*
False Promise effectively nullifies Primal Roar's single-target initiation on allies.
*
Purifying Flames kills Beastmaster's Hawk instantly and Boar with two casts.
*
Fate's Edict gives 100% magic resistance, which prevents most of Techies' damage.
* Oracle's
Fortune's End dispels Reactive Tazer buff from Techies allowing him to be attacked. However, Reactive Tazer will instantly perform the area of effect disarm that is normally applied at the end of the duration.
* Fortune's End will also dispel Blast Off silence, Techies' Etheral Blade, Proximity Mines' magic resistance reduction, and Sticky Bomb's slow. However beware that it will only dispel Sticky Bomb's first or second instance of slow and not the damage, which will trigger as normal.
Additional:
* Oracle can negate all of Techies' skills with Fate's Edict, as they are all magic damage. Fate's Edict can also be used to search and trigger
Proximity Mines when crossing mined territory.
* Oracle can dispel
Reactive Tazer off Techies, as well as the silence from
Blast Off!, with Fortune's End.
* Oracle can further delay Techies' burst damage capability with False Promise.
* Heroes with AoE abilities are a bane to Beastmaster's summons:
Storm Spirit,
Magnus,
Pangolier.
* Heroes with forced movement abilities or non-interrupting forced movement, such as
Lion,
Drow Ranger,
Magnus,
Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Plague Wards may reveal a hiding Techies. If there's a sentry nearby, they may also reveal a stack of mines hidden in a juking spot.
* Techies spends lots of time standing still planting stacks of
Land Mines away from creep waves.
* Sacred Arrow can be used to scout hidden
Land Mines among trees and at uphill places. It can also be used to catch Techies while he's planting them.
* If Techies is hit with a Sacred Arrow, he can be killed before he has a chance to use
Blast Off!.
* Mirana has a high attack range to destroy his traps from a safe distance.
* Familiars can fly over the mines, rendering them safe from damage of Techies's mines. Visage can also use Familiars to check for mines on the map.
* Techies's low attack speed and damage will give them a hard time in destroying Visage's Familiars, and that can become even worse if they are affected by
Grave Chill.
*
Gravekeeper's Cloak allows Visage to survive Damage from Techies's mines.
* As long as Batrider is under the effect of Firefly, he can safely fly over
Proximity Mines (He does not receive vision over the mines).
*
Reactive Armor is very effective against Beastmaster's summons during laning stage and entire game.
* Timbersaw can quickly clear Beastmaster's summons with his nukes.
*
Lotus Orb item for Timbersaw can releases roar from the target position, stunning and damaging Beastmaster and knocking away, damaging and slowing allies that stand on the way.
*
Frostbite kills boars instantly on the laning stage leading to either experience lead or disabling Beastmaster from using Boar
*
Crystal Nova nukes and slows down the attack and movement speed of Beastmaster's summons.
*
Freezing Field grants improved self armor, nukes and slows down Beastmaster and his summons.
*
Exorcism's ghosts will automatically clear all Proximity Mines revealed when Death Prophet walks near them, provided that the ghosts do not have a specific target at that time.
* Death Prophet is a natural
Eul's Scepter of Divinity carrier, meaning she can easily escape a Blast Off initiation.
* Shadow Demon's spammable illusions can be used to scout Techies'
Proximity Mines.
* Thanks to
Counterspell's magic resistance, Anti-Mage has a good chance of surviving a Blast Off combo.
* Anti-Mage is a natural
Manta Style carrier, meaning he can dispel the silence from Blast Off and blink away when Techies initiates on him.
* Juggernaut can trigger Proximity Mines while in
Blade Fury, and can walk away from a initiation with Blast Off if Blade Fury is activated before the silence.
* Juggernaut ignores Reactive Tazer when he uses
Omnislash, whether Techies used it to protect an ally or themselves.
*
Illuminate clears Beastmaster's summons and is effective against his push.
* Rage protects Lifestealer from all of Techies's abilities.
Reactive Tazer's disarm will also not work on Lifestealer under Rage.
* Rage can also be used to trigger Techies's
Proximity Mines safely.
Additional:
* Lifestealer's
Rage lets him clear Proximity Mines without taking damage, and allows him to hit heroes whom Techies has used Reactive Tazer on.
*
Cold Embrace mitigates Primal Roar's single-target initiation on allies.
*
Winter's Curse can turn Beastmaster's summons and Inner Beast against his teammate.
Additional:
* Beastmaster's summons and
Inner Beast are very useful to attack his cursed teammate.
* Cold Embrace effectively mitigates
Primal Roar's single-target initiation on allies.
* Slow heroes that have a hard time escaping the Echo Stomp radius:
Crystal Maiden,
Pudge,
Techies.
