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{{Tabber
[[File:Blur icon.png|frame]]
 
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| link1 = Evasion
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| name1 = Evasion
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| link2 = Evasion/Changelogs
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| name2 = Changelogs
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}}
 
{{Quotation|Brewmaster|Having trouble seeing straight?|sound=brew ability drunkenhaze 08.mp3}}
 
{{Quotation|Brewmaster|Having trouble seeing straight?|sound=brew ability drunkenhaze 08.mp3}}
   
<dfn>Evasion</dfn> ( <math>e</math> ) is mechanic that allows the unit to dodge an incoming [[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 modifier]]s, and on-hit effects.
+
Evasion is mechanic that allows the unit to evade an incoming [[attack]].
   
  +
All Evasion effects trigger upon landing an attack. This is upon projectile impact and upon [[attack point]] for {{Symbol|Ranged}} [[ranged]] and {{Symbol|Melee}} [[melee]] units respectively. Any attack or ability effects that relies on attacks to hit their targets do not trigger, including most [[attack modifier]]s and on-hit effects unless explicitly specified.
__TOC__
 
== 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 [[Evasion#Blind|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.
 
   
 
[[Evasion#True Strike|True Strike]] and [[Evasion#Accuracy|Accuracy]] are mechanics that nullifies Evasion.
 
[[Evasion#True Strike|True Strike]] and [[Evasion#Accuracy|Accuracy]] are mechanics that nullifies Evasion.
   
  +
{{TOC float|right}}
=== Visual Feedback ===
 
  +
== Definition ==
[[File:miss floating texts.png|thumb|200px|"Miss" appearing upon missing an attack,<br>"Evade" appearing upon getting missed.]]
 
  +
{| <section begin=Definition />class="wikitable" width="80%" style="text-align:center;"
Upon missing an attack on an enemy, a red floating text appears, reading <code style="color:red;">MISS</code>, 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 <code>EVADE</code> instead. Furthermore, a missed attack does not play any of the attack impact sounds.
 
  +
! style="width:15%;" rowspan="2" | Mechanics
  +
! style="width:50%;" rowspan="2" | Definition
  +
! style="width:20%;" colspan="2" | [[Attack Range]] Type
  +
! style="width:15%;" rowspan="2" | Examples
  +
|-
  +
! {{Symbol|Ranged}} [[Ranged]]
  +
! {{Symbol|Melee}} [[Melee]]
  +
|-
  +
! [[Evasion#Sources|Evasion]]
  +
| style="text-align:left;" |
  +
* Grants the affected unit a chance to evade an incoming [[attack]].
  +
* Stacks diminishingly with other evasion sources.
  +
| Upon projectile impact.
  +
| Upon [[attack point]].
  +
| {{I|Butterfly}}
  +
|-
  +
! [[Evasion#Melee Attack Buffer|Melee Attack Buffer]]
  +
| style="text-align:left;" |
  +
* If the attacked target of a {{Symbol|Melee}} [[melee]] unit is greater than the attack buffer range, the attack will 100% miss.
  +
* Fully affects [[Instant Attack]] sources.
  +
* Neither negated by [[Evasion#True Strike|True Strike]] nor [[Evasion#Accuracy|Accuracy]] sources.
  +
| Not applicable.
  +
| Upon projectile impact.
  +
|
  +
|-
  +
! [[Evasion#Attack Range Type|Uphill Miss Chance]]
  +
| style="text-align:left;" |
  +
* Affects {{Symbol|Ranged}} Ranged projectiles of units without [[flying movement]].
  +
* These projectiles have a {{#expr:{{G|uphill miss chance}}*100}}% chance to miss upon [[attack]]ing if the attacker is at a lower terrain level as the target, regardless of [[vision]].
  +
* Stacks diminishingly with other evasion sources.
  +
| Upon projectile impact.
  +
| Not applicable.
  +
|
  +
|-
  +
! [[Evasion#Blind|Blind]]
  +
| style="text-align:left;" |
  +
* Applies a debuff that causes affected units to have a chance to miss upon [[attack]]ing.
  +
* Stacks additively with other blind sources up to 100%.
  +
* The total blind debuff multiplier stacks diminishingly with evasion sources.
  +
| Upon projectile impact.
  +
| Upon [[attack point]].
  +
| {{A|Blinding Light|Keeper of the Light}}
  +
|-
  +
! [[Evasion#True Strike|True Strike]]
  +
| style="text-align:left;" |
  +
* Completely negates all evasion sources.
  +
* Does not work when attacking {{Symbol|Building}} [[buildings]].
  +
|
  +
|
  +
| {{A|Astral Step|Void Spirit}}
  +
|-
  +
! [[Evasion#Accuracy|Accuracy]]
  +
| style="text-align:left;" |
  +
* Applies a debuff that causes incoming attacks to ignore evasion sources on the affected unit.
  +
* 100% accuracy prevents all incoming attacks from being missed.
  +
* Non-100% accuracy sources are considered chance-based [[Evasion#True Strike|True Strike]].
  +
| Upon projectile impact.
  +
| Upon [[attack point]].
  +
| {{A|Soul Rend|Bloodthorn}}<br>{{I|Monkey King Bar}}
  +
|-
  +
! colspan="5" | All evasion sources use [[pseudo-random distribution]].<section end=Definition />
  +
|}
   
=== Uphill Miss Chance ===
+
=== Equations ===
  +
All evasion, blind, and accuracy sources are determined by [[pseudo-random distribution]].
The <dfn>uphill miss chance</dfn> 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 ramp, but is still visible to the player, there is no uphill miss chance, but as soon as they disappear in the fog by moving the ramp further up, uphill miss chance applies. It does not matter how many terrain levels difference is between them, the miss chance always stays 25%.
 
   
  +
Accuracy and Blind sources do not directly increase the attacked unit's evasion value, instead, they increase the effective evasion rate of the attacked unit for blind and lower it for accuracy. For effective evasion rate calculation purposes, multiple sources of evasion and accuracy stack diminishingly with each other respectively, while blind sources stack additively with each other and multiplicatively with evasion.
Melee units, and [[flying]] units cannot miss due to the terrain.
 
   
  +
The total evasion displayed on the [[HUD]] is defined as: <span style="font-size:110%; font-weight:bold;">Total Evasion = 1 - <math>\prod_{i=1}^{n}</math>(1 - [[Evasion#Sources|Evasion]] <sub>i</sub> )</span>
Uphill Miss Chance Multiplier ( <math>e_{up}</math> ) is defined as
 
   
  +
The total blind is defined as: <span style="font-size:110%; font-weight:bold;">Total Blind = <math>\sum_{i=1}^{n}</math>[[Evasion#Blind|Blind]] <sub>i</sub></span>
: {{#tag:math|e_{up} =
 
\begin{cases}
 
{{#expr:1-0.25}}, \quad & \text{if } \quad \text{uphill} = \top \\
 
1, & \text{otherwise}
 
\end{cases}
 
}}
 
   
  +
The total accuracy is defined as: <span style="font-size:110%; font-weight:bold;">Total Accuracy = 1 - <math>\prod_{i=1}^{n}</math>(1 - [[Evasion#Accuracy|Accuracy]] <sub>i</sub> )</span>
Just like evasion and [[Evasion#Blind|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.
 
  +
<br><br>
  +
<span style="font-size:110%; font-weight:bold;">{{Treelist}}
  +
* Incoming Attacks
  +
** <span style="color:dodgerblue;">Accuracy Sources or True Strike Sources proc</span>
  +
** <span style="color:darkolivegreen;">Evasion</span>
  +
*** <span style="color:crimson;">Blind</span>
  +
** Melee Buffer Range check
  +
** Attack Hits
  +
{{Treelist/end}}</span>
  +
<br>
  +
<span style="font-size:110%; font-weight:bold;">Effective Evade Chance = (1 - <span style="color:darkolivegreen;">(1 - Total Evasion)</span> × <span style="color:crimson;">(1 - Total Blind)</span>) × (1 - {{Symbol|Melee}} Melee Buffer Range Miss)</span>
   
  +
<span style="font-size:110%; font-weight:bold;">Final Hit Chance = 1 - Effective Evade Chance × (1 - <span style="color:dodgerblue;">Total Accuracy</span>)</span>
== 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.
 
* [[Evasion#Accuracy|Accuracy]] - the hit chance for attacks to hit and damage the unit.
 
   
  +
The formula written above is color-coded in sections, where <span style="color:dodgerblue;">blue</span> indicates the chance that accuracy does not proc, <span style="color:crimson;">red</span> indicates the total blind multiplier, and <span style="color:darkolivegreen;">green</span> for the evasion multiplier.
Calculating the total Evade Chance of a unit involves using Evasion Sources, [[Evasion#Blind|Blind Debuff Multiplier]] and the [[Evasion#Uphill Miss Chance|Uphill Miss Chance]].
 
   
=== Stacking ===
+
== Miss ==
  +
[[File:miss floating texts.png|thumb|200px|"Miss" appearing upon missing an attack,<br>"Evade" appearing upon getting missed.]]
{{Main|Item passive stacking}}
 
  +
Upon missing an attack on an enemy, a red floating text appears, reading <code style="color:red;">MISS</code>, 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 <code>EVADE</code> instead. Furthermore, a missed attack does not play any of the attack impact sounds.
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 attack]]s 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]].
 
