*
Doom generally does not impede Sven in almost any way, provided he has activated God's Strength beforehand.
* Fiend's Grip is a powerful but channeled ability, making it useful and easy to
Spell Steal and interrupt with
Telekinesis.
* Stolen Fiend's Grip or Nightmare combined with
Arcane Supremacy allows Rubick to disable Bane's allies for a longer period of time.
* As a natural
Aghanim's Scepter carrier, Rubick can steal an upgraded Fiend's Grip and deal lots of damage to Bane's allies.
*
Stampede can be used to free an ally from the grasp of Doom. Without any means of effective lockdown, kills can be difficult to secure when against an enemy Centaur Warrunner. Also, Centaur's tendency to have lots of health and HP regen tend to help counter Doom.
Additional:
* Whenever Doom casts his ultimate, Centaur Warrunner can cast Stampede and allow the
Doomed hero to run away, wasting Doom's ultimate.
*
Insatiable Hunger's attack damage amplification can reduce the effectiveness of
Enfeeble, and the
Enfeeble will not weaken the magical damage output from
Silken Bola,
Spawn Spiderlings and
Spinner's Snare from
Aghanim's Scepter, though it will still reduce their cast range.
* Bane's single-targeted arsenal of abilities make him an easy target for Broodmother and her Spiderlings.
* Broodmother often buys
Orchid Malevolence and it's upgrade
Bloodthorn, which allows her to cancel
Fiend's Grip, and completely shut Bane down.
Additional:
*
Insatiable Hunger's attack damage amplification can reduce the effectiveness of
Enfeeble, and the
Enfeeble will not weaken the magical damage output from
Silken Bola,
Spawn Spiderlings and
Spinner's Snare from
Aghanim's Scepter, though it will still reduce their cast range.
* Bane's single-targeted arsenal of abilities make him an easy target for Broodmother and her Spiderlings.
* Broodmother often buys
Orchid Malevolence and it's upgrade
Bloodthorn, which allows her to cancel
Fiend's Grip, and completely shut Bane down.
* Heroes with illusions and summons can swarm and overwhelm Bane, who has no area abilities to deal with them outside from
Aghanim's Shard upgraded
Brain Sap:
Broodmother,
Chaos Knight,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Terrorblade,
Visage,
Warlock,
Wraith King.
* Even if he is
Doomed, Wraith King can tear down Doom with physical attacks, and can still reincarnate as long as it is off-cooldown.
Additional:
* Wraith King has three passive abilities and only a single active ability, so Doom does not hinder him significantly.
* Doom expires upon death, so it is effectively removed after
Reincarnation activates.
*
Wraith King,
Medusa,
Storm Spirit and other mana dependent heroes will have diminished impact on a fight if they survive Fiend's Grip due to its mana steal.
* Jakiro relies entirely on dealing damage through his area-of-effect abilities, making
Enfeeble less effective against him, although it will still reduce his cast range.
* An ill-timed
Nightmare can give Jakiro a good setup for all of his ablities.
* Jakiro can easily cancel
Fiend's Grip with
Ice Path, as Bane is very easy target while channeling it.
*
Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce spell immunity, which can discourage Bane from even trying to use Fiend's Grip.
Additional:
* Jakiro relies entirely on dealing damage through his area-of-effect abilities, making
Enfeeble less effective against him, although it will still reduce his cast range.
* An ill-timed
Nightmare can give Jakiro a good setup for all of his ablities.
* Jakiro can easily cancel
Fiend's Grip with
Ice Path, as Bane is very easy target while channeling it.
*
Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce spell immunity, which can discourage Bane from even trying to use Fiend's Grip.
* Heroes with hiding abilities can protect disabled allies:
Outworld Destroyer,
Shadow Demon,
Tusk,
Phoenix with
Aghanim's Scepter.
* Heroes with strong channeling spells like
Crystal Maiden's
Freezing Field,
Bane's
Fiend's Grip, and
Enigma's
Black Hole can easily be interrupted from a long range by Nether Swap, assuming they don't have a
Linken's Sphere.
* Heroes who commonly buy
Linken's Sphere:
Luna,
Weaver,
Morphling,
Queen of Pain,
Ember Spirit.
* Heroes with one single-target abilities such as
Wraith King,
Necrophos, or
Doom will struggle against Weaver's Linken Sphere.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* Heroes who have channeled abilities can be stunned by Light Strike Array, like
Witch Doctor with
Death Ward and
Bane's
Fiend's Grip.
* Hex abilities can cancel the channelling of Fiend's Grip :
Lion,
Shadow Shaman,
Dazzle from
Aghanim's Shard with upgraded
Poison Touch.
* Heroes with single-target abilities will be overwhelmed by Lycan and his summons:
Wraith King,
Bane,
Phantom Assassin.
* Heroes with a slow attack rate will find themselves struggling to take out Tombstone, like
Doom.
* Hex abilities can cancel the channelling of Fiend's Grip :
Lion,
Shadow Shaman,
Dazzle from
Aghanim's Shard with upgraded
Poison Touch.
* Heroes with hiding abilities can protect disabled allies:
Outworld Destroyer,
Shadow Demon,
Tusk,
Phoenix with
Aghanim's Scepter.
Additional:
* Bane has low mobility and health, making him an easy target for Walrus PUNCH!
* Walrus PUNCH! can be used to cancel
Fiend's Grip if he is not the target.
