Cast Animation
From Liquipedia Dota 2 Wiki
“ | ▶️ My reach is long.
— Shadow Fiend
|
” |
Every unit has unique cast animations for each of its abilities. The cast animation of the ability is enacted as soon as a target for the ability is chosen, if it requires one, or when pressing its Hotkey, if it does not require a target.
The length of the animations varies for each ability as each of them is unique and made for the ability which is usually in the slot the animation is bound to. Although the Cast Animation sounds like a visual part of the game, it does have a mechanical influence on the gameplay.
Definition[edit]
Every ability has a specific time frame the casting unit has to go through in order to apply its effects successfully. This time is commonly known as the Cast Point or Cast Time. Cast Point has nothing directly to do with the visual animation of the ability. However, since the cast animation starts playing immediately, it indicates the cast point of abilities.
This means when the unit gets interrupted by disables or by their own actions before reaching the cast point, the cast is canceled, the ability's effects are not applied, the ability will not go into cooldown, and will not use any mana.
The player also can manually stop the ability cast by issuing a Stop (S) or Halt (H) command. When the ability cast gets interrupted during the cast time, the visual cast animation ends as well.
In almost every case, the length of cast animations exceeds the cast point of abilities. Upon reaching the cast point, the animation does not stop immediately but continues playing. For most abilities, the unit keeps on standing still during this part of the animation, and is unable to act until the animation has been completed, if it is not canceled. This is commonly known as Cast Backswing.
Cast Point[edit]
No Target abilities with instant cast point applies their effects instantly as soon as Hotkey is pressed. Certain No Target abilities may not interrupt channeling upon cast.
For targetable abilities, its effects are applied as soon as a target is selected for the ability. However, if an ability requires a target, be it a unit, ground-targeting, or area-targeting, it will interrupt channeling, even if its cast point is instant.
Instant Cast[edit]
Most items and all toggleable abilities fall under this category, they have neither a cast point nor a backswing, and as such will never interrupt a channel. These abilities can also be cast in-between certain chain-disables (e.g. Sacred Arrow into Nightmare) or any disable which uses invulnerability into a periodic area disable (e.g. Black Hole) since these abilities have the highest priority of cast order. It can also be cast after an Ancient has fallen, during the scoreboard phase.
This applies to most toggled items too, but some such as Switch Attribute are not considered a toggle and as such can interrupt.
There are a few conditions where an ability can have an instant cast point:
Type | Aspect / Definition | Examples |
---|---|---|
Zero Cast Point |
|
Homing Missile |
Immediate Flag |
|
Borrowed Time |
Toggleable Abilities |
|
Pulse Nova |
Ignore Channel Flag |
|
The difference Between Instant Cast Point and 0 Cast Point is as follows:
- Marci with Black King Bar is affected by Disruption and Chronosphere at the same time.
- In this next example, she now has Shadow Blade equipped.
- Marci casts Shadow Walk, then Force. Force will be cast after 0.067 seconds.
- Since Force is not an instant cast ability, its cast time is equal to one server tick. At the same time, there will be one more server tick between, since there are now two different but consecutive commands.
- Marci now casts Force, then Shadow Walk.
Instant Cast Sources[edit]
Instant Cast Abilities
Abaddon – Borrowed Time
Alchemist – Unstable Concoction
Anti-Mage – Counterspell
Anti-Mage – Counterspell Ally
Bane – Nightmare End
Batrider – Firefly
Bounty Hunter – Shadow Walk
Bloodseeker – Bloodrage
Bloodseeker – Blood Mist
Brewmaster – Drunken Brawler
Storm – Wind Walk
Spin Web – Destroy Spin Web
Bristleback – Quill Spray
Clinkz – Skeleton Walk
Clockwerk – Battery Assault
Clockwerk – Overclocking
Crystal Maiden – Crystal Clone
Courier – Speed Burst
Courier – Transfer Items
Courier – Shield
