“ | ▶️ Oh, nice view!
— Monkey King
|
” |
Vision describes what a unit can and cannot see within a circular area from its current location and state. Places a unit cannot see are filled with the Fog of War, a dark mist that hides enemy units inside of it. Allied units cannot be hidden by the fog of war. Invisible units cannot be seen even when outside of the Fog of War, unless they are revealed by a source of True Sight. Trees and higher elevation block a unit's vision if it has ground vision. Flying vision is unobstructed by trees and elevation. Abilities can grant vision over areas as well, usually for a short amount of time and limited to their area of effect.
All vision is shared within a team, which means that everything allied units see can be seen by the player as well. This includes allied player-controlled units, as well as NPC units, like lane creeps and buildings.
Fog of War[]
All areas outside of friendly vision are constantly covered by the Fog of War. Any non-friendly units within the Fog of War cannot be seen or directly targeted, however they can still be hit by non-targeted spells. To unveil units in the Fog of War, an allied unit must gain vision over that area.
If an enemy enters the fog of war during the cast time of an ability, the cast gets canceled. However, attacks do not cancel if their targets enter the fog of war during the attack animation.
Elevation[]
The Dota 2 map's cliffs and valleys shape the battle, determining both where units can move and what they can see. Units with ground vision cannot see areas that are on higher elevation than them. For example, a unit standing in the river (which is the on the lowest elevation) cannot see anything past the cliffs surrounding the river, or beyond the ramps leading out of the river.
On the other side, units standing on higher elevation effectively have unobstructed vision on lower elevation. For example, a unit standing on an elevated ward spot can see the entire surrounding, unobstructed by nearby trees, regardless of their vision type.
Units with flying vision do not have their vision obstructed by higher elevations.
Trees[]
Besides blocking pathing, trees also block vision for units on the same elevation as them, and for units one elevation above them. Trees block vision like how objects cast shadows: The closer the object is to the source of light, the bigger and wider the object's shadow gets. The closer a unit is to a tree, the more vision is blocked by the tree, blocking out an entire section of the circular vision area of the unit. The exact numbers for these are unknown.
The small trees created by Iron Branch, Ironwood Tree, Woodland Striders, and Sprout have a narrower vision blocker than the regular trees on the map.
Units with flying vision do not have their vision obstructed by trees.
Vision Blockers[]
Artificial vision blockers exist at certain locations, which control visibility in addition to the normal rules. All sources of flying vision are unaffected by vision blockers.
- Creates a hill of ice beneath Drow Ranger. The front of the hill obscures the enemy's vision while granting ally heroes on top flying vision.
Fountain Entrances[]
Both fountains have a vision blocker at their stairs, preventing the enemies of that fountain's team from seeing into the fountain area from outside. This is normally redundant, since the fountain's higher elevation already prevents vision, but it also prevents vision from nearby higher-elevation ground, such as the Radiant fountain ward cliff.
Roshan Pit[]
Roshan's pit is sealed by vision blockers that prevent vision both into and out of the pit.
However, the pit entrance also has phantom spots, areas in which vision is asymmetric. Units standing in these areas can either see into the pit while being unseen from inside, or see out of the pit while being unseen from outside. These may be useful for juking, scouting Roshan attempts, and for hiding wards, most notably Remote Mines. With ground vision, units on phantom spots can only be seen by standing within 3 tiles of them (in rectilinear distance).
In-game, the phantom spots are not marked. To tell when you've stepped into a phantom spot, look for a subtle brightning of a small area of ground around you. This indicates you have direct vision of some phantom spot tiles, implying you are in a phantom spot yourself. The right side of the pit entrance has the largest continuous phantom spot, so it is the most forgiving location for this.
Time of Day[]
The current time of day affects vision. Most units' vision range is shorter at night and higher by day. Exceptions exist, with some units having shorter day vision and longer night vision, and some having the same vision regardless of time.
Base Vision Ranges[]
Most units have day and night vision, only very few have absolutely no vision. These values can be altered with vision bonuses and reductions.
