* 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.
* Mystic Flare can be used to effectively ignore the Spirit Bear entirely and burst Lone Druid during the early mid game.
* Concussive Shot and Arcane Bolt will provide vision of Lone Druid allowing for better chase in teamfights before the Spirit Bear can do too much damage.
* Ancient Seal denies the ability to transform into True Form and receive bonus HP from the skill.
* Skywrath Mage also has a terrible time fighting against anything that isn't a hero. His skills are mostly target-based and he has terrible strength and agility, he can easily be kited or harassed by illusion-based heroes like Chaos Knight and Phantom Lancer, or by Heroes that summon other units like Lone Druid, Lycan and Beastmaster.
* 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.
* Pugna: Decrepify prevent the Spirit bear from attacking or protect allies from it.
* 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 that have doubles or clones such as Arc Warden, Meepo or Lone Druid are vulnerable to Muerta's Gunslinger.
* Chain Frost can deliver high amounts of damage to Lone Druid itself and his bear if they do not separate fast from each other.
Additional:
* Chain Frost will bounce between Lone Druid and his bear, forcing them to separate or suffer high amounts of damage.
* Laser blinds Lone Druid, making his attacks miss.
* 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.
* 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.
* Firestorm's percentage damage can quickly demolish the Spirit Bear's high HP
* Pit of Malice will allow allies to easily kite Lone Druid due to his low mobility
* 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.
* Cold Embrace can protect allies from Lone Druid and the Spirit bear, who mainly deal physical damage
* Winter's Curse can turn Lone Druid and the Spirit Bear against his teammates.
* 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.
* 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.
* Arcane Orb deals heavy damage to both Lone Druid and the Spirit Bear.
* Astral Imprisonment can prevent the Spirit Bear from attacking, which is Lone Druid's main damage output.
* Sanity's Eclipse deals heavy damage to Lone Druid.
* Brewmaster can make the Spirit Bear a much smaller threat with Cinder Brew.
* Cyclone removes the bear from a fight so that his team can easily focus on the hero.
* While most heroes would be worn down by a Spirit Bear Radiance in the time it takes to kill Lone Druid, Brewmaster is protected in Primal Split.
* 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.
* Paralyzing Cask is likely to bounce between him and his bear every single time.
* Lone Druid's lack of mobility makes him vulnerable to Death Ward and Maledict.
* 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.
* 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.
* Unless Lone Druid purchases a Black King Bar for his Spirit Bear, Ensnare will easily kite the Spirit Bear.
* Song of the Siren allows Naga Siren and her team to completely bypass the Spirit Bear and hunt for the Lone Druid himself when starting a fight.
* Lone Druid's lack of innate AoE capabilities mean that Naga Siren's illusions have no problem against him.
* Reality Rift lets Chaos Knight bypass the Spirit Bear and jump onto Lone Druid.
* The Spirit Bear's lack of scaling means it dies quickly to Chaos Knight during the late-game.
* 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.
* Dazzle easily breaks the position of Lone Druid and his Summon Spirit Bear with his Poison Touch, As it always hits from afar and prolongs the slowdown on the Summon Spirit Bear, which is why he cannot catch up with Dazzle and treat his master with Spirit Link
* Dazzle helps his team survive the physical attacks of the Summon Spirit Bear thanks to the treatment from Shadow Wave and armor from Bad Juju, which can enable his team to kill Lone Druid
* The Lone Druid Summon Spirit Bear has a small amount of armor at the start of the game, because of Mid Dazzle, it can very much break through it and prevent Lone Druid from gaining an advantage at the very beginning of the game, giving his team the opportunity to overtake Lone Druid on items for killing him, by type: Spirit Vessel
Additional:
* Dazzle easily breaks the position of Lone Druid and his Summon Spirit Bear with his Poison Touch, As it always hits from afar and prolongs the slowdown on the Summon Spirit Bear, which is why he cannot catch up with Dazzle and treat his master with Spirit Link
* Dazzle helps his team survive the physical attacks of the Summon Spirit Bear thanks to the treatment from Shadow Wave and armor from Bad Juju, which can enable his team to kill Lone Druid
* The Lone Druid Summon Spirit Bear has a small amount of armor at the start of the game, because of Mid Dazzle, it can very much break through it and prevent Lone Druid from gaining an advantage at the very beginning of the game, giving his team the opportunity to overtake Lone Druid on items for killing him, by type: Spirit Vessel
* Lone Druid and The Spirit Bear cannot burst down Bristleback due to Bristleback
* Bristleback can easily run to Lone Druid without any hesitation, with Viscous Nasal Goo to reduce armor and slow the Spirit Bear or Lone Druid and Quill Spray can deal damage to both Lone Druid and the Spirit Bear at the same time
* Grimstroke's Soulbind will always reliably connect onto both of them if they are close together.
