* Feast is good against high health strength heroes such as Alchemist.
* Rage allows Lifestealer to not be targetable by Unstable Concoction, possibly making Alchemist stun himself.
* Being a strength hero with a high strength gain means Feast can give her a hard time,especially later in the game.
* However,Starbreaker's physical damage can control him in the laning phase.
* Viper can bully Alchemist out of mid lane quite easily, forcing him to either retreat into jungle, or stay harassed in lane, and get very few last hits. Vipers break also completely disables Greevil's greed which prevents Alchemist to earn his amazing amounts of money.
* Nethertoxin disables Dawnbreaker's Luminosity. Since she's a melee hero, she needs to close gap to attack and Nethertoxin will be bad for her since she cannot heal.
* Viper Strike and Poison Attack will severely slow her down and combined with Nethertoxin, it will be her death sentence (unless her Celestial Hammer or Solar Guardian are off cooldown). Besides that, chasing her down will be easy due to the slow.
* Heroes who are melee but cannot fight back against Eclipse will really struggle with Luna: Monkey King, Alchemist, Timbersaw.
* Luna can easily cancel channeling spells with Lucent Beam and 0.25s Eclipse Lucent Ministun talent for Eclipse, she can also buy Abyssal Blade in case they decide to buy Black King Bar: Enigma's Black Hole, Witch Doctor's Death Ward, Shadow Shaman's Shackles, Lion's Mana Drain, Bane's Fiend's Grip, Pudge's Dismember, Crystal Maiden's Freezing Field, Pugna's Life Drain, Dawnbreaker's Solar Guardian, and Naga Siren's Reel In from Aghanim's Scepter.
* Chemical Rage will rarely save Alchemist against Ursa's Fury Swipes.
* Enrage allows Ursa to both be a threat to Alchemist and avoid his over time damage.
* Axe can force Alchemist to attack him with Berserker's Call. High attack speed from Chemical Rage will cause Counter Helix to proc multiple times.
* This can get worse if axe has Blade Mail, which then returns all damage to Alchemist himself.
* Axe's abilities can pierce through Black King Bar, which is a common item for Alchemist.
* Berserker's Call grants Axe a huge bonus armor, which greatly counters Alchemist's physical damage for the most part.
* Ember's magic damage build is able to burst down Alchemist due to his low strength gain and Alchemist's normal item pick up.
* Alchemist is a well-known Radiance carrier among other auras your illusions will benefit from. They also get the extra move speed and reduced base attack time from his Chemical Rage, and it's even better if you can catch him as his own rage is about to expire.
* Disruption will buy enough time for all allies to retreat when Alchemist starts to activate Unstable Concoction.
* Tidebringer will deal lots of damage to Alchemist before he builds physical survivability items.
* Torrent and X Marks the Spot can control Alchemist at all stages of the game before he has Black King Bar.
* Ghostship's rum buff will greatly reduce the Alchemist's damage output in teamfights including his Radiance.
* Skywrath Mage can easily harass Alchemist in the laning phase with multiple Arcane Bolts. Additionally, if Alchemist is in the process of throwing an Unstable Concoction, and has no way to dispel Ancient Seal, the self stun becomes an easy set up for Mystic Flare.
* Caution, however, as a decently farmed Alchemist with {Item ID:Radiance} and {Item ID:Manta Style} can easily send illusions to harass and force Skywrath Mage out.
* Kinetic Field prevents Dawnbreaker from escaping with Celestial Hammer.
* Kinetic Field and Static Storm can pin down Dawnbreaker after she jumps in with Solar Guardian.
* Glimpse can force Dawnbreaker out of a fight right after she uses Solar Guardian.
* Ice Blast cancels out Chemical Rage's rapid health regeneration. It can also take advantage of Alchemist's Armlet of Mordiggian toggling, as it will make HP drain insanely fast, essentially killing the bearer in no time.
Additional:
* Ice Blast nullifies the health regeneration granted by Chemical Rage, which Alchemist greatly relies on to stay alive in battle.
