Wind Walk

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Overview

Wind Walk is an active Base Ability that when cast, turns the user invisible for a certain period of time.

Wind Walk is often reserved as a guaranteed escape skill, as enemy heroes must usually resort to carrying multiple Sentry Wards or a Gem of True Sight to catch a Wind Walking hero. The skill is also frequently used in ganks in order to catch enemy heroes by surprise, or to set up ambushes for enemy heroes expecting little opposition. Because of the movement speed bonuses and collision reduction, some Wind Walk skills make excellent chasing tools, allowing the hero to overrun the fleeing enemy without being hampered by other units.

Notes on Wind Walk

  • There is usually a delay (transition time) between casting Wind Walk and turning invisible.
  • The hero's unit collision is set to 0 while Wind Walking, meaning that the hero may freely move through units and buildings. The hero cannot go through trees, cliffs, or any other terrain that he would normally be unable to cross, however.
  • Wind Walk can be used to dodge most spells with projectiles. If the hero turns fully invisible between when the projectile is released and when the projectile would hit the hero, the impact animation will be shown but no damage or effects will occur. If the projectile hits during the transition time, the hero will suffer the full damage and effects of the spell, but will nonetheless turn invisible after the transition time. The ability to dodge projectiles is shared by all Invisibility skills, but is most commonly performed with Wind Walk.
  • Using Wind Walk-based skills will not interrupt your channeling, so you can activate Boots of Travel's active skill and then activate Wind Walk without breaking the teleportation. This applies to all Wind Walk-based skills except Templar Assassin's Meld since it is triggered.
  • Using Wind Walk-based skills in the middle of Scroll of Town Portal's channeling will interrupt its teleportation.
  • Wind Walk generally increases movespeed by a significant percentage, except in the cases of Bounty Hunter's Wind Walk, Ghost Walk, and Meld.
  • If a unit breaks from Wind Walk status with an attack, that attack will be empowered with higher damage and will never miss, hence the name "Backstab Damage". This only occurs with Storm Panda (from Pandaren Brewmaster's Primal Split), Bounty Hunter, and Nerubian Assassin. The Templar Assassin's backstab damage is completely triggered and does not result from breaking Wind Walk.
  • Certain orb effects will not activate on the attack with which a unit breaks from Wind Walk. Critical Strikes also will not occur on this attack.
  • Two skills, Leap and Borrowed Time, use extremely short (0.01 second) Wind Walks with no transition time as a means of both dodging any spells currently en route to the hero, and canceling any queued attack or spell commands on the hero from the enemy team.

Units possessing this ability

Items providing this ability

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