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Disruptor is a 5th/4th position support mainly based around repositioning and crowd control abilities with big impact on ganks and teamfights.
THE LORE OF THE STORMCRAFTER
High on the wind-ravaged steppes of Druud, a gifted young stormcrafter called Disruptor was the first to unlock the secrets of the summer squalls. Constantly under assault from both seasonal storms and encroachment from civilized kingdoms to the South, the upland Oglodi have for centuries struggled to subsist atop the endless tablelands. They are the fractured remnant of a once-great civilizationa fallen tribe, their stormcraft strange and inscrutable, cobbled together from scraps of lost knowledge which even they no longer fully understand. For those on the high plain, weather has become a kind of religion, worshiped as both the giver and taker of life. But the electrical storms that bring life-sustaining rains arrive at a cost, and many are the charred and smoking corpses left in their wake.
Although small for his kind, Disruptor is fearless, and driven by an insatiable curiosity. As a youth, while still unblooded and without a stryder, he explored the ruins of the ancestral citiessearching through collapsed and long-moldering libraries, rummaging through rusting manufactories. He took what he needed and returned to his tribe. Adapting a coil of ancient design, he harnessed the power of electrical differential and now calls down the thunder whenever he wishes. Part magic, part craftsmanship, his coils hold in their glowing plates the power of life and deatha power wielded with precision against the landed castes to the South, and any interlopers who cross into ancient Oglodi lands.
source: www.hdw.eweb4.com
Hi and hello again, dear community members and DotaFIRE visitors!
Welcome to my guide to Disruptor a.k.a. Thrall, the Stormcrafter. This is my 4th full length guide to be published as usual exclusively on DOTAFire. This guide is based on the newest balancing update: The New Jouney version 7.02.
I am very happy Disruptor has received a huge boost of popularity in professional picks. Especially the 6.85 and 6.86 patches hugely increased his appearence as shown by tournaments like the Shanghai Major 2016 or We Play 3. That shows that Disruptor is a highly viable pick -- like he always was in my eyes.
Disruptor is a intelligence support hero with great spell mechanics and a considerably high impact, especially in early to mid game and with the right itemization even in the late game stage. His skillset is a very unique mix of nuke/harass, disables and repositioning abilities. His Glimpse is maybe Disruptor's signature ability, which can semi counter a lot of hard to deal with heroes and can result in some big plays. His whole skillset is built to be used in combos in order to reach different results. His ultimate Static Storm is a huge AoE teamfight ability consisting of a silence and nuke with an intense Aghanim's Scepter upgrade.
I am E1 Mariachi, DotA player on a regular basis with way over 3k games played in DotA 2 and I can call Disruptor one of my most played and favorite support heroes after Dazzle. I have a dotabuff statistic of over 61% win rate with Disruptor and suggest everyone at least giving him a shot since he is a little bit more complex to handle, but even more rewarding when bringing big plays and teamfight changing shots to the board.
April the 30th 2015: |
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May the 2nd 2015: |
As suggested by Sando:
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May the 3rd 2015: |
Modified the shown Sample Item Build (included Guardian Greaves) |
August the 10th 2015: |
Revisited and checked for changes. Up to date. |
September the 25th 2015: |
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December the 20th 2015: |
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March the 3rd 2016: |
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March the 5th 2016: |
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April the 25th 2016 |
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June the 14th 2016 |
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February the 11th 2017 |
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This section is not as hard to explain as for many other heroes since the skillset of Disruptor and his scaling possibilities for late game put him in a rather fix spot on a team's set up.
This section deals with some general strategical and tactical hints you need to be aware of, when joining a match as Disruptor not taking into account the specific usage of his abilities, which is topic of the skillset chapters.
source: dotabuff (04/2015) |
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(c) Celths @ steamcommunity.com (Tempest's Wrath Set)
In the following sections I will provide basic information on the values and the effect of Disruptor's abilities. Additionally the different possible uses of the single abilities will be named.
The skill chapters will be followed by a chapter dealing with the possible combinations of multiple skills of Disruptor, explaining in which order to cast and in which situations to use. There I will provide some self-made ingame footages showing the execution of the combos aside the battlefield.
