Fears cancel all of a unit's current orders, prevents any new orders being given or ⇧ Shift-queue and temporarily restricts their movement, depending on the sub-type of fear that is being applied.
Fear cancels all of a unit's current orders, such as attack commands or channeling, and prevents any new orders being given or ⇧ Shift-queue up. Units are instead silenced, disarmed and forced to flee from or towards the source of the fear debuff, or towards their fountain (neutral creeps retreat towards their camps instead), depending on the fear source itself. Feared units either flee at their regular movement speed, and will not cast abilities to flee faster, or slowly move towards the hypnotising unit at a set movement speed. Once the fear expires the unit is ordered to stop, so that they either stand still until given a new command, or auto-attack if enemies are nearby, depending on the player's settings.
Units affected by fear can still be subjected to every other disables, including movement impairing effects. Movement speed increasing effects or hastes are not ignored either, except for hypnotising fears which take priority over them. However, commands from abilities, like the stop command of after its fade time, are completely ignored and do not interrupt fears at all.
If the target(s) is affected multiple instances of fear, all instances try to apply their effect on the target equally. The unit tries to move in multiple directions at the same time. This can either result in the unit stuttering back and forth and effectively moving towards a middle ground between the multiple, or moving towards one of the sources. The outcome is random and cannot be predetermined. Regardless of the outcome, the unit moves at the speed determined by the hypnotising fear. If multiple sources of hypnotising fears are applied, the unit moves at the slowest source.
Taunts always take priority over Fear. When affected by both disables, units do not move, but instead try to attack the taunt source. Fear, however, disables their attacks, so they merely follow the taunt source. If a unit is still affected by fear after the taunt expires, they start fleeing. If a unit is still affected by taunt after the fear expired, they start attacking.
- Duration: 3.5/3.75/4 ( 5/5.25/5.5)
Forces enemies to flee towards their fountain.
- Fear Duration: 3
Drain Time Required to Fear: 3
Forces enemies to run away from the caster. The fear relies on the link buff on caster, not on the debuff on the target, so even if the debuff gets dispelled, the fear is still applied. Cannot apply fear to the target if it is invulnerable, hidden or spell immune on the 3rd second.
- Duration: 1.4/1.7/2.0/2.3 ( 1.9/2.2/2.5/2.8)
Forces enemies to walk towards the caster. Does not affect spell immune units.
- Duration: 1.4/1.8/2.2/2.6
Forces enemies to flee towards their fountain. Only affects player-controlled units.
- Same notes asapply.
- Duration: 0.5
Forces enemies to run away from . Does not affect spell immune units.
- Duration: 2.5
Forces enemies to run away from the caster. Does not affect spell immune units.
- Duration: 1.4/1.6/1.8/2
Forces enemies to walk towards the remnant. Does not affect spell immune units.
- no longer applies a hypnotising fear, now applies a stun instead. [ ]
- Added a new sub-type to the Fear mechanic.
- The following abilities now use the hypnotising Fear mechanic:
- Added the Fear mechanic.
- now applies fear to affected units within radius.