
“ | ▶️ Having trouble seeing straight?
— Brewmaster
|
” |
Evasion ( attack. When evaded, the attack gets completely nullified. This means, anything that relies on attacks to hit their targets do not trigger, which includes most attack modifiers, and on-hit effects.
) is mechanic that allows the unit to dodge an incomingContents
Mechanics[]
Evasion and blind trigger upon landing an attack, which is on projectile impact for ranged units. If it triggers, the attack does not affect the evading unit at all, so that no on-attack effects are triggered.
A similar mechanic to evasion is blind. While evasion makes a unit evade incoming attacks from other units, blind makes a unit miss upon attacking other units. Just like evasion, when an attack misses to blindness, it gets completely nullified.
True Strike and Accuracy are mechanics that nullifies Evasion.
Visual Feedback[]

"Miss" appearing upon missing an attack,
"Evade" appearing upon getting missed.
Upon missing an attack on an enemy, a red floating text appears, reading MISS
, visible to the attacking player only. The enemy, who was just missed by an attack, also sees a floating text, but in white and reading EVADE
instead. Furthermore, a missed attack does not play any of the attack impact sounds.
Melee Heroes[]
For melee units, if the target is farther than 350 range more than the melee unit's attack range, the attack will always miss, true strike does not guarantee hits on units outside of the buffer range. For most melee heroes attack buffer range is the sum of the hero's base attack range and 350 range.
Uphill Miss Chance[]
The uphill miss chance is a conditional effect, that only affects ranged attack projectiles of non-flying units. It causes 25% of the ranged attacks to miss if the attacker is at a lower terrain level as the target. A unit is considered to be on higher elevated terrain when it is no longer visible to the player due to the terrain. This means when an enemy stands on a relatively higher ramp, uphill miss chance applies whether visible or not. It does not matter how many terrain levels difference is between them, the miss chance always stays 25%.
Melee units, and flying units cannot miss due to the terrain.
Uphill Miss Chance Multiplier (
) is defined asJust like evasion and blind, uphill miss chance triggers upon the attack landing (which is on projectile impact for ranged heroes), not upon finishing the attack (which would be upon projectile launch for ranged heroes). This means moving up onto an elevated area after an attack projectile has been launched may cause the projectile to miss on impact to uphill miss chance, even when both units were on the same ground level as the projectile was launched.
Cleave & Splash[]

Sven cleaving through a creep wave.

Sven cleaving through a creep wave.
Cleave causes the unit's attack to deal damage in a trapezoid in front of the attacking unit. The damage is based on the unit's total attack damage values. Cleave can only be used by melee units,
ranged units cannot cleave by default.
Cleave does not affect the primary target, and it cannot miss when hitting secondary targets. However, a missed attack does not cleave. Splash is in some ways the ranged version of cleave. It works similarly as cleave, with the main difference being the damage is typically dealt in a circle around the attacked unit, instead of a trapezoid in front of the attacking unit.
Splash does not affect the primary target, and it cannot miss when hitting secondary targets. However, if an attack misses, no splash damage is applied within the radius. Splash damage works with attack modifiers the same way as cleave does.
Total Evasion[]
There are two main components in evasion:
- Evade Chance - also known as Miss Chance, the chance for attacks to miss and nullify the attack.
- Accuracy - the hit chance for attacks to hit and damage the unit.
Calculating the total Evade Chance of a unit involves using Evasion Sources, Blind Debuff Multiplier and the Uphill Miss Chance.
Stacking[]
Multiple sources of evasion stack multiplicatively with each other, while sources of blind effects stack additively with each other and multiplicatively with evasion. The uphill miss chance stacks multiplicatively with evasion and blind. While the actual chance to evade is diminishing, each source of evasion increases effective HP against physical attacks more than the last due to evasion's exponential nature. The chances of all sources of evasion and blind are determined by pseudo-random distribution.
Evade Chance (
) and Final Evasion Chance ( ) is defined asWith ei
being the Evasion Sources, eb Mu
the Blind Debuff Multiplier and eup
the Uphill Miss Chance.
Accuracy (
) and Final Hit Chance ( ) is defined asWith aci
being the Accuracy Sources.
A more concrete way of thinking about evasion stacking is that for an attack to bypass an evasion stack and hit, the attack should bypass each source of evasion in sequence. Only if all sources of evasion fail, is the attack able to deal damage.
There are currently a few abilities that directly sets a unit's evasion to 100%, e.g. Magnetic Field and Windrun.
Examples[]
- Example 1
Incoming attacks to hit hero who has Butterfly wielded is 65%, because Butterfly provides 35% evasion.
- Example 2
Phantom Assassin has level 4 Blur and a Butterfly. What's are the chances of attacks hitting her?
Phantom Assassin in this example has 32.5% chance of getting hit by attacks. Because her evasion in this example is 67.5%.
Evasion Sources[]
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Items[]
These items passively grant the wielder evasion bonus.
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Butterfly | 35 | 4975 ![]() |
142.14 ![]() |
Elven Tunic | 16 | N/A | N/A |
Heaven's Halberd | 20 | 3550 ![]() |
177.5 ![]() |
Radiance | 15 | 5050 ![]() |
336.67 ![]() |
Talisman of Evasion | 15 | 1300 ![]() |
86.67 ![]() |
Trickster Cloak | 20 | N/A | N/A |
Values may include portions from actives or auras. |
Blind[]
Blind is a debuff that makes a unit miss upon attacking other units and sources of blind effects stack additively with each other.
Blind Debuff Multiplier is defined as
With eb
being the sources of Blind.
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Talents[]
The following heroes have a talent that grants them evasion.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Evasion |
True Strike[]
True Strike prevents the unit's attacks from missing, negating evasion, blindness and the 25% uphill miss chance for ranged units. It also prevents
melee attacks from missing when the target moves more than 350 range away before the attack. Although unable to miss, attack projectiles of a ranged units with True Strike can still be disjointed. True Strike does not work when attacking buildings. However, it works against any other unit, including wards and allied units.
- Damage: 225
Empowers your next attack with bonus magic damage and True Strike. - Attacks from Moon Glaives ignore evasion.
- The ability performs an instant attack with True Strike on enemies in a circular sector.
- Earthbind grants True Strike on targets.
- The ability performs an instant attack with True Strike on enemies within a certain length and width.
- The ability performs an instant attack with True Strike on enemies within a certain length and width.
- Number of Targets: 1 (
3)
The ability performs instant attacks on the target unit or enemies which cannot miss. - The attack to break the invisibility cannot miss.
- The attack to break the invisibility cannot miss.
- The ability performs an instant attack with True Strike on enemies in a radius.
- The ability performs an instant attack with True Strike on enemies in a radius. However, when the tree is avoided, no attack is performed.
- The ability performs an instant attack with True Strike on enemies within the radius.
- The ability performs an instant attack with True Strike on enemies along the path.
- The attack from Walrus Punch cannot miss.
- Active ability. The next 5 attacks have True Strike and deal magic damage.
- The attack triggering Poison Attack cannot miss.
- The attack triggering Poison Attack cannot miss.
- The ward's attacks and bounces can not miss.
- Same values and notes from Death Ward applies.
Accuracy[]

