
Shadow Fiend using a Blink Dagger to dodge Phantom Assassin's Stifling Dagger
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. Other spells that use Forced Movement do not disjoint.
Alchemist – Chemical Rage
Chaos Knight – Phantasm
Dark Willow – Shadow Realm
Enchantress – Sproink
Illusion Rune – Illusion
Lifestealer – Infest
Manta Style – Mirror Image
Morphling – Waveform
Naga Siren – Mirror Image
Phoenix – Supernova2a 3
Puck – Phase Shift
Pudge – Dismember2b
Riki – Tricks of the Trade
Snapfire – Gobble Up
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- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Disjoint projectiles for the ally hero with Aghanim's Scepter.
Teleporting[]
All blink-based abilities disjoint, but not all teleporting abilities do. The distance of the blink or teleport does not matter. The abilities are disjointed upon getting moved by them.
Other teleporting abilities (e.g. Reverse Polarity) not listed here do not disjoint projectiles.
- 1 Only disjoints for Io upon teleporting to the targeted point. Does not disjoint for allies or upon teleporting back.
- 2 Disjoints for Phantom Lancer and all gathered illusions.
Invisibility[]
All abilities that grant invisibility can disjoint projectiles, unless the enemy has True Sight over the unit, in which case the projectile still keeps 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, although the projectile resumes tracking the target visually, if it becomes visible again. Being out of vision range (i.e., entering the Fog of War) does not count as invisibility, for purposes of disjointing.
The fade time does not disjoint a projectile, that means shadow amulet and glimmer cape can disjoint but need to be applied in advance for the disjoint.
The following abilities disjoint projectiles if no True Sight is present:
Bounty Hunter – Shadow Walk
Clinkz – Skeleton Walk
Glimmer Cape – Glimmer
Invisibility Rune – Invisibility
Invoker – Ghost Walk
Lycan Wolf – Invisibility
Mirana – Moonlight Shadow
Ninja Gear – Solitary Disguise3
Nyx Assassin – Vendetta
Nyx Assassin – Burrow
Phantom Assassin – Blur3
Riki – Cloak and Dagger
Sand King – Sand Storm
Shadow Amulet – Fade
Shadow Blade – Shadow Walk
Silver Edge – Shadow Walk
Slark – Depth Shroud3
Slark – Shadow Dance3
Smoke of Deceit – Disguise3
Storm – Wind Walk
Templar Assassin – Meld
Weaver – Shukuchi
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Cannot be revealed with True Sight. Therefore, it disjoint projectiles even while affected by True Sight.
Hiding[]
Becoming temporarily hidden does not disjoint projectiles. The disjointing attribute is not bound to turning hidden, but rather bound to the spells themselves. This means hiding spells not necessarily disjoint projectiles, however, with the proper timing, they can prevent projectiles, or spells in general from hitting the caster or target.
Invulnerability[]
Becoming invulnerable does not disjoint projectiles, but rather reduces or eliminates the effects upon impact. Attack damage as well as spell damage are ignored. There are a few spells that affect invulnerable units.
Disjointable projectiles[]
All physical attack projectiles of each unit and hero can be disjointed. This includes all attack modifiers (e.g. Frost Arrows, Liquid Fire), enhanced attacks (e.g. Meld, attacks with True Strike) and the secondary attack projectiles from instant attacks (e.g. Flak Cannon, Geminate Attack).
Disjointing the bounces from Moon Glaives and Death Ward does not stop the projectile from continuing to bounce. They also can immediately jump on the disjointing unit again (when not disjointed with invisibility and still within bounce range), since it is not considered as a hit and thus still a valid target for the bounces. A disjointed bounce still counts towards their bounce count.