* Untouchable greatly reduces Chemical Rage's attack speed advantage.
* Clinkz, Sniper, Lone Druid, Troll Warlord, Legion Commander and Wraith King are some of the Heroes that base themselves on attacks with little or no spell power, so they suffer in the grassy hands of Overgrowth.
* 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 are melee but cannot fight back against Eclipse will really struggle with Luna: Monkey King, Alchemist, Timbersaw.
* Illusions and summons are double-edge sword type of matchup for Luna. On one hand, they can tank damage from Eclipse, but on the other hand, she can easily clear them before Eclipse with Moon Glaives. Examples include Spectre, Shadow Demon, Phantom Lancer, Naga Siren, Chaos Knight, Terrorblade) or bring other units into the fight (such as Nature's Prophet, Lone Druid, Chen, Enchantress, Meepo and Arc Warden).
* Heroes that create illusions: Spectre, Shadow Demon, Phantom Lancer, Naga Siren, Chaos Knight, Terrorblade) or bring other units into the fight (such as Nature's Prophet, Lone Druid, Chen, Enchantress, Meepo and Arc Warden) can cause Eclipse to strike the illusions/summons unintentionally. However, in many cases Moon Glaives can resolve this issue and eliminate them before activating Eclipse, but that will require lots of farming for right-click items.
* 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.
* Clinkz can use Burning Army in teamfights which will cause a problem for Alchemist.
* Riki: Smoke Screen can prevent Lone Druid from using True Form and Savage Roar, additionally it cause the spirit bear to miss on attacks which reduce the chances of getting rooted from it, with diffusal Blade, he can keep Lone Druid or the Spirit Bear inside the Smoke.
* Timbersaw: Lone Druid will have a hard time dealing with Timbersaw due to his tankiness and high Armor from Reactive Armor
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm: Terrorblade, Sven, Clinkz, Windranger, Alchemist, Dragon Knight, Legion Commander
* 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.
* Lone Druid's early game is good against slow, squishy supports since his bear is very strong early game and an Entangling Claws proc almost always guarantees a kill: Ancient Apparition, Crystal Maiden, Shadow Shaman, etc.
* 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.
* Chaos Knight, Lone Druid, Meepo and Arc Warden can be hard targets since Shadow Demon's spells are ill-suited to fight many enemies at once.
* Tiny can be a serious problem for the distance between Lone Druid and his Summon Spirit Bear with his Toss ability, since he will throw one away from the other, giving his team the opportunity to deal with either the Summon Spirit Bear or Lone Druid himself
* Lone Druid will not always be in his True Form, since she has her own recharge, which is why Tiny can find him with a Shadow Blade or Blink Dagger and kill him in a second with a combination of Avalanche and Toss, due to the fact that Lone Druid has a very small health reserve without True Form
Additional:
* Tiny can be a serious problem for the distance between Lone Druid and his Summon Spirit Bear with his Toss ability, since he will throw one away from the other, giving his team the opportunity to deal with either the Summon Spirit Bear or Lone Druid himself
* Lone Druid will not always be in his True Form, since she has her own recharge, which is why Tiny can find him with a Shadow Blade or Blink Dagger and kill him in a second with a combination of Avalanche and Toss, due to the fact that Lone Druid has a very small health reserve without True Form
* He can quickly take out heroes with low armor (Tiny) with his great physical damage.
