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19 + 1.9
15 + 1.4
22 + 2.5
Level 1 16 25
Hit Points 511 1081 1746
Mana 286 793 1326
Damage 49‒53 88‒92 129‒133
Armor 1.1 4.32 8.6
Attacks / Second 0.67 0.81 0.98
Movement Speed 300
Turn Rate 0.5
Sight Range 1800/800
Attack Range 600
Missile Speed 1200
Attack Duration 0.4+0.5
Cast Duration 0.05+1.0
Base Attack Time 1.7
Collision Size 24

Disruptor the Stormcrafter is a ranged intelligence Hero 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 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.


Disruptor Disruptor, the Stormcrafter
Play "By stormcraft, I shall lay my enemies low."
Role: Pip ganker.png Pip ganker.png Nuker / Pip roamer.png Pip roamer.png Support / Pip initiator.png Pip initiator.png Initiator / Pip disabler.png Pip disabler.png Disabler
Lore: 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)



Thunder Strike
Blocked by Spell Immunity. Partially blocked by Linken's Sphere. Can be purged. Play
Thunder Strike icon.png
Ability Affects Damage
Target Unit Enemies Magical
Repeatedly strikes the targeted unit with lightning. Each strike damages nearby enemy units in a small radius.
Cast Range: 800
Damage Radius: 240
Number of Strikes: 4
Damage per Strike: 40/60/80/100
Duration: 6
Cooldown 16 Mana 130
Partially blocked by Linken's Sphere. Blocked completely upon cast on primary target. No interaction otherwise.
Disruptor's charged coils occasionally overload, and a singed armor plate or tuft of fur is the enemy's result.


  • When the target avoids the damage by turning invulnerable or hidden, it still will deal damage around it.
  • Provides ground vision as big as the target's vision range around the target for the duration.
  • Does not provide vision when the target turns invisible. Damage is still applied though.
  • Always provides 400 range ground vision for 3.34 seconds at the last location when the debuff expires or is removed.
  • Strikes the target in 2 second intervals, starting immediatly as the debuff is placed, resulting in 4 strikes.
  • Can deal up to 160/240/320/400 damage to a single unit (before reductions).

Blocked by Spell Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
Glimpse icon.png
Ability Affects
Target Unit Enemy Heroes
Teleports the target hero back to where it was 4 seconds ago. Instantly kills illusions.
Cast Range: 600/1000/1400/1800
Cooldown 60/46/32/18 Mana 100
Playing with electricity can have unexpected results.


  • Glimpse icon.png Glimpse does not instantly move the target back.
  • The location at which the target will land after Glimpse is marked with a blue visual effect which is visible to everyone.
  • A projectile spawns from the target which travels towards the mark at a speed of 600, or reaches it in 1.8 seconds, whichever is faster.
  • The projectile provides 300 range flying vision while traveling, which lingers for 3.34 seconds at the marked location.
  • Glimpse cannot be dispelled by anything, not even death. When the target dies and respawns before Glimpse finishes, it still will be moved.
  • Although being undispellable by anything, it will not move spell immune units, but it can move invulnerable, hidden or even dead units.
  • Following the general rule of position changing effects (last effect overrides previous ones), this means it can cancel e.g. Time Walk icon.png Time Walk or Ball Lightning icon.png Ball Lightning.
  • The target is given a stop command as soon as it's moved back, effectively canceling channeling spells.

Kinetic Field
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
Kinetic Field icon.png
Ability Affects
Target Point Enemies
After a short formation time, creates a circular barrier of kinetic energy that enemies can't pass.
Cast Range: 900
Field Radius: 325
Effect Delay: 1.2
Duration: 2.5/3/3.5/4
Cooldown 13/12/11/10 Mana 70
The stryder is immune to the gale-force winds that will consume its adversaries.


  • The effect delay is not included in the 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.
  • Only prevents enemies from walking out of or into the area. Moving effects from spells are not prevented and can get units in or out.
  • The only exception here is Force Staff icon.png Force Staff. It cannot push units out of the field once it fully formed.
  • However, it can move units into the field. It also can push its owner out of it while being spell immune.
  • The closer enemy units get to the barrier, the slower they will move towards the barrier, eventually coming to a full stop. It directly affects their movement speed.
  • Provides 325 range ground vision at the center of the area during the effect delay and the field's duration.

