* Heroes with silence and mana drain abilites, as Ancient Apparition relies entirely on his abilities:
Invoker,
Silencer,
Nyx Assassin,
Skywrath Mage,
Shadow Shaman,
Lion and etc.
* Outworld Destroyer's high intelligence makes him a good target for
Mind Flare.
* If timed correctly,
Spiked Carapace will return the full damage from Sanity's Eclipse back to Outworld Destroyer. Even a reflected Arcane Orb can deal significant damage and make him vulnerable to a follow-up from Nyx Assassin.
*
Spiked Carapace is also the perfect tool against Astral Imprisonment: if used on Nyx, he can reflect the damage back as he comes out of the prison by casting the ability while imprisoned.
Additional:
* Outworld Destroyer's high intelligence gain and fragility makes him an easy target for a massive Mana Burn, as well as killing him outwards with Nyx Assassin's high burst damage.
*
Astral Imprisonment can be easily exploited by Nyx Assassin with his abilities. As long as Astral Imprisonment was not cast on Nyx Assassin, it will make an opportunity for an easy stun, either by Spiked Carapace (if Outworld Destroyer hid his allies or your allies) or Impale (if he hid himself). If Astral Imprisonment was cast on Nyx Assassin, using Spiked Carapace while banished will proc the stun after the disable, since Spike Carapace has a 0 second cast time and Astral Imprisonment deals damage right after the disable ends.
* An ill-timed
Sanity's Eclipse and/or well timed Spiked Carapace can deal a lot of damage to Outworld Destroyer and stun him, unless Outworld Destroyer used
Black King Bar beforehand.
* Heroes with silence and mana drain abilites, as Ancient Apparition relies entirely on his abilities:
Invoker,
Silencer,
Nyx Assassin,
Skywrath Mage,
Shadow Shaman,
Lion and etc.
* Silencer's intelligence steal will heavily reduce Outworld Destroyer's damage output, especially if Destroyer dies a lot near Silencer and loses intelligence permanently.
* Global Silence and Last Word will render Outworld Destroyer helpless unless he has an item/ally to dispel silence.
Additional:
* Silencer's
Intelligence Steal will heavily reduce Outworld Destroyer's damage output, particularly from Sanity's Eclipse.
*
Last Word and
Global Silence will take Outworld Destroyer out of the fight unless he has built Black King Bar.
* Phantom Lancer can dispel or escape from Cold Feet with
Doppelganger and
Phantom Rush, respectively. Phantom Lancer also frequently builds a
Manta Style which dispels Cold Feet.
* Ancient Apparition has trouble dealing with Phantom Lancer's illusions due to a lack of Area of Effect damage other than Ice Blast.
* Phantom Lancer tends to build a
Diffusal Blade, which greatly amplifies his damage against Ancient Apparition due to Ancient Apparition's high mana pool.
* Ancient Apparition has no escape/mobility mechanisms, making him an easy target for Phantom Lancer at any stage of the game.
* Although Outworld Destroyer will typically destroy Phantom Lancer's illusions in one shot, Phantom Lancer spawns too many of them for Outworld Destroyer to deal with. However, be careful about initating on Outworld, as
Sanity's Eclipse will erase your illusions and deal massive damage to you. He can then follow up with
Astral Imprisonment and
Meteor Hammer.
Additional:
*
Doppelganger and
Juxtapose allow Phantom Lancer to initiate on Outworld Destroyer, and, although Arcane Orb will normally destroy his illusions instantly, Phantom Lancer will spawn too many to deal with without using Sanity's Eclipse.
* Outworld Destroyer has very little AOE ability; His Astral Imprisonment with
Aghanim's Scepter is his primary AOE, and it does too little damage to eliminate Phantom Lancer's illusions.
*
Ancient Apparition's
Ice Blast will only debuff Phantom Lancer and not his illusions.
* Heroes with undispellable debuffs will help identify the real Phantom Lancer through visual effects or debuff indicators, provided that it was cast on the real Phantom Lancer to begin with:
*
Doom's
Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
*
Bloodseeker's
Rupture shows a clear red trail effect on the real Phantom Lancer.
*
Ancient Apparition's
Ice Blast will only debuff Phantom Lancer and not his illusions.
*
Grimstroke's
Soulbind is undispellable.
*
Shadow Demon's
Demonic Purge is undispellable.
*
Monkey King's
Jingu Mastery is undispellable and puts a big yellow Mark over his head.
* Fragile supports with low armor are always a good prey, also her Psionic Trap will wear down most attempts to flee with their built-in disables:
Silencer,
Crystal Maiden,
Warlock,
Ancient Apparition,
Grimstroke,
Witch Doctor
* Heroes with powerful nuke can waste their precious abilites on her Refraction during a ganking attempt or chaos combat:
Lich,
Lina,
Sniper,
Outworld Destroyer
Zeus
Additional:
*
Refraction blocks most of the damage dealt with Arcane Orb and Sanity's Eclipse if used correctly, and is difficult for Outworld Destroyer to deal with.
* If Astral Imprisonment is on cooldown, then an Outworld Destroyer slowed by
Psionic Trap is an easy kill for Templar Assassin, especially during the laning stage.
