Info
Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee 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) or a projectile is launched (in the case of 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).
Units also possess an animation backswing, which is a delay between the damage point of an attack and when another queued command will be performed. The backswing of an attack may be canceled by issuing another command, such as stop or move, to allow further commands to be followed more quickly.
Both attack point and backswing are reduced by the increased attack speed (IAS) attribute following the attack speed formula:
- attack point = (base attack point) / (1 + IAS)
- attack backswing = (base backswing) / (1 + IAS)
Where IAS is a percentage between -0.8 and 5.00.
With Arctic Burn being the only exception (increasing attack projectile speed by 500), the speed of ranged attack projectiles cannot be altered. They can neither be hastened up, nor slowed down.
A unit`s attack speed The frequency with which units attack is measured in attack speed. A unit s attack speed can be modified by items, agility, abilities, and auras. Contents 1 Base attack time 2 Attack speed representation 3 Attack is completely independent of its attack animation. Attack animation strictly refers to the delay between when an attack order is issued and when the attack is launched. For instance, if a unit has an attack time of one second, an attack point of 0.3 seconds, and an attack backswing of 0.5 seconds, they will be idle for 0.2 seconds during every attack cycle. Even if the backswing is canceled after 0.2 seconds, the idle period is extended to 0.5 seconds. Be that as it may, during that idle period, other commands can be issued such as moving or casting spells.
In other words, canceling your animation does not allow you to attack faster.
Attack animations of heroes
Hero Missile Speeds
Heroes | Missile Speed |
---|---|
| 3000 |
| 2000 |
| 1500 |
| 1400 |
| 1300 |
| 1250 |
| 1200 |
| 1125 |
| 1100 |
| 1000 |
| 900 |
| 700 |
Abilities that change Missile Speed
Hero Abilities | |||
---|---|---|---|
Hero | Ability | Missile Speed Change | Duration |
Dragon Knight | Elder Dragon Form | From instant to 900 | 60 |
Terrorblade | Metamorphosis | From instant to 900 | 40 / 44 / 48 / 52 |
Winter Wyvern | Arctic Burn | From 700 to 1200 | 6 |
Unit Missile Speeds
Summons | Missile Speed |
---|---|
Plague Ward | 1900 |
Boar | 1500 |
Storm | 1200 |
Death Ward, Forged Spirit | 1000 |
Eidolon, Familiar, Mass Serpent Ward, Necronomicon Archer | 900 |
Lane Creeps | Missile Speed |
Siege Creep | 1100 |
Ranged Creep | 900 |
Neutrals | Missile Speed |
Ancient Black Dragon, Ancient Rumblehide, Ancient Thunderhide, Satyr Banisher, Vhoul Assassin | 1500 |
Harpy Scout, Harpy Stormcrafter, Hill Troll, Hill Troll Berserker, Dark Troll Summoner | 1200 |
Ancient Black Drake, Ghost, Hill Troll Priest | 900 |
Buildings | Missile Speed |
Fountain | 1400 |
Tower | 750 |