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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

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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

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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

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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.

1 Requires TalentsTalents talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.

Fade Time

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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.

Attack Behavior

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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

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Source Properties
Cast Time Fade Duration Allows units to pass through other units, ignoring collision size. Phased
Movement
Cast
Interrupts
Requires unit to stand still for certain ability effects to occur.Requires unit to stand still for certain ability effects to occur. Channeling
Using Abilities
Breaks Invisibility [?]
Attacking Breaks Invisibility [?] Instant Attack Instant Attack
Breaks Invisibility [?]
Dispellable by
Dispellable by any Dispel sources. Basic Dispel
True
Sight
Immunity
Friendly Shadow 0 This ability has an instant cast time. Instant Cast 0.5
 Yes  No  Yes  Yes  Yes  No  No
Shadow Walk 0 This ability has an instant cast time. Instant Cast 1 | 0.75 | 0.5 | 0.25  Yes  No  Yes
 No if:
Friendly Shadow
Track
[?]
 Yes  Yes  No  No
Skeleton Walk 0 This ability has an instant cast time. Instant Cast 0.6  Yes  No  Yes
 No if:
Strafe
Death Pact
Burning Army
[?]
 Yes  NoYes  No  No
Decoy 0 This ability has an instant cast time. Instant Cast 0
This ability has an instant cast time. Instant Cast
 No  Yes  Yes  Yes  NoYes  No  No
Ghost Walk 0 This ability has an instant cast time. Instant Cast 0
This ability has an instant cast time. Instant Cast
 Yes  No  Yes
 No if:
Quas
Wex
Exort
Invoke
[?]
 Yes  NoYes  No  No
Raven's Veil 0.3 0.0  No  Yes  Yes
 No if:
Switch Discipline
[?]
 Yes  NoYes  No  No
Invisibility 0
Passive
2
Delay
 No  No  Yes  Yes ?  No  No
Moonlight Shadow 0.5 2.5 | 2 | 1.5
Delay
 No  Yes  Yes  Yes  NoYes  No  No
Burrow 1.5 0.0  Yes  Yes  No  No
Self-A status effect that prevents affected units from attacking.A status effect that prevents affected units from attacking. Disarmed
 No  No  No
Vendetta 0 This ability has an instant cast time. Instant Cast 0.0  Yes  No  Yes
 No if:
Spiked Carapace
[?]
 Yes
No if attacking:
Rune
 Yes  No  No
Blur 0.3 0.0  No  Yes  No  Yes only if attacking:
Roshan Roshan
 Yes only if attacking:
Roshan Roshan
 No Only for Blur
Blur Upgradable by Aghanim's Shard. 0 This ability has an instant cast time. Instant Cast 0.0  No  Yes  No  Yes only if attacking:
Roshan Roshan
 Yes only if attacking:
Roshan Roshan
 No Only for Blur
Juxtapose Upgradable by Aghanim's Shard. 0 This ability has an instant cast time. Instant Cast 0 This ability has an instant cast time. Instant Cast  Yes  Yes  Yes  Yes  NoYes  No  No
Cloak and Dagger 0
Passive
4 | 3 | 2

With level 25 Right Talent.With level 25 Right Talent.
2.75 | 1.75 | 0.75
Delay
 No  No  No  Yes  NoYes  No  No
Invisibility 0 This ability has an instant cast time. Instant Cast 2  No  Yes  Yes  Yes  NoYes  No  No
Stored Rune
(Invisibility
}
0.0 2  No  Yes  Yes  Yes  NoYes  No  No
Sand Storm 0.0 0.7
Delay
 No  Yes  Yes  Yes  NoYes  No  No
Shadow Dance 0 This ability has an instant cast time. Instant Cast 0.0  No  Yes  No  No  No  No
Disabled While This unit is immune to everything. Invulnerable
 Yes
Depth Shroud 0.1 0.0  No  Yes  No  No  No  No
Disabled While This unit is immune to everything. Invulnerable
 Yes
Wind Walk 0 This ability has an instant cast time. Instant Cast 0.6  Yes  No  Yes  Yes ?  No  No
Meld 0.0 0.0  Yes  Yes  Yes
 No if:
Psionic Projection [?]
 Yes  Yes  No  No
Nature's Guise [?] 0 This ability has an instant cast time. Instant Cast 0.0  Yes  Yes  No  Yes  Yes  No  No
Silent as the Grave 0 This ability has an instant cast time. Instant Cast 0.0  Yes  No  Yes  Yes  Yes  No  No
Shukuchi 0 This ability has an instant cast time. Instant Cast 0.25  Yes  No  Yes  Yes  NoYes  No  No
Windrun Upgradable by Aghanim's Scepter. 0 This ability has an instant cast time. Instant Cast 0.2  Yes  No  Yes  No  No  Yes  No
Glimmer 0 This ability has an instant cast time. Instant Cast 0.5
Delay
 No  No  Yes  Yes  NoYes  Yes  No
Fade 0 This ability has an instant cast time. Instant Cast 1.5  No  No  Yes  Yes  NoYes  Yes  No
Shadow Walk 0 This ability has an instant cast time. Instant Cast 0.3  Yes  No  Yes  Yes  Yes
 No if:
Reciprocity
Echo Slash
Lunar Orbit
 No  No
Shadow Walk 0 This ability has an instant cast time. Instant Cast 0.3  Yes  No  Yes  Yes  Yes
 No if:
Reciprocity
Echo Slash
Lunar Orbit
 No  No
Disguise 0.0 0.0  No  Yes  No  Yes  NoYes  No  Yes

These abilitites never break invisibility from any source:

Permanent Invisibility

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The following units are permanently invisible.

Invisibility
Passive
Affects
Self
This unit is permanently invisible.
Fade Time: 0
Details
  • This unit is invisible once summoned or created. The ability and modifier are not displayed in-game.
4 Immune to Render invisible sources null. True Sight.

Instant Attack

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Spell damage-based attacks do not break break invisibility from any sources, including Disguise and Blur.


Except for the abilites in the list above, other instant attacks always break invisibility from these sources.

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.

True Sight

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An invisible Riki revealed by the True Sight of a Tower

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

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See also: Exposure
Aura-based: Buildings


1 Requires a talent.
2a Requires Upgradable by Aghanim's Scepter. Aghanim's Scepter.
2b Requires Upgradable by Aghanim's Shard. 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

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True Sight Immunity

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Some abilities provide True Sight immunity, which prevents True Sight from revealing the units.

Disguise-based Sources
Other Sources

Piercing True Sight Immunity

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Invisibility interactions with other spells

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Targeting invisible units

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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:

1 Requires Aghanim's Scepter. When upgraded, these spells can target secondary units, but ignore invisible ones.

2 Requires a TalentsTalents 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

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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.
  • Aghanim's Scepter Upgrade
    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

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Description
7.07
(2017-10-31)

Patch History

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Description
  • Fixed invisibility being unable to disjoint attack projectiles.
  • 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.