Tango
Tango
Healing Salve
Clarity
Clarity
Animal Courier
Observer Ward
Tango
Healing Salve
Clarity
Circlet
Gauntlets of Strength
Mekansm
Force Staff
Pipe of Insight
Observer Ward
Sentry Ward
Dust of Appearance
Smoke of Deceit
Flying Courier
Scythe of Vyse
Rod of Atos
Aghanim's Scepter
Town Portal Scroll
Ghost Scepter
Drum of Endurance
|
|
1 | 12 | 13 | 14 | ![]() |
|
2 | 4 | 5 | 7 | ![]() |
|
3 | 8 | 9 | 10 | ![]() |
|
6 | 11 | 16 | ![]() |
|
|
15 |
Keep in mind that this is my first guide, so constructive feedback is more than welcome!
Disruptor is a hero that doesn't get used all very often and when he is, he is underestimated by the enemy team. He's a great aoe/teamfighting hero that excels at supporting, picking out careless enemy heroes for easy kills, and rendering enemy casters useless during group engagements.
Thunder Strike
Target: Enemy Unit/Hero
Repeatedly strikes the targeted unit with lightning. Each strike damages nearby enemy units in a small radius.
Range: 800
Radius: 240
Duration: 6
Number of Strikes: 4
Damage Per Strike: 40/60/80/100
Cooldown: 16
Mana Cost: 130
Note: This skill gives you some flying vision in the area you cast it. This means you can use it when enemies try to juke or blink into the woods (assuming you didn't already have vision from Thunder Strike).
Notes
You gain vision in an aoe around the target that is being struck for the full 6 second duration. This is incredibly important for
Glimpse and chasing. However, this ability doesn't scale amazingly well, but it got better in 6.78. It deals total magic damage of 160/240/320/400 with nothing else changing. Also, the aoe of this skill has been buffed to 240, it can be worth maxing out if you can manage to hit multiple heroes with these strikes reliably. Consider this: Your
Kinetic Field aoe is 325. In my experience, enemy heroes spend their majority of their time in this field by running against one of its edges. If they're also getting chipped down with Thunder Strike, there isn't a lot of space inside that field that will keep their allies from getting zapped as well unless their allies are close to the opposite side of the field (which is probably where your team is coming from). It can also be maxed first in situations where you need to harass more or when you can get consistent multi-hero Kinetic Fields but I feel that your early skill points are better spent in...
Glimpse
Target: Enemy Heroes
Teleports the target hero back to where it was 4 seconds ago. Instantly kills illusions.
Range: 600/1000/1400/1800
Cooldown: 60/46/32/18
Mana Cost: 100
Notes
I'm going to spend a lot of time talking about Glimpse because it's very important. This skill scales amazingly well. You're gaining massive casting range and each point drops the casting cost and CD of the spell very nicely as well. Please don't listen to the people that tell you to leave this at level 1 until late. The range is painfully short so you'll rarely be able to use it, the CD is long, and it's not going to get much use. Maxing this early messes with the enemy's expectations for their own safety and will net your team easy kills when you use it correctly.
Sending a hero back in time 4 seconds sounds tricky because it's easy to lose track of how long seconds are in the heat of a teamfight. This skill synergizes with Thunder Strike quite nicely. Thunder Strike is now a 6-second duration, so you can't use it to perfectly time Glimpse anymore. However, it still provides the necessary vision of your target to allow you to cast Glimpse. Also, if you Glimpse your target 1 second after the 2nd tick of Thunder Strike hits, you should bounce the hero back to where he was when you first cast Thunder Strike on him. Thunder Strike an opponent you know you want to Glimpse (especially if they start running away). REMEMBER where they were when you cast Thunder Strike. You can also keep counting off 1...2...3...4 in your head when you're getting ready to Glimpse to give yourself a general idea of when/where to do it to yank the fleeing enemy back where your team can 5v1 them. Even if you don't have a perfect count in your head, you can see a blue indicator on the ground where they are about to be warped back. This can help you drop your Kinetic Field before they arrive so they'll be trapped for sure.