* Heroes that rely on summons will suffer against Ion Shell, which kills them very quickly:
Beastmaster,
Broodmother,
Enigma,
Nature's Prophet,
Visage,
Warlock,
Wraith King.
* Heroes with summoned units don't fare well against Dawnbreaker. (
Phantom Lancer ,
Beastmaster ,
Lycan).
* Heroes with forced movement abilities or non-interrupting forced movement, such as
Lion,
Drow Ranger,
Magnus,
Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Heroes with forced movement abilities or non-interrupting forced movement, such as
Lion,
Drow Ranger,
Magnus,
Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Heroes with summons like
Broodmother,
Enigma,
Nature's Prophet; or illusions, like
Naga Siren,
Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Illusions can be sent out to destroy
Techies mines.
* Heroes with forced movement abilities or non-interrupting forced movement, such as
Lion,
Drow Ranger,
Magnus,
Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Heroes with Linken's Sphere as core item:
Weaver,
Morphling,
Medusa.
* Heroes with low health will die easily during Duels, and can be farmed for damage in the early game:
Crystal Maiden,
Lich,
Techies,
Rubick
* Heroes with summons like
Broodmother,
Enigma,
Nature's Prophet; or illusions, like
Naga Siren,
Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Heroes who summon multiple units that are not spell immune.
Nature's Prophet,
Lycan,
Beastmaster
* Heroes with strong dispels can remove Primal Roar's stun:
Abaddon,
Slark,
Oracle.
* Heroes with summons like
Broodmother,
Enigma,
Nature's Prophet; or illusions, like
Naga Siren,
Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
*
Dark Ascension also allows Night Stalker to fly over Proximity Mines without triggering them.
*
Crippling Fear is effective in stopping Techies from using Blast Off and
Void is effective in stopping them from running to the safety of their mines.
* Heroes with illusions and summons can manfight Night Stalker:
Terrorblade,
Beastmaster,
Broodmother.
*
Untouchable negates Inner Beast's attack speed bonus, making her hard to kill even if stunned by Primal Roar.
* Enchantress can also take control of Beastmaster's summons.
Additional:
*
Enchant can control Beastmaster's boars with Enchant, mitigating his effectiveness during the laning stage and teamfights.
* Heroes with nukes that can jump her:
Clockwerk,
Snapfire,
Spirit Breaker,
Techies
Additional:
* Techies does huge amounts of magical damage, which will bypass
Untouchable.
* Enchantress depends on abilities to do damage and heal, which Blast Off's silence prevents.
*
Corrosive Skin will protect Viper from Techies' magical damage.
* Even though Reactive Tazer will disarm Viper if he attacks Techies with
Poison Attack, he does lots of damage with his other abilities that can still kill Techies.
* Illusion or summon-based heroes can be a problem to Viper due to his lack of AoE damage:
Naga Siren,
Phantom Lancer,
Beastmaster
* Having many summons out will cause
Echo Slam to deal extra damage.
* Techies is very good against roaming supports and gankers such as
Bounty Hunter,
Riki,
Weaver,
Earthshaker,
Nyx Assassin, etc. that are constantly moving around the map.
* The Hawk can easily find Monkey King while he is sitting on a tree.
* Wild Axes can knock out Monkey King from tree.
* Boars drastically reduce Monkey King's attack speed, making it harder for him to gain
Jingu Mastery stacks.
Additional:
*
Wild Axes can chop down trees, making it difficult for Monkey King to utilize Tree Dance well.
*
Call of the Wild Hawk can scout Monkey King when he is perched on top of trees.
*
Primal Roar can stun Monkey King for a lengthy duration even with spell immunity.
* Techies can turn his tree jumping ability against him, by placing Proximity Mines that will detect him near trees, and then destroying the trees around him with Blast Off, stunning him and dealing high damage, on top of him being silenced when the stun expires.
* Monkey King's mobility is also severely limited around Techies' mines as he will almost always trigger them due to the cooldown time between tree jumps. Monkey King will be forced to take mine damage or escape with
Primal Spring.
Additional:
*
Proximity Mines can be placed near trees to detect Monkey King.
* Follow up with
Blast Off! to destroy the tree, causing Monkey King to take high damage, fall from the tree, and become stunned.
*
Wild Axes destroys large amounts of trees specially upgraded with
Aghanim's Scepter,
*
Remote Mines are frequently placed in trees, and can thus kill an unwary Hoodwink should she
Scurry away due to her low HP pool.
*
Blast Off! can clear out trees, denying the tactical advantages from
Scurry.
*
Wild Axes,
Primal Roar and
Drums of Slom can deal high damage to Chen and clear waves of his creeps.
