Invisibility is a status effect which makes units and heroes not appear on their opponent`s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit`s model appear transparent, but clearly visible still for allies. If it is an allied hero, its dot on the minimap also turns into a ring for the duration. A unit can gain (usually temporarily, but not always) invisibility through certain spells, items Play “Singing trio.” It has been suggested that this article or section be split into multiple new articles. Reason given: The shop should get its own page Discussion to support or oppose the split should be dota2 or the Rune of Invisibility   Double Damage   Haste   Illusion   Invisibility   Regeneration   Bounty   Arcane     See more: Runes#List Buff icon Invisibility Play AbilityNo Target AffectsSelf Becomes invisible for 45 seconds. This invisibility is dota2 . Some units, like most 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 have permanent invisibility and do not need to acquire it through other sources. Generally, a unit keeps the gained invisibility until the duration runs out, or they perform an attack or a spell or item cast. True Sight and shared vision Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a dota2 allows a unit to see invisible enemies without dispelling the invisibility. True Sight makes the units appear transparent, while shared vision only shows a silhouette. Both make the unit directly targetable again, without dispelling the invisibility.

Fade time and fade delay

An invisible ally

Most sources of invisibility require some time to turn the unit fully invisible. During this time, the unit is still visible and targetable.

The fade time is a short delay before the actual invisibility is applied, during which a unit`s model appears transparent, but still visible to everyone. During it, the unit does not automatically attack nearby enemies, no matter if the auto attack option is turned on or not. It also stops attacking when an attack order was already ongoing. Unlike during the actual invisibility, during the fade time, the unit can cast spells or items and even attack without canceling the invisibility. During the fade time, the unit is not phased, even when the invisibility of the spell phases the unit.

The fade delay is also a short delay before the actual invisibility is applied, but has some significant differences. First off, during the fade delay, the unit`s model does not appear transparent. Furthermore, the unit does not stop automatically attacking nearby enemies when the auto attack option is turned on, and the fade delay does not cause the unit to cancel an already ongoing attack order either. Unlike during the fade time, it is not possible to cast spells or items or attack during the fade delay without resetting it. During the fade delay, the unit is not phased, even when the invisibility of the spell phases the unit.


Unit behavior during invisibility

While invisible, a unit never automatically attacks any nearby enemy, not even when it is revealed by True Sight and being attacked. Be that as it may, when issuing an attack ground order, the invisible unit attacks. Generally, the invisibility is lost upon reaching the attack point. For ranged heroes, this is upon projectile launch. Depending on the source, invisibility may or may not apply a phase effect on the unit.

As for spell casts, the invisibility is lost upon reaching the cast point of the spell. This means that spells with extended effects like Eclipse or Epicenter do not cancel the invisibility upon each beam or pulse. Channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another dota2 spells do not cancel it either when going invisible after the channeling started.

All ranged attacks and most projectiles of abilities are 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 by invisibility. It is enough for a unit to turn fully invisible even just for a split second as a disjointable projectile flies to fully disjoint it. Be that as it may, some projectile abilities still affect invisible units, and some have other effects entirely. Invisible units are still fully or partially affected by spells which affect an area.

Sources of invisibility

True Sight

True Sight allows a unit to see invisible enemies that are in range. Some of the listed spells provide True Sight only during certain situations. Spells which provide shared vision are not listed here, since it is not actual True Sight. A list for that can be found here.

Some abilities provide immunity towards True Sight. This means they prevent True Sight from revealing them.

The following abilities provide True Sight immunity: Shadow Dance, Smoke of Deceit   Item   Changelogs     Smoke of DeceitB The charlatan wizard Myrddin s only true contribution to the arcane arts. Cost50 Bought FromConsumables Active Smoke of Deceit Charges 1 Disassemble? No Alert allies? Yes Recipe dota2 and Minefield Sign (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 dota2 , turns Techies` mines within a 125 radius immune to True Sight).

Sources of True Sight


Hero Abilities
Hero Ability Duration Fade Time
Broodmother Spin Web While in web 2
Mirana Moonlight Shadow 15 2.5 / 2 / 1.5
Riki Cloak and Dagger Permanent while not attacking 6 / 5 / 4 / 3
Sand King Sand Storm 50 0
Slark Shadow Dance 4 0
Treant Protector Nature`s Guise Permanent while not attacking 6 / 5 / 4 / 3
Unit Abilities
Unit Ability Duration Fade Time
Lycan Wolf Invisibility Permanent 1.7
Item Abilities
Item Ability Duration Fade Time
Rune of Invisibility Invisibility 45 2
Smoke of Deceit Smoke of Deceit 35 0

Wind Walk

Hero Abilities
Hero Ability Duration Fade Time
Bounty Hunter Shadow Walk 20 / 25 / 30 / 35 1 / 0.75 / 0.5 / 0.25
Clinkz Skeleton Walk 20 / 25 / 30 / 35 0.6
Invoker Ghost Walk 120 0
Nyx Assassin Vendetta 20 / 35 / 50 0
Burrow Permanent 0
Templar Assassin Meld Permanent while standing still 0
Weaver Shukuchi 4 0.25
Unit Abilities
Unit Ability Duration Fade Time
Hawk Invisibility Permanent 4
Storm Wind Walk 20 0.6
Stasis Trap Stasis Trap Permanent 2
Remote Mines Remote Mines Permanent 2
Psionic Trap Psionic Trap Permanent 2
Item Abilities
Item Ability Duration Fade Time
Shadow Amulet Fade Permanent while standing still 1.5
Glimmer Cape Glimmer 5 0.6
Shadow Blade Shadow Walk 14 0.3
Silver Edge Shadow Walk 14 0.3


Deceit is a form of invisibility that is immune to true sight. This means that the unit cannot be revealed by any means while affected.
Hero Abilities
Hero Ability Notes
Slark Shadow Dance The location is still given away by a dark cloud that covers Slark
Techies Minefield Sign Only affects Stasis Traps and Remote Mines near the sign after the sign has upgraded by Aghanim`s Scepter
Proximity Mines The mine is only revealed when stepping in range of its explosion radius
Item Abilities
Item Ability Notes
Smoke of Deceit Smoke of Deceit The deceit is removed when near an enemy hero or tower