   
  +
=== Attack Range Type ===
Evade Chance ( <math>P(e)</math> ) and Final Evasion Chance ( <math>\sum e</math> ) is defined as
 
  +
{{Main|Attack Range}}
: <math>P(e) = 1 - \prod_{i=1}^n (1-e_{i}) \times e_{bMu} \times e_{up}</math>
 
  +
For {{Symbol|Melee}} [[melee]] units, <section begin=Melee Attack Buffer />if the target is farther than {{G|melee miss range}} range more than the melee unit's attack range, the attack 100% [[miss]]es, [[Evasion#True Strike|True Strike]] does not guarantee hits on units outside of the buffer range.<section end=Melee Attack Buffer />
   
  +
{{#lst:Attack Range|Total Melee Attack Range}}
: <math>\sum e = P(e) \times (1 - \sum ac)</math>
 
   
  +
=== Uphill Miss Chance ===
With <code>e<sub>i</sub></code> being the [[Evasion#Evasion Granting Abilities|Evasion Sources]], <code>e<sub>b Mu</sub></code> the [[Evasion#Blind|Blind Debuff Multiplier]] and <code>e<sub>up</sub></code> the Uphill Miss Chance.
 
  +
For {{Symbol|Ranged}} [[ranged]] units without [[Flying Movement]], the uphill miss chance is conditionally applied upon a ranged attack projectile impact and not on the unit's attack point — <section begin=Uphill Miss Chance />it causes {{#expr:{{G|uphill miss chance}}*100}}% of the ranged attacks to miss if the attacking unit is at a lower terrain level as the target, regardless of the terrain level difference. A unit is considered to be on higher elevated terrain when it is no longer visible to the player due to the terrain. When an enemy stands on a relatively higher ramp, uphill miss chance applies whether if the attacked unit is within [[vision]] or not.<section end=Uphill Miss Chance />
   
  +
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.
<section begin=ac />Accuracy ( <math>ac</math> ) and Final Hit Chance ( <math>\sum ac</math> ) is defined as
 
   
  +
Uphill miss chance is considered an evasion source, it does not apply to {{Symbol|Melee}} units and units with flying movement.
: <math>P(ac) = 1 - \prod_{i=1}^n (1-ac_{i})</math>
 
   
  +
=== Cleave & Splash ===
: <math>\sum ac = 1 - \sum e \times \big(1 - P(ac)\big)</math>
 
  +
{{Main|Cleave|Splash}}
  +
{{#lst:Cleave|Cleave Intro}}
  +
{{#lst:Cleave|Splash Intro}}
   
  +
=== Blind ===
With <code>ac<sub>i</sub></code> being the Accuracy Sources.<section end=ac />
 
  +
<section begin=Blind Intro />Blind is a debuff that makes a unit miss upon attacking other units and sources of blind effects stack additively with each other, rendering an affected unit unable to land any attack.<section end=Blind Intro /> Although a combination of different blind sources can exceed 100%, for effective evasion rate calculation convenience, they can stack up to a maximum value of 100%.
   
  +
Total Blind is defined as:
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.
 
   
  +
<span style="font-size:110%; font-weight:bold;">Total Blind = <math>\sum_{i=1}^{n}</math>[[Evasion#Blind|Blind]] <sub>i</sub></span>
There are currently a few abilities that directly sets a unit's evasion to 100%, e.g. {{A|Magnetic Field|Arc Warden}} and {{A|Windrun|Windranger}}.
 
   
  +
{{SkillListHead|title=Blind Sources}}
=== Examples ===
 
  +
<section begin=Blind Sources />{{SkillListLite
;Example 1<!--
 
  +
| source = Broodmother
-->{{#vardefine:btf|{{Show|I|Butterfly|bonus evasion}}}}
 
  +
| name = Silken Bola
Incoming attacks to hit hero who has {{I|Butterfly}} wielded is {{#expr:100-{{#var:btf}}}}%, because Butterfly provides {{Show|I|Butterfly|bonus evasion}}% evasion.
 
  +
}}
  +
{{SkillListLite
  +
| source = Keeper of the Light
  +
| name = Blinding Light
  +
}}
  +
{{SkillListLite
  +
| source = Nature's Prophet
  +
| name = Sprout
  +
| nametext = Sprout<sup>1</sup>
  +
}}
  +
{{SkillListLite
  +
| source = Radiance
  +
| name = Burn
  +
}}
  +
{{SkillListLite
  +
| source = Riki
  +
| name = Smoke Screen
  +
}}
  +
{{SkillListLite
  +
| source = Sand King
  +
| name = Sand Storm
  +
| nametext = Sand Storm<sup>1</sup>
  +
}}
  +
{{SkillListLite
  +
| source = Tinker
  +
| name = Laser
  +
}}
  +
{{SkillListLite
  +
| source = Troll Warlord
  +
| name = Whirling Axes (Melee)
  +
}}<section end=Blind Sources />
  +
{{SkillListTail}}
  +
{{Footnote|1|Requires {{Symbol|Talent}} [[talent]].}}
  +
{{Footnote|2a|Requires {{I|Aghanim's Scepter}}.}}
  +
{{Footnote|2b|Requires {{I|Aghanim's Shard}}.}}
   
  +
== Sources ==
;Example 2<!--
 
  +
The following sources grant evasion and are determined by [[pseudo-random distribution]] as long as their value is neither 0% nor 100%. Evasion causes a unit to evade attacks of all kinds, while [[disjoint]]ing only evades projectile-based attacks. Sources that grant 100% evasion still stack diminishingly with other evasion sources despite the evasion value being 100%. These sources are still subjected to [[Evasion#Blind|Blind]] and [[Evasion#Accuracy|Accuracy]] multipliers like regular evasion sources.
-->{{#vardefine:blur4|{{#explode:{{#explode:{{Show|A|Phantom Assassin|Blur|value1}}|/|3}}|%}}}}<!--
 
-->{{#vardefine:eMu eg2|{{#expr:(1-{{#expr:{{#var:blur4}}/100}})*(1-{{#expr:{{#var:btf}}/100}})}}}}
 
   
  +
The total evasion displayed on the [[HUD]] is defined as:
{{H|Phantom Assassin}} has level 4 {{A|Blur|Phantom Assassin}} and a {{I|Butterfly}}. What's are the chances of attacks hitting her?
 
   
  +
<span style="font-size:110%; font-weight:bold;">Total Evasion = 1 - <math>\prod_{i=1}^{n}</math>(1 - [[Evasion#Sources|Evasion]] <sub>i</sub> )</span>
: Evasion Sources: {{A|Blur|Phantom Assassin}}: {{#var:blur4}}%, {{I|Butterfly}}: {{#var:btf}}%
 
   
  +
{{SkillListHead|title=100% Evasion Sources}}
: {{#tag:math|\begin{align}
 
  +
<section begin=True Evasion Sources />{{SkillListLite
P(e) &= 1 - \prod_{i=1}^n (1-e_{i}) \times e_{bMu} \times e_{up} \\
 
&= 1 - \underbrace{(1 - {{#expr:{{#var:blur4}}/100}}) \times (1 - {{#expr:{{#var:btf}}/100}})}_\text{Evasion Sources} \times (1 - 0) \times 1 \\
 
&= 1 - {{#var:eMu eg2}} \\
 
&= {{#expr:1-{{#var:eMu eg2}}}}
 
\end{align}
 
}}
 
 
{{H|Phantom Assassin}} in this example has {{#expr:{{#var:eMu eg2}}*100}}% chance of getting hit by attacks. Because her evasion in this example is {{#expr:(1-{{#var:eMu eg2}})*100}}%.
 
 
== Evasion Granting Abilities ==
 
{{SkillListHead}}
 
{{SkillListRich
 
 
| source = Arc Warden
 
| source = Arc Warden
 
| name = Magnetic Field
 
| name = Magnetic Field
| trait1 = Evasion
 
| value1 = {{Show|A|Arc Warden|Magnetic Field|value3}}
 
| trait2 = Duration
 
| value2 = {{Show|A|Arc Warden|Magnetic Field|value6}}
 
| notes = Grants allied heroes and buildings within the field evasion against attacks coming from outside the field.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
  +
| source = Gossamer Cape
  +
| name = Sixth Sense
  +
}}
  +
{{SkillListLite
  +
| source = Windranger
  +
| name = Windrun
  +
}}<section end=True Evasion Sources />
  +
{{SkillListTail}}
  +
{{Footnote|1|Requires {{Symbol|Talent}} [[talent]].}}
  +
{{Footnote|2a|Requires {{I|Aghanim's Scepter}}.}}
  +
{{Footnote|2b|Requires {{I|Aghanim's Shard}}.}}
  +
  +
{{SkillListHead|title=Evasion Sources}}<section begin=Sources />
  +
{{SkillListLite
  +
| source = Evasion
  +
| name =
  +
| nametext = {{#expr:{{G|uphill miss chance}}*100}}% Uphill Miss Chance (Ranged Attacks)
  +
| type = npc
  +
}}
  +
{{SkillListLite
 
| source = Brewmaster
 
| source = Brewmaster
 
| name = Drunken Brawler
 
| name = Drunken Brawler
  +
| nametext = Drunken Brawler (Storm Stance)
| trait1 = Evasion
 
| value1 = {{Show|A|Brewmaster|Drunken Brawler|value1}}
 
| trait2 = Active Evasion & Crit Chance Multiplier
 
| value2 = {{Show|A|Brewmaster|Drunken Brawler|value4}}
 
| trait3 = Duration
 
| value3 = {{Show|A|Brewmaster|Drunken Brawler|value6}}
 
| notes = Passive. Ability is {{Show|A|Brewmaster|Drunken Brawler|value4}} times more potent while active.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Butterfly
+
| source = Storm
  +
| name = Drunken Brawler
| trait1 = Evasion
 
  +
| nametext = Drunken Brawler<sup>1</sup>
| value1 = {{Show|I|Butterfly|bonus evasion}}%
 
| notes = Passively grants the item owner evasion.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Clinkz
+
| source = Dawnbreaker
| name = Strafe
+
| name = Solar Guardian
  +
| nametext = Solar Guardian<sup>2a</sup>
| trait1 = Ranged Evasion
 
| value1 = {{Show|A|Clinkz|Strafe|value2}}
 
| trait2 = Duration
 
| value2 = {{Show|A|Clinkz|Strafe|value3}}
 
| notes = The evasion works against ranged attacks only.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Heaven's Halberd
 
| trait1 = Evasion
 
| value1 = {{Show|I|Heaven's Halberd|bonus evasion}}%
 
| notes = Passively grants the item owner evasion.
 
