Dota 2 - Hero Discussion of the Day: Disruptor, the Stormcrafter (May 9th, 2018)


Hero Discussion of the Day: Disruptor, the Stormcrafter (May 9th, 2018)

Posted: 09 May 2018 02:21 PM PDT

Disruptor, the Stormcrafter

Disruptor 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.

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.


Roles: Support, Disabler, Nuker, Initiator

Strength: 21 + 2.2

Agility: 15 + 1.4

Intelligence: 22 + 2.5

 

Damage: 49-53

Armor: 1.4

Movement Speed: 300

Attack Range: 600

Missile Speed: 1200

Base Attack Time: 1.7

Sight Range: 1800 (Day) / 800 (Night)

Turn Rate: 0.5


Spells

Thunder Strike

Repeatedly strikes the targeted unit with lightning. Each strike damages nearby enemy units in a small radius. Provides vision of its target.

Level Manacost Cooldown Casting Range Area Duration Effects
1 130 12s 800 240 6s Strikes the target 4 times for the duration, each strike doing 40 damage
2 130 11s 800 240 6s Strikes the target 4 times for the duration, each strike doing 60 damage
3 130 10s 800 240 6s Strikes the target 4 times for the duration, each strike doing 80 damage
4 130 9s 800 240 6s Strikes the target 4 times for the duration, each strike doing 100 damage
  • Dispellable

  • When the target avoids the damage by turning invulnerable or hidden, it still deals damage around it.

  • Provides shared vision over the target.

  • Strikes the target in 2 second intervals, starting immediately as the debuff is placed, resulting in 4 (Talent 8) strikes.

  • Can deal up to 160/240/320/400 damage to a single unit (before reductions).

    • 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 for 3.34 seconds at the target's last location when the debuff expires or is removed.

  • Successive casts on the same unit do not stack, but only refresh the duration.

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

 

Glimpse

Teleports the target hero back to where it was 4 seconds ago. Instantly kills illusions.

Level Manacost Cooldown Casting Range Area Duration Effects
1 100 60s 600 N/A N/A Moves the target hero back back in time to where it was 4 seconds ago
2 100 46s 1000 N/A N/A Moves the target hero back back in time to where it was 4 seconds ago
3 100 32s 1400 N/A N/A Moves the target hero back back in time to where it was 4 seconds ago
4 100 18s 1800 N/A N/A Moves the target hero back back in time to where it was 4 seconds ago
  • Undispellable

  • 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 while traveling, which lingers for 3.34 seconds at the marked location.

  • Does not move spell immune units, but can move invulnerable and hidden units.

  • The target is given a stop command as soon as it is moved back, effectively canceling channeling spells.

  • However, the queued following commands are not canceled.

  • Cannot target creep-heroes.

Playing with electricity can have unexpected results.

 

Kinetic Field

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

Level Manacost Cooldown Casting Range Area Duration Effects
1 70 19s 900 340 2.6s Makes a circular barrier which enemies cannot move through, in or out
2 70 16s 900 340 3.2s Makes a circular barrier which enemies cannot move through, in or out
3 70 13s 900 340 3.8s Makes a circular barrier which enemies cannot move through, in or out
4 70 10s 900 340 4.4s Makes a circular barrier which enemies cannot move through, in or out
  • Undispellable

  • 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 Hurricane Pike.

    • This applies to enemy units affected by the field's slow aura, no matter if in or outside the field.
    • 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 or Hurricane Pike 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.

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

 

Static Storm

Ultimate

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.

Level Mana Cost Cooldown Casting Range Area Duration Effects
1 125 90s 800 450 5s Silences enemies in the area and deals a maximum of 200 damage per second
2 175 80s 800 450 5s Silences enemies in the area and deals a maximum of 250 damage per second
3 255 70s 800 450 5s Silences enemies in the area and deals a maximum of 300 damage per second
  • Undispellable

  • The silence is provided by an aura, however, its effects do not linger.

  • Silences (And mutes with Aghanim's Scepter) invulnerable units, but not hidden units.