* Heroes who commonly buy
Linken's Sphere:
Luna,
Weaver,
Morphling,
Queen of Pain,
Ember Spirit.
* Heroes who often build
Linken's Sphere:
Weaver,
Morphling,
Medusa.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* Heroes with illusions and summons can swarm and overwhelm Bane, who has no area abilities to deal with them outside from
Aghanim's Shard upgraded
Brain Sap:
Broodmother,
Chaos Knight,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Terrorblade,
Visage,
Warlock,
Wraith King.
* Heroes with illusions and summons can swarm and overwhelm Bane, who has no area abilities to deal with them outside from
Aghanim's Shard upgraded
Brain Sap:
Broodmother,
Chaos Knight,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Terrorblade,
Visage,
Warlock,
Wraith King.
Additional:
* One of Terrorblade's illusions can be used to absorb damage and disable
Nightmare.
* Terrorblade's large amount of illusions can make it difficult to pinpoint and target the real Terrorblade with
Fiend's Grip. But bear in mind that Bane can counter this with
Aghanim's Shard upgraded
Brain Sap and by farming
Mjollnir, although it can be hard to play Bane as carry and farm
Mjollnir on him.
* However, bear in mind that illusions from
Conjure Image have different colors than other illusions which can be seen even by enemy team, and that can make it easy for Bane to detect real Terrorblade unless Terrorblade buys
Manta Style.
*
Terrorblade can use
Sunder to save his allies who are Doomed.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* Heroes with powerful channeling abilities are easily interrupted by Phantom's Embrace:
Bane,
Pudge,
Witch Doctor,
Crystal Maiden,
Enigma.
*
Aphotic Shield applies a strong dispel on the allied target and can be used to remove both Fiend's Grip & Nightmare.
*
Borrowed Time applies a strong dispel on Abaddon and can instantly remove both Fiend's Grip & Nightmare when activated.
* Bane, when caught by
Curse of Avernus will struggle to escape because of his innately low mobility.
Additional:
*
Nightmare and
Fiend's Grip can be instantly dispelled by Aphotic Shield.
* Bane lacks mobility, therefore becoming helpless when silenced by Curse of Avernus.
* Heroes with the ability to heal allies will not be able to heal heroes affected by
Doom:
Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
Additional:
*
Doom will make Abaddon unable to use Mist Coil, Aphotic Shield, and the active component of Borrowed Time, also upgraded with
Aghanim's Scepter can break Curse of Avernus and the passive component of Borrowed Time ,which means his allies could be easily disabled or killed.
*
Feast deals damage and heals Lifestealer based on the target's maximum HP, which is greatly effective against naturally high HP heroes such as Doom.
*
Rage allows Lifestealer to become spell immune to negate the magical damage of Infernal Blade and Scorched Earth.
* Doom has no effective means of escape from
Open Wounds and
Ghoul Frenzy. This is particularly devastating in the laning stage, where Doom may have to play a much more passive, conservative play style as a result.
* Heroes with spell immunity can still be disabled by Fiend's Grip and damaged by Brain Sap:
Juggernaut,
Lifestealer,
Pangolier.
Additional:
*
Enfeeble can weaken Lifestealer's Feast and may force him to cast Rage too quickly or itemize to dispel it.
*
Fiend's Grip pierces through magic immunity and allows him to disable Lifestealer while in Rage.
* Heroes with illusions and summons can swarm and overwhelm Bane, who has no area abilities to deal with them outside from
Aghanim's Shard upgraded
Brain Sap:
Broodmother,
Chaos Knight,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Terrorblade,
Visage,
Warlock,
Wraith King.
* Phantom Lancer's illusions can make it difficult to Doom the real hero. Should Doom figure out the real hero, the illusions can make it difficult to cast any abilities, as their hitboxes can be used to body-block the real Phantom Lancer.
* Phantom Lancer is an ideal
Diffusal Blade carrier. With it, he can quite easily deplete Doom's already poor mana pool, potentially making him unable to cast his abilities to escape, retaliate or heal.
* Doom lacks any effective ability to clear waves of creeps and illusions, as the vast majority of his abilities are single-target. Without an answer, Doom may find it difficult to deal with Phantom Lancer's presence.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
*
Doom's
Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* 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.
* Drow Ranger can be difficult to get on top of, thanks to her
Frost Arrows and
Gust. With these two abilities, Drow Ranger is able to effectively 'kite' Doom and minimize his impact during team fights and laning stage.
* Much of Drow Ranger's effectiveness comes from her passive
Marksmanship, which is not disabled by Doom.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* Though Bane's
Enfeeble can weaken Luna's physical damage output, it still does not weaken her magical damage output, although it will still reduce her cast range.
* Without
Black King Bar, Luna's
Lucent Beam and 0.25 Eclipse Mini-stun talent for
Eclipse can be used to disable Bane while he is channeling Fiend's Grip.
*
Aghanim's Scepter upgraded
Eclipse combined with 0.25 Eclipse Mini-stun can repetively stun Bane, and can even discourage him from even trying to use Fiend's Grip.
Additional:
* Though Bane's
Enfeeble can weaken Luna's physical damage output, it still does not weaken her magical damage output (although it can still disable her cast range).
* Without
Black King Bar, Luna's
Lucent Beam and 0.25 Eclipse Mini-stun talent for
Eclipse can be used to disable Bane while he is channeling Fiend's Grip.
