*
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.
* Ember Spirit has a small mana pool, which is why QW-Invoker can burn it out very effectively with his own
E.M.P., do not give Ember Spirit the opportunity to play with his abilities and cause damage with them in a fight.
* QW-Invoker Destroys Ember Spirit's
Flame Guard with his own
Tornado, which is why Ember Spirit cannot defend against Invoker's strong magic damage.
Additional:
* Ember Spirit has a small mana pool, which is why QW-Invoker can burn it out very effectively with his own
E.M.P., do not give Ember Spirit the opportunity to play with his abilities and cause damage with them in a fight.
* QW-Invoker Destroys Ember Spirit's
Flame Guard with his own
Tornado, which is why Ember Spirit cannot defend against Invoker's strong magic damage.
*
Untouchable greatly reduces Chemical Rage's attack speed advantage.
* Impetus will deal huge amounts of damage when he uses a
Fire Remnant to escape.
*
Flame Guard is useless against Impetus as it deals Pure damage.
* Enchant can be used to dispel Flame Guard.
* 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.
* Lone Druid becomes unkillable and impenetrable for Ember Spirit on the central line, as it has a huge reserve of health from the
Summon Spirit Bear and a large regeneration from
Spirit Link, which is why
Sleight of Fist practically does not break through either one or the other on the line, and Lone Druid at this time can easily expel Ember Spirit from the line, push and gain gold and level
*
Entangling Claws and
Savage Roar abilities completely disable Ember Spirit's ability to dodge abilities or get out of an unpleasant fight for him on
Fire Remnant, which can give the Lone Druid team the opportunity to kill him
Additional:
* Lone Druid becomes unkillable and impenetrable for Ember Spirit on the central line, as it has a huge reserve of health from the
Summon Spirit Bear and a large regeneration from
Spirit Link, which is why
Sleight of Fist practically does not break through either one or the other on the line, and Lone Druid at this time can easily expel Ember Spirit from the line, push and gain gold and level
*
Entangling Claws and
Savage Roar abilities completely disable Ember Spirit's ability to dodge abilities or get out of an unpleasant fight for him on
Fire Remnant, which can give the Lone Druid team the opportunity to kill him
*
Clinkz can use
Burning Army in teamfights which will cause a problem for Alchemist.
* Ember Spirit's
Flame Guard provides no protection against Clinkz's physical damage output.
* Ember Spirit's low armor and health make him easy to kill quickly if a teammate can hold him down.
* If Clinkz has farmed an item that can disable, he can sneak up to and hunt down Ember Spirit while he farms or split pushes alone.
* 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.
* Any Hero with high mobility will be neutralized by dream coil:
Queen of Pain,
Storm Spirit,
Ember Spirit,
Lycan,
Bloodseeker,
Anti-Mage,
Timbersaw.
*
Shadowraze can easily remove the protection from Flame Guard and kill Ember Spirit due to his low health.
* Ember Spirit is very vulnerable to physical damage from
Necromastery.
* The pure damage provided by
Purification is a great addition for killing Ember Spirit, as well as a good way of saving teammates.
*
Guardian Angel will temporarily save his allies from Sleight of Fist's physical damage, and Ember Spirit is not a hero that will get
Orchid Malevolence to counter it.
* Oracle can shut down both of Ember's early game abilities. Fortune's End can dispel
Flame Guard on Ember Spirit and
Searing Chains on allies.
* When Ember Spirit is affected by Fortune's End, his
Fire Remnants move at 0 movement speed.
* Disarming him with Fate's Edict does affect Ember's
Sleight of Fist ability, possibly making him useless for a few seconds in the late game without a dispel or spell immunity. This is especially good if he has a rapier or two. However, positioning for this is difficult when Ember plays far back.
* The pure damage provided by
Arcane Orb is a great addition for killing Ember Spirit.
*
Astral Imprisonment fully negates all magic damage of Flame Guard and Searing Chains and will temporarily save himself from Sleight of Fist's physical damage, and Ember Spirit is not a hero that can counter these skills.
* 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.
Additional:
*
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.
*
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.
*
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.
* Ember Spirit cannot use his
Activate Fire Remnant to escape while affected by
Doom.
* Doom's low armor makes him weak against Alchemist's high physical damage output.
*
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.
* Faceless Void is one of the best heroes against Ember Spirit, providing a lot of ways of dealing with him. Ember Spirit becomes a lot weaker if affected by
Time Dilation, as he can no longer spam Sleight of Fist.
