Hero Animations
From Liquipedia Dota 2 Wiki
Hero animations are the way a Hero moves in game, these animations vary based on situation. Heroes can have different animation for the same scenario.
Aggressive[edit]
Animations used when a hero is near an enemy. Aggressive animation exists for Idle and Walk/Jog/Run animation sets. Not all heroes have a aggressive animation.
To trigger aggressive animation hero must meet the following conditions:
- Have vision over the enemy.
- Be within a certain range of the enemy hero.
Melee[edit]
Most melee heroes have an aggressive animation trigger range of 600.
Range | |
---|---|
600 |
Ranged[edit]
Range | |
---|---|
800 | |
850 | |
900 |
This can be useful against enemies with aggressive animations, to know if they have vision over the hero. For invisible Heroes, the animations trigger once they are exposed by True Sight, and/or when the enemy has high-ground vision over them (e.g. via a high-ground Observer Ward or etc.).
Attack[edit]
Heroes can have multiple attack animations when attacking a unit. The attack animation may change based on the hero's max health, current attack speed, or enemy proximity.
Heroes with varying attack animations based on attack speed are tagged with AttackSpeedActivityModifiers
in their hero attributes, and may have the following attack animations:
- Base < Fast < Faster < Fastest < Super Fast < Mega Fast Animation
Heroes with varying Attack Animations based on Attack Speed | Fast | Faster | Fastest | Super Fast | Mega Fast |
---|---|---|---|---|---|
180 | 300 | ||||
170 | 275 | 375 | |||
170 | |||||
200 | |||||
150 | 190 | 220 | 300 | 420 | |
200 | 300 | ||||
140 | |||||
180 | 250 | 350 | |||
150 | 240 | 330 | |||
150 | |||||
170 | 275 | 350 | |||
150 | 250 | ||||
170 | 250 | 300 | |||
140 | 180 | 230 | 300 | ||
180 | 250 | ||||
145 | 195 | 350 | |||
190 | 300 | ||||
200 | 350 | ||||
175 | 275 | 360 | |||
170 | 320 | ||||
266 | 376 | 487 | |||
130 | 200 | ||||
200 | 320 | 430 | |||
142 | 275 | 350 | |||
150 | 200 | ||||
155 | 205 | 300 | |||
175 | 250 | 350 | |||
These values triggering attack animations are the actual attack speed, not the attack speed displayed on HUD assuming with the BAT of 1.7. Not all heroes listed above have a unique animation present for different attack speeds. |
Heroes with varying attack animations based on attack range are tagged with AttackRangeActivityModifiers
in their hero attributes, and may have the following attack animations:
- Closest < Close/Short < Medium/Normal < Long
Not all heroes tagged have a unique animation present for different attack ranges. Heroes that have a unique animations are listed below.
Heroes with varying Attack Animations based on Attack Range | Closest | Close/Short | Medium/Normal | Long |
---|---|---|---|---|
0-79 | >80 | |||
0-199 | >200 | |||
0-89 | 90-149 | 150-249 | >250 |
Channel[edit]
Main Article: Channeling
These are a set of animations played when a hero is channeling an ability for which no specialized animation exists.
Teleport[edit]
Main Article: Teleport
Used when teleporting using Town Portal Scroll, Boots of Travel, Boots of Travel 2. At the teleport destination, the Hero hovers in it's Idle animation.
Chase[edit]
These are a set of animations played when a hero is chasing a unit with low health. The target chased can be an enemy, neutral or an allied unit in deny range.
Heroes with Chase Animations |
---|
Critical Strike[edit]
Main Article: Critical Strike
Certain heroes have a different attack animation when they land a critical strike, this is usually true for heroes with a built in critical strike ability.
Heroes with Critical Strike Attack Animations |
---|
Death[edit]
Animation played when a hero dies. Heroes can have multitple death animations.
Overkill[edit]
The Overkill animation is played when a hero dies by a damage instance that is greater than 33% of the heroes' max health.
Heroes with Overkill Animations |
---|
Defeat[edit]
Animation played at the end game when the player loses the game.
