Info
Evasion is a passive ability that gives the unit a chance to dodge an incoming physical attack. When evaded, the attack gets completely nullified, acting as if it was disjointed Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is . This means if the attack had an attack modifier Attack modifiers are modifiers which apply an effect to a unit s basic attacks. These effects can widely vary, from healing, to damaging or even disabling effects. Most of these modifiers have their own rules. For
, the modifiers are not applied either (with a very few exceptions).
A similar mechanic to evasion is blind. While evasion makes a unit evade incoming attacks from other units, blind makes a unit miss upon attacking other units. Just like evasion, when an attack misses to blindness, it acts as if it got disjointed.
Mechanics
Evasion and blind proc or have a chance to proc upon finishing the attack, which is on projectile impact for ranged units. If it procs, the attack does not affect the evading unit, so that no on-attack effects are triggered. Upon missing an attack on an enemy, a red floating text appears, reading "miss", visible to the attacking player only. The enemy, who was just missed by an attack, also sees a floating text, but in white and reading "evade" instead. Furthermore, a missed attack does not play any of the attack impact sounds.
Videos
Stacking
Multiple sources of evasion stack multiplicatively, as well as other sources of miss chance such as blind effects and the uphill miss chance. While the actual chance to evade is diminishing, each source of evasion increases effective HPTechnology company against physical attacks Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of more than the last due to evasion`s exponential nature. The chances of all sources of evasion are determined by pseudo-random distribution.
Formula:
- Miss chance = (1 - evasion from source 1) x (1 - blind from source 2) ... x (1 - evasion/blind from source n) x uphill miss chance
- = n (1 - evasion/blindn) x uphill miss chance
- Hit chance = 1 - (1 - accuracy from source 1) x (1 - true strike from source 2) = 1 - n (1 - accuracy/true striken)
- Final hit chance = 1 - miss chance + (hit chance * miss chance) = 1 - miss chance x (1 - hit chance)
- Final miss chance = 1 - final hit chance = miss chance x (1 - hit chance)
I.e. for Butterfly the chance to get hit is 65% because Butterfly has 35% evasion. The source of evasion values must be expressed in hundredths (so if we have 50% evasion, the value needs to be 50/100 = 0.50).
As an example, if Phantom Assassin has Level 4 Blur (0.5 chance to get hit) and Butterfly (0.65 chance to get hit), her chance to get hit by attacks is 0.5 * 0.65 = 0.325 or 32.5%. A more concrete way of thinking about evasion stacking is that for an attack to bypass an evasion stack and connect, it should bypass each source of evasion in sequence. Only if all sources of evasion fail, is the attack able to deal damage.
Sources of evasion
- Anti-Mage - Talent by Level 20 RightEvasion: 15%
- Arc Warden Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Arc Warden 24 + 3 15 + 1.8 24
- Magnetic Field
Evasion: 100%
Duration: 3.5/4.5/5.5/6.5
Grants 100% evasion to allied heroes and buildings within the field. Does not work if the source of the attack is within the radius. - Bounty Hunter - Talent by Level 25 RightEvasion: 25%
- Brewmaster Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Brewmaster 23 + 3.2 22 + 1.95 14 +
- Drunken Brawler
Evasion: 10%/15%/20%/25%
Passive. Grants a 100% chance to evade the next attack when not attacked for a while. - Evasion: 35%
Passive. - Centaur Warrunner - Talent by Level 15 RightEvasion: 10%
- Clinkz - Talent by Level 20 RightEvasion: 20%
- Dark Seer - Talent by Level 10 RightEvasion: 12%
- Faceless Void - Talent by Level 25 RightEvasion: 20%
- Evasion: 25%
Passive. - Lifestealer - Talent by Level 20 RightEvasion: 15%
- Lycan - Talent by Level 20 RightEvasion: 15%
- Medusa - Talent by Level 15 LeftEvasion: 15%
- Meepo - Talent by Level 20 RightEvasion: 10%
- Evasion: 20%/30%/40%/50%
Passive. - Phantom Lancer - Talent by Level 20 LeftEvasion: 15%
- Evasion: 20%
Passive. - Evasion: 20%
Duration: 7
Grants the targeted allied unit evasion. - Sven - Talent by Level 20 LeftEvasion: 15%
- Evasion: 20%
Passive. - Templar Assassin - Talent by Level 15 LeftEvasion: 12%
- Evasion: 100%
Duration: 3/4/5/6
Grants windranger evasion for the duration.