Heroes[]
All heroes have a daytime and nighttime vision range of 2000 and 500 respectively, except for the following:
Unit | Day | Night |
---|---|---|
1800 | 1200 | |
1800 | 1800 |
Lane Creeps[]
All lane creeps have a vision range of 750 during the day and the night, except for the following ones:
Unit | Day | Night |
---|---|---|
Lycan Lane Wolf | 1200 | 800 |
Neutral Creeps[]
All neutral creeps have a vision range of 800 during the day and the night, except for the following ones:
Unit | Day | Night |
---|---|---|
Ancient Ice Shaman | 1400 | 800 |
Ancient Rumblehide | 1400 | 800 |
Ancient Thunderhide | 1400 | 800 |
Harpy Scout | 1200 | 800 |
Harpy Stormcrafter | 1800 | 1800 |
Hill Troll Priest | 1400 | 800 |
Kobold | 1400 | 800 |
Roshan | 1400 | 1400 |
Skeleton Warrior | 800 | 600 |
Tormentor | 1400 | 1400 |
Vhoul Assassin | 400 | 400 |
Roshan[]
Unit | Day | Night |
---|---|---|
Roshan | 1400 | 1400 |
Summoned Creeps[]
Unit | Day | Night |
---|---|---|
Boar | 1400 | 800 |
Eidolon | 1200 | 800 |
Forged Spirit | 1200 | 800 |
Hawk | 600/650/700/750 | 600/650/700/750 |
Lycan Wolf | 1200 | 800 |
Minor Imp | 800 | 800 |
Necronomicon Archer | 1300/1400/1500 | 800 |
Necronomicon Warrior | 1300/1400/1500 | 800 |
Shard Golem | 800 | 800 |
Skeleton Warrior | 800 | 600 |
Spiderite | 400 | 400 |
Spiderling | 400 | 400 |
Treant | 500 | 500 |
Undying Zombie | 1400 | 1400 |
Wraith King Skeleton | 800 | 600 |
Creep-Heroes[]
Unit | Day | Night |
---|---|---|
Astral Spirit | 350 | 350 |
Earth | 1800 | 800 |
Familiar | 400 | 400 |
Fire | 1800 | 800 |
Mars Soldier | 800 | 800 |
Spirit Bear | 1400 | 800 |
Storm | 1800 | 800 |
Void | 1800 | 800 |
Warlock Golem | 1800 | 1800 |
Clones[]
Unit | Day | Night |
---|---|---|
Tempest Double | 1800 | 800 |
Couriers[]
Unit | Day | Night |
---|---|---|
Courier | 200 | 200 |
Wards[]
Unit | Day | Night |
---|---|---|
Anchor | 0 | 0 |
Death Ward | 1200 | 800 |
Fiend's Gate | 500 | 500 |
Healing Ward | 600 | 600 |
Homing Missile | 400 | 400 |
Ice Spire | 800 | 800 |
Ignis Fatuus | 1800 | 800 |
Jex | 600 | 600 |
Lookout | 0 | 0 |
Nether Ward | 600 | 600 |
Nimbus | 500 | 500 |
Observer Ward | 1600 | 1600 |
Phoenix Sun | 1800 | 800 |
Plague Ward | 800 | 800 |
Power Cog | 1600 | 600 |
Proximity Mine | 64 | 64 |
Psionic Trap | 400 | 400 |
File:Roshan's Banner unit icon.png Roshan's Banner | 1500 | 1500 |
Sentry Ward | 0 | 0 |
Serpent Ward | 1200 | 800 |
Skeleton Archer | 800 | 800 |
Sticky Bomb | 700 | 700 |
Tombstone | 1200 | 1200 |
Tornado | 300 | 300 |
Miscellaneous[]
Unit | Day | Night |
---|---|---|
Beetle | 321 | 321 |
Phantom | 200 | 200 |
Spin Web | 0 | 0 |
Buildings[]
Building | Day | Night | True Sight | Attack Range |
---|---|---|---|---|
Ancient (Building) | 2600 | 2600 | 900 | |
Effigy Building | 900 | 600 | 0 | |
Fountain | 1800 | 1800 | 1200 | 1200 |
Lotus Pool | 500 | 500 | 0 | |
Melee Barracks | 900 | 600 | 0 | |
Outpost | 500 | 500 | 0 | |
Ranged Barracks | 900 | 600 | 0 | |
Tower (Tier 1) | 1900 | 600 | 700 | 700 |
Tower (Tier 2) | 1900 | 1100 | 700 | 700 |
Tower (Tier 3) | 1900 | 1100 | 700 | 700 |
Tower (Tier 4) | 1900 | 1100 | 700 | 700 |
Twin Gate | 500 | 500 | 0 | |
Watcher | 800 | 800 | 0 |
Types of Vision[]
There are 2 types of vision, ground vision (also known as obstructed vision) and flying vision (also known as unobstructed vision). Ground vision is impaired by higher elevations, trees, and vision blockers, while flying vision is completely unhindered.
