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Invisibility
From Liquipedia Dota 2 Wiki
| “ | ▶️ You can't fight what you can't see.
— Bounty Hunter
|
” |
Invisibility is a status effect that causes the unit to not be seen by the enemy, even when within their range of vision, allowing the unit to scout, spy on, and ambush enemies by sneaking through their lines. However, enemies can counter this by acquiring True Sight.
Mechanics
[edit]Invisible units appear transparent to enemies with True Sight and to allies.
An invisible unit is unselectable for the enemy team, and also attack immune against them. They are also flagged as invisible, which causes many different interactions with several abilities.
Invisibility triggers a disjoint upon getting applied. This is a one-time event that happens once upon turning invisible, and not periodically over the entire duration. Applying another invisibility on top of an existing one triggers a disjoint. However, the disjoint does not trigger if the enemy has True Sight over the unit (unless it possesses True Sight Immunity). Losing True Sight does not cause a disjoint, even if it was preventing an invisibility.
The ways to lose the invisibility are dependent on the ability or item that granted it. Generally, with very few exceptions, it is lost upon reaching the attack point during an attack, or upon reaching the cast point during the use of an ability or an item. This means that abilities with extended effects, i.e. Eclipse or Epicenter, do not cancel the invisibility upon each beam or pulse. Channeling abilities do not cancel it either after the channeling started.
Multiple sources of invisibility can be independently applied, and the unit remains invisible as long as at least one of these sources is active.
Some invisibility sources also make the unit phased.
Appearance
[edit]Invisible units are not rendered for the enemy team, so that they cannot see them at all. Their minimap icon stops showing up for them as well.
To allies of the unit, and to enemies that have True Sight over the unit, the unit appears transparent, but still visible. They can be selected and attacked normally, and are not treated as invisible by abilities. On the minimap, their marker appears as a ring with a pointer, instead of a full circle with a pointer.
To enemies that have shared vision over the unit, its silhouette becomes visible, while the model itself is still invisible. The unit can be selected, but still cannot be targeted by abilities and attacks.
Invisible units do not cast shadows, neither to enemies nor to allies.
Fade Delay
[edit]The fade delay is an initial delay that, as the name suggests, delays invisibility. During the delay, no effects of invisibility are present; The unit is fully visible and is not considered invisible. Therefore, the unit can perform any actions during the delay as usual.
However, if the unit attacks or casts an ability or an item, the fade delay gets reset, delaying the invisibility even more. Once the fade delay elapses, the unit may enter the next phase, which can either be the fade time, or the invisibility right away.
A fade delay is usually used by abilities that continuously re-apply the invisiblity over a duration, where a fade delay ensures a downtime if the invisibility gets broken.
Invisibility Abilites with Fade Delay
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Fade Time
[edit]The fade time is a transitional phase between the visible and invisible state. During it, the unit's model gradually turns transparent over the duration, but they are not considered invisible yet.
The fade time is always a fixed duration, and cannot be altered by anything. This means, unlike during the fade delay, the unit can still perform any action normally during the fade time, without resetting it or breaking the invisibility. Once the fade time elapses, the unit becomes truly invisible, at which point orders may break it, depending on the source ability.
A fade time is usually used by abilities that apply invisibility only once per cast, adding an initial transition towards invisibility.
Invisibility Abilites with Fade Time
Attack Behavior
[edit]While invisible, and also during the fade time, a unit never auto-attacks nearby enemies regardless of auto-attack settings, even if the unit is revealed by True Sight and being attacked. attack orders given to the unit before turning invisible turns into a move order, only direct attack orders given while already invisible are carried out normally.
This does not apply to the fade delay. As previously mentioned, the unit can perform any actions during the fade delay as usual, resetting the delay with each executed attack. Attack orders given before a fade delay still get carried out, and may even cancel the following invisibility, depending the attack's timing.