Flail[edit]
The following abilities trigger the Flail animation:
Flail Animation Triggering Sources
Eul's Scepter of Divinity – Cyclone
Wind Waker – Cyclone
Invoker – Tornado
Storm – Cyclone
Force Staff – Force
Hurricane Pike – Hurricane Thrust
Force Boots – Force
Psychic Headband – Psychic Push
Bane – Nightmare
Bane – Fiend's Grip
Batrider – Flaming Lasso
Batrider – Flamebreak
Clockwerk – Power Cogs
Dark Seer – Vacuum
Dark Seer – Normal Punch
Drow Ranger – Gust
Enigma – Black Hole
Havoc Hammer – Havoc
Hoodwink – Bushwhack
Marci – Dispose
Magnus – Skewer
Magnus – Horn Toss
Primal Beast – Pulverize1
Pudge – Meat Hook
Pudge – Dismember
Snapfire – Spit Out
Storm Spirit – Electric Vortex
Keeper of the Light – Blinding Light
Kunkka – Torrent
Kunkka – Tidal Wave
Rubick – Telekinesis
Queen of Pain – Sonic Wave
Spirit Breaker – Greater Bash
Spirit Breaker – Nether Strike
Tiny – Toss
Underlord – Fiend's Gate
- 1 Affected hero is upside down, so is the flail animation
Force Staff[edit]
Animation played when the hero is affected by ally-based forced movement sources from the following items:
Heroes with Custom ForceStaff Animation(Friendly) |
---|
Stun/Disable[edit]
Main Article: Stun
These animations trigger when the hero is being affected by stun sources listed on the stun mechanics page. Not all stun sources trigger the Stun animation, some trigger Flail.
Sources that don't trigger any animations, but instead the hero is frozen in place: Cold Feet, Enchant Remnant, Echo Stomp, Time Lock, Chronosphere, Cold Snap, Ice Path, Mystic Snake, Stone Gaze, Cold Embrace, Winter's Curse,
Haste[edit]
Main Article: Haste
Hastes increase a unit's minimum and maximum movement speed to a specific value. When a unit is hasted, the Run animation is replaced by Haste animation.
Heroes with Haste Animations |
---|
Idle[edit]
These are set of animation played when a hero is standing still. Heroes can have multiple Idle animation, and different idle animation based on enemy presence or low health.
Injured[edit]
These are set of animation used when a hero is below 25% max health. Injured animations exist for Attack, Idle and Walk/Jog/Run animation sets. Not all heroes have injured animation.
Heroes with Injured Animations |
---|
Spawn[edit]
Main Article: Death
Spawn animations are played when a hero respawns from death or Reincarnation sources.
Victory[edit]
Animation played at the end game when the player wins the game.
Walk/Jog/Run[edit]
Main Article: Movement Speed
Hero animations are played when a hero is moving. Heroes can have multiple move animation, these can vary depending on the heroes' movement speed, health, enemy presence, or chasing a low-health target.
Heroes with varying move animations based on movement speed are tagged with MovementSpeedActivityModifiers
in their hero attributes, and may have the following move animations:
- Walk < Run < Run Fast/Sprint < Haste
Heroes with varying Move Animations based on Movement speed | Run | Run Fast/Sprint | Haste | ||
---|---|---|---|---|---|
340 | |||||
325 | |||||
320 | 345 | ||||
- | 430 | ||||
345 | 373 | ||||
335 | |||||
- | 385 | ||||
- | 400 | ||||
360 | |||||
345 | 400 | ||||
375 | |||||
350 | 400 | ||||
350 | |||||
395 | |||||
390 | 440 | ||||
400 | |||||
350 | 440 | 540 | |||
Not all heroes listed above have a unique animation present for different move animations. |
Spell Steal[edit]
Main Article: Spell Steal Interactions
Due to Rubick's nature of using the abilities of other heroes, he has custom animations for all abilities of the following heroes, and for the following individual abilities. All other abilities share 2 generic animations and 1 generic channeling animation.
Stolen Spell Animations of Other Heroes |
---|
Custom Ability Animations[edit]
Custom Ability Animations
Axe – Culling Blade
Bane – Brain Sap
Bane – Fiend's Grip
Batrider – Firefly
Beastmaster – Wild Axes
Beastmaster – Primal Roar
Dark Seer – Wall of Replica
Enigma – Black Hole
Juggernaut – Blade Fury
Juggernaut – Omnislash
Lion – Earth Spike
Lion – Mana Drain
Lion – Finger of Death
Mirana – Leap
Night Stalker – Void
Night Stalker – Crippling Fear
Night Stalker – Dark Ascension
Pangolier – Shield Crash
Pangolier – Rolling Thunder
Pudge – Meat Hook
Pudge – Dismember
Pugna – Life Drain
Sand King – Burrowstrike
Spirit Breaker – Charge of Darkness
Spirit Breaker – Nether Strike
Tidehunter – Ravage
Tiny – Tree Grab
Tiny – Tree Throw
Viper – Viper Strike
Windranger – Shackleshot
Windranger – Powershot
Windranger – Windrun
Winter Wyvern – Arctic Burn
Witch Doctor – Death Ward