Every hero has ground vision. Other units have the following vision types
Modifying Vision[]
Several abilities and items can grant or reduce vision. Most of these vision bonuses stack additively unless stated otherwise.
Vision Increasing Sources[]
A unit can have a maximum vision range of 4000 as shown in the example below.
- The affected target is granted Shapeshift properties based on its current level.
- Self Night Vision Bonus: 250/500/750/1000
- Night Vision Bonus: 400
- Night Vision Bonus: 300
- Night Vision Bonus: 500
Affects the caster for the ability's duration. - Night Vision Bonus: 200
Duration: Permanent
Affects the target ally. Multiple instances do not stack. Takes priority over all other vision change effects. Does not stack with Shade Sight. - Night Vision Bonus: 400
Passive. Takes priority over all other vision change effects. Does not stack with Consume. - Vision Bonus: 350
Setting Vision[]
These abilities set a unit's vision to a specific value.
- Set Vision Range: 200
Set the affected unit's vision range to a specific value for its sleep duration. Takes priority over all other vision-changing effects, except for Shade Sight. - Set Vision Range: 0
Set the affected unit's vision range to a specific value for its stun duration. - Once triggered, the set vision values are based on Bushwhack.
- Day Vision Range: 700
Night Vision Range: 500
Affects the caster. Lasts until unperched. Takes priority over all other vision-changing effects, except for Shade Sight and Consume.
Talents[]
- Grants the hero bonus day and night vision.
- Does not counter any vision reducing effect.
No hero has this talent.
Day Vision Talents[]
Passive
Self
- Grants the hero bonus day vision.
- Does not counter any vision reducing effect.
No hero has this talent.
Night Vision Talents[]
Passive
Self
- Grants the hero bonus night vision.
- Does not counter any vision reducing effect.
- The following values exist:
- 400/500/600/800/1000
The following heroes have a talent that grants them bonus night vision.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Night Vision |
Sources of Vision[]
Units are not the only entities with vision. A lot of abilities are able to create vision cells of varying sizes on the world, revealing an area of a fixed duration.
Caster Vision[]
Caster vision is a vision cell granted to the victims of targeted spells and attacks. Whenever a unit casts a spell (except Charge of Darkness) on an enemy within 1800 range, or performs an attack on them, the enemy gains 150 radius ground vision around the casting or attacking unit which lasts for 2 seconds. This vision prevents players from easily and constantly harassing enemies from the fog of war, especially with long-distant spells that can be spammed easily like Arcane Bolt, or with ranged attacks.
Only one of these vision cell can exist per unit. This means if a vision cell already exists from a previous targeted order, performing another targeted order within the previous vision cell's duration does not create a second vision cell. Instead, the location of the previous vision cell gets updated, its duration gets reset, and its vision type is changed to flying vision.
Caster vision is also applied upon launching an attack. The result of the attack does not matter, if the attack is executed, the vision is granted.
Ground Vision[]
Ground vision is obstructed by trees, higher elevations, and vision blockers.
- Day vision radius: 1800
Night vision radius: 800
Provides ground vision around the hero upon triggering. Lingers for 5 seconds. - Vision radius: 300
Provides ground vision within the target area. Lingers for 8/9/10/12 seconds. - Vision radius: 300
Provides ground vision around the wraith while stationary, starting upon cast for 18 seconds or until triggered. The triggered projectile provides the same vision values, which linger for 3.34 seconds after reaching the target. - Vision radius: 400
Provides ground vision within the area of target unit's initial position. Duration is based on the channel time after reductions and amplifications. Always lingers for the full duration, even when canceled. - Vision radius: 600
Provides ground vision within the area. Lingers for 5 seconds. - Vision radius: 200
Provides non-lingering ground vision around the hook's tip as it travels and upon retracting. Provides 400 radius vision at the max distance upon reaching it, if not latching. - Vision radius: 900
Provides ground vision at the target area. Lingers for 6 seconds. - Vision radius: 350
Provides ground radius within the target area. Lingers for 5 seconds. - Vision radius: 400
Provides non-lingering ground vision around the spirit, until it returns or dies. - Vision radius: 800
Provides ground vision at the target area. Lingers for 4 seconds. - Vision radius: 400
Provides ground vision at the target area. Lingers for 3.1 seconds. - Vision radius: 400
Provides ground vision around the x mark on the ground. Lingers for 5.94 seconds. - Vision radius: 6/9/12
