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Heroes/Disruptor
Disruptor
IntelligenceRanged

Disruptor

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 civilization, a 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. <br><br>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 cities, searching 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 death--a power wielded with precision against the landed castes to the South, and any interlopers who cross into ancient Oglodi lands.

Base STR

21 +2.4

Base AGI

15 +1.4

Base INT

20 +2.9

Move Speed

295

Attack Range

625

Base Armor

0

Attack DMG

27–31

Projectile

1200

Electromagnetic Repulsion

Electromagnetic Repulsion

PassiveInnate

Cooldown

5s

Whenever Disruptor takes more than 250 damage from any source within 400 radius, all nearby enemies within take damage equal to 1.5x of Disruptor's Intelligence, and are pushed back up to a 400 distance away.

  • After 7s, the damage counter is reset.

Safe harbor found inside the storm.

Thunder Strike

Thunder Strike

Unit Target

Cooldown

18 / 15 / 12 / 9s

Mana

125 / 130 / 135 / 140

Repeatedly strikes the targeted unit with lightning. Each strike damages nearby enemy units in a small radius and slows enemy movement and attack speed by 100% for 0.3 seconds. Provides vision of its target.

RADIUS:

260

STRIKES:

4

STRIKE INTERVAL:

2

STRIKE DAMAGE:

30 / 60 / 90 / 120

Disruptor's charged coils occasionally overload, and a singed armor plate or tuft of fur is the enemy's result.

Glimpse

Glimpse

Unit Target

Cooldown

24 / 22 / 20 / 18s

Mana

70 / 85 / 100 / 115

Teleports the target hero back to where it was 4 seconds ago. Instantly kills illusions. Deals damage equal to a percentage of the distance glimpsed, that cannot go over a damage maximum.

MIN DAMAGE:

25

MAX DAMAGE:

100 / 160 / 220 / 280

GLIMPSE DISTANCE TO DAMAGE:

20 / 25 / 30 / 35%

  • The travel time is a function of the distance the target will travel.

Playing with electricity can have unexpected results.

Kinetic Field

Kinetic Field

Point TargetAOE

Cooldown

20 / 18 / 16 / 14s

Mana

70

After a short formation time, creates a circular barrier of kinetic energy that enemies can't pass.

RADIUS:

350

FORMATION DELAY:

1

DURATION:

2.6 / 3.2 / 3.8 / 4.4

  • Debuff Immune units can travel through the field.

The stryder is immune to the gale-force winds that will consume its adversaries.

Static Storm

Static Storm

Point TargetAOEAghanim's Scepter

Cooldown

100 / 85 / 70s

Mana

125 / 175 / 225

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.

RADIUS:

550

PULSES:

20

MAX DAMAGE PER SECOND:

200 / 275 / 350

DURATION:

6

A summer squall in Druud is a hardship that only an Oglodi can survive.

+20 Movement Speed
10
+15 Thunder Strike Damage per Strike
+15%/300 Glimpse Distance To Damage/Max
15
+60 Static Storm Max DPS
+1s Kinetic Field Duration
20
+75 Static Storm Radius
2 Glimpse Charges
25
+6 Thunder Strike Strikes
Aghanim's Scepter
Static Storm

Static Storm

Mutes items.

Aghanim's Shard
Kinetic Fence

Kinetic Fence

Point TargetAghanim's Shard

Cooldown

14s

Mana

70

After a short formation time, creates a wall out of kinetic energy that enemies cannot pass.

LENGTH:

1200

FORMATION DELAY:

1

DURATION:

4.4

For a brief moment, it's as if the wind itself had turned solid.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

49%

Win rate in recent matches

Performance

45%

KDA ratio (kills + assists / deaths)

Laning

8%

Last hits per minute over full game

Farm

41%

Average gold per minute

Fighting

14%

Average kills + assists per match

Experience

58%

Average XP per minute

Strategy

When to Pick Disruptor?

Pick Disruptor when the enemy team loves to teleport, blink, and reposition their way out of every bad situation they get themselves into—because Kinetic Field and Static Storm exist specifically to make those heroes feel absolutely helpless, and there is no better feeling in Dota 2 than watching a Storm Spirit or a Queen of Pain burn their entire escape kit only to realize they are still trapped inside a field with nowhere to go.

He is very strong right now, and the numbers back it up—in a meta where Black King Bar is on almost every core and mobility items are everywhere, a hero that can lock down an entire area of the map and silence every item and spell inside it with Aghanim's upgraded Static Storm is just invaluable in a way that most people are not fully appreciating yet.

