* Oracle's burst damage is not enough to take down Spectre due to Dispersion. * Disarm from Fate's Edict does not hinder Spectre that much, since she can deal damage even without landing a single attack. Additional: * Oracle's burst damage is ineffective against Dispersion. * Disarm provided by Fate's Edict is not as significant debilitation for Spectre as it might be for other carries since She can do damage even without landing attacks.
* Centaur Warrunner's active abilities cannot pierce magic immunity. Hoof Stomp's slow wind up can also be anticipated and negated with Rage. * Lifestealer can offset Retaliate's damage return simply with Feast. Centaur's high strength gain and therefore big health pool makes him an ideal target to Feast on, especially in the late-game. Additional: * Feast is an effective tool against Centaur Warrunner, who generally has high health and low armor, and compensates the reflected damage of Retaliate. * If activated, Rage can protect Lifestealer from Hoof Stomp, Double Edge, and Stampede.
* Luna's Moon Glaives will not trigger Retaliate if they hit some other target first. Also Luna commonly buys items that provide lifesteal such as Satanic, which lets her heal from the damage of Retaliate, meaning that Retaliate has limited effect against her. * Eclipse can be used to counter-initiate against Centaur Warrunner after he jumps in with Blink Dagger, and initiates with Hoof Stomp. But remember that Centaur Warrunner can resolve this problem by buying Hood of Defiance and it's upgrade Pipe of Insight to diminish its damage. Or Blade Mail to reflect the damage of the Eclipse back at Luna. * Luna also commonly buys Black King Bar, which will allow her to protect herself from both, Centaur Warrunner's abilities (except for the Retaliate), and damage reflect from Blade Mail. Additional: * Luna's Moon Glaives will not trigger Retaliate if they hit some other target first. Also Luna commonly buys items that provide lifesteal such as Satanic, which lets her heal from the damage of Retaliate, meaning that Retaliate has little effect against her. * Eclipse can be used to counter-initiate against Centaur Warrunner after he jumps in with Blink Dagger, and initiates with Hoof Stomp. But remember that Centaur Warrunner can resolve this problem by buying Hood of Defiance and it's upgrade Pipe of Insight to diminish its damage. Or Blade Mail to reflect the damage of the Eclipse back at Luna. * Luna also commonly buys Black King Bar, which will allow her to protect herself from both, Centaur Warrunner's abilities (except for the Retaliate), and damage reflect from Blade Mail.
* Fortune's End cannot dispel Warpath stacks on Bristleback or Quill Spray stacks on allies. * Bristleback can heavily reduce Oracle's damage output. With it, Oracle may accidentally heal Bristleback with Purifying Flames, especially if Bristleback has bonus magic resistance.
* False Promise will not save an ally from Culling Blade if their health is low enough. * Fate's Edict, offensively or defensively, does little to protect Oracle's allies from the majority of Axe's damage.
* Disruption can protect Shadow Demon's allies from Fortune's End, preserving healing or buffs. It can also catch Oracle's allies, allowing Shadow Poison to be used without being dispelled. * Demonic Purge prevents over-time healing during False Promise, such as Purifying Flames and Urn of Shadows. If he has Aghanim's Scepter, this issue can persist for longer or on multiple allies. * It will not, however, prevent healing from instant abilities, items, or auras, making Mekansm a good choice against him.
* Winter Wyvern's Arctic Burn can also be a useful tool against Centaur, who generally has very high health. Winter's Curse on Centaur can cause Retaliate to damage allies who are forced to attack him.
* Hoof Stomp and Double Edge can often burst down Phantom Assassin from early to mid game. * Retaliate makes it very unlikely for Phantom Assassin to win the lane against Warrunner. Double Edge can also be used to wear her down, as she has a much smaller health pool than that of Centaur Warrunner until purchasing a Ring of Health. Stifling Dagger will also trigger Retaliate and Blur cannot evade Retaliate. * Centaur Warrunner's tankiness in combination with armour items that Centaur Warrunner often purchases like Blade Mail, Crimson Guard, Assault Cuirass and Shiva's Guard can make Phantom Assassin's attacks only tickle Centaur Warrunner. * Centaur Warrunner just has to be careful about Fan of Knives from Aghanim's Shard and Coup De Grace, as Fan of Knives can disable Retaliate even if Centaur Warrunner is spell immune. Additional: * Hoof Stomp and Double Edge can often burst down Phantom Assassin from early to mid game. * Retaliate makes it very unlikely for Phantom Assassin to win the lane against Warrunner. Double Edge can also be used to wear her down, as she has a much smaller health pool than that of Centaur Warrunner until purchasing a Ring of Health. Stifling Dagger will also trigger Retaliate and Blur cannot evade Retaliate. * Centaur Warrunner's tankiness in combination with armour items that Axe often purchases like Blade Mail, Crimson Guard, Assault Cuirass and Shiva's Guard can make Phantom Assassin's attacks only tickle Centaur Warrunner. * Centaur Warrunner just has to be careful about Fan of Knives from Aghanim's Shard and Coup De Grace, as Fan of Knives can disable Retaliate even if Centaur Warrunner is spell immune.
