* Heroes with illusion and clone abilities may confuse Bloodseeker, causing him to waste time in fights:
Phantom Lancer,
Chaos Knight,
Arc Warden
* Life Drain does not instantly kill the illusions from
Phantasm
*
Chaos Bolt and
Reality Rift can easily interrupt the channeling from Life Drain.
*
Reality Rift makes it harder for Pugna to keep his distance between Chaos Knight.
* Nether Ward barely deals any significant damage on Chaos Knight as Chaos Knight's abilities do not cost a lot of mana
* The overwhelming damage of Chaos Knight and his illusions will do a quick work on Pugna's poor HP pool, or safely remove the Nether Ward from the battlefield.
* Storm Spirit is invulnerable during
Ball Lightning, allowing him to zip away from any ganking attempts with Rupture.
*
Ball Lightning also prevents Bloodseeker from chasing down an injured Storm Spirit, or catching him in Blood Rite.
Additional:
* Storm Spirit is invulnerable during
Ball Lightning, rendering
Rupture ineffective against him.
* Pugna is a very fragile hero who can easily get caught and killed by Storm Spirit's long range initiation.
* This is especially true if he has
Orchid Malevolence or
Scythe of Vyse.
* Pugna has no disables that can prevent Storm Spirit from escaping.
* Even though
Ball Lightning requires high amount of mana, Nether Ward is ineffective since Storm Spirit is invulnerable while using it.
* Storm Spirit's other abilities cost very insignificant amount of mana for Nether Ward to be effective.
* Heroes with mana burn:
Nyx Assassin,
Invoker,
Outworld Destroyer,
Pugna,
Lion
*
Borrowed Time makes Abaddon nearly impossible to gank.
*
Aphotic Shield and
Mist Coil prevents Bloodseeker from gaining his Thirst bonuses.
Additional:
* If
Rupture is used on Abaddon, Abaddon can use Borrowed Time and easily heal for the duration of Borrowed Time by simply moving.
* Clockwerk loves to
Hookshot low health, immobile targets like Pugna.
* Pugna's Life Drain gets immediately and repeatedly (if an
Aghanim's Scepter was purchased) cancelled due to
Battery Assault, especially if Pugna is trapped inside
Power Cogs.
* Clockwerk also loves to build
Blade Mail, which will deal more damage to Pugna than Clockwerk due to Pugna's low health pool.
* Finally, both
Hookshot and
Rocket Flare can allow him to finish off Pugna out of range of his Nether Ward.
Additional:
* Pugna's squishiness and lack of mobility make him easy prey for a Hookshot initiation.
* Clockwerk's high health, low mana costs, and lack of reliance on Blink Dagger make
Nether Ward ineffective.
* Battery Assault shuts down
Aghanim's Scepter upgraded
Life Drain, as the repeated ministuns prevent Pugna from channeling for an extended length of time.
* Bramble Maze greatly hinders Bloodseeker's ability to run around in teamfights and pick off dying allies.
* Shadow Realm prevents Bloodseeker from attacking dark Willow, allowing her to safely teleport away.
*
Fire Remnant allows Ember Spirit to escape while Ruptured.
Additional:
* Fire Remnant allows Ember Spirit to escape Bloodseeker while
Ruptured.
* Luna can deal constant damage to Pugna through the low-cooldown Lucent Beam and her right clicks.
*
Life Drain will be always canceled by
Lucent Beam if Pugna does not have
Black King Bar.
*
Decrepify can be suicide against Luna due to
Lucent Beam and
Eclipse.
*
Nether Ward is rather weak against Luna because unlike other heroes who rely on magical damage to damage or kill enemies, yet have very high mana costs, she does not have abilities that cost a lot of mana and Luna mostly uses her abilities to initiate a teamfight or to finish off fleeing enemy heroes.
* Luna is a common
Black King Bar carrier, which allows her to protect herself against Pugna's only-magical damage output.
Additional:
* Luna can deal constant damage to Pugna through the low-cooldown Lucent Beam and her right clicks.
*
Life Drain will be always canceled by
Lucent Beam if Pugna does not have
Black King Bar.
*
Decrepify can be suicide against Luna due to
Lucent Beam and
Eclipse.
*
Nether Ward is rather weak against Luna because unlike other heroes who rely on magical damage to damage or kill enemies, yet their ablities have very high mana costs, Luna does not have abilities that cost a lot of mana and Luna mostly uses her abilities to initiate a teamfight or to finish off fleeing enemy heroes.
* Luna is a common
Black King Bar carrier, which allows her to protect herself against Pugna's only-magical damage output.
*
Mana Shield makes it very difficult for Bloodseeker to gain his Thirst bonuses.
* Rupture rarely kills Medusa through
Mana Shield.
*
Waveform ignores Rupture's damage, letting Morphling escape unharmed.
*
Attribute Shift (Strength Gain) makes it very hard for Bloodseeker to kill Morphling or gain his Thirst bonuses, since Morphling can use it to sustain damage while trading attacks when Ruptured.
* Morphling usually builds
Linken's Sphere, which blocks Rupture.
Additional:
* Morphling can escape from
Rupture using Waveform.
* Morphling is a typical
Manta Style carrier, which can be used to dispel the silence from
Blood Rite.
*
Guardian Angel's near invulnerability denies Bloodseeker the bonuses from Thirst, preventing him from gaining the upper hand in teamfights.
*
Purification's pure damage makes it hard for Bloodseeker to pursue enemies, and prevents him from replenishing his health by finishing off enemies.
* All of Pugna's damage is magical, which can get blocked by
Fate's Edict's 100% magic resistance.
* Oracle has two abilities that apply a dispel, which can easily remove Decrepify on his ally or Oracle.
* Heroes with illusion and clone abilities may confuse Bloodseeker, causing him to waste time in fights:
Phantom Lancer,
Chaos Knight,
Arc Warden
* Phantom Lancer creates way too many illusions for Pugna's
Life Drain to destroy, overwhelming him easily.