}}
 
{{SkillListRich
 
 
| source = Hoodwink
 
| source = Hoodwink
 
| name = Scurry
 
| name = Scurry
| trait1 = Passive Evasion
 
| value1 = {{Show|A|Hoodwink|Scurry|value2}}
 
| notes = Passive, grants {{H|Hoodwink}} evasion bonus as long as they stay within proximity of trees.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
  +
| source = Mirana
  +
| name = Moonlight Shadow
  +
| nametext = Moonlight Shadow<sup>1</sup>
  +
}}
  +
{{SkillListLite
 
| source = Phantom Assassin
 
| source = Phantom Assassin
 
| name = Blur
 
| name = Blur
| trait1 = Passive Evasion
 
| value1 = {{Show|A|Phantom Assassin|Blur|value1}} ({{Symbol|Talent}} {{Show|A|Phantom Assassin|Blur|value1 tal}})
 
| notes = Passive.
 
}}
 
{{SkillListRich
 
| source = Talisman of Evasion
 
| trait1 = Evasion
 
| value1 = {{Show|I|Talisman of Evasion|bonus evasion}}%
 
| notes = Passively grants the item owner evasion.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
 
| source = Windranger
 
| source = Windranger
 
| name = Windrun
 
| name = Windrun
  +
}}<section end=Sources />
  +
{{SkillListTail}}
  +
{{Footnote|1|Requires {{Symbol|Talent}} [[talent]].}}
  +
{{Footnote|2a|Requires {{I|Aghanim's Scepter}}.}}
  +
{{Footnote|2b|Requires {{I|Aghanim's Shard}}.}}
  +
  +
=== Items ===
  +
The following items grants the wielder an evasion bonus.
  +
{{#cargo_query:
  +
table = items, items_bonustraits
  +
| join on = items.title=items_bonustraits.title
  +
| fields = items._pageName, items.item_cost, items_bonustraits.bonus_evasion
  +
| where = bonus_evasion>0 AND game IS NULL
  +
| group by = items._pageName
  +
| limit = 200
  +
| format = template
  +
| template = Item bonus value table el
  +
| intro = {{Item bonus value table start|userparam=Evasion Bonus from Items}}
  +
| outro = {{Item bonus value table end}}
  +
}}
  +
  +
=== Talents ===
  +
{{Ability
  +
| ID = 451, 5971, 6239, 5972, 452, 5973, 5974, 6700, 431, 6613, 6882
  +
| intern = special_bonus_evasion_8/10/12/15/16/20/25/30/40/50/75
  +
| name = Evasion
  +
| image = File:Talent_icon.png
  +
| type = talent
  +
| description =
  +
| target = Passive
  +
| affects = Self
  +
  +
| buff1text = Hidden modifier
  +
| buff1dispel = None
  +
 
| trait1 = Evasion
 
| trait1 = Evasion
| value1 = {{Show|A|Windranger|Windrun|value2}}
+
| value1 = Varies
  +
| trait2 = Duration
 
  +
| notes = * Grants the hero evasion.
| value2 = {{Show|A|Windranger|Windrun|value6}}
 
  +
| notes = Grants the caster evasion for the duration.
 
  +
* Stacks multiplicatively with other evasion sources.
  +
  +
* Has the following evasion values:
  +
** 8%/10%/12%/15%/16%/20%/25%/30%/40%/50%/75%
 
}}
 
}}
{{SkillListTail}}
 
   
  +
{{Talent bonus table|Evasion|evasion}}
=== Blind ===
 
Blind is a debuff that makes a unit miss upon attacking other units and sources of blind effects stack additively with each other.
 
   
  +
== Accuracy ==
Blind Debuff Multiplier is defined as
 
  +
[[File:AccuracyDPS.png|thumb|300px|Average DPS increase of Accuracy against Evasion up to 35%.]]
  +
Accuracy is applied as a debuff on the affected target. It does not directly increase the attacked unit's evasion value. For calculation purposes, the [[Evasion#Accuracy|accuracy multiplier]] can be considered as an evasion source as well.
   
  +
<span style="font-size:110%; font-weight:bold;">Total Accuracy = 1 - <math>\prod_{i=1}^{n}</math>(1 - [[Evasion#Accuracy|Accuracy]] <sub>i</sub> )</span>
: <math>e_{bMu} = 1 - \sum \text{min} (e_{b})</math>
 
   
  +
True Strike sources can also be considered as outgoing accuracy.
With <code>e<sub>b</sub></code> being the sources of Blind.
 
  +
{| class="wikitable" width="70%" style="text-align:center;"
  +
! style="width:20%;" | Mechanics
  +
! style="width:60%;" | Definition
  +
! style="width:20%;" | Ability Examples
  +
|-
  +
! True Strike
  +
| style="text-align:left;" |
  +
* The attacking unit's attack cannot be missed.
  +
| {{A|Walrus PUNCH!|Tusk}}
  +
|-
  +
! Outgoing Accuracy
  +
| style="text-align:left;" |
  +
* Chance-based conditional True Strike that procs on attack.
  +
| {{A|Pierce|Monkey King Bar}}<br>{{A|Fountain Damage|Fountain}}
  +
|-
  +
|-
  +
! Incoming Accuracy
  +
| style="text-align:left;" |
  +
* Applies a debuff that prevents incoming attacks on the affected unit from being missed.
  +
| {{A|Soul Rend|Bloodthorn}}
  +
|-
  +
|}
   
  +
=== True Strike ===
The following abilities are the sources of blind:
 
  +
True Strike prevents the unit's attacks from missing, negating both evasion and blind sources against any other units, including [[ward]]-type units and ally units, except attacks against {{Symbol|Building}} [[buildings]]. However, it does not apply an Accuracy debuff on the attacked unit.
{{SkillListHead}}
 
  +
{{SkillListRich
 
  +
For {{Symbol|Ranged}} [[ranged]] units, although True Strike prevents the unit's attack from missing, attack projectiles of ranged units with True Strike can still be [[disjoint]]ed. For {{Symbol|Melee}} [[melee]] units, it also prevents the attacking unit's attack from missing when the attacked target moves more than {{G|melee miss range}} range away upon its [[attack point]].
| source = Broodmother
 
  +
| name = Silken Bola
 
  +
All attacks against [[Runes]] and against destroyable [[items]] have True Strike.
| trait1 = Miss Chance
 
  +
{{SkillListHead|title=True Strike Sources}}
| value1 = {{Show|A|Broodmother|Silken Bola|value4}}
 
  +
{{SkillListLite
| trait2 = Duration
 
  +
| source = Dark Seer
| value2 = {{Show|A|Broodmother|Silken Bola|value6}}
 
  +
| name = Normal Punch
| notes = Blinds the units hit by the abilty.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
 
| source = Drow Ranger
 
| source = Drow Ranger
| name = Gust
+
| name = Glacier
| trait1 = Miss Chance
 
| value1 = {{Symbol|Talent}} {{Show|A|Drow Ranger|Gust|value7 tal}}
 
| trait2 = Debuff Duration
 
| value2 = {{Show|A|Drow Ranger|Gust|value6}}
 
| notes = Requires a {{Symbol|Talent}} [[talent]], blinds every unit affected by the ability.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Keeper of the Light
+
| source = Enchanted Quiver
| name = Blinding Light
+
| name = Certain Strike
| trait1 = Miss Chance
 
| value1 = {{Show|A|Keeper of the Light|Blinding Light|value5}} ({{Symbol|Talent}} {{Show|A|Keeper of the Light|Blinding Light|value5 tal}})
 
| trait2 = Duration
 
| value2 = {{Show|A|Keeper of the Light|Blinding Light|value7}}
 
| notes = Only available during {{A|Spirit Form|Keeper of the Light}}, blinds every unit affected by the ability.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Radiance
+
| source = Nyx Assassin
| name = Burn
+
| name = Vendetta
| trait1 = Radius
 
| value1 = {{Show|A|Radiance|Burn|value1}}
 
| trait2 = Miss Chance
 
| value2 = {{Show|A|Radiance|Burn|value4}}
 
| notes = The effects is provided by an [[aura]], passively blinds every unit within range. The debuff lingers for {{Show|A|Radiance|Burn|value5}} seconds.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Riki
+
| source = Silver Edge
| name = Smoke Screen
+
| name = Shadow Walk
| trait1 = Radius
 
| value1 = {{Show|A|Riki|Smoke Screen|value2}} ({{Symbol|Talent}} {{Show|A|Riki|Smoke Screen|value2 tal}})
 
| trait2 = Enemy Miss Chance
 
| value2 = {{Show|A|Riki|Smoke Screen|value3}}
 
| trait3 = Duration
 
| value3 = {{Show|A|Riki|Smoke Screen|value5}}
 
| notes = The effects is provided by an [[aura]], blinds every affected unit within the target radius. The debuff lingers for {{Show|A|Riki|Smoke Screen|value5}} seconds.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Sand King
+
| source = Tusk
| name = Sand Storm
+
| name = Walrus PUNCH!
| trait1 = Enemy Miss Chance
 
| value1 = {{Symbol|Talent}} {{Show|A|Sand King|Sand Storm|value6 tal}}
 
| trait2 = Duration
 
| value2 = {{Show|A|Sand King|Sand Storm|value4}}
 
| notes = Requires a {{Symbol|Talent}} [[talent]], the effects is provided by an [[aura]], blinds every affected unit within radius. The debuff lingers for {{Show|A|Sand King|Sand Storm|value5}} seconds.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Tinker
+
| source = Revenant's Brooch
| name = Laser
+
| name = Phantom Province
| trait1 = Miss Chance
 
| value1 = {{Show|A|Tinker|Laser|value3}}
 
| trait2 = Hero Duration
 
| value2 = {{Show|A|Tinker|Laser|value4}}
 
| trait3 = Creep Duration
 
| value3 = {{Show|A|Tinker|Laser|value5}}
 
| trait4 = Hero Search Radius
 
| value4 = {{Symbol|Aghanim}} {{Show|A|Tinker|Laser|value6 aghs}}
 
| trait5 = Number of Bounces
 
| value5 = {{Symbol|Aghanim}} {{Show|A|Tinker|Laser|value7 aghs}}
 
| notes = Blinds every unit affected by the ability.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Troll Warlord
+
| source = Revenant's Brooch
| name = Whirling Axes (Melee)
+
| name = Witch Blade
  +
}}
| trait1 = Miss Chance
 
