I am a beacon of knowledge blazing out across a black sea of ignorance.
Invisibility is a status effect which makes units and heroes not appear on their opponent's screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit's model appear transparent, but clearly visible still for allies. If it is an allied hero, its dot on the minimap also turns into a ring for the duration. A unit can gain (usually temporarily, but not always) invisibility through certain spells, items or the Rune of Invisibility. Some units, like most wards have permanent invisibility and do not need to acquire it through other sources. Generally, a unit keeps the gained invisibility until the duration runs out, or they perform an attack or a spell or item cast. True Sight and shared vision allows a unit to see invisible enemies without dispelling the invisibility. True Sight makes the units appear transparent, while shared vision only shows a silhouette. Both make the unit directly targetable again, without dispelling the invisibility.
Fade time and fade delay[]
Most sources of invisibility require some time to turn the unit fully invisible. During this time, the unit is still visible and targetable.
The fade time is a short delay before the actual invisibility is applied, during which a unit's model appears transparent, but still visible to everyone. During it, the unit does not automatically attack nearby enemies, no matter if the auto attack option is turned on or not. It also stops attacking when an attack order was already ongoing. Unlike during the actual invisibility, during the fade time, the unit can cast spells or items and even attack without canceling the invisibility. During the fade time, the unit is not phased, even when the invisibility of the spell phases the unit.
The fade delay is also a short delay before the actual invisibility is applied, but has some significant differences. First off, during the fade delay, the unit's model does not appear transparent. Furthermore, the unit does not stop automatically attacking nearby enemies when the auto attack option is turned on, and the fade delay does not cause the unit to cancel an already ongoing attack order either. Unlike during the fade time, it is not possible to cast spells or items or attack during the fade delay without resetting it. During the fade delay, the unit is not phased, even when the invisibility of the spell phases the unit.
Unit behavior during invisibility[]
While invisible, a unit never automatically attacks any nearby enemy, not even when it is revealed by True Sight and being attacked. However, when issuing an attack ground order, the invisible unit attacks. Generally, the invisibility is lost upon reaching the attack point. For ranged heroes, this is upon projectile launch. Depending on the source, invisibility may or may not apply a phase effect on the unit.
As for spell casts, the invisibility is lost upon reaching the cast point of the spell. This means that spells with extended effects like Eclipse or Epicentro do not cancel the invisibility upon each beam or pulse. Channeling spells do not cancel it either when going invisible after the channeling started.
All ranged attacks and most projectiles of abilities are disjointed by invisibility. It is enough for a unit to turn fully invisible even just for a split second as a disjointable projectile flies to fully disjoint it. However, some projectile abilities still affect invisible units, and some have other effects entirely. Invisible units are still fully or partially affected by spells which affect an area.
Fontes de invisibilidade[]
- Fade Time: {{#show:Bounty Hunter#Andar das Sombras|?value1#}}
Duração: {{#show:Bounty Hunter#Andar das Sombras|?value3#}}
Trocado de fase: Sim
Affects self. - Fade Time: {{#show:Clinkz#Andar do Esqueleto|?value1#}}
Duração: {{#show:Clinkz#Andar do Esqueleto|?value3#}}
Trocado de fase: Sim
Affects self. - Fade Delay: {{#show:Capa Cintilante#Cobertura Cintilante|?value3#}}
Duração: {{#show:Capa Cintilante#Cobertura Cintilante|?value5#}}
Trocado de fase: Sim
Can be cast on self or allied heroes. The target stays invisible for the whole duration. When breaking invisibility, the unit turns invisible again after the fade delay. - Fade Time: {{#show:Runa de Invisibilidade#Invisibilidade|?value1#}}
Duração: {{#show:Runa de Invisibilidade#Invisibilidade|?value2#}}
Trocado de fase: Não
Affects the hero activating the rune. - Fade Time: {{#show:Invoker#Andar Fantasma|?value1#}}
Duração: {{#show:Invoker#Andar Fantasma|?value5#}}
Trocado de fase: Sim
Affects self. - Lobo do Lycan - [[Lobo do Lycan#|]]64x64px|text-top|link=Lobo do Lycan#Fade Delay: {{#show:Lobo do Lycan#Invisibilidade|?value1#}}
