Bio
Disruptor, the Stormcrafter | |
Play "By stormcraft, I shall lay my enemies low." | |
Role: | Support / Disabler / Nuker / Initiator |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Disruptor, the Stormcrafter High on the wind-ravaged steppes of Druud, a gifted : | 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. 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. |
Voice: | Fred Tatasciore ( Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane ) |
Abilities
Target Unit
Enemies
Magical
Notes:
- When the target avoids the damage by turning invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as @@@#@@@HP(hp.com)###@### Removal. Most friendly effects, such as healing or hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. , it still deals damage around it.
- Reveals the target through the Fog of War Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a for its duration.
- Strikes the target in 2 second intervals, starting immediately when the debuff is placed, resulting in 4 ( 8) strikes.
- Can deal up to 160/240/320/400 damage to a single unit ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ).
- Can deal up to 320/400/480/560 damage when the damage increasing talent is chosen.
- Can deal up to 320/480/640/800 damage when the number of strikes increasing talent is chosen.
- Can deal up to 640/800/960/1120 damage when both talents are chosen.
- The debuff persists through death. If the target dies, it continues to apply damage at its death location.
- Provides 400 range flying vision Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a for 3.34 seconds at the target`s last location when the debuff expires or is removed.
- The visual effects of the spell do not appear when the target enters the Fog of War.
- Successive casts on the same unit do not stack, using it on an enemy already affected only refreshes the duration.
Target Unit
Notes:
- Glimpse does not instantly move the target back. A projectile spawns from the target which travels towards the mark.
- The projectile travels at a speed of 600, or reaches the mark in 1.8 seconds, whichever is faster.
- The location at which the target lands after Glimpse is marked with a blue visual effect which is visible to everyone.
- The projectile provides 300 range flying vision Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a while traveling, which lingers for 3.34 seconds at the marked location.
- The projectile blocks neutral creep Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps camps. The mark on the ground does not.
- Does not move spell immune Spell Immunity Ally Interactions Enemy Interactions Default buff iconPlay Error sound “ Play Magic shall not prevail! Click to listen— Anti-Mage ” Spell immunity (formerly known as magic immunity) is a modifier units, but can move invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as HPTechnology company Removal. Most friendly effects, such as healing and hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. units.
- Following the general rule of position changing effects Forced Movement is a status effect that changes a unit s position. This movement is completely unrelated to the unit s movement speed and works on them while disabled. Most spells with forced movement prevent the affected , it can cancel e.g. Time Walk or Ball Lightning.
- Doppelganger, Sleight of Fist and Activate Fire Remnant cannot be interrupted, so it can be dodged with those spells.
- Can also be dodged with Phantasm, Mirror Image, Manta Style Item Old Abilities Changelogs Manta Style An axe made of reflective materials that causes confusion amongst enemy ranks. Cost5000 (900) Bought FromArmor Active Mirror Image Bonus +10 Strength+26 Agility+10 Intelligence+15 , Snowball, Omnislash, Primal Split, Infest, Assimilate and Supernova.
- The target is given a stop command as soon as it is moved back, effectively canceling channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells.
- Cannot target creep-heroes.
Target Area
Enemies
Notes:
- The effect delay is not included in the field`s duration. The actual duration starts right after the delay.
- The visual and sound effects during the effect delay are visible and audible to everyone.
- Stops enemies by slowing them with a slow aura. The aura has a radius of 408 and is centered on the field.
- The slow gets exponentially stronger towards the visible barrier, which has a 340 radius.
- This effectively causes enemy units touching the barrier to come to halt.
- The slow is only present when facing towards the barrier. Units at the barrier facing away from it are not slowed.
- The aura`s effect lingers for 0.5 seconds, resulting in an effective duration of 3.1/3.7/4.3/4.9.
- Since the slow is fluctuating a lot, it is not displayed in the HUD.
- Only prevents enemies from walking out of or into the area. Forced movement is not prevented and can thus get units in or out.
- A unit affected by Kinetic Field cannot be pushed with Force Staff or an allied Hurricane Pike.
- This includes enemy units inside the field, and enemy units affected by the slow aura, no matter if in or outside.
- This means an enemy not affected by the barrier at all can be pushed through it.
- Since spell immune units are fully unaffected, a self-cast Force Staff is not prevented for spell immune heroes.
- Provides 325 range ground vision at the center of the area during the effect delay and the field`s duration.
Target Area
Enemies
Magical
Notes:
- The silence is provided by an aura, which lingers for 0.5 seconds, or until the storm ends, whichever is shorter.
- Silences ( and mutes) invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as HPTechnology company Removal. Most friendly effects, such as healing units, but not hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. units.
- Deals damage in 0.25 second intervals, starting 0.25 seconds after cast, resulting in 20 ( 28) damage instances.
- This is how much damage each interval deals ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ) on each level:
- Level 1: 2/5/7/10/12/15/17/20/22/25/27/30/32/35/37/40/42/45/47/50 ( /52/55/57/60/62/65/67/70) damage
- Level 2: 3/6/9/12/15/18/21/25/28/31/34/37/40/43/46/50/53/56/59/62 ( /65/68/71/75/78/81/84/87) damage
- Level 3: 3/7/11/15/18/22/26/30/33/37/41/45/48/52/56/60/63/67/71/75 ( /78/82/86/90/93/97/101/105) damage
- Can deal up to 520/648/780 ( 1009/1257/1512) damage to a single unit ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ).