* Morphling can ignore Spirit Bear and shorten the distance to Lone Druid with Waveform.
* Morphling can use his nukes to burst Lone Druid down, provided he is not rooted/disabled by Spirit Bear beforehand.
* Heroes who just want to farm and avoid Lone Druid early will find it very hard to do so when he starts knocking on towers: Templar Assassin, Phantom Assassin, Ember Spirit, Morphling.
* 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
* Lone Druid and his Spirit Bear lack mobility, and are easy overwhelmed after being slowed by Diffusal Blade.
* Savage Roar is useless since Phantom Lancer can return to fight him again with his Phantom Rush.
* Heroes that require burst damage to kill will be difficult for Phantom Lancer to take down: Timbersaw, Axe, Bristleback, Alchemist and Underlord
* 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.
* Once caught in Bear's Entangle, Nature's Prophet cannot escape with Teleportation.
* 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.
* True Form gives Lone Druid a huge amount of health that no amount of Ball Lightning will chip through.
* Entangling Claws can mean a very quick end to the Storm Spirit as it prevents him from using Ball Lightning all together.
* Storm Spirit is a single target nuker, with the Shard Lone Druid can always fear him away from himself or the bear, defending the target he does not go on. This is assuming he cannot try and proc his entangle or a potential Skull Basher.
* Magnus has very mediocre damage against Alchemist, because he can survive the stun duration of Reverse Polarity with Chemical Rage.
* Silencer's disables are useless on Lone Druid since he is more reliant on physical attacks rather than spells.
* Silencer has poor mobility so Lone Druid can run him down.
* Lone Druid's Shard will remove most of Silencer's spells once used.
* 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.
* Savage Roar interrupts Starbreaker.
* Dawnbreaker is a slow moving hero. Although tanky, Lone Druid can eventually wear her down with his better movement speed.
* Omnislash spreads on both the bear and the druid, allowing them to survive.With enough levels,the bear can soak the ability alone and possibly dragging him to a dangerous location.
* Juggernaut cannot manfight the duo in the early game,because of their tankiness. If opposed in lane,Lone Druid can shut him down.
* Because of his weak laning phase, Lone Druid absolutely overpowers him in the early to mid game. Lone Druid also directly counters most of his abilities.
* Flux is nullified when the Spirit Bear is nearby.
* Spark Wraith can get soaked by the bear.
* Lone Druid can easily go inside Magnetic Field and punish Zet.
* 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.
* Nukers who have set amounts of damage will really struggle against Lone Druid especially in True Form: Puck, Void Spirit, Mars.
* Heroes who just want to farm and avoid Lone Druid early will find it very hard to do so when he starts knocking on towers: Templar Assassin, Phantom Assassin, Ember Spirit, Morphling.
* Primal Beast is mostly played in the offlane role, so picking a carry who can escape from him is essential. Heroes such as Troll Warlord, Lone Druid and Outworld Destroyer, or generally any carry with a stun, slow or ability to fight back will stop him from having the good start he needs.
* Lone Druid's early game is good against slow, squishy supports since his bear is very strong early game and an Entangling Claws proc almost always guarantees a kill: Ancient Apparition, Crystal Maiden, Shadow Shaman, etc.
* 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.
* Heroes who just want to farm and avoid Lone Druid early will find it very hard to do so when he starts knocking on towers: Templar Assassin, Phantom Assassin, Ember Spirit, Morphling.
* Lone Druid's early game is good against slow, squishy supports since his bear is very strong early game and an Entangling Claws proc almost always guarantees a kill: Ancient Apparition, Crystal Maiden, Shadow Shaman, etc.
* Nukers who have set amounts of damage will really struggle against Lone Druid especially in True Form: Puck, Void Spirit, Mars.