*
Chronosphere is also a reliable lockdown for Ember Spirit, although it can be evaded sometimes by Activate Fire Remnant. Additionally, Void can easily negate Sleight of Fist damage with
Time Walk.
* And finally, Void is a great
Diffusal Blade carrier. Not only
Manabreak's physical damage not negated by Flame Guard, but it also burns Ember Spirit's mana. That, in turn, prevents him from escaping if he survived
Chronosphere.
* Batrider has huge damage from his
Sticky Napalm and hand strikes on the target, with this effect. And Ember Spirit not only has a small reserve of health, but also has a melee type of attack. If these two collide on the center line, then Ember Spirit will have to finish off several creeps from afar with a
Sleight of Fist, otherwise he will lose a lot of health from long-range Batrider attacks under
Sticky Napalm, and possibly even kill, because Ember Spirit does not have the ability to interrupt Batraider with his damage if he decides to attack
* Ember Spirit is a very tasty target for
Flaming Lasso, because it has a small reserve of health, and all the power lies in the abilities that
Flaming Lasso forbids using, this can help the Batraider team quickly deal with the unpleasant "jumping" Ember Spirit in a fight if he gets into
Flaming Lasso
Additional:
* Batrider has huge damage from his
Sticky Napalm and hand strikes on the target, with this effect. And Ember Spirit not only has a small reserve of health, but also has a melee type of attack. If these two collide on the center line, then Ember Spirit will have to finish off several creeps from afar with a
Sleight of Fist, otherwise he will lose a lot of health from long-range Batrider attacks under
Sticky Napalm, and possibly even kill, because Ember Spirit does not have the ability to interrupt Batraider with his damage if he decides to attack
* Ember Spirit is a very tasty target for
Flaming Lasso, because it has a small reserve of health, and all the power lies in the abilities that
Flaming Lasso forbids using, this can help the Batraider team quickly deal with the unpleasant "jumping" Ember Spirit in a fight if he gets into
Flaming Lasso
*
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.
* Since Lifestealer build
Aghanim's Scepter upgrades
Infest similliar
Heaven's Halberd can applies an undispellable disarm so Alchemist cannot attack during Chemical Rage, forcing him to activate Black King Bar beforehand.
* 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.
* 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.
*
Global Silence and
Last Word can prevent Ember Spirit from casting Activate Fire Remnant to escape.
*
Glaives of Wisdom also provide high pure damage that is not negated by Flame Guard.
*
Arcane Curse is also a potent harassing tool in the laneing stage as its cooldown is lower than Flame Guard's.
*
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.
* Heroes without an escape mechanism:
Shadow Fiend,
Alchemist
Additional:
* 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.
* Heroes who rely on high mobility are especially vulnerable to Primal Roar:
Storm Spirit,
Ember Spirit,
Queen of Pain.
* Visage can quickly kill heroes with low to medium base armor and no innate escape mechanism. Examples include
Alchemist,
Crystal Maiden and
Zeus.
* Melee heroes with low mobility can be kited and killed by Viper:
Treant Protector,
Kunkka,
Alchemist,
Troll Warlord,
Wraith King,
Tiny,
Sven.
* High priority targets like
Queen of Pain,
Drow Ranger,
Ember Spirit can't get caught out from
Lion's long range disables, making it harder to them fulfill their roles, and making it easy to target them.
Additional:
* Lion possesses two strong disables in
Earth Spike and
Hex and heavy magic burst with
Finger of Death which help lock him down and prevent him from escaping with Activate Fire Remnant. When getting his
Blink Dagger Lion can punish Ember Spirit's overextension immediately, or initiate a fight on him with disables.
*
Queen of Pain can be a good hero for dealing with Ember Spirit with
Orchid Malevolence, her pure damage nuke in
Sonic Wave and a slow in
Shadow Strike. However, Queen of Pain can be punished by Ember Spirit, as his Searing Chains prevents her from getting
Blink off.
* Heroes who struggle to fight back against Sven at any point in the game are at a severe disadvantage:
Alchemist,
Anti-Mage,
Crystal Maiden.
*
Anti-mage is potentially good against Ember Spirit since he can burn Ember Spirit's mana, prevent him from escaping or using his skill. Anti-Mage has high magic resistance, which will reduce most of the damage from Ember Spirit's skill set. However, Anti-Mage lacks any form of stuns or lockdowns, and may struggle to kill Ember Spirit if he still has some mana left.
