affected by fear remain subject to every other disable, including movement impairing effects.

Taunts, such as, take priority over Fear. The taunted unit does not flee, though it will still be prevented from attacking. If a unit is still affected by fear when the taunt ends, it will start fleeing.

Gameplay
Like stuns, fears are powerful disables. They can be used to initiate, stop an enemy, protect allies, or interrupt channeling spells. Their advantage over stuns is that it can also be used to displace enemies, forcing them out of position.

By forcing units to move, fear breaks sources of invisibility which require the user to stay still like and. It also combines very well with other movement-related effects like, and.

Patch history
Amedrontar Страх 恐惧