*
Flame Guard makes Dark Seer not deal any damage with his skills to Ember Spirit.
* Ember's magic damage build is able to burst down Alchemist due to his low strength gain and Alchemist's normal item pick up.
*
X Marks the Spot prevents Dark Seer or his allies from escaping with Surge.
*
Tidebringer will deal lots of damage to Alchemist before he builds physical survivability items.
*
Torrent and
X Marks the Spot can control Alchemist at all stages of the game before he has Black King Bar.
*
Ghostship's rum buff will greatly reduce the Alchemist's damage output in teamfights including his Radiance.
* Strong laners are usually at a disadvantage because of how well Sven can jungle. Heroes such as
Dark Seer.
Underlord and
Legion Commander may find that later Sven takes care of them very quickly after some jungle farming.
* Heroes who struggle to fight back against Sven at any point in the game are at a severe disadvantage:
Alchemist,
Anti-Mage,
Crystal Maiden.
*
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.
* Ice Blast nullifies the health regeneration granted by
Chemical Rage, which Alchemist greatly relies on to stay alive in battle.
* Alchemist tends to build
Armlet of Mordiggian which can be deadly during Ice Blast.
Additional:
*
Ice Blast cancels out Chemical Rage's rapid health regeneration. It can also take advantage of Alchemist's
Armlet of Mordiggian toggling, as it will make HP drain insanely fast, essentially killing the bearer in no time.
* Axe can force Alchemist to attack him with
Berserker's Call. High attack speed from
Chemical Rage will cause
Counter Helix to proc multiple times.
* This can get worse if axe has
Blade Mail, which then returns all damage to Alchemist himself.
* Axe's abilities can pierce through
Black King Bar, which is a common item for Alchemist.
*
Berserker's Call grants Axe a huge bonus armor, which greatly counters Alchemist's physical damage for the most part.
* A Sniper who is somewhat competent at positioning is hardly going to be affected by any of Dark Seer's spells thanks to
Take Aim.
* However, an illusion of Sniper made with Wall of Replica is extremely powerful, and hard to deal with.
* Dark Seer's strength lies in his high-mana cost skills. So
Mana Break can be a great nuisance for him, since it can reduce his mana and prevent him from casting his spells.
*
Mana Void can deal a lot of damage if Dark Seer spent a lot of mana on his abilities.
* Dark Seer relies on Surge for most of his mobility, so he's not very vulnerable to slows, but much more to root effects and walls or pseudo-walls such as
Disruptor's
Kinetic Field or
Slark's
Pounce.
*
Shadow Dance allows Slark to not be targeted by Unstable Concoction, making Alchemist stun himself and making himself vulnerable to the enemy.
*
Dark Pact also allows him to just purge off the stun if timed correctly.
*
Essence Shift will steal stats over long durations at a time should Alchemist lack the damage to kill Slark.
* Heroes with AoE abilities will hit Slark in Shadow Dance:
Lina,
Jakiro,
Underlord,
Leshrac,
Dark Seer,
Earthshaker,
Timbersaw,
Crystal Maiden.
*
Corrosive Haze followed by
Slithereen Crush takes advantage of Alchemist's main weakness, being physical damage before he has the change to improve his surviability with items.
*
Bash of the Deep will deal lots of damage during the laning phase.
* Skywrath Mage can easily harass Alchemist in the laning phase with multiple Arcane Bolts. Additionally, if Alchemist is in the process of throwing an
Unstable Concoction, and has no way to dispel Ancient Seal, the self stun becomes an easy set up for Mystic Flare.
* Caution, however, as a decently farmed Alchemist with {Item ID:Radiance} and {Item ID:Manta Style} can easily send illusions to harass and force Skywrath Mage out.
*
Quas-
Exort Invoker can win the mid lane easily against Alchemist because
Quas regeneration will nullify Acid Spray's damage over time and
Exort damage bonus will allow Invoker to out last hit Alchemist.
*
Spell Steal will easily steal all abilities from Dark Seer.