* Heroes who are melee but cannot fight back against Eclipse will really struggle with Luna:
Monkey King,
Alchemist,
Timbersaw.
*
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.
* 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.
* Any hero with teleport abilities (e.g.
Ember Spirit,
Storm Spirit) can easily break Static Link.
* 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
* Spiked Carapace can be easily triggered by
Flame Guard or
Battle Fury, setting up a deadly Impale.
Additional:
* With
Vendetta, Nyx Assassin can move closely to Ember Spirit when he's farming with his Flame Guard and use
Spiked Carapace with
Impale to provide a reliable and long disable.
* 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.
*
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.
Additional:
* Alchemist can easily farm Spiderlings with Acid Spray and Greevil's Greed.
* Alchemist's Chemical Rage nullifies Broodmother's
Insatiable Hunger
*
Sleight of Fist keeps Ember Spirit invulnerable until he hits every unit in its area of effect allowing him to stall for large amounts of time against Broodmother and her large amounts of spiderlings, or potentially damaging them enough if equipped with an item to improve wave clearing such as
Battle Fury or
Maelstrom to prevent her pushes entirely.
*
Flame Guard will damage any of Broodmother's spiders in an area, deterring her from attempting to kill him. It can also be used during Sleight of Fist to amplify damage done.
*
Fire Remnant allows Ember Spirit an escape from Broodmother that is unaffected by her Incapacitating Bite.
* 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.
* Heroes that can easily bypass Chen's creeps to get to Chen:
Riki,
Tusk,
Clinkz,
Sniper,
Slark,
Phantom Assassin,
Void Spirit,
Storm Spirit,
Ember Spirit,
Earth Spirit,
Spirit Breaker.
* Heroes that require burst damage to kill will be difficult for Phantom Lancer to take down:
Timbersaw,
Axe,
Bristleback,
Alchemist and
Underlord
*
Sleight of Fist, allows Ember Spirit to destroy all of Phantom Lancer's illusions.
*
Flame Guard also deals significant damage to illusions, and protects against Spirit Lance.
* Phantom Rush is unable to catch Ember Spirit when he teleports to his
Fire Remnants.
Additional:
* Sleight of Fist is the natural counter to Phantom Lancer's army of illusions, especially when combined with
Battle Fury.
* 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.
*
Searing Chains can stop Charge of Darkness if timed correctly.
*
Activate Fire Remnant can be used to escape an approaching Spirit Breaker, or lead Spirit Breaker into a bad situation.
*
Fire Remnant and
Sleight of Fist allows Ember Spirit to dodge Charge of Darkness if timed correctly.
* 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.
* Ember Spirit has a built-in antimagic shield, and Zeus has nothing but this magical damage, because of this, their confrontation on the center line can turn out to be sad for Zeus. If on such a line Ember Spirit will finish off all creeps under its
Flame Guard, and Zeus with the help of
Arc Lightning, then eventually Zeus will lose mana faster, and will be forced to look for ways to replenish it
* Ember Spirit can interrupt Zeus with his "jumping" abilities, the fact is that Zeus deals damage from his abilities directly, while Ember Spirit disappears for milliseconds from the battlefield when flying during the
Sleight of Fist action or when flying into
Fire Remnant
Additional:
* Zeus laneing against Ember is going to be punished with Sleight of Fist due to his low health pool
* Zeus's chip damage from
Arc Lightning and other spells is nullified from Ember's Flame Guard.
* Ember Spirit's
Fire Remnant is an easy way to escape from Clockwerk's Power Cogs.
*
Flame Guard blocks most of the magical damage Clockwerk does.
*
Searing Chains prevents usage of Timber Chain.
* Timbersaw is vulnerable to magical burst damage, which Ember Spirit provides with
Fire Remnant and
Flame Guard.
* Timbersaw's abilities deal pure damage, thus they cannot remove
Flame Guard.
* Ember Spirit can deal devastating damage to illusion heroes like Terrorblade with Sleight of Fist. Terrorblade also has no way of preventing Ember Spirit from getting Activate Fire Remnant off. Additionally, Ember Spirit's ability to fight from long range as well as his wide skill set won't give many opportunities for Terrorblade to get
Sunder off.
Additional:
* Ember Spirit can deal devastating damage to Terrorblade and his illusions with
Sleight of Fist,
Flame Guard and
Fire Remnant.
