Vision

From Liquipedia Dota 2 Wiki
Vision changes around while the hero moves.
▶️ 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[edit]

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[edit]

Main Article: Terrain
Units cannot see areas that are on higher elevations than them.

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[edit]

Main Article: Trees
Amount of vision blocked by single tree changes based on proximity to it.

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[edit]

Main Articles: Fountain and Roshan

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.

Vision Blocker Sources

Fountain Entrances[edit]

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 Faction Radiant fountain ward cliff.

Roshan Pit[edit]

Green tiles can see in, but cannot be seen from inside. Red tiles can see out, but cannot be seen from outside.

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 Psionic Traps. 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[edit]

Main Article: 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[edit]

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[edit]

All heroes have a daytime and nighttime vision range of 1800 and 800 respectively, except for the following:

Unit Day Night
800 1800
1800 1200
1800 1200
1600 800
1800 1000
1800 1800
1800 1400

Lane Creeps[edit]

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[edit]

All neutral creeps have a vision range of 800 during the day and the night, except for the following ones:

Unit Day Night
Tormentor 1400 1400
Ancient Ice Shaman 1400 800
Pollywog 400 400
Kobold 1400 800
Hill Troll Priest 1400 800
Vhoul Assassin 400 400
Harpy Scout 1200 800
Harpy Stormcrafter 1800 1800
Ancient Rumblehide 1400 800
Ancient Thunderhide 1400 800
Roshan 1400 1400

Roshan[edit]

Unit Day Night
Roshan 1400 1400

Summoned Creeps[edit]

Unit Day Night
Warlock Golem 1800 1800
Earth 1800 800
Astral Spirit 350 350
Storm 1800 800
Void 1800 800
Fire 1800 800
Spirit Bear 1400 800
Familiar 400 400

Creep-Heroes[edit]

Unit Day Night

Clones[edit]

Unit Day Night
Tempest Double 1800 800

Couriers[edit]

Unit Day Night
Courier 200 200

Wards[edit]

Unit Day Night
Proximity Mine 64 64
Ice Spire 800 800
Phoenix Sun 1800 800
Tornado 300 300
Sticky Bomb 700 700
Power Cog 1600 600
Jex 600 600
Fiend's Gate 500 500
Skeleton Archer 800 800
Roshan's Banner 1200 1200
Ofrenda 0 0
Massive Serpent Ward 1200 800
Wheel Decoy 1800 800
Observer Ward 360 360
Sentry Ward 0 0
Minefield Sign 0 0
Anchor 0 0
Tombstone 900 900
Plague Ward 800 800
Nimbus 500 500

Miscellaneous[edit]

Unit Day Night

Buildings[edit]

Building Day Night True Sight Attack Range
Outpost 500 500
Watcher 800 800
Ancient 2600 2600
Effigy Building 900 600
Tower (Tier 1) 1900 600
Tower (Tier 2) 1900 1100
Tower (Tier 3) 1900 1100
Tower (Tier 4) 1900 1100
Twin Gate 500 500
Lotus Pool 500 500
Shrine of Wisdom 0 0
Fountain 1800 1800
Melee Barracks 900 600
Ranged Barracks 900 600

Types of Vision[edit]

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

UnitVision Type
Warlock Golem, Earth, Astral Spirit, Proximity Mine, Outpost, Ice Spire, Siege Creep, Undying Zombie, Phoenix Sun, Ghost, Lycan Lane Wolf, Warpine Raider, Sticky Bomb, Power Cog, Storm, Void, Jex, Fiend's Gate, Watcher, Skeleton Archer, Mars Soldier, Roshan's Banner, Ofrenda, Minor Imp, Massive Serpent Ward, Ancient, Effigy Building, Tower (Tier 1), Tower (Tier 2), Tower (Tier 3), Tower (Tier 4), Twin Gate, Lotus Pool, Wheel Decoy, Tormentor, Ancient Frostbitten Golem, Ancient Ice Shaman, Super Melee Creep, Mega Melee Creep, Super Ranged Creep, Mega Ranged Creep, Super Siege Creep, Mega Siege Creep, Flagbearer Creep, Super Flagbearer Creep, Mega Flagbearer Creep, Observer Ward, Sentry Ward, Greater Treant, Pollywog, Boglet, Croaker, Ancient Croaker, Marshmage Apprentice, Marshmage, Ancient Marshmage, Shrine of Wisdom, Minefield Sign, Fire, Tempest Double, Melee Creep, Ranged Creep, Kobold, Kobold Soldier, Kobold Foreman, Hill Troll Berserker, Hill Troll Priest, Vhoul Assassin, Fell Spirit, Harpy Scout, Harpy Stormcrafter, Centaur Courser, Centaur Conqueror, Giant Wolf, Alpha Wolf, Satyr Banisher, Satyr Mindstealer, Ogre Bruiser, Ogre Frostmage, Mud Golem, Satyr Tormenter, Hellbear, Hellbear Smasher, Wildwing, Wildwing Ripper, Hill Troll, Dark Troll Summoner, Skeleton Warrior, Ancient Black Drake, Ancient Black Dragon, Ancient Rock Golem, Ancient Granite Golem, Ancient Rumblehide, Ancient Thunderhide, Shard Golem, Roshan, Fountain, Boar, Anchor, Treant, Tombstone, Spiderling, Spiderite, Melee Barracks, Ranged Barracks, Eidolon, Plague Ward, Ancient Prowler Acolyte, Ancient Prowler Shaman, Nimbus, Spirit Bear, Courier, Wraith King Skeleton, Nether Ward, Death Ward, Psionic Trap, Healing Ward, Forged Spirit, Serpent Ward, Lycan Wolf, Homing Missile, Necronomicon Warrior, Necronomicon Archer, Phantom, Spin Web, Ignis FatuusGround
Tornado, Hawk, Beetle, FamiliarFlying

Modifying Vision[edit]

Several abilities and items can grant or reduce vision. Most of these vision bonuses stack additively unless stated otherwise.