Level 1 2 3 4 |
Mana 130 130 130 130 |
Cooldown 12 11 10 9 |
Range 800 800 800 800 |
Damage / Strike 40 60 80 100 |
Damage Radius 200 200 200 200 |
Strikes 4 4 4 4 |
Duration 6 6 6 6 |
Type: Targets: |
Target Unit Enemy Heroes |
Teleports the target hero back to where it was a few seconds ago. Instantly kills illusions. Playing with electricity can have unexpected results. |
Level 1 2 3 4 |
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Mana 100 100 100 100 |
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Cooldown 60 46 32 18 |
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Range 600 1000 1400 1800 |
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Send Back 4 seconds 4 seconds 4 seconds 4 seconds |
Level 1 2 3 4 |
Mana 70 70 70 70 |
Cooldown 13 12 11 10 |
Cast Range 900 900 900 900 |
Duration 2.6 3.2 3.8 4.4 |
Cage Radius 340 340 340 340 |
Formation Time 1.2 1.2 1.2 1.2 |
Type: Targets: Damage Type: |
Target Point Enemy Units Magical |
Creates a damaging static storm that also silences all enemy units in the area for the duration. The damage starts off weak, but increases in power over the duration. Upgradable by Aghanim's Scepter. A summer squall in Druud is a hardship that only an Oglodi can survive. |
Level 1 2 3 |
Mana 125 175 225 |
Cooldown 90 80 70 |
Range 800 800 800 |
Damage / Second 200 250 300 |
Effect Radius 450 450 450 |
Duration 5 (7) 5 (7) 5 (7) |
Aghanim's Effect Mute Mute Mute |
source: electsister777.wordpress.com
In this chapter I will explain the execution and the uses of the most common Disruptor ability combos and provide on ingame footage for each combo recorded in either wtf mode or taken from a ranked match replay, so you can visualize the proceeding using these.
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Cast Thunder Strike in order to be granted ground vision on and around the enemy hero for 6 seconds duration while dealing magical damage. Casting Thunder Strike is optional in all cases, but you need to use it, if you expect the enemy to escape out of vision range. |
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With the provided vision you cast Glimpse on the target hero as he tries to run away / juke, sending him back to the place he has been in 4 seconds ago, when you and you allied are ready to follow up upon arrival of the Glimpsed enemy. |
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Around 1.5 to 1.2 second before arrival of the send back indicator cast Kinetic Field so it is already in effect when the enemy hero is teleported back and cannot escape. |
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Once the Kinetic Field is in effect, drop the bigger AoE Static Storm on top of the Field AoE in order to ability silence the caged hero to prevent using nukes, disables or escape abilities. Be sure to cast Static Storm a shortly before the enemy arrives in order give him no chance to cast, but make full use of the spell duration. |
Ingame: |
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In this sequence you can see me Glimpse back Shadow Fiend and set up a Kinetic Field to prevent him from retreating. I needed no Thunder Strike for this one before hands, because my allies provided enough vision. The Static Storm was not really needed to kill Shadow Fiend, but was more of a safety measure in order to prevent Meepo to join the fight. |
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You may have to cast Thunder Strike in order to be granted ground vision on and around the enemy hero for 6 seconds duration while dealing magical damage. |
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With the provided vision you cast Glimpse on the target hero as he tries to run away / juke, sending him back to the place he has been in 4 seconds ago, when you and you allied are ready to follow up upon arrival of the Glimpsed enemy. |
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Around 1.5 to 1.2 second before arrival of the send back indicator cast Kinetic Field so it is already in effect when the enemy hero is teleported back and cannot escape. |
Ingame: |
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In this little video you can see me in lane with Ember Spirit using Thunder Strike in order to keep track of Bristleback's movement, then Glimpseing him back as he gets closer to his tower range and trapping him with Kinetic Field leaving the kill for the safelane farmer. Maybe Bristleback would have died anyway, but better safe than sorry, though Quill Spray did some serious harm during this procedure. |
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You may have to cast Thunder Strike in order to be granted ground vision on and around the enemy hero for 6 seconds duration while dealing magical damage. |
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With the provided vision you cast Glimpse on the target hero as he tries to run away / juke, sending him back to the place he has been in 4 seconds ago, when you and you allied are ready to follow up upon arrival of the Glimpsed enemy. |
Ingame: |
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Here you can see me Glimpse back Bristleback as he is retreating in our safelane in order to grant Ember Spirit more time to deal dps on him. The result of this is the first blood being received by our 1st position carry, which is a big deal. |