*
Aghanim's Scepter upgraded
Eclipse combined with 0.25 Eclipse Mini-stun can repetively stun Bane, and can even discourage him from even trying to use Fiend's Grip.
* Smart and skilled Luna can buy
Abyssal Blade to cancel
Fiend's Grip even through
Black King Bar in case of emergency. Forcing Bane to buy
Linken's Sphere.
* Heroes that can keep Luna locked down for a long time can be a threat (she is very item and spell dependent):
Faceless Void,
Legion Commander,
Doom.
* 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.
* 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.
* Due to Doom's naturally high health, strength gain and common itemization for durability,
Heartstopper Aura is particularly effective. The health loss is also large enough that, throughout all stages of the game, the aura effectively neuters the health regeneration granted by Devour.
* Necrophos can help to keep both himself and his allies alive during Doom through his natural regeneration granted by
Heartstopper Aura (which is not disabled by Doom), or in the case of an ally, through his
Death Pulse. Additionally, Necrophos is an ideal
Mekansm carrier. Should one be bought, kills against Necrophos' team can be difficult to secure due to the damage-over-time nature of Doom and his abilities.
* Doom typically wants to be a hero that soaks attention from the enemy team and takes the role of an initiator and disabler. As such, Doom is an ideal target for
Reaper's Scythe, as it is likely Doom will be at the fore-front of any fight.
* Heroes who possess abilities that can save targets from being killed by Reaper's Scythe:
Abaddon,
Bane,
Outworld Destroyer,
Shadow Demon,
Omniknight, etc.
*
Fiend's Grip and
Nightmare are very useful to lock down Void Spirit.
*
Brain Sap can be difficult for Void Spirit to deal with in the laning stage.
*
Doom is effective against every hero, and Void Spirit is no exception. Being unable to cast spells or items during fights for 16 seconds nullifies his impact entirely.
* Doom has a very versatile build and can consume creeps which has abilities that can stun or provide additional magic resistance.
* Doom's high strength gain and versatility in items can be effective against Void Spirit's magical damage.
* Even though Bane has no abilities to deal with multiple Chen's creeps, skilled Bane can easily counter this problem by going for
Aghanim's Shard, which will allow
Brain Sap to easily kill Chen's creeps and by buying either
Gleipnir or
Mjollnir.
*
Fiend's Grip can disable Chen or any of his allies and often finish them before he can save them with
Hand of God. And to make things worse, Chen has no way to cancel
Fiend's Grip on his own, and must rely on outside from {U:Centaur Conqueror} or {U:Mud Golem} under his control.
* Doom can easily kill Chen's creeps and obtain their abilities with
Devour.
*
Scorched Earth's area-of-effect can clear multiple of Chen's creeps at once.
*
Doom renders Chen completely helpless, and unable to save himself or his allies with
Hand of God.
Aghanim's Scepter upgraded
Doom also allows Doom to cast
Doom on himself and disable both, Chen and his creeps around him.
*
Enfeeble can be used to decrease Shadow Fiend's already abysmal level one damage even further, preventing him from getting farm and
Necromastery stacks.
*
Brain Sap allows Bane to heavily harass Shadow Fiend, even through debuff immunity from
Black King Bar.
*
Nightmare allows Bane to set up some early ganks onto Shadow Fiend.
*
Fiend's Grip enables Bane to completely take Shadow Fiend out of a fight and potentially even kill him, even through
Black King Bar.
Additional:
*
Enfeeble can be used to decrease Shadow Fiend's already abysmal level one damage even further, preventing him from getting farm and Necromastery stacks.
*
Brain Sap allows Bane to heavily harass Shadow Fiend.
*
Nightmare allows Bane to set up some early ganks onto Shadow Fiend.
*
Fiend's Grip enables Bane to completely take Shadow Fiend out of a fight and potentially even kill him, even through
Black King Bar.
* Doom has several disable abilities to choose from jungle creeps (e.g.
War Stomp,
Ensnare) to deal with Shadow Fiend who lacks escape abilities.
* When Doom combines creep abilities with
Scorched Earth,
Infernal Blade, and
Doom, Shadow Fiend most likely will die as he cannot use Shadowraze and Requiem of Souls to protect himself, and also cannot even flee by using
Shadow Blade or
Blink Dagger.
* Although Shadow Fiend has a high physical damage output, Doom has a large health pool to survive it, meaning Doom's combo with high magical damage output will shutdown Shadow Fiend first.
* Doom usually buys
Radiance to improve his damage, making his nuke combo more deadly to Shadow Fiend. The blind also prevents Shadow Fiend from landing his attacks often.
*
Brain Sap's pure damage ignores stacks of Reactive Armor.
*
Nightmare prevents Timbersaw from using Timber Chain, setting him up for chain stuns and burst damage.
*
Enfeeble highly reduces regeneration granted by reactive armor.
*
Fiend's Grip immobilizes Timbersaw and drains his low mana pool, preventing escape afterwards. It also pierces
Black King Bar.
* Bane's multiple disables often force Timbersaw or his teammates to spend gold on a
Linken's Sphere.
*
Infernal Blade deals scaling damage and is useful against high HP targets such as Timbersaw.
* Timbersaw is extremely reliant on his abilities to be effective during a team fight - both for mobility, damage and crowd control. Timbersaw offers very little, impactful right-click damage, and thus
Doom is particularly crippling against him.