* Heroes with mobility/escape mechanisms to dodge Ancient Apparition abilites, or to easily jump on him:
Riki,
Queen of Pain,
Phantom Assassin,
Windranger,
Bounty Hunter,
Spirit Breaker,
Night Stalker,
Storm Spirit,
Juggernaut, etc.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output:
Death Prophet,
Night Stalker,
Drow Ranger,
Doom .
* For the same reason, he has to be slightly more cunning when playing against heroes that can scout the treeline, such as
Ancient Apparition and his
Ice Vortex and
Shadow Demon and his
Shadow Poison.
* Batrider prevents sharp and brazen attacks of the opponent. First he catches him in a
Flaming Lasso, and then causes huge damage, in some cases even incompatible with life.
Additional:
* Batrider prevents sharp and brazen attacks of the opponent. First he catches him in a
Flaming Lasso, and then causes huge damage, in some cases even incompatible with life.
*
Shadow Demon,
Outworld Destroyer and
Tusk can all save a Lasso'd teammate with their defensive spells.
*
False Promise can dispel the stun from Cold Feet and can save an ally that's about to shatter from Ice Blast, even allowing healing with
Purifying Flames by delaying it until after the debuff expires.
*
Purifying Flames allows Oracle to deny his allies if they're affected by Ice Blast. If he brings his allies' health to or below the shatter threshold, it will count as him denying the ally. However, this does not work on Oracle himself.
*
Fate's Edict provides 100% magic resistance, making it good against all of Ancient Apparition's abilities at all stages of the game.
*
Fortune's End can dispel Cold Feet from allies.
Additional:
* False Promise can prevent the shatter from
Ice Blast and Fate's Edict can protect an ally from the magical damage over time for a while.
* Oracle can deny allies who are frostbitten. If he uses Purifying Flames to reach the shatter threshold, it will count as a deny.
* Fortune's End can dispel
Cold Feet on affected allies, preventing them from getting frozen.
*
Corrosive Skin minimizes the damage Viper takes from all of Ancient Apparition's abilities.
* Ancient Apparition's slow movement speed, squishy nature, and lack of escape abilities can easily be taken advantage of through
Poison Attack and
Viper Strike.
* As Ancient Apparition likes to stay far away from the fight to get full effectiveness from
Ice Blast, he is a very good target for a
Haunt gank.
* Ancient Apparition also has no hard disables and escape spells, making him an easy kill for Spectre.
*
Cold Feet is extremely easy to nullify with Shukuchi.
*
Ice Vortex does not slow Weaver in Shukuchi.
* Time Lapse will still affect his health, even when hit by
Ice Blast.
* Ancient Apparition has no escapes or saves and is very squishy, making him an easy target for Weaver to get on top of.
Additional:
*
Time Lapse allows Weaver (or an ally if upgraded with
Aghanim's Scepter) to regain HP while affected by Ice Blast.
*
Shukuchi completely ignores the slow from Ice Vortex and helps him escape the freeze range of Cold Feet.
* As Outworld Destroyer has short cast ranges, a short attack range, and no gap-closing abilities, Sniper can kite and harass Outworld Destroyer in lane with his long range and zone him out in fights. The continuous area damage from
Shrapnel also prevents Astral-Blink escapes.
* However, in the late game, Outworld Destroyer's massive damage can overwhelm Sniper once he obtains
Blink Dagger,
Force Staff etc. to close the gap.
* Shadow Demon's
Disruption will allow his allies to maneuver around you. It can also be used to protect an ally from your abilities, or Astral Imprisonment -
Meteor Hammer combo.
*
Disseminate turns your high damage Arcane Orb and Sanitiy's Eclipse against you and your teammates.
* Scepter upgraded
Demonic Purge will break your Essence Flux passive for 7 seconds, preventing you from regaining mana, and severely hindering your damage output.
* Lina builds
Shadow Blade (and upgrades it into a
Silver Edge), which makes it hard for Ancient Apparition to land his abilities.
* Laguna Blade can kill Ancient Apparition easily due to his low health pool and lack of mobility.
* Rubick can use
Spell Steal to steal Astral Imprisonment, and if Rubick gets
Aghanim's Scepter he gets 2 charges of it. This can overpower Outworld Destroyer in team fights.
* Rubick can also steal Sanity's Eclipse against Outworld Destroyer's teammates.
*
Shapeshift increases Lycan's movement speed and renders him unslowable, allowing him to easily avoid and escape Ancient Apparition's abilities.
* Lycan has fast summons, both his wolves from
Summon Wolves can do heavy damage to Ancient Apparition due to his immobility and low armor.
* Riki can get on top of Ancient Apparition very easily with
Blink Strike. This can also double as a way to dodge Ice Blast, along with
Tricks of the Trade.
* Ancient Apparition will frequently resort to casting Ice Blast right before dying.
Smoke Screen can be used to prevent this, stopping Ancient Apparition from having any impact.
* Ancient Apparition has no escape or reliable control and is very fragile, which makes him an easy target for anyone who can get on top of him, like
Phantom Assassin or
Clinkz.
