True Sight in Dota 2: Every Way to Reveal Invisible Heroes
Invisibility is one of the most punishing mechanics in Dota 2. A single Riki, a Silver Edge rush, or a well-timed Smoke of Deceit can unravel your team if you have no answer ready. The solution is True Sight — and there are more sources of it than most players realize.
This reference covers every form of invisibility in the current patch and every tool you can use to counter it. Each item and hero ability is listed with the numbers you need: radius, duration, cost, and the specific cases where standard detection fails. Use it to win the invisible war.
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Every Source of Invisibility in Dota 2
Invisibility in Dota 2 comes from two places: items anyone can buy and hero abilities tied to specific heroes. Both types follow the same core rule — True Sight reveals them — but a few edge cases exist that catch players off guard (covered in the matrix section below).
Invisibility Items
These items are available to any hero and create reliable windows of invisibility in fights, rotations, or initiations. They are the most common source of surprise invisibility you will encounter outside of dedicated invisible heroes.
| Item | Invis Duration | Cost | Key Notes |
|---|---|---|---|
| Shadow Blade | 14 seconds | 2,800 gold | Active ability; +30 move speed while invisible; attack from invis deals +175 bonus damage |
| Silver Edge | 14 seconds | 5,050 gold | Upgrade of Shadow Blade; attack from invis applies Break (disables passive abilities) in addition to bonus damage |
| Glimmer Cape | 5 seconds | 1,850 gold | Can be cast on self or an ally; provides +50 magic resistance while active; support-friendly; short cooldown |
| Smoke of Deceit | 35 seconds (or until dispelled) | 50 gold | Applied to all nearby allied heroes at once; breaks when within ~1025 range of an enemy hero or tower; used for rotations and ganks |
Hero Abilities That Grant Invisibility
These are the heroes with built-in invisibility abilities. Some grant temporary stealth through an active ability; others are passive or near-passive states. Knowing which type you are facing tells you whether you need constant detection (gem or ward) or a one-time burst item (dust).
| Hero | Ability | Type | Duration / Behavior |
|---|---|---|---|
| Riki | Permanent Invisibility | Passive | Turns invisible approximately 3 seconds after last attack or item use; stays invis indefinitely until next attack or ability cast; most threatening passive invis in the game |
| Clinkz | Wind Walk | Active | ~20 seconds duration; +40% move speed bonus while active; does not break on attack — Clinkz attacks from within the invis and the attack ends it |
| Bounty Hunter | Shadow Walk | Active | ~30 seconds duration; first attack from shadow applies a slow; Bounty can move freely while invisible |
| Nyx Assassin | Vendetta | Active (Ultimate) | Permanent invisibility until he attacks; +30% move speed; attack deals massive burst damage; frequently used for initiating team fights or killing supports |
| Weaver | Shukuchi | Active | ~2 seconds of invisibility + +40% move speed; used primarily for escape or repositioning; very short window |
| Sand King | Sand Storm | Active / Channel | Sand King becomes invisible within his own sandstorm area; can move at reduced speed while inside the storm; the storm area is visible but SK inside it is not |
| Templar Assassin | Meld | Active | Instant invisibility; breaks when she attacks; attack from Meld applies a stack of armor reduction; used for stealth ganking and defensive repositioning |
| Slark | Shadow Dance | Passive (+ Active) | Passively turns invisible whenever he is not in the vision of any enemy hero; active component provides brief evasion and move speed; one of the hardest heroes to detect consistently |
| Treant Protector | Nature’s Guise | Active | ~20 seconds of invisibility while near trees; Treant can move between trees and remain invisible; the invisibility breaks if he moves away from trees |
| Broodmother | Spin Web (passive) | Passive | Broodmother is invisible whenever she is standing near one of her webs; she cannot go invisible in open areas; her webs are visible to enemies |
| Invoker | Ghost Walk | Active (Invoked) | Invoked with Quas-Quas-Wex; grants Invoker invisibility + slows nearby enemies; duration scales with Quas/Wex levels; a versatile escape tool |
| Dark Willow | Shadow Realm | Active | ~6 seconds of invisibility; her next attack while in Shadow Realm deals bonus damage proportional to how long she stayed invisible; often used as an engagement tool |
| Monkey King | Tree Dance | Active + Passive | While perched on a tree, Monkey King transforms into a tree and becomes invisible; True Sight reveals him in tree form; he loses tree form and invis if attacked or if the tree he is on is destroyed |
Every Source of True Sight in Dota 2
True Sight in Dota 2 refers to the ability to see invisible units. Every source of True Sight in the game is listed here with the exact numbers that determine whether you can afford to contest an invisible enemy or not.