Additional:
*
Spell Steal can perfect from Rubick's steal all abilities from Dark Seer. Rubick's always purchase
Aghanim's Scepter can two stolens abilities from Dark Seer's and waiting for seconds for second stolen abilities (example: combinated Vacuum and Wall of Replica) and many different combination.
* A good positoning from Rubick's
Spell Steal waiting steal abilities from Dark Seer
Wall of Replica and illusion from
Wall of Replica Dark Seer's can fighting with effect from outcome steal
Wall of Replica from Rubick's.
* Combinated Rubick's steal
Surge and
Blink Dagger is very important catch from Dark Seer's and enemies.
* Rubick's
Telekinesis can lifted up Dark Seer or enemy heroes and throw to
Wall of Replica from Rubick's steal.
* Alchemist likes to farm fast and be ahead, unfortunately Lone Druid likes to do the same by taking towers.
*
Acid Spray will never prove a threat to Lone Druid or his Spirit Bear.
*
Chemical Rage may not prove so useful once Lone Druid procs entangled keeping him in place.
*
Monkey King Bar is a very good choice on Lone Druid's Spirit Bear and it directly counters any potential
Radiance from Alchemist.
*
Assault Cuirass is another very good Spirit Bear item that further makes Alchemist vulnerable to physical damage, which is all Lone Druid does.
* Alchemist is not the kind of hero who wants to go on single target summon units, by the time he has killed the Spirit Bear his teammates might had already been slayed by his teammates. Not to mention Lone Druid can just resummon it, even if he is successful.
* In general, heroes who are melee with no way to fight back can be very easily poked by Monkey King to gain his Jingu Mastery stacks:
Dark Seer,
Riki,
Rubick.
* Alchemist has very bad armor and does not build armor items for the large majority of his build, so Jingu Mastery and Wukong's Command can be very deadly.
*
Desolator,
Sange and Yasha or
Diffusal Blade can all be purchased to increase your damage against Alchemist or just to keep your movement speed high enough to match him while
Chemical Rage is active.
* Monkey King is an agility hero and scales with armor, so
Acid Spray loses it's effectiveness later in the game.
* Heroes with wide AoE abilities will reveal Monkey King through Mischief:
Necrophos,
Phoenix,
Alchemist,
Earthshaker,
Razor,
Tinker,
Leshrac,
Queen of Pain
*
Reaper's Scythe can kill Alchemist before Chemical Rage has the time to heal him.
*
Ghost Shroud can prevent Alchemist from attacking Necrophos, as well as make him immune to Acid Spray and Unstable Concoction damage.
*
Heartstopper Aura will do damage as long as Necrophos is alive based on health percentage, which is a problem for a strength hero such as Alchemist.
* Heroes who rely on physical damage output to be effective will fare badly against Muerta's
Pierce the Veil:
Phantom Assassin,
Terrorblade,
Drow Ranger,
Lifestealer,
Anti-Mage,
Alchemist,
Lycan,
Clinkz,
Sniper.
* Dark Seer's only disable is Vacuum. Though he starts off with high armor and health, he'll eventually have a hard time dealing with high mobility heroes such as
Weaver or
Queen of Pain.
*
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.
* Dark Seer's only disable is Vacuum. Though he starts off with high armor and health, he'll eventually have a hard time dealing with high mobility heroes such as
Weaver or
Queen of Pain.
* Melee heroes that get kited easily have hard times dealing with Puck without any lockdowns, as Puck is one of the most mobile heroes. Heroes like
Sven,
Lifestealer,
Ursa and
Alchemist may have problems to get to Puck without proper initiation items. They also lack reliable lockdowns, as their disables are easily avoidable for Puck, or are just a soft disable.
* 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.
* Abilities that deal low damage with high amounts of instances are irrelevant against Pudge during Flesh Heap's active:
Gyrocopter's
Rocket Barrage and
Dark Seer's
Ion Shell are just a couple examples.
*
Clinkz can use
Burning Army in teamfights which will cause a problem for Alchemist.
* Dark Seer relies on Surge for most of his mobility, so he's not very vulnerable to slows, but much more to root effects and walls or pseudo-walls such as
Disruptor's
Kinetic Field or
Slark's
Pounce.