* Fate's Edict cripples many heroes who rely on attacks, such as Phantom Assassin, Sven, or Enchantress, without a dispel or a Black King Bar.
* Troll Warlord's high speed attack makes Retaliate deal a lot of damage to him.
* Fate's Edict can disarm Troll, rendering him useless in a teamfight, especially if he has already used Battle Trance. * Fortune's End and Purifying Flames can provide ample magic damage to help burst down Troll Warlord quickly in the early to mid game. * False Promise can save an ally from Troll Warlord's initiation, forcing him to switch targets and lose his Fervor stacks, or waste time during Battle Trance.
* Heroes who have high health are a problem for Sniper because he likes to attack the closest target and sit at the back, much like a Terrorblade so when that hero doesn't die; he's forced to show his position for a very long time: Centaur Warrunner, Legion Commander, Primal Beast.
Additional: * Headshot and Shrapnel slow is ineffective against a team with haste (which Stampede gives). * Commonly picked up mobility items and hasted movement during his Stampede (as well as his high health pool) make him extremely hard to kill from a distance, damaging Sniper with Retaliate and Blade Mail if he has one. * A low health pool and no escape mechanism makes him an easy target for Centaur Warrunner's burst damage and initiation (even making his team possible initiators with Stampede).
* Fortune's End can catch out or impair position-based heroes with low mobility, such as Sniper or Razor.
* False Promise dispels Flaming Lasso. * Fortune's End can root Batrider after he uses Flaming Lasso. It can also dispel Sticky Napalm and Flamebreak. * Fate's Edict when used on a Lasso'd target will leave them immune to magical damage, making it difficult to burst them quickly before the Lasso ends.
* Supports with useful teamfight or contribution spells will be helpless against Doom: Dazzle, Oracle, Warlock.
* Stampede can be used to free an ally from the grasp of Doom. Without any means of effective lockdown, kills can be difficult to secure when against an enemy Centaur Warrunner. Also, Centaur's tendency to have lots of health and HP regen tend to help counter Doom. Additional: * Whenever Doom casts his ultimate, Centaur Warrunner can cast Stampede and allow the Doomed hero to run away, wasting Doom's ultimate.
* Heroes with the ability to heal allies, or those with good defensive abilities: Chen, Dazzle, Io, Oracle, Omniknight, Witch Doctor, Winter Wyvern, Abaddon, etc.
* Pangolier will proc Retaliate several times if he attempts to use Swashbuckle on Centaur Warrunner. * Centaur can cast Stampede to allow all of his allies to easily avoid Rolling Thunder. * Centaur's tankiness makes it hard for Pangolier to burst him down in the late game. Additional: * When Swashbuckle hits Centaur Warrunner, Retaliate will deal significant damage, as it procs off every strike made. * Stampede helps allies avoid or disengage from Pangolier during Rolling Thunder, as well as neutralizing the slow debuff from Lucky Shot.
* Oracle can shut down both of Ember's early game abilities. Fortune's End can dispel Flame Guard on Ember Spirit and Searing Chains on allies. * When Ember Spirit is affected by Fortune's End, his Fire Remnants move at 0 movement speed. * Disarming him with Fate's Edict does affect Ember's Sleight of Fist ability, possibly making him useless for a few seconds in the late game without a dispel or spell immunity. This is especially good if he has a rapier or two. However, positioning for this is difficult when Ember plays far back.
* Oracle's high magic damage output can easily take down Rubick's low health pool. * Because Oracle can combo spells in rapid succession (due to low cooldowns), it may be difficult for Rubick to Spell Steal False Promise. This scenario can even be avoided by shift queueing Fortune's End and casting it immediately, as it has no cast point, or by staying in the back line of fights if out of mana. * As a position based hero, Rubick will have a very hard time against Fortune's End due to its absurd range and very long root duration.
* 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.
