So last entry was about Rubick. Though I spent a lot of time
discussing the narrative which led to the genesis of my inspiration to write
the entry itself. What a mouthful. I know, right. Thankfully, the exact point I’m
making here is that feedback has been well received and I’ve decided to cut
down on that stuff this time and jump straight into an analysis of Disruptor on
a skill-by-skill basis.
My underlying sentiment is that even though we saw an
awesome [read: perfect] Disruptor from iG.Faith at TI2 and have since seen it variously picked by
mostly CIS teams [mostly unsuccessfully, sadly], I expect us to see even more
of it in the days to come, given certain particular disruptive functions which it can serve.
Thunder Strike
Thunder Strike
source: dota 2 wiki |
The second and perhaps more subtle way in which Thunder
Strike is disruptive is owing to its small, but relevant, AOE. It effectively adds an
ultimatum to each cast: “Either you keep a reasonable distance from your allies
for the next 4 seconds, or they’re going to take some gratuitous damage.” In
any cases where the damage from Thunder Strike is shared over multiple enemies,
it will be dealing a lot more than it’s mana cost and cooldown justify and will
be success enough just for that. Meanwhile, if it manages to redirect enemy
movements even slightly, it is functioning above and beyond the regular duty of
a nuking ability, outputting damage AND influencing positioning. While it is
often a good thing for heroes to keep a small distance from their allies to avoid
being caught in AOE, in the heat of battle spending time to correct one’s
position can result in a small delay in pursuing one’s original course of
action - which can be lethal. Also, if both relevant heroes try to correct their
positions, this effect can be amplified.
Kinetic Field
source: dota 2 wiki |
And yet, the skill just generally seems quite
underwhelming. One reason for this is that it has a 1.2 second form time,
making it difficult to execute as desired, especially when lacking the luxury
of time to premeditate a play. A further reason is that this skill does not actually disable enemies – this is a
drawback in a few ways. Most obviously, units can actually move around inside
the Kinetic Field which means that it is possible to trap someone inside the
Field but not actually hinder their desired movement for the full duration that
the Field lasts. In the case of a level one Kinetic Field which lasts 2.5
seconds, about half of that time could be used walking from one side of the
Field to the other – this places an emphasis on casting it even more precisely,
which is already difficult given the requirement that you compensate for its
formation time. Another problem associated with Kinetic Field not being a
proper disable is that heroes can still cast their spells and use items, most notably those which might help them escape the Field itself. Crucially, at the
time that I began to write this entry, I intended to make the point that the
ever-present Force Staff was an instant counter to any successful Kinetic
Fields – however, the latest patch changes have edited this and Kinetic Field
comes out significantly buffed now that Force Staffs can no longer push units out
of it. Regardless, the ability still feels underwhelming . . . when looked at
in isolation, at least.
It turns out, though, that the primary appeals of Kinetic Field are its interactions with the other 3 spells Disruptor has. That is to say, Glimpse allows for one to guarantee a well-placed field. Static Storm gives Kinetic Field a much greater sense of purpose, since the two together function as a serious lockdown for just about everything with an added bonus of some decent damage over time. And the often subtle AOE of Thunder Strike is emphasized a lot more where multiple enemies are caught inside a Kinetic Field, normally all edging towards the same border of the Field and thus all receiving damage from a single instance of Thunder Strike.
Glimpse
It turns out, though, that the primary appeals of Kinetic Field are its interactions with the other 3 spells Disruptor has. That is to say, Glimpse allows for one to guarantee a well-placed field. Static Storm gives Kinetic Field a much greater sense of purpose, since the two together function as a serious lockdown for just about everything with an added bonus of some decent damage over time. And the often subtle AOE of Thunder Strike is emphasized a lot more where multiple enemies are caught inside a Kinetic Field, normally all edging towards the same border of the Field and thus all receiving damage from a single instance of Thunder Strike.
Glimpse
source: dota 2 wiki |
However, beyond all these generalized appeals of Glimpse, I believe there are some very specific things that it empowers a team to do which are, for me, what forces this hero to be a relevant pick in just about any metagame. Firstly, Glimpse offers a counter to heroes which are very fragile but counteract their weak state with natural escape mechanisms. This includes heroes like QoP, Mirana, Antimage and anything else which takes for granted its ability to detect a gank and jump away before being caught. The reason Glimpse counters this kind of hero is obvious: after they've used their escape, if you can still see the hero, you can merely return it to its original position. This means that for these sorts of heroes to avoid ganks when there is a Disruptor in the game, they need to try especially hard to aim their escape moves appropriately, hoping to land somewhere where the enemy team hasn't got vision. Incidently, this is one of many reasons that I believe Disruptor to function very well in a team with Bounty Hunter – constant Tracking filling the missing gap in a strategy which almost guarantees kills on these sorts of heroes [with any sort of disable and/or damage to back it up]. But of course, even without a BH, good warding or well-placed allies can achieve the same sort of goal. Not to mention the fact that a hero using a natural escape is often under pressure to act fast and unable to consider which direction to go in order to avoid being Glimpsed back. A final bonus here for Glimpse is that the accomplished Disruptor player will be able to sometimes cast Glimpse on a hero at the same instant as it casts its escape and, since Glimpse does not transport the unit immediately, this will counter the escape regardless of which direction it was aimed. A similar trick can be performed with Glimpse to counter Chen sending allies to base – here it is a lot easier because one can know just when the hero is about to disappear and thus have something to go on in terms of timing the Glimpse just before.