Average DPS increase of Accuracy against Evasion up to 35%
Accuracy is a mechanic similar to True Strike. Accuracy is applied as a debuff on the target.
There are two definitions of Accuracy in the game:
- First Definition:
- True Strike's counterpart — While True Strike prevents the unit to miss any of its attacks, Accuracy prevents the units from being missed by any attack.
- Second Definition:
- Chance-based True Strike — Just like proc chances for abilities, in this definition, attacks gain a chance to ignore evasion and blind effects.
Accuracy (
) and Final Hit Chance ( ) is defined asWith aci
being the Accuracy Sources.
First Definition[]
- Accuracy: 100%
Duration: 5
Units attacking a target with the Soul Rend debuff cannot miss. - Accuracy: 25%
- Accuracy: 100%
Units attacking these wards cannot miss.
Second Definition[]
- Neutral Radius: 800
Player Controlled Radius: 1200
Accuracy: 40%
The effects are provided by an aura, grants allies a chance to not miss on attacks. - Proc Chance: 30%
Attacks proccing Pierce can not miss. - Proc Chance: 30%
Attacks proccing Chain Lightning can not miss. - Proc Chance: 30%
Attacks proccing Chain Lightning cannot miss. - Proc Chance: 80%
Attacks proccing Pierce cannot miss.
Version History[]
- Blind now uses pseudo-random distribution.
- Shine no longer grants 40% accuracy against the targeted enemy.
- Fountain Damage now have 25% accuracy on their attacks.
- Javelin and Monkey King Bar now provide accuracy.
- Increased Solar Crest's accuracy from 35% to 40%.
- Uphill Miss Chance no longer applies to flying units [?]
- Evasion now uses pseudo-random distribution.
- Evasion is now calculated on impact rather than on launch.
- Cripple no longer grants 40% accuracy against the target.
- Evasion from Magnetic Field now works for illusions.
- Cripple
- Now grants units that attack the target 40% accuracy.
- This means that targets attacking that unit will not miss 40% of the time.
- Now grants units that attack the target 40% accuracy.
- Melee attacks now miss if the target is farther than 350 range more than their attack range.
- Attacking Observer and Sentry Wards can no longer miss.
- Evasion now stacks diminishingly (like Crit, Magic Resistance, etc).
Patch History[]
- Fountain Damage now has 25% accuracy.
- Moved the
MISS
message to appear over the attacked unit when you are attacking. - Added an
EVADE
message that appears over you when you are attacked.
- Fixed disabled evasion abilities sometimes evading attacks.
- Basic attacks that miss or are evaded no longer play sounds.
- Fixed True Strike working against non-tower buildings.
- Fixed evasion not being disabled properly with the following abilities:
- Miss messages now appear immediately, and over the head of the hero missing the attack.
- Added particle based messages for
MISS
andEVADE
.
|