*
Finger of Death can instantly shred many targets, especially fragile Heroes like
Keeper of the Light,
Ancient Apparition or
Bounty Hunter.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output:
Death Prophet,
Night Stalker,
Drow Ranger,
Doom .
*
Tinker's
Laser is useful against Outworld Destroyer, as the blind prevents him from landing Arcane Orbs.
* Heroes with mobility/escape mechanisms to dodge Ancient Apparition abilites, or to easily jump on him:
Riki,
Queen of Pain,
Phantom Assassin,
Windranger,
Bounty Hunter,
Spirit Breaker,
Night Stalker,
Storm Spirit,
Juggernaut, etc.
* Heroes with silence and mana drain abilites, as Ancient Apparition relies entirely on his abilities:
Invoker,
Silencer,
Nyx Assassin,
Skywrath Mage,
Shadow Shaman,
Lion and etc.
* Heroes with mobility/escape mechanisms to dodge Ancient Apparition abilites, or to easily jump on him:
Riki,
Queen of Pain,
Phantom Assassin,
Windranger,
Bounty Hunter,
Spirit Breaker,
Night Stalker,
Storm Spirit,
Juggernaut, etc.
* Squishy heroes, usually supports, like
Lion,
Ancient Apparition,
Keeper of the Light etc can die quickly to Tiny's magic burst.
* Heroes with mobility/escape mechanisms to dodge Ancient Apparition abilites, or to easily jump on him:
Riki,
Queen of Pain,
Phantom Assassin,
Windranger,
Bounty Hunter,
Spirit Breaker,
Night Stalker,
Storm Spirit,
Juggernaut, etc.
* Any heroes with high intelligence, such as
Invoker and
Pugna.
*
Sunder allows Terrorblade (or an ally) to regain HP while affected by Ice Blast.
* Terrorblade often buys
Manta Style which can dispel Cold Feet.
Additional:
* Sunder is not affected by
Ice Blast and will still swap health with any target as usual.
* Most Illusion based heroes (like
Chaos Knight and
Terrorblade) can't use their illusion beneficially against Sanity's Eclipse's high AoE burst damage.
Additional:
*
Arcane Orb deals pure damage against the real Terrorblade, which allows it to bypass his high base armor.
*
Arcane Orb and
Sanity's Eclipse will make very short work of Terrorblade and his illusions.
*
Aghanim's Shard upgraded
Astral Imprisonment can be used to save an ally on which Terrorblade has used
Sunder.
*
Leap allows Mirana to easily escape the freezing range of Cold Feet. Mirana also tends to build
Manta Style which dispels Cold Feet.
* During
Moonlight Shadow, the invisibility makes it hard to catch Mirana's team with Ice Blast.
* Ancient Apparition's lack of mobility/escape capabilities makes him an easy target for Mirana at any stage of the game.
* Heroes that can protect or dispel stunned allies such as
Legion Commander,
Outworld Destroyer,
Shadow Demon and
Oracle can reduce the effectiveness of Sacred Arrow.
*
Icarus Dive helps Phoenix escape from Cold Feet.
* However, all of Pheonix's basic abilities do cost health, which can be harmful under the effects of Ice Blast.
*
Supernova can save Phoenix from Ice Blast.
Additional:
* Supernova with or without Aghanim's Scepter allows to save ally or himself through
Ice Blast.
* Icarus Dive quickly escapes from
Cold Feet.
* Since all of Phoenix's abilities (except for
Supernova) have health costs, heroes like
Ancient Apparition or
Necrophos can turn Phoenix's abilities against it. However,
Supernova does completely protect Phoenix from
Ice Blast.
* Heroes with silence and mana drain abilites, as Ancient Apparition relies entirely on his abilities:
Invoker,
Silencer,
Nyx Assassin,
Skywrath Mage,
Shadow Shaman,
Lion and etc.
* Any heroes with high intelligence, such as
Invoker and
Pugna.
*
Astral Imprisonment allows Outworld Destroyer to save himself or ally from Invoker's combo, or remove Invoker from a fight temporarily.
*
Arcane Orb's pure damage will deal a lot of damage against Invoker's mediocre strength gain.
* E.M.P. is useless against Outworld Destroyer by activating
Equilibrium.
* However, be aware that
Sanity's Eclipse will most likely not deal any damage at all, due to Invoker's high intelligence gain compared to Outworld Destroyer's.
* Heroes with mobility/escape mechanisms to dodge Ancient Apparition abilites, or to easily jump on him:
Riki,
Queen of Pain,
Phantom Assassin,
Windranger,
Bounty Hunter,
Spirit Breaker,
Night Stalker,
Storm Spirit,
Juggernaut, etc.
* Heroes with built-in spell immunity can become immune to all of Outworld Destroyer's spells:
Lifestealer's
Rage and
Juggernaut's
Blade Fury.
*
Astral Imprisonment allows Outworld Destroyer to save himself or his teamates during
Omnislash.
* Juggernaut's low mana from his low intelligence gain means that he'll take a lot of damage from
Sanity's Eclipse.
* Ice Blast nullifies
Borrowed Time's and
Mist Coil's healing.
Additional:
*
Ice Blast's nullifies Abaddon healing from Borrowed Time and Mist Coil and it is not dispelled by Aphotic Shield.
