Taunt is a disable that forces one or more units to attack another unit.
Taunt forces the affected unit to drop any of its current order, and start attacking the taunting unit instead. This means it fully cancels attack orders against other units, ability cast orders and channeling. If the taunted unit is out of attack range, it moves towards the taunt source until within attack range. The unit only uses regular movement to get closer to the taunting unit, it does not utilize abilities to close the gap.
A taunted unit can be still subjected to every other disable. The taunt does not make them ignore disarms or movement impairing effects. If a taunted unit is disarmed, it follows the taunting unit, so that they stay within attack range. They continue attacking as soon as the disarm expires.
While taunted, a unit can be given orders, which it then executes as soon as the taunt ends, similar to how an order get ⇧ Shift-queue up when given while stuned. If no order is given, the unit continues to auto-attack nearby enemies, regardless of auto-attack settings, until a new order is given. Due to this, shift-queueing an order while taunt queues it after the auto-attack, so that the unit will execute the queued order once it stops attacking. Therefore, in order to shift-queue while taunted, the first order must be given without ⇧ Shift.
The Fog of War does not prevent the unit from losing track of the taunting unit, but invisibility does. If the taunting unit turns invisible and is not revealed with True Sight, the taunted units immediately stand still if they have no enemies nearby. If enemies are nearby, they auto-attack an enemy instead. Once the taunting unit turns visible again, they immediately continue attacking the taunting unit again. However, if the unit received any order while taunted, or while the taunting unit is invisible, they executed the last given order. The only way to prevent them from executing their order is by disabling them, the player cannot stop the unit from executing the order. Once the order is finished, the unit remains still, it will neither accept any other orders, nor will it resume attacking, not even the taunting unit after becoming visible again. The state lasts until the taunt expires.
While taunted, heroes cannot access their backpack in any way. Items cannot be moved into it, and items already in it cannot be moved at all. Items can still be moved freely within the 6 inventory slots. and allies can still put items into the taunted unit's backpack.
It is impossible for a unit to attack multiple targets at the same time, therefore, there are some priority rules. Generally, when affected by multiple sources of taunt, the unit attacks whoever taunted them first. Once the first taunt expires, they immediately switch to the second source, if it is still active. The exception to this is, which always takes priority over other taunts.
Taunts also do not stack with fear and hypnosis, and takes priority when stacked with the aforementioned mechanics. Taunting a feared or hypnotized unit makes them move towards the taunt source. Applying fear or hypnosis on a unit affected by taunt does not make them flee or move towards the hypnotizing source. However, since fear and hypnosis completely prevent the unit from acting, it cannot attack the taunting unit, and therefore only follows it until able to attack again. The unit continues, or starts moving as soon as the taunt ends, if the fear or hypnosis did not expire by then.