* Additionally, when Doom chooses the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent,
Doom disables
Reactive Armor, which effectively removes the durability which Timbersaw is commonly known for.
Additional:
*
Doom shuts down Timbersaw completely, negating his mobility and preventing him from doing any damage. It also breaks Reactive Armor's passive bonuses from
Aghanim's Scepter.
*
Infernal Blade can stun Timbersaw several times in a fight, potentially interrupting Timber Chain. Also it's useful since Timbersaw has high HP due to the damage scales based on max HP.
*
Fiend's Grip prevents Anti-Mage from Blinking away or using Manta Style. It also pierces spell immunity.
*
Nightmare sets Bane's team up for chain disables on Anti-Mage.
*
Enfeeble lowers Anti-Mage's status resistance and magic resistance, making him more vulnerable to disables and magic damage.
*
Doom shuts down Anti-Mage's escape capabilities with Blink. The ability also deals pure damage, which ignores the protection from Counterspell.
* However, a well-timed Counterspell can reflect it back.
* If Doom has
Aghanim's Scepter,
Doom can break Mana Break and Counterspell, weakening both his offense and defense.
* Doom's low mana pool causes him to take little damage from Mana Void.
Additional:
*
Doom prevents Anti-Mage from maneuvering around a fight or escaping from an initiation using
Blink. Additionally, Doom deals pure damage, which is not affected by
Counterspell. This can quickly whittle away Anti-Mage's naturally poor health pool.
* However, Doom must be careful when using
Doom as a well-timed
Counterspell can block and reflect it back against Doom himself.
* The Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} will also disable
Mana Break and
Counterspell's passive component, which makes Anti-Mage significantly less effective in fights and more susceptible to the high magical damage of Doom's abilities and his allies.
* 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.
*
Doom can stop Death Prophet from casting spells, which makes her useless during team fights if she didn't cast Exorcism before the fight, and also nullifies healing from Exorcism and Spirit Syphon. Furthermore, Doom can use
Scorched Earth to chase after her.
* 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.
* Doom is generally tanky and has naturally high health, allowing him to survive Puck's onslaught in any stage of the game.
* His namesake ultimate
Doom is one of the best solutions to counter Puck, as it will silence Puck for a lengthy duration. A Puck silenced for more than 3 seconds usually ends up dead.
* In addition, if Doom chooses the Level 25 talent
Doom applies Mute, Puck will not be able to use items altogether, most especially
Blink Dagger and
Eul's Scepter of Divinity, making Doom a nightmare to deal with as Puck.
*
Enfeeble greatly reduces Phantom Assassin's attack damage, and if her attack damage is weak,
Coup De Grace will also suffer from attack damage reduction as well.
Enfeeble also reduces cast range of Phantom Assassin's abilities, making her unable to harass with
Stifling Dagger and to use
Phantom Strike at longer distances.
*
Nightmare and
Fiend's Grip can ground Phantom Assassin, who normally blinks around with
Phantom Strike, and stop her from outputting damage.
* Phantom Assassin's low health pool early on makes her susceptible to {A|Brain Sap|Bane
Additional:
* Enfeeble greatly reduces Phantom Assassin's attack damage, and if her attack damage is weak,
Coup De Grace will also suffer from attack damage reduction as well. Enfeeble also reduces any healing Phantom Assassin receives, making her unable to heal herself with Phantom Strike, and it also reduces cast range of Phantom Assassin's abilities, making her unable to harass with
Stifling Dagger and to use
Phantom Strike at longer distances.
* Nightmare and Fiend's Grip can ground Phantom Assassin, who normally blinks around with
Phantom Strike, and stop her from outputting damage, even with Black King Bar.
* Phantom Assassin's low health pool early on makes her susceptible to Brain Sap and Fiend's Grip's heavy nuke damage.
* Hex abilities prevent attacking, ability and item usage, which is a severe problem for Phantom Assassin as it prevents her from using
Black King Bar, the one item that helps protect her against the aforementioned dangers.
Doom and
Shadow Demon with
Aghanim's Scepter also disables Phantom Assassin's Evasion and Critical Strike, removing much of her damage and survivabaility:
Doom,
Disruptor with
Aghanim's Scepter,
Dazzle with
Aghanim's Shard
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
*
Scorched Earth deals damage to Clinkz during Skeleton Walk.
*
Doom shuts down Clinkz entirely, as it prevents him from casting any of his spells and contributing a large amount of damage in teamfights.
* Heroes with nukes:
Bane,
Lich,
Lion,
Skywrath Mage
*
Devour can easily eat creeps controlled by Enchant, limiting her ganking potential.
*
Doom reduces the amount of healing received by Enchantress and her allies from Nature's Attendants. In addition, when Doom chooses the
Doom applies Break talent, it can also disable Untouchable.
* 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.
*
Doom pierces spell immunity and can prevent Enigma from casting any spells or using items until the duration of the spell depletes, as well as cancelling a
Black Hole.
* While
Doom can be blocked by a
Linken's Sphere, which is a common item on Enigma,
Aghanim's Scepter upgraded
Doom allows Doom to cast Doom on himself to affect enemies near him, and if Doom can combine this with
Blink Dagger, he will be able to jump on Enigma while he is channeling
Black Hole.
