Evasion
From Liquipedia Dota 2 Wiki
“ | ▶️ Having trouble seeing straight?
— Brewmaster
|
” |
Evasion is mechanic that allows the unit to evade an incoming attack.
All Evasion effects trigger upon landing an attack. This is upon projectile impact and upon attack point for ranged and
melee units respectively. Any attack or ability effects that relies on attacks to hit their targets do not trigger, including most attack modifiers and on-hit effects unless explicitly specified.
True Strike and Accuracy are mechanics that nullifies Evasion.
Definition[edit]
Mechanics | Definition | Attack Range Type | Examples | |
---|---|---|---|---|
![]() ![]() |
![]() ![]() | |||
Evasion |
|
Upon projectile impact. | Upon attack point. | Butterfly |
Melee Attack Buffer |
|
Not applicable. | Upon projectile impact. | |
Uphill Miss Chance |
|
Upon projectile impact. | Not applicable. | |
Blind |
|
Upon projectile impact. | Upon attack point. | Blinding Light |
True Strike |
|
Astral Step | ||
Accuracy |
|
Upon projectile impact. | Upon attack point. | Soul Rend Monkey King Bar |
All evasion sources use pseudo-random distribution. |
Equations[edit]
All evasion, blind, and accuracy sources are determined by pseudo-random distribution.
Accuracy and Blind sources do not directly increase the attacked unit's evasion value, instead, they increase the effective evasion rate of the attacked unit for blind and lower it for accuracy. For effective evasion rate calculation purposes, multiple sources of evasion and accuracy stack diminishingly with each other respectively, while blind sources stack additively with each other and multiplicatively with evasion.
The total evasion displayed on the HUD is defined as: Total Evasion = 1 - <math>\prod_{i=1}^{n}</math>(1 - Evasion i )
The total blind is defined as: Total Blind = <math>\sum_{i=1}^{n}</math>Blind i
The total accuracy is defined as: Total Accuracy = 1 - <math>\prod_{i=1}^{n}</math>(1 - Accuracy i )
- Incoming Attacks
- Accuracy Sources or True Strike Sources proc
- Evasion
- Blind
- Melee Buffer Range check
- Attack Hits
Effective Evade Chance = (1 - (1 - Total Evasion) × (1 - Total Blind)) × (1 - Melee Buffer Range Miss)
Final Hit Chance = 1 - Effective Evade Chance × (1 - Total Accuracy)
The formula written above is color-coded in sections, where blue indicates the chance that accuracy does not proc, red indicates the total blind multiplier, and green for the evasion multiplier.
Miss[edit]
Upon missing an attack on an enemy, a red floating text appears, reading MISS
, visible to the attacking player only. The enemy, who was just missed by an attack, also sees a floating text, but in white and reading EVADE
instead. Furthermore, a missed attack does not play any of the attack impact sounds.
Attack Range Type[edit]
Main Article: Attack Range
For melee units, if the target is farther than 350 range more than the melee unit's attack range, the attack 100% misses, True Strike does not guarantee hits on units outside of the buffer range.
For most melee heroes, the attack buffer range is defined as:
Total Melee Buffer Range = Unit Total Attack Range + Attacker Bound Radius + Target Bound Radius + 350
Uphill Miss Chance[edit]
For ranged units without Flying Movement, the uphill miss chance is conditionally applied upon a ranged attack projectile impact and not on the unit's attack point — it causes 25% of the ranged attacks to miss if the attacking unit is at a lower terrain level as the target, regardless of the terrain level difference. A unit is considered to be on higher elevated terrain when it is no longer visible to the player due to the terrain. When an enemy stands on a relatively higher ramp, uphill miss chance applies whether if the attacked unit is within vision or not.
This means moving up onto an elevated area after an attack projectile has been launched may cause the projectile to miss on impact to uphill miss chance, even when both units were on the same ground level as the projectile was launched.
Uphill miss chance is considered an evasion source, it does not apply to units and units with flying movement.
Cleave & Splash[edit]

Sven cleaving through a creep wave.
Cleave causes the unit's attack to deal damage in a trapezoid in front of the attacking unit. The damage is based on the unit's total attack damage values. Cleave can only be used by melee units,
ranged units cannot cleave by default.
Cleave does not affect the primary target, and it cannot miss when hitting secondary targets. However, a missed attack does not cleave. Splash is in some ways the ranged version of cleave. It works similarly as cleave, with the main difference being the damage is typically dealt in a circle around the attacked unit, instead of a trapezoid in front of the attacking unit.