  +
{{SkillListLite
| value1 = {{Show|A|Troll Warlord|Whirling Axes (Melee)|value4}}
 
| trait2 = Blind Duration
+
| source = Witch Blade
  +
| name = Witch Blade
| value2 = {{Show|A|Troll Warlord|Whirling Axes (Melee)|value5}}
 
  +
}}
| notes = Blinds every unit affected by the ability.
 
  +
{{SkillListLite
  +
| source = Witch Doctor
  +
| name = Death Ward
  +
| nametext = Death Ward<sup>2a</sup>
  +
}}
  +
{{SkillListLite
  +
| source = Witch Doctor
  +
| name = Voodoo Switcheroo
  +
| nametext = Voodoo Switcheroo<sup>2a</sup>
 
}}
 
}}
 
{{SkillListTail}}
 
{{SkillListTail}}
  +
{{Footnote|1|Requires {{Symbol|Talent}} [[talent]].}}
  +
{{Footnote|2a|Requires {{I|Aghanim's Scepter}}.}}
  +
{{Footnote|2b|Requires {{I|Aghanim's Shard}}.}}
   
  +
{{SkillListHead|title=Instant Attacks with True Strike}}
=== Talents ===
 
  +
{{SkillListLite
{{Talent bonus table|Evasion|evasion}}
 
  +
| source = Abaddon
 
  +
| name = Mist Coil
== True Strike ==
 
  +
| nametext = Mist Coil<sup>2b</sup>
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 [[disjoint]]ed. True Strike does not work when attacking [[buildings]]. However, it works against any other unit, including [[wards]] and allied units.
 
 
{{SkillListHead|collapse=no|title=True Strike Sources}}
 
{{SkillListRich
 
| source = Drow Ranger
 
| name = Marksmanship
 
| trait1 = Proc Chance
 
| value1 = {{Show|A|Drow Ranger|Marksmanship|value4}} ({{Symbol|Talent}} {{Show|A|Drow Ranger|Marksmanship|value4 tal}})
 
| notes = Proccing attacks have True Strike.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Enchanted Quiver
+
| source = Clinkz
| name = Certain Strike
+
| name = Burning Barrage
| trait1 = Damage
 
| value1 = {{Show|A|Enchanted Quiver|Certain Strike|value2}}
 
| notes = Empowers your next attack with bonus magic damage and True Strike.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Luna
+
| source = Dawnbreaker
| name = Moon Glaives
+
| name = Starbreaker
| notes = Attacks from Moon Glaives ignore evasion.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
 
| source = Mars
 
| source = Mars
 
| name = God's Rebuke
 
| name = God's Rebuke
| notes = The ability performs an [[instant attack]] with True Strike on enemies in a [[W:Circular sector|circular sector]].
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
 
| source = Monkey King
 
| source = Monkey King
 
| name = Boundless Strike
 
| name = Boundless Strike
| notes = The ability performs an [[instant attack]] with True Strike on enemies within a certain length and width.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
 
| source = Pangolier
 
| source = Pangolier
 
| name = Swashbuckle
 
| name = Swashbuckle
| notes = The ability performs an [[instant attack]] with True Strike on enemies within a certain length and width.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
 
| source = Pangolier
 
| source = Pangolier
 
| name = Shield Crash
 
| name = Shield Crash
  +
| nametext = Shield Crash<sup>2a</sup>
| trait1 = Swashbuckle Angle
 
| value1 = {{Symbol|Aghanim}} {{Show|A|Pangolier|Shield Crash|value9 aghs}}
 
| notes = Requires {{I|Aghanim's Scepter}}, causes Shield Crash to cast a {{Show|A|Pangolier|Shield Crash|value8 aghs}}-attack Swashbuckle based on current level in every {{Show|A|Pangolier|Shield Crash|value9 aghs}} around your Pangolier.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
 
| source = Phantom Assassin
 
| source = Phantom Assassin
 
| name = Stifling Dagger
 
| name = Stifling Dagger
| trait1 = Number of Targets
 
| value1 = {{Show|A|Phantom Assassin|Stifling Dagger|value3}} ({{Symbol|Talent}} {{Show|A|Phantom Assassin|Stifling Dagger|value3 tal}})
 
| notes = The ability performs [[instant attacks]] on the target unit ({{Symbol|Talent}} enemies) which cannot miss.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Nyx Assassin
+
| source = Shadow Fiend
| name = Vendetta
+
| name = Shadowraze
| notes = The attack to break the invisibility cannot miss.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
| source = Silver Edge
 
| name = Shadow Walk
 
| notes = The attack to break the invisibility cannot miss.
 
}}
 
{{SkillListRich
 
| source = Sniper
 
| name = Take Aim
 
| notes = The active part of the ability grants True Strike for its duration.
 
}}
 
{{SkillListRich
 
 
| source = Tidehunter
 
| source = Tidehunter
 
| name = Anchor Smash
 
| name = Anchor Smash
| notes = The ability performs an [[instant attack]] with True Strike on enemies in a radius.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
 
| source = Tiny
 
| source = Tiny
 
| name = Tree Throw
 
| name = Tree Throw
| notes = The ability performs an [[instant attack]] with True Strike on enemies in a radius. However, when the tree is avoided, no attack is performed.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
 
| source = Tiny
 
| source = Tiny
 
| name = Tree Volley
 
| name = Tree Volley
| notes = Requires {{I|Aghanim's Scepter}}, the ability performs an [[instant attack]] with True Strike on enemies within the radius.
 
 
}}
 
}}
  +
{{SkillListLite
{{SkillListRich
 
 
| source = Void Spirit
 
| source = Void Spirit
 
| name = Astral Step
 
| name = Astral Step
| notes = The ability performs an [[instant attack]] with True Strike on enemies along the path.
 
}}
 
{{SkillListRich
 
| source = Tusk
 
| name = Walrus PUNCH!
 
| notes = The attack from Walrus Punch cannot miss.
 
}}
 
{{SkillListRich
 
| source = Witch Blade
 
| name = Witch Blade
 
| notes = The attack triggering Poison Attack cannot miss.
 
}}
 
{{SkillListRich
 
| source = Witch Doctor
 
| name = Death Ward
 
| notes = The ward's attacks (and {{Symbol|Aghanim}} bounces) can not miss.
 
}}
 
{{SkillListRich
 
| source = Witch Doctor
 
| name = Voodoo Switcheroo
 
| notes = Requires {{I|Aghanim's Shard}}.<br>Same values and notes from {{A|Death Ward|Witch Doctor}} applies.
 
 
}}
 
}}
 
{{SkillListTail}}
 
{{SkillListTail}}
  +
{{Footnote|1|Requires {{Symbol|Talent}} [[talent]].}}
  +
{{Footnote|2a|Requires {{I|Aghanim's Scepter}}.}}
  +
{{Footnote|2b|Requires {{I|Aghanim's Shard}}.}}
   
=== Accuracy ===
+
=== True Strike Talents ===
  +
{{Ability
[[File:AccuracyDPS.png|thumb|Average DPS increase of Accuracy against Evasion up to 35%]]
 
  +
| ID = 6922
Accuracy is a mechanic similar to True Strike. Accuracy is applied as a debuff on the target.
 
  +
| intern = special_bonus_truestrike
  +
| name = True Strike
  +
| image = File:Talent_icon.png
  +
| type = talent
  +
| description =
  +
| target = Passive
  +
| affects = Self
   
  +
| buff1text = Hidden modifier
There are two definitions of Accuracy in the game:
 
  +
| buff1dispel = None
* '''First Definition''':
 
: True Strike's counterpart — While [[Evasion#True Strike|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 [[Evasion#Blind|blind]] effects.
 
   
  +
| notes = * Grants the hero's attack True Strike, so they cannot miss.
{{#lst:Evasion|ac}}
 
 
==== First Definition ====
 
{{SkillListHead|collapse=no|title=Accuracy by First Definition}}
 
{{SkillListRich
 
| source = Bloodthorn
 
| name = Soul Rend
 
| trait1 = Accuracy
 
| value1 = 100%
 
| trait2 = Duration
 
| value2 = {{Show|A|Bloodthorn|Soul Rend|value5}}
 
| notes = Units attacking a target with the Soul Rend debuff cannot miss.
 
 
}}
 
}}
{{SkillListRich
 
| source = Fountain
 
| name = Fountain Damage
 
| trait1 = Accuracy
 
| value1 = 25%
 
}}
 
{{SkillListRich
 
| source = Observer and Sentry Wards
 
| trait1 = Accuracy
 
| value1 = 100%
 
| notes = Units attacking these wards cannot miss.
 