Aghanim's Scepter upgraded
Doom can also cancel
Black Hole if any of Enigma's allies affected by
Doom gets too close to him for it's duration, ignoring both,
Black King Bar and
Linken's Sphere.
* If Bane is outside
Chronosphere, he can use Nightmare or Fiend's Grip to cripple Faceless Void inside.
* Nightmare and Fiend's Grip are long duration disables and can render
Time Walk's mobility very unreliable.
* Heroes that can stop Faceless Void from leaping around the fight and controlling its outcome are very strong against him. Heroes such as:
Axe,
Centaur Warrunner,
Doom...
Additional:
* Faceless Void relies on
Time Walk for mobility and survivability but he can be prevented from utilizing it through
Doom.
* Doom has a high cooldown duration for every ability except Infernal Blade, so he is not significantly affected by
Time Dilation.
*
Wraith King,
Medusa,
Storm Spirit and other mana dependent heroes will have diminished impact on a fight if they survive Fiend's Grip due to its mana steal.
*
Doom prevents Storm Spirit from using all of his abilities and items, rendering Storm Spirit useless in a fight.
* 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.
*
Doom completely takes Invoker out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
Additional:
*
Doom is a good way to shut down Invoker, preventing from casting spells and using items for a lengthy time, thus forcing him to invest on
Linken's Sphere.
* High health heroes (
Axe,
Doom) fall fast with Fury Swipes stacks.
* Bane can use
Nightmare and
Fiend's Grip to lock down Ursa early game and in team fights, forcing Ursa to buy a Black King Bar and making him very vulnerable to being kited once his Black King Bar is down to 6 seconds.
* Overall, Bane's potent disables force Ursa to build more defensive items and play more defensively in general.
*
Doom makes Ursa less disruptive, and it cannot be dispelled with Enrage upgraded with
Aghanim's Scepter.
* 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 the ability to heal allies will not be able to heal heroes affected by
Doom:
Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* 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 the ability to heal allies will not be able to heal heroes affected by
Doom:
Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* 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 the ability to heal allies will not be able to heal heroes affected by
Doom:
Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* 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.
* After Brewmaster has committed Thunder Clap and Cinder Brew to gank, Bane can use
Nightmare on Brewmaster to wait out the debuffs, and might even turn the tables by buying time for allied reinforcements.
* Bane can also prevent Brewmaster from using Primal Split with his long disables.
*
Infernal Blade deals scaling damage and is useful against high HP targets such as Bristleback.
*
Doom prevents Bristleback from casting his two low cooldown abilities, which then prevents him from utilizing
Warpath.
* If Doom chooses the Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, he can disable
Bristleback and
Warpath, taking away much of his durability and damage potential in team fights.
Additional:
*
Infernal Blade deals scaling damage and is useful against high health targets such as Bristleback.
*
Doom disables Bristleback's low cooldown abilities, preventing him from triggering Warpath. With his upgraded level 25 talent, it also breaks Bristleback's passive, rendering him more vulnerable.
* Doom alone can easily pick off Crystal Maiden since she is fairly fragile, even with using only basic attacks,
Infernal Blade, and
Scorched Earth.
*
Doom prevents her from using any abilities in a fight, making her impact negligible.
*
Devour allows Doom to acquire a stun, allowing him to cancel Freezing Field without having to use
Doom.
* Infernal Blade deals scaling damage and is useful against high HP targets such as Elder Titan. It also can interrupt
Echo Stomp if quick enough.
* Doom has very low base armor and naturally high HP, so he isn't significantly affected by
Natural Order.
* Arc Warden relies on items and abilities, as well as his
Tempest Double, to deal damage to enemies.
Doom effectively denies that and makes Arc Warden useless in fights.
* Tinker is heavily reliant on casting his spells and
Doom can disable all of his abilities and items. An
Aghanim's Scepter only makes it harder for Tinker to survive.
Additional:
* Tinker is heavily dependent on his abilities and
Doom prevents him from using any of them.
* This becomes even worse if Doom chooses the level 25 talent {ValueColor:1|Doom applies Mute|25tal} {Symbol:Talent}, which will prevent Tinker from using items such as
Blink Dagger.
*
Nightmare and
Fiend's Grip both allow Bane to potentially waste Pierce the Veil.
*
Brain Sap allows Bane to trade very effectively against Muerta's low health pool in the early game.
Brain Sap and
Fiend's Grip can also damage and disable Muerta even through both, Pierce The Veil and
Black King Bar.
*
Enfeeble reduces Muerta's attack damage and cast range, both of which she benefits greatly from.
Additional:
*
Nightmare and
Fiend's Grip both allow Bane to potentially waste Pierce the Veil.
*
Brain Sap allows Bane to trade very effectively against Muerta's low health pool in the early game.
Brain Sap and
Fiend's Grip can also damage and disable Muerta even through both,
Pierce the Veil and
Black King Bar.
*
Enfeeble reduces Muerta's attack damage and cast range, both of which she benefits greatly from.
*
Infernal Blade's damage is calculated by percentage of maximum health, meaning that it will hurt Spectre more than most normal attacks, negating some of her tankiness.
* Doom can pick up several different abilities from neutral creeps using
Devour, some of which can be annoying to Spectre.
* Mud Golem, Dark Troll Summoner, Harpy Stormcrafter, Satyr Mindstealer or Satyr Tormenter are good examples.