* Heroes who are melee but cannot fight back against Eclipse will really struggle with Luna:
Monkey King,
Alchemist,
Timbersaw.
* Heroes without an escape mechanism:
Shadow Fiend,
Alchemist
Additional:
* Chemical Rage will rarely save Alchemist against Ursa's
Fury Swipes.
*
Enrage allows Ursa to both be a threat to Alchemist and avoid his over time damage.
*
Feast is good against high health strength heroes such as Alchemist.
*
Rage allows Lifestealer to not be targetable by Unstable Concoction, possibly making Alchemist stun himself.
* Since Lifestealer build
Aghanim's Scepter upgrades
Infest similliar
Heaven's Halberd can applies an undispellable disarm so Alchemist cannot attack during Chemical Rage, forcing him to activate Black King Bar beforehand.
* Heroes with escape abilities:
Anti-Mage
Dark Seer
Slark
Storm Spirit
Windranger
Weaver can kite Lifestealer due to him having no lockdown.
* Alchemist's reliance on fast attack speed to do single-target damage makes him vulnerable to
Static Link. It also goes through
Black King Bar, which is a standard item on Alchemist.
*
Eye of the Storm is great against high health strength heroes as it reduces their survivability to physical damage.
* Razor has early lane push to counter
Acid Spray.
*
Dark Seer can increase the movement speed of allies with
Surge, breaking Static Link.
*
Untouchable greatly reduces Chemical Rage's attack speed advantage.
* Heroes with haste can negate Enchant's slow:
Weaver,
Dark Seer,
Lycan,
Centaur Warrunner.
* Dark Seer's
Vacuum and
Ion Shell can clear a wave of Chen's Creeps effectively.
*
Surge applies haste movement and negates the slow from
Penitence, allowing Dark Seer to easily escape from Chen and his creeps.
* Dark Seer's full combo from Dark Seer's
Vacuum,
Wall of Replica and
Normal Punch from
Aghanim's Scepter can often kill Chen or any of his allies before he can save them with
Hand of God.
Additional:
* Dark Seer's
Vacuum and
Ion Shell can clear a wave of Chen's Creeps effectively.
*
Surge applies haste movement and negates the slow from
Penitence, allowing Dark Seer to easily escape from Chen and his creeps.
* Dark Seer's full combo from Dark Seer's
Vacuum,
Wall of Replica and
Normal Punch from
Aghanim's Scepter can often kill Chen or any of his allies before he can save them with
Hand of God.
* Alchemist's
Acid Spray can heavily damage Chen's creeps and disrupt his jungling.
* Alchemist builds items like
Radiance and
Battle Fury, allowing him to quickly clear Chen's creeps.
* Alchemist's
Greevil's Greed will grant him more bonus gold as he kills Chen's creeps.
* Ion Shell is a very powerful weapon against Broodmother's Spiderlings and makes her laning much harder.
Additional:
*
Ion Shell zones out Broodmother in the laning phase, and can kill her spiderlings if used on one Spiderling in a group.
*
Vacuum can pull Broodmother out of the treeline.
*
Greevil's Greed makes Broodmother’s spiderlings far more valuable to Alchemist making it important that he does farm them as opposed to other heroes where the spider's bounties are negligible.
*
Acid Spray makes it difficult to attack Alchemist in lane without losing some spiderlings to the damage over time, potentially giving him farm he wouldn't have otherwise.
Additional:
* Alchemist can easily farm Spiderlings with Acid Spray and Greevil's Greed.
* Alchemist's Chemical Rage nullifies Broodmother's
Insatiable Hunger
*
Ion Shell helps taking down illusions quickly, making it easy to identify the real Phantom Lancer.
*
Surge allows Dark Seer and his teammates to run away from Phantom Lancer, who relies on his
Phantom Rush to chase enemies.
* Heroes that require burst damage to kill will be difficult for Phantom Lancer to take down:
Timbersaw,
Axe,
Bristleback,
Alchemist and
Underlord
*
Surge allows for Dark Seer and his allies to escape from Upheaval due to it ignoring any slow.