Provides ground vision within the target area when cast on the ground. Lingers for 2.4/4.2/6 seconds. - Vision radius: 1000
Provides ground vision around the caster upon cast. Lingers for 0.1 seconds. - Vision radius: 375
Provides ground vision within the target area. The duration is based on the channel time, plus the travel time based on the distance. Always lingers for the full duration, even when canceled. - Vision radius: 900
Provides ground vision within the illusion gather area. Lingers for 1 second. - Vision radius: 200
Provides ground vision within the affected area on impact. Lingers for 1 second. - Vision radius: 450
Provides ground vision within the attack radius. Duration is based on the channel time. Always lingers for the full duration, even when canceled. - Vision radius: 200
Provides ground vision around the shadow trail left by the dagger, and by hit enemy heroes. Lingers for 12 seconds. - Vision radius: 150
Provides ground vision around the ward upon cast. Lingers for 12 seconds. - Vision radius: 400
Provides ground vision around itself upon exploding. Lingers for 1 second. - Vision radius: 0 ( 200)
Requires Aghanim's Scepter. Provides ground vision at each hit enemy's location. Lingers for 2 seconds. - Vision radius: 100
Provides non-lingering ground vision around the hook's tip as it travels. - Day vision radius: 1800
Night vision radius: 800
Provides ground vision around the hero upon triggering. Lingers for 3 seconds.
Flying Vision[]
Flying vision is not obstructed by trees, higher elevations, and vision blockers.
- Vision radius: 200
Provides flying vision at the target area. Lingers for 6/8/10/12 seconds. - Vision radius: 500
Provides flying vision around both projectiles as they travel. The vision of the tracer does not linger. The vision of the ice ball lingers for 3.5 seconds. - Vision radius: 750
Provides flying vision at the marked area upon cast. Lingers for 5.3 seconds. - Vision radius: 300
Provides non-lingering flying vision around the wraith as it travels towards the target. Provides the same vision around the target's location upon impact. Lingers for 3.34 seconds. - Vision radius: 500
Provides flying vision at the targeted area. Lingers for 2 seconds. - Vision radius: 300
Provides non-lingering flying vision around the explosive cocktail as it travels. - Vision radius: 350
Provides non-lingering flying vision around the axes as they travel. - Vision radius: 400
Provides flying vision around the caster upon cast. Lingers for 0.5 seconds. - Vision radius: 600
Provides flying vision around the rocket as it travels. Lingers for 10 seconds. - Vision radius: 450
Provides flying vision around the target's location upon applying the final strike. Lingers for 3 seconds. - Vision radius: 400
Provides non-lingering flying vision around the projectile as it travels. Provides the same vision around the target's location after getting teleported back. Lingers for 3.34 seconds. - Vision radius: 100
Provides non-lingering flying vision around the arrows as they travel. - Vision radius: 500
Spawns 12 vision cells along the crack in 0.22-second intervals, with a distance of 200 in between each, which provide vision around where they are spawned. Lingers for 4 seconds. - Vision radius: 475
Provides flying vision at the target area. Lasts 3.75/4.25/4.75 seconds. - Vision radius: 160
Provides non-lingering flying vision around the ink trail as it travels. Provides the same vision at the max distance upon reaching it. Lingers for 2 seconds. - Vision radius: 400
Provides non-lingering flying vision around the missile as it travels. Provides the same vision at the target's location on impact. Lingers for 4 seconds. - Vision radius: 350
Provides flying vision at the target area upon cast. Lingers for 4 seconds. - Vision radius: 200
Provides non-lingering flying vision around the tornado as it travels. Provides the same vision at the max distance upon reaching it. Lingers for 1.75 seconds. - Vision radius: 400
Provides flying vision at the target area upon cast. Lingers for 5.7 seconds. - Vision radius: 500
Provides non-lingering flying vision around the meteor as it starts rolling. Provides the same vision at the max distance upon reaching it. Lingers for 3 seconds. - Vision radius: 350
Provides flying vision around the hit enemy hero upon impact. Lingers for 3 seconds. - Vision radius: 150
Provides flying vision at the targeted point upon cast. Lingers for 2.7 seconds. - Vision radius: 150
Provides flying vision along the entire path. Lingers for 3 seconds. - Vision radius: 300
Provides flying vision around the caster on each slash. Lingers for 1 second. - Vision radius: 375
Spawns vision cells in front of the caster in a line in 0.5-second intervals, with a distance of 150 in between each, which provide vision around where they are spawned. Spawns them until the channeling ends. Lingers for 10.34 seconds. - Vision radius: 400