* Fortune's End can easily dispel Cursed Crown before it times out and stuns. He can also save a stunned ally with False Promise. * Fate's Edict can easily negate Bedlam's over-time damage, since the spell provides no form of control. Similarly, he can also negate the magic burst from Shadow Realm. * Fortune's End can dispel the fear effect from Terrorize, and it can remove the root from Bramble Maze if cast quick enough. Be mindful that Fortune's End only dispels your allies' debuffs on the primary target. Additional: * Fortune's End not being disjointable is almost an ensured disable if Dark Willow tries to escape with Shadow Realm. Dispels Cursed Crown and Terrorize. * Fate's Edict negates all her magic damage in case she catches a single hero. * False Promise's strong dispel removes Dark Willow's disables.
* Stampede can help his teammates escape from Windrun and Focus Fire. * Retaliate will shred through Windranger's health if she chooses to attack him during Focus Fire. Additional: * Focus Fire grants Windranger a massive attack speed bonus, while her attack damage is generally quite low. This, combined with Windranger's low health pool and armor, makes Retaliate do absolutely massive damage over a short time, making Centaur a hero she can never expect to kill or harass. * Windrun grants evasion, but Centaur Warrunner does not rely on successful attacks in order to do damage. Hoof Stomp, Double Edge, and Stampede all do large amounts of magical damage and can completely demolish Windranger in a moment.
* A good Centaur can catch Queen of Pain with a Blink Dagger and Hoof Stomp. * Retaliate with Blade Mail reflects all of Queen of Pain's damage, especially Sonic Wave. * Stampede grants a movement speed bonus, which can prevent Queen of Pain from initiating. * Double Edge can shred her low health pool if she's not careful.
* Fortune's End dispels Ion Shell and Surge, making any gank attempt on Dark Seer in the laning phase likely to succeed. * Fate's Edict prevents all magical damage that comes from Dark Seer's abilities. * Fortune's End dispels Ion Shell on creeps, which Dark Seer relies on to farm and zone. Additional: * Fortune's End can dispel Ion Shell, a skill that helps Dark Seer immensely in the laning phase, as well as Surge, a move-speed buff, effectively allowing Oracle to control Dark Seer, especially in the laning phase.
* Oracle's Fate's Edict will protect an ally from Leshrac's nuking damage. * Oracle's False Promise can dispel Leshrac's stun and slow from his abilities, allowing an ally to escape. * Fortune's End can stop Leshrac from chasing opponents or running away.
* Phoenix does significant magic damage over time which can either be dispelled or negated by Fate's Edict. * Oracle's burst damage potential can prove lethal to Phoenix, as they already have to sacrifice health to cast their basic skills.
* Fortune's End's AoE dispel will remove Heavenly Grace and Guardian Angel. Additional: * Oracle can dispel Heavenly Grace (which he can also bait out with Fate's Edict). * With Fortune's End, Oracle can dispel Guardian Angel in an area of effect.
* Fortune's End dispells Marci's Sidekick, removing additional damage and lifesteal. * Fate's Edict disarms Marci, preventing her from attacking with Unleash. Also it is useful against Marci or her ally affected by Sidekick. * False Promise is a great tool to save an ally focused by Marci.
* Oracle can negate and shut down Primal Beast simply with Fate's Edict, especially in the early game, as a majority of his damage-dealing spells are magic. * Oracle can interrupt Primal Beast's Onslaught charge with a well-timed Fortune's End. * Primal Beast's lethal burst damage combos can be further stalled with False Promise; combined with Fate's Edict and regen from Purifying Flames, Oracle can even completely negate Primal Beast's offense. Additional: * Fate's Edict completely negates all of Primal Beast's major damage-dealing spells in the early game and can render Primal Beast useless when cast on a target he is focusing, or in Oracle's defense against Primal Beast himself. * Fortune's End keeps Primal Beast in place, especially while trampling or in the middle of an Onslaught charge. * False Promise can interrupt Primal Beast's abilities, as well as further delay Primal Beast from dealing lethal burst damage. In combination with Fortune's End, Oracle can potentially save an ally from Primal Beast's spell combos.
* Fate's Edict gives full immunity from Ogre Magi's mostly magical damage. * Fortune's End can dispel Ignite (when used on allies) and Bloodlust (when used on enemies). * False Promise can dispel Ignite and Fireblast.
* 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.