Crystal Maiden – Stop Freezing Field
Dark Willow – Bedlam
Dark Willow – Shadow Realm
Dawnbreaker – Converge
Dawnbreaker – Solar Guardian Land
Elder Titan – Return Astral Spirit
Elder Titan – Move Astral Spirit
Astral Spirit – Return Astral Spirit
Enchantress – Sproink
Gyrocopter – Rocket Barrage
Gyrocopter – Flak Cannon
Harpy Scout – Take Off
Hoodwink – Scurry
Hoodwink – Decoy
Hoodwink – End Sharpshooter
Invoker – Quas
Invoker – Wex
Invoker – Exort
Invoker – Ghost Walk
Invoker – Invoke
Io – Spirits
Io – Overcharge
Io – Spirits In
Io – Spirits Out
Juggernaut – Blade Fury
Kez – Falcon Rush
Kez – Shodo Sai
Kez – Cancel
Kez – Switch Discipline
Leshrac – Nihilism
Leshrac – Pulse Nova
Lifestealer – Rage
Lifestealer – Consume
Lina – Flame Cloak
Mars – Bulwark
Medusa – Split Shot
Meepo – MegaMeepo
Monkey King – Primal Spring
Morphling – Attribute Shift
Morphling – Morph
Muerta – Gunslinger
Ofrenda – Destroy Ofrenda
Necrophos – Ghost Shroud
Night Stalker – Crippling Fear
Nyx Assassin – Spiked Carapace
Nyx Assassin – Vendetta
Pangolier – Shield Crash
Pangolier – Stop Rolling
Phantom Assassin – Blur2a
Phantom Lancer – Phantom Rush
Phoenix – Stop Icarus Dive
Phoenix – Fire Spirits
Phoenix – Stop Sun Ray
Phoenix – Toggle Movement
Primal Beast – Begin Onslaught
Primal Beast – Trample
Primal Beast – Uproar
Pudge – Rot
Pudge – Flesh Heap
Pudge – Eject
Razor – Plasma Field
Razor – Eye of the Storm
Rubick – Telekinesis Land
Shadow Fiend – Feast of Souls
Slardar – Guardian Sprint
Slark – Dark Pact
Slark – Shadow Dance
Sniper – Take Aim
Spirit Breaker – Bulldoze
Storm Spirit – Overload2a
Sven – Warcry
Tombstone – Grab Ally
Techies – Detonate Tazer
Templar Assassin – Refraction
Templar Assassin – Trap
Psionic Trap – Trap
Terrorblade – Metamorphosis
Terrorblade – Terror Wave
Timbersaw – Whirling Death
Timbersaw – Flamethrower
Timbersaw – Return Chakram
Troll Warlord – Battle Stance
Troll Warlord – Whirling Axes (Melee)
Troll Warlord – Battle Trance
Tusk – Launch Snowball
Tusk – Tag Team
Ursa – Earthshock
Ursa – Enrage
Undying – Flesh Golem
Visage – Stone Form
Visage – Silent as the Grave
Visage – Summon Familiars
Weaver – Shukuchi
Windranger – Windrun
Winter Wyvern – Arctic Burn
Witch Doctor – Voodoo Restoration
Zeus – Heavenly Jump
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Conditional Instant Cast[edit]
Certain abilities can be instant cast conditionally, more information can be found in the abilities' notes respectively.
Conditional Instant Cast Abilities
Bane – Fiend's Grip1
Ember Spirit – Fire Remnant
Juggernaut – Healing Ward
Legion Commander – Overwhelming Odds
Lich – Frost Blast
Lich – Frost Shield
Lich – Ice Spire
Lich – Chain Frost
Pugna – Nether Blast
Pugna – Decrepify
Pugna – Nether Ward
Riki – Smoke Screen
Spirit Breaker – Planar Pocket
Troll Warlord – Whirling Axes (Ranged)
Troll Warlord – Whirling Axes (Melee)
- 1 Requires Aghanim's Scepter.
Vector Targeting[edit]
For Vector Targeting abilities, the cast point starts upon pressing the Hotkey and selecting the direction.
Vector Targeting Abilities
Bane – Nightmare3
Broodmother – Spinner's Snare
Clinkz – Burning Army
Dark Seer – Wall of Replica
Disruptor – Kinetic Fence3
Grimstroke – Stroke of Fate3
Gyrocopter – Call Down
Marci – Rebound
Muerta – Dead Shot
Pangolier – Swashbuckle
Puck – Illusory Orb3
Tusk – Walrus Kick2a
Void – Astral Pull
Void Spirit – Aether Remnant
Wildwing Ripper – Hurricane
Windranger – Gale Force
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Requires selecting the corresponding facet.
Spell Steal[edit]
Main Article: Rubick
For abilities acquired with Spell Steal, if their original cast point is < 0.15, it will be set to 0.15 instead, except for abilities flagged with DOTA_ABILITY_BEHAVIOR_NORMAL_WHEN_STOLEN
in the game files, listed below. For these abilities, the original cast time is used.
Abilities Using Original Cast Time
Items[edit]
Main Article: Items
The following item abilities have an instant cast point and do not interrupt Channeling.
Instant Cast Item Abilities
Blade Mail – Damage Return
Boots of Bearing – Endurance
Mask of Madness – Berserk
Phase Boots – Phase
Shiva's Guard – Arctic Blast
Veil of Discord – Magic Weakness
Invisibility
The following item abilities have an instant cast point and interrupt Channeling.
