Attack Range is the distance at which a unit may attack another unit. There are two types: melee and ranged. The user's base attack range can be changed by some abilities.
The attack range of a hero has no actual basis on whether that hero is melee or not, instead it depends on the hero's missile speed. Melee heroes always have an "instant" missile speed, meaning the attack happens right when the animation finished. Ranged heroes have specific projectile speeds, and the projectile has a travel time to the target.
For melee attacks, if the target is farther than 350 range more than the melee unit's attack range, the attack will always miss. This is called buffer range, and true strike does not guarantee hits on units outside of the buffer range. For most melee heroes attack buffer range is 500.
Only melee units can use Cleave, ranged units cannot.
Ranged attack projectiles follow the target and can be disjointed. Ranged units also have a 25% chance to miss their attack when firing uphill.
Units have a certain acquisition range. This range determines how close an enemy has to get in order for the unit to attack it automatically. Since this only goes for auto attacks, this range has no influence on units that have auto attack set to Never in the game options.
Abilities that change Attack Range
Unit Attack Ranges
Kobold, Kobold Soldier, Kobold Foreman, Fell Spirit, Centaur Courser, Centaur Conqueror, Giant Wolf, Alpha Wolf, Satyr Mindstealer, Satyr Tormenter, Ogre Bruiser, Ogre Frostmage, Mud Golem, Shard Golem, Hellbear, Hellbear Smasher, Ancient Rock Golem
Abilities that improve attack range per level
|300 / 365 / 430 / 495 / 560 / 625 / 690 / |
|450 / 500 / 550|