Disruptor
A conductor of storms and sentinel of temporal boundaries, Disruptor bends charged energy to punish those who stray. He trades direct power for map control — sending foes back to their mistakes and enforcing positions with immovable fences of raw electricity.
At a Glance
Core Principles
“Position, vision, timing — Disruptor doesn't need to be the strongest; he needs to be the most disruptive.”
Play for Vision
Everything starts with knowing where enemies are. Wards and Thunder Strike vision make Glimpse and Field combos possible.
Count to Four
Glimpse returns a target to their position four seconds earlier. Timing is a mechanic—use it deliberately.
Make Movement a Liability
Disruptor turns mobility into weakness. Punish blinks, TPs and dives — a single misstep becomes a game swing.
Overlap Your Tools
Kinetic Field, Static Storm and Glimpse are strongest when layered. Plan combos that leave enemies no options.
Value Silence Over Damage
Static Storm's mute can be more valuable than raw damage. Removing enemy spells/items often matters more than raw DPS.
Hero Overview
Disruptor is a ranged intelligence support who controls space and punishes mispositioning. He excels at turning escapes or aggressive plays into decisive reset moments by returning enemies to where they were seconds earlier and locking them under a damaging, muting storm.
Play around vision and timers. Disruptor's Glimpse rewrites the last four seconds of an enemy's position — pair it with Kinetic Field to create guaranteed lockdown, and use Static Storm to remove item and spell options. Thunder Strike provides poke, vision, and a timing cue for Glimpse combos.
Pros
- Excellent map control and punish for mispositioning (Glimpse)
- Strong teamfight zoning through Kinetic Field + Static Storm
- Static Storm mutes items and spells — can shut down entire combos
- Good at securing kills and picks from long range
- Aghanim's and Shard upgrades amplify his utility and counterplay options
Cons
- Squishy and easily punished if caught out
- Relies on good vision and team coordination to maximize impact
- Spell- and item-dependent (Aghs/Shard/Force) for some plays
- Can be countered by banish/immunity/escape mechanics
- Poor at solo carry; utility-focused
Ability Analysis

Thunder Strike
Active / Single-target nuke with AoE ticksCalls down a damaging lightning strike on a target area/unit that deals periodic damage and grants vision of the target.
Notes: Use Thunder Strike for poke, vision, and to set up Glimpse timing. With certain upgrades (Shard/patch changes) Thunder Strike can be ground-targeted or hit additional targets inside Kinetic Field — use it to increase damage or to bait Glimpse timing.

Kinetic Field
Active / Area controlCreates an impassable ring for enemies after a short build time, preventing movement through the wall.
Notes: Kinetic Field provides vision inside the circle — use it to scout cliffs, Roshan, or the inside of the area. The fence variant (same mechanics) does not provide vision. The outer edge can be used defensively to block or bait; allies with forced-movement spells can push enemies out of the Field — be mindful of those interactions.

Glimpse
Active / Positional resetSends a targeted enemy back to the position they occupied four seconds earlier. Breaks channels and instantly kills weak illusions.
Notes: Count to four — Glimpse returns a hero to where they were four seconds prior. Use Thunder Strike or other spells to mark timing. Glimpse breaks channels and instantly destroys simple illusions (not strong illusion clones). It will not affect banished/hidden units (e.g., certain banishes work to avoid Glimpse).

Static Storm
Active / Area silence + damageCreates a storm that deals damage over time and mutes enemies caught inside, preventing item and spell usage.
Notes: Static Storm mutes items and abilities — it can cancel TPs mid-channel and stop many defensive responses. Position Static Storm to overlap with Kinetic Field whenever possible. Aghanim's Scepter/Shard upgrades can change effects/dynamics; note Scepter's ability to mute even invulnerable/cycloned units (with exceptions for banish/hide mechanics).