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Use Kinetic Field on (preferably stunned) enemy heroes in order to keep them in place for follow up spells. |
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When you are sure, the barrier will rise around the targets you want to disable, follow up with an Static Storm in order to nuke and silence them to allow a safe take down attempt. If you want to prevent any casting immeadiatly, use Static Storm instantly after you have set the Kinetic Field. You can also prolong this, if you want to be sure that the target heroes are trapped. |
Ingame: |
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In this short footage you can see Queen of Pain ganking my lane with a Haste Rune. As she already Blinked in I start the combo with Kinetic Field dropping the Static Storm immediatly after in order to shut her down and prevent her from using any furhter skills. |
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Drop Static Storm centered on top of the high priority target or multiple enemies to silence them. |
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Set up the Kinetic Field instantly after you have cast Static Storm in order for it to be in effect before the enemy can reach its boundary and get out. |
Ingame: |
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Here you can see me locking down heavily farmed Doom and Bristleback. As I notice Storm Spirit disables Doom with Electric Vortex I jump in with Blink Dagger and start with Static Storm to silence and prevent Doom to be casted. I follow up with an instant Kinetic Field leaving them as easy food for my allies. I guess they would not have lived anway, but this was a sure shot. |
source: dotabuff
As usual I disclaim, that the builds are not to be understood as fix sequences. You may have to adapt to the situation you are put in by swapping the skill build or priotizing a specific ability in order to have the utility you need. In general the provided skill sequences are effective in every mediocre match. I will list some cases in which one of these skill builds could be more benefitial than the other.
Level 10 15 20 25 |
Alternative 1 +60 Gold/Min -30 Sec Respawn Time +10% Spell Damage Amp +60% Magic Resistance |
Alternative 2 +100 Cast Range -3 Sec Kinetic Field Cooldown +400 Health +4 Thunder Strike Hits |
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When you are set as the 5th position support or even solo support for your team, you are responsible to provide the Animal Courier and Observer Ward at the fountain. If there is another support and you are 4th position you should still purchase one of these, if not the other support is willing to purchase both. |
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This is the standard all-round consumables package providing enough regen to sustain a long time in lane, if playing cautiously. Use the Claritys to regen up, when harassing or ganking. |
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Sentry Wards should be purchased, if there is one or more invisible heroes on the enemy team in order to provide true sight, when needed. If you already have bought Animal Courier and Observer Wards, deliver Sentry Wards as soon as you have the spare gold. This applies also, if the pull camp is blocked and you lane profits from being pulled for. |
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If the basic support stuff is already provided by the secondary support, you can opt for Boots of Speed if you a) want to harass more efficiently and freely due to higher initial movement speed and b) want to rotate faster to the midlane for ganks. In this case you will have to play even more cautiously because you are lacking regen and will have to return to base once it's used. |
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Smoke of Deceit is an alternative initial pick up, if you already plan on ganking mid (which you should!). It allows you to pass enemy vision undetected and initiate from the fog behind the enemy midlaner, if he goes on low ground for lasthits or to rune spots. This is a cheap and rewarding item, if you manage to use this efficiently. |
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If you expect to have a intense lane and not lot of off-the-lane time you can swap the Claritys for an Enchanted Mango to be able to instantly refill your mana pool in order to engage/disengage. I consider this a viable choice since icefrog reduced its gold cost to 125 with 6.85. |
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In my opinion Arcane Boots are the most viable way to go on Disruptor since this solves the early mana pool / regen issues for him. To maximize a proper use of his mana intensive spells (70, 100, 130, 125-225) force him in increasing his total mana pool and mana regeneration somehow. Arcane Boots are one efficient way to solve this problem for you (+250 mana) and your teammates at the same time (AoE mana replenishment). There is no option for Arcane Boots when there is an ally carry that is mana dependent like e.g. Wraith King. Example: At level 6 with Magic Wand and no further intelligence item Disruptor has a mana pool of 487 and a mana regeneration of ~ 1,5/s. Using all of his abilities once (including Static Storm level 1) already costs whopping 425 mana. |