*
Doom makes Spectre less disruptive. Combined with
Aghanim's Scepter, it will disable Spectre passive skills, reducing her potential in teamfights.
Additional:
* Infernal Blade's damage is calculated by percentage of maximum health. Since Spectre is usually tanky, it will hurt her more than most normal attacks.
*
Doom can take out Spectre out of a teamfight completely. When combined with the level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, it will disable both
Desolate and
Dispersion, taking away her extra damage and durability.
* A well-timed
Doom prevents Nyx Assassin escaping with Vendetta and fighting back with
Spiked Carapace.
* Doom's high health also allows him to easily shrug off Nyx Assassin's burst damage and fend him off.
*
Doom makes Ogre Magi less disruptive.
*
Infernal Blade effectively negates Ogre Magi's durability.
* With
Aghanim's Scepter, he can disable Multicast.
*
Doom completely takes Windranger out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
Additional:
*
Doom completely takes Windranger out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
*
Infernal Blade's damage is calculated by a percentage of maximum health, meaning that it will hurt Axe more than most normal attacks, negating some of his durability.
* Doom can pick up several different abilities from neutral creeps using
Devour, some of which can be annoying to Axe.
* Mud Golem, Dark Troll Summoner, Harpy Stormcrafter, Satyr Mindstealer or Satyr Tormenter are good examples.
* Doom's naturally low attack speed makes Counter Helix less likely to proc, and his high base health allows him to take a few Helixes with no danger.
*
Doom makes Axe less disruptive, preventing him from using his skills or items. At level 25, there is a branch of the talent tree that makes
Doom apply Break, allowing Doom to disable Counter Helix, making Axe effectively useless for a lengthy duration.
Additional:
*
Infernal Blade deals scaling damage and is useful against high HP targets such as Axe.
* Doom has low attack speed because of his high Base-Attack-Time, poor agility gain and limited attack-speed granting items which are commonly built. This means Doom will trigger
Counter Helix less often and thus is an unideal target for initiation.
* Doom has naturally high HP so it takes longer for Doom to be brought down to the killing threshold of
Culling Blade.
* Axe is highly reliant on his abilities and items to be effective during a fight. Without the usage of
Berserker's Call and
Blink Dagger due to
Doom, Axe offers very little in the way of damage, effectively removing him from a fight.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
Additional:
*
Nightmare and
Fiend's Grip help to control/disable Troll Warlord in team-fights.
* 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.
* Weak damage but high tick rate or persist in a long time:
Slark,
Gyrocopter,
Queen of Pain,
Shadow Shaman (
Shackles),
Jakiro,
Pugna,
Doom
* Heroes that can quickly deal damage to her, regardless of how weak they are, can easily break through her Refraction:
* Multiple attackers thanks to summoned units or clones:
Meepo,
Witch Doctor,
Lycan,
Enigma,
Shadow Shaman
* Multiple attackers thanks to illusions:
Phantom Lancer,
Chaos Knight,
Naga Siren (bonus for her
Ensnare). Also despite the visual effects, Templar Assassin does not spill damage against illusions or buildings, so she is not a really good hero to clean up illusions.
* Weak damage but high tick rate or persist in a long time:
Slark,
Gyrocopter,
Queen of Pain,
Shadow Shaman (
Shackles),
Jakiro,
Pugna,
Doom
* 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.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* Heroes with spell immunity can still be disabled by Fiend's Grip and damaged by Brain Sap:
Juggernaut,
Lifestealer,
Pangolier.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* Heroes that can keep Marci for a long time in one place so she can't pursue her targets, like
Bane,
Lion,
Shadow Shaman,
Invoker,
Disruptor and
Kunkka.
* 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 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 silences:
Puck,
Doom,
Riki.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
Additional:
*
Fiend's Grip pierces spell immunity, rendering
Blade Fury nearly useless.
* Heroes with abilities that break Berserker's Blood, lowering Huskar's attack speed and health regeneration:
Doom,
Shadow Demon,
Viper.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* 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 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 illusions and summons can swarm and overwhelm Bane, who has no area abilities to deal with them outside from
Aghanim's Shard upgraded
Brain Sap:
Broodmother,
Chaos Knight,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Terrorblade,
Visage,
Warlock,
Wraith King.
* Doom can eats Nature's Prophet's treants with
Devour and gains lots of gold.
* Doom can buy
Radiance or use his
Scorched Earth to quickly wipe out a swarm of Treants.
*
Doom and a ministun from
Infernal Blade's prevents Nature's Prophet from escaping with Sprout and Teleportation.
* Heroes with strong dispels can dispel Bane's disables from their allies:
Oracle,
Legion Commander,
Omniknight.
* Bane has powerful single-target abilities that can help his allies win
Duels, or at least cripple Legion Commander for the duration.
* Nightmare can waste Duel's entire duration as the dueled units transfer the Nightmare back and forth. This may be prevented if a non-Dueling unit attacks the Nightmared Dueler.
Additional:
*
Enfeeble,
Nightmare and
Fiend's Grip all prevent Legion Commander from winning Duels, especially when Bane has
Blink Dagger.
* Heroes with strong dispels can dispel Bane's disables from their allies:
Oracle,
Legion Commander,
Omniknight.
*
Doom turns Omniknight into a walking creep, or completely takes out his buffed cores, also removing Heavenly Grace and Guardian Angel in the process.