* Venomancer is a low health hero and low range hero who is easy to harass with Ion Shell on a creep in the early game.
* Venomancer depends entirely on all his slows to keep distance or chase, but since Surge ignores slows, it is nearly impossible for Venomancer to hunt or run away from Dark Seer or his surged teammates.
* Chemical Rage will take down
Tombstone in no time.
Additional:
* With
Greevil's Greed, Alchemist can farm Tombstone zombies and gain a significant gold advantage.
*
Living Armor can be destroyed quickly with Ion Shell.
* Dark Seer's
Vacuum and
Ion Shell allows him to clear a wave of Terrorblade's illusions.
* Because Terrorblade often builds items that require
Ultimate Orb like
Manta Style and
Eye of Skadi, Dark Seer can create a very strong illusion of Terrorblade with
Wall of Replica and
Normal Punch from
Aghanim's Scepter.
* If Dark Seer can use
Vacuum to help teammates land their AoE abilities, Terrorblade will be quickly killed before he even gets a chance to use Sunder.
Additional:
* Dark Seer's
Vacuum and
Ion Shell allows him to clear a wave of Terrorblade's illusions.
* Because Terrorblade often builds items that require
Ultimate Orb like
Manta Style and
Eye of Skadi, Dark Seer can create a very strong illusion of Terrorblade with
Wall of Replica and
Normal Punch from
Aghanim's Scepter.
* If Dark Seer can use
Vacuum to help teammates land their AoE abilities, Terrorblade will be quickly killed before he even gets a chance to use Sunder.
* Ion Shell destroys
Refraction's protection stacks in short time.
* Surge ignores the massive slow from
Psionic Trap.
*
Chemical Rage negates almost all damage from Burning Spears.
Additional:
* Chemical Rage mitigates damage from
Burning Spear.
* Magnus has very mediocre damage against Alchemist, because he can survive the stun duration of Reverse Polarity with
Chemical Rage.
* Dark Seer can take great advantage of
Divided We Stand by putting an Ion Shell on a clone in order to harass them effectively.
* Vacuum can take a single Meepo and disable him for Dark Seer and his teammates to take out.
* Chemical Rage kills Phoenix very quickly in
Supernova.
* Heroes that rely on illusions typically spawn very strong illusions inside Dark Seer Wall of Replica that he can use against them or their team:
Phantom Lancer,
Chaos Knight,
Naga Siren,
Terrorblade.
* Heroes that rely on illusions typically spawn very strong illusions inside Dark Seer Wall of Replica that he can use against them or their team:
Phantom Lancer,
Chaos Knight,
Naga Siren,
Terrorblade.
* Heroes that can cancel Charge of Darkness:
Ogre Magi,
Earthshaker,
Lion,
Rubick,
Lina,
Luna,
Jakiro,
Dawnbreaker,
Alchemist,
Ogre Magi,
Axe,
Shadow Shaman,
Naga Siren,
Mars,
Bane,
Pudge,
Clockwerk.
*
Dark Seer can pull together Spectre's illusions with
Vacuum, and
Wall of Replica creates an illusion of Spectre that deals massive damage.
* Heroes who rely on damage over time as Spiked Carapace can block and reflect only one instance of damage:
Jakiro,
Viper,
Venomancer,
Huskar,
Ember Spirit,
Dark Seer,
Sand King,
Doom,
Dawnbreaker. However, this also means they are easily stunned.
* Heroes that rely on summons will suffer against Ion Shell, which kills them very quickly:
Beastmaster,
Broodmother,
Enigma,
Nature's Prophet,
Visage,
Warlock,
Wraith King.
* Heroes that rely on summons will suffer against Ion Shell, which kills them very quickly:
Beastmaster,
Broodmother,
Enigma,
Nature's Prophet,
Visage,
Warlock,
Wraith King.
* With
Normal Punch from
Aghanim's Scepter, Dark Seer can gain an advantage against heroes who rely on evasion as
Normal Punch has true strike:
Phantom Assassin,
Windranger,
Hoodwink.