Sources of blind
- Miss Chance: 70%
Duration: 4
Applies a debuff on the target upon projectile impact. - Broodmother Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Broodmother 17 + 2.8 18 + 2.2 18 +
- Incapacitating Bite
Miss Chance: 30%/40%/50%/60%
Duration: 2
Causes Broodmother`s attacks to place a debuff on enemies. - Keeper of the Light Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Keeper of the Light 14 + 2.1 15 + 1.6 25 +
- Blinding Light
Radius: 675
Miss Chance: 80%
Duration: 3/4/5
Applies a debuff on enemies within the radius upon cast. - Night Stalker Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Night Stalker 23 + 3.1 18 + 2.25 16
- Crippling Fear
Day Miss Chance: 10%
Night Miss Chance: 50%
Day Duration: 3
Night Duration: 5/6/7/8
Applies a debuff on the target upon cast. - Radius: 700
Miss Chance: 17%
Aura based. Blinds every enemy inside the radius. Debuff lingers for 0.5 seconds. - Riki Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Riki 17 + 1.9 34 + 2.2 14 + 1.3 Level Base
- Smoke Screen
Radius: 250/275/300/325
Miss Chance: 40%/50%/60%/70%
Duration: 6
Aura based. Blinds every enemy inside the radius. Debuff lingers for 0.5 seconds. - Miss Chance: 100%
Hero Duration: 3/3.5/4/4.5
Creep Duration: 6
Applies a debuff on the target upon cast. - Troll Warlord Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Troll Warlord 20 + 2.5 21 + 2.5 13 + 1 Level
- Whirling Axes (Melee)
Spin Radius: 350
Axes Radius: 100
Miss Chance: 60%
Duration: 4/5/6/7
Applies a debuff on any enemy that comes within range.
Uphill miss chance
The uphill miss chance is a conditional effect, that causes 25% of the ranged attacks to miss if the attacker is at a lower terrain level as the target. It does not matter how many terrain levels difference is between them, the miss chance stays 25%. The terrain level difference of the attacker and the target is taken into account when the projectile hits the target and not when the attacker launches it. Thus, an attack can still miss due to the uphill miss chance even when both the attacker and the target stand at the same elevation level upon projectile launch. Melee units and flying units are unaffected by this and cannot miss due to elevation differences.
True Strike
True Strike is an attack modifier that prevents the affected unit`s attacks from missing, negating evasion, blindness and the 25% uphill miss chance for ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by units. It also prevents melee attacks from missing when the target moves more than 350 range away before the attack. Though, projectiles of a ranged unit with True Strike can still be disjointed Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is
. True Strike does not work when attacking buildings Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire
. Be that as it may, it works against any other unit, including wards This page is about in-game units. For cosmetic pets, see Summoned Unit. Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against
and allied units.
Sources of True Strike
- Earthshaker Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Earthshaker 22 + 3.2 12 + 1.4 16 +
- Enchant Totem
The attack from Enchant Totem cannot miss. - Passively grants the wielder True Strike on each attack.
- The attack to break the invisibility cannot miss.
- The attack to break the invisibility cannot miss.
- Requires Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175
. The ability uses instant attacks Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of
which cannot miss.
- The attack to break the invisibility cannot miss.
- Tusk Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Tusk 23 + 2.6 23 + 2.1 18 + 1.7 Level Base
- Walrus PUNCH!
The attack from Walrus Punch cannot miss.
Accuracy
Accuracy works similar to True Strike. While True Strike prevents the unit to miss any of its attacks, accuracy prevents the units from being missed by any attack. Just like True Strike, accuracy works against evasion, blind, uphill miss chance and melee attacks missing when the target moves too far away. The unit can still disjoint ranged attack projectiles.
Sources of accuracy
- Bloodthorn - Soul RendAccuracy: 100%
Duration: 5
Units attacking a debuffed target cannot miss. - Observer and Sentry Wards - Place WardAccuracy: 100%
Units attacking these wards cannot miss. - Accuracy: 35%
Duration: 7
Units attacking a debuffed target have a chance to ignore miss chances.
Version history
- Uphill miss chance no longer applies to flying units ?
- Evasion now uses pseudo-random distribution.
- Evasion is now calculated on impact rather than on launch.
- Rod of Atos
- Cripple no longer grants 40% accuracy against the target.
- Rod of Atos
- Cripple now grants units that attack the target 40% accuracy.
- This means that targets attacking that unit will not miss 40% of the time.
- Cripple now grants units that attack the target 40% accuracy.
- Melee attacks now miss if the target is farther than 350 range more than their attack range.
- Attacking a ward can no longer miss.
- Evasion now stacks diminishingly (like crit, magic resistance, etc).
Blinding Abilities
Hero Abilities | |||
---|---|---|---|
Hero | Ability | Miss Chance | Duration |
Brewmaster | Drunken Haze | 70% | 4 |
Broodmother | Incapacitating Bite | 30% / 40% / 50% / 60% | 2 |
Keeper of the Light | Blinding Light | 80% | 4 / 5 / 6 |
Night Stalker | Crippling Fear | 10% (Day) 50% (Night) | 3 (Day) 5 / 6 / 7 / 8 (Night) |
Riki | Smoke Screen | 40% / 50% / 60% / 70% | While inside the area, 6 seconds maximum |
Tinker | Laser | 100% | 3 / 3.5 / 4 / 4.5 on heroes 6 on creeps |
Troll Warlord | Whirling Axes (Melee) | 60% | 4 / 5 / 6 / 7 |
Item Abilities | |||
Item | Ability | Miss Chance | Duration |
Solar Crest | Shine | 25% | 7 |
Radiance | Burn | 17% | While inside the aura |