Thunder Strike alone makes him one of the best harassment supports in the entire laning phase—four hits of true sight and damage on a relatively low cooldown means the enemy carry spends the entire early game either taking free damage or burning their salves faster than they can buy them.

He is disgusting in lineups that have strong follow-up damage that can pour everything into a glimpsed and kinetic field-trapped target—Lina, Zeus, Jakiro, Gyrocopter—heroes that just need the enemy held in one place for three seconds to completely delete them.

He thrives against teleport-heavy lineups where the enemy relies on TP scrolls and Blink Daggers to escape bad situations—because Glimpse sends them right back to where they were four seconds ago, and if they just used their Blink to escape, congratulations, they are now standing in the middle of your team again with no cooldowns left.

He pairs beautifully with heroes that have strong initiation and can follow up on a glimpse immediately—Clockwerk, Batrider, Magnus—because the moment Disruptor pulls someone back into a bad position, those heroes can lock them down permanently before they even finish processing what just happened.

Avoid picking him into lineups that have a lot of instant-cast or passive abilities that don't care about his Static Storm silence—Bristleback, Lifestealer, Ursa—heroes that don't need to press buttons to kill people and will just right-click through everything Disruptor throws at them without a single care in the world.

Also feels genuinely terrible in lanes where the enemy has strong level-one aggression and can kill Disruptor before he gets his spells online—because without levels and without Aghanim's, Disruptor is a strong support but not the game-changing force he becomes the moment that upgrade hits his inventory.

Tips & common mistakes

  • People use Glimpse as a pure reactive spell—waiting for the enemy to blink away before sending them back. That is correct but incomplete. Glimpse is also an incredible offensive tool when used on an enemy that just teleported INTO your team's fight from the fountain—send them right back and watch them waste an entire TP scroll for absolutely nothing.
  • Kinetic Field has a delay before the walls actually appear. This means you need to place it slightly AHEAD of where the enemy is moving, not directly on top of them when they are already running—if you place it correctly, the enemy runs directly into it themselves, and you haven't wasted a single frame of the lockdown duration.
  • Static Storm with Aghanim's Scepter silences items too—this means no Black King Bar activation, no Blink Dagger escape, no Manta Style dispel, and no Lotus Orb reflection. Drop it at the START of the fight, not halfway through, so the enemy cores are item-silenced for the maximum possible duration during the most important seconds of the engagement.
  • Thunder Strike provides true sight on the target for its entire duration. Use it on invisible heroes like Bounty Hunter, Clinkz, or Riki the moment you suspect they are nearby — four pulses of true sight is a lot of detection for a single spell with a low cooldown.
  • Stop using Glimpse randomly just because the cooldown is back up. Every glimpse you waste on a hero that doesn't matter is a glimpse that isn't available when the enemy carry blinks onto your own carry and needs to be sent back immediately. Treat it like a precious resource, not a spam button.
  • • The Kinetic Field and Static Storm combo requires coordination with your team. If you drop both spells perfectly and your team doesn't follow up, you have just used both your major cooldowns for zero result. Always communicate before you commit to the full combo—a wasted Static Storm is one of the most demoralizing things that can happen in a teamfight.
  • You are a hard support with no natural escape mechanism. This means positioning is everything—stay at maximum cast range, always stand behind your cores, and never give the enemy a free kill by walking into an unwarded area alone thinking your spells will save you before the stun lands.

Summary

Disruptor is genuinely one of the best hard supports in the game right now, and the Aghanim's Scepter upgrade is a huge reason why—the moment that item hits his inventory, every BKB-wielding core on the enemy team suddenly realizes their most important defensive item does absolutely nothing inside a Static Storm, and that realization alone changes how the entire enemy team has to approach every single teamfight for the rest of the game.

Pick him when the enemy loves to blink and teleport around the map, rush Aghanim's as fast as your farm allows, and make every fight feel like a perfectly constructed trap that the enemy walked into with their eyes wide open.

Just don't waste your glimpses randomly; don't place your kinetic field too late, and for the love of everything, drop that static storm at the START of the fight where it silences items and spells during the most important window, not at the end when everyone is already dead or running away and it doesn't matter anymore.

Starting Items

branchestangoward_dispenserblood_grenademagic_stickboots

Early Game

arcane_bootsnull_talismanurn_of_shadows

Core

glimmer_capeancient_janggomekansmforce_staffaghanims_shardultimate_scepter

Late Game

aether_lensaeon_diskvladmircycloneinvis_swordrod_of_atos
Searing SignetTumbler's ToyEssence RingPsychic HeadbandMana DraughtGale Guard

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