* 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.
* Other heroes who has armor and slow debuffs won't allow Medusa to disengage from combat: Tidehunter, Bristleback, Slardar.
* Hex abilities can cancel the channelling of Fiend's Grip : Lion, Shadow Shaman, Dazzle from Aghanim's Shard with upgraded Poison Touch.
* Medusa lacks mobility or escape mechanisms. Earth Spike and Hex can neutralize her strong damage potential and allow for Lion's team to focus her down.
* Mana Drain is a perfect ability to weaken Medusa's durability as it can quickly drain her Mana Shield, making her far less tanky. Mana Drain can also be used to restore mana of Lion's allies, which can nullify the mana steal from Mystic Snake.
* Mana Drain, along with Hex, destroy illusions instantly, which may be extremely helpfull and efficient against core builders of Manta Style, like Medusa herself.
* 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.
* Medusa is especially vulnerable to Essence Shift, as both strength and intelligence contribute to her effective HP, while agility contributes to her damage.
* Dark Pact when timed right can be used to dispel Stone Gaze right after it petrifies Slark, allowing him to keep attacking Medusa throughout the duration.
Additional:
* Medusa cannot chase Slark in any way and has no disable beyond her ultimate, making her unable to stop him getting away and regenerating before coming back to finish her off.
* Essence Shift particularly removes 1 intelligence point per hit, thus lowering Medusa's mana pool's cap and leaving her much more vulnerable in prolonged fights.
* 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.
* Nightmare and Fiend's Grip can be instantly dispelled by Aphotic Shield.
* Bane lacks mobility, therefore becoming helpless when silenced by Curse of Avernus.
Additional:
* 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.
* He can use either his own or his double's Flux to bypass the spellblock from Linken's Sphere, using the leftover Flux + Spark Wraith to slow Medusa's already low move speed to a crawl.
* Arc Warden has a farming advantage with double Hand of Midas, and can generally bully Medusa with other items that benefit from duplication.
* Vendetta burns a significant amount of mana on hit, and the damage from the ability drains Medusa's mana pool even further.
* Due to the passive nature of Mystic Snake and Split Shot, it can possibly proc Nyx's Spiked Carapace if he's within range of Medusa's abilities and isn't invisible.
* Medusa lacks single target damage, making Nyx with Aghanim's Scepter extremely hard to deal with if Medusa is the team's main damage source.
Additional:
* With her passive Split Shot, Medusa can be easily interrupted by Spiked Carapace during combat, especially during her precious Stone Gaze.
* Mana Burn quickly destroys Mana Shield, especially if Medusa only increases her mana pool by bolstering intelligence (which has the added bonus of increasing Mana Burn's damage).
* Uncontrollable damage from Mystic Snake and Split Shot can trigger Spiked Carapace.
* Medusa lacks single target damage, making a Burrowed Nyx Assassin hard to kill.
* Burning Spear's damage over time can rapidly burn Medusa's mana and health alike.
* Inner Fire can slow and disarm Medusa and also allow Huskar to follow up with Life Break.
* 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.
* 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.
* With Static Link, Razor can effectively make Medusa useless in teamfights by reducing her main damage output. It can, however, be blocked by a Linken's Sphere.
* Plasma Field allows Razor to get on top of Medusa, slowing her already slow movement speed to a mere crawl.
* Eye of the Storm capitilizes on Medusa's low armor and causes her to be very vulnerable, even through Mana Shield.
* 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.
* 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 with Diffusal Blade will very quickly burn Medusa's mana, making Mana Shield significantly less effective.
* Doppelganger's 1 second invulnerability can be used to dodge Medusa's petrification from Stone Gaze, as well as Mystic Snake.
* Phantom Lancer's illusions outnumber Medusa's targets from Split Shot, likely shielding his team in the process.
* 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 strong dispels can dispel Bane's disables from their allies: Oracle, Legion Commander, Omniknight.
* Heroes with strong dispels can dispel Bane's disables from their allies: Oracle, Legion Commander, Omniknight.
* Hex abilities can cancel the channelling of Fiend's Grip : Lion, Shadow Shaman, Dazzle from Aghanim's Shard with upgraded Poison Touch.
* 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 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 hiding abilities can protect disabled allies: Outworld Destroyer, Shadow Demon, Tusk, Phoenix with Aghanim's Scepter.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Heroes with extremely slow movement speed will cripple against Solar Bind: Medusa, Viper
Additional:
* Will-O-Wisp will keep Medusa busy after she got hit by Blinding Light.