Vision Increasing Sources[edit]

A unit can have a maximum vision range of 4000 as shown in the example below.


Setting Vision[edit]

These abilities set a unit's vision to a specific value.

Vision setting abilities
  • 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: 700
    Night Vision: 500
    Affects the caster. Lasts until unperched. Takes priority over all other vision-changing effects, except for Shade Sight and Consume.

Talents[edit]

Vision
Ability
Passive
Affects
Self
There is no description for this ability.
Vision Bonus: 200
NOTES
 
6228

special_bonus_vision_200
  • Grants the hero bonus day and night vision.
  • Does not counter any vision reducing effect.


The following heroes have a TalentsTalents talent that grants them bonus vision.

Bonus Level 10 Level 15 Level 20 Level 25
Left Right Left Right Left Right Left Right
Vision

Day Vision Talents[edit]

Day Vision
Ability
Passive
Affects
Self
There is no description for this ability.
Day Vision Bonus: 400
NOTES
 
6092

special_bonus_day_vision_400
  • Grants the hero bonus day vision.
  • Does not counter any vision reducing effect.


The following heroes have a TalentsTalents talent that grants them bonus day vision.

Bonus Level 10 Level 15 Level 20 Level 25
Left Right Left Right Left Right Left Right
Day Vision

Night Vision Talents[edit]

Night Vision
Ability
Passive
Affects
Self
There is no description for this ability.
Night Vision Bonus: Varies
NOTES
 
6920, 7022, 7019, 457, 6888

special_bonus_night_vision_400/500/600/800/1000
  • 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 TalentsTalents 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
  • +500

Sources of Vision[edit]

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[edit]

Caster vision granted over Bane to his enemies for casting Brain Sap on them.

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[edit]

Ground vision is obstructed by trees, higher elevations, and vision blockers.

Sources of ground vision
  • Day vision radius: 1800
    Night vision radius: 800
    Provides ground vision around the hero upon triggering. Lingers for 5 seconds.
  • Vision radius: 85
    Provides ground vision within the target area. Lingers for seconds.
  • Vision radius: 300
    Provides ground vision around the wraith while stationary, starting upon cast. Lingers for 100/170/240/310+ seconds. Triggering the wraith removes the vision.
  • 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: 70
    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 2.9 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: 1.75
    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: 1
    Provides ground vision within the illusion gather area. Lingers for 2 second.
  • Vision radius: 20/40/60/80
    Provides ground vision within the affected area on impact. Lingers for 1 second.
  • Vision radius: 2
    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 seconds.
  • Vision radius: 400
    Provides ground vision around itself upon exploding. Lingers for 1 second.
  • Vision radius: 0 (Upgradable by Aghanim's Scepter. 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.
  • Vision radius: 1800
    Provides ground vision around the hero upon triggering. Lingers for 5 seconds.This is an old ability.
  • Day vision radius: 1800
    Night vision radius: 800
    Provides ground vision around the hero upon triggering. Lingers for 3 seconds.

Flying Vision[edit]

Flying vision is not obstructed by trees, higher elevations, and vision blockers.

Sources of flying vision
  • Vision radius: 200
    Provides flying vision at the target area. Lingers for 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: 450
    Provides flying vision at the target area. Lingers for 6 (Upgradable by Aghanim's Scepter. ) 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 0 seconds.
  • Vision radius: 120/250
    Provides 120 non-lingering flying vision around the ink trail as it travels. Provides 250 flying vision at the end location 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 4 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: 775
    Grants flying vision around the activation point. Lingers for 3 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: 300
    Provides non-lingering flying vision around the spear as it travels. Provides the same vision upon reaching max distance, or upon impaling an enemy. Lingers for 1 second if not impaled. If impaled, lingers for 1.3/1.6/1.9/2.2 (TalentsTalents ) seconds.
  • Vision radius: 100
    Provides flying vision within the target area upon cast. Lasts Expression error: Missing operand for +. 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 8 seconds.
  • Vision radius: 1800
    Provides flying vision around the hero. Is active for for 1 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 (TalentsTalents 10.02) 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: 0.5
    Provides flying vision within the target area after the effect delay. Lingers for 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: 2000
    Provides flying vision around the sawblade after reaching the targeted location, until it starts to return.
  • Vision radius:
    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: 2.5
    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: 321
    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: 150
    Provides flying vision around the ward upon cast. Lingers for 12 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 2.8 seconds.
  • Vision radius: 800
    Provides flying vision around the caster for the entire duration. Lingers for 2 seconds.

Shared Vision[edit]

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.

Sources of shared vision
  • Duration:
    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: 100%
    Shares all rooted enemies' vision.
  • Duration: 12/14/16/18
    Shares the target's vision while draining them.
  • Duration:
    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:
    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[edit]

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 TalentsTalents talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.
1 Requires TalentsTalents talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.
3 Exposes the current target of the Tranced hero.

True Sight[edit]

true sight placeholder

Vision interaction with spells[edit]

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

1 Requires Aghanim's Scepter.
2 Requires a TalentsTalents talent.
3 When the current target of these spells die, they choose new targets. Only choose visible enemies.
4 Mana Drain ends immediately 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[edit]

Main Article: Vision/Changelogs
Description
7.23
(2019-11-26)
6.83
(2014-12-17)
  • 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.
6.81
(2014-04-29)