* False Promise can dispel the stun from Cold Feet and can save an ally that's about to shatter from Ice Blast, even allowing healing with Purifying Flames by delaying it until after the debuff expires. * Purifying Flames allows Oracle to deny his allies if they're affected by Ice Blast. If he brings his allies' health to or below the shatter threshold, it will count as him denying the ally. However, this does not work on Oracle himself. * Fate's Edict provides 100% magic resistance, making it good against all of Ancient Apparition's abilities at all stages of the game. * Fortune's End can dispel Cold Feet from allies. Additional: * False Promise can prevent the shatter from Ice Blast and Fate's Edict can protect an ally from the magical damage over time for a while. * Oracle can deny allies who are frostbitten. If he uses Purifying Flames to reach the shatter threshold, it will count as a deny. * Fortune's End can dispel Cold Feet on affected allies, preventing them from getting frozen.
* Centaur's low Intelligence makes Mind Flare do low damage. * With some creative skill builds, Centaur's Hoof Stomp stun duration should always last longer than Spiked Carapace stun, so escaping unscathed is hard for Nyx. * With Blink Dagger and detection, Centaur can devastate Nyx in the open. * However, bear in mind that Nyx can also easily initiate on Centaur Warrunner as well if he uses Spiked Carapace in anticipation, and with Vendetta. The damage from Retaliate will be reflected back to Centaur Warrunner, stunning him with no chance to react after he's revealed himself, and should guarantee a successful Impale.
* Centaur's Retaliate will harm all attacking enemies, which will allow Centaur Warrunner to see which is the real Naga Siren. * A well timed Hoof Stomp followed by Double Edge will clear all Naga's illusions and prevent Naga Siren from escaping with Song of the Siren.
* Fate's Edict allows Oracle to make allies spell immune, allowing him to save allies from Jakiro's spells. * Fate's Edict can be cast onto Jakiro to disarm him and prevent him from pushing with his Liquid Fire. * False Promise allows Oracle to free allies from Jakiro's Ice Path.
* It is especially easy for Oracle to negate the damage from Maledict, and even heal through it with Fate's Edict and Purifying Flames. * If by some miracle an enemy is still about to die because of Maledict, he can still save him with False Promise.
* Arc Warden cannot take Centaur Warrunner very easily, and his nukes are not strong enough to deal with Centaur Warrunner. * Centaur Warrunner deals huge AoE damage and applies an AoE disable through Hoof Stomp, affecting the double as well the main Arc Warden. * Magnetic Field is not very effective against melee heroes. And to make things worse, Magnetic Field also increases Arc Warden and his allies's attack speed, meaning Retaliate will deal more damage. * Stampede catches Arc Warden easily due to his lack of escape mechanisms. However, Arc Warden can counter this problem with Gleipnir, which is a common item on Arc Warden.
* Fortune's End applies a basic dispel which can be used to dispel Corrosive Haze, or even Slardar's own Guardian Sprint. * False Promise is able to dispel Corrosive Haze and Slithereen Crush stun/slow from any allies Oracle chooses to cast it on. * Fate's Edict can also be cast on Slardar to prevent him from proccing his Bash of the Deep.
* 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.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* Oracle with Fortune's End and False Promise * Heroes that can remove the Track debuff with their skills: * Abaddon with Aphotic Shield and Borrowed Time * Huskar with Life Break * Juggernaut with Blade Fury * Legion Commander with Press the Attack * Lifestealer with Rage and Infest * Naga Siren with Mirror Image * Omniknight with Heavenly Grace * Oracle with Fortune's End and False Promise * Phantom Lancer with Doppelganger * Slark with Dark Pact * Ursa with Enrage * Weaver with Time Lapse * Tidehunter with Kraken Shell when damage received reaches the threshold.
* Heroes with long disables, like Lion, Night Stalker, or Legion Commander, can prevent Oracle from using spells or items.
* Fate's Edict prevents Legion Commander from attacking for a few seconds, potentially saving Oracle's ally. * Fortune's End dispels Press the Attack's healing and attack speed buff, as well as the movement speed bonus from Overwhelming Odds. * False Promise protects allies and prevents Legion Commander from winning Duels and gaining bonus damage. Additional: * Provided that the enemy team does not have an Axe, Oracle can guarantee that his ally survives for the duration of the Duel with False Promise and has decent nuke potential to help ally to win a Duel. He can also disarm Legion Commander with Fate's Edict. * Oracle can dispel enemy buffs like Overwhelming Odds and Press the Attack with Fortune's End.
* Heroes that have high health but little to no magic resistance are easy prey for Necrophos, as no matter how high they build their health up, Reaper's Scythe will kill them outright as long as they fall under a certain threshold, and Heartstopper Aura will deal the same amount of damage regardless, decaying their health the longer they stay within range. As such, Strength heroes like Chaos Knight, Centaur Warrunner or Magnus are good targets for his ultimate.