Videos
Info
Disruptor, the Stormcrafter, is a ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During who requires good positioning to use his abilities effectively. His signature ability is Kinetic Field, a pseudo-disable that traps enemies within a small area for a long duration. Combined with his Static Storm, Disruptor can act as the initiator The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the for a teamfight, or supplement his teammates` initiation very well. Glimpse is another powerful spell that forces enemies to watch their movements, as Disruptor can easily drag them back to a previous location to be focused down. Thunder Strike provides Disruptor with some reliable single-target damage, but more importantly grants vision on the target to prevent jukes and escapes.
Talents
Hero Talents | ||
+30% Magic Resistance | 25 | +4 Thunder Strike Hits |
+10% Spell Amplification | 20 | +400 Health |
+40 Thunder Strike Damage | 15 | -3s Kinetic Field Cooldown |
+60 Gold/Min | 10 | +100 Cast Range |
- Gold granted from the talent is unreliable gold.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- The magic resistance stacks multiplicatively with other sources of magic resistance.
- The talent increases the number of Thunder Strike strikes by increasing its duration by 8 seconds.
Recommended items
Starting items:
- Tango and a Healing Salve give health sustain so that you can last longer in lane without going back to base.
- Clarity will allow Disruptor to maintain his mana pool in the laning stage. His mediocre base intelligence and static mana costs mean that casting spells in the early game will cost a disproportionately large amount of mana, so keeping it topped up in the early game can allow you to set up kills for your team more easily.
- Two Iron Branch are cheap and can boost Disruptor`s low base stats, as well as build into either a Magic Wand or Mekansm components.
- Animal Courier should always be purchased at the start of a match by the supports. As Disruptor can be strong without early items, purchasing the courier should take priority.
Early game:
- Boots of Speed is important to get early on for Disruptor. Not only does it allow him to escape pursuing enemies more easily, the extra movement speed allows him to close in to cast Glimpse more reliably, as at early levels it has a low cast range.
- Magic Stick provides burst health and mana regen, important on any low-HP support who needs to regularly cast spells. A fully-charged Magic Stick allows Disruptor to cast any of his non-ultimate spells one more time even if he is completely out of mana.
- A Bracer is a cheap purchase that provides Disruptor with useful stats, especially to his strength, giving him more HP.
Core items:
- Arcane Boots is a strong boots upgrade for Disruptor, as his mediocre base intelligence and intelligence growth mean that his mana pool is not very strong until very late in the game. Increasing the size of his mana pool and giving him a way to replenish his mana allows him to always have the mana to cast what he needs, while the extra movement speed helps with positioning.
- Magic Wand is a good cheap upgrade to Magic Stick that provides all-around stats and increased charge storage. Both are necessary if playing as a hard support.
- Mekansm is a strong item to have in any teamfight. Besides the burst area heal for teammates, the item provides all-around stats as well as armor, increasing Disruptor`s survivability.
- Observer Ward are crucial to have for any team, as they provide map vision and allow coordinated teams to make use of knowledge of the enemies` movements. Disruptor can greatly benefit from having vision over enemies, as Glimpse has an extremely long cast range at maximum level.
- Town Portal Scroll should always be carried no matter what hero is played. For Disruptor, being able to teleport to a gank or fight is extremely important as his powerful spells can turn engagements completely around.
- Force Staff is a good all-around item to pick up on low-farm supports like Disruptor. It is easier to build than Blink Dagger, and can be used to re-position himself, allies or enemies. The extra intelligence also gives Disruptor a bigger mana pool to work with.
Situational items:
- Aghanim`s Scepter allows Static Storm to mute enemies, meaning that they cannot cast spells or use items, such as Black King Bar, as long as they are within its area of influence. Used properly, Disruptor can completely turn a fight to his team`s advantage if he can catch the enemy unaware.
- Blink Dagger is very strong on Disruptor, as his minuscule cast animation allows him to cast his disables before most enemies are able to react. Blink Dagger allows him to close the distance instantly, giving the enemy even less chance to react.
- Shiva`s Guard gives Disruptor many powerful benefits. Besides the bigger mana pool and armor, the aura can hinder enemy physical attacks by reducing their attack speed, and the active can slow enemies` movement speed, which can make it easier to pen them in with Kinetic Field.
Disruptor, the Stormcrafter
Recommended Roles |
Support Disabler Nuker Initiator |
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 civilization⃢₀ₔa 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 cities⃢₀ₔsearching 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 death⃢₀ₔa power wielded with precision against the landed castes to the South, and any interlopers who cross into ancient Oglodi lands.
Abilities
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Talent Tree
Talent Tree | ||
+30% Magic Resistance | 25 | +4 Thunder Strike Hits |
+10% Spell Amplification | 20 | +400 Health |
-30s Respawn Time | 15 | -3s Kinetic Field Cooldown |
+60 Gold/Min | 10 | +100 Cast Range |
Recommended Items
Standard Build | |||||||||||
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Starting Items | Early Game | Core Items | Situational Items | ||||||||