* Alchemist tends to build Armlet of Mordiggian which can be deadly during Ice Blast.
* Alchemist's reliance on fast attack speed to do single-target damage makes him vulnerable to Static Link. It also goes through Black King Bar, which is a standard item on Alchemist.
* Eye of the Storm is great against high health strength heroes as it reduces their survivability to physical damage.
* Razor has early lane push to counter Acid Spray.
* Gust can shut down most of Dawnbreaker's abilities, rendering her useless.
* Frost Arrows followed by a high attack speed, makes it hard for Dawnbreaker to escape.
* Shadow Dance allows Slark to not be targeted by Unstable Concoction, making Alchemist stun himself and making himself vulnerable to the enemy.
* Dark Pact also allows him to just purge off the stun if timed correctly.
* Essence Shift will steal stats over long durations at a time should Alchemist lack the damage to kill Slark.
* Reaper's Scythe can kill Alchemist before Chemical Rage has the time to heal him.
* Ghost Shroud can prevent Alchemist from attacking Necrophos, as well as make him immune to Acid Spray and Unstable Concoction damage.
* Heartstopper Aura will do damage as long as Necrophos is alive based on health percentage, which is a problem for a strength hero such as Alchemist.
* Corrosive Haze followed by Slithereen Crush takes advantage of Alchemist's main weakness, being physical damage before he has the change to improve his surviability with items.
* Bash of the Deep will deal lots of damage during the laning phase.
* Quas-Exort Invoker can win the mid lane easily against Alchemist because Quas regeneration will nullify Acid Spray's damage over time and Exort damage bonus will allow Invoker to out last hit Alchemist.
* Untouchable greatly reduces Chemical Rage's attack speed advantage.
* Visage can quickly kill heroes with low to medium base armor and no innate escape mechanism. Examples include Alchemist, Crystal Maiden and Zeus.
* Heroes who struggle to fight back against Sven at any point in the game are at a severe disadvantage: Alchemist, Anti-Mage, Crystal Maiden.
* Clinkz can use Burning Army in teamfights which will cause a problem for Alchemist.
* Heroes with channeling spells are very easy targets for Jakiro's abilities: Crystal Maiden, Dawnbreaker, Enigma, Pudge, Shadow Fiend, Shadow Shaman, Warlock.
* Pugna's Decrepify makes sure that either Alchemist is unable to hit anyone while also being slowed and susceptible to magical damage, or can protect an ally from physical attacks. Besides, Pugna can push early on, when Alchemist is not strong enough to repel it, so by the time Alchemist comes online, he might be forced to sit in base.
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion, Crystal Maiden ,Venomancer etc.
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion, Crystal Maiden ,Venomancer etc.
* Melee heroes that get kited easily have hard times dealing with Puck without any lockdowns, as Puck is one of the most mobile heroes. Heroes like Sven, Lifestealer, Ursa and Alchemist may have problems to get to Puck without proper initiation items. They also lack reliable lockdowns, as their disables are easily avoidable for Puck, or are just a soft disable.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm: Terrorblade, Sven, Clinkz, Windranger, Alchemist, Dragon Knight, Legion Commander
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion, Crystal Maiden ,Venomancer etc.
* Spiked Carapace can stop Dawnbreaker's Solar Guardian which will eliminate her global presence and limits her movement around the map.
Additional:
* Spiked Carapace interrupts Starbreaker before Dawnbreaker has her Aghanim's Shard, as well as Solar Guardian during the initial channel, making her ineffective at joining and dealing damage in teamfights.
* The slow projectile and damage over time effect of Celestial Hammer makes it easy to stun Dawnbreaker if she attemps to engage or chase.
* Heroes who rely on damage over time as Spiked Carapace can block and reflect only one instance of damage: Jakiro, Viper, Venomancer, Huskar, Ember Spirit, Dark Seer, Sand King, Doom, Dawnbreaker. However, this also means they are easily stunned.
