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 dota2 . 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 dota2 , 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.


"Miss" appearing upon missing an attack,
"Evade" appearing upon getting missed.

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.



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 dota2 more than the last due to evasion`s exponential nature. The chances of all sources of evasion are determined by pseudo-random distribution.


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

Sources of blind

Uphill miss chance

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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 dota2 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 dota2 . 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 dota2 . 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 dota2 and allied units.

Sources of True Strike


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

Version history

  • Uphill miss chance no longer applies to flying units ?
  • 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.
  • 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).

Chance Stacking Formula

Evasion chance can be calculated using the following formula:

(1 - evasion chance) ⃗ (1 - next source of evasion chance) ⃗ (1 - miss chance) = (1 - chance to get hit) = evasion chance → rounded down to nearest 5% = actual evasion chance

Example calculating total evasion chance with maxed Blur and a Butterfly stacked:

(1 - 0.5) ⃗ (1 - 0.35) = (1 - 0.325) = 67.5% evasion chance → rounded down to nearest 5% = 65% evasion chance

Because of the way it is calculated, the maximum evasion possible through chance stacking is 95%.
100% evasion is only attainable when it is specifically provided by an ability such as Magnetic Field or Windrun.

Evasion Abilities

Hero Abilities
Hero Ability Evasion Chance Duration
Arc Warden Magnetic Field 100% from attacks outside of the field 3.5 / 4.5 / 5.5 / 6.5
Brewmaster Drunken Brawler 10% / 15% / 20% / 25%
or 100% if you have not been attacked for 16 / 14 / 12 / 10 seconds
Phantom Assassin Blur 20% / 30% / 40% / 50% Passive
Windranger Windrun 100% 3 / 4 / 5 / 6
Item Abilities
Item Ability Evasion Chance Duration
Talisman of Evasion Evasion 25% Passive
Heaven`s Halberd Evasion 25% Passive
Solar Crest Evasion 25% Passive
Shine 25% 7
Butterfly Evasion 35% Passive, disabled while Flutter is active
(Only evasion from Butterflies are disabled)