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The other option for early to mid-game are Tranquil Boots. They are 450 gold cheaper than Arcane Boots. The clear upside of these are the (unbroken) movement speed bonus of +90 making Disruptor more mobile for positioning, but you will have to get a positioning item anyway since move speed alone isn't enough. The armor bonus comes in handy, but does not make Tranquil Boots the big deal. If you aim for other items providing a lot of intelligence ( Force Staff, Eul's Scepter of Divinity, Aghanim's Scepter) and get these in time, you do not necessarily need Arcane Boots and can go for Tranquil Boots. Also if you do not expect teamfights so long that you will have to cast a huge amount of spells, this can be a good option. |
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Build out of Iron Branches the Magic Wand is another cost efficient item providing stats and the charge mechanism. If you already have picked some initial Iron Branches go for it, otherwise I recommend you getting this anyway, when the enemy relies on multiple casters / spammable spells in fights and ganks. |
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A Bracer is a very cost efficient item granting a little bit of survivability due to the +6 strength bonus resulting in 114 more hp while providing agility and intelligence too. It is a decent option to overcome the early to mid-game fragility of Disruptor. If do not go for other strength items like Urn of Shadows, you should always consider picking up a fast Bracer for the little extra tankiness, sometimes even before Arcane Boots. |
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The Urn of Shadows is actually a very useful and my favorite early pick since it passively gives Disruptor extra 114 hp by +6 bonus strength and the Sage's Mask mana regeneration (~1 mana/s depending on amount of int). The soul release mechanic is a great way to keep your and your allies hp high or nuke down low hp targets. You are most likely to gain souls during ganking, which you should be doing since the Glimpse combos are just too effective to not be used on a regular basis. If I decided to aim for Mekansm, I usually skip Urn of Shadows because they deal a similar purpose (survivability, team hp regen). |
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In my opinion Bottle can be a situational, but viable pick up on a support Disruptor on both the offlane and the safelane. An early Bottle after or even before Boots of Speed can help you sustain in lane and be able to gank even more efficiently with invisibility or haste. If a Bottle is worth its cost depends mainly on how sure you are about constantly contesting / picking runes. If your midlaner has a rune advantage or doesn't go for Bottle, you can communicate that you are going to pick the rune closest to you, where Glimpse and Kinetic Field are great mechanisms to assure saving the rune pick. Do not purchase a Bottle, if you predict that you are not going to be able to pick at least the majority of them since Bottle-crowing is not worth the 700 gold. |
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Point Booster can be a great pick, if you plan on purchasing Aghanim's Scepter later on. It provides a nice mana and hp boost granting extra sustainability to Disruptor, when entering mid game. Depending on your other positioning / defensive needs, picking up Point Booster pretty early can be a matter of living or dieing when participating in ganks. |
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Force Staff is one of the most built items on Disruptor and that for good reason. It extends you initiation range by 600, allowing a max range level 4 Glimpse in a distance of 2400 units and to cast your other abilities when the enemy is 1400/1500 units away. Also it allows you to get back to safety behind your enemies once you have set up a fight by forcing yourself out of the danger zone. Also you can surpass impassable terrain areas like cliff or trees in order to juke around and get out of enemy vision. The additional benefit of Force Staff is its ability to reposition allies and enemies alike. You can push allies closer to locked down targets or away when being chased / disabled. Also you can reposition enemies into Kinetic Field or Static Storm as they face into the right direction, which is not easy to manage, but quite worth trying. After all Force Staff is a huge pick on Disruptor as is allows so many different typed of usage. Also it provides an intelligence boost increasing your mana pool, which is very useful too. You are never wrong building Force Staff as there are always ways to benefit from its usage. |