Static Storm
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
Static Storm icon.png
Ability Affects Damage
Target Point Enemies 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.
Cast Range: 800
Storm Radius: 450
Maximum Damage per Second: 200/250/300 (280/350/420*)
Duration: 5 (7*)
Cooldown 90/80/70 Mana 125/175/225
Can be Improved by Aghanim's Scepter (* shows the improved values). Static Storm silences items, and lasts an extra 2 seconds. Increases maximum damage per second.
A summer squall in Druud is a hardship that only an Oglodi can survive.


  • The silence is provided by an aura, so the silence lingers for 0.5 seconds.
  • Deals damage in 0.25 second intervals, resulting in 20 (28) damage intevals.
  • This is how much damage each interval deals (before reductions) on each level (the part in brackets are dealt when Aghanim's Scepter icon.png Aghanim's Scepter is acquired):
    • 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).

Recommended Items[edit]

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Reason given


  • Tango and Healing Salve is good as always so that you can last longer in lane without going back to base.
  • Iron Branch to boost your stats as they are pretty low at early game.
  • Clarity to keep your mana up as your thunder strike is really mana dependent.
  • You should also buy the courier for the team if nobody else has already got it, and eventually, the Flying Courier, as you are usually going to be one of the less farm reliant members of your team.


  • Boots of Speed is always good for any hero. Movement speed makes a difference when running away.
  • Magic Stick lets you get back some health and mana if you are getting harassed a lot in lane by your opponent's abilities.
  • A Bracer is also a nice choice to get some more survivability.


  • Arcane Boots is good for supporting your team, as well as allowing you to use your spells and activatable items a lot more often.
  • Mekansm is a very recommended teamfight item because you can give your team that extra needed health and armor to finish off your enemies. It is generally recommended for one team member to purchase one, and Disruptor has little need for items so he is a good candidate to purchase it.
  • Magic Wand is needed if you are still getting harassed or just for normal lane fights.
  • Observer Wards gives you and your team a big advantage since you can place them on strategic places, so your team can gank the enemy, hunt them down or see them when they're coming to gank you.


  • Aghanim's Scepter on Disruptor makes his ultimate mute enemies, meaning they cannot cast spells OR use items as long as they are in the ultimate. As such, purchasing Scepter effectively makes Static Storm an AoE Doom for a few seconds. With good timing, this can be used to prevent an enemy from activating a Black King Bar.
  • Disruptor has no escape abilities so Force Staff lets him get out of bad situations when needed.
  • Veil of Discord is very good combined with Kinetic Field and Static Storm since you can increase the magic damage enemies take with the Veil, prevent them from moving away with the field, and finish with a static storm for massive damage.
  • Shiva's Guard is recommended for bigger teamfights since its Freezing Aura reduces enemies attack speed and the Arctic Blast damages them and slows their movement speed, which will allow you to place your kinetic field a lot easier so that your team can finish them off.
  • Pipe of Insight is another great teamfight item, as its active will make your team highly resistant to magic damage.
  • Necronomicon allows you to do much more damage to enemies caught in your Kinetic Field, as well as push towers, which Disruptor has little ability to do on his own.



