Disturber

Disturbers are unique monsters found in the Shield Problems challenge

## Overview

The Disturber is a small zerg Hybrid recognized by its body quite out of the ordinary among the zerg enemies and its blue skin

They attack using a melee weapon dealing bonus damage to shields and complement their assault by using a anti-shields and anti-energy spell

### Abilities

#### Cautious Hunt

Teleports the Disturber across a large distance toward the nearest target.

The sound produced by the use of **Cautious Hunt** can be heard map-wide.

Disturbers cannot use **Cautious Hunt** if their target is too close from them

#### Disturbing Spike

Fires a blast of energy on the target area. Targets hit lose 70% of their current shield and 100% of their energy.

The projectile of **Disturbing Spike** can be dodged if it is not cast at melee range.

## Tactical Data

Disturbers are the main threat of the Shield Problems challenge as they do extreme damage against shielded enemies and, well, Shield Problems is all about having as much shield points as you can but being limited to 1 lonely health point.

They are introduced with a single Disturber appearing on boss wave 20, always in the North Temple, that will announce itself with the voiceline "*All shall submit*". Following that summon, Disturbers will start to regularly spawn in pairs starting on wave 22. By wave 45, they spawn in trios. Disturbers spawning points, except for the first one, are always random.

They are always marked by a red triangle and produce a specific *"tzing"* sound when spawning. As stated above, their movements can also be heard and when they are very close, the smoke of the teleportation can be seen in the fog of war.

Disturbers have an exclusion zone which, as long as a potential target is in it, will prevent the Disturber from using Cautious Hunt. This exclusion zone range is roughly the range of Archon's weapon when upgraded by his Special.

When killed, Disturbers reward 15 experience points to all heroes alive.

## How To Not Die

Disturbers are very prone to be underestimated due to how differently they work compared to every other enemies in Zombie World, a demon-to-Marauder comparison in Doom if you get the reference.

There are three points to understand about a Disturber to engage and kill it safely:

* **A Disturber will catch you eventually, always**. In Shield Problems, the heroes involved simply cannot be fast enough to outrun it, and trying to is a very good way to die to them as you will exit the exclusion zone, they will catch up by teleporting on top of you, and repeating the process will end you killed.

* **Disturbers are vicious**. Upon teleporting right on top of the target, if it is not in cooldown, the Disturber will cast a Disturbing Spike that, being in melee range, while instantly impact the target area. This ability is the greatest damage a Disturber can cause as it will heavily weaken the Void Ray or the Archon hit, and will additionally empty that Archon of energy.

* **Disturbers will spawn, eventually**. Disturbers spawning is not tied to living zombies numbers, it is not tied to wave either, it is cycled by timer. Every 90 seconds new Disturbers **will** spawn. They do have an upper limit that prevent to be overrun by dozens of them, but as soon as the number lowers, the spawn cycle will restart

To these three strength, three counters

* **Always stay in the exclusion zone**. The two main ways to kill a Disturber is by kiting, or by baiting while your allies do the job. Either ways when you notice the thing no longer teleports, try to keep it in that range. Disturbers are as dangerous as any melee monster as long as they cannot use their teleport. When baiting, Disturbers are best baited in medium sized circles, where you will stay in their exclusion zone, but they won't hit you, and your allies will be able to discharge full hatred on them. Beware of aggro swap is the final advice on this

* **Engage first**. If the Disturber did not attacked anything in a short period, its Disturbing Spike will be loaded and ready to cast whenever something is in range. Your best bet to avoid the above-mentionned vile move is to force the Disturber to use the Spike before its next Cautious Hunt. As they are marked, watch for their position, and when they teleported near you but not close enough to be in sight, close the gap so that it uses the Spike before teleporting again. If done timely timed, you may even enter its exclusion zone doing that. If you managed this offensive move, well done, the two abilities are now unsyncs and you can happily tear this thing appart.

* **Don't delay the kill**. Disturbers should be priority targets whenever they spawn. Don't lose time being greedy to kill fodders unless you have no other choice. The sooner the spawn is dealt with, the better. If there are a great amount of them and your best allies died recently, don't lose hope. Disturbers tend to pack and move in herds so a player running while the other wait to respawn may perfectly find himself with all of them grouped behind him. Using the method of the point 1 and 2, you can easily kill them all in seconds if you have a proper number of upgraded Void Rays

## Video

The video below shows how to deal with a Disturber solo with both heroes (insert video):

## Trivia

* Disturbers are the first introduced monster unique to a challenge. Before Shield Problems all challenges were only statistics modifiers

* Disturbers were at first so strong no players were able to pass the 4th spawn, they are officially the most nerfed monsters

* It was planned for Disturbers to have a boss-like equivalent, called the Master Disturber, that would have acted as the final boss of Shield Problem. The idea was scrapped as Disturbers themselves are already very dangerous, but it was confirmed the Disturbers race were likely to come back in another challenge.