Disjoint

Disjointing is the act of dodging projectiles, or rather, to remove oneself from being the target of projectiles. A disjoint is recognized when a projectile stops targeting a moving unit. When the connection between the projectile and the target is severed, it is termed disjointed.

Disjointing itself is not granted explicitly by any effects or spells, it is instead granted as a secondary effect to other abilities.

The most common forms of disjointing are blinking and becoming invisible. Not all projectiles can be disjointed, and not all types of repositioning abilities can disjoint.

Blink and other positional abilities
All true blinks will disjoint, but the same is only true for some positional abilities.

Positional abilities without disjointing properties:


 * ,, , , , , , , , , , , , , , , , , (but user and nearby allies are hidden when taken by the Snowball), , , .,  (but does apply invulnerability to the user while moving using Time Walk),.

Banish
These abilities hide the Hero from the map, rendering them invulnerable. The abilities listed here will also disjoint incoming projectiles.

Banish-type disables without disjointing properties:



Note that while these abilities do not disjoint in a traditional sense with proper timing they can be used to dodge spells during the invulnerability.

Transformation
Some transformation abilities will disjoint projectiles. This is a legacy from WC3 DotA where transformations with transformation time would remove stuns prematurely when the transformation ended.

Transformation abilities without disjointing properties:



Mirror Image
Mirror Image type illusions will disjoint projectiles upon activation.

Invisibility
All abilities that grant invisibility will disjoint projectiles when the target is hidden. Being out of vision (in fog) is not a factor, and if the enemy has True Sight, the projectile will still keep track of the target until it leaves the radius of True Sight.

Projectile abilities that cannot be disjointed
The following abilities are not disjointable by any means except by becoming invulnerable during the impact.


 * The hero himself acts as a projectile. If the target moves more than 1400 units in 0.015 seconds, the leap stops. Common causes for these massive movements are, , , and.

Projectile abilities that can be disjointed
All physical right-click projectiles with travel time can be disjointed. This includes all Auto-Cast Unique Attack Modifiers and other right-click projectile effects such as, , and.


 * When the projectile is fired it can be disjointed like any other projectile mentioned here except by invisibility (with the exception of and ), as the ability gives True Sight of the target.


 * Toss can track the target a limited distance from the original destination, and will damage invisible units.