Another handy use for this skill is to cancel use of enemy channeled spells/items/abilities. You can Glimpse them while they TP away to break the channel even if they haven't moved an inch in 4 seconds. Global hero initiating on you? Send them back. Furion trying to be cute? Bounce him back to where he came from. Deadly CK + Wisp TP'ing after you? Bounce CK back and murder the lonely Wisp. Diving for a hero kill early on and an enemy support TPs in to try and turn the fight? Send them packing. Super-farmed carry trying to TP back to base to stop your gg push? Kick him out of his own base and make him walk. Stopping/reversing any TP with Glimpse feels great and the enemy is going to be out of 100g, waiting 60 seconds to TP again and probably pretty pissed.
One way to get free kills on unsuspecting enemy heroes is during pushes. You might have done this yourself: The enemy team is pushing and you want to keep them in sight range so you know if they're going to loop around on you or if they're going to break to a different lane. Maybe you're even going to try and throw some nukes to slow the push down or something. As they kill the creep wave, you back off and continue retreating towards your tower. This is the part where Disruptor kills you. If he sees you with his daytime vision (1800 range) and has Glimpse maxed (1800 range), he can pull you back to where you were 4 seconds ago, which is probably in the midst of his team for a quick 5v1. The enemies you'll face in Normal and High (and sometimes Very High) matchmaking tiers will make this mistake enough for you to punish them for it. It can also be used to similar effect by the rivers when you see a support trying to place common rune wards (provided you already have vision of the area with your own wards).
Another good use of Glimpse is to screw up a carry's day. Faceless Void leaps in and uses chrono on 3 members of your team. You should be standing WAY back and out of this chrono because you can utilize your massive casting range of Glimpse (remember - 1800 range). The moment he pops chrono, you glimpse him out. He's gotta walk all the way back towards your team while his chrono duration is completely wasted.
However, Glimpse needs some coordination on your team. You need to ping and tell your team that you're going to Glimpse during a chase. It doesn't help to Glimpse a fleeing carry to the back of your team formation when they are completely out of position and unready to pounce.
Disruptor has a nice attack animation and one of the fastest cast points in the game (.05 seconds). This helps you Glimpse and Static Storm your enemies as soon as possible to thwart their plans. His cast range is nice and long. You're going to need to use it to keep yourself out of danger.
I find myself switching up the order in which I skill my first 3 points quite often. It's highly dependent upon the lane you find yourself in. You might be in situations that call for more harass than a Glimpse-first build will offer. Max Thunder Strike if that's the case. Don't take my skill build as a universal one. It just happens to be the build I use when my team is working together. If you feel your team can't capitalize on your Glimpses, get more damage on Thunder Strike. If they are blinkers like AM or QOP, level Glimpse first and Kinetic Field last because the field won't do anything to stop them from blinking to escape. Decide each level whether you could benefit from 60 more magic damage (after the standard 25% reduction), 400 extra range / 14 second lower CD on Glimpse, or an extra .5 seconds / 1 second lower CD on your Kinetic Field.
Since you're a support, you're going to be responsible for keeping
Observer Wards up. A good ward will pay for itself if it stops an allied hero from dying or gives you vision for a long-range glimpse to turn into a kill.
Same rule applies for invis detection. Buying
Dust of Appearance or
Sentry Ward will almost always net you at least one kill on a surprised invis hero that didn't see you holding detection items.
When it comes to teamfights, you need to stay out of the fray whenever possible. Use your large cast range to your advantage. You have 800/900 range on all your spells and 1800 for Glimpse. Use your spells and back up while you wait for cooldowns. It's important for you to stay out of the aoe of big initiations like Chronosphere and Ravage. If you're fast enough and have Static Storm ready to cast (with the aoe indicator up or you can use quickcast) you can potentially stop the Chrono, RP, or Ravage before they can cast it. Even if you can't stop it, you can Glimpse the initiator out (assuming they had some follow-up damage to deal) right after they jump in and make them waste time running back into the fight while your team kills their other heroes. If they don't have any big initiations, try to save your Glimpse for a deadly channeled ability or make their melee carry do more running around in order to deal his/her damage.
Rather than prattle on about play style for Disruptor, here's a Dotabuff link to my matches with him if you want some match IDs to check out. I'll be looking around for more matches that are good examples.
[This is a WIP]
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Copyright © 2019 DOTAFire | All Rights Reserved
Quick Comment (6) View Comments
You need to log in before commenting.