Sentry Ward
The most commonly used True Sight tool in the game. Sentry Wards are the staple for ranked Dota 2 vision control at every bracket.
| Stat | Value |
|---|---|
| Cost | 75 gold (per 2-pack) |
| True Sight Radius | 950 |
| Vision Radius | 950 (also provides regular vision) |
| Duration | 6 minutes |
| Stock Limit | Shared pool; supports typically carry these |
Sentry Wards are stationary — they must be placed before the invisible hero arrives. They do not move with you, so placement is critical. For ward placement locations and deward techniques, see our full Dota 2 warding guide, which covers optimal spots for both observer and sentry placement across the map. This post covers the detection mechanic only.
Dust of Appearance
The most offensive True Sight tool. Dust activates instantly in an area around the carrier, making it the right choice for ganking invisible heroes on the move.
| Stat | Value |
|---|---|
| Cost | 90 gold (single use) |
| Reveal Radius | 1050 (centered on the carrier) |
| Duration | 12 seconds |
| Movement Slow | 18% |
| Stock | Multiple can be stacked in inventory |
The slow is significant — an 18% movement penalty is large enough to prevent most invisible heroes from escaping even after they are revealed. Dust is the go-to purchase when your team wants to kill a specific invisible hero in a gank. Note: Dust does NOT reveal Slark while he is in his passive Shadow Dance state. See the Reveal Matrix below.
Gem of True Sight
The strongest permanent True Sight item. The Gem provides a constant aura that reveals all invisible units around the carrier. There is no cooldown and no duration — as long as the carrier is alive, enemies cannot hide nearby.
| Stat | Value |
|---|---|
| Cost | 900 gold |
| True Sight Radius | 900 (aura centered on carrier) |
| Duration | Permanent while held |
| Special Rule | Drops on death — any unit can pick it up |

Tower True Sight
All towers in Dota 2 have inherent True Sight in a radius around them. An invisible hero standing near a tower is revealed to the defending team. The detection range is approximately 900 units from the tower structure.
This is why Riki, Nyx, and similar heroes cannot simply walk up to an enemy tower and remain invisible. Tower True Sight is permanent and passive — it costs nothing and requires no action. Defenders should understand that enemies who stay invisible near objectives must be deliberately avoiding the tower range, and use that positioning knowledge to predict their path.
Hero Abilities That Provide True Sight
Several hero abilities grant True Sight either as a targeted debuff or as a persistent aura. These are some of the most powerful forms of detection because they do not require a specific map location or consumable use.
Slardar — Corrosive Haze
Slardar’s ultimate places a debuff on a target enemy hero. While debuffed, that hero is visible to ALL allied heroes regardless of distance or invisibility. Combined with significant armor reduction, this makes Slardar one of the best counter-picks to any invisible carry.
| Stat | Level 1 | Level 2 | Level 3 |
|---|---|---|---|
| Armor Reduction | -15 | -20 | -25 |
| Debuff Duration | 15 sec | 20 sec | 25 sec |
| Cast Range | 700 | 700 | 700 |
| Cooldown | 15 sec | 14 sec | 13 sec |
Note: The True Sight from Corrosive Haze is a debuff on the target, not an aura on Slardar. The debuffed hero is visible everywhere on the map to all allied heroes. This is distinct from area True Sight — Slardar is a single-target reveal with the added bonus of making the target extremely squishy.
Bounty Hunter — Track
Track places a debuff on the target enemy hero that makes them visible to all allied heroes and provides a gold bonus on kill. Like Slardar’s ultimate, this is a global targeted reveal — the tracked hero is visible across the entire map.
| Stat | Level 1 | Level 2 | Level 3 |
|---|---|---|---|
| Debuff Duration | 30 sec | 30 sec | 30 sec |
| Kill Bonus Gold (per ally) | 150 | 200 | 250 |
| Cast Range | 1100 | 1100 | 1100 |
| Cooldown | 18 sec | 16 sec | 14 sec |
Bounty Hunter is unique in that he is both an invisible hero (Shadow Walk) and a source of True Sight (Track). This makes him a strong pick in invisible-heavy metas — he can dismantle enemy invisible heroes while benefiting from the same mechanic himself.
Other Ability-Based Detection Sources
A few additional ability-based detection sources exist in 7.41f that are worth knowing:
- Warlock’s Infernal Golem: Warlock’s summoned golem has inherent True Sight in a radius around it. While infrequent, this can unexpectedly reveal invisible heroes when Warlock has his ultimate active in a fight.