  • Deals damage in 0.25 second intervals, starting 0.25 seconds after cast, resulting in 20 damage instances.

  • This is how much damage each interval deals (before reductions) 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 damage
    • Level 2: 3/6/9/12/15/18/21/25/28/31/34/37/40/43/46/50/53/56/59/62 damage
    • Level 3: 3/7/11/15/18/22/26/30/33/37/41/45/48/52/56/60/63/67/71/75 damage
  • Can deal up to 520/648/780 damage to a single unit (before reductions).

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


Talent Tree

Level Option 1 Option 2
25 +4s Kinetic Field Duration OR -10s Glimpse Cooldown (+0.4%)
20 +4 Thunder Strike Hits (+2.4%) OR +180 Gold/Min
15 -3s Kinetic Field Cooldown OR +150 Cast Range (1.2%)
10 +40 Thunder Strike Damage (+0.4%) OR +200 Health

Matchups

Best against

Opponent hero Advantage
Slark 2.22%
Storm Sprit 1.88%
Techies 1.64%
Riki 1.62%
Death Prophet 1.52%

Worst against

Opponent hero Advantage
Huskar -3.60%
Sniper -1.87%
Oracle -1.54%
Shadow Demon -1.53%
Enchantress -1.47%

Recent Changelog

7.13b

  • Increased base strength from 19 to 21.

7.12

  • Increased Kinetic Field cooldown from 13/12/11/10 to 19/16/13/10.

  • Static Storm's debuff no longer lingers for 0.5 seconds after leaving the area.

7.07

  • Increased base health regeneration from 0 to 1.5.

  • Increased base mana regeneration from 0.01 to 0.9.

  • Reworked talents

    • Level 10: +40 Thunder Strike damage per strike or +200 health
    • Level 15: -3s Kinetic Field cooldown or +150 cast range
    • Level 20: +4 Thunder Strike strikes or +180 gold per minute
    • Level 25: +4s Kinetic Field duration or -10s Glimpse cooldown

7.06

  • Increased strength gain from 1.9 to 2.2.

  • Reduced base health regeneration from 0.25 to 0.

  • Level 15 left talent: Replaced 30 seconds respawn time reduction with 40 Thunder Strike damage bonus.

7.02

  • Level 15 right talent: Replaced +200 health bonus with 3s Kinetic Field cooldown reduction.

  • Level 20 right talent: Replaced 15% cooldown reduction with +400 health bonus.


Previous hero related threads

Hero discussion of the day, 26.11.2011

Hero discussion of the day, 05.07.2012

Hero discussion of the day, 24.12.2012

Hero discussion of the day, 02.11.2013

Hero discussion of the day, 10.07.2014

Hero discussion of the day, 21.06.2016

Hero tips for Disruptor


Previous hero discussion

Death Prophet (May 1st, 2018)


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submitted by /u/Laccnow
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GESC: Thailand Day 2 Match Discussions

Posted: 09 May 2018 06:44 PM PDT

GESC: Thailand

Presented by Global Electronic Sports Championship

Sponsored by TrueOnline, Grab, Neolution & Novotel Bangkok Bangna

Need info on the event? Check out the Survival Guide

See here for yesterday's results and VODs


Coverage

Liquipedia | JoinDota | GosuGamers | Dotabuff | Eventvods

Streams

English | English 2
Russian | Russian 2
Thailand | Thailand 2


Standings at start of day

Team Score
Fnatic 4-0
Evil Geniuses 3-0
Team Secret 3-1
VGJ.Storm 2-2
Final Tribe 2-2
Keen Gaming 2-3
SG e-sports 0-4
ALPHA Red 0-4

Day 2 (Wednesday May 10)