* Heroes that build Diffusal Blade or can fit it well into their item build will also make Medusa much less tanky: Riki, Naga Siren, Terrorblade, Juggernaut, Spectre, Slark.
* Heroes who commonly buy Linken's Sphere: Luna, Weaver, Morphling, Queen of Pain, Ember Spirit.
* Hard carries who just want to farm and be left alone will not appreciate Primal Beast, heroes such as Medusa, Drow Ranger...
* 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:
* Phantasm's illusions make it difficult for Bane to target Chaos Knight with Nightmare, Enfeeble, and Fiend's Grip.
* Chaos Bolt is a comparatively low cooldown tool to interrupt Fiend's Grip.
* Nightmare can be transferred by Phantasm illusions.
* Hex abilities can cancel the channelling of Fiend's Grip : Lion, Shadow Shaman, Dazzle from Aghanim's Shard with upgraded Poison Touch.
* Heroes with powerful channeling abilities are easily interrupted by Phantom's Embrace: Bane, Pudge, Witch Doctor, Crystal Maiden, Enigma.
* Other heroes who has armor and slow debuffs won't allow Medusa to disengage from combat: Tidehunter, Bristleback, Slardar.
* 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 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 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.
* Heroes that build Diffusal Blade or can fit it well into their item build will also make Medusa much less tanky: Riki, Naga Siren, Terrorblade, Juggernaut, Spectre, Slark.
* 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.
* Silencer burns easily through her effective HP from Mana Shield, by taking away her intelligence.
* Arcane Curse punishes her repeatedly casting Mystic Snake to keep her mana pool high. He can force her to use Manta Style before he has cast Global Silence and Medusa usually does not want to build Black King Bar.
* 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.
* With Smoke Screen, Riki will silence and catch Medusa in a surprise with high miss chance flushing her from positions easily in team fights.
* He can deal a huge amount of damage through Cloak and Dagger, even through Mana Shield.
* 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.
* E.M.P. allows Invoker to burn Medusa's mana to weaken Mana Shield.
* Medusa's lack of mobility makes her easy to kite with Invoker's spells.
Additional:
* E.M.P. is a large mana burn nuke which can hit Medusa's Mana shield with enough damage to lose even more mana.
* Deafening Blast disarms Medusa's ability to deal pseudo-AOE damage during teamfights.
* Cold Snap allows the opposing team to repeatedly stun Medusa in short succession, preventing her from successfully casting her ultimate due to its long cast time.
* 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.
* Sniper can outrange both Medusa's arrows and Stone Gaze, allowing him to focus her down during a teamfight.
Additional:
* Medusa is a fairly immobile hero that deals damage around her with Split Shot. Sniper should outrange her and should stay out of harm's way from Split Shot.
* More importantly, Sniper should have enough attack range to fire at Medusa during her Stone Gaze without turning to stone, so the ultimate is mostly wasted against him.
* 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 that build Diffusal Blade or can fit it well into their item build will also make Medusa much less tanky: Riki, Naga Siren, Terrorblade, Juggernaut, Spectre, Slark.
* Medusa's Split Shot and Mystic Snake combined with Mjollnir, a common item for Medusa, will whittle down all of Naga Siren's illusions, including Naga Siren herself.
* Medusa's Stone Gaze can disable Naga Siren even for the duration of Song of the Siren and even if Naga Siren is spell immune, discouraging Naga Siren from even trying to use Song of the Siren to save herself or counter-initiate against Medusa.
Additional:
* Medusa's Split Shot and Mystic Snake combined with Mjollnir, a common item for Medusa, will whittle down all of Naga Siren's illusions, including Naga Siren herself.
* Medusa's Stone Gaze can disable Naga Siren even for the duration of Song of the Siren and even if Naga Siren is spell immune, discouraging Naga Siren from even trying to use Song of the Siren to save herself or counter-initiate against Medusa.
* 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.
* Medusa's Split Shot can easily kill Chen's creeps.
* Mystic Snake can quickly kill Chen's creeps and deal intense damage for every killed creep while also draining their mana with each bounce. Aghanim's Scepter upgraded Mystic Snake can also disable both, Chen and his creeps upon impact.
* Mana Shield will make it impossible for Chen to burst down Medusa.
* Stone Gaze can disable Chen from using Hand of God to save himself or his allies.