* With
Devour used on Satyr Banisher, Doom will have access to Satyr Banisher's
Purge, which will allow him to remove Heavenly Grace and Guardian Angel.
Additional:
*
Doom applies a basic dispel upon cast, so it can remove
Guardian Angel.
* Casting
Doom on Omniknight will also prevent him from healing allies with
Purification, or casting buffs like
Repel and
Guardian Angel, basically turning him into a harmless creep.
* Heroes with illusions and summons can swarm and overwhelm Bane, who has no area abilities to deal with them outside from
Aghanim's Shard upgraded
Brain Sap:
Broodmother,
Chaos Knight,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Terrorblade,
Visage,
Warlock,
Wraith King.
*
Scorched Earth can be used to engage Visage while removing Gravekeeper's Cloak charges.
*
Infernal Blade will deal tremendous amounts of damage over time due to Visage's high health pool.
*
Doom completely nullifies Gravekeeper's Cloak and prevents Visage from casting spells.
* Hex abilities can cancel the channelling of Fiend's Grip :
Lion,
Shadow Shaman,
Dazzle from
Aghanim's Shard with upgraded
Poison Touch.
* Doom can completely shut down Dazzle through
Doom, as it prevents him from casting his abilities and, by extension, gaining Bad Juju stacks.
* Heroes who commonly buy
Linken's Sphere:
Luna,
Weaver,
Morphling,
Queen of Pain,
Ember Spirit.
* Ember Spirit cannot use his
Activate Fire Remnant to escape while affected by
Doom.
* Heroes with illusions and summons can swarm and overwhelm Bane, who has no area abilities to deal with them outside from
Aghanim's Shard upgraded
Brain Sap:
Broodmother,
Chaos Knight,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Terrorblade,
Visage,
Warlock,
Wraith King.
*
Doom will not only prevent Warlock from casting his abilities in team fights, but also it reduces the healing from Shadow Word.
*
Devour allows Doom to acquire a stun from neutral creeps, allowing him to interrupt Upheaval without having to use
Doom.
*
Dark Pact can dispel Enfeeble, as well as Nightmare and Fiend's Grip when timed correctly.
*
Shadow Dance can protect Slark from Bane's single-target abilities.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* Heroes with silencing abilities can be particularly deadly when Slark is trying to escape:
Silencer,
Death Prophet,
Puck,
Doom.
* Mirana can build
Eul's Scepter of Divinity and
Sacred Arrow can help her's allies canceled from
Fiend's Grip.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* Heroes with silences and hard stuns such as
Doom,
Silencer, and
Lion can keep Mirana from Leaping away.
Additional:
*
Doom completely takes Mirana out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
* Doom does not disable
Mana Shield. As such, Doom's damage is largely mitigated by her mana shield. Additionally, Medusa is not reliant on her abilities to be effective during a teamfight, making Medusa an unproductive hero to target.
* Medusa is an ideal
Linken's Sphere carrier. Should one be purchased, and without any additional disables, Doom may find that few opportunities exist to effectively lockdown, disable, and kill Medusa.
* Fiend's Grip provides mana drain, which can heavily damage
Mana Shield and prevent Medusa from using
Stone Gaze.
* Even if she does use Stone Gaze, Nightmare can buy enough time to protect allies and reset the fight.
Additional:
*
Fiend's Grip leaves Medusa defenseless, since not only does it deal damage, it also drains mana.
* Heroes who can disable Mars but cannot do any damage to him, meaning he just tanks their abilities:
Doom,
Magnus.
* 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.
* Melee heroes who may struggle to get close to Sniper:
Wraith King,
Kunkka,
Doom,
Tidehunter,
Underlord,
Troll Warlord, and etc.
Additional:
* Due to the nature of the hero, Sniper is typically situated in the back of the fight, potentially making him a difficult target to initiate on and fight.
* Sniper is largely a right-click hero, and as such isn't as an effective of a Doom target as other heroes.
* Thanks to
Shrapnel and
Headshot, Sniper is able to effectively 'kite' Doom, preventing him from closing the distance between the two.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
*
Kraken Shell dispels Fiend's Grip, wasting it easily. Additionally, in late game, it secures premature dispell of a level 4 Nightmare, in case of continuous Bane's rightclicks.
* Enfeeble only reduces distance of
Gush, but not of
Anchor Smash or
Ravage, and thanks again to
Kraken Shell, is easily dispellable for him in team fights.
*
Ravage affects large area, effectively reaching Bane's spot for applying Fiend's Grip, even with Glimmer Cape, Aether Lens and/or Aghanim's Scepter.
Additional:
* Kraken Shell dispels
Fiend's Grip, wasting it easily.
* Infernal Blade deals scaling damage and is useful against high HP targets such as Tidehunter.
*
Doom prevents Tidehunter from casting his
Gush,
Anchor Smash and
Ravage, making him useless in team fights.
* If Doom chooses the Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, he can also disable
Kraken Shell, reducing his survivability.
* Heroes with channeled abilities can be interrupted by a long-range Fissure:
Crystal Maiden,
Witch Doctor,
Bane,
Pugna,
Pudge.
*
Silencer's
Global Silence and
Doom's
Doom makes Earthshaker temporarily useless.
* Doom's low armor makes him weak against Alchemist's high physical damage output.
*
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.
