Invisibility

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An invisible Bristleback minimap icon.png Bristleback ally.
▶️ You can't fight what you can't see.
Bounty Hunter

Invisibility is a status effect which makes units and heroes not appear on their opponent's screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit's model appear transparent, but clearly visible still for allies. If it is an allied hero, its dot on the minimap also turns into a ring for the duration.

Definition[edit]

A unit can gain (usually temporarily, but not always) invisibility through certain abilities, items or from Invisibility Rune minimap icon.png Invisibility Rune. Some units, like most wards passively have permanent invisibility and do not need to acquire it through other sources. Generally, a unit keeps the gained invisibility until the duration runs out, or they perform an attack, cast an ability or item.

True Sight and shared vision allows a unit to see invisible enemies without dispelling the invisibility. True Sight makes the units appear transparent, while shared vision only shows a silhouette. Both reveals the unit, and it can be targeted again, without dispelling the invisibility.

Fade Time[edit]

Most sources of invisibility have a Fade Time to turn the unit fully invisible. During this time, the unit is still visible, can still be targeted by attacks or abilities and they appear to be partially transparent. This period of time before the actual invisibility is applies is known as Fade Time.

The characteristics of Fade Time are:

  • The affected unit does not automatically attack nearby enemies, regardless of auto attack settings during the fade time.
  • The unit can cast cast abilities or items and even attack without breaking the invisibility during the fade time.
  • The unit is not phased even when the invisibility from the ability grants phase to the unit.

Fade Delay[edit]

Fade delay refers to the short delay before the actual invisibility is applied, but it has some significant differences with Fade Time.

The characteristics of Fade Delay are:

  • The affected unit's model does not appear transparent.
  • The unit does not stop automatically attacking nearby enemies when the auto attack option is turned on (with Standard or Always).
  • The fade delay does not cause the unit to cancel an already ongoing attack order.
  • It is not possible to cast abilities or items without breaking the invisibility.
  • The unit is not phased during the fade delay even if the invisibility from the ability grants phase to the unit.

Unit Behavior[edit]

While invisible, a unit never automatically attacks any nearby enemy, not even when it is revealed by True Sight and being attacked. However, when issuing a ground-targeted order (A+Keyboard White Mouse Left.png Left Click), the invisible unit attacks.

Generally, the invisibility is lost upon reaching the attack point. For Ranged Ranged heroes, this is upon projectile launch.

As for casting abilities, the invisibility is lost upon reaching the cast point of the ability. This means that abilities with extended effects i.e. Eclipse or Epicenter do not cancel the invisibility upon each beam or pulse. Channeling abilities do not cancel it either when going invisible after the channeling started.

All Ranged Ranged attacks and most ability projectiles are disjointed by invisibility. However, some ability projectiles are still able to affect invisible units, and some have other effects entirely. Invisible units are still fully or partially affected by abilities which has an effect radius or affects an area.

Sources of Invisibility[edit]