*
Astral Imprisonment wastes Borrowed Time's duration.
* Outworld Destroyer's
Sanity's Eclipse can kill Abaddon before Borrowed Time triggers due to the lack of intelligence for Abaddon.
*
Ice Blast can prevent healing from
Hand of God and kill Chen's creeps.
* Ancient Apparition can easily harass Chen on lane with
Chilling Touch due to it's high range and damage. This can get even worse if Ancient Apparition buys
Aghanim's Scepter and combines it with items that can give him bonus attack damage and attack speed.
*
Chilling Touch combined with
Ice Vortex makes it impossible for Chen to escape from
Cold Feet.
Ice Vortex can also make Chen's creeps more vulnerable to Ancient Apparition and his allies's magical damage.
Additional:
* Ice Blast prevents
Divine Favor and
Hand of God from healing his allies or himself.
*
Arcane Orb and
Sanity's Eclipse can often kill Chen or his allies before he can save them with
Hand of God.
*
Arcane Orb,
Astral Imprisonment and
Sanity's Eclipse can clear waves of Chen's converted creeps.
*
Ice Blast negates healing from Shadow Wave, and lasts longer than Shallow Grave.
Additional:
*
Shallow Grave prevents Ice Blast's shatter for up to 5 seconds, but can mostly only delay it as Ice Blast's debuff lasts 10 seconds and prevents
Shadow Wave from healing them.
*
Astral Imprisonment is a versatile nuisance:
* If it is cast on a low-enough-health unit at least 1 second into Shallow Grave's duration, the Shallow Grave will end during the imprisonment, and the target will take lethal damage when released.
* It can be used remove Dazzle from the fight at a time he could have saved someone.
* It lets himself or an ally dodge all of Poison Touch's effects, for long enough to recover their
Blink Dagger.
*
Cold Feet and
Ice Vortex both hinder Dragon Knight's movement greatly during teamfights.
*
Ice Blast ignores Dragon Knight's armor, disables his health regeneration, and kills him prematurely.
*
Arcane Orb's constant pure damage output is devastating to Dragon Knight.
* Dragon Knight's relatively low mana pool leads to heavy damage from
Sanity's Eclipse, which also bypasses his armor.
*
Cold Embrace makes its target immovable, allowing Ancient Apparition to easily land Ice Blast, or a Cold Feet stun.
* Ice Blast also negates healing from
Cold Embrace.
Additional:
*
Ice Blast disables the healing component of Cold Embrace, making it essentially a 4 second stun on an ally and a perfect setup for Ice Blast.
* If
Cold Feet is cast on an Allied hero affected by Cold Embrace, it will almost guarantee the Ally comes out stunned.
* Outworld Destroyer's pure damage from Arcane Orb can go through
Cold Embrace.
* Outworld Destroyer can negate the healing from
Cold Embrace using Astral Imprisonment, and steal mana while doing so.
* Outworld Destroyer's damage during
Winter's Curse is reduced due to Arcane Orb being unable to target allies.
Additional:
* Winter Wyvern must never put her allies in Cold Embrace against Outworld Destroyer as
Arcane Orb will continue to deal damage to the defenseless hero.
*
Arcane Orb does not hit his allies when he is taunted by Winter's Curse, making it weak against allies, but strong versus enemies.
*
Astral Imprisonment can protect a target inflicted with Winter's Curse.
*
Ice Blast stops Attribute Shift (Strength Gain) from recovering adional health, and using it will even bring Morphling closer to the shatter threshold.
* In lane,
Ice Vortex slows Morphling's already poor movement speed to a crawl; this, coupled with the amplification of magic damage, can set up an early kill on Morphling if Ancient Apparition has a suitable lane partner.
Additional:
* Ice Blast stops Morphling from gaining additional health with
Attribute Shift.
* Using
Attribute Shift would even bring Morphling closer to the shatter threshold.
* In the lane, Ice Vortex slows Morphling's already poor movement speed to a crawl; this, coupled with the amplification of magic damage, can set up an early kill on Morphling if Ancient Apparition has a suitable lane partner.
*
Arcane Orb deals pure damage, effectively bypassing Morphling's high armor from Attribute Shift (Agility Gain).
*
Sanity's Eclipse is more effective against a low health and mana pool Morphling, enabling Outworld Destroyer to burst Morphling down before he can shift to Strength.
Additional:
* Arcane Orb deals high damage regardless of Morphling's high armor from
Attribute Shift (Agility Gain).
* Because of Morphling's very low intelligence gain and base intelligence, Sanity's Eclipse will almost always be effective against Morphling.
* Muerta doesn't have the speed to easily escape
Cold Feet, potentially controlling her during Pierce the Veil.
* Ancient Apparition outranges Muerta with
Chilling Touch, allowing him to poke her down safely.
*
Astral Imprisonment allows Outworld Destroyer to waste over half of
Pierce the Veil, or protect an ally from Dead Shot's fear while also reducing Muerta's maximum mana.
*
Sanity's Eclipse will deal massive damage to Muerta if her maximum mana gets too low. And even if she survives it,
Sanity's Eclipse's Mana Allergy debuff will discourage her from using abilities as that will result in healing Outworld Destroyer.
