*
Hex's instant cast time will force Brewmaster into the awkward situation of needing some form of spell immunity or block to prevent being immediately hex upon blinking in, or wait until Lion has used all his crowd control before entering a fight. His direct magic burst also makes Brewmaster's Drunken Brawler worthless versus Lion.
* 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.
* Blinking heroes like
Anti-Mage or
Queen of Pain can often chase down an injured Brewmaster after his ultimate expires.
* 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.
* 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).
*
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.
* Outworld Destroyer's pure damage will mop up Primal Split's units very quickly.
* 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.
*
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.
* 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.
*
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.
* 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.
*
Ancient Seal's instant cast time will often silence Brewmaster before he can do anything.
* Brewmaster also has no defense against Skywrath Mage's massive magical damage.
*
Hex's instant cast time will force Brewmaster into the awkward situation of needing some form of spell immunity or block to prevent being immediately hex upon blinking in, or wait until Shaman has used all his crowd control before entering a fight.
* Brewmaster also has no defense against Shadow Shaman lockdowns.
* 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.
* Shadow Demon's spammable illusions can be used to scout Techies'
Proximity Mines.
* 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.
* 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.
* Any hero with a low HP pool is easy for Tinker to nuke down:
Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* 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 strong team-fight abilities (especially ultimates) like
Tidehunter,
Brewmaster,
Death Prophet, etc.
* Heroes with low health will die easily during Duels, and can be farmed for damage in the early game:
Crystal Maiden,
Lich,
Techies,
Rubick
* Blinking heroes like
Anti-Mage or
Queen of Pain can often chase down an injured Brewmaster after his ultimate expires.
* 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.
* Illusions can be sent out to destroy
Techies mines.
* Brewmaster is slow and has low armor, making his laning stage very difficult against Geminate Attack.
* Apart from the slow moving
Hurl Boulder, which can be disjointed, he has no control to catch Weaver.
*
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.
* 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 .
* Heroes with area dispel can kill multiple skeletons at once:
Brewmaster,
Oracle.
*
Cinder Brew and
Drunken Brawler makes it hard for Monkey King to stack Jingu Mastery.
*
Cyclone can remove Monkey king for 6 seconds if his allies lack dispels.
*
Dispel Magic can dispel Jingu Mastery's bonuses.
* 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.
* Storm's Dispel Magic combined with Thunder Clap deals high damage against Chaos Knight's illusions even in the late game.
* Chaos Knight's reliance on physical damage is easily hindered by Drunken Brawler.
* Chaos Knight's lack of area effect and mobility makes him easily overwhelmed by Primal Split.
Additional:
*
Dispel Magic from {U:Storm} can instantly kill Phantasms early on, and can still deal a lot of damage to them late game, revealing the real Chaos Knight.
* 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.
*
Cyclone from Storm in
Primal Split can waste Nyx's Spiked Carapace, since its duration is shorter than the Cyclone's.
* 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.
* 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.
* After using Snowball, Tusk can't control where he's going, allowing Techies to make him roll onto mines.
*
Primal Split makes Brewmaster invulnerable for the duration, rendering effects of Cold Feet and Ice Blast useless.
*
Dispel Magic can dispel Cold Feet from allies.
* Brewmaster can easily run Ancient Apparition down with the slow from
Thunder Clap and
Cinder Brew.
*
Thunder Clap and
Drunken Brawler prevent Faceless Void from maximising his damage potential in fights.
*
Cyclone disables Faceless Void during Chronosphere or in general.
*
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.
* Brewmaster can use Cyclone to disable Huskar's healer for much longer than most other heroes can, to make Huskar vulnerable.
* Huskar has no way to stop Brewmaster from using Primal Split by himself, but can cut a good amount of his high health away if Huskar's team wants to burst Brewmaster down during a different disable.
* Brewmaster can make the Spirit Bear a much smaller threat with Cinder Brew.
* Cyclone removes the bear from a fight so that his team can easily focus on the hero.
* While most heroes would be worn down by a Spirit Bear
Radiance in the time it takes to kill Lone Druid, Brewmaster is protected in Primal Split.
*
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.
* 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.
*
Dispel Magic from {U:Storm} instantly removes Heavenly Grace and Guardian Angel from Omniknight's allies in its radius of effect.