Additional: * With high health and rarely buying Linken's Sphere or Black King Bar, Centaur Warrunner is a good target for Reaper's Scythe. However, Centaur Warrunner can resolve this problem by buying Hood of Defiance and it's upgrade Pipe of Insight to diminish its damage. * Heartstopper Aura will do well against high health heroes such as Centaur Warrunner.
* During the laning stage, Oracle's Purifying Flames nullifies any damage that Heartstopper Aura might inflict. * Fate's Edict and False Promise can protect an ally from Reaper's Scythe. * Oracle can dispel Ghost Shroud with Fortune's End. Additional: * Fortune's End can dispel Ghost Shroud, negating the skill's utility. Also it's worth noting that Necrophos takes additional magic damage when in Ethereal state, which makes Purifying Flames a powerful nuke against him. * Fate's Edict fully negates the damage from Reaper's Scythe, which its own delayed animation makes it relatively easy to predict and nullify.
* Heroes who are not easily crippled by Fate's Edict or Fortune's End, such as Timbersaw, or those who can dispel them, such as Phantom Lancer, can kill Oracle unhindered.
* Hoof Stomp and Double Edge makes short work of Phantom Lancer's illusions. * Retaliate together with Blade Mail reflects Phanton Lancer's damage and quickly destroys his illusions. Additional: * His illusions will kill themselves in a few hits because of Retaliate. The nukes from Hoof Stomp and Double-Edge should be enough to clear them for a large portion of the game * Centaur Warrunner's small mana pool makes Diffusal Blade's damage much lower once Centaur doesn't have any more mana left to burn. Keep in mind that Double Edge does not cost mana. * Be wary when chasing down Phantom Lancer. Hoof Stomp's terrible cast time makes it quite easy to dodge with Doppelganger.
* Time Walk and Backtrack allow Faceless Void to easily negate Oracle's burst damage. * Time Dilation is effective against Oracle's low-cooldown spells. Although dispellable with Fortune's End, it can still catch Oracle off guard if Fortune's End is on cooldown. * However, False Promise is one of the best abilities in the game to delay or even potentially save any ally caught in Chronosphere. Combined with Fate's Edict, a well-positioned Oracle denies Faceless Void and his team from attempts at solo-Chronosphering key targets to open up a teamfight.
* Heroes that can stop Faceless Void from leaping around the fight and controlling its outcome are very strong against him. Heroes such as: Axe, Centaur Warrunner, Doom...
* Any hero that can nullify effects of Chronosphere: (Keeper of the Light with Aghanim's Scepter during daytime, Winter Wyvern), banishing him or Faceless Void (Outworld Destroyer, Shadow Demon, Earth Spirit with Aghanim's Scepter) or protecting him in other ways (Dazzle, Oracle, Abaddon) can greatly limit Chronosphere's potential.
* Heroes with long disables, like Lion, Night Stalker, or Legion Commander, can prevent Oracle from using spells or items.
* Lion is extremely dependent on his abilities. Silences like Silencer's Last Word, magic resistance like Oracle's Fate's Edict, and dispels like Legion Commander's Press the Attack all make his abilities less effective.
* Oracle's reliance on spamming his spells can be easily hindered by Silencer's Arcane Curse. * Last Word and Global Silence negates Oracle's attempt to save his allies with his spells. * Fate's Edict is useless against Glaives of Wisdom's pure damage.
* Fortune's End can nullify Arcane Curse, Last Word, and Global Silence, if cast at the right time with the right targets. * Fate's Edict can prevent Silencer from attacking, which he relies on with Glaives of Wisdom, for a lot of his damage.
* Anti-Mage can withstand magical burst damage much better than other carries, making him effective against nukers: Lich, Necrophos, Oracle, and Leshrac.
Additional: * Oracle has minimal damage potential against Anti-Mage due to Counterspell, and may even have some ability damage reflected at himself. * Anti-Mage can easily overwhelm Oracle with Mana Break and Mana Void. * Blink allows Anti-Mage to easily chase and take advantage of Oracle's low mobility.
* Anti-Mage's Mana Void won't do a lot of damage because Centaur has a low mana pool. Mana Break is also relatively ineffective against him.
To start select enemy heroes in the field above.
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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
Dota 2 wiki.
You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors
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How to interpret this data
Take it with a bit of grain of salt, especially if the recommendation has a low rating (<= 1), some heroes
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