The second specialized purpose Glimpse commonly offers is an implicit threat against any 4:1
strategy – that is, any strategy which at any point makes use of 1 hero to farm
while the other 4 engage in the game via skirmishes, pushing, ganking or
defending. Why? Well, because an underlying principle presupposed by any 4:1
tactic is that the isolated 1 has a way to get to the other 4 at relatively
short notice. Perhaps a tower is being pushed and the farming hero plans to
teleport in at the last minute to aid in defending or counter-engaging. Perhaps
the farmer is the one doing the defending and plans to teleport in to
strengthen a push. Maybe it’s a Spectre that assumes it can haunt into any
battle or a Nature’s Prophet or Wisp [and Wisp-sidekick] who assume they can TP
in at short notice to gank. The point is that the idea of splitting 4:1 is very
common in professional DotA. It allows a team to exert control over the map but
also gain gold at the same time, thus not compromising efficiency ever. But if
your opposing team has a Disruptor on it, there is a serious risk involved in
this type of play because if he is alert enough, well positioned enough and
aided by the appropriate vision, he will most often be able to directly counter
any attempt for the isolated 1 to join the other 4, with devastating effects on
whatever is about to, or has just started to, happen. For an excellent example
of this sort of thing, check out this VOD, particularly from 49:10 until 51:03. [For a direct link to the relevant time, use http://www.youtube.com/watch?v=mQJ8jeVf_zI&t=49m10s]
The VOD is of a game between Empire and VP from the first day of the current Starseries. In this case, it’s not a strict case of a 4:1 manoeuvre because all 5 Empire players are pushing a tower together, intending to all subsequently teleport to the opposite lane to defend. Normally this would be a problematic plan, given the way in which TPs to the same location at the same time become delayed. However, because they have a Naga Siren, they expect that her Song of the Siren will nicely counteract the delays on the TPs with some time to spare, offering a good entry point for their excellent AOE combo. This makes a lot of sense. However, as you see in the video, the Disruptor – played by NS here – expertly Glimpses the Naga just before coming into range of its Sleep. I say ‘expertly’ because even a half a second fumble would have meant he’d be asleep and by the time he woke up a Glimpse would no longer have had the desired effect. So Naga is sent back to the other side of the map. Despite this, Empire manage to land a good Blackhole, catching three heroes, followed by an even better Ravage, hitting 4. And yet Empire get massacred anyway. It’s simple to see why – Luna got her BKB off before the Blackhole and Ravage [arguably also because of the failed Sleep initiation] and Naga isn’t present to dish out the equivalent kind of beating for her side. This series of events starts with Empire leading 14-8 on kills and ends with the scores level at 15-15 and Empire minus 2 towers and 1 set of Raxes. This, I would say, all a direct result of a single instance of Glimpse. [Incidently, the game is far from over at this point and those who have not yet watched the VOD are encouraged to take a look at this action-packed match – though full of mistakes, it’s never short of drama.]
So Glimpse is a very potent skill, useful in many obvious ways, enabling several fun gimmicky functions [cancelling TPs, pulling spawning heroes from fountain to their place of death etc.]. But what makes it truly superb is that unlike the other skills discussed so far, which are ‘merely’ disruptive in the general sense, this skill disrupts enemies in some particular ways which are both likely to occur regularly and likely to have dramatic consequences – this is something I believe the hero will be picked more specifically for in the near future of competitive DotA2.
Static Storm
source: dota 2 wiki |
Beyond these sorts of applications, it is also worth reiterating how potent the combination of Static Storm, Glimpse and Kinetic Field is. In most cases you are able to set up a Kinetic Field and Static Storm during the short duration of Glimpse and then once the hero lands it is taking damage, restricted in movement and unable to cast spells [and thanks to the patch, unable to force staff out either]. This means that Static Storm is a useful ingredient in any attempt to pick off one enemy by locking it down quickly. So it turns out that similarly to the case of Glimpse, while Static Storm is a generally useful disruptive skill, it’s the particular types of disruption it is capable of which really make it shine.
Dis...llama? |
Concluding Remarks
It remains to be seen just where Disruptor is most suited to laning and what role it is most suited to playing in terms of gold priority. Its most common usage as of yet has been as a hard supporter but it does have the ability to solo mid - and early levels in Glimpse might be enough to justify this decision. Meanwhile we've also already seen one interesting cameo of DKPhobos soloing the long lane with Disruptor as a sub for Na'Vi. Regardless of where you put it though, the utility of this hero is undeniable and its name is more than earned by its ability to disrupt enemies in several different ways. Of course with the enormous recent update, I wouldn't be the first to suggest a potential large scale shift in metagame coming soon. Most speculation expects a more aggressive gank-orientated DotA2 - which I think goes without saying is a place Disruptor would feel more than comfortable. I am confident, however, that this hero can and will fit into any metagame.
Thanks for all the feedback so far and please continue to submit ideas, criticisms, or suggestions either by emailing me at scantzor@gmail.com or by commenting below.