*
Doppelganger can dodge
Nether Blast or dispel
Decrepify.
*
Diffusal Blade is a common item for Phantom Lancer to burn Pugna's large mana pool and deals a large amount of damage in the process.
Additional:
* Though Life Drain instantly destroys illusions, Phantom Lancer creates way too many for Pugna to handle.
* A good Phantom Lancer will also dodge your Nether Blast with
Doppelganger.
* Phantom Lancer is the most natural
Diffusal Blade carrier to burn Pugna's very large pool of mana away and deal a large amount of damage in the process.
*
Bloodseeker's
Rupture shows a clear red trail effect on the real Phantom Lancer.
* 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.
* Any Hero with high mobility will be neutralized by dream coil:
Queen of Pain,
Storm Spirit,
Ember Spirit,
Lycan,
Bloodseeker,
Anti-Mage,
Timbersaw.
* Puck can dodge
Nether Blast and
Life Drain with his Phase Shift, easily avoiding Pugna's strong burst magic damage.
*
Waning Rift's silence allows Puck and its teammates to easily deal with Pugna, which cannot do the same to it, because with Puck it will be easy to avoid such an attack from the
Decrepify.
* The Puck's combo:
Waning Rift +
Illusory Orb +
Dream Coil doesn't have a huge amount of damage to feel the damage of the Pugna from
Nether Ward, however, it may be quite enough to kill the Pugna solo at an early stage of the game with
Witch Blade
Additional:
* Puck easily dodges the
Nether Blast and the Pugna
Life Drain with his
Phase Shift, which is why he can easily avoid his strong magic damage
* The Puck's silence from the
Waning Rift ability allows her team to easily cope with the Pugna, which cannot be said about the Pugna, because with the Puck it will be easy to avoid such an attack from the
Decrepify
* The Puck's combo:
Waning Rift +
Illusory Orb +
Dream Coil doesn't have a huge amount of damage to feel the damage of the Pugna from
Nether Ward, however, it may be quite enough to kill the Pugna solo at an early stage of the game with
Witch Blade
* Heroes who are strong against mobile heroes:
Disruptor,
Bloodseeker,
Kunkka,
Keeper of the Light.
* Pugna is very reliant on his abilities for damage which Silencer can take advantage off. But he has to be careful around the
Nether Ward as Silencer's abilities cost a lot of mana to use.
* If Ursa uses
Enrage, Pugna's Life Drain is next to worthless against him, due to Ursa taking 80% less damage, therefor Pugna heals by only 20% of the damage that the spell normally deals.
* It also dispels Decrepify, Even if you wait until he casted it, he can still dispel it with Shard upgraded
Earthshock
* Ursa also commonly builds
Skull Basher. With his high Attack Speed from
Overpower. he can easily cancel Life Drain
* If Decrepify is defensivly casted, Ursa can still cast Earthshock both to slow you, and to deal amplified magic damage. He also commonly builds a
Nullifier
* If Ursa jumps on you with a
Blink Dagger he can easily wipe you out with Overpower.
* Ursa's
Overpower can destroy a full health
Nether Ward and still have a few swipes leftover, Also Ursa's low mana spells means he takes negligible damage from the Nether ward anyway.
* Ursa is also a common
Diffusal Blade carrier, using it to both amplify his damage, but as his primary way to catch fleeing heroes
* Pugna is also the primary target of Ursa, due to him being both quite squishy, and a serious threat to his team, Ursa prioritizes the weakest link as
Fury Swipes stacking damage will quickly demolish them, allowing Ursa to safely switch heroes
* Voodoo Restoration heals to counter Bloodseeker's
Thirst.
*
Rupture is generally useless against Witch Doctor while he is staying on Death Ward.
* Although Witch Doctor needs to be careful as
Blood Rite can interrupt Death Ward.
* Heroes with disables that go through spell immunity can end Bloodseeker before he has the chance to do anything:
Batrider,
Beastmaster
* Spirit Siphon does a lot of magical damage, especially in the early game. This allows her to demolish low health heroes such as
Zeus,
Pugna, especially when combined with her other spells.
* Heroes who build a Black King Bar (or have any sources of spell immunity) to channel abilities/items can still get interrupted by Dismember:
Enigma,
Juggernaut,
Phantom Assassin,
Pugna,
Elder Titan.
* Heroes with disables that go through spell immunity can end Bloodseeker before he has the chance to do anything:
Batrider,
Beastmaster
* Heroes that rely on right-clicks will find themselves unable to damage opponents seriously after being affected by Static Link, like
Sven,
Bloodseeker, and
Juggernaut.
* Heroes with channeled abilities can be interrupted by a long-range Fissure:
Crystal Maiden,
Witch Doctor,
Bane,
Pugna,
Pudge.
* Heroes with high armor and durability can be exceptionally hard for Bloodseeker to bring down:
Dragon Knight,
Axe
Additional:
* Bloodseeker's physical damage is unlikely to kill Dragon Knight, and therefore rarely get a chance to recover the large amount of HP from
Bloodrage.
*
Reincarnation makes Wraith King nearly impossible to gank with Rupture.
*
Vampiric Spirit restores Wraith King's health, reducing the effect of Thirst.
Additional:
*
Rupture is meaningless while Reincarnation is off cooldown.
* Vampiric Spirit and Mortal Strike prevent Bloodseeker from achieving
Thirst bonuses.
* Heroes who are reliant on physical damage will be nullified by Decrepify:
Riki,
Wraith King,
Juggernaut.
* Due to Pugna's incredible intelligence growth and terrible strength growth, Nyx should always be able to take you out with his combo, with or without an added
Dagon.
Mind Flare will deal a large amount of damage in particular, especially in the late game.
*
Spiked Carapace is also a great tool versus Pugna. A good player will wait for you in
Vendetta until you farm a creep wave with Nether Blast and reflect it back at you as their initiation and setup for
Impale.
Additional:
*
Nether Blast's animation makes it easy to time Spiked Carapace for a stun.
* Pugna has the largest intelligence gain in the game, making him a prime target for Mana Burn.