Trocado de fase: Não
Affects self. Permanente. Available for level 4 wolves only. - Fade Delay: {{#show:Mirana#Sombra Lunar|?value2#}}
Duração: {{#show:Mirana#Sombra Lunar|?value3#}}
Trocado de fase: Não
Affects all allied heroes. Affected heroes stay invisible for the whole duration. When breaking invisibility, the unit turns invisible again after the fade delay. - Fade Time: {{#show:Nyx Assassin#Vendeta|?value1#}}
Duração: {{#show:Nyx Assassin#Vendeta|?value4#}}
Trocado de fase: Sim
Affects self. - Fade Time: {{#show:Nyx Assassin#Entocar|?value1#}}
Trocado de fase: Sim
Affects self. Stays invisible until unburrowing or death. Invisibility is not lost upon casting spells or items. Immobile and disarmed while burrowed. - Fade Time: {{#show:Sentinela Observadora (unidade)#Invisibilidade|?value1#}}
Trocado de fase: Sim
Permanente. - Mina de Proximidade - [[Mina de Proximidade#|]]64x64px|text-top|link=Mina de Proximidade#Fade Time: {{#show:Mina de Proximidade#Invisibilidade|?value1#}}
Trocado de fase: Sim
Permanente. - Armadilha Psiônica - [[Armadilha Psiônica#|]]64x64px|text-top|link=Armadilha Psiônica#Fade Time: {{#show:Armadilha Psiônica#Invisibilidade|?value1#}}
Trocado de fase: Sim
Permanente. - Mina Remota - [[Mina Remota#|]]64x64px|text-top|link=Mina Remota#Fade Time: {{#show:Mina Remota#Invisibilidade|?value1#}}
Trocado de fase: Sim
Permanente. - Fade Time: {{#show:Sand King#Tempestade de Areia|?value3#}}
Max Channel Time: {{#show:Sand King#Tempestade de Areia|?value1#}}
Trocado de fase: Não
Affects self. Invisibility lingers for {{#show:Sand King#Sand Storm|?value7#}} seconds after stopping the channeling. Attacking or casting spells instantly reveals Sand King. - Fade Time: {{#show:Sentinela Reveladora (unidade)#Invisibilidade|?value1#}}
Trocado de fase: Sim
Permanente. - Fade Time: {{#show:Amuleto das Sombras#Sumir|?value3#}}
Trocado de fase: Sim
Can be cast on self or allied heroes. Stays invisible until an attack is executed, a spell or item is cast, or when the hero moves. - Fade Time: {{#show:Lâmina das Sombras#Andar Sombrio|?value1#}}
Duração: {{#show:Lâmina das Sombras#Andar Sombrio|?value4#}}
Trocado de fase: Sim
Affects self. - Fade Time: {{#show:Lâmina de Prata#Andar Sombrio|?value1#}}
Duração: {{#show:Lâmina de Prata#Andar Sombrio|?value4#}}
Trocado de fase: Sim
Affects self. Attacking during the fade time breaks the invisibility. - Raio: {{#show:Slark#Dança das Sombras|?value1#}} ( {{#show:Slark#Dança das Sombras|?value1 aghs#}})
Fade Time: {{#show:Slark#Dança das Sombras|?value2#}}
Duração: {{#show:Slark#Dança das Sombras|?value5#}} ( {{#show:Slark#Dança das Sombras|?value5 tal#}})
Trocado de fase: Não
Affects self ( and nearby allies). Invisibility is not lost upon casting spells or items or attacking. Immune to True Sight. A smoke cloud is visible at Slark's location. When upgraded, the effect is aura-based, lingering for 0.5 seconds. - Raio: {{#show:Fumaça da Enganação#Enganação|?value1#}}
Fade Time: {{#show:Fumaça da Enganação#Enganação|?value3#}}
Duração: {{#show:Fumaça da Enganação#Enganação|?value5#}}
Trocado de fase: Não
Affects allied player controlled units in the area. Invisibility is not lost upon casting spells or items. Invisibility is lost when getting within range of enemy heroes and towers. Immune to True Sight. - Armadilha Imobilizante - [[Armadilha Imobilizante#|]]64x64px|text-top|link=Armadilha Imobilizante#Fade Time: {{#show:Armadilha Imobilizante#Invisibilidade|?value1#}}
Trocado de fase: Sim
Permanente. - Fade Time: {{#show:Tempestade#Andar dos Ventos|?value1#}}
Duração: {{#show:Tempestade#Andar dos Ventos|?value4#}}
Trocado de fase: Sim
Affects self. - Raio: {{#show:Techies#Placa de Campo Minado|?value2#}} ( {{#show:Techies#Placa de Campo Minado|?value2 aghs#}})
Fade Time: {{#show:Techies#Placa de Campo Minado|?value3#}}
Duração: {{#show:Techies#Placa de Campo Minado|?value5#}}
Trocado de fase: Sim
Requires Cetro de Aghanim. Affects all Minas de Proximidade, Armadilha Imobilizantes and Minas Remotas within the radius. Also turns the mines immune to True Sight. The effect is aura-based, lingering for 0.5 seconds. - Fade Time: {{#show:Templar Assassin#Mesclar|?value1#}}
Trocado de fase: Sim
Affects self. Stays invisible until an attack is executed, a spell or item is cast, or when Templar Assassin moves. - Fade Delay: {{#show:Treant Protector#Forma da Natureza|?value2#}}
Trocado de fase: Sim
Affects self. Requires a tree within close range to work. Invisibility is not lost upon casting spells or items. - Fade Time: {{#show:Weaver#Shukuchi|?value1#}}
Duração: {{#show:Weaver#Shukuchi|?value5#}}
Trocado de fase: Sim
Affects self. Turns the caster phased immediately on cast, instead of after the fade time.