}}
 
{{SkillListTail}}
 
   
  +
{{Talent bonus table|True Strike|True Strike}}
==== Second Definition ====
 
  +
{{SkillListHead|collapse=no|title=Accuracy by Second Definition}}
 
  +
=== Outgoing ===
{{SkillListRich
 
  +
Grants the attack that procs the following sources True Strike.
| source = Ancient Rumblehide
 
  +
{{SkillListHead|title=Proc Chance-based Outgoing Accuracy}}
| name = War Drums Aura
 
| trait1 = Radius
 
| value1 = {{Show|A|Ancient Rumblehide|War Drums Aura|value1}}
 
| trait2 = Accuracy
 
| value2 = {{Show|A|Ancient Rumblehide|War Drums Aura|value2}}
 
| notes = The effects are provided by an [[aura]], grants allies a chance to not miss on attacks.
 
}}
 
 
{{SkillListRich
 
{{SkillListRich
 
| source = Drow Ranger
 
| source = Drow Ranger
 
| name = Marksmanship
 
| name = Marksmanship
 
| trait1 = Proc Chance
 
| trait1 = Proc Chance
| value1 = {{Show|A|Drow Ranger|Marksmanship|value4}} ({{Symbol|Talent}} {{Show|A|Drow Ranger|Marksmanship|value4 tal}})
+
| value1 = {{Show|A|Drow Ranger|Marksmanship|value5}} ({{Symbol|Talent}} {{Show|A|Drow Ranger|Marksmanship|value5 tal}})
| notes = Attacks proccing Marksmanship can not miss.
+
| notes = Attacks proccing Marksmanship cannot miss.
 
}}
 
}}
 
{{SkillListRich
 
{{SkillListRich
Line 424: Line 467:
 
| trait1 = Proc Chance
 
| trait1 = Proc Chance
 
| value1 = {{Show|A|Javelin|Pierce|value1}}
 
| value1 = {{Show|A|Javelin|Pierce|value1}}
| notes = Attacks proccing Pierce can not miss.
+
| notes = Attacks proccing Pierce cannot miss.
 
}}
 
}}
 
{{SkillListRich
 
{{SkillListRich
Line 431: Line 474:
 
| trait1 = Proc Chance
 
| trait1 = Proc Chance
 
| value1 = {{Show|A|Maelstrom|Chain Lightning|value1}}
 
| value1 = {{Show|A|Maelstrom|Chain Lightning|value1}}
| notes = Attacks proccing Chain Lightning can not miss.
+
| notes = Attacks proccing Chain Lightning cannot miss.
 
}}
 
}}
 
{{SkillListRich
 
{{SkillListRich
Line 448: Line 491:
 
}}
 
}}
 
{{SkillListTail}}
 
{{SkillListTail}}
  +
<br>
 
  +
Percentage-based outgoing accuracy sources grant attacks a chance to not miss on the target.
== Cleave ==
 
  +
{{SkillListHead|title=Percentage-based Outgoing Accuracy}}
[[File:Cleave.png|thumb|270px|[[Sven]] cleaving through a creep wave.]]
 
  +
{{SkillListRich
{{Main|Cleave#Mechanics|l1=Cleave}}
 
  +
| source = Fountain
{{#lst:Cleave|cleave intro}}
 
  +
| name = Fountain Damage
 
  +
| trait1 = Accuracy
{{Main|Cleave#Splash|l1=Splash}}
 
  +
| value1 = 25%
{{#lst:Splash|splash intro}}
 
  +
| notes = Attacks have a chance to not miss.
 
== Version History ==
 
{{VersionTableStart}}
 
{{VersionTableElement|7.22e|
 
* [[Evasion#Blind|Blind]] now uses pseudo-random distribution.
 
{{#tag:div|{{#tag:div|{{#tag:div|
 
:* [[Evasion#Uphill Miss Chance|Uphill Miss Chance]]
 
:* {{A|Incapacitating Bite|Broodmother}}
 
:* {{A|Blinding Light|Keeper of the Light}}
 
:* {{A|Burn|Radiance}}
 
| style="display:table-cell;"}}
 
{{#tag:div|
 
:* {{A|Sand Storm|Sand King}}
 
:* {{A|Smoke Screen|Riki}}
 
:* {{A|Whirling Axes (Melee)|Troll Warlord}}
 
| style="display:table-cell;"}}
 
| style="display:table-row;"}}
 
| style="display:table align-items:left; text-align:top;"}}
 
 
}}
 
}}
  +
{{SkillListRich
{{VersionTableElement|7.20|
 
  +
| source = Ancient Rumblehide
* {{A|Shine|Solar Crest}} no longer grants 40% accuracy against the targeted enemy.
 
  +
| name = War Drums Aura
* {{A|Fountain Damage|Buildings}} now have 25% accuracy on their attacks.
 
  +
| trait1 = Neutral Radius
  +
| value1 = {{Show|A|Ancient Rumblehide|War Drums Aura|value1}}
  +
| trait2 = Player Controlled Radius
  +
| value2 = {{Show|A|Ancient Rumblehide|War Drums Aura|value2}}
  +
| trait3 = Accuracy
  +
| value3 = {{Show|A|Ancient Rumblehide|War Drums Aura|value3}}
  +
| notes = The effects are provided by an [[aura]], which grants allies a chance to not miss on attacks.
 
}}
 
}}
  +
{{SkillListRich
{{VersionTableElement|7.07|
 
  +
| source = Witch Doctor
* {{I|Javelin}} and {{I|Monkey King Bar}} now provide accuracy.
 
  +
| name = Death Ward
* Increased {{I|Solar Crest}}'s accuracy from 35% to 40%.
 
  +
| trait1 = Accuracy
  +
| value1 = {{Show|A|Witch Doctor|Death Ward|value3}}
  +
| notes = Attacks have a chance to not miss.
 
}}
 
}}
  +
{{SkillListRich
{{VersionTableElement|7.06|
 
  +
| source = Witch Doctor
* [[Evasion#Uphill Miss Chance|Uphill Miss Chance]] no longer applies to flying units [{{tooltip|?|Firefly, Arctic Burn and Familiars}}]
 
  +
| name = Voodoo Switcheroo
  +
| notes = Same values and notes from {{A|Death Ward|Witch Doctor}} applies.
 
}}
 
}}
  +
{{SkillListTail}}
{{VersionTableElement|6.87|
 
  +
* Evasion now uses [[pseudo-random distribution]].
 
  +
=== Incoming ===
* Evasion is now calculated on impact rather than on launch.
 
  +
{{SkillListHead|title=Incoming Accuracy}}
* {{A|Cripple|Rod of Atos}} no longer grants 40% accuracy against the target.
 
  +
{{SkillListLite
  +
| source = Bloodthorn
  +
| name = Soul Rend
 
}}
 
}}
  +
{{SkillListLite
{{VersionTableElement|6.86|
 
  +
| source = Meepo
* {{A|Cripple|Rod of Atos}}
 
  +
| name = Earthbind
** Now grants units that attack the target 40% accuracy.
 
  +
| nametext = Earthbind<sup>1</sup>
*** This means that targets attacking that unit will not miss 40% of the time.
 
 
}}
 
}}
  +
{{SkillListLite
{{VersionTableElement|6.84|
 
  +
| source = Observer Ward
* Melee attacks now miss if the target is farther than 350 range more than their attack range.
 
  +
| name =
* Attacking {{I|Observer and Sentry Wards}} can no longer miss.
 
  +
| nametext = Planted Ward
  +
| type = item
 
}}
 
}}
  +
{{SkillListLite
{{VersionTableElement|6.79|
 
  +
| source = Sentry Ward
* Evasion now stacks diminishingly (like Crit, Magic Resistance, etc).
 
  +
| name =
  +
| nametext = Planted Ward
  +
| type = item
 
}}
 
}}
{{VersionTableEnd}}
+
{{SkillListTail}}
  +
{{Footnote|1|Requires {{Symbol|Talent}} [[talent]].}}
  +
{{Footnote|2a|Requires {{I|Aghanim's Scepter}}.}}
  +
{{Footnote|2b|Requires {{I|Aghanim's Shard}}.}}
   
== Patch History ==
+
== Stacking ==
  +
Multiple sources of evasion stack diminishingly with each other, while sources of blind effects stack additively with each other and multiplicatively with evasion.
{{PatchTableStart}}
 
  +
{{PatchTableElement|2018-12-07|
 
  +
All evasion and accuracy sources are determined by [[pseudo-random distribution]].
* {{A|Fountain Damage|Fountain}} now has 25% [[accuracy]].
 
  +
}}
 
  +
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 can the attack deal [[attack damage]]. Consider the chance to be hit, which is 1 - evade chance. A unit's chance to be hit is inversely proportional to its effective HP against attacks. Stacking multiple evasion sources is equivalent to multiplying their corresponding chance to hit. In this way, evasion's effectiveness can be understood to be stacking multiplicatively — while the actual chance to evade is diminishing, each source of evasion increases effective HP against [[physical attack]]s more than the last due to this multiplicative nature. This affects the following things:
{{PatchTableElement|2017-01-05|
 
  +
* Applying a 50% evasion source while already having 35% evasion still doubles your effective hit points against physical attacks.
* Moved the <code>Miss</code> message to appear over the attacked unit when you are attacking.
 
  +
* Consequentially, a combination of evasion sources that are individually less than 100% is also less than 100%. There are currently a few abilities that grant 100% evasion (e.g. {{A|Magnetic Field|Arc Warden}} and {{A|Windrun|Windranger}}).
* Added an <code>Evade</code> message that appears over you when you are attacked.
 
