Spells which allow you to 'fly by' CogsDotA 1

Dota 2Zap Interaction isPassing Interaction is

ShockPassing through CogsShockPassing through CogsBara Charge of Darkness1 n 0 y FALSE FALSE Batrider Firefly (flying out)1 y 1 y TRUE TRUE Batrider Firefly (flying in)1 y always getting shocked when trying to get in n FALSE FALSE Dark Seer Vacuum1 n 0 y FALSE FALSE Force Staff1 n 1 n TRUE TRUE Huskar Life Break1 → 0 (since 6.78) y * 0 y * TRUE TRUE * depending on the postion of clockwerk in power cogs (positions you mostly outside of cogs at the end of Life Break) * always getting in cogs (repositions behind clock) Magnus Skewer1 y 0 y FALSE TRUE Mirana Leap1 sometimes 2 n 0 y FALSE FALSE Morph Waveform1 y 0 y FALSE TRUE Nessaj Reality Riftdepending clock remains often in cogs while nessaj gets shocked (hardly swaping position) FALSE TRUE Pudge Hook1 y 0 y FALSE TRUE Rubick Hookshot/Power Cogs1 y 0 y FALSE TRUE Rubick Telekinese1 y 0 y FALSE TRUE Sandking Burrow Strikeunaffected y atleast once (AoE seems bigger of Power Cogs) FALSE FALSE Slark Pounce (jumping through Cogs)2 y 1 y FALSE TRUE Slark Pounce (jumping in Cogs)1 y 0 y FALSE TRUE Storm Ball Lightning (into Cogs)1 sometimes 2 n 0 y FALSE FALSE Storm Ball Lightning (out of Cogs)1 y 0 y FALSE TRUE Timbersaw Timber Chain1 y 0 y FALSE TRUE Tiny Toss1 y 0 y FALSE TRUE Void Time Walk1 y 0 y FALSE TRUE Wisp Tetherdepending * n 0 y FALSE FALSE *getting massive shocks if you trying to pass 'through' you rather sliding along the Cogs Kaolin Rolling Bolder1 y 0 y FALSE TRUE Xin Sleight of Fist1 ** 0 ** FALSE TRUE ** you are getting returned to your origin spot so does not matter in this case spells which get an enemy unit 'out' of CogsD1

D2Zap Interaction isPassing Interaction isShockPassing through CogsShockPassing through CogsBara Greater Bash/Nether Strike1 y 1 y TRUE TRUE getting unit out of Cogs is much easier in D1. while in D2 Bara stays often with the target inside the Cogs (maybe cuz of lower Knockback distance) Batrider Lasso1 y 0 y FALSE TRUE *unit wont get zapped when lassoing it out Batrider Flame Break1 y 1 y TRUE TRUE Beastmaster Primal Roar0 n 1 y FALSE FALSE Dark Seer Vacuum0 n 0 y TRUE FALSE Earthshaker Fissure1 y 1 y TRUE TRUE [test with 5 units] most times all units stayed inside the Cogs in D1 (they were stuck in eachother) // D2 3 units stayed inside the cogs while 2 got pushed out Enigma Black Hole0 n 1 y FALSE FALSE Ezalor Blinding Light1 y 1 y TRUE TRUE Invoker Defeaning Blast0 n 1 y FALSE FALSE Magnus Skewer1 y 0 y FALSE TRUE Morph Adaptive Strike1 y 1 y TRUE TRUE Rubick Telekinese1 y 1 y TRUE TRUE Storm Electric Vortex1 y 0* y FALSE TRUE the Vortexed Unit wont get zapped during the pull duration Tiny Toss1 y 0 y FALSE TRUE Tuskarr Ice Shards0 n 1 y FALSE FALSE Units were just stuck inside those Shards Kaolin Boulder Smash1 y 0 y FALSE TRUE Kaolin Geomagnetic Grip1 y 0 y FALSE TRUE