* Heroes with nukes: Bane, Lich, Lion, Skywrath Mage
* Enchantress often has a small army of neutral creeps, allowing Medusa to hit her with a later bounce of her Mystic Snake.
* 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.
* Any long duration disables that can pierce through both, Pierce The Veil and Black King Bar are devastating against Muerta: Enigma's Black Hole, Dawnbreaker's Solar Guardian, Axe's Berserker's Call, Naga Siren's Aghanim's Scepter upgraded Ensnare and Reel In from Aghanim's Scepter, Jakiro's Aghanim's Scepter upgraded Macropyre, Bane's Fiend's Grip, Pudge's Dismember, Batrider's Flaming Lasso, Beastmaster's Primal Roar, Grimstroke's Soulbind, Medusa's Stone Gaze, Magnus's Reverse Polarity.
* Heroes with spell immunity can still be disabled by Fiend's Grip and damaged by Brain Sap: Juggernaut, Lifestealer, Pangolier.
* Split Shot will keep attacking Pangolier even when he is rolling around.
* Stone Gaze stuns Pangolier during Rolling Thunder, or forces him to roll away.
* 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.
* Heroes with disables that ignore spell immunity will render Phantom Assassin completely useless in teamfights throughout the game: Axe, Enigma, Vengeful Spirit, Doom, Bane, Beastmaster, Pudge, Medusa, Warlock.
* Heroes who possess abilities that can save targets from being killed by Reaper's Scythe: Abaddon, Bane, Outworld Destroyer, Shadow Demon, Omniknight, etc.
* Mana Shield can tank most of the damage from Reaper's Scythe; with sufficient mana, the kill threshold drops significantly.
* Necrophos has a movement speed equal to Medusa, and is easy to chase down with a slowing item in Medusa's inventory.
* 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.
* If Medusa activates Stone Gaze before Spirit Breaker reaches her with Charge of Darkness, the charge will inevitably fail.
* Medusa has three ways to counter Spirit Breaker's Charge of Darkness: Stone Gaze can disable Spirit Breaker's Charge of Darkness if he faces Medusa directly. Aghanim's Scepter upgraded Mystic Snake can disable Spirit Breaker and cancel his Charge of Darkness if it hits him. And Cold Blooded provided by Aghanim's Shard that can cast a single-targeted Mystic Snake at Spirit Breaker if he uses Charge of Darkness on her.
* Mana Shield and overall tankiness allows Medusa to easily survive Spirit Breaker's initiation. And to make things worse, Spirit Breaker is not a common Diffusal Blade nor Disperser wielder to counter this problem at all.
* Overall, any attempt for Spirit Breaker to gank and kill Medusa will hurt him more than the other way around.
* 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.
* Poof won't damage Medusa and she can use Stone Gaze to disable all of Meepo's clones.
* Mystic Snake will easily become the bane of Meepo early game.
* 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.
* Medusa's Split Shot can make quick work of Enigma's Eidolons and take advantage of their considerable bounty.
* Medusa can also kill Eidolons with her Mystic Snake that can also greatly damage Enigma and drain some of his mana.
* If Medusa activates Stone Gaze at the start of a fight, it can make initiating and landing an effective Black Hole exceedingly difficult, because Stone Gaze can cancel Enigma's Black Hole even through spell immunity, which can discourage Enigma from even trying to initiate with Black Hole.
Additional:
* Medusa's Split Shot can make quick work of Enigma's Eidolons and take advantage of their considerable bounty.
* If Medusa activates Stone Gaze at the start of a fight, it can make initiating — and landing an effective Black Hole exceedingly difficult. Stone Gaze can cancel Enigma's Black Hole even through spell immunity, which can discourage Enigma from initiating with Black Hole.
* 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.
* Lifestealer's low mobility makes him easy to kite.
* Stone Gaze pierces Rage, wasting its cooldown and making Lifestealer unable to fight.
* 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.
* Mana Shield makes Medusa very hard to take down in Duels.
* Stone Gaze stops Legion Commander from Dueling altogether, regardless of who she targets.
* 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 hero who can counter-initiate in anticipation without getting caught in Reverse Polarity: Sven, Omniknight, Enigma, Luna, Naga Siren, Mars, Jakiro, Venomancer, Elder Titan, Faceless Void, Rubick, Keeper of the Light, Pugna, Invoker, Spectre, Alchemist, Treant Protector, Lina, Oracle, Zeus, Shadow Shaman, Phoenix, Razor, Huskar, Batrider, Kunkka, Tidehunter, Wraith King, Sand King, Medusa, Dawnbreaker.