Abilities Granting Invisibility
  • Shadow Walk icon.png
    Fade Time: 1/0.75/0.5/0.25
    Duration: 20/25/30/35
    Phased: Yes
    Affects self.
  • Skeleton Walk icon.png
    Fade Time: 0.6
    Duration: 25/30/35/40
    Phased: Yes
    Affects self.
  • Glimmer Cape icon.png
    Fade Delay: 0.6
    Duration: 5
    Phased: Yes
    Can be cast on self or allied heroes. The target stays invisible for the whole duration. When breaking invisibility, the unit turns invisible again after the fade delay.
  • Bottle (Invisibility) icon.png
    Fade Time: 2
    Duration: 45
    Phased: No
    Affects the hero activating the rune.
  • Ghost Walk icon.png
    Fade Time: 0
    Duration: 100
    Phased: Yes
    Affects self.
  • Invisibility (Lycan Wolf) icon.png
    Fade Delay: 1.7
    Phased: No
    Affects self. Permanent. Available for level 4 wolves only.
  • Moonlight Shadow icon.png
    Fade Delay: 2.5/2/1.5
    Duration: 18
    Phased: No
    Affects all allied heroes. Affected heroes stay invisible for the whole duration. When breaking invisibility, the unit turns invisible again after the fade delay.
  • Vendetta icon.png
    Fade Time: 0
    Duration: 40/50/60
    Phased: Yes
    Affects self.
  • Burrow icon.png
    Fade Time: 0
    Phased: Yes
    Affects self. Stays invisible until unburrowing or death. Invisibility is not lost upon casting spells or items. Immobile and disarmed while burrowed.
  • False Promise icon.png
    Fade Time: 100% (Talent )
    Duration: (Talent 15)
    Phased: No
    Requires a Talent talent.
  • Cloak and Dagger icon.png
    Fade Delay: 4/3/2
    Phased: No
    Affects self. Permanent. Invisibility is not lost upon casting spells or items
  • Sand Storm icon.png
    Fade Time: 0.7
    Duration:
    Phased: No
    Affects self. The fade delay is not used upon cast. After breaking invisibility, Sand King turns invisible again after the fade delay. The effect ends if Sand King leaves the Sand Storm radius. Invisibility lingers for seconds after the effect ends.
  • Shadow Amulet icon.png
    Fade Time: 1.25
    Phased: Yes
    Can be cast on self or allied heroes. Stays invisible until an attack is executed, a spell or item is cast, or when the hero moves.
  • Shadow Blade icon.png
    Fade Time: 0.3
    Duration: 14
    Phased: Yes
    Affects self.
  • Silver Edge icon.png
    Fade Time: 0.3
    Duration: 14
    Phased: Yes
    Affects self. Attacking during the fade time breaks the invisibility.
  • Wind Walk (Storm) icon.png
    Fade Time: 0.6
    Duration: 20
    Phased: Yes
    Affects self.
  • Meld icon.png
    Fade Time: 0
    Phased: Yes
    Affects self. Stays invisible until an attack is executed, a spell or item is cast, or when Templar Assassin moves.
  • Shukuchi icon.png
    Fade Time: 0.25
    Duration: 4
    Phased: Yes
    Affects self. Turns the caster phased immediately on cast, instead of after the fade time.
  • Windrun icon.png
    Fade Time: 2.5 (Talent )
    Duration:
    Phased: Yes
    Affects self. Requires Talent talent.

Permanent Invisibility[edit]

The following units have permanently invisibility and are phased once they are created, learned, cast or spawned.

True Sight Immune[edit]

The following abilities grant invisibility that are immune to True Sight. The invisibility granted is not lost upon casting abilities, items or attacking.

Abilities Granting Invisibility Immune to True Sight
  • Ninja Gear icon.png
    Fade Time: 0
    Duration: 35
    Phased: No
    Affects self.
    Invisibility is lost when attacking or getting within range of enemy heroes and towers.
  • Blur icon.png
    Vanish Fade Time: 0
    Vanish Duration: 25
    Phased: No
    Affects self.
    Invisibility is lost when getting within range of enemy heroes and towers.
  • Shadow Dance icon.png
    Fade Time: 0
    Passive Activation Delay: 0.5
    Neutral Creep Damage Deactivate Duration: 2
    Duration: 4/4.25/4.5 (Talent 5/5.25/5.5)
    Phased: No
    Passive ability with active component, affects self.
    A smoke cloud is visible at Slark minimap icon.png Slark's location when cast.
  • Depth Shroud icon.png
    Cast Range: 800
    Radius: 300
    Duration: 3
    Phased: No
    Requires Aghanim's Shard icon.png Aghanim's Shard.
    Creates a smoke cloud that affects all allies within radius at the target location based on Shadow Dance's current level. The effects is provided by an aura. The aura lingers for 0.5 seconds.
  • Smoke of Deceit icon.png
    Radius: 1200
    Fade Time: 0
    Duration: 35
    Phased: No
    Affects allied player controlled units in the area.
    Invisibility is lost when attacking or getting within range of enemy heroes and towers.
  • Proximity Mines icon.png
    Phased: Yes
    Immune to True Sight upon creation.
  • Minefield Sign icon.png
    Invisibility Radius: Upgradable by Aghanim's Scepter. 125
    Invisibility Fade Time: Upgradable by Aghanim's Scepter. 0
    Phased: Yes
    Requires Aghanim's Scepter icon.png Aghanim's Scepter.
    The effects is provided by an aura, affects all of Techies minimap icon.png Techies' Mines within the radius. The aura lingers for 0.5 seconds.