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The Blink Dagger is the other great mobility item for Disruptor, being one of the most built items in competitive matches and often a first item pick up, though it has be purchased at once sharing the price with Force Staff. The initiation range becomes enormous when utilizing Blink Dagger. When being granted vision by Thunder Strike or Observer Wards, the you can level 4 [color=#ff8000]Glimpse[/color] enemies who are 3000 units (!) away. This is most likely to bring back a Storm Spirit who Ball Lightninged out. The initiation with your other spells can happen from a distance of 2000/2100. This allows you stay out of day vision (1800) and then blink in to surprise initiate on enemy heroes once they clumped up for Static Storm and Kinetic Field. This makes Blink Dagger a way more aggressive item than Force Staff, which can pay off hugely, if you are confident in proper initiating. The defensive uses are not as great as Force Staff's, because once initiated on, the Blink Dagger activity gets cancelled. But still you can Glimpse back chasers and hope for it to reactivate. This said, Blink Dagger is a high-risk-high-reward pick up and can amplify your game impact as an initiator big time. |
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Eul's Scepter of Divinity is on another page as Force Staff and Blink Dagger are since it does not increase initiation range, but synergizes well with Disruptor's skillset also. It is a little bit more expensive than the item mentioned before, but also provides much more passive stats including intelligence, sufficient mana regeneration and a movement speed buff, which is great as a midgame pick up. Using the active Cyclone allows another type of initiation: You can Cyclone an enemy hero and put Kinetic Field right under him in order to assure him being trapped with an optional Static Storm to follow. This can be done when Glimpse is on cooldown. The same mechanic work for defensive uses as well, trapping a chaser in a Kinetic Field or blocking a chase path for multiple enemy heroes. Keep in mind that you won't be able to initiate fights / ganks with Eul's Scepter of Divinity only without one of the before mentioned items. You might want to skip Blink Dagger and Force Staff for this one if your team has reliable initiation or you need it in order to cancel specific spells / heroes (e.g. Spirit Breaker's Charge of Darkness |
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Glimmer Cape is a pretty common and very useful pick. In 6.86 it is the most bought core item on Disruptor. Escpecially if you decide to not go for any separate positioning items, Glimmer Cape's active allows repositioning before, in or after fights. The main deal in my eyes though is that is gives the possibility to glimmer an ally to allow a retreat or repositioning. Most likely you want to supply your carry or initiator with the invisibility for either initiation or retreating. The spell resistance is a nice little bonus since Disruptor is a pretty low hp hero and somewhat fragile to stuns and nukes. |
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The 6.86 all new item Aether Lens provides some really useful benefits for Disruptor. Aether Lens grants a very handy +200 cast range bonus. You can use your high impact spells from even further away. It also enables Disruptor to cast level 4 Glimpse with a huge cast range of 2000 units, which is outside of the daytime hero vision range of 1800. The magic damage bonus gives Static Storm quite the edge. This applies even more when carrying Aghanim's Scepter already. The rest of the boni are welcome for the relative low price, though HP regen is not quite what your looking for primarily. |
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Mekansm is one of the most bought non-boots item on Disruptor as on any 4th or 5th position support. It offers quite some overall tankiness with +5 to all attributes and +5 armor, while giving some extra mana too. If you try to rush Mekansm you can safely skip Urn of Shadows and similar items in order to get this done maybe 3-5 mins earlier. The later you get Mekansm, the less impact it will have. The burst heal is great for pushing towers or breaking base and teamfighting especially in the early and midgame. These are the situations Disruptor should always participate in since this is where he is most effective due to his skill set until it starts falling off into the late game. If you have a lot of team presence in this time span, try getting Mekansm up as soon as possible. If you want to go for an mobility item first depends on your team's need for initiation and your own defensive needs. |
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The Pipe of Insight is as usual a situational item being mostly bought alternatively to Mekansm in the case you face a lot of magical damage nukers like Lina or big magical damage AoE spells like Freezing Field. This is a pretty big commitment for a mid game item, so decide to go so only, if you see your team being unable to progress like you would because of vast amounts of magical damage. Note that this only provides tankiness in way of 30% increased spell resistance, not by other passive stats, so you have to take care of your physical survivability in another way. |