* 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 without blink mechanisms or spell immunity will have a hard time positioning against
Pit of Malice:
Sven,
Tiny,
Wraith King,
Dragon Knight,
Meepo,
Doom,
Bounty Hunter,
Dark Seer,
Undying,
Alchemist,
Legion Commander.
* 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.
*
Doom with the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent can be useful against heroes with troublesome passive skills while also disabling them for a long time:
Phantom Assassin,
Enchantress,
Huskar,
Underlord.
Additional:
*
Infernal Blade does damage based on percentage health, and is useful against high health pool hero like Underlord.
*
Doom can prevent Underlord from spamming his abilities and most important is to prevent him from using Fiend's Gate to escape.
* Even with
Black King Bar, Pudge's
Meat Hook and
Dismember can still catch and disable Bane while he is channeling Fiend's Grip, breaking the channel as a result,
Meat Hook can also be used to save targets affected by Bane's abilities.
*
Dismember can disable Bane while channeling Fiend's Grip if Pudge is not targeted.
Aghanim's Shard upgraded
Dismember can also be used to save an allied hero that is targeted by Fiend's Grip.
* Pudge's high health and health regeneration allows him to survive through most of Bane's abilities.
*
Doom disables the toggling of Rot and, if cast at the right time, may leave Pudge with a potentially lethal health drain.
* Doom's naturally high health, strength gain and damage output makes him a poor target for Pudge.
* The damage of Doom's
Infernal Blade scales with the target's maximum health, which is particularly effective against Pudge due to his naturally high health and further health granted by stacks of Flesh Heap.
Additional:
*
Infernal Blade deals high damage to Pudge due to his scaling health and strength gain from
Flesh Heap.
* Using
Doom with timing against Pudge who had just activated
Rot would usually kill him.
* Heroes with hiding abilities can protect disabled allies:
Outworld Destroyer,
Shadow Demon,
Tusk,
Phoenix with
Aghanim's Scepter.
* 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 who commonly buy
Linken's Sphere:
Luna,
Weaver,
Morphling,
Queen of Pain,
Ember Spirit.
* 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.
* The slow applied from
Corrosive Skin offsets the movement speed bonus granted by Scorched Earth and the tick-based damage from Infernal Blade and Doom will continually slow Doom down. This allows Viper, much like Sniper, to 'kite' Doom and keep him at a safe distance between the two. Additionally,
Corrosive Skin applies an attack-speed slow which is fairly crippling to a hero such as Doom that, naturally, has a high base attack-time, poor agility gain and builds little attack-speed items.
* Since Doom does not disable auto-cast abilities, Viper's
Poison Attack will continue to work. Doom may find it hard to close the distance between himself and Viper, and thusly difficult to effectively lockdown and continually deal damage through his abilities.
*
Enfeeble weakens Viper's attack damage, any healing he receives and his cast range, which makes him unable to harass enemy heroes with
Nethertoxin,
Poison Attack and
Viper Strike.
*
Brain Sap allows Bane to heavily harass Viper, damaging him while healing Bane, which allows Bane to fight back against Viper's damage over time output, even through debuff immunity from
Black King Bar.
* Viper's
Corrosive Skin is useless against Bane as all of his damaging abilities deal Pure damage.
* Viper has no solutions to cancel
Fiend's Grip and in addition, he hates buying disabling items like
Eul's Scepter of Divinity.
Additional:
*
Enfeeble weakens Viper's attack damage, any healing he receives and his cast range, which makes him unable to harass enemy heroes with Nethertoxin, Poison Attack and Viper Strike.
* Viper's Corrosive Skin is useless against Bane as all of his damaging abilities deal Pure damage.
* Viper has no solutions to cancel
Fiend's Grip and in addition, he hates buying disabling items like
Eul's Scepter of Divinity.
* Heroes with hiding abilities can protect disabled allies:
Outworld Destroyer,
Shadow Demon,
Tusk,
Phoenix with
Aghanim's Scepter.
* Any heroes with low mana pools will die quickly or even instantly to Sanity's Eclipse:
Doom,
Phantom Assassin,
Troll Warlord.
* 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.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output:
Death Prophet,
Night Stalker,
Drow Ranger,
Doom .
* Heroes with strong dispels can dispel Bane's disables from their allies:
Oracle,
Legion Commander,
Omniknight.
* Heroes with the ability to heal allies will not be able to heal heroes affected by
Doom:
Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Heroes with low mana pools (eg.
Doom and
Tidehunter) will feel the effects of Silencer's Intelligence Steal far more than others.
* Heroes that can disable or silence Silencer for a long time, such as
Bane and
Legion Commander, can lock down Silencer while their allies put him down.
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:
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Bane
* Heroes with illusions and summons can swarm and overwhelm Bane, who has no area abilities to deal with them outside from
Aghanim's Shard upgraded
Brain Sap:
Broodmother,
Chaos Knight,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Terrorblade,
Visage,
Warlock,
Wraith King.
Nightmare,
Enfeeble, and
Fiend's Grip.
Fiend's Grip.
Nightmare can be transferred by Phantasm illusions.
Additional:
* Phantasm's illusions make it difficult for Bane to target Chaos Knight with
* Chaos Bolt is a comparatively low cooldown tool to interrupt
*
Doom
* Single-target disablers will have difficulty locking down a Chaos Knight with Phantasm active:
Bane,
Beastmaster,
Bloodseeker,
Clockwerk,
Doom,
Shadow Shaman.