Trap is a type of disable that completely or partially surrounds a unit with immobile objects or restricts their movement in such a way that they cannot escape. Traps do not prevent any actions, such as attacking or using abilities and items, from being performed. Spell interactions might be different for each traps with any escape skills.
|Trap Types||Aspect / Definition||Examples|
A pathing blocker is an invisible entity with a collision size that physically blocks other units. Walking against a pathing blocker is akin to walking against any other unit that is not phased or flying, or walking against trees.
Phased movement does not allow a unit to path through pathing blockers, but unobstructed movement (which includes flying movement as well) does. Lane creeps cannot walk around pathing blockers and try to walk through them, effectively getting fully stopped by them. Player-controlled units try to path around them if possible.
A barrier is a force field that prevents a unit from moving out of or into the affected area, by drastically slowing their movement speed towards 0 when close to the edges of the field. This slow only affects the unit when trying to cross the barrier, if the unit turns around and walks away from the edge, they are not slowed anymore.
- Duration: 2.6/3.2/3.8/4.4 ( 4.6/5.2/5.8/6.4)
Creates an indestructible circular barrier of 350-unit radius that enemies cannot walk in or out of. The field does not affect units under the effect of spell immunity.
- Duration: 6/7/8
Prevents the target and its linked ally from moving more than 600 range away from each other.
- Duration: 0.5
Creates an indestructible circular arena of 550-unit radius that enemies cannot walk in or out of. Does not affect units under the effect of spell immunity.
- Duration: 2.5/2.75/3/3.25 ( 2.5/2.75/3/3.25)
Restricts the leashed target's movement to a 400-unit radius around Slark's landing position. Does not affect units under the effect of spell immunity.
Forced Movement Disabling
Barriers also work against several sources of forced movement, stopping their movement instantly once the unit gets pushed towards the edge of the field. However, the forced movement aspect of the ability is not canceled — if the barrier disappears, the forced movement may continue towards that direction.
- Creeps no longer try to path around ; they will wait for it to disappear.
- Changed creep and neutral pathfinding with , , and . These all now work similar to Earthshaker's Fissure, which has been changed to allow a limited amount of creep pathing around it.