* Pugna needs to channel
Life Drain, making him easy to hit with Impale.
* Heroes with invisibility will be detected by Thirst when they have low enough health:
Bounty Hunter,
Templar Assassin,
Riki,
Clinkz,
Weaver,
Treant Protector,
Nyx Assassin.
Additional:
* While Burrowing, Nyx is an easy target for a
Blood Rite, and his only way to counter it is a well-timed
Spiked Carapace.
*
Thirst is always a threat to Nyx Assassin, hindering his attempt of escape using
Vendetta and rendering him unable to surprise Bloodseeker's allies.
*
Rupture also prevents Nyx Assassin from escaping with
Vendetta, as it forces him to stay still.
* Earth Spirit does not fly a small distance on
Rolling Boulder using
Stone Remnant, which will be a big problem for
Life Drain, since Pugna will stop receiving health from breaking the distance of the ability, which will give the Earth Spirit team a chance to kill Pugna, by the way, this also works well with
Boulder Smash, which pushes the enemy and can annoy the distance
* Earth Spirit has excellent control with a small recharge on
Rolling Boulder and
Geomagnetic Grip, which can knock down Pugna`s
Life Drain, as well as completely turn him off in a fight, because he is very dependent on his abilities
* Magic damage from Earth Spirit's abilities can be disastrous for
Decrepify, as it will kill him very quickly, and if Earth Spirit collects
Ethereal Blade in such a game, it can easily destroy Pugna in one
Rolling Boulder hit
* Earth Spirit also turns out to be a strong decision against
Nether Ward, because he experiences it with his large amount of health, and if he collects
Heart of Tarrasque(and
Bracerin early game)in such a game, he may not feel it at all and calmly control Pugna with his abilities
Additional:
* Earth Spirit does not fly a small distance on
Rolling Boulder using
Stone Remnant, which will be a big problem for
Life Drain, since Pugna will stop receiving health from breaking the distance of the ability, which will give the Earth Spirit team a chance to kill Pugna, by the way, this also works well with
Boulder Smash, which pushes the enemy and can annoy the distance
* Earth Spirit has excellent control with a small recharge on
Rolling Boulder and
Geomagnetic Grip, which can knock down Pugna`s
Life Drain, as well as completely turn him off in a fight, because he is very dependent on his abilities
* Magic damage from Earth Spirit's abilities can be disastrous for
Decrepify, as it will kill him very quickly, and if Earth Spirit collects
Ethereal Blade in such a game, it can easily destroy Pugna in one
Rolling Boulder hit
* Earth Spirit also turns out to be a strong decision against
Nether Ward, because he experiences it with his large amount of health, and if he collects
Heart of Tarrasque(and
Bracerin early game)in such a game, he may not feel it at all and calmly control Pugna with his abilities
* Heroes with fast movement abilities will suffer huge damage when afflicted by Rupture:
Spirit Breaker,
Earth Spirit,
Dark Seer.
* Both Jakiro's Ice Path and Liquid Frost can be used to cancel
Life Drain from either Jakiro or an ally.
*
Decrepify only makes Pugna even more vulnerable to Jakiro's magical damage, And it has no adverse effects on Jakiro himself.
*
Aghanim's Scepter upgraded
Macropyre can deal pure damage-over-time and pierce debuff immunity, which can discourage Pugna from even trying to use
Life Drain.
* Bear in mind, however, that
Nether Ward can do some considerable damage to Jakiro due to high mana costs on his abilities.
* Heroes with good mobility to avoid Jakiro's abilities and with good chase to punish Jakiro from pushing a tower:
Bloodseeker,
Ember Spirit,
Juggernaut,
Phantom Assassin,
Weaver.
* Rupture and Blood Rite locks down Timbersaw, preventing him from escaping with
Timber Chain. However, Timbersaw may reflect a good deal of damage with
Blade Mail.
* Nether Ward can punish Timbersaw, as Timbersaw is a spell-caster with low cooldowns. Furthermore, Timbersaw usually appears in the midst of battle, placing himself in range of Nether Ward's Mana Flares.
* Timbersaw has no stuns or silences to stop Life Drain. Since all of Pugna's Spells are magical, the damage can be devastating to Timbersaw.
* Decrepify can further increase all the magical damage done to Timbersaw, bypassing the enhanced physical resistance he can get from
Reactive Armor.
Additional:
*
Nether Ward can punish Timbersaw, as Timbersaw is a spell-caster with low cooldowns. Furthermore, Timbersaw usually appears in the midst of battle, placing himself in range of
Nether Ward's Mana Flares.
* Timbersaw has no stuns or silences to stop
Life Drain. Since all of Pugna's Spells are magical, the damage can be devastating to Timbersaw, especially when combined with
Decrepify.
*
Blood Rite can potentially force him to activate
Black King Bar prematurely, before pulling off a Black Hole combo.
* Bloodseeker can find an Enigma out of position and
Rupture him, making it difficult to initiate properly in a team fight, as it pierces through
Black King Bar.
* Enigma's abilities have a huge mana cost, meaning that
Nether Ward will deal a lot of damage to Enigma.
* Pugna can heal allies trapped inside Black Hole thanks to
Life Drain, Pugna can also damage multiple of Enigma's allies around him with
Life Drain when he casts it on
Aghanim's Shard upgraded
Nether Ward during teamfight.
*
Nether Blast can easily kill Eidolons, especially when Enigma is pushing.
* Even though Pugna cannot cancel
Black Hole on his own, smart Pugna can buy
Orchid Malevolence to stop Enigma from channeling
Black Hole and make him more vulnerable to counter-attacks with
Decrepify and
Life Drain.
Additional:
* Enigma's abilities have a huge mana cost, meaning that
Nether Ward will deal a lot of damage to Enigma.
* Pugna can heal allies trapped inside
Black Hole thanks to
Life Drain.
*
Nether Blast can easily kill Eidolons, especially when Enigma is pushing.
*
Blood Rite makes Ezalor chose between getting off Illuminate or getting silenced for a while, as Illuminate is a channeled ability.