Visão Verdadeira[]
True Sight allows a unit to see invisible enemies that are in range. Some of the listed spells provide True Sight only during certain situations. Spells which provide shared vision are not listed here, since it is not actual True Sight. A list for that can be found here.
Some abilities provide immunity towards True Sight. This means they prevent True Sight from revealing them.
The following abilities provide True Sight immunity: Dança das Sombras, Fumaça da Enganação and Placa de Campo Minado (requires Cetro de Aghanim, turns Techies' mines within a 125 radius immune to True Sight).
Fontes de Visão Verdadeira[]
- Raio: {{#show:Estruturas#Visão Verdadeira|?value2#}}
Based on an aura. Its effect lingers for 0.5 seconds. - Raio: {{#show:Bloodseeker#Sede de Sangue|?value1#}}
Visibility Health Threshold: {{#show:Bloodseeker#Sede de Sangue|?value3#}}
Provides True Sight over enemies below the health threshold. - Duração: {{#show:Bounty Hunter#Rastreio|?value6#}}
- Raio: {{#show:Clockwerk#Foguete Sinalizador|?value2#}}
Duração: {{#show:Clockwerk#Foguete Sinalizador|?value4#}}
Requires a Talent. Based on an aura. Its effect lingers for 0.5 seconds. - Duração: {{#show:Troll Negro Invocador#Enredar|?value2#}}
Provides True Sight only when the target was not invisible or within a fade time upon hit. - Duração: {{#show:Areia da Revelação#Revelar|?value3#}}
- Duração: {{#show:Earth Spirit#Encantar Resquício|?value4#}}
- Raio: {{#show:Faceless Void#Cronosfera|?value2#}} ( {{#show:Faceless Void#Cronosfera|?value2 tal#}})
Duração: {{#show:Faceless Void#Cronosfera|?value4#}}
Based on an aura. The effect does not linger. - Raio: {{#show:Estruturas#Visão Verdadeira|?value1#}}
Based on an aura. Its effect lingers for 0.5 seconds. - Raio: {{#show:Gema da Visão Verdadeira#Visão Verdadeira|?value1#}}
Based on an aura. Its effect lingers for 0.5 seconds. - Duração: {{#show:Meepo#Rede de Caça|?value3#}}
Places a revealing debuff on enemies upon hit. - Duração: {{#show:Naga Siren#Enredar|?value2#}}
- Guerreiro Necronomicon - [[Guerreiro Necronomicon#|]]64x64px|text-top|link=Guerreiro Necronomicon#Raio: {{#show:Guerreiro Necronomicon#Visão Verdadeira|?value1#}}
Available for level 3 Necronomicon Warriors only. Based on an aura. Its effect lingers for 0.5 seconds. - Hero Max Channel Time: {{#show:Pudge#Desmembrar|?value2#}} ( {{#show:Pudge#Desmembrar|?value2 tal#}})
Non-Hero Max Channel Time: {{#show:Pudge#Desmembrar|?value3#}} ( {{#show:Pudge#Desmembrar|?value3 tal#}})
Provides True Sight over the target while channeling, but only when the target was not invisible or within a fade time upon cast. - Max Channel Time: {{#show:Pugna#Dreno de Vida|?value2#}}
Provides True Sight over the target while channeling. - Duração: {{#show:Bastão de Atos#Incapacitar|?value2#}}
Provides True Sight only when the target was not invisible or within a fade time upon hit. - Raio: {{#show:Sentinela Reveladora (unidade)#Visão Verdadeira|?value1#}}
Based on an aura. Its effect lingers for 0.5 seconds. - Duração: {{#show:Slardar#Neblina Corrosiva|?value3#}}
- Max Duration: {{#show:Sniper#Assassinar|?value6#}}
Places a revealing debuff upon cast begin, which either lasts until the cast gets canceled, until the projectile hits or until it expires, whichever happens first. - Espírito Urso - [[Espírito Urso#|]]64x64px|text-top|link=Espírito Urso#Hero Duration: {{#show:Espírito Urso#Garras Entrelaçantes|?value3#}}
Non-Hero Duration: {{#show:Espírito Urso#Garras Entrelaçantes|?value4#}} - Torres - [[Tier 1 Tower#|]]64x64px|text-top|link=Tier 1 Tower#Raio: {{#show:Estruturas#Visão Verdadeira|?value3#}}
Based on an aura. Its effect lingers for 0.5 seconds. - Duração: {{#show:Treant Protector#Supercrescimento|?value2#}}
Both the regular Overgrowth and the one applied from Olhos na Floresta provide True Sight. - Raio: {{#show:Zeus#Raio|?value3#}}
Duração: {{#show:Zeus#Raio|?value6#}}
Based on an aura. Its effect lingers for 0.5 seconds. - Raio: {{#show:Zeus#Ira do Deus do Trovão|?value3#}}