* With
Normal Punch from
Aghanim's Scepter, Dark Seer can gain an advantage against heroes who rely on evasion as
Normal Punch has true strike:
Phantom Assassin,
Windranger,
Hoodwink.
* With
Normal Punch from
Aghanim's Scepter, Dark Seer can gain an advantage against heroes who rely on evasion as
Normal Punch has true strike:
Phantom Assassin,
Windranger,
Hoodwink.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
* Heroes that rely on summons will suffer against Ion Shell, which kills them very quickly:
Beastmaster,
Broodmother,
Enigma,
Nature's Prophet,
Visage,
Warlock,
Wraith King.
*
Alchemist gets a huge amount of additional gold from killing Nature's Prophet's treants thanks to
Greevil's Greed.
Additional:
* Acid Spray and Greevil's Greed will quickly destroy pushes with treants.
* Because of his poor movement speed,Alchemist can catch up and kill him with Chemical Rage.
* Heroes that rely on summons will suffer against Ion Shell, which kills them very quickly:
Beastmaster,
Broodmother,
Enigma,
Nature's Prophet,
Visage,
Warlock,
Wraith King.
* Heroes with hastes:
Dark Seer,
Lycan
* He can quickly take out heroes with low armor (
Tiny) with his great physical damage.
* The haste provided by
Dark Seer's
Surge or a {Rune:Haste} renders Lich's slows ineffective.
* Visage can quickly kill heroes with low to medium base armor and no innate escape mechanism. Examples include
Alchemist,
Crystal Maiden and
Zeus.
* Heroes that rely on summons will suffer against Ion Shell, which kills them very quickly:
Beastmaster,
Broodmother,
Enigma,
Nature's Prophet,
Visage,
Warlock,
Wraith King.
* Melee heroes with low mobility can be kited and killed by Viper:
Treant Protector,
Kunkka,
Alchemist,
Troll Warlord,
Wraith King,
Tiny,
Sven.
* Heroes who do not have nor rely on passive abilities make Nethertoxin much less effective:
Clinkz,
Pugna,
Nature's Prophet,
Dark Seer,
Lycan,
Tusk
* Heroes without blink mechanisms or spell immunity will have a hard time positioning against
Pit of Malice:
Sven,
Tiny,
Wraith King,
Dragon Knight,
Meepo,
Doom,
Bounty Hunter,
Dark Seer,
Undying,
Alchemist,
Legion Commander.
* Heroes who are entirely reliant on dealing physical damage and/or have very little to no area-of-effect abilities will make Underlord tickle and will have no effect against him thanks to his
Atrophy Aura, and will also be unable to ambush Underlord and his team if Underlord chooses to use
Fiend's Gate to get to a designated point of the map:
Phantom Assassin,
Terrorblade,
Troll Warlord,
Drow Ranger,
Phantom Lancer,
Chaos Knight,
Sven,
Wraith King,
Bounty Hunter,
Alchemist,
Templar Assassin,
Nyx Assassin,
Bane.
* Heroes 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 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.
*
Doom can disable
Chemical Rage's increased healing, rendering Alchemist helpless against Doom.
* Attacks from
Infernal Blade can deal serious damage to Alchemist as it deals damage based on the hero's maximum health.
* Doom's low armor makes him weak against Alchemist's high physical damage output.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm:
Terrorblade,
Sven,
Clinkz,
Windranger,
Alchemist,
Dragon Knight,
Legion Commander
* Certain heroes can mess up with Pangolier's positioning and timing (especially if he intends to use Rolling Thunder during combat):
Vengeful Spirit,
Keeper of the Light,
Huskar,
Dark Seer
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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Dark Seer
* The constant dispel from Demonic Purge will make any attempt to save the victim or himself by
Surge become futile. For what it's worth, Demonic Purge will also dispel
Ion Shell.
Alchemist
* Alchemist is a well-known
Radiance carrier among other auras your illusions will benefit from. They also get the extra move speed and reduced base attack time from his
Chemical Rage, and it's even better if you can catch him as his own rage is about to expire.
Unstable Concoction.
* Disruption will buy enough time for all allies to retreat when Alchemist starts to activate