* Blood Rite's silence can completely take Ezalor out of a teamfight, as he relies on his abilities to be useful.
* Keeper of the Light's only mobility source, his high movement speed (via his high base movement speed and through spirit form), is entirely countered by
Rupture.
* Pugna easily copes on the line with the Keeper of the Light push with his
Nether Blast, and in addition to
Nether Ward, the Keeper of the Light is not able to throw
Illuminate on creeps for a long time, so Pugna earns more gold and a level on the line
Additional:
* Pugna easily copes on the line with the Keeper of the Light push with his
Nether Blast, and in addition to
Nether Ward, the Keeper of the Light is not able to throw
Illuminate on creeps for a long time, so Pugna earns more gold and a level on the line
* Bloodseeker is one of the hardest counters to Slark.Thirst prevents Slark from healing in lane with
Shadow Dance and may set him up for a kill while in the jungle,or retreating.
* Rupture will deal damage during
Pounce.
*
Dark Pact cannot dispel Rupture, preventing Slark from escaping ganks.
Additional:
*
Thirst stops Shadow Dance's passive health regeneration if Slark's current health is below the Thirst's visibility threshold.
*
Rupture effectively diminishes Slark's mobility in battle, leaving him susceptible to AoE stuns or forcing to teleport out of the fight.
*
Nether Blast will still hit Slark even if he is hidden during Shadow Dance.
* Even though Pugna can rarely target Slark directly with
Decrepify, he can still use it defensively on an ally to prevent Slark from getting stacks.
* Despite being somewhat easy to break with Pounce, Pugna can damage Slark and provide vision over him with
Life Drain.
* Rupture completely negates Lycan's high mobility.
* All of Lycan's summons are good sources of healing with Bloodrage.
Additional:
*
Rupture completely negates Lycan's high mobility.
* All of Lycan's summons are good sources of healing with
Bloodrage.
*
Pugna's
Decrepify prevents the target from taking physical damage or doing damage, which poses a huge problem for Lycan, as he mainly deals physical damage.
*
Rupture deals extra damage to Magnus during Skewer or
Force Staff, preventing him from escaping or counter-initiating, forcing him to invest on a
Linken's Sphere.
* 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.
* As a spellcaster, silences will nullify him entirely. Some notable examples are
Death Prophet,
Drow Ranger,
Bloodseeker,
Disruptor and many others.
*
Doom, as usual, fits this description nicely.
* Even though Pugna's low HP means that he can be quickly burst down, his
Nether Ward heavily punishes casters whose spells cost a lot of mana, like Zeus. Casting 4 of his active spells, including Nimbus, close to an enhanced level 4
Nether Ward, can make the ward deal up to 1750 magical damage.
*
Decrepify can further increase the damage dealt by Nether Ward upon Zeus. However, if used on Pugna himself or on one of his allies, it will amplify the damage done by Zeus' abilities.
* Heroes with invisibility will be detected by Thirst when they have low enough health:
Bounty Hunter,
Templar Assassin,
Riki,
Clinkz,
Weaver,
Treant Protector,
Nyx Assassin.
* Pugna's
Decrepify can render Templar Assassin's physical attacks useless.
* Pugna can also cast
Life Drain on Templar Assassin, burning her Refraction instances.
* On the other hand, Pugna generally has low health and armor. Use this to your advantage.
* Heroes with silences :
Bloodseeker,
Riki,
Silencer.
*
Nether Ward can do a ton of damage to Disruptor because of his high mana costs.
*
Life Drain can be used to heal an ally trapped by Static Storm-Kinetic Field combo (if Pugna is not a target).
* Thirst detects Riki whenever his health is low.
* Rupture does large damage when Riki uses
Blink Strike.
* Heroes who are reliant on physical damage will be nullified by Decrepify:
Riki,
Wraith King,
Juggernaut.
* Heroes with gap-closing abilities who attempt to use them for escaping Bloodseeker will suffer serious damage from Rupture:
Phantom Assassin,
Anti-Mage,
Faceless Void,
Riki,
Slark,
Spirit Breaker.
* Heroes that can apply early pressure before Phantom Assassin has farm are massive threats:
Axe,
Viper,
Meepo,
Jakiro,
Pugna,
Slark,
Venomancer etc.
*
Bloodseeker's
Rupture turns Night Stalker mobility against him and
Thirst grants movement speed bonus and vision prevents Night Stalker from initiating and re-initiating.
* Heroes that can punish aggressive heroes, such as:
Leshrac,
Shadow Demon,
Pugna,
Death Prophet.
*
Skeleton Walk is not enough to outrun Bloodseeker, and is detected by Thirst.
* Because of his low health and high damage output, Clinkz will get obliterated by
Blade Mail
Additional:
*
Thirst reveals Clinkz if he tries to escape with Skeleton Walk with low health. It also allows Bloodseeker to match or exceed Clinkz's speed.
*
Rupture negates the mobility provided by Skeleton Walk in any attempt to escape or reposition in fights.
* Bloodseeker can easily build items to counter Clinkz, including
Talisman of Evasion upgrades,
Blade Mail, and armor items.
*
Nether Blast can deal high damage to Chen and clear waves of his creeps.
*
Decrepify can be used to waste the duration of
Penitence.
*
Nether Ward can discourage Chen from using
Penitence,
Holy Persuasion and
Hand of God due to their fairly high mana costs.
*
Life Drain can often kill Chen or any of his allies before he can save them with
Hand of God thanks to it's high damage and low cooldown.
* Pugna can save allies with both healing or by making them ethereal but needs to be careful of Sven's
Aghanim's Scepter purge.
*
Nether Blast is one of the best tower pushing abilities in the game, with a low cooldown. A competent Pugna will (at the very least) destroy tier 2 towers and make space for his team before Spectre can finally come online.
* Spectre's spells, while not spammable, have a fairly high mana cost, so
Nether Ward can be fairly damaging to Spectre early game. The mana degen will also dampen Spectre's early game power significantly.