*
Ice Blast completely nullifies any healing, making Necrophos unable to stay in a teamfight to sustain his teammates (and himself) or deal gradual damage to the enemy, else he be faced with a quick death if focused on.
* Outworld Destroyer is not exceptionally dangerous to Necrohpos because of his Ghost Shroud, but his
Astral Imprisonment can save his allies from Necrophos's Reaper's Scythe, though only if he uses it at the right time, If an Outworld Destroyer is nearby, Necrophos should not use Reaper's Scythe unless he has banished himself, or has banished two heroes within 15 seconds
* Despite Ancient Apparition's fragileness, he can easily harass Luna on lane with
Chilling Touch due to it's high range and damage. This can get even worse if Ancient Apparition buys
Aghanim's Scepter and combines it with items that can give him bonus attack damage and attack speed.
*
Chilling Touch combined with
Ice Vortex can make it difficult for Luna to escape from
Cold Feet
*
Ice Blast can nullify any healing Luna receives and any attempt for her to save herself with
Satanic, even through
Black King Bar.
* For the same reasons, Ancient Apparition makes a very powerful ally for Luna when they are in the same team.
* Every hero that can withstand or prevent Eclipse at level 7:
Juggernaut,
Riki,
Clockwerk,
Drow Ranger,
Abaddon,
Faceless Void,
Weaver,
Outworld Destroyer.
*
Ice Blast prevents Huskar from healing, regeneration, health gained from activating an
Armlet of Mordiggian and will kill him when his health dips below a threshold. This makes it very dangerous for him to use his abilities.
Additional:
* Ice Blast prevents Huskar from healing with
Berserker's Blood and negates any lifesteal, making him significantly weaker in battle.
*
Burning Spear and
Life Break cost Huskar his own health, killing him under the effects from Ice Blast.
* Huskar often builds
Armlet of Mordiggian which can be deadly during Ice Blast.
* Heroes with pure damage can kill Huskar when he inevitably gets low on health:
Outworld Destroyer,
Silencer.
Additional:
* Outworld Destroyer can dodge
Life Break with Astral Imprisonment, leaving him unharmed while Huskar loses HP.
* Sanity's Eclipse can deal massive damage to Huskar before he builds up his
Berserker's Blood stacks due to Huskar's low mana pool.
* Heroes with large magical AoE damage will fare well against Omniknight:
Lich,
Ancient Apparition,
Jakiro,
Disruptor.
*
Arcane Orb's pure damage penetrates Guardian Angel's defense.
*
Astral Imprisonment's mana steal is devastating to Omniknight's already low mana pool.
* Heroes that withstand damage like
Timbersaw,
Bristleback,
Dragon Knight and others will have their durability largely reduced when hit by an Ice Blast due to the risk of shattering.
* Arcane Orb's pure damage ignores Timbersaw's
Reactive Armor.
* Astral Imprisonment, if timed correctly, can interrupt
Timber Chain, preventing him from escaping.
Additional:
*
Arcane Orb deals constant pure damage, which bypasses Timbersaw's Reactive Armor.
*
Sanity's Eclipse can hit targets inside
Astral Imprisonment, which helps Outworld Destroyer finish off Timbersaw before he escapes with Timber Chain. It can also drain his mana, limiting his ability to escape should he survive.
* Heroes like
Slark,
Witch Doctor and others also tend to suffer in Ice Blast's heal denial.
Additional:
*
Ice Blast stops Shadow Dance's passive health regeneration, even when Slark is not in vision.
* Outworld Destroyer can disrupt Slark's attacks with
Astral Imprisonment either by banishing Slark or his target.
* Slark's low heathpool means he will die quickly to
Arcane Orb if he is directly attacked by Outworld Destroyer
* Slark has low intelligence gain, making him easy to finish with
Sanity's Eclipse if he tries to run with
Shadow Dance
Additional:
*
Arcane Orb deals pure damage, which ignores the armor granted from permanent agility stacks.
*
Astral Imprisonment can disrupt any Pounce attempt by banishing the leashed ally.
* Slark's low mana pool makes him more susceptible to
Sanity's Eclipse.
* Heroes with global abilities can give Legion Commander's opponent an edge in Duels from anywhere on the map:
Nature's Prophet,
Ancient Apparition,
Zeus,
Invoker,
Treant Protector
* Outworld Destroyer can save an ally hero caught by
Duel with Astral Imprisonment, and he can inflict heavy damage on Legion Commander with Arcane Orb to aid his ally. However, if he gets caught, he is unlikely to survive the duel, due to his lack of durability.
Additional:
*
Astral Imprisonment prevents Legion Commander from killing her opponents in Duels.
* 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.
* Tanky melee heroes that can easily be kited, which allows Outworld Destroyer to deal heavy damage with Arcane Orb from a distance:
Sven,
Underlord,
Bristleback.
Additional:
*
Arcane Orb's pure damage can do great damage to Underlord.
*
Sanity's Eclipse can tear down Underlord's health by a large amount, since his mana pool is very low compare to Outworld Destroyer's high mana pool.
* Heroes that withstand damage like
Timbersaw,
Bristleback,
Dragon Knight and others will have their durability largely reduced when hit by an Ice Blast due to the risk of shattering.