Splash does not affect the primary target, and it cannot miss when hitting secondary targets. However, if an attack misses, no splash damage is applied within the radius. Splash damage works with attack modifiers the same way as cleave does.
Blind[edit]
Blind is a debuff that makes a unit miss upon attacking other units and sources of blind effects stack additively with each other, rendering an affected unit unable to land any attack. Although a combination of different blind sources can exceed 100%, for effective evasion rate calculation convenience, they can stack up to a maximum value of 100%.
Total Blind is defined as:
Total Blind = <math>\sum_{i=1}^{n}</math>Blind i
Blind Sources
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Sources[edit]
The following sources grant evasion and are determined by pseudo-random distribution as long as their value is neither 0% nor 100%. Evasion causes a unit to evade attacks of all kinds, while disjointing only evades projectile-based attacks. Sources that grant 100% evasion still stack diminishingly with other evasion sources despite the evasion value being 100%. These sources are still subjected to Blind and Accuracy multipliers like regular evasion sources.
The total evasion displayed on the HUD is defined as:
Total Evasion = 1 - <math>\prod_{i=1}^{n}</math>(1 - Evasion i )
100% Evasion Sources
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Requires selecting the corresponding facet.
Evasion Sources
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Items[edit]
The following items grants the wielder an evasion bonus.
Bonus Evasion Items
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Aviana's Feather | 25% | N/A | N/A |
Butterfly | 35% | 5450 ![]() |
155.71 ![]() |
Elven Tunic | 16% | N/A | N/A |
Heaven's Halberd | 25% | 3500 ![]() |
140 ![]() |
Radiance | 20% | 4700 ![]() |
235 ![]() |
Talisman of Evasion | 20% | 1300 ![]() |
65 ![]() |
Trickster Cloak | 17% | N/A | N/A |
Values do not include portions from actives or auras. |
Talents[edit]
NOTES
451, 5971, 6239, 5972, 452, 5973, 5974, 6700, 431, 6613, 6882
special_bonus_evasion_8/10/12/15/16/20/25/30/40/50/75
- Grants the hero evasion.
- Stacks multiplicatively with other evasion sources.
- Has the following evasion values:
- 8%/10%/12%/15%/16%/20%/25%/30%/40%/50%/75%
The following heroes have a talent that grants them evasion.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Evasion |
Accuracy[edit]
Accuracy is applied as a debuff on the affected target. It does not directly increase the attacked unit's evasion value. For calculation purposes, the accuracy multiplier can be considered as an evasion source as well.
Total Accuracy = 1 - <math>\prod_{i=1}^{n}</math>(1 - Accuracy i )
True Strike sources can also be considered as outgoing accuracy.
Mechanics | Definition | Ability Examples |
---|---|---|
True Strike |
|
Walrus PUNCH! |
Outgoing Accuracy |
|
Pierce Fountain Damage |
Incoming Accuracy |
|
Soul Rend |
True Strike[edit]
True Strike prevents the unit's attacks from missing, negating both evasion and blind sources against any other units, including ward-type units and allied units, except attacks against buildings. However, it does not apply an Accuracy debuff on the attacked unit.
For ranged units, although True Strike prevents the unit's attack from missing, attack projectiles of ranged units with True Strike can still be disjointed. For
melee units, it also prevents the attacking unit's attack from missing when the attacked target moves more than 350 range away upon its attack point.
All attacks against Runes and against destroyable items have True Strike.
Hero True Strike Sources
Dark Seer – Normal Punch2a
Drow Ranger – Glacier 2b
Drow Ranger – Marksmanship3
Nyx Assassin – Vendetta
Luna – Moon Glaives
Sniper – Assassinate
Tusk – Walrus PUNCH!
Bloodthorn – Soul Rend
Enchanted Quiver – Certain Strike
Parasma – Witch Blade
Silver Edge – Shadow Walk
Witch Blade – Witch Blade
Abyssal Blade – Bash
Bloodthorn – Pierce
Javelin – Pierce
Maelstrom – Chain Lightning
Mjollnir – Chain Lightning
Monkey King Bar – Pierce
Skull Basher – Bash
Abaddon – Mist Coil2b
Clinkz – Burning Barrage
Dawnbreaker – Starbreaker
Mars – God's Rebuke
Monkey King – Boundless Strike
Pangolier – Swashbuckle
Pangolier – Shield Crash2a
Phantom Assassin – Stifling Dagger
Shadow Fiend – Shadowraze1
Tidehunter – Anchor Smash
Tiny – Tree Throw
Tiny – Tree Volley 2a
Void Spirit – Astral Step
Item True Strike Sources
Item True Strike Sources based on random 3
Instant Attacks with True Strike
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Attack cannot miss if passive triggered.