* Once Pugna gets
Aghanim's Scepter, he can spam
Life Drain on any illusion Spectre summons, whether it'd be from
Haunt,
Manta Style, or some other means.
* In addition, Pugna can disable Spectre's
Desolate ability (although its damage is pure, it requires physical attacks) with his
Decrepify ability, leaving Spectre only with
Spectral Dagger.
* Due to the high mana cost of his spells and the low cool down of them, Nether Ward can seriously damage Skywrath Mage if he isn't careful.
* Skywrath Mage's fragility makes him very susceptible to Pugna's high burst damage.
Additional:
*
Nether Ward will make Skywrath Mage next to useless in fights, as his low hp pool will not allow him to sustain through the damage of the ward should he choose to cast spells. Be wary though that Skywrath's huge burst will make very quick work of Pugna's low hp should the ward be destroyed, and
Decrepify won't help Pugna at all.
* All of Pugna's abilities are active, making Demonic Purge break from
Aghanim's Scepter useless.
*
Nether Ward punishes Shadow Demon's constant mana usage from spamming spells, especially Shadow Poison.
* An attempt to save an ally using Disruption can easily become a perfect setup for a
Nether Blast for the enemy.
*
Life Drain can be used to heal Pugna or an ally to save them from Shadow Demon's abilities.
* However, it can be cancelled by Disruption unless Pugna buys defensive items.
* Blood Rite prevents Queen of Pain from escaping with
Blink.
*
Blink will trigger the extra damage from Rupture.
Additional:
*
Blood Rite silences her, preventing her from initiating or escaping.
* With
Thirst, even if she Blinks away, Bloodseeker can catch right up to her.
*
Rupture will heavily damage Queen of Pain if she tries to Blink away.
* She is, however, one of the few heroes who can avoid the damage from Rupture if she successfully blink-walks.
* Cold Embrace is a death sentence against Pugna, since its the perfect setup for all his abilities, especially
Life Drain.
*
Decrepify can be cast to save the ally under Winter's Curse effect, wasting most of its duration.
* Winter Wyvern's abilities require a lot of mana, allowing
Nether Ward to deal lots of damage.
* Phoenix expends health to use its abilities, making it a good target for Thirst.
* Rupture deals heavy damage against
Icarus Dive.
Additional:
* Although
Blood Rite can be easily avoided, if it does hit, its lengthy silence and pure damage can be a severe punishment for a slow, unobservant, or simply unfortunate Phoenix.
* His
Rupture can turn
Icarus Dive into a suicide option, and it cannot be dispelled, meaning even if Phoenix completes a
Supernova, choosing to Dive may just cut its health back down.
* And finally, due to Phoenix's health costs, too much careless ability spamming may just put Phoenix into Bloodseeker's vision through
Thirst, making it a very tempting ganking target.
*
Windrun triggers the damage from Rupture.
Additional:
*
Rupture turns Windranger's mobility against her.
*
Blood Rite's silence makes Windranger totally useless, since she's extremely reliant on abilities.
*
Shukuchi will trigger extra damage from Rupture.
*
Shukuchi's invisibility is detected by Thirst.
*
Time Lapse cannot dispel Rupture, preventing Weaver from escaping ganks. However, smart Weaver will buy
Linken's Sphere to counter this problem for him.
Additional:
*
Rupture is particularly crippling against Weaver, who relies on high movement speed from Shukuchi to fight and escape, and it cannot be dispelled by Time Lapse.
*
Thirst detects Weaver through Shukuchi whenever his health is low.
*
Blood Rite combined with Rupture forces Weaver to either take damage from the latter, or to get silenced for a long duration.
*
Rupture will fully damage Void Spirit during his ultimate, removing his main escape mechanic during fights and his way to disrupt them heavily.
*
Blood Rite will force Void Spirit to use Dissimilate or Astral Step or be silenced. In the latter's case, it can be dangerous when combined with Rupture.
* Pugna's
Decrepify allows him to save allies from being ganked by Viper, since Viper mostly relies on direct attacks in order to deal damage.
*
Nether Ward can discourage Viper from spamming his abilities.
* Viper's damage over time is not enough to kill Pugna as he will have more than enough time to save himself (or his allies) with
Life Drain and Viper has no solutions to cancel it.
* Pugna has no passive abilities, which renders
Nethertoxin nearly useless.
* Thirst detects Mirana or her ally at low health during
Moonlight Shadow.
* Rupture deals high damage when Mirana uses
Leap.
Additional:
*
Rupture can quickly kill Mirana if she tries to Leap away.
*
Thirst detects Mirana and her allies during Moonlight Shadow.
*
Rupture ruins her only movement ability, Rebound. Combined with its high movement speed and her being unable to interrupt it once its cast, using it under the effects of Rupture will surely deal incredibly immutable damage, if not kill her.
* As a Strength hero, Marci naturally has high HP. Rupture's initial damage uses her high HP as a catalyst to deal damage depending on her current health, dealing a good amount of damage if she's full HP or forcing her to stop if she's low.
* With
Aghanim's Shard,
Bloodrage will now deal pure damage and lifesteal based on the opponent's max health. Her high HP as a Strength hero ensures that Bloodseeker will always deal significant attack damage and sustain himself a lot whenever he attacks Marci.
* If Marci doesn't build
Black King Bar, Bloodseeker's
Blood Rite will prevent her from using all of her spells which she relies quite heavily on. Her only dispel is tied to Sidekick with level 25 left talent.
*
Nether Swap triggers extra damage from Rupture.
* Blood Rite sets up while Vengeful Spirit using her
Nether Swap within a timed correctly.
* Bloodseeker is not affected by slows when he is affected by
Thirst.
* If he sees Chain Frost is targeting him, he can easily isolate himself with the movement speed buff from
Thirst so that it stops bouncing around.
* Lich heavily relies on his abilities to contribute to team fights, making
Blood Rite effective against him.
* Leshrac needs to be close to target in order to do damage, Pugna can outrun Leshrac with ease due to his superior movement speed.
