Disjoint

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Disjointing is the dodging of projectiles by removing yourself from being the target. A disjoint is recognized when a projectile stops homing in a moving unit and dissipates or falls to the ground, hitting nothing. The most common forms of disjointing are blinking or becoming invisible. Not all projectiles can be disjointed, and not all types of repositioning abilities can disjoint.

This is not to be confused with Evasion or Backtrack. Evasion is a separate mechanic that allows autoattack projectiles to hit but registers them as a miss, and Backtrack behaves similarly but can also register spells and true strikes as missed.

Projectiles that cannot be disjointed[edit]

These abilities will always chase their target and cannot be disjointed.

Hero Abilities
Hero Ability
Alchemist Unstable Concoction
Arc Warden Spark Wraith
Gyrocopter Homing Missile
Huskar Life Break
Lich Chain Frost
Medusa Mystic Snake
Mirana Starstorm
Necrophos Death Pulse
Oracle Fortune's End
Queen of Pain Scream of Pain
Skywrath Mage Arcane Bolt
Spectre Spectral Dagger
Tiny Toss
Treant Protector Leech Seed
Tusk Snowball
Witch Doctor Paralyzing Cask

Abilities that can disjoint projectiles[edit]

The following list of abilities will cause a disjoint to occur when used. Not listed are invisibility spells, which will all disjoint as long as there is no true sight to see the target.

Hero Abilities
Hero Ability
Alchemist Chemical Rage
Anti-Mage Blink
Brewmaster Primal Split
Chaos Knight Phantasm
Chen Test of Faith
Clinkz Strafe
Io Relocate
Keeper of the Light Recall
Lifestealer Infest
Assimilate
Morphling Waveform
Replicate
Nature's Prophet Teleportation
Naga Siren Mirror Image
Phantom Lancer Doppelganger
Phoenix Supernova
Puck Ethereal Jaunt
Phase Shift
Queen of Pain Blink
Storm Spirit Ball Lightning
Weaver Time Lapse
Windranger Windrun
Unit Abilities
Unit Ability
Spirit Bear Return
Item Abilities
Item Ability
Blink Dagger Blink
Manta Style Mirror Image
Town Portal Scroll Teleport
Boots of Travel Teleport

See also[edit]