* Alchemist has very bad armor and does not build armor items for the large majority of his build, so Jingu Mastery and Wukong's Command can be very deadly.
* Desolator, Sange and Yasha or Diffusal Blade can all be purchased to increase your damage against Alchemist or just to keep your movement speed high enough to match him while Chemical Rage is active.
* Monkey King is an agility hero and scales with armor, so Acid Spray loses it's effectiveness later in the game.
* Heroes with wide AoE abilities will reveal Monkey King through Mischief: Necrophos, Phoenix, Alchemist, Earthshaker, Razor, Tinker, Leshrac, Queen of Pain
* Alchemist's Acid Spray can heavily damage Chen's creeps and disrupt his jungling.
* Alchemist builds items like Radiance and Battle Fury, allowing him to quickly clear Chen's creeps.
* Alchemist's Greevil's Greed will grant him more bonus gold as he kills Chen's creeps.
* Starbreaker can deal huge damage to Chen and clear waves of his creeps.
* Celestial Hammer can deal damage over time to both, Chen and his creeps, which may force Chen to use Hand of God prematurely.
* Solar Guardian allows Dawnbreaker to counter Chen's pushing attempts and to rejoin her team with Solar Guardian when they require it. Aghanim's Scepter upgraded Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, wasting much of Penitence's power.
Additional:
* Starbreaker can deal huge damage to Chen and clear waves of his creeps.
* Celestial Hammer can deal damage over time to both, Chen and his creeps, which may force Chen to use Hand of God prematurely.
* Solar Guardian allows Dawnbreaker to counter Chen's pushing attempts and to rejoin her team with Solar Guardian when they require it. Aghanim's Scepter upgraded Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, wasting much of Penitence's power.
* Magnus has very mediocre damage against Alchemist, because he can survive the stun duration of Reverse Polarity with Chemical Rage.
* Any hero who can counter-initiate in anticipation without getting caught in Reverse Polarity: Sven, Omniknight, Enigma, Luna, Naga Siren, Mars, Jakiro, Venomancer, Elder Titan, Faceless Void, Rubick, Keeper of the Light, Pugna, Invoker, Spectre, Alchemist, Treant Protector, Lina, Oracle, Zeus, Shadow Shaman, Phoenix, Razor, Huskar, Batrider, Kunkka, Tidehunter, Wraith King, Sand King, Medusa, Dawnbreaker.
* Heroes that can cancel Charge of Darkness: Ogre Magi, Earthshaker, Lion, Rubick, Lina, Luna, Jakiro, Dawnbreaker, Alchemist, Ogre Magi, Axe, Shadow Shaman, Naga Siren, Mars, Bane, Pudge, Clockwerk.
* Solar Guardian can save an ally getting targeted and focused by Spirit Breaker.
* Sprout is good for trapping melee carries with no escape abilities: Sven, Alchemist, Lifestealer etc.
* Acid Spray and Greevil's Greed will quickly destroy pushes with treants.
* Because of his poor movement speed,Alchemist can catch up and kill him with Chemical Rage.
* Starbreaker and Celestial Hammer does high AoE damage which easily clears {U:Treant}, shutting down most of Nature's Prophets damage and pushing power.
* Dawnbreaker can teleport to deal with split-pushing Nature's Prophet and rejoin her team with Solar Guardian when they require it.
* Since Starbreaker clears trees in its path followed by a stun at the end Nature's Prophet will be unable to escape the dangerous situation by using Sprout on himself and teleporting away with either Teleportation or Town Portal Scroll.
Additional:
* Starbreaker and Celestial Hammer does high AoE damage which easily clears {U:Treant}, shutting down most of Nature's Prophets damage and pushing power.
* Dawnbreaker can teleport to deal with split-pushing Nature's Prophet and rejoin her team with Solar Guardian when they require it.
* Since Starbreaker clears trees in its path followed by a stun at the end Nature's Prophet will be unable to escape the dangerous situation by using Sprout on himself and teleporting away with either Teleportation or Town Portal Scroll.