* Tanky melee heroes that can easily be kited, which allows Outworld Destroyer to deal heavy damage with Arcane Orb from a distance:
Sven,
Underlord,
Bristleback.
Additional:
* Outworld Destroyer's high burst damage is not negated by Bristleback's passive. So, even if Bristleback turns his back on Outworld, he can decimate Bristleback quickly.
* If Bristleback attempts to flee, or tries to close the gap, Outworld can banish him with
Astral Imprisonment, both reducing Bristlebacks much needed mana and allowing Outworld to move in front of him, forcing him to take the full damage from his spells. This will also allow Outworld to land a devasting Sanity's Eclipse, without it being reduced by Bristleback's passive.
*
Astral Imprisonment can save allies from a Black Hole combo. When upgraded with
Aghanim's Scepter and
Aghanim's Shard, it becomes exceedingly difficult for Enigma to land a good
Black Hole against Outworld Destroyer and his team.
*
Astral Imprisonment can also cancel
Black Hole while Enigma does not have
Black King Bar.
*
Arcane Orb and
Sanity's Eclipse can often make a short work out of Enigma and his Eidolons.
* Snapfire is vulnerable while she is casting
Mortimer Kisses making her an easy target for the effects of Cold Feet and Ice Blast.
Additional:
*
Ice Blast,
Cold Feet, and
Ice Vortex are easier to land on Snapfire while she channels her
Mortimer Kisses.
* Ice Blast prevents Io from healing an ally with
Tether and prevents healing from
Overcharge
* Io is a common
Mekansm builder which is useless if he is affected by Ice Blast.
Additional:
*
Ice Blast prevents Io from healing the target.
* Ancient Apparition can easily harass Io on lane with
Chilling Touch due to it's high range and damage. This can get even worse if Ancient Apparition buys
Aghanim's Scepter and combines it with items that can give him bonus attack damage and attack speed.
*
Chilling Touch combined with
Ice Vortex makes it nearly impossible for Io to escape from
Cold Feet.
Ice Vortex can also make Io and it's tethered target more vulnerable to Ancient Apparition and his allies's magical damage.
*
Astral Imprisonment can be used to protect allies from Jakiro's various abilities, It can also be cast on Jakiro to break his combos (Macropyre into Ice path into Dual Breath), while at the same time, stealing his much needed mana.
*
Aghanim's Shard upgraded
Astral Imprisonment allows Outworld Destroyer and his allies to move while imprisoned, which allows them to leave the area of Jakiro's abilities.
* As Outworld Destroyer is prone to buying
Meteor Hammer, he can combine it with
Astral Imprisonment and
Arcane Orb's high pure damage that can quickly decimate Jakiro, And unlike most heroes, Outworld doesn't particularly care who he targets.
* Outworld is also a common Black King's Bar carrier, and Jakiro's only tool to counter it is the
Aghanim's Scepter upgraded
Macropyre
*
Astral Imprisonment can allow Outworld Destroyer to save himself or allies from Kunkka's full kit.
*
Sanity's Eclipse deal a large amount of damage, as Kunkka's mana pool is much smaller than Outworld Destroyer's.
*
Arcane Orb deals pure damage, shredding through Kunkka and his team even with Ghostship's buff.
*
Arcane Orb allows Outworld Destroyer's attacks to deal pure damage that can bypass Naga Siren's armor, and which can clear her illusions in no time.
*
Astral Imprisonment can be used to harass Naga Siren by reducing her maximum mana and to prevent Naga Siren from escaping with Song of the Siren. Outworld Destroyer can also use
Astral Imprisonment to protect himself from Naga Siren.
*
Sanity's Eclipse will most likely instantly kill Naga Siren along with her illusions. Even if Naga Siren survives
Sanity's Eclipse, it's mana allergy debuff will discourage Naga Siren from using her abilities as the mana allergy will heal Outworld Destroyer if she uses them for it's duration.
*
Astral Imprisonment protects an ally for much of Rolling Thunder's duration, especially at the lower levels. As Rolling Thunder has a considerable cast animation, an Outworld Destroyer with
Blink Dagger can initiate on him and destroy his timing.
* 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.
* Outworld Destroyer's pure and magical damage is particularly effective against Axe.
*
Astral Imprisonment is an excellent way to defend against an initiating Axe.
*
Sanity's Eclipse deals high damage to Axe due to his low mana pool.
Additional:
*
Berserker's Call bonus armor doesn't block Arcane Orb's pure damage.
* Astral Imprisonment can be used to prevent an ally or Outworld Destroyer himself from an Axe initiation.
* Axe's low mana means he's susceptible to a powerful Sanity's Eclipse.
*
Ice Blast cancels Warlock's Golem's and Shadow Word's healing.
*
Cold Feet stuns Warlock if he stands in place, forcing him to stop channeling Upheaval immediately or be forced to stop channeling it by it's stun.
* Sanity's Eclipse does massive damage to Wraith King who naturally has a low mana pool and typically doesn't build items to increase it.
*
Wraithfire Blast's slow projectile speed makes it easy to avoid using Astral Imprisonment.
