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[edit | edit source]
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. There are two abilities that can inflict unlinked vision: The Dark Lady's Cover of Darkness and Adrenaline's Death's Halo.
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Heroes[edit | edit source]
All heroes have a vision of 1800 at Day and 800 at Night. A few abilities can modify hero vision radius.
Vision Radius modifiers[edit | edit source]
|Adrenaline||Death's Halo||Enemy Hero||400||2.5 seconds||Unlinks shared vision|
|Flint Beastwood||Dead Eye||Passive||+100/200/300/400||N/A|
|Moon Queen||Lunar Glow||Passive||+200/400/600/800||N/A||Night only|
|The Dark Lady||Cover of Darkness||Enemy Heroes||500/450/400||4/5/6 seconds||Unlinks shared vision|
Clearvision[edit | edit source]
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[edit | edit source]
Some units possess passive Clearvision.
Buffs[edit | edit source]
These abilities grant Clearvision around the user.
|Artesia||Dance of Death||1000||4.5/6/7.5/9 seconds (Channeling)|
|Corrupted Disciple||Electric Tide||700||4 seconds|
|Fayde||Reflection||800/1000/1200||20/40/60 seconds (Stealth)|
|Prophet||Raven Form||2000/2100/2200||30/45/60 seconds||Attacking or casting spells will lower the duration to 12 seconds if there are more than 12 seconds left on the state|
|Slither||Poison Burst||800||3 seconds|
|Token of Vision||Passive||900||Until death|
Sighted[edit | edit source]
Applies a status effect that grants vision of and around the target(s). Vision is lost once the target is killed.
|Arachna||Spider Sting||200||5 Spiderling's attacks or 15 seconds||Grants vision while the Spiderling is alive|
|Berzerker||Mark for Death||350||8 seconds||Grants vision while mark is active|
|Blitz||Pilfer||800||Up to 5 seconds||Applies while linked to target|
|Bushwack||Jungle Toxin||500||3 seconds|
|Corrupted Disciple||Corrupted Conduit||800||Up to 10 seconds||Applies while linked to target|
|Cthulhuphant||Dreams of Madness||200||1/1.5/2/2.5 seconds||Applies while target is driven mad|
|Emerald Warden||Hunter's Command||500||5 seconds|
|Geomancer||Earth's Grasp||4 seconds|
|Gunblade||Grappling Shot||600||Up to 4 seconds||Grants vision while grappled|
|Klanx||H.A.W.K.||0||2 seconds||Grants vision to enemies when autoattacking with H.A.W.K. active|
|Moira||Ephemeral Forge||200||2 seconds||Grants visions to enemies within 1000 units of the Spirit Mimic during initial channel time|
|Prisoner 945||Shackled||200||Up to 3.5/4/4.5/5 seconds||Grants vision while ball n' chain is attached|
|Puppet Master||Puppet Show||200||2.5/3/3.5/4 seconds|
|Rampage||The Chains That Bind||600||2.5/3/3.5 seconds|
Projectile[edit | edit source]
These projectiles or gadgets grant Clearvision while it is on the map. Some projectiles give vision for a short time after it expires.
|Amun-Ra||Path of Destruction||800||N/A||Grants vision around the meteor's landing point|
|Artesia||Arcane Missile||280||3 seconds||Vision lingers after impact|
|Bombardier||Air Strike!||350||5 seconds||SotM version only; Grants vision around napalm|
|Bubbles||Shell Surf||800||3.34 seconds|
|Calamity||Sunder's Vault||550||4.5 seconds|
|Chronos||Chronofield||500||3/4/5 (5/6/7) seconds|
|Doctor Repulsor||Magnetic Contraption||400||Up to 16 seconds||Lasts until Contraption is detonated|
|Doctor Repulsor||Opposite Charges||300||3 seconds||Grants vision around magnet|
|Ellonia||Glacial Spike||/||2 seconds||Grants lingering vision around impacted targets|
|Ellonia||Frigid Field||300||4 seconds|
|Ellonia||Absolute Zero||1000||0 (6) seconds|
|Empath||Illusory Veil||650x200 (Vector)||3/4/5/6 seconds|
|Fayde||Deep Shadows||600||5 seconds|
|Flint Beastwood||Explosive Flare||800||4 seconds|
|Flux||Discharge||/||3 seconds||Grants vision around enemy heroes' locations|
|Frostfield Plate||Activation||800||2 seconds|
|Kraken||Tsunami Charge||500||5 seconds||Grants vision around where charge stopped|
|Kraken||Release the Kraken!||200||3/4/5 seconds|
|Moira||Arcane Vortex||350||4 seconds|
|Monarch||Noxious Cloud||400||4 seconds|
|Monarch||Cleansing Wind||800||1 (4) seconds|
|Myrmidon||Magic Carp||800||3.34 seconds||Vision lingers on impact|
|Pearl||Whirlbubble||500||1.3 seconds||Grants vision around end point|
|Pharaoh||Tormented Soul||500||10 seconds|
|Rhapsody||Disco Inferno||400||6.5 seconds|
|Riftwalker||Cascade Event||400||2 seconds||Grants vision after delay|
|Riptide||Undertow||350||N/A||Grants vision inside puddles|
|Sacrificial Stone||Passive||/||5 seconds||Clearvision is reduced to 50 until respawn|
|Sand Wraith||Desert's Curse||500||12 seconds|
|Shadowblade||Soul's Sight||800||6 seconds|
|Silhouette||Tree Grapple||400||Up to 6 seconds||Grants vision around hooked tree|
|Solstice||Shining Rays||700||8 seconds|
|Succubus||Cursed Embrace||300||5.1 seconds (Channeling)|
|Tarot||Far Scry||200||8/10/12/14 seconds|
|Tempest||Elemental Void||400||4 seconds|
|The Chipper||Rocket Barrage||/||1.5 seconds||Vision lingers after impact|
|The Chipper||Sawblade Showdown||800x200 (Vector)||8 seconds|
|The Gladiator||Pitfall||400||4 seconds||Grants vision after delay|
|The Gladiator||Call to Arms||800||3.34 seconds|
|Thunderbringer||Blast of Lightning||/||3 seconds||Grants vision around target's location|
|Thunderbringer||Lightning Storm||/||3 seconds||Grants vision around targets' locations|
|Valkyrie||Javelin of Light||800||3.34 seconds|
|Werebeast Enchanter||Far Sight||700||8 seconds|