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Disjoint

A Disjoint causes the unit to effectively "avoid" a projectile that is being targeted at them and in motion. On disjoint, the projectile's effects become nullified, negating any damage or status effects it would apply to them.

How Disjoint Works

  • The projectile stops at the location of the disjoint.
  • Disjoint does not negate AoE effects such as Hammerstorm's Hammer Throw.
  • Several abilities have the disjoint effect hard-coded into it.
  • If a unit goes into Stealth and completely fades out while the projectile is in motion and is not being revealed by True Sight, it will behave like a disjoint and negate the projectile.
  • If a unit is invulnerable right as the projectile impacts them, it also behaves like a disjoint and negates the effects of the projectile.
  • A few projectiles cannot be disjointed at all.

Abilities that disjoint

This list only includes hard-coded disjoints.

UnitSourceNotes
AccursedFlame Consumption
AlunaDeja VuOn 3rd activation
AndromedaVoid RipDisjoints both Andromeda and target
BubblesShell SurfOn teleporting to shell
BubblesTake Cover
ChronosTime Leap
Doctor RepulsorLudicrous Speed
Drunken MasterStagger
EmpathAs One
Geometer's BannActivation
Homecoming StoneActivation
MagebaneFlash
MagmusSteam Bath
MalikenSword ThrowOn teleporting to sword
MidasElemental Warp
NymphoraTeleport
Puppet MasterVoodoo PuppetOn teleporting to puppet
RiftwalkerWormhole
ScoutMarksman ShotOn teleporting to hook
SilhouetteLike a Ninja
Sir BenzingtonKnightfall
The GladiatorShowdownDisjoints target unit upon return
ValkyrieCourageous Leap
Wretched HagFlash of Darkness

Undisjointable projectiles

  • Arachna's Spider Sting
  • Artillery's Homing Missile
  • Plague Rider's Plague Carrier
  • Pyromancer's Blazing Strike
  • Witch Slayer's Silver Bullet