Instant Cast Item Abilities
Arcane Boots – Replenish
Black King Bar – Avatar
Block of Cheese – Scrumptious
Bloodstone – Bloodpact
Book of the Dead – Greater Demonic Summoning
Bottle – Regenerate
Cheese – Fondue
Clarity – Replenish
Crimson Guard – Guard
Dust of Appearance – Reveal
Enchanted Mango – Eat Mango
Faerie Fire – Imbue
Ghost Scepter – Ghost Form
Great Healing Lotus – Eat Lotus
Greater Healing Lotus – Eat Lotus
Guardian Greaves – Mend
Havoc Hammer – Havoc
Healing Lotus – Eat Lotus
Healing Salve – Salve
Holy Locket – Energy Charge
Magic Stick – Energy Charge
Magic Wand – Energy Charge
Mekansm – Restore
Moon Shard – Consume
Ninja Gear – Solitary Disguise
Pavise – Protect
Pipe of Insight – Barrier
Power Treads – Switch Attribute
Refresher Shard – Reset Cooldowns
Satanic – Unholy Rage
Solar Crest – Shine
Soul Ring – Sacrifice
Most items with active abilities have a 0 cast point and they do not have a cast backswing, except for the following sources:
Item Abilities with Cast Point Greater than 0
Modifying Cast Point[edit]
There are currently no sources in the game that modifies cast point.
Cast Backswing[edit]
The part of the animation which occurs after the ability's cast point is the ability's Cast Backswing, the caster will stand still and is unable to attack or use any other abilities until the remaining animation is played. The cast backswing has no effects on the already cast ability and is purely cosmetic.
The player can cancel the cast backswing by ordering the unit to Stop (S), Move, or simply by casting another ability during the cast backswing. ⇧ Shift-queue does not cancel the cast backswing, the next command in the queue will be executed after the cast backswing ends.
Cast backswing is either bound to the unit or the ability slot, and it is not necessarily the same length even for abilities with the same total animation time. If the ability has a 0.3-second cast point, while the entire animation has a 1-second duration, the cast backswing will have a 0.7-second duration. However, another ability's animation of the same length with a 0.6-second cast point would only have a 0.4-second cast backswing. It is difficult but possible to cancel a short cast backswing. This affects things like acquired abilities from Death Pact, Devour, Spell Steal, Morph or
Ability Draft.
For example, Doom uses the same 1.17-second cast animation for both Devoured Ability 1 and Devoured Ability 2, meaning that irrespective of the brevity of the Devoured unit's animation. When Doom casts the acquired ability, the cast backswing will be the difference between the original cast point and the total cast animation for that ability slot.
- The cast backswing for the ability cast can be defined as EXPR
1.17 - AbilityCastPoint
If Doom casts Chain Lightning, with a 0.3-second cast point, the cast backswing necessarily takes 0.87 seconds, to conform to 1.17's ability total cast animation, even though when cast by the Harpy Stormcrafter itself the ability has a different backswing time. The same goes for Rubick and for both Stolen Spell 1 and Stolen Spell 2, the cast animation will conform to the 1.07-second total cast animation based on the ability slot.
Modifying Cast Backswing[edit]
- These acquired neutral abilities uses the original cast point.
- However, the cast backswing can be defined as EXPR
SlotCastAnimationTime - OriginalCastPoint, 0 when OriginalCastPoint ≥ SlotCastAnimationTime
. - Certain cosmetic items also modify the cast backswing of abilities due to using different animations. These are mostly listed in the ability's respective notes.
Cast Backswing Modifying Abilities
- Slot Cast Animation Time: 1.17
- Slot Cast Animation Time: 1.37
Instant Cast Backswing[edit]
There are a few conditions where an ability can have an instant cast backswing, other than being a toggleable ability or having an instant cast time:
Type | Aspect / Definition | Examples |
---|---|---|
Ignore Backswing Flag |
|
Magnetic Field |
Channeling |
|
Upheaval |
Forced Orders |
|
Pierce the Veil Burrow |
Extended Cast Point |
|
Teleportation |
Set Cast Backswing |
|
Release Illuminate |
Channeling[edit]
Main Article: Channeling
Channeling abilities start their channel time after reaching its cast point. If the unit is interrupted before reaching the cast point, the ability neither starts channeling nor goes into cooldown, and consumes no mana. Channeled abilities might not have cast backswings, as the channel must follow the cast point where the cast backswing otherwise would.
Talents[edit]
The following heroes have a talent that grants them increased cast speed.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Cast Speed |
Version History[edit]
Description
- Updated all of the cast animations so they more fully match the hero models.