Collision size

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Collision size 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[edit]

The collision sizes of units is 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):

Hull Name Size
DOTA_HULL_SIZE_BUILDING 298
DOTA_HULL_SIZE_TOWER 144
DOTA_HULL_SIZE_FILLER 96
DOTA_HULL_SIZE_HUGE 80
DOTA_HULL_SIZE_HERO 24
DOTA_HULL_SIZE_REGULAR 16
DOTA_HULL_SIZE_SMALL 8
DOTA_HULL_SIZE_SMALLEST 2

Collision Size Comparison[edit]

Heroes[edit]

Heroes Collision size
Dawnbreaker, Hoodwink, Lycan, Meepo, Monkey King, Naga Siren, Phantom Lancer 8
Abaddon, Alchemist, Ancient Apparition, Anti-Mage, Arc Warden, Axe, Bane, Batrider, Beastmaster, Bloodseeker, Bounty Hunter, Brewmaster, Bristleback, Broodmother, Centaur Warrunner, Chaos Knight, Chen, Clinkz, Clockwerk, Crystal Maiden, Dark Seer, Dark Willow, Dazzle, Death Prophet, Disruptor, Doom, Dragon Knight, Drow Ranger, Earth Spirit, Earthshaker, Elder Titan, Ember Spirit, Enchantress, Enigma, Faceless Void, Grimstroke, Gyrocopter, Huskar, Invoker, Io, Jakiro, Juggernaut, Keeper of the Light, Kunkka, Legion Commander, Leshrac, Lich, Lifestealer, Lina, Lion, Lone Druid, Luna, Magnus, Mars, Medusa, Mirana, Morphling, Nature's Prophet, Necrophos, Night Stalker, Nyx Assassin, Ogre Magi, Omniknight, Oracle, Outworld Destroyer, Pangolier, Phantom Assassin, Phoenix, Puck, Pudge, Pugna, Queen of Pain, Razor, Riki, Rubick, Sand King, Shadow Demon, Shadow Fiend, Shadow Shaman, Silencer, Skywrath Mage, Slardar, Slark, Snapfire, Sniper, Spectre, Spirit Breaker, Storm Spirit, Sven, Techies, Templar Assassin, Terrorblade, Tidehunter, Timbersaw, Tinker, Tiny, Treant Protector, Troll Warlord, Tusk, Underlord, Undying, Ursa, Vengeful Spirit, Venomancer, Viper, Visage, Void Spirit, Warlock, Weaver, Windranger, Winter Wyvern, Witch Doctor, Wraith King, Zeus 24

Units[edit]

Units Collision size
Death Ward, Familiar, Forged Spirit, Greater Treant, Ice Spire, Mega Melee Creep, Melee Creep, Necronomicon Warrior, Serpent Ward, Siege Creep, Skeleton Warrior, Super Melee Creep, Super Siege Creep, Tombstone, Tornado, Treant 16
Undying Zombie 2
Alpha Wolf, Ancient Black Dragon, Ancient Black Drake, Ancient Granite Golem, Ancient Rock Golem, Ancient Rumblehide, Ancient Thunderhide, Boar, Centaur Conqueror, Centaur Courser, Dark Troll Summoner, Fell Spirit, Ghost, Giant Wolf, Harpy Scout, Harpy Stormcrafter, Hawk, Hellbear, Hellbear Smasher, Hill Troll, Hill Troll Berserker, Hill Troll Priest, Homing Missile, Ignis Fatuus, Kobold, Kobold Foreman, Kobold Soldier, Mud Golem, Ogre Bruiser, Ogre Frostmage, Phoenix Sun, Plague Ward, Remote Mine, Roshan, Satyr Banisher, Satyr Mindstealer, Satyr Tormenter, Shard Golem, Spirit Bear, Tempest Double, Vhoul Assassin, Warlock Golem, Wildwing, Wildwing Ripper 24
Wraith King Skeleton 4
Astral Spirit, Beetle, Earth, Eidolon, Fire, Frozen Sigil, Healing Ward, Lycan Lane Wolf, Lycan Wolf, Mega Ranged Creep, Necronomicon Archer, Nether Ward, Nimbus, Observer Ward, Phantom, Proximity Mine, Psionic Trap, Ranged Creep, Sentry Ward, Skeleton Archer, Spiderite, Spiderling, Spin Web, Stasis Trap, Storm, Super Ranged Creep, Void 8
Power Cog 80

Buildings[edit]

Buildings Collision size
Fountain, Melee Barracks, Ranged Barracks, Tier 1 Tower, Tier 2 Tower, Tier 3 Tower, Tier 4 Tower 144
Ancient 298
Effigy Building, Outpost 96

Abilities Based on Collision Size[edit]

Abilities Based on Collision Size
  • Fissure icon.png
    Fissure Pathing Block Radius: 24
    The segments have a collision size of 24, and a distance of 8.25 between each other, with the first one being placed 8.25 range in front of Earthshaker.
    This means the actual length of the Fissure can only be a factor of 56.25.
    The length factor is defined as

Ignoring Collision Size[edit]

Shukuchi icon.png

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.

Flying movement is similar to phased movement, with only very small differences, one being that flying units hover a certain distance above the ground.

Abilities Providing Phased Movement[edit]

These abilities provide phased movement which allows moving through units:

1 Shadow Fiend becomes phased during the cast time of Requiem of Souls.

Abilities Providing Unobstructed Movement[edit]

Free pathing (also known as unobstructed movement or flying movement) allow 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 nothing will block them, all sources of flying give units unobstructed movement. Uphill miss chance does not apply to flying units.

The following abilities provide unobstructed movement:

1 Requires Aghanim's Scepter icon.png Aghanim's Scepter.

2 Requires Talent talent.

3 Illusions created by these abilities have unobstructed pathing.

Tree-walking[edit]

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

Tree-walking Granting Abilities

Permanently Phased[edit]

The following units are permanently phased:

Flying Movement[edit]

Abilities that turn the caster into a flying unit

Trees[edit]

Main Article: Trees

Trees are a prominent terrain feature in Dota 2. They make up a large amount of the map, and are very prominent in the forests that separate the lanes and border the map. Trees block vision and are normally impassable.

Despite the varying appearance and apparent size of the various trees, all permanent trees have an identical collision size of a 128x128 unit square.

Planted Trees[edit]

Planted trees have a smaller collision size and block less vision than regular trees. Tango icon.png Tango has an amplified effect when used on a planted tree.

  • Acorn Shot icon.png
    Duration: 0.25
    Creates a tree when targeting the ground.
    Tango icon.png Tango does not heal for twice as long when targeting a Acorn Shot tree.
  • Iron Branch icon.png
    Duration: 20
    Plants a happy little tree, with a smaller collision size. The Iron Branch gets consumed in the process.
  • Ironwood Tree icon.png
    Duration: 20
    Plants a happy little tree, with a smaller collision size.
  • Sprout icon.png
    Duration: 3/4/5/6
    Creates a ring of 8 trees around the targeted point or unit.

Patch History[edit]

Patch
Description
  • Reduced DOTA_HULL_SIZE_SMALLEST size value from 4 to 2.
  • Added new collision size: DOTA_HULL_SIZE_SMALLEST (4)