Sources of Invisibility
[edit]| Source | Properties | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Cast Time | Fade Duration | Movement |
Cast Interrupts |
Using Abilities Breaks Invisibility [?] |
Attacking Breaks Invisibility [?] | Breaks Invisibility [?] |
Dispellable by |
True Sight Immunity | |
| Friendly Shadow | 0 |
0.5 |
|||||||
| Shadow Walk | 0 |
1 | 0.75 | 0.5 | 0.25 | Friendly Shadow Track [?] |
||||||
| Skeleton Walk | 0 |
0.6 | Strafe Death Pact Burning Army [?] |
||||||
| Decoy | 0 |
0 |
|||||||
| Ghost Walk | 0 |
0 |
Quas Wex Exort Invoke [?] |
||||||
| Raven's Veil | 0.3 | 0.0 | Switch Discipline [?] |
||||||
| Invisibility | 0 Passive |
2 Delay |
? | ||||||
| Moonlight Shadow | 0.5 | 2.5 | 2 | 1.5 Delay |
|||||||
| Burrow | 1.5 | 0.0 | Self- |
||||||
| Vendetta | 0 |
0.0 | Spiked Carapace [?] |
No if attacking: Rune |
|||||
| Blur | 0.3 | 0.0 | Only for Blur | ||||||
| Blur |
0 |
0.0 | Only for Blur | ||||||
| Juxtapose |
0 |
0 |
|||||||
| Cloak and Dagger | 0 Passive |
4 | 3 | 2 2.75 | 1.75 | 0.75 Delay |
|||||||
| Invisibility | 0 |
2 | |||||||
| Stored Rune (Invisibility} |
0.0 | 2 | |||||||
| Sand Storm | 0.0 | 0.7 Delay |
|||||||
| Shadow Dance | 0 |
0.0 | Disabled While |
||||||
| Depth Shroud | 0.1 | 0.0 | Disabled While |
||||||
| Wind Walk | 0 |
0.6 | ? | ||||||
| Meld | 0.0 | 0.0 | Psionic Projection [?] |
||||||
| Nature's Guise [?] | 0 |
0.0 | |||||||
| Silent as the Grave | 0 |
0.0 | |||||||
| Shukuchi | 0 |
0.25 | |||||||
| Windrun |
0 |
0.2 | |||||||
| Glimmer | 0 |
0.5 Delay |
|||||||
| Fade | 0 |
1.5 | |||||||
| Shadow Walk | 0 |
0.3 | Reciprocity Echo Slash Lunar Orbit |
||||||
| Shadow Walk | 0 |
0.3 | Reciprocity Echo Slash Lunar Orbit |
||||||
| Disguise | 0.0 | 0.0 | |||||||
These abilitites never break invisibility from any source:
List
Permanent Invisibility
[edit]The following units are permanently invisible.
Details
- This unit is invisible once summoned or created. The ability and modifier are not displayed in-game.
Permanently Invisible Units
- 4 Immune to
True Sight.
Instant Attack
[edit]Spell damage-based attacks do not break break invisibility from any sources, including Disguise and Blur.
List
Except for the abilites in the list above, other instant attacks always break invisibility from these sources.
List
- 4 Reciprocity, Echo Slash and Lunar Orbit do not break invisibility from this source.
Triggering an instant attack from these sources will not break the invisibility from most sources. However, the casting of the ability itself removes invisibility from any source of invisibility except: Depth Shroud, Shadow Dance and Disguise.
List
Clinkz – Burning Barrage
Defiant Shell – Reciprocity
Ember Spirit – Sleight of Fist
Faceless Void – Time Lock
Faceless Void – Time Walk2a
Hoodwink – Acorn Shot (Ground-Targeted)
Kez – Echo Slash
Kez – Falcon Rush
Kez – Talon Toss
Lifestealer – Infest 2a
Luna – Lunar Orbit
Marci – Bodyguard
Puck – Dream Coil 2a
Riki – Tricks of the Trade
Sand King – Stinger
Sand King – Epicenter2a
Sand King – Epicenter2a 2b
Weaver – Geminate Attack
Weaver – Shikuchi2b
True Sight
[edit]True Sight is a negative status effect that renders the effects of invisibility null. A unit affected by True Sight is no longer considered invisible to them, until the True Sight status effect is removed. This means they can be selected and targeted normally, and are not treated as invisible units by abilities anymore.