* Even though Chen can take control of the Boar from
Call of the Wild Boar at any time with
Holy Persuasion, which could put Beastmaster in a disadvantage against Chen. Skilled Beastmaster can buy
Helm of the Overlord to regain control of it to counter this problem.
* Smart Beastmaster can also buy
Bloodthorn to prevent Chen from taking control of the Boar from
Call of the Wild Boar and make Chen more vulnerable to Beastmaster.
* Techies can easily catch Chen off guard and kill him quickly with
Blast Off! and
Ethereal Blade combo, especially because
Blast Off! can silence Chen and stun him when upgraded with
Aghanim's Shard.
* However, Chen's converted creeps can trigger
Proximity Mines, wasting them.
* Because only one clone needs to be killed in order to kill Meepo, heroes that excel at singling out enemies can also be a detriment to him, such as
Batrider,
Beastmaster,
Pudge and
Clockwerk.
*
Reactive Tazer can lock multiple Meepos in place and prevent them from Poofing.
*
Proximity Mines,
Sticky Bomb and
Blast Off! can deal heavy magic damage to multiple Meepos.
* 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 that commonly attack ethereal units will not have any problems against Muerta's Pierce The Veil:
Tinker,
Jakiro,
Lina,
Luna,
Pugna or
Ogre Magi,
Enigma,
Batrider,
Techies,
Broodmother,
Dawnbreaker,
Shadow Shaman,
Bane,
Tinker,
Venomancer,
Arc Warden.
* Primal Roar and the slow from Boars make kiting Tiny very easy.
* Inner Beast helps Beastmaster's team destroy
Supernova quickly.
* Heroes with AoE abilities are a bane to Beastmaster's summons:
Storm Spirit,
Magnus,
Pangolier.
* Heroes who rely on high mobility are especially vulnerable to Primal Roar:
Storm Spirit,
Ember Spirit,
Queen of Pain.
* If Storm Spirit isn't careful, he could fall into a trap set by Techies and another hero acting as bait.
*
Stasis Trap roots Storm Spirit for 2/3/4/5 seconds and
Blast Off! silences for 4/5/6/7 seconds, which effectively prevents Storm Spirit from using
Ball Lightning to escape for a lengthy duration.
* Primal Roar and the slow from Boars makes kiting Ursa very easy.
* After using Snowball, Tusk can't control where he's going, allowing Techies to make him roll onto mines.
* Primal Roar and the slow from Boars make kiting Troll Warlord very easy.
* Long lockdown is a great way to deal with Axe to prevent Berserker's Call from being used, heroes such as
Legion Commander,
Beastmaster and
Primal Beast are good examples of this.
* Heroes with disables that go through spell immunity can end Bloodseeker before he has the chance to do anything:
Batrider,
Beastmaster
* Techies is very good against roaming supports and gankers such as
Bounty Hunter,
Riki,
Weaver,
Earthshaker,
Nyx Assassin, etc. that are constantly moving around the map.
* Heroes who relies on illusions and summons (
Beastmaster,
Chaos Knight, etc.).
* Heroes that provide vision will see Fiend's Gate coming:
Techies,
Templar Assassin,
Treant Protector.
* Heroes with summons or illusions can counter Flux, such as
Beastmaster ,
Chen, or
Shadow Demon.
* Heroes who can stun Sven even with an activated
Black King Bar can be an issue:
Clockwerk,
Beastmaster.
Additional:
* Primal Roar takes Sven out of the fight completely, even with
Black King Bar.
* Heroes who rely on high mobility are especially vulnerable to Primal Roar:
Storm Spirit,
Ember Spirit,
Queen of Pain.
* 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 with both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect:
Beastmaster,
Broodmother,
Chaos Knight,
Lycan,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Shadow Shaman,
Terrorblade,
Visage,
Warlock,
Wraith King.
* Some abilities deals damage from an independent source and not from the hero itself, so Nyx cannot counter them with Spiked Carapace: illusions or summoning units,
Homing Missile,
Nimbus,
Mass Serpent Ward,
Death Ward and especially
Techies's mines.
* Skywrath Mage also has a terrible time fighting against anything that isn't a hero. His skills are mostly target-based and he has terrible strength and agility, he can easily be kited or harassed by illusion-based heroes like
Chaos Knight and
Phantom Lancer, or by Heroes that summon other units like
Lone Druid,
Lycan and
Beastmaster.
* Heroes who rely on high mobility are especially vulnerable to Primal Roar:
Storm Spirit,
Ember Spirit,
Queen of Pain.
* Techies is very good against roaming supports and gankers such as
Bounty Hunter,
Riki,
Weaver,
Earthshaker,
Nyx Assassin, etc. that are constantly moving around the map.
