Disjoint

Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is recognized when a projectile stops tracking a moving unit. Causing a projectile to run out (expire) before hitting the target does not count as disjointing in that sense, but rather avoiding the projectile by "outrunning" it.

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. Although invulnerability and hiding causes projectiles to not affect the target, they do not disjoint, since the projectile still homes and technically hits the target. Not all projectiles can be disjointed, and not all types of repositioning abilities can disjoint.

Disjointing Abilities
These abilities disjoint projectiles once upon cast. The disjointing is not connected to the Forced Movement of some of the listed spells, but rather to the spells themselves.


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'The following pseudo-blinks and transformation spells do not'' disjoint. Every not listed spell which uses Forced Movement does not disjoint either.'''

Disjointing Teleport abilities
All true blinks disjoint, but not all teleporting spells do. The distance of the blink or teleport does not matter. Disjoints once upon getting moved by the spell.


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The following teleport abilities do not disjoint projectiles:

Invisibility
All abilities that grant invisibility will disjoint projectiles, unless the enemy has True Sight over the unit, in which case the projectile will still keep track of the target until it is no longer affected by True Sight. A unit does not need to be invisible as the projectile reaches it, in order to disjoint with invisibility; momentary invisibility during the projectile's flight suffices. Being out of vision range (i.e., entering the Fog of War) does not count as invisibility, for purposes of disjointing.

The following spells disjoint projectiles if no True Sight is present.

1 Cannot be revealed with True Sight, so they will disjoint projectiles while affected by true sight.

Invulnerability and Hiding
Becoming temporarily invulnerable or hidden does not disjoint projectles. The disjointing attribute is not bind to those attributes, but rather bound to the spells themselves. This means the following spells do not disjoint projectiles, however, with the proper timing, they can prevent projectiles, or spells in general from affecting the caster or target.

So the following spells do not disjoint projectiles, but can be timed so that the projectile will have no effect upon impact.

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Disjointable projectiles
All physical attack projectiles of each unit and hero can be disjointed. This includes all attack modifier (e.g., ), enhanced attacks (e.g. , attacks with True Strike) and the secondary attack projectiles from , and.

Disjointing the bounces from and  does not stop the projectile from continuing to bounce. They also can immediatly jump on the disjointing unit again (when not disjointed with invisibility and still within bounce range), since it is not considered as hit and thus still a valid target for the bounces. A disjointed bounce still counts towards their bounce count.

1 Disjointing causes it to stop bouncing.

2 At this moment, 's projectile serves no purpose. It merely plays a sound effect and creates the glyphic symboles below the target upon reaching it.

3 Regular cast and multi cast can both be disjointed.

4 Disjointing projectiles which apply an area effect also prevents them from applying their area effect.

5 Provides True Sight over the target as Sniper begins casting, which lasts for 4 seconds, until the projectile lands, or the cast gets canceled. So it usually cannot be disjointed with invisibility, except with or.

Undisjointable projectiles
The following abilities are not disjointable, which means that disjointing abilities will not cause these projectiles to lose track of the target. When their target turns invisible, they still fully affect it.

1 acts as a projectile. Though he cannot be disjointed, the spell gets immediately canceled when the distance between Huskar and the target gets greater than 1400.

2 Although technically not using a projectile, these spells' effects are delayed. Using a disjointing spell during the delay does not disjoint them.

3 The ed unit can be avoided by blinking or moving rapidly, but cannot technically be disjointed. In order to avoid the tossed unit, upon cast of Toss, the minimum required distance to avoid it is 4000, decreasing by 307.69 for each 0.1 second of Toss' duration.

4 The can be avoided by moving far enough, since it travels for a maximum of 3 seconds.

5 Neither the initial, nor the secondary projectiles of can be disjointed.