ID Team vs Team Result Cntdwn (SGT) PDT EDT GMT CEST SGT AEST VOD
M17 vs Final Tribe 11:00 20:00 23:00 3:00 5:00 11:00 13:00
M18 vs 11:00 20:00 23:00 3:00 5:00 11:00 13:00
M19 vs 12:15 21:15 0:15 4:15 6:15 12:15 14:15
M20 vs Final Tribe 12:15 21:15 0:15 4:15 6:15 12:15 14:15
M21 ALPHA Red vs 13:30 22:30 1:30 5:30 7:30 13:30 15:30
M22 vs 13:30 22:30 1:30 5:30 7:30 13:30 15:30
M23 vs 14:45 23:45 2:45 6:45 8:45 14:45 16:45
M24 vs 14:45 23:45 2:45 6:45 8:45 14:45 16:45
M25 vs Final Tribe 16:00 1:00 4:00 8:00 10:00 16:00 18:00
M26 ALPHA Red vs 16:00 1:00 4:00 8:00 10:00 16:00 18:00
M27 vs 17:15 2:15 5:15 9:15 11:15 17:15 19:15
M28 vs ALPHA Red 17:15 2:15 5:15 9:15 11:15 17:15 19:15

Countdown times are in SGT. All times are subject to change based on the length of matches and delays.

submitted by /u/D2TournamentThreads
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Dota 7.15

Posted: 10 May 2018 07:34 AM PDT

7.15:

  • Bounty Runes now spawn every 5 minutes
  • Bounty Runes now grants gold to each player (40 + 3/min)
  • Bounty Runes now fully fills bottles
  • Bottles heal rate increased from 80/40 HP/MP to 100/50

  • Melee Creeps base gold bounty reduced by 2
  • Range Creeps base gold bounty reduced by 1
  • Range Creeps gold bounty increase per upgrade changed from 1 to 3 (With these changes, the total gold difference on the map at 40 minutes is 2052 less gold)
  • Melee Barracks team bounty reduced from 225 to 175
  • Ground Courier bounty reduced from 175 to 125 (Flying Courier is still 175)
  • Tower denies now remove all gold instead of just half (previously it gave 50/60/70/80 for tier 1/2/3/4 denies)

  • Agility heroes base strength increased by 1
  • Intelligence heroes base intelligence reduced by 2, except for bane (base damage adjusted to remain the same)

  • Neutral camp stack bounty increased from 20% to 25%
  • Ancient HP regen increased from 8 to 12
  • Observer Wards restock cooldown reduced from 150 to 135
  • Observer Wards cost reduced from 80 to 75
  • Enchanted Mango HP regen reduced from 0.7 to 0.6

  • Roshan Slam damage growth increased from 8 per minute to 10
  • Roshan base damage increased from 65 to 75
  • Roshan base health increased from 5500 to 6000

  • Removed a tree to the bottom right of the dire mid lane, near the map ledge
  • Minor adjustments to the position of the powerup runes
  • Reduced spawn box sizes for a few of Dire neutral spawns
  • Removed a tree to the right of the bottom Radiant bounty rune
  • Moved the bottom Dire T1 tower slightly down
  • Moved the bottom Dire bounty rune slightly to the right
  • Moved the bottom Dire shrine location slightly down
  • Moved the top Dire T1 slightly to the right
  • Slight adjustments to the line of sight and trees to the left of the mid Dire T1
  • Ranged creeps now always spawn behind the melee creeps

  • Captains Mode round time increased from 30 to 35
  • Captains Mode second ban phase order changed from 2nd/1st/2nd/1st to 1st/2nd/1st/2nd

Size: 140.9 MB

submitted by /u/wykrhm
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I'm gonna need Dota Plus for this one.

Posted: 10 May 2018 04:09 AM PDT

DotaPlus challenges (HARDCORE). Bounty Runes now spawn every 5 minutes..

Posted: 10 May 2018 08:54 AM PDT

Battle Points Idea: Reset Cavern upon completion to continue grinding.

Posted: 10 May 2018 08:28 AM PDT

For any of you that have played Dead by Daylight, you level up by spending your points on the bloodweb and when you finish it, you level up and get a new web. IF you get to a certain level you can reset for a new skin and start over in levels but have a chance for higher rewards.

What if you could after unlocking lets say 90% of the nodes, you could reset the cavern and instead of unique sets you could earn extra BP or Extra Treasures. That way you could grind Cavern until the event is over.