* Heroes that 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 a lot of burst damage, especially those who rely on casting spells: Lina, Zeus.
* 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 that are hard to gank: Axe, Death Prophet, Phantom Lancer, Slark, Centaur Warrunner, Bristleback, Medusa, Mars.
* Stone Gaze allows Medusa to easily kite and kill Sven.
* Mana Shield negates much of Sven's burst damage.
Additional:
* Mana Shield makes it very hard for Sven to burst her within Storm Hammer's stun duration.
* Stone Gaze makes it very difficult for Sven to fight Medusa at any stage of the game.
* Mystic Snake can slow Sven down enough for allies to capitalize on his commitment in a fight.
* 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.
* 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.
* Split Shot can destroy Tombstone Zombies and Tombstone itself while still damaging heroes.
* 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.
* 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.
* 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.
* Mana Shield makes it very difficult for Bloodseeker to gain his Thirst bonuses.
* Rupture rarely kills Medusa through Mana Shield.
* 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.
* 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.
* 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 Linken's Sphere as core item: Weaver, Morphling, Medusa.
* 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 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.
* 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.
* 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.
* 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 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 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 strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: Luna's Aghanim's Scepter upgraded Eclipse, Dawnbreaker's Solar Guardian, Axe's Berserker's Call, Mars's Arena of Blood, Jakiro's Macropyre, Dual Breath and Ice Path, Naga Siren's Song of the Siren, Razor's Eye of the Storm and Plasma Field, Lina's Light Strike Array, Broodmother's Spinner's Snare from Aghanim's Scepter, Elder Titan's Earth Splitter and Echo Stomp, Alchemist's Unstable Concoction and Acid Spray, Queen of Pain's Sonic Wave, Dark Seer's Wall of Replica and Vacuum, Venomancer's Noxious Plague and Poison Nova from Aghanim's Scepter, Oracle's Fortune's End and Rain of Destiny from Aghanim's Shard, Bloodseeker's Blood Rite, Enigma's Black Hole and Midnight Pulse, Shadow Fiend's Requiem of Souls, Batrider's Aghanim's Scepter upgraded Flaming Lasso, Firefly, Flamebreak and Sticky Napalm, Ancient Apparition's Ice Blast, Sand King's Epicenter, Sand Storm and Burrowstrike, Gyrocopter's Call Down, Ember Spirit's Sleight of Fist, Death Prophet's Exorcism and Silence, Monkey King's Wukong's Command, Crystal Maiden's Freezing Field, Muerta's The Calling, Medusa's Stone Gaze, Zeus's Nimbus from Aghanim's Scepter. Dark Willow's Bramble Maze, Pangolier's Swashbuckle, Grimstroke's Soulbind, Ink Swell and Stroke of Fate, Earthshaker's Echo Slam and Fissure, Puck's Dream Coil and Waning Rift, Winter Wyvern's Winter's Curse, Magnus's Reverse Polarity.
* Heroes 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 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 single-target abilities will be overwhelmed by Lycan and his summons: Wraith King, Bane, Phantom Assassin.
* Her Mana Shield is too tough for Lycan to break.
* Mystic Snake can hit for a massive damage once it spread between his summons.
Additional:
* Can be easily petrified despite his speed.
* Summoned wolves will be targeted by Split Shot or Mystic Snake
* 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.
* 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.
* 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.
* Visage's familiars are easy targets to Split Shot.
* Mana Shield will resist Soul Assumption instances without effort.
* Bulwark can make each of Medusa's attacks target him instead, reducing Medusa's contribution on team fights.
* Spear of Mars stuns Medusa and also pushes her away from teamfights, taking advantage of Medusa's low mobility.
* Arena Of Blood blocks Medusa's attacks from outside the arena.
* 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.
* Medusa's Stone Gaze forces Mars to choose between getting petrified, or turning his vulnerable back on Medusa.
* Heroes that cannot move in fights such as a Dueling Legion Commander or anyone channeling a spell like Bane, Pudge, or Enigma are easy Sacred Arrow targets.
* 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.
* Both Infernal Blade and Doom can be used to disable Bane while he is channeling Fiend's Grip.
* A similar effect can be achieved by using Devour on {U:Centaur Conqueror}, which will give him access to War Stomp.