- Jakiro’s Ice Path: Does not grant True Sight but the AoE nature of the ability can sometimes break invisibility through the slow/debuff interaction. This is situational and not a reliable detection tool.
- Scan (Global Ability): The free Scan ability available on the minimap reveals enemy hero presence in an area but does NOT grant True Sight on individual heroes. It tells you someone is there; it does not reveal invisible units. Do not confuse these mechanics.
The Reveal Matrix: Which Counter Works Against What
The table below shows which detection source works against each invisibility source. “Yes” means the invis is broken and the hero is revealed. “No” means the detection does not work against that specific form of invisibility. A dash means the interaction is not applicable (e.g., a targeted debuff does not have a radius interaction with items).

| Invisibility Source | Sentry Ward | Dust | Gem | Towers | Slardar | BH Track |
|---|---|---|---|---|---|---|
| Shadow Blade / Silver Edge | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Glimmer Cape | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Smoke of Deceit | Yes | Yes | Yes | Yes (breaks smoke) | Yes | Yes |
| Riki — Permanent Invisibility | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Clinkz — Wind Walk | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Bounty Hunter — Shadow Walk | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Nyx Assassin — Vendetta | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Weaver — Shukuchi | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Sand King — Sand Storm | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Templar Assassin — Meld | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Slark — Shadow Dance (passive) | Yes | No* | Yes | Yes (in range) | Yes | Yes |
| Treant — Nature’s Guise | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Broodmother — Spin Web | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Invoker — Ghost Walk | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Dark Willow — Shadow Realm | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Monkey King — Tree Form | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
| Invisibility Rune | Yes | Yes | Yes | Yes (in range) | Yes | Yes |
* Dust of Appearance does NOT reveal Slark while he is in his passive Shadow Dance state. This is a specific exception to the general rule that all detection items work on all invisibility. Use Gem, Sentry Wards, or targeted debuffs (Slardar, Bounty Hunter Track) against Slark instead.
Countering Each Invisible Hero
Knowing the general rules is one thing. Knowing what to buy against a specific invisible hero is more practical. Here is a fast breakdown of the best detection per hero, based on how their invisibility actually works in fights.
Riki
Riki’s Permanent Invisibility is passive and constant — he re-enters invis 3 seconds after any action. Standard dust, gem, and sentries all reveal him. The real question is when and where he will strike. For a full breakdown of how to counter Riki including team composition, laning strategy, and item timing, see our dedicated guide to countering Riki. The short version: Gem on a tanky core is the most reliable permanent answer; Sentry Wards at your jungle entrance early is the correct support response.
Clinkz
Clinkz uses Wind Walk to move across the map invisibly and set up kills. He is on a cooldown timer — once Wind Walk is used, he has to wait for it to come back. Dust is highly effective against Clinkz because he relies on constant movement while invisible; the reveal plus slow combination shuts down his escape completely. Sentry Wards at key choke points are also excellent because Clinkz frequently uses the same paths.
Bounty Hunter
As a support, BH is usually squishier than carries. Dust at the moment of his Shadow Walk break (he slows the target) is the standard counter. Sentry Wards in your own jungle deny him safe stalking positions. He is usually not the primary damage threat — he is setting up kills for teammates. Revealing him early breaks his track gold economy. The Bounty Hunter support guide on our site covers how BH players use their invisibility — helpful reading if you want to understand his timing windows.
Nyx Assassin
Nyx Vendetta has a cooldown of about 80 seconds at level 1, so he cannot continuously re-enter invis in a short fight. Force him to commit his Vendetta early by threatening the fight before he can pick his ideal moment. Dust works well because Nyx needs to get close to use his full combo — popping Dust when you suspect him nearby denies his initiation window. Sentry Wards on your supports (who are his typical targets) are cheap and effective insurance.
Weaver
Shukuchi is very short (about 2 seconds) and primarily an escape tool. Weaver is usually not a hero you need to buy dedicated detection for — the threat window is too brief. If he is using Silver Edge for additional invisibility on top of Shukuchi, then treat it like a Shadow Blade target and run standard Sentry or Dust coverage.
Sand King
Sand King’s invisibility in Sand Storm is positional — he must be standing inside the sand cloud. The cloud itself is always visible, so you always know the general area he is in. Dust centered near the sandstorm is extremely reliable because the radius is wide enough to cover his movement inside it. He cannot attack or cast other abilities while channeling, so detecting him while he channels is essentially confirming a free kill window.