True Sight[edit]

An invisible Riki minimap icon.png Riki revealed by the True Sight of a Tower

True Sight allows a unit to see and target invisible enemies that are in range. Some of the listed abilities provide True Sight only during certain situations.

Main Articles: Shared Vision and Exposing

Abilities which provide shared vision does not provide True Sight, as it merely just shares what that enemy unit actually sees to the player's team.

Exposing an enemy does not cancel out the effects of invisibility, although it does make their silhouette visible. An exposed invisible enemy has its location revealed, and can even be selected like a visible enemy, but is still almost fully treated as an invisible unit. This means it still cannot be targeted by attacks or single-targeted abilities, and still counts as invisible in terms of abilities affecting them, with a very few exceptions. Some sources of exposure also provide True Sight to fully reveal the enemy, but not all do. Exposing is a default component of shared vision. Therefore, it does not provide True Sight.

Sources of True Sight[edit]

Abilities Providing True Sight

Buildings[edit]

The effects of True Sight from Buildings is provided by an aura and its effect lingers for 0.5 seconds.

Buildings Providing True Sight

Invisibility interactions with other spells[edit]

Targeting invisible units[edit]

Most spells which affect an area usually affect invisible units as well, with some exceptions. Single target spells cannot target invisible units without the help of True Sight. Although shared vision renders the unit's model visible even during invisibility, it is not enough to allow single target spells to target them.

Spells which choose specific or random targets on cast behave inconsistently with invisibility. This includes all bouncing spells (e.g. Arc Lightning) and multi-target spells like Poison Touch and Heat-Seeking Missile. The following such spells do not target invisible units:

1 Requires Aghanim's Scepter icon.png Aghanim's Scepter. When upgraded, these spells can target secondary units, but ignore invisible ones.

2 Requires a Talent talent. When upgraded, these spells can target secondary units, but ignore invisible ones.

3 These spells choose a new target if their current target dies. They do not choose invisible targets.

4 Soulbind does not bind the target to their invisible allies, but keeps the link up if an already bound unit turns invisible.

5 Lightning Storm also includes the single strikes from Aghanim's Scepter icon.png Aghanim's Scepter upgraded Pulse Nova.

6 Concussive Shot does not seek for invisible units. The area effect does hit nearby invisible units.

7 The secondary Mystic Flare is not created on invisible enemies. The area damage does affect invisible units.

8 Toss does not select nearby invisible enemy units to toss. The area damage does hit invisible enemies.

The following spells have mixed interactions:

  • Mjollnir icon.png
    Always hits the triggering unit, even when invisible. Does not hit other nearby invisible enemies.
  • Shadow Strike icon.png
    When choosing the area talent, Shadow Strike does target invisible enemies within the area, but the projectiles get instantly disjointed.
  • Stasis Trap icon.png
    Does not trigger on invisible enemies. If triggered by other units, does root invisible enemies within its area.
  • Thundergod's Wrath icon.png
    Does target invisible enemies, but the damage and lightning require vision. Therefore, only the vision and true sight is applied around invisible enemies.

Turning invisible after cast[edit]

For most spells, it does not matter if the target turns invisible after the spell's effect already have begun. Their effects continue normally, regardless of the invisibility. There are exceptions to this.

All sources of invisibility disjoint projectiles. Even a split-second of vision loss caused by invisibility is enough to disjoint projectiles, even when regaining vision of the unit before the projectile reaches it. This disjoint does not happen when having True Sight over the unit.

Besides disjointed projectiles, the following spells behave differently when their targets turn invisible while they are active.

  • Berserker's Call icon.png
    When the caster turns invisible, taunted enemies can be given one order until the effect expires. After finishing that order, the unit freezes in place until the effect expires.
  • Sleight of Fist icon.png
    When an already marked unit turns invisible before it gets slashed, it gets completely skipped if it still is invisible on its turn.
  • Phantom's Embrace icon.png
    When a phantom's target turns invisible, the phantom instantly dies.
  • Mystic Snake icon.png
    If the snake's current target is invisible on impact, the snake does not affect it, and does not count the jump.
  • Tombstone icon.png
    When the zombies' target turns invisible, the zombies instantly die.
  • The Swarm icon.png
    When a beetle's target turns invisible, the beetle instantly dies.

Version History[edit]

Version
Description

Patch History[edit]

Patch
Description
  • Fixed invisibility being unable to disjoint attack projectiles.