
“ | ▶️ Magic shall not prevail!
— Anti-Mage
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Spell immunity (formerly known as magic immunity) is a modifier which prevents most spells to target the affected unit. This includes single-targeted, area of effect, passive and active abilities.
Spell immunity may be the main part of a spell, but it also is used as an extra layer of protection by some abilities (usually combined with invulnerability).
Contents
Mechanics[]

Visage under the effect of Black King Bar
Spell immunity is a status effect (also known as modifier). Most abilities in the game first check whether or not the unit has the spell immunity modifier on. If the modifier is present, single target abilities cannot target the unit at all, while area of effect abilities ignore the unit and already ongoing effects may stop affecting it. However, some abilities (and most ultimates) pierce spell immunity and can fully target and affect spell immune units.
Usually, a spell either fully pierces spell immunity, or it is fully blocked. However, there are a few exceptions to this rule. Whether or not a spell pierces spell immunity is noted down in the description boxes of each ability, right below the ability name.
When a unit turns spell immune while a projectile from an ability is already flying towards it, the projectile has no effect upon impact if the spell it originates from does not pierce spell immunity. The same applies to most, but not all delayed effects.
Spell immunity does not prevent regular attacks of any units. However, some attack modifiers do get blocked, but not all of them. Generally, all critical strikes, cleaves and most bashes pierce spell immunity.
Damage Interaction[]
Spell immunity itself does not interact with damage at all. If an ability pierces spell immunity and has a damage component, its damage will still be applied normally, regardless of its damage type. Therefore, spell immunity only governs if an ability has any effect, not its damage types (nor its damage values).
A 0 damage instance is still registered and still may proc on-damage effect, unless it is flagged as HP Removal.
If an ability does not pierce spell immunity, it does not attempt to damage spell immune units either, regardless of the damage type. In order for an ability to damage spell immune units, it must be set to pierce spell immunity, or it must be already affecting it in case of buffs/debuffs.
Dispelling[]
Most sources of spell immunity also dispel the target upon getting applied, removing all buffs or debuffs a basic dispel can remove. The dispel applied by spell immunities is usually a basic dispel. However, not all of them apply a dispel, and some apply a strong dispel. A list of dispellable effects can be found here.
Since dispels only remove buffs from enemies and debuffs from allies, it is possible for units to turn spell immune without losing any buffs or debuffs, however, since spell immunity cannot be applied to enemies, it cannot be done in a regular match. In this case, most buffs/debuffs still apply their effects normally. Only a few of them are inactive while the unit is spell immune. This means that a damage-over time spell may still damage the unit. [1]
Sources[]
- Duration: 9/8/7/6
Grants the caster spell immunity. Duration decreases with each use. - Duration:
1
Requires atalent. Grants the caster spell immunity while within range of the center of the formation.
- Duration:
1.1
Requires Aghanim's Shard. Grants the caster spell immunity while active. Does not apply any form of dispel. - Duration Per Hit Hero:
2
Requires Aghanim's Scepter. Grants the caster spell immunity based on how many heroes were hit. - Maximum Duration: 32%/38%/44%
Grants the caster spell immunity during the leap, or up to 32%/38%/44% seconds, whichever is shorter. - Duration: 5
Grants the caster spell immunity. - Duration: 3/3.25/3.5 (
4/4.25/4.5)
Grants the caster spell immunity. Only applies a basic dispel, does not remove debuffs that are normally removed by spell immunity. - Duration: 0.8
Grants the caster spell immunity. Only applies a basic dispel, does not remove debuffs that are normally removed by spell immunity. - Duration:
2
Grants the target spell immunity. Only applies a strong dispel, does not remove debuffs that are normally removed by spell immunity. - Grants the caster spell immunity. Only applies a basic dispel, does not remove debuffs that are normally removed by spell immunity.
- Max Duration:
5
Requires Aghanim's Shard. Grants the caster spell immunity while channeling. Does not apply any form of dispel. - Duration:
1.5
Requires atalent. Grants the caster and the target spell immunity. Only applies a basic dispel, does not remove debuffs that are normally removed by spell immunity.
- Duration: 2.75
Grants the caster spell immunity. - Grants the caster and all allies inside spell immunity. Does not apply any form of dispel.
Non-hero Units[]
Passive
Self
Notes:
- Spell immunity is either gained through a passive ability, a status buff or a visual indicator.
- With a status buff, it is possible for enemies to check the buff and ‼ Ping the remaining duration of the unit.
- Passive ability.
- Gains permanent spell immunity through a status buff.
- Duration: 25
The spawned illusion has permanent spell immunity through the status buff. - Gains permanent spell immunity through a status buff.
- Gains permanent spell immunity through a status buff. The passive ability is disabled.
- Gains permanent spell immunity through a status buff. The passive ability is disabled.
Spell immunity on allies[]
Every not-targeted spell, be it an area spell or a spell which affects self upon cast, pierces spell immunity for allies and self, with a very few exceptions listed below. All runes apply their effect on spell immune units.
Spell immunity on enemies[]
Spells interact very differently when facing spell immune enemies. Most of them cannot affect spell immune units, some of them can only affect them partially, and some fully pierce spell immunity.
References[]
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