* Terrorblade has no disable to lock down Ember Spirit and prevent him from escaping with
Fire Remnant. In addition, he doesn't like purchasing disabling items like
Scythe of Vyse or
Abyssal Blade, which are the only solutions to deal with Ember Spirit.
*
Flame Guard burns quickly through
Refraction charges, which is why it can interrupt Templar Assassin, giving his team the opportunity to kill her.
* Ember Spirit can dodge a blow from
Meld with
Sleight of fist, providing him an advantage in a 1v1 situation.
*
Searing Chains give true sight into invisibility, why Templar Assassin can't hide from it in
Meld and get out of the fight using
Blink Dagger.
Additional:
* Searing Chains and Flame Guard quickly burn through
Refraction instances exposing her low health pool.
* Templar Assassin has no inherent way to prevent Ember Spirit from escaping, a good Ember player also will be able to dodge her meld attack
* Ember Spirit`s
Searing chains give true sight into invisibility, why Templar Assassin can't hide from it in
Meld and get out of the fight using
Blink Dagger
* Crystal Maiden is extremely fragile and she's an easy target for him. She has no real disables that can lock Ember Spirit down, and all of her skill damage can be negated with Flame Guard. The damage from Searing Chains, Flame Guard, and Sleigh of Fist can easily take her down.
*
Flame Guard makes Dark Seer not deal any damage with his skills to Ember Spirit.
* Chemical Rage kills Phoenix very quickly in
Supernova.
* A pre-placed
Fire Remnant allows Ember Spirit to escape Upheaval.
*
Flame Guard blocks Shadow Word's damage.
*
Sleight of Fist allows Ember Spirit to attack from outside of Upheaval's range, and
Searing Chains lets him interrupt it.
* Ember Spirit has much higher mobility in
Fire Remnant than Void Spirit.
* Ember's
Flame Guard is effective against Void Spirit's spells, as most of them deal magical damage.
* The root from
Searing Chains prevents Void Spirit from using Dissimilate or Astral Step.
*
Fire Remnant allows Ember Spirit to escape while Ruptured.
Additional:
* Fire Remnant allows Ember Spirit to escape Bloodseeker while
Ruptured.
* Ember Spirit can close the distance between Sniper easily with his
Activate Fire Remnant and further keep Sniper in place with
Searing Chains.
* With the help of
Aghanim's Scepter, Sniper cannot outrun Ember Spirit or chase him, even if Sniper builds mobility items.
*
Flame Guard blocks Dark Willow's magical burst damage, and harms her if she tries to get close to attack with Bedlam.
*
Sleight of Fist and
Fire Remnant makes it hard for Dark Willow to fully disable Ember Spirit.
* Ember Spirit easily finishes off all creeps on the line against Earth Sprit, exchanging health with him under his
Flame Guard, which is why Earth Spirit can leave the line for ganks very early and without the necessary amount of gold and levels, which will give the Ember Spirit team an advantage to fight off such ganks
* The
Sleight of Fist ability helps Ember Spirit dodge all of Earth Spirit's abilities, which makes his gank potential practically useless against Ember Spirit, and with the purchase of
Black King Bar, Ember Spirit can use
Sleight of Fist to combine with
Searing Chains to catch and kill Earth Spirit.
Additional:
* Ember Spirit easily finishes off all creeps on the line against Earth Sprit, exchanging health with him under his
Flame Guard, which is why Earth Spirit can leave the line for ganks very early and without the necessary amount of gold and levels, which will give the Ember Spirit team an advantage to fight off such ganks
* The
Sleight of Fist ability helps Ember Spirit dodge all of Earth Spirit's abilities, which makes his gank potential practically useless against Ember Spirit, and with the purchase of
Black King Bar, Ember Spirit can use
Sleight of Fist to combine with
Searing Chains to catch and kill Earth Spirit.
* Ember Spirit absorbs quite a large amount of magical damage with its
Flame Guard, and in addition dodges the abilities of
Dragon Slave and
Light Strike Array with its
Sleight of Fist.
Additional:
* Ember Spirit absorbs quite a large amount of magical damage with its
Flame Guard, and in addition dodges the abilities of
Dragon Slave and
Light Strike Array with its
Sleight of Fist
* Magnus has very mediocre damage against Alchemist, because he can survive the stun duration of Reverse Polarity with
Chemical Rage.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
*
Alchemist gets a huge amount of additional gold from killing Nature's Prophet's treants thanks to
Greevil's Greed.
Additional:
* 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.