That could solve the issue of not being rewarded to play, and encourage more time spent in cavern crawl.

submitted by /u/cannonarm
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Whats the opposite of "vote with your wallet"?

Posted: 10 May 2018 04:55 AM PDT

Dear Valve, let me be clear here

Posted: 09 May 2018 09:20 PM PDT

I have been playing Dota for 5 or 6 years. I spent close to 7000 hours in the game. I love it. It's amazing. With the last year battlepass, I kind of checked what it was and got it a day or 2 after its release, thinking it looked pretty good after all. It was super easy to get levels. And the rewards were really great, enough that I ended up paying something like 100 or 150$ (CAD) total and played an insane amount of time, enough to reach something like level 800. I had most of what I wanted by those levels, and felt the rest was too hard/expensive to get.

This year, after the great experience I had last year, I didn't hesitate to instabuy the BP at level 75 an hour after the release, and I was hoping to get the same kind of run as last year: get 300-400 levels from buying and grinding the rest. However, I feel like it's much harder to level up this year. And if I'm right, I'm certainly NOT motivated to spend extra money to get levels. If I grind 40h/week of dota for 20 weeks only to get like 100 levels, I feel like I'll have wasted time, and paying any extra penny to get levels would be like letting myself ripped off.

And the sad part is, this year, there seem to be a few more rewards, but extended on a lot more levels. And stretching the levels to get rewards and at the same time making it harder to get levels is kind of a dick move on your part. Maybe stretch the rewards, or make it harder to get levels. Ideally neither. But don't do both. This is really shit and, as far as I've seen on this subreddit, I'm not the only one who thinks this way.

Thanks for reading.

Hopefully you will do something about this.

submitted by /u/Cydreath
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TI7 Winning Heroes

Posted: 10 May 2018 02:32 AM PDT

When you have rich chinese friends...

Posted: 10 May 2018 06:17 AM PDT

Emerald Abyss rework suggestions !

Posted: 10 May 2018 05:57 AM PDT

R.I.P Effigy + Emote

Posted: 10 May 2018 07:13 AM PDT

I made a Crystal Maiden Wallpaper

Posted: 10 May 2018 05:25 AM PDT

7.15 alchemist challange

Posted: 10 May 2018 09:20 AM PDT

Guys I found an easy way to get anywhere from 100-300 levels per week!

Posted: 09 May 2018 10:34 PM PDT

Depending on your location, you can donate sperm and plasma every few days to supplement those levels! Some spank banks will pay up to 50$ per wad, and you can count on at least 20$ per plasma donation.

If you live in states like Michigan where cans have a 10 cent deposit, then finding 100 cans will net you 24 levels!

See Volvo trying to get us involved in our local communities with things like recycling and stuff thx gaben!

submitted by /u/DaryltheRigger
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Valve please give 100 battle points per win.

Posted: 10 May 2018 12:35 AM PDT

It's impossible to level battle pass.

Please at least let us earn 1/10 of a level by winning a game.let me know if you guys struggle like me as well.

Thank you in advance

submitted by /u/hektorathug
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when I play ck // when the enemy play ck

Posted: 10 May 2018 12:07 AM PDT

Those little guys are savages

Posted: 10 May 2018 04:58 AM PDT

Every TI winners final lineups

Posted: 10 May 2018 09:05 AM PDT

Valve! Where is my smile of :aegis_2018: I want him to my collection. I really hope that you will add it.

Posted: 10 May 2018 05:38 AM PDT

Accidentally bought 24 level pack instead of level 1 battle pass, not refundable

Posted: 10 May 2018 08:55 AM PDT

Request got rejected because "We cannot grant a refund at this time. In-game item purchases are not refundable if any items in the purchase have been consumed, modified, or transferred."

Thing is I haven't used the levels yet or modified or transferred or whatever, they're just sitting in my inventory... Their policy even clearly states that "Steam will offer refund for in-game purchases within any Valve-developed games within forty-eight hours of purchase, so long as the in-game item has not been consumed, modified or transferred." (https://store.steampowered.com/steam_refunds/)

I even tried contacting them again after explaining this and they just declined again without even answering my question, why it's not eligible for refund.