  • The vision granted on Thunder Strike's target is great for negating jukes, and at later levels Glimpse can ensure an enemy cannot escape.
  • If you see an enemy teleporting to a tower, Glimpse can send them right back where they started. This can be crucial to cut off reinforcements when tower-diving.
  • Kinetic Field's formation time is significant, so try and combine it with allied disables to ensure capture.
    • A mark will indicate where a Glimpsed target will return, so you can cast Kinetic Field around the mark to ensure capture.
  • If you can trap 3 or more enemies inside a Kinetic Field/Static Storm combo you will shift the tide of battle greatly in your team's favor as the enemies will be left without their arsenal of spells and will take significant damage over time. This is usually better achieved as a follow up to another initiation such as Magnus icon.png Magnus's Reverse Polarity icon.png Reverse Polarity or Dark Seer icon.png Dark Seer's Vacuum icon.png Vacuum.
  • Due to its low starting damage, Static Storm will also benefit from an allied initiation before placement.
    • Static Storm can act as an instant silence thanks to Disruptor's miniscule castpoint. Use it to interrupt channeling abilities.
  • When casting Thunder Strike on an enemy hero, try to remember where your target was standing upon cast. Thunder Strike's 3rd strike happens exactly 4 seconds after cast and Glimpse sends the target back to where it was 4 seconds ago. So casting Glimpse as the 3rd strike happens will send it back to where the target was as you used Thunder Strike on it.
  • It is better to cast Static Storm first before Kinetic Field or at the same time to prevent heroes with Blink Dagger icon.png Blink Dagger or a similar ability from escaping and to ensure that enemy heroes will stay in the Storm the longest amount of duration possible. By casting Kinetic Field just before enemy heroes are about to try and leave the AOE, the duration of Static Storm is maximized. If you also have an Aghanim's Scepter icon.png Aghanim's Scepter, it will prevent enemy heroes from using Black King Bar icon.png Black King Bar or Pipe of Insight icon.png Pipe of Insight.


  • When first released in DotA his hero title was actually "Far Seer" which is a hero title belonging to the Orc faction in Warcraft III. His title was changed to Disruptor, since the Far Seer title did not fit him.[1]
  • In DotA, his name and title is Thrall, the Disruptor. Thrall is best known as the former warchief of the Orcish Horde in the Warcraft universe. His name and title got changed to Disruptor, the Stormcrafter for copyright reasons.[2]
  • Disruptor's lore reveals that his race is called the Oglodi, while his voicelines confirm that Axe icon.png Axe and Warlock icon.png Warlock are of the same race as he is.
  • His kill response Play "You've been disrupted." is a reference to the famous AC-DC song "Thunderstruck".
  • His last hitting response Play "So it goes." is a reference to a famous quote by Kurt Vonnegut in his book Slaughterhouse-Five, and is meant as a response for when death occurs.

Update History[edit]

July 18, 2013 Patch

March 21, 2013 Patch

October 18, 2012 Patch

  • Fixed Glimpse icon.png Glimpse interaction with invulnerable units.

July 19, 2012 Patch

  • Fixed Glimpse affecting Warlock's Golem and Spirit Bear.

July 12, 2012 Patch

  • Enabled Templar Assassin icon.png Templar Assassin, Disruptor icon.png Disruptor and Undying icon.png Undying in Captain's Mode.
  • Fixed Kinetic Field sometimes causing heroes to fail to attack a hero who is being trapped in the field.

July 05, 2012 Patch

Balance Changelog[edit]


  • Glimpse icon.png Glimpse
    • mana cost rescaled from 160/130/100/70 to 100
    • cooldown reduced from 65/50/35/20 to 60/46/32/18
  • Kinetic Field icon.png Kinetic Field cooldown reduced from 14/13/12/11 to 13/12/11/10
  • Static Storm icon.png Static Storm cooldown from 85 to 90/80/70



  • Kinetic Field icon.png Kinetic Field AoE increased from 300 to 325.
  • Glimpse icon.png Glimpse cooldown reduced from 60/50/40/30 to 65/50/35/20.
  • Static Storm icon.png Static Storm
    • AoE increased from 375 to 450.
    • Max damage increased from 170/220/270 to 200/250/300.
    • Added Aghanim's Scepter icon.png Aghanim's Scepter upgrade: Static Storm silences items, and lasts an extra 2 seconds.


  • Thunder Strike icon.png Thunder Strike
    • From 3 strikes over 4 seconds to 4 strikes over 6 seconds.
    • Damage per strike decreased from 50/75/100/125 to 40/60/80/100.
    • AoE increased from 200 to 240.



  • Added to Captain's Mode.





  • Created.


See also[edit]


  1. Far Seer from Warcraft 3.
  2. Former Orcs warchief Thrall.