*
Sleight of Fist with
Battle Fury deals a lot of damage to Nature's Prophet's team if they stand close to his Treants, as well as killing all the Treants with ease.
* Ember Spirit with
Fire Remnant and
Boots of Travel can be very active around the map, which enables him to quickly teleport and defend the objective Nature's Prophet is attacking whenever he tries to push.
Additional:
* Ember Spirit can easily deal with
Nature's Call by using his Flame Guard and with
Battle Fury. He also has multiple ways of escaping
Sprout. Additionally, Ember Spirit can break
Sprout's trees with Activate Fire Remnant and interrupt
Teleportation with Searing Chains.
* The high mobility provided by
Fire Remnant makes it hard for Windranger to find a good position to land Shackleshot or a full duration of Focus Fire.
*
Flame Guard and
Searing Chains deal considerable magical damage to Windranger which she cannot avoid with Windrun.
* Searing chains also negates the mobility from Windrun.
* 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.
* Certain Hero's potential lies on the combo of their abilities. As an example,
Ember Spirit can cast
Sleight of Fist and
Searing Chains together to root and damage enemies from a far distance. Yet for
Rubick, casting
Searing Chains can only catch enemies at a close distance, and
Sleight of Fist does little more than a scratch of right click.
* It is arguably possible to group spells together after getting
Aghanim's Scepter, but stealing two separate spells from one single enemy is somewhat luxurious in an intense fight.
* Heroes with a high degree of mobility and invisibility are hard to catch with Meat Hook:
Ember Spirit,
Riki,
Clinkz,
Queen of Pain.
* Heroes that heavily depend on illusions or summons, (
Naga Siren,
Terrorblade,
Phantom Lancer,
Lycan,...) are vulnerable to Sleight of Fist and even more so if Ember Spirit has
Battle Fury.
* Heroes that can reliably kite out Dispose, Unleash and dodge Rebound, like
Ember Spirit,
Void Spirit,
Storm Spirit,
Anti-Mage,
Faceless Void,
Puck or always build items like
Blink Dagger and
Force Staff.
* Heroes that heavily depend on illusions or summons, (
Naga Siren,
Terrorblade,
Phantom Lancer,
Lycan,...) are vulnerable to Sleight of Fist and even more so if Ember Spirit has
Battle Fury.
* Heroes with escaping and disjointing abilities can be good against Juggernaut:
Anti-Mage
Riki,
Queen of Pain,
Puck,
Storm Spirit,
Ember Spirit,
Slark etc.
* Heroes with good mobility to avoid Jakiro's abilities and with good chase to punish Jakiro from pushing a tower:
Bloodseeker,
Ember Spirit,
Juggernaut,
Phantom Assassin,
Weaver.
* Heroes with either magical, physical or pure damage burst:
Bane,
Ember Spirit,
Leshrac,
Lina,
Luna,
Nyx Assassin,
Phantom Assassin,
Skywrath Mage,
Tinker,
Ursa,
Void Spirit.
* Heroes with high mobility will be able to avoid Gyrocopter's area attacks:
Storm Spirit,
Morphling,
Ember Spirit
*
Ember Spirit with
Sleight of Fist and
Activate Fire Remnant
* Heroes that can dodge Glimpse:
*
Puck with
Phase Shift
*
Riki with
Tricks of the Trade
*
Phantom Lancer with
Doppelganger
*
Ember Spirit with
Sleight of Fist and
Activate Fire Remnant
*
Chaos Knight with
Phantasm
*
Naga Siren with
Mirror Image
*
Tusk with
Snowball
*
Juggernaut with
Omnislash
*
Brewmaster with
Primal Split
*
Lifestealer with
Infest
*
Phoenix with
Supernova
* Heroes with strong area damage to destroy Phantasm illusions:
Axe,
Ember Spirit,
Legion Commander,
Phoenix
Additional:
* Ember Spirit is evasive and can dodge close encounters with melee heroes like Chaos Knight. Ember Spirit can't be caught with the slow from
Reality Rift, and Flame Guard and Sleight of Fist can bring
Phantasm's illusions down quickly.
* Heroes who commonly buy
Linken's Sphere:
Luna,
Weaver,
Morphling,
Queen of Pain,
Ember Spirit.
* He can quickly take out heroes with low armor (
Tiny) with his great physical damage.