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Ghost Scepter is also a situational defensive item, which is an option you might have to consider when going late. The case to opt for Ghost Scepter is when the enemy carry is a mobile high dps hero like Phantom Assassin or Troll Warlord which are most like to have Black King Bar too at some time. In order to not be (blink) initiated on and bursted down, get a Ghost Scepter to switch into ethereal state, but watch out for enemy high magical damage nukes like Laguna Blade which are amplified by 40%, when being ethereal. |
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The Veil of Discord is somewhat more of an aggressive item for the case that you want to buff up your team's magical damage output, so consider this kind of the counterpart to Pipe of Insight. It synergizes really well with Static Storm, but I suggest getting this, when there is one big or multiple other big magical damage abilities on your team. Like Mekansm Veil of Discord provides a huge bunch of survivability stats with +6 attributes and +6 armor, so in this way these both items are pretty similar, what might be a reason to go either for one or the other. |
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I listed Aghanim's Scepter as the first luxury item in this section, because I consider being the Static Storm upgrade on of the most impactful and well-designed upgrade over all. The Aghanims Scepter upgrade increases the duration of Static Storm by 2 to 7 seconds, which doubles the effective total damage output, if applied for the total duration. The big deal of the upgrade though is the addition of an Mute (Active Item Disable) to the Static Storm effect rendering enemies unable to use botch spells and items alike. This makes the trapped enemies defenseless and they have to rely on their auto attack, while dealing more instances of magical damage. Aghanim's Scepter is really paying off when the enemy core heroes / high priority targets have active items, they would make use of being trapped under in Static Storm like Eul's Scepter of Divinity, Scythe of Vyse or Satanic any many more. Passively Aghanim's Scepter grant a huge attribute, hp and mana boost, making Disruptor really beefy and not easy to burst. Note that the upgraded Static Storm does not deactivate passive abilities (= Break) or passive item effects / auras! If you manage to afford a luxury item over all, Aghanim's Scepter should be always a consideration and the go-to-item, if your team does not need another utility item more badly. Aghanim's Scepter is almost always viable and paying off. |
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The Scythe of Vyse is always a big pick, but also costs a huge bunch of gold. If you get into the lucky position to have a huge bunch of gold in late game, consider getting Scythe of Vyse, when you go against an enemy team that is playing around one carry who concentrates most farm and damage output on himself. If the hero does not rely on actives that could be countered by upgraded Static Storm, but on his physical dps and passives like Phantom Assassin or Sniper, being able to hex him is a huge advantage and chance to bring him down. The huge mana and mana regen boost and the attribute boni are awesome, but still you pay a hell of a lot for it, so better think twice before being punished for starting an item that will never be completed. |
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Shiva's Guard is also a really good pick, though being expensive too. You should favor this over the two single-target-disable items mentioned before, when you go versus a very balanced team with similar net worth and xp. Shiva's Guard's active AoE movement and attack speed slow allows easier initiations on multiple enemy heroes. This is a great team supporting item, granting a lot of armor, which is nice when facing multiple physical damage sources. The intelligence from the Mystic Staff part is great, but at high cost. |
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Rod of Atos is a little bit cheaper and faster late game item, which synergizes pretty well with Kinetic Field. Its active slow (Cripple) makes trapping enemies easy without relying on stuns or Glimpse, which can be very useful for offensive or defensive purposes. Rod of Atos also provides raw hp and a lot of intelligence both being very welcome when going late. Do not overlook this rarely bought item, because it will be available sooner than the "big" luxury items. |
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Necronomicon is an item that is not often picked on Disruptor and in fact is situational. The level 1 book is relatively cheap, but also offers the opportunity to upgrade it even further. This might be an option, if your team does rely on split pushing or trades in order to win the game or your team is running a push strategy from the beginning. It also offers intelligence and strength, which is what Disruptor needs. |
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6.84 invented the Guardian Greaves being built from Arcane Boots + Mekansm + Recipe (1650) costing 5300 in total. I consider this item a viable pick up, if you already have both Mekansm and Arcane Boots. This can save you up an item slot in late game, if needed. The passive Guardian Aura is a pretty nice thing, when it comes to teamfighting, granting a big survivability boost against physical dps as your allies drop low. Though it is pretty expensive, it might be a better option to opt for the upgrade instead of trying to build a whole new late game item, though I guess it's not worth building, if you do not already possess the parts since mid game. |