I mean I still bought the level 1 pass afterwards but with the current battlepoints system I'm not interested in buying any additional levels.

EDIT: I accidentally bought the wrong bundle because they got the same price tag and I overlooked the title, which ofc is my fault, but according to their policy it should be refundable.

EDIT2: Screenshot of bundle in inventory

submitted by /u/Flaezh
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GESC is pretty much everything a Minor should be.

Posted: 10 May 2018 02:19 AM PDT

2-3 Tier 1 Teams and the Rest Tier 2 Teams, that is how a Minor should be. That helps the Scene in getting these Tier 2 Teams some Experience in playing against stronger Teams and playing on Lan.

submitted by /u/Lormenkal
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So I got pretty big in the new mutation mode...

Posted: 10 May 2018 09:28 AM PDT

What happened to this Valve?

Posted: 10 May 2018 09:09 AM PDT

Where are the daily and weekly challenges?

Posted: 09 May 2018 11:10 PM PDT

and also lina and slark balls

daily and weekly challenges can give 1 level a week and if battlepass ends at August 26 , that is 15 or 16 weeks from now, which means that we lost 15 + levels not counting the lina and slark balls which could lead up to 20 free levels.

submitted by /u/Mykhail59753
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GESC Thailand did it.

Posted: 10 May 2018 03:40 AM PDT

Two of the players in the top 10 on the NA leaderboards are MMR abusers (throwing/win trading with smurfs). Proof inside

Posted: 09 May 2018 12:37 PM PDT

Kennie and Monster, ranked #3 and #4 respectively on the Americas leaderboard, both abused MMR by having games repeatedly thrown against them by at least two different smurf accounts. They were both very suspicious already -- two months ago, Kennie suddenly shot up to rank 1 after being nowhere near there to begin with, and now only plays a Solo Ranked game every couple weeks to not lose the leaderboard medal from inactivity. The same is true for Monster, though his MMR was much higher to begin with, and I don't think he was ever rank 1.

What happens is: the thrower will queue against the abuser (almost certainly dodging the game if they end up on the same team), go to the offlane with some kind of pushing hero (usually Lone Druid, but occasionally a different hero like Nature's Prophet, Enigma, or Beastmaster), rush pushing items like Helm of the Dominator, and finish almost every game with extremely low hero/building damage and a ton of deaths. The abuser will almost always go to the safelane and have a completely free lane against the thrower, even in some kind of ridiculously one-sided matchup (for example, Nature's Prophet against Luna with both of Luna's supports playing in other lanes from the beginning of the game).

Both smurf accounts also have their Dotabuff/public match data hidden, but there are other sites that still have that data available (https://stratz.com/en-us/player/358857608 for the first smurf, for example). I was able to use that site to find every game played by each of the smurf accounts against Kennie and Monster, and unsurprisingly, the same thing happened in every single one of them, and they all resulted in a win for the abuser and a loss for the smurf.

https://www.dotabuff.com/players/358857608 is the first smurf, and the account itself was actually bought on EpicNPC a year ago. The account's aliases listed on Dotabuff make it even more obvious that it has some relation to these players. This account's match history was hidden immediately after throwing the first game against Kennie.

MatchIDs of every game played against Kennie (newest to oldest): 3790833836, 3763711068, 3759942743, 3756276141, 3752176501, 3752086134, 3751934703, 3750325673

Against Monster: 3773989389, 3768387412, 3764033082, 3763916587, 3759788390, 3756356996

https://www.dotabuff.com/players/202447731 is the second smurf, and this account was actually playing in a party queue game with Kennie a few hours ago (MatchID 3877445815).

MatchIDs of every game played against Kennie: 3795791690, 3790330213, 3772527830, 3768682444, 3767705138

Against Monster: 3875088969, 3848076289, 3794108065, 3792579095, 3791144376, 3784672781, 3772617581, 3767632409

There could easily be more than two smurf accounts involved, but these accounts alone make the MMR abuse obvious enough.

submitted by /u/ixmikkke1488
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