True Strike Talents[edit]
True Strike
Ability
Passive
Passive
Affects
Self
Self
There is no description for this ability.
NOTES
6922
special_bonus_truestrike
- Grants the hero's attack True Strike, so they cannot miss.
The following heroes have a talent that grants them True Strike.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
True Strike |
Outgoing[edit]
Grants the attack that procs the following sources True Strike.
Proc Chance-based Outgoing Accuracy
- Proc Chance: 30/35/40 (+10% talent)
Attacks proccing Marksmanship cannot miss. - Proc Chance: 25%
Attacks proccing Pierce cannot miss. - Proc Chance: 25%
Attacks proccing Chain Lightning cannot miss. - Proc Chance: 25%
Attacks proccing Chain Lightning cannot miss. - Proc Chance: 80%
Attacks proccing Pierce cannot miss.
Percentage-based outgoing accuracy sources grant attacks a chance to not miss on the target.
Percentage-based Outgoing Accuracy
- Accuracy: 25%
Attacks have a chance to not miss. - Neutral Radius: 1200
Player Controlled Radius: 40%/43%/46%/51%
Accuracy: 25
The effects are provided by an aura, which grants allies a chance to not miss on attacks. - Accuracy: 50%
Attacks have a chance to not miss. - Same values and notes from Death Ward applies.
Incoming[edit]
Incoming Accuracy
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Stacking[edit]
Multiple sources of evasion stack diminishingly with each other, while sources of blind effects stack additively with each other and multiplicatively with evasion.
All evasion and accuracy sources are determined by pseudo-random distribution.
A more concrete way of thinking about evasion stacking is that for an attack to bypass an evasion stack and hit, the attack should bypass each source of evasion in sequence. Only if all sources of evasion fail can the attack deal attack damage. Consider the chance to be hit, which is 1 - evade chance. A unit's chance to be hit is inversely proportional to its effective HP against attacks. Stacking multiple evasion sources is equivalent to multiplying their corresponding chance to hit. In this way, evasion's effectiveness can be understood to be stacking multiplicatively — while the actual chance to evade is diminishing, each source of evasion increases effective HP against physical attacks more than the last due to this multiplicative nature. This affects the following things:
- Applying a 50% evasion source while already having 35% evasion still doubles your effective hit points against physical attacks.
- Consequentially, a combination of evasion sources that are individually less than 100% is also less than 100%. There are currently a few abilities that grant 100% evasion (e.g. Magnetic Field and Windrun).
- Example 1
- Interactions between incoming attacks and Evasion.
- Incoming attacks to hit Butterfly's wielder is 65%, because the item grants 35% evasion.
- Arc Warden within the Magnetic Field radius has 0.1 evasion. Without any other evasion negating sources, all incoming attacks to hit Arc Warden are missed if the Self is within the radius.
- Example 2a
- Evasion sources stacks diminishingly.
- An enemy is attacking Phantom Assassin who has a Butterfly and LEVEL 4Blur. What are the chances of incoming attacks hitting Phantom Assassin?
- Effective Evade Chance
- = 1 - (1 - Total Evasion) × (1 - Total Blind)
- = 1 - [1 - (1 - 4) × (1 - 0.35)] × (1 - 0)
- = 2.95
- Final Hit Chance
- = 1 - Effective Evade Chance
- = 1 - 2.95
- = -1.95
- Alternatively, Blur and Butterfly have the corresponding -3 and 0.65 chance to hit. Then the combined chance to hit is their product, showing a multiplicative stacking:
- Final Hit Chance
- = -3 × 0.65
- = -1.95
- Phantom Assassin in this example has -195% chance of getting hit by incoming attacks, because she has 295% evasion.
- Example 2b
- Blind sources stack additively of itself, then stacks diminishingly with evasion sources.
- An enemy attacking Phantom Assassin from the previous example is now affected by Burn and LEVEL 4Smoke Screen. What are the chances of incoming attacks hitting Phantom Assassin?
- Phantom Assassin's Total Evasion: 2.95
- Blind sources:
- Burn: 0.15
- Smoke Screen: Expression error: Unexpected / operator.