* Heroes that require burst damage to kill will be difficult for Phantom Lancer to take down: Timbersaw, Axe, Bristleback, Alchemist and Underlord
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,Beastmaster ,Lycan).
* Dawnbreaker can easily clear waves of Naga Siren's illusions from Mirror Image with Starbreaker, Celestial Hammer and Solar Guardian.
* Aghanim's Shard upgraded Starbreaker will allow Dawnbreaker to dispel Ensnare and freely attack Naga Siren during Song of the Siren when combined with Black King Bar, a common item on Dawnbreaker.
* Solar Guardian allows Dawnbreaker to counter any attempts of Naga Siren and rejoin her team with Solar Guardian when they require it. Aghanim's Scepter upgraded Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, as Naga Siren mainly relies on direct attacks in order to deal damage.
Additional:
* Dawnbreaker can easily clear waves of Naga Siren's illusions from Mirror Image with Starbreaker, Celestial Hammer and Solar Guardian.
* Aghanim's Shard upgraded Starbreaker will allow Dawnbreaker to dispel Ensnare and freely attack Naga Siren during Song of the Siren when combined with Black King Bar, a common item on Dawnbreaker.
* Solar Guardian allows Dawnbreaker to counter any pushing attempts of Naga Siren and rejoin her team with Solar Guardian when they require it. Aghanim's Scepter upgraded Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, as Naga Siren mainly relies on direct attacks in order to deal damage. Solar Guardian can also be used after Naga Siren uses Song of the Siren near her allies to either escape from or counter-initiate against them.
* Solar Guardian can save allies caught inside Arena of Blood.
* Spectre has no innate disables or silence to stop any of Dawnbreaker's abilities
* Solar Guardian allows Dawnbreaker to quickly stand next to one of her allies, denying Spectre any of Desolate's bonus.
* Luminosity outheals the damage dealt by Dispersion.
Additional:
* Spectre has no innate disables or silence to stop any of Dawnbreaker's abilities
* Solar Guardian allows Dawnbreaker to quickly stand next to one of her allies, denying Spectre any of Desolate's bonus
* Luminosity outheals the damage dealt by Dispersion
* Chemical Rage mitigates damage from Burning Spear.
Additional:
* Chemical Rage negates almost all damage from Burning Spears.
* Chemical Rage kills Phoenix very quickly in Supernova.
* Chemical Rage will take down Tombstone in no time.
Additional:
* With Greevil's Greed, Alchemist can farm Tombstone zombies and gain a significant gold advantage.
* Alchemist can easily farm Spiderlings with Acid Spray and Greevil's Greed.
* Alchemist's Chemical Rage nullifies Broodmother's Insatiable Hunger
Additional:
* Greevil's Greed makes Broodmother’s spiderlings far more valuable to Alchemist making it important that he does farm them as opposed to other heroes where the spider's bounties are negligible.
* Acid Spray makes it difficult to attack Alchemist in lane without losing some spiderlings to the damage over time, potentially giving him farm he wouldn't have otherwise.
* Solar Guardian can save allies who are being dueled and will interrupt her Duel initiation.
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,Beastmaster ,Lycan).
* Heroes who have channeling abilities because Terrorblade has no disables to cancel them at all besides Terror Wave from Aghanim's Scepter, and he does not like buying disabling items at all: Enigma's Black Hole, Witch Doctor's Death Ward, Shadow Shaman's Shackles, Lion's Mana Drain, Bane's Fiend's Grip, Pudge's Dismember, Crystal Maiden's Freezing Field, Pugna's Life Drain, Dawnbreaker's Solar Guardian, and Naga Siren's Reel In from Aghanim's Scepter.
* He can quickly take out heroes with low armor (Tiny) with his great physical damage.
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,Beastmaster ,Lycan).
* Heroes with channeling spells because Shadow Fiend has nothing to cancel channeling outside of Requiem of Souls: Bane, Enigma, Pudge, Shadow Shaman, Dawnbreaker, Warlock, Crystal Maiden.
