Fear and Hypnosis
From Liquipedia Dota 2 Wiki
(Redirected from Hypnotize)
| “ | ▶️ I'll show you something to be afraid of!
— Dark Willow
|
” |
Fear and Hypnosis are hard disables that fully disable affected units, and force them to involuntarily move towards specific points. Affected units completely reject any order given to them.
Definition
[edit]Both Fear and Hypnosis cause affect units to fully reject any order given to them, and force them to involuntariliy move towards a unit or point, or away from a unit or point.
| Sub-Types | Definition | Examples |
|---|---|---|
| Fountain Fear |
|
Terrorize |
| Caster Fear |
|
Requiem of Souls |
| Hypnosis |
|
Wheel of Wonder |
Mechanics
[edit]Fear and Hypnosis work almost identical, both cancel the affected unit's current order, clear their entire order queue, and prevent the player from giving the unit any new orders until the status effect expires. Forced orders from other status effects (i.e.
Taunt) are prevented as well. This means they also always interrupt all ![]()
channeling abilities. On top of this, the affected units are also
silenced and ![]()
disarmed. Once the fear or hypnosis expires the unit is ordered to stop, so that they either stand still until given a new command, or auto-attack if enemies are nearby, depending on the player's settings.
While feared or hypnotized, the affected unit is also forced to move towards a determined point, which is decided by the source ability and can vary. This effect does not utilize
Forced Movement, but a regular move order, meanining it fully respects pathing and movement restrictions, such as other disagbles. The units will not cast abilities or items to flee faster, and solely rely on their movement speed. Movement speed increasing effects or hastes are not ignored, unless the source ability sets the unit's movement to a fixed value.
Fear effects are divided into two sub groups: Fountain Fear and Caster Fear
- Fountain Fear, as the name suggests, forces the unit to flee towards their fountain, getting move orders in 0.1 second intervals, to a fixed point right in front of their team's fountain. Neutral Creeps are ordered to move towards their original spawn location instead.
- Caster Fear forces the unit to move directly away from the a specific unit or a point. This is achieved by giving the unit a move order in 0.1-second intervals. The mover order targets a point 400 range away from the unit's current location, with the angle based on their location and the point or unit they are fleeing from. This means when fleeing from a unit, if that unit suddenly teleports in front of the fleeing unit they their move order will make them flee towards the other direction. Also, since the move order uses a distance of 400, pathing blockers that are further away are ignored until they come within 400 range of the affected unit.
Hypnosis causes the hypnotized unit to move towards a specific unit or point instead, having the exact same restrictions as Fear. The move order is given in 0.1-second intervals as well.
Stacking
[edit]If the target(s) is affected multiple instances of fear and/or hypnosis, all instances try to apply their effect on the target equally. The unit tries to move in multiple directions at the same time. This can either result in the unit stuttering back and forth and effectively moving towards a middle ground between the multiple, or moving towards one of the sources. The outcome is random and cannot be predetermined. Regardless of the outcome, the unit moves at the speed determined by the hypnosis. If multiple sources of hypnosis are applied, the unit moves at the slowest source.
Taunts always take priority over Fear/Hypnosis. When affected by both, units do not move, but instead try to attack the taunt source. However, their attacks are still disabled, effectively resulting in them following the taunt source. If a unit is still affected by fear/hypnosis after the taunt expires, their movement effects take over again. If a unit is still affected by taunt after the fear/hypnosis expired, they start attacking.
Abilities Castable When Feared
Sources
[edit]Fountain Fear
[edit]Fountain Fear
- 1 Requires

talent. - 2a Requires Aghanim's Scepter.
Caster Fear
[edit]Caster Fear
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Hypnosis
[edit]Hypnosis
- 1 Unlike other sources, it allows you to attack and use abilities and items while hypnotized. Locks turning.
Version History
[edit]Description
- The following abilities no longer use the Fear mechanic:
- Will-O-Wisp no longer applies hypnosis, now applies a stun instead. [?]
Metamorphosis no longer applies fear to affected units within radius upon transforming.- Added new Terror Wave ability that uses the Fear mechanic.
- Added new Aether Remnant ability that uses the hypnosis mechanic.
- The following abilities now use the Fear mechanic:
Metamorphosis now applies fear to affected units within radius upon transforming.
- Added a new sub-type to the Fear mechanic.
- The following abilities now use the hypnosis mechanic:
- The following abilities now use the Fear mechanic:
- Added the Fear mechanic.
- Savage Roar now applies fear to affected units within radius.
Patch History
[edit]Description
- Hypnotized is now an official overhead status effect.
- The following abilities now use the Hypnotized status effect:
- Aether Remnant
- Sinister Gaze
- Wheel of Wonder
- Will-O-Wisp [?]
- Fixed the Fear mechanic:
- Fixed not reliably forcing non-hero units to flee towards their fountain.
- Fixed mechanic making units stand still if its last command is stop/halt.
- Update 2
- Fear now interrupts Charge of Darkness.