Disarm
| Name | Disarm |
|---|---|
| Type | Combat |
| Description | Only usable at close range at the end of a round during which this vampire successfully inflicted more damage than the opposing vampire. Not usable by a vampire being burned or going to torpor. [pot] Put this card on the opposing vampire and send theSee more |
| Artist | L. A. Williams |
| Set | New Blood III #100549 |
| Wallpaper | |
| Image | |
| Artists | L. A. Williams |
| Krcg Id | 100549 |
| Disciplines | pot |
| Legal Since | 1996-10-28 |
| Source Hash | 50ff69f3954869bcbf74d04a8233e7fa90ff56cd |
| Printed Name | Disarm |
- Standard
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About Disarm
Disarm, Combat, designed by L. A. Williams first released in October 1996 in the set Sabbat and was printed exactly in 8 different ways.
Disarm is best in **close-range Potence combat decks**, especially rush or intercept/wall decks that want to put opposing vampires out of action rather than merely trade blood. It is particularly effective with **Immortal Grapple**, which shuts down strike: combat ends and dodge, and strength boosts such as **Torn Signpost**, which help you inflict more damage than your opponent; damage prevention also helps your vampire survive and win that comparison. Its main attraction is that even a small damage advantage can send a large, otherwise healthy vampire to torpor for no blood cost, while the attached strength penalty makes them less effective if rescued. The drawbacks are substantial: you must finish the round at close range, actually inflict more damage, and avoid going to torpor yourself, so ranged combat, prevention, and combat-ending effects can frustrate it. **There is no universally better replacement**: **Decapitate** is more decisive because it burns the opposing vampire, but c
Rules
10/08/2026
If the round ends before range is determined (e.g. {Alpha Glint}) Range is assumed to be at default (usually close, unless e.g. [dai]{Fear of the Void Below} was played), unless range was set by another effect (e.g. {Sniper Rifle}, [obe]{Neutral Guard}) [LSJ 20100709]
10/08/2026
Can be played before or after effects that are played at the end of the round or "when the combat would end" (eg. [AUS] {Telepathic Tracking}). Can be played before or after [CEL] {Psyche!}. [LSJ 20021113] [ANK 20191219] [ANK 20180910-1]
10/08/2026
Environmental damages (eg. {Carrion Crows}) do not count. [LSJ 20010812]
10/08/2026
Must be played after the presses are handled and can be played if the round ends prematurely. [RTR 20030519]

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Frequently asked questions about Disarm
What type of card is Disarm?
Disarm is a Combat card in Vampire: The Eternal Struggle vtes.
What is the effect of Disarm?
Only usable at close range at the end of a round during which this vampire successfully inflicted more damage than the opposing vampire. Not usable by a vampire being burned or going to torpor. [pot] Put this card on the opposing vampire and send them to torpor. The attached vampire gets -1 strength. They can burn 3 blood to burn this card. A vampire can have only one Disarm. [POT] As above, but the attached vampire gets -2 strength.
What is the original set of Disarm?
Disarm was first released in the set Sabbat, illustrated by L. A. Williams.
What is the legality of Disarm?
Legality depends on the tournament format -- Disarm can be legal in some formats and banned or restricted in others. See the full breakdown per format in the Legality section above.