(c) Shifty44 @ deviantart.com
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Slark actually deserves a special mention, because he is a very unique and nasty foe, if snowballing into mid game. Though most supports are pretty vulnerable to Slark especially with Shadow Blade for initiation, Disruptor still provides good control over his illusiveness. Slark relies on this active skills Dark Pact, Pounce and Shadow Dance to be very evasive, hard to catch and difficult to bring down, which allows him to snowball considerably easy. Disruptor can counter Slark's escaping mechanics by using his abilities properly. Usually you have to do the full combo in order to lockdown Slark. If you want to initiate with Thunder Strike in order to be granted vision for the Glimpse back, remember that Slark can dispel / purge Thunder Strike with Dark Pact which results in loss of vision, so usually you either be sure you have other vision sources or use Glimpse before he can purge himself. Once you Glimpsed Slark, you need to be sure to have Static Storm in effect when Slark is send back, since otherwise he will either Pounce out of the AoE or go into Shadow Dance becoming not targetable. Also try to set Kinetic Field early enough for it to be formed when Slark comes back in. If you timed the Static Storm right, you and your allies have about 4-5 seconds (6-7 with Aghanim's Scepter) to burst down Slark or layer other stuns on him. Note that the Glimpse send back effect cannot be by anything including the "strong dispel" of Dark Pact. Also it interrupts movement effects like Pounce. |
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Disruptor also can deal pretty well with this pesky Weaver. Like Slark Weaver relies on his abilities Shukuchi and Time Lapse in order to move around freely. The upside when going against Weaver is that he has to show every 4 seconds for atleast 2 seconds. Once tracked with Thunder Storm Glimpseing isnt a big deal. Since Weaver is not that tanky, there is a good chance of killing the insect before he leaves the AoE. But be aware that you have to Static Storm Weaver as soon as he gets sent back, because otherwise he will just use Time Lapse to avoid getting caught and trapped. Also check for Linken's Sphere bein up, because you will have to use Force Staff or Thunder Strike in order to break it before being able to make use of Glimpse. |
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Disruptor is a great hero to counter blink heroes like Anti-Mage and Queen of Pain. The Thunder Strike vision will help you keep track of them, when blinking away. Since they cannot blink away further than 1150 / 1300 units, you have a good shot at having them still in the level 4 Glimpse range of 1800 and bring them back in and prevent further blinks with Static Storm. Keep in mind, that you will definitely need assistance to bring down the target once he is caught and trapped, when the game has left early game, where you have a shot at nuking squishy targets down. |
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Storm Spirit and Puck share some habits with Slark regarding their illusiveness which is based on Ball Lightning and Illusory Orb. Disruptor has the tools to shut down these mid heroes in the early and mid-game, preventing them from snowballing out of control. As long as Storm Spiritdoes not have enough mana to Ball Lightning out of the Glimpse range and they do not have Black King Bars, you will be able to send them back into Static Storm + Kinetic Field. This is most likely the best chance to bring Storm Spirit or Puck down as they are pretty much defenseless being silenced. Be careful, when trying to initiate with the Static Storm without Glimpse since Storm Spirit and Puck will try to bait out your ultimate and Ball Lightning or Blink Dagger out before being affected. So either use Glimpse or wait for a stun / disable from an ally in order to safely set up your ultimate. |
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Disruptor is commonly used as a Io counter in competitive matches. The reason for this mainly is Disruptor being able to mess up Relocate action with Glimpse. Within 4 seconds after Relocating in you can Glimpse either Io back to his starting position, isolating his ally without chance of return or Glimpse Io's ally in order to catch out Io itself. Also the Static Storm Kinetic Field combo usually results in Io going down, which can be a good step at the beginning of an engagement to prevent any Relocate saves and Tether healing. |
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Also Tinker's way of moving around the map is countered by Disruptor. Once targeted with Thunder Strike as he appears on a lane, you are set to Glimpse him back in and lock him down in your Static Field combo. Since Tinker in most cases relies on his Blink Dagger functioning to be able to jump around in the treelines, you have a good shot at bringing him down with some help when he is trapped and silenced. When going against Tinker your positioning is crucial. You need to get into range to apply Thunder Strike or Glimpse. In order to do so you will most likely need a Blink Dagger or at least a Force Staff. But be careful to not engage until he is silenced, when he is farmed, because he will Laser and Dagon nuke you in an instant. |