* Heroes with summons like
Broodmother,
Enigma,
Nature's Prophet; or illusions, like
Naga Siren,
Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Techies deals lots of magical damage with
Sticky Bomb,
Blast Off! and
Proximity Mines that bypasses Terrorblade's high armor and can punish his low max life.
*
Sticky Bomb is easy to land on a large clump of Terrorblade illusions and will damage and slow Terrorblade and all of his illusions if he can't quickly move the right one away.
*
Reactive Tazer upgraded with
Aghanim's Scepter can be used to protect an ally getting attacked by Terrorblade. Further, it disarms all of his illusions even while he has activated
Black King Bar, greatly decreasing his damage.
*
Blast Off! stuns Terrorblade, preventing him from casting
Sunder.
* Heroes with Linken's Sphere as core item:
Weaver,
Morphling,
Medusa.
* Morphling usually has low max health due to shifting strength into agility, which combined with Blast Off's silence will prevent him from using
Waveform and
Adaptive Strike (Strength), leaving him defenseless and making him an easy target to burst down.
* Single-target disablers will have difficulty locking down a Chaos Knight with Phantasm active:
Bane,
Beastmaster,
Bloodseeker,
Clockwerk,
Doom,
Shadow Shaman.
* Techies has great area of effect damage to deal with
Phantasm illusions.
* Blast Off silences Chaos Knight, stopping him from using his disables and allowing his teammates to walk away from his heavy damage.
* Reactive Tazer will disarm all of Chaos Knight's illusions even if he has activated his
Black King Bar.
* Any hero with a low HP pool is easy for Tinker to nuke down:
Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* Beastmaster's Hawk can find Tinker easily while he is pushing or blinking into trees.
* Wraith King is not afraid to walk into mines, whenever he goes with his Reincarnation ready.
Additional:
* Wraith King's skeletons from
Vampiric Spirit keeps the choke points and rune spawns safe from Proximity Mines.
* Wraith King is not afraid to go into a field of Proximity Mines, wherever he goes as long as
Reincarnation is off cooldown .
* Wraith King's lack of area of effect spells makes him easily overwhelmed by Beastmaster's summons.
* Heroes with Linken's Sphere as core item:
Weaver,
Morphling,
Medusa.
*
Techies has both a stun and a powerful nuke in
Blast Off!, root from
Stasis Trap and even more magical damage in
Proximity Mines and
Remote Mines.
*
Refraction can be very useful in safely neutralizing Proximity Mine fields, or absorbing Techies' Blast Off combo.
* Attacks from Boars and the attack speed boost from Inner Beast will quickly wear down
Refraction.
* He can send wolves to defuse
Proximity Mines, and he can catch up Techies and kill him before they can deny themselves. Even if the suicide is successful, Lycan can still survive because of his tankiness.
*
Primal Roar allows Beastmaster to keep Lycan in place after he used his Shapeshift.
* Heroes with summons like
Broodmother,
Enigma,
Nature's Prophet; or illusions, like
Naga Siren,
Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Long ranged disables, especially those that pierce spell immunity, cancel Black Hole:
Beastmaster's
Primal Roar,
Bane's
Fiend's Grip,
Faceless Void's
Chronosphere,
Magnus's
Reverse Polarity,
Axe's
Berserker's Call,
Pudge's
Meat Hook.
* Heroes with AoE abilities are a bane to Beastmaster's summons:
Storm Spirit,
Magnus,
Pangolier.
* Heroes with other kind of disables that pierce spell immunity can hold Pangolier in place during Rolling Thunder:
Axe,
Beastmaster,
Enigma,
Magnus,
Pudge,
Batrider,
Bane,
Winter Wyvern
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Beastmaster
*
Aphotic Shield effectively nullifies Primal Roar's single-target initiation on allies.
Borrowed Time can make Abaddon extremely difficult to kill.
Primal Roar can be instantly dispelled by Aphotic Shield.
Wild Axes and
Poison from
Call of the Wild: Boar can also be dispelled by Aphotic Shield.
* Even being initiated by Primal Roar,
Additional:
*
* The debuffs from
Techies
* Aphotic Shield makes it less likely for allies to be killed by mines.
Remote Mines will always trigger Borrowed Time, making them impossible to kill Abaddon unless his resistances are lowered enough or Abaddon is affected by Break.
Stasis Trap on himself and on an ally, while at the same also providing protection against the other mines' damage.
Borrowed Time's automatic activation will help Abaddon survive a field of Proximity Mines or a Blast Off combo. However, the damage from a single mine can kill him if his HP is low enough.
Aphotic Shield's can easily break Techies' Etheral Blade combo.
* Because they explode in very short intervals, a stack of
* Abaddon can easily dispel the long-lasting root of
Additional:
*
*