Stats

AttributeValue
TypeTrick (thrown / immediate)
Supply cost10
Deployment Range1,200 units
Effect Radius300 units
Effect on enemy siege−damage out / +damage in for 35 seconds
Effect on enemy golemsDisabled for 20 seconds
AvoidableCannot be blocked
BindingAccount 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:

  1. Wait until they're stacked at the gate (within 300 units of each other).
  2. Throw the Disruptor — all golems are disabled simultaneously.
  3. Have a second Disruptor ready. Throw it 20 seconds later as the first effect drops.
  4. 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.