  +
}}
 
  +
;Example 1
{{PatchTableEnd}}
 
  +
: '''Interactions between incoming attacks and Evasion.'''
  +
: Incoming attacks to hit {{I|Butterfly}}'s wielder is {{#expr:(1-{{#vardefineecho:btf f|{{Show|I|Butterfly|bonus evasion}}/100}})*100}}%, because the item grants {{Show|I|Butterfly|bonus evasion}}% evasion.
  +
  +
: {{H|Arc Warden}} within the {{A|Magnetic Field|Arc Warden}} radius has {{Show|A|Arc Warden|Magnetic Field|value3}} evasion. Without any other evasion negating sources, all incoming attacks to hit {{H|Arc Warden}} are missed if the Self is within the radius.
  +
  +
;Example 2a
  +
[[File:Evasion stacking.png|thumb|250px|Multiple evasion sources stack multiplicatively with diminishing returns with each other.]]
  +
: '''Evasion sources stacks diminishingly.'''
  +
: An enemy is attacking {{H|Phantom Assassin}} who has a {{I|Butterfly}} and {{cf|Level|4}} {{A|Blur|Phantom Assassin}}. What are the chances of incoming attacks hitting {{H|Phantom Assassin}}?
  +
  +
:: Evasion sources:
  +
:: {{A|Blur|Phantom Assassin}}: {{#expr:{{#vardefineecho:blur|{{#explode:{{#explode:{{Show|A|Phantom Assassin|Blur|value1}}|/|3}}|%}}/100}}}}
  +
:: {{I|Butterfly}}: {{#expr:{{#var:btf f}}}}
  +
  +
:: Effective Evade Chance
  +
:: = 1 - <span style="color:darkolivegreen;">(1 - Total Evasion)</span> × <span style="color:crimson;">(1 - Total Blind)</span>
  +
:: = 1 - <span style="color:darkolivegreen;">[1 - (1 - {{#expr:{{#var:blur}}}}) × (1 - {{#expr:{{#var:btf f}}}})]</span> × <span style="color:crimson;">(1 - 0)</span>
  +
:: = {{#expr:{{#vardefineecho:eg2a|(1-(1-{{#var:blur}})*(1-{{#var:btf f}}))}}}}
  +
  +
:: Final Hit Chance
  +
:: = 1 - Effective Evade Chance
  +
:: = 1 - {{#expr:{{#var:eg2a}}}}
  +
:: = {{#expr:1-{{#var:eg2a}}}}
  +
  +
:: Alternatively, Blur and Butterfly have the corresponding {{#expr:1-{{#var:blur}}}} and {{#expr:1-{{#var:btf f}}}} chance to hit. Then the combined chance to hit is their product, showing a multiplicative stacking:
  +
:: Final Hit Chance
  +
:: = {{#expr:1-{{#var:blur}}}} × {{#expr:1-{{#var:btf f}}}}
  +
:: = {{#expr:(1-{{#var:blur}})*(1-{{#var:btf f}})}}
  +
  +
: {{H|Phantom Assassin}} in this example has {{#expr:(1-{{#var:eg2a}})*100}}% chance of getting hit by incoming attacks, because she has {{#expr:{{#var:eg2a}}*100}}% evasion.
  +
  +
;Example 2b
  +
[[File:Blind stacking.png|thumb|250px|2 Blind sources stack additively with each other, there are no overlaps.]]
  +
[[File:Evasion and blind stacking.png|thumb|250px|Blind sources are summed up, then it stacks multiplicatively with Evasion sources diminishingly as the unit's Effective Evade Chance.]]
  +
: '''Blind sources stack additively of itself, then stacks diminishingly with evasion sources.'''
  +
: An enemy attacking {{H|Phantom Assassin}} from the previous example is now affected by {{A|Burn|Radiance}} and {{cf|Level|4}} {{A|Smoke Screen|Riki}}. What are the chances of incoming attacks hitting {{H|Phantom Assassin}}?
  +
  +
:: {{H|Phantom Assassin}}'s Total Evasion: {{#expr:{{#var:eg2a}}}}
  +
  +
:: Blind sources:
  +
:: {{A|Burn|Radiance}}: {{#expr:{{#vardefineecho:burn|{{#explode:{{Show|A|Radiance|Burn|value4}}|%}}/100}}}}
  +
:: {{A|Smoke Screen|Riki}}: {{#expr:{{#vardefineecho:smoke|{{#explode:{{#explode:{{Show|A|Riki|Smoke Screen|value3}}|/|3}}|%}}/100}}}}
  +
  +
:: Effective Evade Chance
  +
:: = [1 - <span style="color:darkolivegreen;">(1 - Total Evasion)</span> × <span style="color:crimson;">(1 - Total Blind)</span>]
  +
:: = [1 - <span style="color:darkolivegreen;">(1 - {{#expr:{{#var:eg2a}}}})</span> × <span style="color:crimson;">(1 - ({{#expr:{{#var:burn}}}} + {{#expr:{{#var:smoke}}}}))</span>]
  +
:: = [1 - <span style="color:darkolivegreen;">{{#expr:1-{{#var:eg2a}}}}</span> × <span style="color:crimson;">{{#expr:1-({{#var:burn}}+{{#var:smoke}})}}</span>]
  +
:: = {{#expr:{{#vardefineecho:eg2b|(1-(1-{{#var:blur}})*(1-{{#var:btf f}})*(1-({{#var:burn}}+{{#var:smoke}})))}}}}
  +
  +
:: Final Hit Chance
  +
:: = 1 - Effective Evade Chance
  +
:: = 1 - {{#expr:{{#var:eg2b}}}}
  +
:: = {{#expr:1-{{#var:eg2b}}}}
  +
  +
: Although {{H|Phantom Assassin}}'s total evasion did not change, the blind applied to the enemy increases {{H|Phantom Assassin}}'s effective evade chance to {{#expr:{{#var:eg2b}}*100 round2}}%. Therefore, {{H|Phantom Assassin}} has {{#expr:(1-{{#var:eg2b}})*100 round2}}% chance of getting hit by incoming attacks.
  +
  +
=== Final Hit Chance ===
  +
;Stacking Evasion, Blind and Accuracy
  +
Given a unit with an '''Effective Evade Chance''' and subjected to '''[[Evasion#Accuracy|Total Accuracy]]''' as defined in the above sections, the final chance to hit {{H|Phantom Assassin}} in the previous example can be derived to be:
  +
  +
<span style="font-size:110%; font-weight:bold;">Final Hit Chance = <span style="color:dodgerblue;">Total Accuracy</span> + (1 - <span style="color:dodgerblue;">Total Accuracy</span>) × (1 - Effective Evade Chance)</span>
  +
  +
An intuitive way to view this calculation — The attacking unit's attacks have a guaranteed chance to trigger [[Evasion#True Strike|True Strike]] based on the <code>'''<span style="color:dodgerblue;">Total Accuracy</span>'''</code> value, whereas <code>'''(1 - <span style="font-weight:bold; color:dodgerblue;">Total Accuracy</span>)'''</code> of the attacks that do not trigger True Strike will be subjected to the <code>'''Effective Evade Chance'''</code>.
  +
  +
Or alternatively, it can be simplified as:
  +
  +
<span style="font-size:110%; font-weight:bold;">Final Hit Chance = 1 - Effective Evade Chance × (1 - <span style="color:dodgerblue;">Total Accuracy</span>)</span>
  +
  +
This can also be interpreted as — Normally, <code>'''Effective Evade Chance'''</code> of the attacks will miss. But due to accuracy, only <code>'''(1 - <span style="color:dodgerblue;">Total Accuracy</span>)'''</code> of these would-be-missed attacks actually miss since attacks based on the <code>'''<span style="color:dodgerblue;">Total Accuracy</span>'''</code> value will hit the target due to True Strike.
  +
  +
;Example 3
  +
[[File:Total evasion and accuracy stacking.png|thumb|250px|Accuracy overwrites over Effective Evade Chance.]]
  +
: The same enemy from the previous example is still affected by {{A|Burn|Radiance}} and {{cf|Level|4}} {{A|Smoke Screen|Riki}}.
  +
: The enemy's {{U|Courier}} just delivered {{I|Monkey King Bar}} and continues to attack {{H|Phantom Assassin}}. What are the chances of incoming attacks hitting {{H|Phantom Assassin}}?
  +
  +
:: {{H|Phantom Assassin}}'s Total Evasion: {{#expr:{{#var:eg2a}}}}
  +
:: Total Blind applied on the enemy: {{#expr:{{#var:burn}}+{{#var:smoke}}}}
  +
  +
:: Accuracy sources:
  +
:: {{A|Pierce|Monkey King Bar}}: {{#expr:{{#vardefineecho:mkb|{{#explode:{{Show|A|Monkey King Bar|Pierce|value1}}|%}}/100}}}}
  +
  +
:: Effective Evade Chance
  +
:: = [1 - <span style="color:darkolivegreen;">(1 - Total Evasion)</span> × <span style="color:crimson;">(1 - Total Blind)</span>]
  +
:: = [1 - <span style="color:darkolivegreen;">(1 - {{#expr:{{#var:eg2a}}}})</span> × <span style="color:crimson;">(1 - ({{#expr:{{#var:burn}}}} + {{#expr:{{#var:smoke}}}}))</span>]
  +
:: = [1 - <span style="color:darkolivegreen;">{{#expr:1-{{#var:eg2a}}}}</span> × <span style="color:crimson;">{{#expr:1-({{#var:burn}}+{{#var:smoke}})}}</span>]
  +
:: = {{#expr:{{#var:eg2b}}}}
  +
  +
:: Final Hit Chance
  +
:: = <span style="color:dodgerblue;">Total Accuracy</span> + (1 - <span style="color:dodgerblue;">Total Accuracy</span>) × (1 - Effective Evade Chance)
  +
:: = <span style="color:dodgerblue;">{{#expr:{{#var:mkb}}}}</span> + (1 - <span style="color:dodgerblue;">{{#expr:{{#var:mkb}}}}</span>) × [1 - <span style="color:darkolivegreen;">(1 - {{#expr:{{#var:eg2a}}}})</span> × <span style="color:crimson;">(1 - ({{#expr:{{#var:burn}}}} + {{#expr:{{#var:smoke}}}}))</span>]
  +
:: = <span style="color:dodgerblue;">{{#expr:{{#var:mkb}}}}</span> + <span style="color:dodgerblue;">{{#expr:1-{{#var:mkb}}}}</span> × {{#expr:1-{{#var:eg2b}}}}
  +
:: = {{#expr:{{#vardefineecho:eg3|({{#var:mkb}}+(1-{{#var:mkb}})*(1-{{#var:eg2b}}))}}}}
  +
  +
: The enemy's attacks have {{#expr:{{#var:eg3}}*100}}% chance to hit {{H|Phantom Assassin}}.
  +
: In this example with {{I|Monkey King Bar}} equipped, {{#expr:{{#var:mkb}}*100}}% of those attacks is guaranteed to hit due to [[Evasion#True Strike|True Strike]]. The remaining {{#expr:(1-{{#var:mkb}})*100}}% of the attacks that do not have True Strike, have a {{#expr:(1-{{#var:eg2b}})*100}}% chance to hit Phantom Assassin.
  +
  +
: Or alternatively,
  +
  +
:: Final Hit Chance
  +
:: = 1 - Effective Evade Chance × (1 - <span style="color:dodgerblue;">Total Accuracy</span>)
  +
:: = 1 - {{#expr:{{#var:eg2b}}}} × (1 - <span style="color:dodgerblue;">{{#expr:{{#var:mkb}}}}</span>)
  +
:: = 1 - {{#expr:{{#var:eg2b}}}} × <span style="color:dodgerblue;">{{#expr:1-{{#var:mkb}}}}</span>
  +
:: = 1 - {{#expr:({{#var:eg2b}})*(1-{{#var:mkb}})}}
  +
:: = {{#expr:{{#vardefineecho:eg3 alt|(1-({{#var:eg2b}})*(1-{{#var:mkb}}))}}}}
  +
  +
: The enemy's attacks against {{H|Phantom Assassin}} normally have {{#expr:{{#var:eg2b}}*100}}% chance to miss.
  +
: However, {{#expr:{{#var:mkb}}*100}}% of those {{#expr:{{#var:eg2b}}*100}}% attacks is guaranteed to hit due to [[Evasion#True Strike|True Strike]]. Therefore, only {{#expr:({{#var:eg2b}})*(1-{{#var:mkb}})*100}}% of the attacks will miss, resulting in a {{#expr:{{#var:eg3 alt}}*100}}% chance for attacks to hit Phantom Assassin.
  +
  +
== Recent Changes ==
  +
{{Main|Evasion/Changelogs}}
  +
{{Recent changes wrapper}}
   