True Sight is not to be confused with exposure. While True Sight directly works against invisibility, exposure only reveals their silhouette and makes them selectable again. They remain untargetable, attack immune, and are still treated as invisible by abilities.
Sources of True Sight
[edit]See also: Exposure
Aura-based: Buildings
Aura-based: Hero Abilities
Aura-based: Items
Other sources of True Sight
Anti-Mage – Mana Void3
Bloodseeker – Thirst
Bounty Hunter – Track
Drow Ranger – Gust
Earth Spirit – Enchant Remnant
Faceless Void – Time Zone
Legion Commander – Duel
Lion – Mana Drain
Mars – Spear of Mars
Nyx Assassin – Nyxth Sense
Primal Beast – Pulverize
Pudge – Dismember
Pugna – Life Drain
Shadow Shaman – Shackles
Slardar – Corrosive Haze
Sniper – Assassinate
Tidehunter – Dead in the Water
Root
Ancient Prowler Shaman – Petrify
Crystal Maiden – Freezing Field2a
Crystal Maiden – Frostbite
Crystal Maiden – Crystal Clone
Dark Willow – Bramble Maze
Ember Spirit – Searing Chains4
Hill Troll – Ensnare
Lone Druid – Entangle
Spirit Bear – Entangling Claws
Medusa – Gorgon's Grasp
Meepo – Earthbind
Naga Siren – Ensnare
Nature's Prophet – Wrath of Nature2a 4
Oracle – Fortune's End
Treant Protector – Nature's Guise2b
Treant Protector – Nature's Guise4
Troll Warlord – Berserker's Rage
Underlord – Pit of Malice
Underlord – Fiend's Gate2a
Gleipnir – Eternal Chains
Rod of Atos – Cripple
Taunt
Hypnotise
- 1 Requires a
talent.
- 2a Requires
Aghanim's Scepter.
- 2b Requires
Aghanim's Shard.
- 3 Requires selecting the corresponding facet.
- 4 Cannot apply the effect if the unit is already invisible unless it's affected by true sight.
Sources of True Sight affecting Wards
[edit]Buildings
Other Abilities
True Sight Immunity
[edit]Some abilities provide True Sight immunity, which prevents True Sight from revealing the units.
Disguise-based Sources
Other Sources
- Invisibiltiy from Blur can't be revealed by true sight.
Piercing True Sight Immunity
[edit]See also: Vision#Exposing True Sight Immune Units
Invisibility interactions with other spells
[edit]See also: Disjointing with invisibility and Disjointable projectiles
Targeting invisible units
[edit]Most spells which affect an area usually affect invisible units as well, with some exceptions. Single target spells cannot target invisible units without the help of True Sight. Although shared vision renders the unit's model visible even during invisibility, it is not enough to allow single target spells to target them.
Spells which choose specific or random targets on cast behave inconsistently with invisibility. This includes all bouncing spells (e.g. Arc Lightning) and multi-target spells like Poison Touch and Heat-Seeking Missile. The following such spells do not target invisible units:
