Knockback is a broad term for abilities that can force a target's position to change. When a unit is knocked back, most effects will trigger the unit's flail animation to indicate they are moving uncontrollably.
In addition to knockback, there are several ways units can be moved around:
- Knockback: Pushes and disables.
- Push: Pushes without disabling.
- Drag: Pulls and disables.
- Pull: Pulls without disabling.
- Launch: Knocks upward and disables.
Units are stunned during knockback and unable to act.
|Morphling||Adaptive Strike (Strength)|
|Spirit Breaker||Greater Bash|
Unlike knockback, units are not disabled while being pushed. These will not inherently cancel actions such as channeling spells, but secondary effects such as silence are free to cancel and interrupt spells.
|Earth Spirit||Boulder Smash|
|Keeper of the Light||Blinding Light|
|Hurricane Pike||Hurricane Thrust|
Units are stunned during drag and unable to act.
|Elder Titan||Earth Splitter|
|Pudge||Meat Hook (Enemies)|
|Storm Spirit||Electric Vortex|
Unlike drag, units are not disabled while being pulled.
|Earth Spirit||Geomagnetic Grip|
|Pudge||Meat Hook (Allies)|
A launch sends a unit skyward. This has a few effects on gameplay as the unit's collision box is temporarily removed, allowing units to walk underneath. Projectiles will also take slightly longer to reach their target, following the hero model up into the air. This has no effect on attack range and cast range. Launched units are always attacked and hit by spells normally as if they were on the ground.
|Eul's Scepter of Divinity||Cyclone|