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Like most of the other heroes in this section Ember Spirit's high mobility can be countered on a certain level by the Glimpse combo. Ember Spirit relies on his Fire Remnant to change positions aggressively or defensively. If he does not have a safety Fire Remnant place outside of the 1800 Glimpse cast range and tries to place remnants as he is escpaing, you will most likely be able to Glimpse him back in and apply the usual Static Storm treatment. But act carefully, if Ember Spirit has come late and picked a lot of farm since his autoattacks can hurt anyway. |
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These two stand representing for heroes, who try to channel big AoE ultimates in teamfights. If you are positioning well and do not get initiated on, Glimpse enables you to disrupt any channeling abilities from a huge distance. The other way to deal with this kind of heroes is to isolate them before engaging with Glimpse into Static Storm and kill them before making use of their big spells. But care when you try to do so, because you have to be sure to be able to kill them before Static Storm ends, because otherwise you set up a huge Black Hole or Ravage for free!!! |
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I consider Phantom Assassin one of the most dangerous foes for Disruptor in general, because she provides everything to not be threatened by his skills: Phantom Strike can be used to jump out of Kinetic Field. Also she can just Phantom Strike burst down Disruptor with some RNG-luck before the Glimpse send back can get into effect . Also Phantom Assassin is not very impressed by Static Storm because Blur and Coup de Grace stay in effect as they are passives. Also she tends to rush early Black King Bars, which allows her to counter your combos, if really needed. |
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Disruptor is pretty defenseless against all heroes that he does not see coming. Nyx Assassin's Vendetta and Clinkz's Skeleton Walk allow them to sneak up behind Disruptor and either burst him down before he can get off Glimpse or even silence him with Orchid Malevolence. Since Disruptor has no hard cc, disaarm or escape mechanism he is very vulnerable to sneaking and bursting. |
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Pretty much all kinds of early Orchid Malevolence and Shadow Blade gankers mean danger for Disruptor since he is completely defenseless without his abilities like almost every support. If you see the enemy building a very gank focused, high pressure draft you should adapt your item build very early. In this case you need an early Force Staff or Ghost Scepter depending on the type of ganks incoming to be able to dodge the incoming burst damage. |
(c) VALVE
In this section I will provide you some matches, which either an actual stuff from current tournaments or I found teaching on how to skill or build Disruptor. I am very happy to see Disruptor (like Undying too) is witnessing some occasional picks in the competitive meta game.
If you are interested, you can look up the Competitive Pick Tier List for 6.83 (or other updates / time spans). In the current metagame of 6.83 Disruptor has become a Tier 3 (situationally banned / picked) hero, placing him right in the middle of the possible pick/ban range.
Recently in 6.85 and 6.86 Disruptor has witnessed his revival. He has now become somewhat of a top tier pick with a whopping winrate of almost 70% some days into 6.86. I am very glad that the use potential of Disruptor finally comes to competitive use.
Disruptor by Team Malaysia MUSHI - Starladder Seasons 12 LAN Finals vs. Team Secret (24.04.2015)
Draft in this order: Secret: |
MY: |
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Draft in this order: VG: |
LC: |
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Draft in this order: iG: |
LGD.cn: |
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Draft in this order: iG: |
C9: |
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As this guide is still "under construction" and I'm no native English speaker, I am honestly and really happy about constructive criticism about it on all levels. Please let me know about incorrect facts, wrong spelling and misconceptions, because I want to get this guide at an enjoyable and useful level. Also feel free to suggest any additions, which I usually include as soon as possible, when they are righteous.
If you liked this guide, maybe you are interested in studying one of my other guides for Dazzle or Undying or Wraith King.
Finally --- I want to thank the DotA community as a whole, especially tutorial makers, guide authors, lets players, casters and positive minded players.
Thanks for reading, especially for reading the full guide and for giving feedback.
Shoutout to indota2.de|Pr0 and Pokemongo,
E1 Mariachi
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