* Heroes whose abilities can affect multiple enemies at once: Dawnbreaker, Ember Spirit, Lina, Luna, Jakiro, Leshrac, Invoker, Muerta, Dazzle.
* Heroes capable of perofrming interceptions who can anticipate and counter-initiate after Phantom Assassin blinks on them with Phantom Strike will often kill her than the other way around: Axe, Bane, Dawnbreaker, Centaur Warrunner, Luna, Medusa, Omniknight, Pudge, Razor, Terrorblade, Underlord.
* Heroes who can clear the waves of Enigma's Eidolons: Lina, Luna, Dawnbreaker, Jakiro, Shadow Shaman, Death Prophet, Keeper of the Light, Invoker, Leshrac, Puck.
* Heroes who are entirely reliant on dealing physical damage and/or have very little to no area-of-effect abilities will make Underlord tickle and will have no effect against him thanks to his Atrophy Aura, and will also be unable to ambush Underlord and his team if Underlord chooses to use Fiend's Gate to get to a designated point of the map: Phantom Assassin, Terrorblade, Troll Warlord, Drow Ranger, Phantom Lancer, Chaos Knight, Sven, Wraith King, Bounty Hunter, Alchemist, Templar Assassin, Nyx Assassin, Bane.
* Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: Luna's Aghanim's Scepter upgraded Eclipse, Dawnbreaker's Solar Guardian, Axe's Berserker's Call, Mars's Arena of Blood, Jakiro's Macropyre, Dual Breath and Ice Path, Naga Siren's Song of the Siren, Razor's Eye of the Storm and Plasma Field, Lina's Light Strike Array, Broodmother's Spinner's Snare from Aghanim's Scepter, Elder Titan's Earth Splitter and Echo Stomp, Alchemist's Unstable Concoction and Acid Spray, Queen of Pain's Sonic Wave, Dark Seer's Wall of Replica and Vacuum, Venomancer's Noxious Plague and Poison Nova from Aghanim's Scepter, Oracle's Fortune's End and Rain of Destiny from Aghanim's Shard, Bloodseeker's Blood Rite, Enigma's Black Hole and Midnight Pulse, Shadow Fiend's Requiem of Souls, Batrider's Aghanim's Scepter upgraded Flaming Lasso, Firefly, Flamebreak and Sticky Napalm, Ancient Apparition's Ice Blast, Sand King's Epicenter, Sand Storm and Burrowstrike, Gyrocopter's Call Down, Ember Spirit's Sleight of Fist, Death Prophet's Exorcism and Silence, Monkey King's Wukong's Command, Crystal Maiden's Freezing Field, Muerta's The Calling, Medusa's Stone Gaze, Zeus's Nimbus from Aghanim's Scepter. Dark Willow's Bramble Maze, Pangolier's Swashbuckle, Grimstroke's Soulbind, Ink Swell and Stroke of Fate, Earthshaker's Echo Slam and Fissure, Puck's Dream Coil and Waning Rift, Winter Wyvern's Winter's Curse, Magnus's Reverse Polarity.
* Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: Luna's Aghanim's Scepter upgraded Eclipse, Dawnbreaker's Solar Guardian, Axe's Berserker's Call, Mars's Arena of Blood, Jakiro's Macropyre, Dual Breath and Ice Path, Naga Siren's Song of the Siren, Razor's Eye of the Storm and Plasma Field, Lina's Light Strike Array, Broodmother's Spinner's Snare from Aghanim's Scepter, Elder Titan's Earth Splitter and Echo Stomp, Alchemist's Unstable Concoction and Acid Spray, Queen of Pain's Sonic Wave, Dark Seer's Wall of Replica and Vacuum, Venomancer's Noxious Plague and Poison Nova from Aghanim's Scepter, Oracle's Fortune's End and Rain of Destiny from Aghanim's Shard, Bloodseeker's Blood Rite, Enigma's Black Hole and Midnight Pulse, Shadow Fiend's Requiem of Souls, Batrider's Aghanim's Scepter upgraded Flaming Lasso, Firefly, Flamebreak and Sticky Napalm, Ancient Apparition's Ice Blast, Sand King's Epicenter, Sand Storm and Burrowstrike, Gyrocopter's Call Down, Ember Spirit's Sleight of Fist, Death Prophet's Exorcism and Silence, Monkey King's Wukong's Command, Crystal Maiden's Freezing Field, Muerta's The Calling, Medusa's Stone Gaze, Zeus's Nimbus from Aghanim's Scepter. Dark Willow's Bramble Maze, Pangolier's Swashbuckle, Grimstroke's Soulbind, Ink Swell and Stroke of Fate, Earthshaker's Echo Slam and Fissure, Puck's Dream Coil and Waning Rift, Winter Wyvern's Winter's Curse, Magnus's Reverse Polarity.