*
Split Earth can also be hard to land on Pugna for the same reason.
* Leshrac uses huge amounts of mana to do damage, Nether Ward forces him to either not contribute in a fight or kill himself in the process.
Additional:
*
Nether Ward punishes Leshrac's constant mana usage from spamming spells.
* Leshrac needs to be in the thick of the fight to deal damage, and so cannot escape from
Nether Blast nor
Life Drain easily.
* Decrepify prevents Legion Commander from attacking allies during
Duel, regardless if it's used on her or on the ally .
* Pugna can easily cast Decrepify, Nether Blast and Life Drain on Legion during the 4/4.75/5.5/8 seconds of duel
Additional:
*
Decrepify on either hero stops Legion Commander from completing a Duel, and dissuades her from initiating Duels on ethereal allies.
*
Life Drain can help Pugna's teammates win a fight, either by killing Legion Commander or replenishing her target's health.
*
Decrepify prevents
Omnislash damage, until Juggernaut gets a
Nullifier.
* Without a disable, Pugna's high movement speed makes it harder to chase him with
Blade Fury.
* Juggernaut has low mana and his skills cost large amount of mana.
Nether Ward will hurt him more and even worse, the damage from the ward is inflicted before the Spell immunity provided by
Blade Fury.
Additional:
* Decrepify is the perfect tool against
Omnislash until he gets a
Nullifier, and even then he will probably waste a couple of slashes before he uses it.
* Without an extra disable, Pugna's high movement speed makes it impossible to chase him with
Blade Fury.
* Unlike some other carries like
Slark or
Phantom Assassin, Juggernaut's spells cost a hefty amount of mana and he will seriously get hurt by Nether Ward. Don't forget the damage from the ward is inflicted before the spell immunity is provided by
Blade Fury.
*
Thirst allows Bloodseeker to see where Io relocated to, should either Io or the tethered hero have low health.
*
Rupture forces Io to stay in place, preventing it from using the Tether bonus movement speed to escape.
* Because Invoker relies on casting a large amount of spells to contribute to fights, Nether Ward can force him to not cast anything at all or take a large amount of damage to cast spells.
Additional:
*
Nether Ward on its own can greatly hinder Invoker from casting many of his abilities, at least until he gets a significant amount of HP or is under the protection of spell immunity from
Black King Bar
*
Life Drain provides True sight, revealing Invoker through Ghost Walk, and forcing him or his allies to use an ability or item to interrupt its channeling
* Outside of Nether Ward's range, Invoker shall have the advantage, as Invoker has Tornado to purge Pugna's
Decrepify when it is used defensively, Tornado or Cold Snap to prevent Pugna from channeling
Life Drain
* A poorly used
Decrepify on Pugna's allies means Invoker's abilities can be used to deal more damage to them.
* Huskar is often at low health, providing large Thirst bonuses.
*
Life Break triggers Rupture's damage.
Additional:
* Huskar is often at low health, providing large
Thirst bonuses to Bloodseeker.
* Life Break can trigger
Rupture's damage.
* A self applied
Bloodrage together with Blademail means it's almost suicidal for Huskar to jump on Bloodseeker with Life Break
* Amazingly, Enchantress has even lower health than Pugna. Though she does pack quite a punch through
Impetus, she can't use it if she is under Decrepify.
* Pugna's Magical DPS is way greater than the heal from
Nature's Attendants, which will also harm her quite a bit if she's next to Nether Ward.
*
Decrepify prevents Shadow Fiend from attacking for its duration, potentially preventing him from getting a kill.
*
Nether Ward can do heavy damage to Shadow Fiend if he tries to cast his Requiem of Souls or spam Shadowraze.
Additional:
* Decrepify prevents Shadow Fiend from attacking for its duration, potentially preventing him from getting a kill.
* Nether Ward can do heavy damage to Shadow Fiend if he tries to cast his
Requiem of Souls and his
Shadowraze.
* Nether Ward will be problematic for heavy nukers and spammers like
Skywrath Mage,
Lina,
Lion and
Invoker, but Pugna must not use Decrepify defensively against them as he will be helping them out more than anything.
* Any heroes with high intelligence, such as
Invoker and
Pugna.
*
Time Walk negates Rupture's damage.
*
Chronosphere prevents Bloodseeker from running down and picking off weak enemies during teamfights.
Additional:
* Time Walk will not make
Rupture deal damage for the distance jumped and can be used to quickly escape from
Blood Rite.
* Heroes with gap-closing abilities who attempt to use them for escaping Bloodseeker will suffer serious damage from Rupture:
Phantom Assassin,
Anti-Mage,
Faceless Void,
Riki,
Slark,
Spirit Breaker.
* Decrepify prevents Faceless Void from attacking trapped allies inside
Chronosphere, wasting a large portion of its duration if Faceless Void can't dispel it.
*
Pugna's
Decrepify makes sure that either Alchemist is unable to hit anyone while also being slowed and susceptible to magical damage, or can protect an ally from physical attacks. Besides, Pugna can push early on, when Alchemist is not strong enough to repel it, so by the time Alchemist comes online, he might be forced to sit in base.
* Heroes with long-lasting, undispellable debuffs will pinpoint the true Naga Siren:
Spirit Breaker,
Bloodseeker,
Witch Doctor.
* 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.
*
Shallow Grave prevents Bloodseeker from replenishing his health by finishing off enemies.
*
Bloodseeker's
Thirst,
Rupture, and huge AoE silence
Blood Rite can fare well against Dazzle.
* Pugna can turn out to be an effective hero against Dazzle due to the fact that he does not allow him to extend his
Poison Touch with his
Decrepify, which is why Dazzle cannot keep the enemy under prolonged deceleration.
* Pugna has a very strong ability against casters with a small health reserve -
Nether Ward, which is why heroes like Dazzle will not be able to constantly throw their
Poison Touch
Bad Juju and
Shadow Wave at enemies under the action of
Nether Ward or will be forced to take a lot of damage
Additional:
* Pugna can turn out to be an effective hero against Dazzle due to the fact that he does not allow him to extend his
Poison Touch with his
Decrepify, which is why Dazzle cannot keep the enemy under prolonged deceleration.