* 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.
* Heroes who commonly buy Linken's Sphere: Luna, Weaver, Morphling, Queen of Pain, Ember Spirit.
* 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.
* Heroes with a lot of burst damage, especially those who rely on casting spells: Lina, Zeus.
* Anti-Mage easily destroys Mana Shield with Mana Break, especially once he has Manta Style.
* Anti-Mage effectively avoids Stone Gaze with Blink, and can reinitiate after its duration is over.
Additional:
* Mana Break burns Medusa's mana easily, especially when coupled with a Manta Style.
* Can easily initiate on Medusa with Blink, burning her mana or forcing her to use Stone Gaze.
* Mana Void is effective against Medusa's big mana pool and mana usage, presenting a huge hazard to Medusa's allies around her since her Mana Shield still gives her some protection if she has mana.
* 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.
* Heroes who commonly buy Linken's Sphere: Luna, Weaver, Morphling, Queen of Pain, Ember Spirit.
* 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.
* Other heroes who has armor and slow debuffs won't allow Medusa to disengage from combat: Tidehunter, Bristleback, Slardar.
* Medusa cares less than other heroes about armor reduction, since Mana Shield blocks 70% of all damage without taking armor/magic resistance into consideration. This makes 60% of your Corrosive Haze ineffective until Medusa's mana is drained.
* 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.
* 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.
* Ursa's status resistance from Enrage reduces duration of Medusa's Stone Gaze.
* Ursa can stack damage with Fury Swipes easily against her Mana Shield in a prolonged team match.
Additional:
* Medusa's tankiness doesn't help her very much against Fury Swipes in long teamfights.
* With no escape mechanism and a slow movement speed, getting jumped on by Ursa usually spells a quick end for Medusa in the early game.
* 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.
* 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.
* Axe can take advantage of Medusa's awfully low HP to insta-kill her with Culling Blade, making it extremely difficult for her to farm for items to compensate for the lack of strength during early and mid-game while Axe is continuously harassing around.
* Mana Shield reduces the effectiveness of Counter Helix.
* Stone Gaze makes it very difficult for Axe to initiate on Medusa and her allies.
* 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.
* 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.
* Heroes that build Diffusal Blade or can fit it well into their item build will also make Medusa much less tanky: Riki, Naga Siren, Terrorblade, Juggernaut, Spectre, Slark.
* 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.
* 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.
* Should Luna choose to buy Manta Style, Medusa will be able to kill illusions from them with Split Shot and Mjollnir, which is a common item on Medusa.
* Mystic Snake allows Medusa to easily harass Luna and steal mana from her, preventing Luna from retaliating with Lucent Beam.
* Medusa can survive Eclipse thanks to Mana Shield, which can cause Luna to struggle greatly in bursting down Medusa and force her to buy Diffusal Blade and it's upgrade Disperser.
* Even with Black King Bar, Medusa's Stone Gaze will still be able to disable Luna, which could even discourage her from counter-initiating with Eclipse.
Additional:
* Should Luna choose to buy Manta Style, Medusa will be able to kill illusions from them with Split Shot and Mjollnir, which is a common item on Medusa.
* Mystic Snake allows Medusa to easily harass Luna and steal mana from her, preventing Luna from retaliating with Lucent Beam.
* Medusa can survive Eclipse thanks to Mana Shield, and since Luna is not a hero that often goes for Diffusal Blade, she will struggle greatly in bursting down Medusa.
* Even with Black King Bar, Medusa's Stone Gaze will still be able to disable Luna, which could even discourage her from counter-initiating with Eclipse.
* For the same reasons, Medusa makes a very powerful ally for Luna when they are in the same team.
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Bane
* 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.
Medusa
* Webbed areas can be used to hit and run, covering distance hastily weakening her on the way and initiating ganks.
* Even though Medusa can hunt down Spiderlings easily when given enough range, Silken Bola will cause her attacks to miss and get her swarmed in no time.
* Medusa usually does not build a Black King Bar to benefit from Mana Shield fully while Broodmother can fit a Diffusal Blade to burn away all of Medusa's mana.
Additional:
* Spin Web will allow Broodmother to pick her own fights and sometimes slip away to ambush Medusa.
* Though Medusa's Split Shot and Mystic Snake can help Medusa deal with Broodmother's spiderlings, Broodmother will create too much of them for her to handle, allowing her to outnumber Medusa's targets from Split Shot and shield her team in process.