- Effective Evade Chance
- = [1 - (1 - Total Evasion) × (1 - Total Blind)]
- = [1 - (1 - 2.95) × (1 - (0.15 + Expression error: Unexpected / operator.))]
- = [1 - -1.95 × Expression error: Unexpected / operator.]
- = Expression error: Unexpected / operator.
- Final Hit Chance
- = 1 - Effective Evade Chance
- = 1 - Expression error: Unexpected / operator.
- = Expression error: Unexpected / operator.
- Although Phantom Assassin's total evasion did not change, the blind applied to the enemy increases Phantom Assassin's effective evade chance to Expression error: Unexpected / operator.%. Therefore, Phantom Assassin has Expression error: Unexpected / operator.% chance of getting hit by incoming attacks.
Final Hit Chance[edit]
- Stacking Evasion, Blind and Accuracy
Given a unit with an Effective Evade Chance and subjected to Total Accuracy as defined in the above sections, the final chance to hit Phantom Assassin in the previous example can be derived to be:
Final Hit Chance = Total Accuracy + (1 - Total Accuracy) × (1 - Effective Evade Chance)
An intuitive way to view this calculation — The attacking unit's attacks have a guaranteed chance to trigger True Strike based on the Total Accuracy
value, whereas (1 - Total Accuracy)
of the attacks that do not trigger True Strike will be subjected to the Effective Evade Chance
.
Or alternatively, it can be simplified as:
Final Hit Chance = 1 - Effective Evade Chance × (1 - Total Accuracy)
This can also be interpreted as — Normally, Effective Evade Chance
of the attacks will miss. But due to accuracy, only (1 - Total Accuracy)
of these would-be-missed attacks actually miss since attacks based on the Total Accuracy
value will hit the target due to True Strike.
- Example 3
- The same enemy from the previous example is still affected by Burn and LEVEL 4Smoke Screen.
- The enemy's Courier just delivered Monkey King Bar and continues to attack Phantom Assassin. What are the chances of incoming attacks hitting Phantom Assassin?
- Phantom Assassin's Total Evasion: 2.95
- Total Blind applied on the enemy: Expression error: Unexpected / operator.
- Accuracy sources:
- Pierce: 0.8
- Effective Evade Chance
- = [1 - (1 - Total Evasion) × (1 - Total Blind)]
- = [1 - (1 - 2.95) × (1 - (0.15 + Expression error: Unexpected / operator.))]
- = [1 - -1.95 × Expression error: Unexpected / operator.]
- = Expression error: Unexpected / operator.
- Final Hit Chance
- = Total Accuracy + (1 - Total Accuracy) × (1 - Effective Evade Chance)
- = 0.8 + (1 - 0.8) × [1 - (1 - 2.95) × (1 - (0.15 + Expression error: Unexpected / operator.))]
- = 0.8 + 0.2 × Expression error: Unexpected / operator.
- = Expression error: Unexpected / operator.
- The enemy's attacks have Expression error: Unexpected / operator.% chance to hit Phantom Assassin.
- In this example with Monkey King Bar equipped, 80% of those attacks is guaranteed to hit due to True Strike. The remaining 20% of the attacks that do not have True Strike, have a Expression error: Unexpected / operator.% chance to hit Phantom Assassin.
- Or alternatively,
- Final Hit Chance
- = 1 - Effective Evade Chance × (1 - Total Accuracy)
- = 1 - Expression error: Unexpected / operator. × (1 - 0.8)
- = 1 - Expression error: Unexpected / operator. × 0.2
- = 1 - Expression error: Unexpected / operator.
- = Expression error: Unexpected / operator.
- The enemy's attacks against Phantom Assassin normally have Expression error: Unexpected / operator.% chance to miss.
- However, 80% of those Expression error: Unexpected / operator.% attacks is guaranteed to hit due to True Strike. Therefore, only Expression error: Unexpected / operator.% of the attacks will miss, resulting in a Expression error: Unexpected / operator.% chance for attacks to hit Phantom Assassin.
Recent Changes[edit]
Main Article: Evasion/Changelogs
Description
- The following sources now uses pseudo-random distribution:
- Shine no longer grants 40% outgoing accuracy against the affected target.
- Fountain Damage attacks now have 25% accuracy.
- The following sources now grant attacks True Strike upon proc:
- Increased Solar Crest outgoing accuracy from 35% to 40%.