* Cold feet can be used to ensure that the full channel of
Freezing Field doesn't go off.
* Kraken Shell's dispel does not restore mana lost through
Astral Imprisonment, and the stolen mana can really hurt Tidehunter's ability to initiate
*
Arcane Orb high pure damage ignores Tidehunter's Armor, and is barely affected by his Kraken Shell's damage block
* It is also completely unaffected by Anchor Smash, due to it relying on Outworlds Mana pool
*
Sanity's Eclipse is effective on Tidehunter's poor mana pool, While it is reduced by Kraken Shell, the damage reduction is negligible.
*
Arcane Orb's pure damage ignores Mars' Bulwark.
*
Astral Imprisonment can be used to stop Mars from being disruptive or save allies from his abilities.
*
Sanity's Eclipse deals high damage to Mars, due to his low intelligence pool.
* Outworld Destroyer doesn't care if Razor steals his damage because he does most of his damage through
Arcane Orb.
*
Astral Imprisonment can prevent Razor from using the stolen damage from Static Link or chasing with Eye of the Storm.
*
Sanity's Eclipse will do a ton of damage to Razor due to his low mana pool.
*
Sanity's Eclipse deals more damage the less max mana the heroes hit by it have, making Pudge an ideal target.
* Outworld Destroyer can save allies or himself caught by Dismember or Meat Hook with
Astral Imprisonment.
* Outworld Destroyer's pure and magical damage is particularly effective against Earthshaker.
*
Astral Imprisonment catches Earthshaker while he blinks in, preventing him from executing his combo.
* Earthshaker has mana troubles, and Outworld Destroyer's abilities can press this by stealing intelligence comes from
Arcane Orb, therefore depleting his mana pool and mana regeneration.
*
Sanity's Eclipse deals high damage to Earthshaker, due to his low intelligence and mana pool.
* 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 prevents
Insatiable Hunger lifesteal,
Spin Web regeneration and quickly kills spiderlings.
* Heroes like
Slark,
Witch Doctor and others also tend to suffer in Ice Blast's heal denial.
* Ursa struggles against heroes with strong (and especially undispellable) disables (
Disruptor,
Puck,
Shadow Demon,
Outworld Destroyer and etc).
* Tanky melee heroes that can easily be kited, which allows Outworld Destroyer to deal heavy damage with Arcane Orb from a distance:
Sven,
Underlord,
Bristleback.
* Any hero that can nullify effects of Chronosphere: (
Keeper of the Light with
Aghanim's Scepter during daytime,
Winter Wyvern), banishing him or Faceless Void (
Outworld Destroyer,
Shadow Demon,
Earth Spirit with
Aghanim's Scepter) or protecting him in other ways (
Dazzle,
Oracle,
Abaddon) can greatly limit Chronosphere's potential.
*
Ancient Apparition's
Cold Feet will freeze Clockwerk in place if he stays inside his Power Cogs. His immobility while in his cogs also makes him a very easy target to
Ice Vortex and
Ice Blast.
* Most Illusion based heroes (like
Chaos Knight and
Terrorblade) can't use their illusion beneficially against Sanity's Eclipse's high AoE burst damage.
* Any heroes with low mana pools will die quickly or even instantly to Sanity's Eclipse:
Doom,
Phantom Assassin,
Troll Warlord.
Additional:
* Outworld Destroyer's pure damage from
Arcane Orb is very effective at killing Troll Warlord quickly.
*
Astral Imprisonment removes Troll Warlord from a fight for four seconds, minimizing his contribution to a teamfight, and potentially wasting over half of Battle Trance's duration.
* Troll Warlord gains a measly 1 intelligence point per level, meaning
Sanity's Eclipse is especially effective, often instantly killing him.
* 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.
*
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.
* Heroes with mobility/escape mechanisms to dodge Ancient Apparition abilites, or to easily jump on him:
Riki,
Queen of Pain,
Phantom Assassin,
Windranger,
Bounty Hunter,
Spirit Breaker,
Night Stalker,
Storm Spirit,
Juggernaut, etc.
*
Astral Imprisonment can be used to protect allies by imprisoning either them or Spirit Breaker.
*
Arcane Orb will heavily drain Spirit Breaker's maximum mana, rendering him almost useless and unable to cast spells. And considering how Spirit Breaker's intelligence is very low,
Sanity's Eclipse will deal a lot of damage to him.
* Even if Spirit Breaker survives
Sanity's Eclipse, mana allergy applied by the
Sanity's Eclipse will discourage Spirit Breaker from using his abilities as it will cause him to lose health and heal Outworld Destroyer.
* Heroes with silence and mana drain abilites, as Ancient Apparition relies entirely on his abilities:
Invoker,
Silencer,
Nyx Assassin,
Skywrath Mage,
Shadow Shaman,
Lion and etc.
* Outworld Destroyer can steal more mana with
Astral Imprisonment from
Skywrath Mage with
Shield of the Scion (granted by
Aghanim's Shard). Shield of the Scion grants Skywrath Mage bonus intelligence every time he deals magic damage to an enemy hero with his abilities. The higher his intelligence, the larger his mana pool. Since Astral Imprisonment steals based on the target's max mana, Outworld Destroyer can steal much more mana from Skywrath Mage.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output:
Death Prophet,
Night Stalker,
Drow Ranger,
Doom .