* 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.
* Besides Lone Druid and Meepo, Doom is potentially good versus every hero since Doom will render any hero helpless for up to 16 seconds. This is particularly true for fragile heroes that heavily rely on mobility to stay alive.
* Doom's low armor makes him weak against Alchemist's high physical damage output.
* Lone Druid is essentially two heroes. Dooming one over the other still leaves Lone Druid or his bear able to do their job during a fight. Additionally, Lone Druid is not hindered as much as other heroes by the silence and mute of Doom since the hero relies more on attacks than abilities.
Additional:
* Doom will be very hestitant to use Doom on the Spirit Bear, and using it on Lone Druid himself will not stop the bear from attacking him especially if True Form has already been used.
* Devour does not work on the Spirit Bear and pushes the lane so Lone Druid can safely farm under tower.
* 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.
* Lone Druid has a huge reserve of health on the Summon Spirit Bear and a quick regeneration of his health with the help of Spirit Link, which makes the Puck's magical abilities useless, since they cannot break through such a large pool of health
* The ability of the Summon Spirit Bear and in the True Form of the Lone Druid Entangling Claws allows you to catch Puck when he released the Illusory Orb, since Puck will not be able to apply Ethereal Jaunt during the root action
Additional:
* Lone Druid has a huge reserve of health on the Summon Spirit Bear and a quick regeneration of his health with the help of Spirit Link, which makes Puck's magical abilities almost useless, since they cannot break through such a large pool of health.
* The ability of the Summon Spirit Bear and in the True Form of the Lone Druid, Entangling Claws, allows him to catch Puck when it releases the Illusory Orb, since Puck will not be able to apply Ethereal Jaunt during the root.
* Heroes who struggle to fight back against Sven at any point in the game are at a severe disadvantage: Alchemist, Anti-Mage, Crystal Maiden.
* Heroes who can fight back easily are not ideal matchups for Sven, such as Troll Warlord as mentioned above, Lone Druid and Templar Assassin.
* Ember's magic damage build is able to burst down Alchemist due to his low strength gain and Alchemist's normal item pick up.
* 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
* 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.
* Lone Druid has a very large reserve of health against Invoker abilities, this allows him to survive a large number of attacks from Invoker and kill him, also Entangling Claws reveal invisibility from Ghost Walk, which allows the Lone Druid team to catch the popular QW-Invoker
Additional:
* Lone Druid has a very large reserve of health against Invoker abilities, this allows him to survive a large number of attacks from Invoker and kill him, also Entangling Claws reveal invisibility from Ghost Walk, which allows the Lone Druid team to catch the popular QW-Invoker
* Lone druid's bear attacks on Phoenix's Supernova Egg don't increase the hit count. Given that Lone Druid's main hero often doesn't have much farm, the Supernova Egg is less likely to get killed.
* Chemical Rage kills Phoenix very quickly in Supernova.
* Huskar jumps on the hero without any problems, throwing the Summon Spirit Bear away from him and forbidding him to beat, which knocks down the regeneration of Lone Druid from the Spirit Link ability, in addition, Huskar instantly deals fatal damage to Lone Druid, in some cases he does not even have time to squeeze the True Form
Additional:
* Huskar jumps on the hero without any problems, throwing the Summon Spirit Bear away from him and forbidding him to beat, which knocks down the regeneration of Lone Druid from the Spirit Link ability, in addition, Huskar instantly deals fatal damage to Lone Druid, in some cases he does not even have time to squeeze the True Form
* Chemical Rage mitigates damage from Burning Spear.
Additional:
* Chemical Rage negates almost all damage from Burning Spears.
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.
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Alchemist
* 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.
Lone Druid
* Ghost Shroud can be use both offensively to slow Lone Druid or Defensively to prevent Lone Druid and The Spirit Bear from attacking him.
* Heartstopper aura burns the Spirit bear High HP over time. Additionally, it can deal decent damage to Lone Druid during his True Form.