← Mechanics

Vision

Vision determines what each unit can see. Each unit has a radius that gives vision around itself, and anything beyond its vision and its allies are hidden by Fog of War. Units cannot see through trees or terrain that's in higher elevation. Clearvision allows units to ignore these limitations. Stealthed enemy units cannot be seen within vision radius unless they are Revealed. In most cases, any vision granted by allied heroes, creeps, and buildings are shared.

Fog of War

All areas outside of friendly Vision become Fog of War. Enemy units cannot be seen nor targeted as long as it's inside the Fog of War. Building locations can be seen inside the Fog of War, but any info on the building, such as Health, cannot be seen, nor can they be targeted. Vision is shared between teams. Anything your allied heroes, creeps, buildings, Wards, and gadgets can be seen by you as well. There are abilities which unlink shared vision, which means your only source of vision comes from your hero or any other owned units (i.e. pets) for the duration. If vision of an enemy is lost during the startup animation of a single-target ability, the ability will cancelled. However, attacks will not be interrupted if vision of the enemy is lost. If an enemy unit inside Fog of War attacks, it briefly becomes Sighted. Fog of War updates every 0.4 seconds.

Trees and Elevation

Trees block vision and units cannot see through them. In certain areas of the map, there are small gaps between trees that allow units to move through them. Utilizing this to escape an enemy is known as "juking." Trees can be destroyed to prevent them from blocking vision, although it works for both sides. Units also cannot see areas that are in a higher elevation, while units on higher terrain can see whatever's on lower terrain. In addition, if a ranged unit attacks another unit at a higher elevation, it suffers a 25% Miss Chance, known as "uphill miss chance". Uphill miss chance can be negated with True Strike. Wards of Sight and Wards of Revelation do not benefit from uphill miss chance.

Time of Day

Many units have higher vision radius at daytime compared to nighttime. All heroes have a base vision radius of 1800 at day and 800 at night. While some non-hero units have the same vision radius regardless of time of day, currently no unit has a higher vision radius at night than at day.

Vision Radius

Heroes

All heroes have a vision of 1800 at Day and 800 at Night. A few abilities can modify hero vision radius.

Vision Radius Modifiers

Abilities and items that modify vision radius.

unitItemSourceTargetvisionRadiusDurationNotes
Flint BeastwoodDead EyePassive+100/200/300/400N/A
Moon QueenLunar GlowPassive+200/400/600/800N/ANight only

Clearvision

Clearvision grants vision within its radius, but its vision is not blocked by trees or higher terrain. Many abilities, ability projectiles, or status effect that gives sight of the target grant Clearvision. There are a few sources of permanent Clearvision as well. Clearvision radius can vary between time of day as well.

Passive

Some units possess passive Clearvision.

SourceRadius
Flying Courier400
Shiver (Tundra)800/1000/1200/1400
Zorgath1400

Buffs

These abilities grant Clearvision around the user.

unitItemSourceRadiusDurationNotes
Corrupted DiscipleElectric Tide7004 seconds
FaydeReflection800/1000/120020/40/60 seconds (Stealth)
ProphetRaven Form2000/2100/220030/45/60 secondsAttacking or casting spells will lower the duration to 12 seconds if there are more than 12 seconds left on the state
SlitherPoison Burst8003 seconds
Token of VisionPassive900Until death

Sighted

Applies a status effect that grants vision of and around the target(s). Vision is lost once the target is killed.

UnitSourceRadiusDurationNotes
ArachnaSpider Sting2005 Spiderling's attacks or 15 secondsGrants vision while the Spiderling is alive
Corrupted DiscipleCorrupted Conduit800Up to 10 secondsApplies while linked to target
GeomancerEarth's Grasp4 seconds
GunbladeGrappling Shot600Up to 4 secondsGrants vision while grappled
PestilenceSwarm35030 seconds
Puppet MasterPuppet Show2002.5/3/3.5/4 seconds
RampageThe Chains That Bind6002.5/3/3.5 seconds

Projectile

These projectiles or gadgets grant Clearvision while it is on the map. Some projectiles give vision for a short time after it expires.

UnitSourceRadiusDurationNotes
AlunaPower Throw800N/A
Amun-RaPath of Destruction800N/AGrants vision around the meteor's landing point
AndromedaAurora5005 seconds
BombardierAir Strike3505 secondsSotM version only; Grants vision around napalm
BubblesShell Surf8003.34 seconds
ChronosChronofield5003/4/5 (5/6/7) seconds
Doctor RepulsorMagnetic Contraption400Up to 16 secondsLasts until Contraption is detonated
Doctor RepulsorOpposite Charges3003 secondsGrants vision around magnet
ElloniaGlacial Spike200/5002 secondsGrants lingering vision around impacted targets
ElloniaFrigid Field3004 seconds
ElloniaAbsolute Zero10000 (6) seconds
EmpathIllusory Veil650x200 (Vector)3/4/5/6 seconds
FaydeBurning Shadows200N/A
FaydeShadow Walk Deep Shadows6005 seconds
Flint BeastwoodExplosive Flare8004 seconds
FluxDischarge Pull1000/7003 secondsGrants vision around enemy heroes' locations
Frostfield PlateActivation8002 seconds
GauntletGrapple600N/A
GauntletGauntlet Blast600N/A
GeomancerQuicksand6006 seconds
KrakenTsunami Charge5005 secondsGrants vision around where charge stopped
KrakenRelease the Kraken2003/4/5 seconds
MalikenSword Throw700N/A
MonarchNoxious Nightcrawler4004 seconds
MonarchCleansing Wind8001 (4) seconds
MoraxusMore Axes100N/A
MyrmidonMagic Carp8003.34 secondsVision lingers on impact
PearlWhirlbubble5001.3 secondsGrants vision around end point
PearlPreservation6008/10/12 seconds
PharaohTormented Soul50010 seconds
RhapsodyDisco Inferno4006.5 seconds
RiftwalkerCascade Event4002 secondsGrants vision after delay
Sacrificial StonePassive700/505 secondsClearvision is reduced to 50 until respawn
Sand WraithDesert's Curse50012 seconds
SilhouetteTree Grapple400Up to 6 secondsGrants vision around hooked tree
SolsticeIlluminate Shining Rays7008 seconds
SolsticeLuminescence7000.5 seconds
TempestElemental Void4004 seconds
The ChipperRocket Barrage400/8001.5 secondsVision lingers after impact
The ChipperSawblade Showdown800x200 (Vector)8 seconds
The GladiatorPitfall4004 secondsGrants vision after delay
The GladiatorCall to Arms8003.34 seconds
ThunderbringerBlast of Lightning1000/7003 secondsGrants vision around target's location
ThunderbringerLightning Storm1000/7003 secondsGrants vision around targets' locations
TundraPiercing Shards500N/A
ValkyrieJavelin of Light8003.34 seconds
Werebeast EnchanterFar Sight7008 seconds
ZephyrTyphoon6008/10/12 seconds