* Heroes with high mobility can be prevented from using it to their advantage with Earthbind, even if they pack a dangerous arsenal:
Earth Spirit,
Ember Spirit,
Storm Spirit,
Nature's Prophet,
Phantom Assassin,
Riki,
Anti-Mage,
Weaver.
* See items and abilities disabled by roots
*
Sleight of Fist combined with
Battle Fury,
Maelstrom and
Daedalus will allow Ember Spirit to make a quick work of Meepo if his clones are crowded around each other.
*
Searing Chains interrupts Meepo's initiating because Meepo's clones do not have spell immunity.
Additional:
* Meepo is quite fragile in the early game and can be easily taken down by Flame Guard's and Searing Chains' damage. Later on, Meepo is very vulnerable to Sleight of Fist's damage due to
Battle Fury's cleave on multiple Meepos.
* Storm Spirit is not only a potent
Orchid Malevolence carrier, his
Electric Vortex provides an additional disable and
Overload provides a great slow. When paired with
Static Remnant, they can cut through Flame Guard fast.
*
Ball Lightning not only provides great initiation upon Ember Spirit from any position anytime, but also helps dodge Sleight of Fist.
*
Flame Guard absorbs up to 500 magical damage (700 with Level 10 talents), which helps Ember Spirit survive against Storm Spirit's high magical damage.
*
Searing Chains can root enemies up to 3 seconds, making Storm Spirit unable to escape with
Ball Lightning.
*
Fire Remnant deals high magical damage when casting multiple instances at once, granting Ember Spirit the damage to burst Storm Spirit down in the early to mid game.
* 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.
* Heroes with high physical and magical damage alike are a huge hazard for Muerta, as they can deal serious damage to her even if she has
Pierce the Veil active:
Luna,
Lina,
Tusk,
Broodmother,
Shadow Fiend,
Ember Spirit,
Gyrocopter,
Vengeful Spirit,
Arc Warden,
Medusa,
Shadow Shaman.
* Ember Spirit does minimal damage to Huskar until the very late game.
* Huskar can destroy Ember Spirit both on the line and in the game. It will be extremely difficult for Ember Spirit to finish off the creeps, because Huskar will not let him approach them, and if Ember Spirit does come up, Huskar just shuts him up with his
Burning Spear and Ember Spirit will have to go to the base or bring himself treatment, or continue to stand and die. In all cases, Ember Spirit will go into negative
Additional:
* Huskar can destroy Ember Spirit both on the line and in the game. It will be extremely difficult for Ember Spirit to finish off the creeps, because Huskar will not let him approach them, and if Ember Spirit does come up, Huskar just shuts him up with his
Burning Spear and Ember Spirit will have to go to the base or bring himself treatment, or continue to stand and die. In all cases, Ember Spirit will go into negative
*
Chemical Rage negates almost all damage from Burning Spears.
Additional:
* Chemical Rage mitigates damage from
Burning Spear.
* 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.
* Disruption is not reliable enough to catch an Ember Spirit with a backup
Fire Remnant.
*
Sleight of Fist will also make quick work of the spawned illusions.
* The best you can do against an Ember Spirit is to dispel his
Flame Guard with your Demonic Purge.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm:
Terrorblade,
Sven,
Clinkz,
Windranger,
Alchemist,
Dragon Knight,
Legion Commander
* Heroes with considerable mobility can easily escape from a rolling Pangolier:
Anti-Mage,
Queen of Pain,
Void Spirit,
Storm Spirit,
Ember Spirit,
Earth Spirit, moreover, if a player is familiar with how Rolling Thunder works, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
To start select enemy heroes in the field above. It's intended to be used with multiple heroes. The more enemy heroes you provide the better results you will get.
This website was made to help you in pick stage of online game Dota 2. It calculates rating for each possible counterpicks based on tips from web-based database made up entirely of user contributions Dota 2 wiki.
You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
Take it with a bit of grain of salt, especially if the recommendation has a low rating (<= 1), some heroes
may win a lane in an early game but would lose in late game (and vice versa). That's why sometimes
you could hero names appearing as a counter and as being countered, as on image:
You can also add your own tips, update old data and fix mistakes by editing page on Dota 2 Wiki (it works like Wikipedia - anyone can contribute, you don't even need to register) these edits will appear on this website automatically (data is updated several times per week).
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Alchemist
*
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.
*
*
Ember Spirit
* Using
X Marks the spot Kunkka can prevent Ember Spirit from escaping with Activate Fire Remnant, until he purchase
Eul's Scepter of Divinity or
Linken's Sphere.