* Pugna has a very strong ability against casters with a small health reserve -
Nether Ward, which is why heroes like Dazzle will not be able to constantly throw their
Poison Touch
Bad Juju and
Shadow Wave at enemies under the action of
Nether Ward or will be forced to take a lot of damage
* Heroes that can maintain vision on Monkey King can see when he uses Tree Dance:
Bloodseeker,
Treant Protector with Eyes In The Forest,
Sniper,
Weaver
* Any hero that can outrange Plague Ward can neutralize them without putting themselves at risk of receiving Poison Sting:
Arc Warden,
Chen,
Clinkz,
Drow Ranger,
Lina,
Mirana,
Nature's Prophet,
Pugna and
Sniper.
* Special mention to heroes that outrange Plague Ward after obtaining talents that increase attack range.
* Heroes with invisibility will be detected by Thirst when they have low enough health:
Bounty Hunter,
Templar Assassin,
Riki,
Clinkz,
Weaver,
Treant Protector,
Nyx Assassin.
* As Terrorblade's damage output comes mainly from direct attacks, he will struggle greatly against heroes who have abilities that give evasion, trigger on attack or which can disarm an enemy hero:
Centaur Warrunner,
Hoodwink,
Huskar,
Invoker,
Leshrac with
Nihilism from
Aghanim's Scepter,
Lifestealer with
Aghanim's Scepter upgraded
Infest,
Pangolier,
Phantom Assassin,
Pugna,
Techies,
Windranger etc.
* Heroes with gap-closing abilities who attempt to use them for escaping Bloodseeker will suffer serious damage from Rupture:
Phantom Assassin,
Anti-Mage,
Faceless Void,
Riki,
Slark,
Spirit Breaker.
* Heroes with fast movement abilities will suffer huge damage when afflicted by Rupture:
Spirit Breaker,
Earth Spirit,
Dark Seer.
Additional:
*
Rupture can deal a lot of damage to either a surged Dark Seer or his allies and prevent the target from getting into position.
* Heroes with high movement speeds like
Pugna and
Meepo can run around, to, or away from Snapfire during
Mortimer Kisses and dodge the projectiles easily due to their slow speed.
* Heroes with mobility spells (such as
Queen of Pain's
Blink and
Clockwerk with
Hookshot) can easily avoid
Lil' Shredder and
Mortimer Kisses.
* Heroes with high movement speeds like
Pugna and
Meepo can run around, to, or away from Snapfire during
Mortimer Kisses and dodge the projectiles easily due to their slow speed.
*
Bloodseeker's
Rupture forces Slardar to stay still during fights, preventing Slardar from using Guardian sprint to move in and out of fights. This takes away the ability to initiate and re-initiate with Slithereen Crush's low cooldown. Due to the increased move speed from Guardian Sprint, Slardar can lose health at about 160% the rate of normal heroes while under
Rupture. Bloodseeker's
Thirst also gives him enough move speed so that he's one of the few heroes who can outrun or catch up to a Slardar during Guardian Sprint.
*
Pugna:
Decrepify prevent the Spirit bear from attacking or protect allies from it.
* Nether Ward will be problematic for heavy nukers and spammers like
Skywrath Mage,
Lina,
Lion and
Invoker, but Pugna must not use Decrepify defensively against them as he will be helping them out more than anything.
*
Pugna's Nether Ward doesn't really hurt Meepo since he usually buys attribute items to tank up and can be killed very quickly by 4 clones. Decrepify can amplify Poof's damage should Pugna use it to avoid Meepo's right clicking.
* Every Meepo clone adds to Thirst's bonuses.
* Bloodseeker can chase down retreating clones when Meepo tries to cycle weaker clones away from combat.
* Heroes who rely on channeling abilities can be interrupted in teamfights by Rolling Thunder:
Crystal Maiden,
Pugna,
Witch Doctor
* Rupture works through
Rolling Thunder and
Swashbuckle, greatly reducing Pangolier's mobility.
Additional:
*
Thirst provides constant sight and speed to Bloodseeker, allows him to catch up a fleeing Pangolier through all of his mobility.
*
Rupture is a great threat to Pangolier, causing him to take heavy damage if he uses Swashbuckle and especially Rolling Thunder, forcing him to stop his ultimate prematurely, or keep rolling to his death.
* Heroes with illusion and clone abilities may confuse Bloodseeker, causing him to waste time in fights:
Phantom Lancer,
Chaos Knight,
Arc Warden
* Arc Warden can't use Magnetic Field to stall the damage of
Nether Blast on towers, but he can buy
Aghanim's Shard to diminish its damage.
* Arc Warden has no innate disables to stop
Life Drain and
Decrepify
* The short cooldown of both Life Drain and Decrepify also means Pugna can deal with Arc Warden and Arc Warden's clone simultaneously most of the time
* A good Pugna looks to end the match early while Arc Warden, a very item reliant hero, thrives in longer matches.
* Heroes with channeled abilities which Assassinate may cancel at long range:
Witch Doctor,
Crystal Maiden,
Shadow Shaman,
Pugna
Additional:
* Sniper's huge range makes him an unviable target to use Life Drain on, forcing Pugna to risk playing out of position to use it on Sniper.
* Sniper's
Shrapnel can be used to provide vision on Nether Ward, and his range allows him to easily take it out.
* A clumsy Pugna may accidentally boost Sniper's
Shrapnel and
Assassinate damages if he recklessly uses Decrepify on himself or his allies.
* Sniper's lack of mobility and escape mechanisms makes him one of the easier heroes for Bloodseeker to gank.
* Heroes with area heals prevents Bloodseeker from bringing enemies low, and therefore deny him his Thirst bonuses and health return:
Necrophos,
Dazzle
*
Nether Ward causes Death Pulse to actually damage Necrophos rather than heal him. Meanwhile, Reaper Scythe's gigantic mana cost while Necrophos is near the Nether Ward can often instantly kill him.