Templar Assassin
Meld requires TA to stop and wait before attacking. She cannot attack while entering Meld. The short window where she is standing still to attack from Meld is where Dust or Sentry coverage punishes her hardest. A well-placed Sentry on a high-ground cliff spot she is likely to use denies her signature ambushes entirely.
Slark
Slark is the most detection-resistant invisible hero in the game due to the Dust exception. Your two reliable options are: Gem on a durable ally who can survive a Slark engagement, or Sentry Wards placed defensively around areas you want to protect. Slark Shadow Dance becomes irrelevant once you have active True Sight nearby because his passive regen is also suppressed. Do not waste Dust charges against Slark — buy Sentry or Gem instead.
Treant Protector and Broodmother
Both heroes rely on proximity to terrain features. For Treant, Sentry Wards in heavily wooded areas around Roshan, the jungle, and your base trees are the direct counter — he cannot use Nature’s Guise in open ground. For Broodmother, her webs are always visible on the minimap, so you can proactively Sentry the web clusters. A Gem carrier walking through web areas destroys her ability to hide entirely.
Monkey King
In tree form, Monkey King is stationary. He is waiting to leap down onto a passing hero. Sentry Wards in high-traffic tree clusters near lane entrances and the Roshan pit are the standard counter. True Sight within 900 units of his tree perch immediately reveals his tree form. Gem carriers near objectives force him to either reveal himself or move away.
Choosing the Right True Sight Item
The three main purchasable detection items each have a different purpose. Buying the wrong one is a common source of wasted gold in lower brackets. Here is how to decide quickly:
| Item | Best Against | Weakness | Role Who Buys It |
|---|---|---|---|
| Sentry Ward | Stationary or predictable invis (TA ambush spots, jungle Riki, Treant, Broodmother webs) | You must predict where the invis hero will be; does nothing if they avoid the ward | Support (pos 4 and 5) |
| Dust of Appearance | Ganking a specific invisible hero; chasing an invis hero on a known path | Does not work on Slark Shadow Dance; consumable cost adds up | Any hero, often support or offlane |
| Gem of True Sight | Enemies with multiple invis sources; late-game permanent counter; Slark | Drops on death; expensive at 900 gold; requires a durable carrier | Durable core or pos 3 when ahead |
The practical breakdown for most games: buy Sentry Wards as supports for map vision and to deny dewarding. Buy Dust as a secondary option when you need to gank an invisible hero. Upgrade to Gem only when you are ahead, the enemy has multiple invisible heroes, or you need a permanent answer to Slark.
For the full strategic layer of how these items fit into a game plan, see our guides on how MMR boosting works and safe Dota 2 rank improvement strategies.
Common Mistakes With True Sight
Even experienced players make these errors when dealing with invisible heroes. Each one has a straightforward fix.
Using Dust Against Slark
The single most common True Sight mistake. Dust does not reveal Slark in Shadow Dance. Players buy dust, pop it in a teamfight, Slark stays invisible, and the dust charges are wasted. Buy Sentry Wards or a Gem for Slark specifically.
Placing Sentry Wards in Low-Traffic Areas
Sentry Wards only detect invisible heroes that walk into their 950-radius zone. Placing them too far from an objective or a common path means the invisible hero simply walks around them. High-value sentry spots are near neutral camp stacks, Roshan’s pit entrance, river runes, and your own jungle entry points. Again, the full warding guide covers placement in depth.
Buying Gem Too Early
Nine hundred gold is a significant investment. If you buy Gem when you are behind, you will likely lose it in a teamfight, and the enemy then has permanent True Sight against your own potential future purchase of Shadow Blade or Glimmer Cape. Buy Gem when your team is ahead enough to reliably contest any drops.
Forgetting Tower True Sight Range
Many players walk invisible heroes too close to enemy towers while trying to farm or find picks. Towers have approximately 900 range of True Sight. An invisible hero within that radius is fully visible. If you are playing a hero like Riki or Clinkz in a stalemate game, respect the tower True Sight range and maintain safe distance when towers are contested.
Not Stacking Dust
Dust at 90 gold per charge is cheap. Good support players keep two to three charges in inventory during the midgame. Being caught without a single dust charge when the enemy Nyx initiates or the enemy Bounty Hunter approaches for a gank is a preventable loss. The gold difference between carrying one dust and three dusts is negligible; the swing in game outcome is not.
Frequently Asked Questions
Stop Getting Caught by Invisible Heroes
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