Provides non-lingering flying vision around the ships as they travel. - Vision radius: 800
Provides non-lingering flying vision around the ball of ice as it travels. Stops after the 60th bounce. - Vision radius: 550
Provides flying vision within the target area upon cast. Lasts 5/6/7 seconds. - Vision radius: 300
Provides non-lingering flying vision around the snake as it travels. - Vision radius: 300
Provides non-lingering flying vision around the net as it travels. - Vision radius: 500
Provides non-lingering flying vision around the arrow as it travels. Provides the same vision upon reaching max distance, or upon hitting an enemy. Lingers for 3.5 seconds. - Vision radius: 450
Provides flying vision around the caster upon cast. Lingers for 0.5 seconds. - Vision radius: 500
Provides flying vision at the target area upon cast. Lingers for 250 seconds. - Vision radius: 200
Provides non-lingering flying vision around the orb as it travels. Provides the same vision at the target's location on impact. Lingers for 2 seconds. - Vision radius: 450
Provides non-lingering flying vision around the dagger as it travels. Provides the same vision at the target's location on impact. Lingers for 3.34 seconds. - Vision radius: 450
Provides flying vision around the orb as it travels. Lingers for 3.34 seconds. - Vision radius: 400
Provides flying vision around the unit the hook latches on upon latching. Lingers for 4 seconds. - Vision radius: 800
Provides flying vision around the caster for the entire duration. Lingers for 2 seconds. - Path vision radius: 350
Hit/End vision radius: 300
Provides non-lingering flying vision around the poison cloud as it travels. Provides flying vision around each hit enemy, and at max distance upon reaching it. Lingers for 3.5 seconds. - Vision radius: 325
Provides non-lingering flying vision around the bolt as it travels. Provides the same vision at the target's location on impact. Lingers for 3.34 seconds. - Vision radius: 300
Provides non-lingering flying vision around the shot as it travels. Provides the same vision at the target's location on impact. Lingers for 3.34 seconds. - Vision radius: 500
Provides non-lingering flying vision around the lava blobs as they travel. Provides the same vision at marked location on impact. Lingers for 3.5 seconds. - Vision radius: 400/425/450/475
Provides flying vision within the target area after the effect delay. Lingers for 0.5 seconds. - Vision radius: 400
Provides non-lingering flying vision around the ball of lightning as it travels. - Vision radius: 225
Provides non-lingering flying vision around the fist as it travels. - Vision radius: 200
Provides flying vision around the sawblade after reaching the targeted location, until it starts to return. - Vision radius: 200
Provides flying vision around the sawblade after reaching the targeted location, until it starts to return. - Vision radius: 100
Provides non-lingering flying vision around the tree as it travels, if ground-targeted. No provided if unit-targeted. Provides the same vision at the target's location on impact, regardless of how it was targeted. Lingers for 2 seconds. - Tree vision radius: 400
Impact vision radius: 100
Provides non-lingering flying vision around the trees as they travel. Provides flying vision at each hit enemy's location on impact. Lingers for 2 seconds. - Projectile vision radius: 200
Shards vision radius: 100
Provides non-lingering flying vision around the projectile as it travels. Provides flying vision around each shard after their creation. Lingers for 2 seconds. - Vision radius: 300
Provides flying vision around the wave as it travels. Lingers for 4 seconds. - Vision radius: 350
Provides non-lingering flying vision around the gale as it travels. - Travel vision radius: 150
Stationary vision radius: 200
Provides non-lingering flying vision around the remnant as it travels. Spawns 2 vision cells in front of the remnant after the delay, one at max distance, and the other halfway through max distance. Lingers for as long as the remnant exists, so if triggered, the vision stops once the pulling ends. - Vision radius: 100
Provides non-lingering flying vision around each individual beetle within the swarm as they travel. - Vision radius: 400
Provides non-lingering flying vision around the arrow as it travels. Provides the same vision at the max distance upon reaching it. Lingers for 3.34 seconds. - Vision radius: 750
Provides flying vision around the target point or targeted enemy. Lingers for 4.5 seconds. - Vision radius: 500
Provides flying vision around each hit enemy hero. Lingers for 3 seconds. - Vision radius: 200
Provides flying vision at the teleport destination upon channel begin. Duration is based on the channel time. Always lingers for the full duration, even when canceled. - Vision radius: 400
Provides flying vision within the target area upon cast. Lingers for 3 seconds. - Vision radius: 800
Provides flying vision around the caster for the entire duration. Lingers for 2 seconds.