 
{{MechanicsNav}}
 
{{MechanicsNav}}

Latest revision as of 13:24, 13 December 2023

Evasion
 
 
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Brewmaster

Evasion is mechanic that allows the unit to evade an incoming attack.

All Evasion effects trigger upon landing an attack. This is upon projectile impact and upon attack point for Ranged ranged and Melee melee units respectively. Any attack or ability effects that relies on attacks to hit their targets do not trigger, including most attack modifiers and on-hit effects unless explicitly specified.

True Strike and Accuracy are mechanics that nullifies Evasion.

Definition

Mechanics Definition Attack Range Type Examples
Ranged Ranged Melee Melee
Evasion
  • Grants the affected unit a chance to evade an incoming attack.
  • Stacks diminishingly with other evasion sources.
Upon projectile impact. Upon attack point. Butterfly icon Butterfly
Melee Attack Buffer
  • If the attacked target of a Melee melee unit is greater than the attack buffer range, the attack will 100% miss.
  • Fully affects Instant Attack sources.
  • Neither negated by True Strike nor Accuracy sources.
Not applicable. Upon projectile impact.
Uphill Miss Chance
  • Affects Ranged Ranged projectiles of units without flying movement.
  • These projectiles have a 25% chance to miss upon attacking if the attacker is at a lower terrain level as the target, regardless of vision.
  • Stacks diminishingly with other evasion sources.
Upon projectile impact. Not applicable.
Blind
  • Applies a debuff that causes affected units to have a chance to miss upon attacking.
  • Stacks additively with other blind sources up to 100%.
  • The total blind debuff multiplier stacks diminishingly with evasion sources.
Upon projectile impact. Upon attack point. Blinding Light icon Blinding Light
True Strike
  • Completely negates all evasion sources.
  • Does not work when attacking Buildings buildings.
Astral Step icon Astral Step
Accuracy
  • Applies a debuff that causes incoming attacks to ignore evasion sources on the affected unit.
  • 100% accuracy prevents all incoming attacks from being missed.
  • Non-100% accuracy sources are considered chance-based True Strike.
Upon projectile impact. Upon attack point. Bloodthorn icon Soul Rend
Monkey King Bar icon Monkey King Bar
All evasion sources use pseudo-random distribution.

Equations

All evasion, blind, and accuracy sources are determined by pseudo-random distribution.

Accuracy and Blind sources do not directly increase the attacked unit's evasion value, instead, they increase the effective evasion rate of the attacked unit for blind and lower it for accuracy. For effective evasion rate calculation purposes, multiple sources of evasion and accuracy stack diminishingly with each other respectively, while blind sources stack additively with each other and multiplicatively with evasion.

The total evasion displayed on the HUD is defined as: Total Evasion = 1 - (1 - Evasion i )

The total blind is defined as: Total Blind = Blind i

The total accuracy is defined as: Total Accuracy = 1 - (1 - Accuracy i )

  • Incoming Attacks
    • Accuracy Sources or True Strike Sources proc
    • Evasion
      • Blind
    • Melee Buffer Range check
    • Attack Hits


Effective Evade Chance = (1 - (1 - Total Evasion) × (1 - Total Blind)) × (1 - Melee Melee Buffer Range Miss)

Final Hit Chance = 1 - Effective Evade Chance × (1 - Total Accuracy)

The formula written above is color-coded in sections, where blue indicates the chance that accuracy does not proc, red indicates the total blind multiplier, and green for the evasion multiplier.

Miss

Miss floating texts

"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.

Attack Range Type

Main Article: Attack Range

For Melee melee units, if the target is farther than 350 range more than the melee unit's attack range, the attack 100% misses, True Strike does not guarantee hits on units outside of the buffer range.

For most Melee melee heroes, the attack buffer range is defined as:
Total Melee Buffer Range = Unit Total Attack Range + Attacker Bound Radius + Target Bound Radius + 350

Uphill Miss Chance

For Ranged ranged units without Flying Movement, the uphill miss chance is conditionally applied upon a ranged attack projectile impact and not on the unit's attack point — it causes 25% of the ranged attacks to miss if the attacking unit is at a lower terrain level as the target, regardless of the terrain level difference. A unit is considered to be on higher elevated terrain when it is no longer visible to the player due to the terrain. When an enemy stands on a relatively higher ramp, uphill miss chance applies whether if the attacked unit is within vision or not.

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.

Uphill miss chance is considered an evasion source, it does not apply to Melee units and units with flying movement.

Cleave & Splash

Main Articles: Cleave and Splash
Cleave

Sven minimap icon 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 melee units, Ranged 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.

Blind

Blind is a debuff that makes a unit miss upon attacking other units and sources of blind effects stack additively with each other, rendering an affected unit unable to land any attack. Although a combination of different blind sources can exceed 100%, for effective evasion rate calculation convenience, they can stack up to a maximum value of 100%.

Total Blind is defined as:

Total Blind = Blind i

1 Requires Talent talent.
2a Requires Aghanim's Scepter icon Aghanim's Scepter.
2b Requires Aghanim's Shard icon Aghanim's Shard.

Sources

The following sources grant evasion and are determined by pseudo-random distribution as long as their value is neither 0% nor 100%. Evasion causes a unit to evade attacks of all kinds, while disjointing only evades projectile-based attacks. Sources that grant 100% evasion still stack diminishingly with other evasion sources despite the evasion value being 100%. These sources are still subjected to Blind and Accuracy multipliers like regular evasion sources.

The total evasion displayed on the HUD is defined as:

Total Evasion = 1 - (1 - Evasion i )

1 Requires Talent talent.
2a Requires Aghanim's Scepter icon Aghanim's Scepter.
2b Requires Aghanim's Shard icon Aghanim's Shard.
Evasion Sources
1 Requires Talent talent.
2a Requires Aghanim's Scepter icon Aghanim's Scepter.
2b Requires Aghanim's Shard icon Aghanim's Shard.

Items

The following items grants the wielder an evasion bonus.

Evasion Bonus from Items
Item Value Item Cost Cost/Value Point
Aviana's Feather icon Aviana's Feather 25 N/A N/A
Butterfly icon Butterfly 35 5450 Gold 155.71 Gold
Elven Tunic icon Elven Tunic 16 N/A N/A
Heaven's Halberd icon Heaven's Halberd 25 3550 Gold 142 Gold
Radiance icon Radiance 20 4700 Gold 235 Gold
Talisman of Evasion icon Talisman of Evasion 20 1300 Gold 65 Gold
Trickster Cloak icon Trickster Cloak 17 N/A N/A
Values do not include portions from actives or auras.


Talents

Evasion
Talent icon
Ability
Passive
Affects
Self
There is no description for this ability.
Evasion: Varies

  • Grants the hero evasion.
  • Stacks multiplicatively with other evasion sources.
  • Has the following evasion values:
    • 8%/10%/12%/15%/16%/20%/25%/30%/40%/50%/75%


The following heroes have a Talent talent that grants them evasion.