Abaddon – Aphotic Shield
Batrider – Flaming Lasso1
Bristleback – Viscous Nasal Goo1
Clinkz – Searing Arrows2
Clockwerk – Battery Assault
Dark Willow – Bedlam
Dazzle – Poison Touch
Death Prophet – Exorcism
Drow Ranger – Marksmanship1
Ember Spirit – Searing Chains
Ember Spirit – Sleight of Fist
Grimstroke – Soulbind
Gyrocopter – Rocket Barrage
Gyrocopter – Homing Missile3
Gyrocopter – Flak Cannon
Gyrocopter – Side Gunner1
Harpy Stormcrafter – Chain Lightning
Juggernaut – Omnislash
Leshrac – Lightning Storm4
Lich – Chain Frost
Lion – Mana Drain2
Luna – Moon Glaives
Luna – Eclipse
Maelstrom – Chain Lightning
Medusa – Split Shot
Medusa – Mystic Snake
Mirana – Starstorm
Mjollnir – Chain Lightning
Morphling – Adaptive Strike2
Nature's Prophet – Wrath of Nature
Ogre Magi – Multicast Ignite
Phantom Assassin – Stifling Dagger1
Phantom Lancer – Spirit Lance2
Razor – Eye of the Storm
Riki – Tricks of the Trade
Rubick – Fade Bolt
Shadow Shaman – Ether Shock
Shadow Shaman – Mass Serpent Ward1
Skywrath Mage – Arcane Bolt1 2
Skywrath Mage – Concussive Shot5
Skywrath Mage – Ancient Seal1
Skywrath Mage – Mystic Flare6
Sniper – Assassinate1
Spirit Breaker – Charge of Darkness3
Storm Spirit – Electric Vortex1
Terrorblade – Reflection
Tinker – Laser1
Tinker – Heat-Seeking Missile
Tiny – Toss7
Treant Protector – Overgrowth
Undying – Soul Rip
Undying – Tombstone
Visage – Soul Assumption2
Warlock – Fatal Bonds
Weaver – The Swarm
Witch Doctor – Paralyzing Cask
Witch Doctor – Death Ward1
Zeus – Arc Lightning
1 Requires Aghanim's Scepter. When upgraded, these spells can target secondary units, but ignore invisible ones.
2 Requires a talent. When upgraded, these spells can target secondary units, but ignore invisible ones.
3 These spells choose a new target if their current target dies. They do not choose invisible targets.
4 Soulbind does not bind the target to their invisible allies, but keeps the link up if an already bound unit turns invisible.
5 Lightning Storm also includes the single strikes from Aghanim's Scepter upgraded Pulse Nova.
6 Concussive Shot does not seek for invisible units. The area effect does hit nearby invisible units.
7 The secondary Mystic Flare is not created on invisible enemies. The area damage does affect invisible units.
8 Toss does not select nearby invisible enemy units to toss. The area damage does hit invisible enemies.
The following spells have mixed interactions:
- Always hits the triggering unit, even when invisible. Does not hit other nearby invisible enemies.
- When choosing the area talent, Shadow Strike does target invisible enemies within the area, but the projectiles get instantly disjointed.
- Does target invisible enemies, but the damage and lightning require vision. Therefore, only the vision and true sight is applied around invisible enemies.
Turning invisible after cast
[edit]For most spells, it does not matter if the target turns invisible after the spell's effect already have begun. Their effects continue normally, regardless of the invisibility. There are exceptions to this.
All sources of invisibility disjoint projectiles. Even a split-second of vision loss caused by invisibility is enough to disjoint projectiles, even when regaining vision of the unit before the projectile reaches it. This disjoint does not happen when having True Sight over the unit.
Besides disjointed projectiles, the following spells behave differently when their targets turn invisible while they are active.
- When the caster turns invisible, taunted enemies can be given one order until the effect expires. After finishing that order, the unit freezes in place until the effect expires.
- When an already marked unit turns invisible before it gets slashed, it gets completely skipped if it still is invisible on its turn.
- When a phantom's target turns invisible, the phantom instantly dies.
- When the caster turns invisible, taunted enemies can be given one order until the effect expires. After finishing that order, the unit freezes in place until the effect expires.
- If the snake's current target is invisible on impact, the snake does not affect it, and does not count the jump.
- When the zombies' target turns invisible, the zombies instantly die.
- When a beetle's target turns invisible, the beetle instantly dies.
Version History
[edit]Description
- Broodmother no longer gains invisibility in her Spin Web.
Patch History
[edit]Description
- Fixed invisibility being unable to disjoint attack projectiles.
- The following abilities now will damage invisible units that have been revealed:
- Fixed various bugs with True Sight.
- Fixed True Sight being unable to be applied to sleeping and/or invulnerable units.
- Fixed projectile dodging to happen when the invisibility fade time finishes.
- Fixed projectile dodging from invisibility to only happen if you successfully go invisible, as in you do not dodge if the enemy team has True Sight over you.
- Made going invisible inherently do a projectile dodge.
- Fixed where with ◉ Standard auto-attack, you could auto-attack while fading out from invisibility, causing you to break invisibility unintentionally.
- True Sight-sources are now disabled by Hex-sources and Doom.
- Abilities that provides invisibility can now dodge incoming ability projectiles.