Aghanim's Shard / Scepter Upgrades
UpgradesShard and Scepter alter Disruptor's toolkit (examples include ground-targeted Thunder Strike and Scepter changes to Static Storm behavior).
Notes: Ground-targeted Shard Thunder Strike can bypass Linken's/Lotus Orb and will not reveal you if cast into fog (ground cast) — direct unit targeting reveals the caster briefly.Thunder Strike will also hit enemies inside Kinetic Field if the 'Thunderstorm' interaction is active — use this to amplify damage inside your Field.Aghanim's Scepter can enhance Static Storm's utility (muting behavior and interactions); verify exact effects in-game as patches change values.
Developer's Notes
Developer Insights
Disruptor is a control specialist: he wins fights by punishing movement and grouping enemies into silence. His toolkit is about timing and vision rather than raw survivability.
Key Insights:
- Glimpse is a timing tool — remember positions and count four seconds.
- Kinetic Field is both a trap and a scouting tool (vision inside the ring).
- Static Storm punishes clumped teams and mutes items — position it carefully to cover Kinetic Field or a key teammate.
Game Strategy
Early Game
Timeframe: 0-15 minutes Objective: Secure vision, harass, and create pick opportunities Key: Place deep and defensive wards — vision amplifies Disruptor's toolkit; Use Thunder Strike to lasthit and harass while gaining vision; Look for long-range Glimpse picks when enemies overextend; Buy early utility (Observer/ Sentry / Boots) to guarantee your lane control Items: Boots (for positioning); Observer Wards / Sentry; Clarity/Tango for uptime Tips: Mark target positions — Glimpse returns enemies to where they were 4 seconds earlier; Don't waste Glimpse on predictable movements; use it to punish blink/TP misplays; Use Thunder Strike to time Glimpse or bait movement
Mid Game
Timeframe: 15-30 minutes Objective: Convert vision and picks into objectives Key: Coordinate Kinetic Field + Glimpse + Static Storm to isolate and kill high-value targets; Force fights around vision-controlled areas (cliffs, near towers); Buy Aghanim's or Shard when you need stronger teamfight control; Use Force Staff / Glimmer to save yourself or allies after committing Static Storm Items: Force Staff / Glimmer Cape; Aghanim's Scepter / Shard; Aether Lens for safer casting Tips: Aim Static Storm to cover the majority of the Kinetic Field area; Be patient — Glimpse has huge payoff when enemies make small positioning mistakes; Prioritize silencing spell-reliant carries and supports with Static Storm
Late Game
Timeframe: 30+ minutes Objective: Protect your cores and win decisive teamfights with perfect combos Key: Use Glimpse defensively to remove a diving enemy or offensively to turn escapes into kills; Conserve Static Storm for moments when it will mute critical items/spells; Position at max cast range with vision; one good combo can win a fight; Buy situational utility to enable or survive extended clashes Items: Aghanim's Scepter / Shard (when appropriate); Lotus Orb / Glimmer / Force Staff; Scythe of Vyse if you need extra single-target control Tips: Don't overcommit: a misplaced Static Storm can be wasted if Glimpse is not timed; Count cooldowns across the enemy team — muting a single key spell often wins fights; Rotate to secure pickoffs rather than forcing 5v5s without vision
Tips & Strategies
Glimpse Mastery
- Glimpse sends an enemy back to where they were 4 seconds earlier. Start counting — use Thunder Strike as a timing cue if needed.
- Glimpse breaks channels and instantly kills weak illusions (not strong illusion clones).
- Banishes and certain invulnerability mechanics can dodge Glimpse; learn which ones apply.
Kinetic Field & Vision
- Only the inside of Kinetic Field provides vision — walls themselves and the outside edge do not grant vision.
- Use the inside vision to scout Roshan cliffs or trees from long range and to trap heroes who TP behind towers.
- The wall can be used to block or bait — blocking a hero on the outside can be as powerful as trapping them inside.
Thunder Strike & Shard Interactions
- Thunder Strike gives vision of its primary target and can be used to time Glimpse or reveal cloaked enemies.
- Ground-targeted Aghanim's Shard Thunder Strike can bypass Linken's/Lotus Orb and will not reveal you when cast from fog; direct unit target does reveal the caster briefly.
- With the 'Thunderstorm' interaction, Thunder Strike will affect enemies inside Kinetic Field even if the main target is outside — use this to amplify field damage.
Teamfight Execution
- Chain Kinetic Field → Static Storm → Glimpse (or Glimpse → Field → Storm depending on timing) to guarantee lockdown and silence.
- Static Storm mutes items: it can cancel TPs mid-channel and prevent item-based escapes.
- Be mindful of allied forced-movement abilities that can accidentally push enemies out of your Field.
Item Guide
Starting Items
Sustain plus early wards — Disruptor's impact is vision and cooldowns.
Tango, Clarity, Observer Ward
Core Items
Glimmer for survival and setup, Force for positioning and saving allies, Aghs/Shards for stronger teamfight control and utility.
Glimmer Cape, Force Staff, Aghanim's Scepter/Shards
Situational
Aether Lens extends your cast range, Pipe helps vs heavy magic, Lotus/Eul's defend against single-target interrupts and can enable better Static Storm placement.
Aether Lens, Pipe, Lotus Orb, Eul's Scepter
Counter Guide
Good With
Disruptor pairs best with high-AoE or follow-up damage heroes who capitalize on forced positioning. Enigma, Magnus, and Invoker can blow up grouped enemies after Kinetic Field + Static Storm. Heroes that reliably finish off slowed or muted targets (e.g., Faceless Void, Lina) benefit greatly from Disruptor's setup.
Bad Against
Heroes that can banish, phase, or otherwise avoid being returned by Glimpse are troublesome: Puck, Batrider (latching mobility), Anti-Mage (blink/burn), and heroes who can invisibly reposition or use strong escape spells reduce Disruptor's reliability. Heroes with consistent purge or dispel options (e.g., Euls carrying allies away) also reduce Static Storm value.
Good Against
Disruptor excels versus heroes that rely on spellcasting, channeling, or long-range escapes. Tinker, Storm Spirit, and Arc Warden are vulnerable to Glimpse and Static Storm combos. Channel-reliant ultimates and item-centric carries are frequently shut down by well-placed mutes and positional resets.