The projectiles of the following abilities are disjointable:
Abaddon – Mist Coil1
Ancient Apparition – Chilling Touch
Ancient Ice Shaman – Icefire Bomb
Bounty Hunter – Shuriken Toss2
Brewmaster – Cinder Brew7
Bristleback – Hairball
Bristleback – Viscous Nasal Goo
Broodmother – Silken Bola
Broodmother – Spawn Spiderlings
Chaos Knight – Chaos Bolt
Chen – Penitence
Dark Willow – Bedlam
Dark Willow – Shadow Realm8
Dazzle – Poison Touch
Dragon Knight – Dragon Tail3
Drow Ranger – Frost Arrows8
Drow Ranger – Marksmanship
Earth – Hurl Boulder
Enchantress – Impetus8
Ethereal Blade – Ether Blast
Fae Grenade – Shadow Brand
Gleipnir – Eternal Chains
Gyrocopter – Flak Cannon
Hill Troll – Ensnare
Hoodwink – Acorn Shot
Hoodwink – Hunter's Boomerang
Jakiro – Liquid Fire8
Jakiro – Liquid Frost
Luna – Moon Glaives
Marci – Rebound
Medusa – Split Shot
Meepo – MegaMeepo Fling
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Morphling – Adaptive Strike (Agility)
Morphling – Adaptive Strike (Strength)
Mud Golem – Hurl Boulder
Muerta – Dead Shot
Naga Siren – Ensnare
Necrophos – Death Seeker
Nullifier – Nullify
Ogre Magi – Fire Shield
Ogre Magi – Ignite4
Omniknight – Hammer of Purity
Outworld Destroyer – Arcane Orb8
Phantom Assassin – Stifling Dagger
Phantom Lancer – Spirit Lance2
Queen of Pain – Shadow Strike
Rod of Atos – Cripple
Shadow Fiend – Necromastery
Shard Golem – Hurl Boulder
Silencer – Glaives of Wisdom8
Skeleton Archer – Searing Arrows8
Skywrath Mage – Concussive Shot4
Sniper – Assassinate5
Sven – Storm Hammer4
Templar Assassin – Meld8
Tidehunter – Dead in the Water
Tidehunter – Gush
Tinker – March of the Machines
Tinker – Warp Flare
Tiny – Tree Throw
Vengeful Spirit – Magic Missile
Venomancer – Latent Toxicity
Viper – Poison Attack8
Viper – Viper Strike
Visage – Soul Assumption
Warpine Raider – Seed Shot
Weaver – Geminate Attack
Windranger – Shackleshot
Winter Wyvern – Splinter Blast6
Witch Doctor – Death Ward
Witch Doctor – Voodoo Switcheroo
Wraith King – Wraithfire Blast
1 Mist Coil and Ether Blast can also be disjointed by targeted allies.
2 Disjointing Shuriken Toss and an Aghanim's Scepter upgraded Spirit Lance causes them to stop bouncing.
3 Although Dragon Tail itself is instant, while in Elder Dragon Form it uses a projectile which can be disjointed.
4 Disjointing projectiles which apply an area effect also prevents them from applying their area effect.
5 Assassinate 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 Shadow Dance or Smoke of Deceit.
6 The secondary projectiles of Splinter Blast can be disjointed. However, the initial projectile cannot.
7 Cinder Brew launches invisible projectiles on enemies upon cast, which are disjointable.
8 Applies a modifier to the heroes normal attack and can thus be disjointed like a regular attack.
Undisjointable projectiles[]
The following abilities are not disjointable, which means that attempting to disjoint those abilities does not cause their projectiles to lose track of the target. When their target turns invisible, they are still fully affected.
Alchemist – Berserk Potion
Alchemist – Unstable Concoction Throw
Arc Warden – Spark Wraith
Earthshaker – Echo Slam
Ember Spirit – Activate Fire Remnant
Ember Spirit – Searing Chains
Fell Spirit – Vex
Grimstroke – Phantom's Embrace
Gyrocopter – Homing Missile
Harpoon – Draw Forth
Hawk – Dive Bomb
Huskar – Life Break2
Lich – Chain Frost
Medusa – Cold Blooded
Medusa – Mystic Snake3
Mirana – Starstorm
Necrophos – Death Pulse
Oracle – Fortune's End
Queen of Pain – Scream of Pain
Rubick – Spell Steal
Skywrath Mage – Arcane Bolt
Snapfire – Firesnap Cookie
Spectre – Spectral Dagger
Techies – Sticky Bomb
Tempest Double – Spark Wraith
Tiny – Toss4
Treant Protector – Leech Seed
Tusk – Snowball5
Witch Doctor – Paralyzing Cask
1 Cannot be disjointed by its targets. Can be disjointed when returning to Grimstroke, resulting in the cooldown not being reset.
2 Huskar 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 1450.
3 Although not disjointable, Mystic Snake does not affect the target when it turns invisible before hit.
4 The Tossed 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 seconds of Toss' duration.
5 The Snowball can be avoided by moving far enough, since it travels for a maximum of 3 seconds.
Balance changelog[]
- The following abilities no longer disjoint projectiles: Borrowed Time, True Form, Pounce, Metamorphosis and Leap.
- The following abilities now disjoint projectiles: Test of Faith (Teleport), Recall and Morph Replicate.
- The following projectiles are now disjointable: Splinter Blast secondary hit and Soul Assumption.