Duração: {{#show:Zeus#Ira do Deus do Trovão|?value5#}}
Based on an aura. Its effect lingers for 0.5 seconds.
Invisibility interactions with other spells[]
All abilities that grant invisibility disjoint projectiles, unless the enemy has True Sight over the unit, in which case the projectile still keeps track of the target until it leaves the radius of True Sight. All physical attack projectiles of each unit and hero, as well as many spell projectiles can be disjointed. Undisjointable spell projectiles fully affect invisible units.
While most abilities affect units even if they are invisible, some only partially affect invisible units, and many do not affect them at all. These include mostly target-seeking abilities and very few area effect abilities. Some other spells also have unique interactions with invisibility. All not listed spells either fully affect invisible units, or cannot target them to begin with.
- Does not damage invisible enemy units.
- When Axe turns invisible during Berserker's Call, affected enemy units can cast spells and items during it and automatically attack other nearby enemy units, but are frozen in place after receiving a move order for the remaining duration.
- When an invisible unit attacks a Nightmared unit, the Nightmare transfers onto it without revealing the unit.
- Does not target invisible units.
- The ghosts do not attack invisible units. If their current attack target turns invisible, they still chase it until reaching it or hitting their limit, but do not cause damage.
- Neither selects invisible units upon cast, nor slashes already selected units when they turn invisible before it is their turn to get slashed.
- Does not target invisible units.
- Does not target invisible units.
- Does not jump on invisible units.
- Does not jump on invisible enemies.
- Does not jump on invisible units.
- Does not jump on invisible units.
- Does not jump on invisible units.
- Does not jump on invisible units.
- Does not jump on invisible units.
- Fully ignores invisible enemies.
- Does not jump on invisible units. If the current target turns invisible before impact, the jump neither counts, nor increases the damage, and the snake continues jumping to nearby valid targets.
- Does not hit invisible units.
- First meteor does not target invisible units.
- Does not jump on invisible units.
- Does not jump on invisible units.
- As secondary target, the area effect hits invisible units.
- Invisibility does not stop a multicast. Invisible units can be targeted by Ignite multicast, but the projectile is immediately disjointed.
- As secondary target, the area effect hits invisible units.
- When an enemy turns invisible while within its detection radius, it registers that enemy until it leaves the radius. However, when an invisible enemy enters the radius, it is not detected.
- Fully affects invisible units.
- Does not strike invisible units.
- Does not jump on invisible units.
- Does not target invisible units.
- Does not target invisible units. As secondary target, the area effect hits invisible units.
- Does not target invisible units when the current target dies.
- As secondary target, the area effect hits invisible units.
- As secondary target, the area effect hits invisible units.
- Invisible units cannot trigger this traps, however, when other units trigger it, invisible units within the radius are stunned.
- Does not target invisible units.
- Cannot toss invisible units within the grab radius.
- Does not root invisible units.
- Invisible enemy units are not counted towards the damage/heal.
- Does not spawn zombies for invisible units.
- Does not bind to invisible units.
- Does not jump to invisible units.
- Attacks do not jump to invisible units.
- Does not jump to invisible units.
- Does not damage invisible units.
Histórico de versões[]
- Broodmother já não ganha mais invisibilidade em sua Tecer Teia.
Veja também[]
- Visão
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