[]
Some abilities are capable of sharing an enemy unit's vision the player's team. This means anything that unit sees can also be seen by its opponents.
- Duration: 5
Shares the target's vision upon cast begin and during the debuff's duration. - Duration: 6/7/8
Shares the target's vision, as well as the vision of the secondary target it binds to. - Duration: 2
Shares all rooted enemies' vision. - Duration: 10
Shares the target's vision while draining them. - Duration: 3/4/5/6
Shares the targets' vision during the initial debuff's duration. - Duration: 4
Shares the target's vision upon cast begin. Vision is removed prematurely on projectile impact. - Duration: 7
Shares all hit enemy heroes' vision as long as they create a shadow path still. - Shares the target's vision until the charge stops, either upon reaching it, or when canceled earlier.
Exposing[]
Several abilities can expose an enemy's model through the fog of war, without truly providing vision over them. This means the Fog of War still shrouds their surroundings, but they are visible and targetable as if they were not within the Fog of War. Exposed enemies are treated as visible units by abilities.
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 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 so that all abilities listed in the previous section also expose enemies. Besides them, the following abilities expose enemies.
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Exposes the current target of the Tranced hero.
Vision interaction with spells[]
Generally, unit-targeted spells require vision over the target, while ground targeted or non-target spells may be cast regardless of vision. Once cast, a spell usually works regardless of vision. Area effects usually do not require vision to affect enemies. Some non-targeted spells that do the targeting themselves may require vision over enemies. There are exceptions to all of these.
The following spells require vision over enemies to affect them
- Abaddon – Aphotic Shield area damage
- Bristleback – Area Viscous Nasal Goo 2a
- Dark Willow – Bedlam attacks
- Dazzle – Poison Touch secondary projectiles
- Ember Spirit – Searing Chains
- Gyrocopter – Rocket Barrage
- Gyrocopter – Homing Missile 3
- Gyrocopter – Flak Cannon
- Gyrocopter – Side Gunner
- Harpy Stormcrafter – Chain Lightning
- Juggernaut – Omnislash
- Leshrac – Lightning Storm
- Leshrac – Pulse Nova's Lightning Storms 1
- Lich – Frost Shield area damage
- Lion – Mana Drain 2b 4
- Luna – Moon Glaives
- Luna – Eclipse
- Maelstrom – Chain Lightning
- Medusa – Split Shot
- Mirana – Starstorm 3 5
- Mjollnir – Chain Lightning
- Nature's Prophet – Wrath of Nature
- Night Stalker – Void 2a
- Ogre Magi – Ignite 6
- Ogre Magi – Multicast 6
- Phantom Assassin – Stifling Dagger 1
- Puck – Phase Shift 2b
- Razor – Eye of the Storm
- Rubick – Fade Bolt
- Shadow Shaman – Ether Shock
- Shadow Shaman – Mass Serpent Ward 2a
- Skywrath Mage – Arcane Bolt 1 2a
- Skywrath Mage – Concussive Shot 2a
- Skywrath Mage – Ancient Seal 2a
- Skywrath Mage – Mystic Flare 2a
- Spirit Breaker – Charge of Darkness 3
- Storm Spirit – Electric Vortex 2a
- Storm Spirit – Overload 1
- Tinker – Laser 2a
- Lua error: Found no Cargo data for "Tinker - Heat-Seeking Missile".
- Undying – Soul Rip
- Undying – Tombstone
- Visage – Soul Assumption 1
- Witch Doctor – Death Ward 2a
- Zeus – Arc Lightning
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 When the current target of these spells die, they choose new targets. Only choose visible enemies.
- 4 Mana Drain ends immediately on secondary targets if the target enters the fog of war.
- 5 When Starstorm's initial wave requires vision over enemies, the secondary single projectile does not.
- 6 When Multicast items and Ignite only target visible secondary targets.
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Firefly no longer grants flying vision while active.
- Vision and Fog of War can now be any numerical value, rather than specific intervals (previously it was 0, 64, 192, 320, 448, 576, 704, 800, 832, 960, 1088, 1216, 1344, 1472, 1600, 1728).
- Previously if you had a vision between the fixed intervals, it would clamp to a fixed value.
- Mystic Snake no longer requires Fog of War vision to bounce.
</div> </div>