* 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.
* 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 that excel at grouping up with their team very early will be able to take advantage of a Clinkz that tries to pick off heroes that are alone:
Brewmaster,
Dazzle,
Tidehunter.
* Heroes with evasions:
Phantom Assassin,
Brewmaster,
Hoodwink,
Windranger.
Additional:
* If Ursa uses
Enrage Brewmaster can use Cyclone to render him harmless during his ultimate.
* Brewmaster has two spells to slow down Ursa, allowing his team to kite around him easily.
* Heroes that provide vision will see Fiend's Gate coming:
Techies,
Templar Assassin,
Treant Protector.
* In general, Brewmaster's Cinder Brew and Thunder Clap makes him good against physical damage carries:
Ursa,
Clinkz,
Faceless Void,
Troll Warlord,
Templar Assassin,
Phantom Assassin.
* In general, Brewmaster's Cinder Brew and Thunder Clap makes him good against physical damage carries:
Ursa,
Clinkz,
Faceless Void,
Troll Warlord,
Templar Assassin,
Phantom Assassin.
*
Brewmaster with
Primal Split
* Heroes that can dodge Glimpse:
*
Puck with
Phase Shift
*
Riki with
Tricks of the Trade
*
Phantom Lancer with
Doppelganger
*
Ember Spirit with
Sleight of Fist and
Activate Fire Remnant
*
Chaos Knight with
Phantasm
*
Naga Siren with
Mirror Image
*
Tusk with
Snowball
*
Juggernaut with
Omnislash
*
Brewmaster with
Primal Split
*
Lifestealer with
Infest
*
Phoenix with
Supernova
* 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.
* 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.
* 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 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.
* 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.
* Slow heroes that have a hard time escaping the Echo Stomp radius:
Crystal Maiden,
Pudge,
Techies.
* {U:Earth} has passive
Spell Immunity, allowing him to walk into the Echo Stomp radius to stun Elder Titan with his
Hurl Boulder.
* {U:Storm}'s
Cyclone can cancel the channeling of Echo Stomp and take Elder Titan out of the fight for {show:A|Storm|Cyclone|value2} seconds.
* 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.
* Brewmaster can waste a large portion of Lycan's ultimate by putting him in Cyclone.
* Lycan has no way to stop Brewmaster from using Primal Split by himself.
* Lycan's team often tries to push towers as a group, and Brewmaster excels at winning teamfights while trying to defend a tower.
* 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 produce many summons will have a hard time against Storm's Dispel Magic during teamfight:
Broodmother,
Enigma,
Nature's Prophet.
* Aphotic Shield makes it less likely for allies to be killed by mines.
* Because they explode in very short intervals, a stack of
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.
* Abaddon can easily dispel the long-lasting root of
Stasis Trap on himself and on an ally, while at the same also providing protection against the other mines' damage.
Additional:
*
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.
* Dispel Magic can remove Abaddon's
Aphotic Shield or
Curse of Avernus on an allied hero.
* Cyclone's lengthy duration wastes much of
Borrowed Time's duration.
Additional:
* {U:Storm} can use
Cyclone on Abaddon when he activates Borrowed Time, wasting its duration.
*
Drunken Brawler and
Thunder Clap hinder Abaddon from applying Curse of Avernus' silence on him.
* 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 produce many summons will have a hard time against Storm's Dispel Magic during teamfight:
Broodmother,
Enigma,
Nature's Prophet.
*
Refraction can be very useful in safely neutralizing Proximity Mine fields, or absorbing Techies' Blast Off combo.
* The three Primal Split brewlings all attacking Templar Assassin at once will remove her
Refraction quickly, especially with Fire's Permanent Immolation.
* Templar Assassin has no way to stop Brewmaster from using Primal Split by herself, and may get unlucky and miss her
Meld if trying to burst him during her ally's disable.
* 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 produce many summons will have a hard time against Storm's Dispel Magic during teamfight:
Broodmother,
Enigma,
Nature's Prophet.
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.
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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.
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Brewmaster
*
Exorcism kills Primal Split's units very quickly.
Techies
*
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.
Eul's Scepter of Divinity carrier, meaning she can easily escape a Blast Off initiation.
* Death Prophet is a natural