* Heroes who rely on physical damage output to be effective will fare badly against Muerta's Pierce the Veil: Phantom Assassin, Terrorblade, Drow Ranger, Lifestealer, Anti-Mage, Alchemist, Lycan, Clinkz, Sniper.
* Dawnbreaker can use Solar Guardian to help her team against Muerta whenever they are in distress against her, especially when trapped in the radius of the The Calling. Aghanim's Scepter upgraded Solar Guardian can also give Dawnbreaker's allies evasion against Muerta's attacks from Gunslinger while Dawnbreaker is airborne for it's duration.
* Solar Guardian and Starbreaker can disable Muerta even through both, Pierce the Veil and Black King Bar, though Starbreaker will not deal any damage to Muerta as it's damage output is physical instead of magical.
* Celestial Hammer and Solar Guardian deal magical damage which allows Dawnbreaker to fightback against Muerta whenever she has Pierce the Veil. Dawnbreaker can also buy Revenant's Brooch to attack Muerta through Pierce the Veil with Starbreaker.
* Dawnbreaker is also common Black King Bar wielder which allows her to protect herself against Muerta's abilities. Aghanim's Shard upgraded Starbreaker can also give Dawnbreaker debuff immunity against Muerta's abilities.
* Doom can disable Chemical Rage's increased healing, rendering Alchemist helpless against Doom.
* Attacks from Infernal Blade can deal serious damage to Alchemist as it deals damage based on the hero's maximum health.
* Doom's low armor makes him weak against Alchemist's high physical damage output.
* Time Walk can easily avoid Dawnbreaker's abilities or to escape her gank attempts and backtrack any damage she deals.
* Time Dilation can prevent Dawnbreaker from using her abilities after initiating, and slowing her down severely.
* Time Lock combined with his high attack speed can lock Dawnbreaker in place, preventing her escape with Celestial Hammer.
* Chronosphere locks down Dawnbreaker in place right after she uses Solar Guardian.
* On the other hand, if Solar Guardian is cast beforehand from afar, it may discourage Faceless Void from casting Chronosphere in its location
* Solar Guardian can heal allies that trapped inside Chronosphere.
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Alchemist
* Alchemist likes to farm fast and be ahead, unfortunately Lone Druid likes to do the same by taking towers.
* Acid Spray will never prove a threat to Lone Druid or his Spirit Bear.
* Chemical Rage may not prove so useful once Lone Druid procs entangled keeping him in place.
* Monkey King Bar is a very good choice on Lone Druid's Spirit Bear and it directly counters any potential Radiance from Alchemist.
* Assault Cuirass is another very good Spirit Bear item that further makes Alchemist vulnerable to physical damage, which is all Lone Druid does.
* Alchemist is not the kind of hero who wants to go on single target summon units, by the time he has killed the Spirit Bear his teammates might had already been slayed by his teammates. Not to mention Lone Druid can just resummon it, even if he is successful.
Dawnbreaker
* Savage Roar interrupts Starbreaker.
* Dawnbreaker is a slow moving hero. Although tanky, Lone Druid can eventually wear her down with his better movement speed.