Bonus Level 10 Level 15 Level 20 Level 25
Left Right Left Right Left Right Left Right
Evasion
  • Meepo minimap icon +15%

Accuracy

AccuracyDPS

Average DPS increase of Accuracy against Evasion up to 35%.

Accuracy is applied as a debuff on the affected target. It does not directly increase the attacked unit's evasion value. For calculation purposes, the accuracy multiplier can be considered as an evasion source as well.

Total Accuracy = 1 - (1 - Accuracy i )

True Strike sources can also be considered as outgoing accuracy.

Mechanics Definition Ability Examples
True Strike
  • The attacking unit's attack cannot be missed.
Walrus Punch icon Walrus PUNCH!
Outgoing Accuracy
  • Chance-based conditional True Strike that procs on attack.
Monkey King Bar icon Pierce
Sanctuary icon Fountain Damage
Incoming Accuracy
  • Applies a debuff that prevents incoming attacks on the affected unit from being missed.
Bloodthorn icon Soul Rend

True Strike

True Strike prevents the unit's attacks from missing, negating both evasion and blind sources against any other units, including ward-type units and ally units, except attacks against Buildings buildings. However, it does not apply an Accuracy debuff on the attacked unit.

For Ranged ranged units, although True Strike prevents the unit's attack from missing, attack projectiles of ranged units with True Strike can still be disjointed. For Melee melee units, it also prevents the attacking unit's attack from missing when the attacked target moves more than 350 range away upon its attack point.

All attacks against Runes and against destroyable items have True Strike.

1 Requires Talent talent.
2a Requires Aghanim's Scepter icon Aghanim's Scepter.
2b Requires Aghanim's Shard icon Aghanim's Shard.
1 Requires Talent talent.
2a Requires Aghanim's Scepter icon Aghanim's Scepter.
2b Requires Aghanim's Shard icon Aghanim's Shard.

True Strike Talents

True Strike
Talent icon
Ability
Passive
Affects
Self
There is no description for this ability.

  • Grants the hero's attack True Strike, so they cannot miss.


No hero has this talent.

Outgoing

Grants the attack that procs the following sources True Strike.

Proc Chance-based Outgoing Accuracy


Percentage-based outgoing accuracy sources grant attacks a chance to not miss on the target.

Percentage-based Outgoing Accuracy

Incoming

1 Requires Talent talent.
2a Requires Aghanim's Scepter icon Aghanim's Scepter.
2b Requires Aghanim's Shard icon Aghanim's Shard.

Stacking

Multiple sources of evasion stack diminishingly with each other, while sources of blind effects stack additively with each other and multiplicatively with evasion.

All evasion and accuracy sources are determined by pseudo-random distribution.

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 can the attack deal attack damage. Consider the chance to be hit, which is 1 - evade chance. A unit's chance to be hit is inversely proportional to its effective HP against attacks. Stacking multiple evasion sources is equivalent to multiplying their corresponding chance to hit. In this way, evasion's effectiveness can be understood to be stacking multiplicatively — while the actual chance to evade is diminishing, each source of evasion increases effective HP against physical attacks more than the last due to this multiplicative nature. This affects the following things:

  • Applying a 50% evasion source while already having 35% evasion still doubles your effective hit points against physical attacks.
  • Consequentially, a combination of evasion sources that are individually less than 100% is also less than 100%. There are currently a few abilities that grant 100% evasion (e.g. Magnetic Field (Radiant) icon Magnetic Field and Windrun icon Windrun).
Example 1
Interactions between incoming attacks and Evasion.
Incoming attacks to hit Butterfly icon Butterfly's wielder is 65%, because the item grants 35% evasion.
Arc Warden minimap icon Arc Warden within the Magnetic Field (Radiant) icon Magnetic Field radius has 100% evasion. Without any other evasion negating sources, all incoming attacks to hit Arc Warden minimap icon Arc Warden are missed if the Self is within the radius.
Example 2a
Evasion stacking

Multiple evasion sources stack multiplicatively with diminishing returns with each other.

Evasion sources stacks diminishingly.
An enemy is attacking Phantom Assassin minimap icon Phantom Assassin who has a Butterfly icon Butterfly and
LEVEL 4
Blur icon Blur. What are the chances of incoming attacks hitting Phantom Assassin minimap icon Phantom Assassin?
Evasion sources:
Blur icon Blur: 0.5
Butterfly icon Butterfly: 0.35
Effective Evade Chance
= 1 - (1 - Total Evasion) × (1 - Total Blind)
= 1 - [1 - (1 - 0.5) × (1 - 0.35)] × (1 - 0)
= 0.675
Final Hit Chance
= 1 - Effective Evade Chance
= 1 - 0.675
= 0.325
Alternatively, Blur and Butterfly have the corresponding 0.5 and 0.65 chance to hit. Then the combined chance to hit is their product, showing a multiplicative stacking:
Final Hit Chance
= 0.5 × 0.65
= 0.325
Phantom Assassin minimap icon Phantom Assassin in this example has 32.5% chance of getting hit by incoming attacks, because she has 67.5% evasion.
Example 2b
Blind stacking

2 Blind sources stack additively with each other, there are no overlaps.

Evasion and blind stacking

Blind sources are summed up, then it stacks multiplicatively with Evasion sources diminishingly as the unit's Effective Evade Chance.

Blind sources stack additively of itself, then stacks diminishingly with evasion sources.
An enemy attacking Phantom Assassin minimap icon Phantom Assassin from the previous example is now affected by Radiance icon Burn and
LEVEL 4
Smoke Screen icon Smoke Screen. What are the chances of incoming attacks hitting Phantom Assassin minimap icon Phantom Assassin?
Phantom Assassin minimap icon Phantom Assassin's Total Evasion: 0.675
Blind sources:
Radiance icon Burn: 0.15
Smoke Screen icon Smoke Screen: 0.75
Effective Evade Chance
= [1 - (1 - Total Evasion) × (1 - Total Blind)]
= [1 - (1 - 0.675) × (1 - (0.15 + 0.75))]
= [1 - 0.325 × 0.1]
= 0.9675
Final Hit Chance
= 1 - Effective Evade Chance
= 1 - 0.9675
= 0.0325
Although Phantom Assassin minimap icon Phantom Assassin's total evasion did not change, the blind applied to the enemy increases Phantom Assassin minimap icon Phantom Assassin's effective evade chance to 96.75%. Therefore, Phantom Assassin minimap icon Phantom Assassin has 3.25% chance of getting hit by incoming attacks.

Final Hit Chance

Stacking Evasion, Blind and Accuracy

Given a unit with an Effective Evade Chance and subjected to Total Accuracy as defined in the above sections, the final chance to hit Phantom Assassin minimap icon Phantom Assassin in the previous example can be derived to be:

Final Hit Chance = Total Accuracy + (1 - Total Accuracy) × (1 - Effective Evade Chance)

An intuitive way to view this calculation — The attacking unit's attacks have a guaranteed chance to trigger True Strike based on the Total Accuracy value, whereas (1 - Total Accuracy) of the attacks that do not trigger True Strike will be subjected to the Effective Evade Chance.

Or alternatively, it can be simplified as:

Final Hit Chance = 1 - Effective Evade Chance × (1 - Total Accuracy)

This can also be interpreted as — Normally, Effective Evade Chance of the attacks will miss. But due to accuracy, only (1 - Total Accuracy) of these would-be-missed attacks actually miss since attacks based on the Total Accuracy value will hit the target due to True Strike.

Example 3
Total evasion and accuracy stacking

Accuracy overwrites over Effective Evade Chance.

The same enemy from the previous example is still affected by Radiance icon Burn and
LEVEL 4
Smoke Screen icon Smoke Screen.
The enemy's Animal Courier Radiant minimap icon Courier just delivered Monkey King Bar icon Monkey King Bar and continues to attack Phantom Assassin minimap icon Phantom Assassin. What are the chances of incoming attacks hitting Phantom Assassin minimap icon Phantom Assassin?
Phantom Assassin minimap icon Phantom Assassin's Total Evasion: 0.675
Total Blind applied on the enemy: 0.9
Accuracy sources:
Monkey King Bar icon Pierce: 0.8
Effective Evade Chance
= [1 - (1 - Total Evasion) × (1 - Total Blind)]
= [1 - (1 - 0.675) × (1 - (0.15 + 0.75))]
= [1 - 0.325 × 0.1]
= 0.9675
Final Hit Chance
= Total Accuracy + (1 - Total Accuracy) × (1 - Effective Evade Chance)
= 0.8 + (1 - 0.8) × [1 - (1 - 0.675) × (1 - (0.15 + 0.75))]
= 0.8 + 0.2 × 0.0325
= 0.8065
The enemy's attacks have 80.65% chance to hit Phantom Assassin minimap icon Phantom Assassin.
In this example with Monkey King Bar icon Monkey King Bar equipped, 80% of those attacks is guaranteed to hit due to True Strike. The remaining 20% of the attacks that do not have True Strike, have a 3.25% chance to hit Phantom Assassin.
Or alternatively,
Final Hit Chance
= 1 - Effective Evade Chance × (1 - Total Accuracy)
= 1 - 0.9675 × (1 - 0.8)
= 1 - 0.9675 × 0.2
= 1 - 0.1935
= 0.8065
The enemy's attacks against Phantom Assassin minimap icon Phantom Assassin normally have 96.75% chance to miss.
However, 80% of those 96.75% attacks is guaranteed to hit due to True Strike. Therefore, only 19.35% of the attacks will miss, resulting in a 80.65% chance for attacks to hit Phantom Assassin.

Recent Changes

Main Article: Evasion/Changelogs
Version
Description
  • Solar Crest icon Shine no longer grants 40% outgoing accuracy against the affected target.
  • Sanctuary icon Fountain Damage attacks now have 25% accuracy.