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.
- 1 Mechanics
- 2 Collision Size Comparison
- 3 Abilities Based on Collision Size
- 4 Ignoring Collision Size
- 5 Trees
- 6 Version History
- 7 Patch History
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):
Collision Size Comparison
|Fountain, Melee Barracks, Ranged Barracks, Tier 1 Tower, Tier 2 Tower, Tier 3 Tower, Tier 4 Tower||144|
|Effigy Building, Outpost||96|
Abilities Based on Collision Size
- 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
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
These abilities provide phased movement which allows moving through units:
- Anti-Mage – Blink illusion (talent)
- Bounty Hunter – Shadow Walk
- Clinkz – Skeleton Walk
- Dark Willow – Shadow Realm
- Faceless Void – Chronosphere
- Glimmer Cape – Glimmer
- Invoker – Ghost Walk
- Nyx Assassin – Vendetta
- Phase Boots – Phase
- Shadow Amulet – Fade
- Shadow Blade – Shadow Walk
- Shadow Fiend – Requiem of Souls1
- Silver Edge – Shadow Walk
- Slardar – Guardian Sprint
- Storm – Wind Walk
- Templar Assassin – Meld
- Weaver – Shukuchi
1 Shadow Fiend becomes phased during the cast time of.
Abilities Providing Unobstructed Movement
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:
- Batrider – Firefly
- Broodmother – Spin Web
- Centaur Warrunner – Stampede1
- Dragon Knight – Elder Dragon Form1
- Giant's Ring – Giant's Foot
- Lich – Sinister Gaze
- Legion Commander – Duel
- Nyx Assassin – Vendetta2
- Spectre – Spectral Dagger
- Spectre – Haunt3
- Spectre – Shadow Step3
- Spider Legs – Scurry
- Terrorblade – Reflection3
- Visage – Silent as the Grave1
- Wraith King – Wraith Delay1
2 Requires talent.
3 Illusions created by these abilities have unobstructed pathing.
The following abilities grants tree-walking, a buff that allows unobstructed movement through trees.
The following units are permanently phased:
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 have a smaller collision size and block less vision than regular trees.has an amplified effect when used on a planted tree.
- Duration: 0.25
Creates a tree when targeting the ground.
does not heal for twice as long when targeting a Acorn Shot tree.
- Duration: 20
Plants a happy little tree, with a smaller collision size. The Iron Branch gets consumed in the process.
- Duration: 20
Plants a happy little tree, with a smaller collision size.
- Duration: 3/4/5/6
Creates a ring of 8 trees around the targeted point or unit.
- Reduced 's collision size from 24 to 8