*
Ice Blast prevents Death Prophet from gaining health from Spirit Siphon and Exorcism.
* However, there is a way for Death Prophet to counter Ice Blast: Since Death Prophet is not healed until the spirits are returned to her. She can attempt to outrun her spirits to delay their return until Ice Blast duration runs out.
Additional:
* Ice Blast prevents Death Prophet from gaining health from
Spirit Siphon and
Exorcism.
* Heroes with built-in spell immunity can become immune to all of Outworld Destroyer's spells:
Lifestealer's
Rage and
Juggernaut's
Blade Fury.
*
Ice Blast prevents Lifestealer from lifestealing and healing with Infest in fights.
* Anti-Mage easily Blinks out of
Cold Feet's freeze radius.
* Ancient Apparition lacks mobility, thus making him fall easily to Mana Void.
* Counterspell reduces all Ancient Apparition's spell damage.
Additional:
* Anti-Mage can
Blink away from Cold Feet or build a
Manta Style to dispel it.
*
Counterspell minimizes the damage Anti-Mage takes from all of Ancient Apparition's abilities.
*
Mana Break and
Mana Void deal a lot of damage to Ancient Apparition due to his high mana pool.
*
Arcane Orb's pure damage, making Counterspell ineffective.
*
Sanity's Eclipse will hit Anti-Mage while he is disabled from
Astral Imprisonment, and forces him to take heavy damage due to his low intelligence.
*
Essence Flux keeps Outworld Destroyer at high mana, thus greatly reducing the damage from Mana Void.
Additional:
*
Counterspell doesn't work versus Arcane Orb because it does pure damage.
* Anti-Mage cannot burn all of Outworld Destroyer's mana without disables due to Essence Flux.
* Anti-Mage's
Manta Style illusions are quickly destroyed by Arcane Orb.
* However, if the enemy has multiple means of removing mana,
Mana Void becomes a threat to Outworld Destroyer, Anti-Mage has better mobility than Outworld Destroyer with
Blink, and
Counterspell blocks a large portion of the damage from Sanity's Eclipse.
*
Primal Split makes Brewmaster invulnerable for the duration, rendering effects of Cold Feet and Ice Blast useless.
*
Dispel Magic can dispel Cold Feet from allies.
* Brewmaster can easily run Ancient Apparition down with the slow from
Thunder Clap and
Cinder Brew.
* Outworld Destroyer's pure damage will mop up Primal Split's units very quickly.
* Heroes that depend on disrupting fights with ability combos or big ultimate abilities are vulnerable to the long stun of Fiend's Grip:
Disruptor,
Death Prophet,
Enigma,
Faceless Void,
Invoker,
Lich,
Magnus,
Mars,
Medusa,
Outworld Destroyer,
Phoenix,
Puck,
Queen of Pain,
Shadow Fiend,
Treant Protector,
Underlord,
Winter Wyvern,
Witch Doctor,
Zeus.
* Heroes with hiding abilities can protect disabled allies:
Outworld Destroyer,
Shadow Demon,
Tusk,
Phoenix with
Aghanim's Scepter.
* Ancient Apparition has no escape or reliable control and is very fragile, which makes him an easy target for anyone who can get on top of him, like
Phantom Assassin or
Clinkz.
* Any heroes with low mana pools will die quickly or even instantly to Sanity's Eclipse:
Doom,
Phantom Assassin,
Troll Warlord.
* Ancient Apparition's only skill to stop Storm Spirit is
Cold Feet, which is bad in general when trying to stop a Storm Spirit without any other disable.
* As a fragile support with low Strength gain and no magic resistance, Ancient Apparition is vulnerable to Storm Spirit's combos.
* Outworld Destroyer has a huge damage from
Arcane Orb, which is why in a 1 on 1 skirmish Storm Spirit simply cannot defeat him in damage. Since Outworld Destroyer will stop gank Storm Spirit with his
Astral Imprisonment, and then kill him if he decides to fight
Additional:
* Outworld Destroyer has a huge damage from
Arcane Orb, which is why in a 1 on 1 skirmish Storm Spirit simply cannot defeat him in damage. Since Outworld Destroyer will stop gank Storm Spirit with his
Astral Imprisonment, and then kill him if he decides to fight
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output:
Death Prophet,
Night Stalker,
Drow Ranger,
Doom .
* Any heroes with low mana pools will die quickly or even instantly to Sanity's Eclipse:
Doom,
Phantom Assassin,
Troll Warlord.
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Ancient Apparition
*
Dissimilate and
Astral Step allow Void Spirit to quickly escape from Cold Feet.
Aghanim's Scepter, the silence provided by
Resonant Pulse can disrupt Ancient Apparition during fights, as he is entirely reliant upon spells to contribute.
* Void Spirit deals both magical and physical damage, which makes Ancient Apparition an easy target to ambush.
* If Void Spirit purchases
Outworld Destroyer
* Heroes who take a long time to become strong are in for a rough mid game, such as
Outworld Destroyer,
Magnus,
Medusa, and
Anti-Mage.