Siege Disruptor
Stats
| Attribute | Value |
|---|---|
| Type | Trick (thrown / immediate) |
| Supply cost | 10 |
| Deployment Range | 1,200 units |
| Effect Radius | 300 units |
| Effect on enemy siege | −damage out / +damage in for 35 seconds |
| Effect on enemy golems | Disabled for 20 seconds |
| Avoidable | Cannot be blocked |
| Binding | Account Bound |
What it does
The Siege Disruptor is the most decisive single-tactic in WvW. When thrown into a 300-unit area:
- Every enemy siege weapon in range deals less damage and takes more damage for 35 seconds.
- Every enemy Siege Golem in range is completely disabled for 20 seconds — the pilot can't fire skills, can't move, can't eject.
- Cannot be blocked, dodged, or cleansed.
20 seconds of disabled golems in the middle of a coordinated rush is a death sentence for that 125-supply-each investment. A single Disruptor can reverse a 5-golem push.
Anti-golem rush
The headline use case. When you see attackers rolling 5+ golems toward a Keep gate:
- Wait until they're stacked at the gate (within 300 units of each other).
- Throw the Disruptor — all golems are disabled simultaneously.
- Have a second Disruptor ready. Throw it 20 seconds later as the first effect drops.
- Send your zerg to clean up the disabled golems and their escort.
Two Disruptors and a coordinated counter-zerg can shut down 750+ supply of attacker golems for the cost of 20 supply on the defender side. Best supply trade in WvW.
Anti-siege line
Throw a Disruptor on a stacked attacker siege line (4 cats and a treb) and the entire line operates at reduced output for 35 seconds while taking double damage. Pair with a counter-push during this window for clean siege wipes.
Placement tips
- Don't waste it on a single weapon. 10 supply for one disabled catapult is fine but not great. Save Disruptors for clusters.
- Throw early. The 1,200 deployment range means you can hit attacker siege from a Keep wall before they engage.
- Coordinate timing. Two Disruptors back-to-back gives 40 seconds of disabled enemy golems — enough to push and kill them.
- Stack them in inventory. Veterans carry 5–10 at a time. They're cheap supply (10 each) and game-winning when used right.