*
Nether Blast and
Life Drain both make quick work of Necrophos's small healthpool, especially during Ghost Shroud. The latter also makes him an unappealing target for Reaper's Scythe, and can often force Necrophos to use it defensively as he has no other means of interrupting his channeling.
* Heroes with high armor and durability can be exceptionally hard for Bloodseeker to bring down:
Dragon Knight,
Axe
*
Decrepify can be used on allies to prevent them from attacking Axe and triggering Counter Helix during Berserker's Call. He can also cast it on Axe to prevent anyone from attacking him.
*
Life Drain can be used to heal himself or allies caught in Berserker's Call, preventing them from dropping low enough for Axe to kill them with Culling Blade.
* Damage reduction from
Atrophy Aura prevents Bloodseeker from killing targets and gaining his Thirst bonuses.
*
Pit of Malice's area of effect catches Bloodseeker easily, negating his speed bonus during teamfights.
*
Dark Rift allows Underlord to transport Ruptured allies to the fountain, rendering it useless.
* 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 with magical or pure damage output will not have any problems against Atrophy Aura at all:
Luna,
Lina,
Jakiro,
Pugna,
Bane,
Snapfire,
Muerta,
Nyx Assassin,
Enigma,
Tinker,
Witch Doctor,
Zeus,
Crystal Maiden.
*
Laser blinds Bloodseeker, preventing him from getting last hits and denies during the laning stage and preventing him from finishing off enemies.
* Tinker always buys
Boots of Travel, helping him escape Bloodseeker's early ganks.
* Tinker's heavy magical damage will burst down Bloodseeker during the early to mid game, as he has little health.
Additional:
* Laser can be very effective against
Bloodrage as the damage will be amplified while the blind prevents Bloodseeker from landing hits.
*
Keen Conveyance guarantees him escape from Rupture.
*
Nether Ward discourages Tinker from using abilities and items due to its high damage against heavy mana usage.
*
Berserker's Rage will repeatedly trap Bloodseeker in a one-on-one fight.
*
Whirling Axes (Melee) blinds Bloodseeker, causing him to miss 60% of the time, and therefore reduces his ability to gain the upper hand in teamfights.
* Troll Warlord can't switch targets at will, in order to build
Fervor stacks, which makes it easy to use Decrepify in order to save allies
* During
Battle Trance, Pugna can easily use Nether Blast, Decrepify and Life Drain on him
* Pugna only deals magical damage, which Anti-Mage is exceptionally resistant due to Counterspell.
* Anti-Mage can dispel
Decrepify with
Manta Style.
* Pugna has a very large mana pool. This allows Anti-Mage to constantly deal bonus damage to Pugna with Mana Break and devastate Pugna's entire team with Mana Void.
Additional:
* Since Pugna relies on his teammates for protection, it is fairly common for Anti-Mage to get multiple kills with a single use of his
Mana Void on Pugna if he's missing a considerable portion of his mana.
* Pugna's massive mana pool will result in Anti-Mage's
Mana Break almost always dealing the bonus damage from the mana burn.
*
Counterspell negates a large amount of Pugna's damage, as most of Pugna's damage comes from his spells.
*
Blink can be used to get out of a bad situation, and Pugna has no way to prevent him from casting it.
* Blood Rite prevents Anti-Mage from escaping with
Blink.
*
Blink will trigger the damage from Rupture.
* Both Blood Rite & Rupture are pure damage which can bypass
Counterspell.
* Heroes with no mobility will take some good damage from Sand King's spells:
Dragon Knight,
Jakiro,
Pugna,
Earthshaker.
*
Pugna's
Nether Ward damages Sand King when he channels Epicenter, preventing him from using Blink Dagger afterward.
* Fragile heroes: Bounty Hunter has decent nuking capabilities with Shiruken Toss and Jinada thus making fragile heroes easy picks for ganking. Few examples of such heroes are:
Crystal Maiden,
Pugna,
Skywrath Mage,
Io,
Witch Doctor, etc.
* Heroes with invisibility will be detected by Thirst when they have low enough health:
Bounty Hunter,
Templar Assassin,
Riki,
Clinkz,
Weaver,
Treant Protector,
Nyx Assassin.
Additional:
*
Rupture can turn Bounty Hunter's mobility against him, and prevents him from escaping with Shadow Walk due to the potentially heavy damage.
*
Thirst can prevent Bounty Hunter from escaping with Shadow Walk should Bounty Hunter's health become low enough, as it provides True Sight.
* Arena Of Blood prevents Bloodseeker from attacking a
Ruptured target.
* Bulwark helps Mars survive
Rupture ganks simply by turning towards Bloodseeker without moving.
* Spear of Mars and God's Rebuke can push Bloodseeker from Ruptured targets.
*
Nether Blast,
Decrepify and
Life Drain deal high magical damage and bypasses Bulwark.
*
Nether Ward reduces the amount of abilities Mars can use during fights and forces Mars to be careful about the heavy mana cost of Arena Of Blood.
* Pugna is one of few heroes that can contest Mars' ability to push and defend towers early on.
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:
You can also add your own tips, update old data and fix mistakes by editing page on Dota 2 Wiki (it works like Wikipedia - anyone can contribute, you don't even need to register) these edits will appear on this website automatically (data is updated several times per week).
Right now there is no app/overlay that will detect picks automatically (like overwolf dota plus or become the gamer), instead, you can open web version in a steam in-game browser or use mobile version on your smartphone.
Want to know more? Check FAQ
Latest changes first
Sharing link to this site is always appreciated.
Dota 2 is a registered trademark of Valve Corporation. This site is not affiliated with Valve Corporation. All game images and names are property of Valve Corporation.
Bloodseeker
* Snowball negates
Rupture and protects Tusk allies when Ruptured.
Pugna
* Pugna's low health and reliance on channeled abilities make him very vulnerable to Tusk, although Pugna can win in a straight up 1v1 later in the game.