* X Marks the Spot prevents Dark Seer or his allies from escaping with Surge.
* Tidebringer pressures Invoker easily in lane due to Invoker's low health and armor in the early game.
* 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.
* Queen of Pain usually outlanes Invoker, giving her team a significant early game advantage while Invoker is still farming.
* Blink allows Queen of Pain to escape from Invoker's combo if he doesn't have disables.
* 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.
* Blade Fury, similar to Rage, grants immunity to Invoker's spells and can dispel some debuffs as well.
* Omnislash renders Juggernaut invulnerable to Invoker's spells and can easily take Invoker down.
Additional:
* Juggernaut's instant spell immunity from Blade Fury. helps him dodge Invoker's combos. He can dispel the disables from
Cold Snap and
Deafening Blast and dodge the damage from
Chaos Meteor, as well as walk through
Ice Wall.
* Juggernaut's high DPS allows him to kill split pushing Forge Spirit(s) effortlessly, and his high armor prevents them from being a threat to him.
* However, Invoker can hit Juggernaut with Sun Strike through
Blade Fury, making the
Tornado and
Sun Strike combo a threat if he does not dodge
Tornado.
* Crippling Fear is a good way to shut down and gank Invoker in the early game..
* Void deals good damage to Invoker and makes escaping harder.
* With Hunter in the Night and
Void, Invoker can't get away from Night Stalker and won't be able to catch him with Sun Strike during the night.
* Lone Druid has a very large reserve of health against Invoker abilities, this allows him to survive a large number of attacks from Invoker and kill him, also Entangling Claws reveal invisibility from
Ghost Walk, which allows the Lone Druid team to catch the popular QW-Invoker
Additional:
* Lone Druid has a very large reserve of health against Invoker abilities, this allows him to survive a large number of attacks from Invoker and kill him, also Entangling Claws reveal invisibility from
Ghost Walk, which allows the Lone Druid team to catch the popular QW-Invoker
* Invoker is heavily dependent on his spells, making him useless during Global Silence, as well as interrupting Invoker during his combo.
* Arcane Curse is particularly deadly, because Invoker will continuously lose health if he keeps invoking and casting new spells.
* Last Word will silence Invoker when he casts Invoke, interrupting his combo.
* 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.
Additional:
* 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.
* Zeus greatly hinders Invoker on the line with his long-range abilities. QW- and QE-Invoker have a very long recharge on abilities, and Zeus' Arc Lightning ability recharges too quickly, which is why he quickly kills a pack of creeps and drives Invoker under his tower, punching and not letting finish off creeps
* Lightning Bolt and
Thundergod's Wrath abilities reveal invisibility of enemies, for example Invoker invisibility from
Ghost Walk ability
Additional:
* Zeus greatly hinders Invoker on the line with his long-range abilities. QW- and QE-Invoker have a very long recharge on abilities, and Zeus' Arc Lightning ability recharges too quickly, which is why he quickly kills a pack of creeps and drives Invoker under his tower, punching and not letting finish off creeps
* Lightning Bolt and
Thundergod's Wrath abilities reveal invisibility of enemies, for example Invoker invisibility from
Ghost Walk ability
* Time Walk can easily avoid Invoker's combo damage if doesn't have disables.
* Chronosphere will reveal Invoker during Ghost Walk.
* All of Invoker's hidden cooldowns are affected by Time Dilation, so Faceless Void can easily slow him down a lot.
Additional:
* Time Dilation prevents Invoker from further invoking for the entire duration of the debuff, as well as massively slowing Invoker based on the large amount of spells he has.
* Time Walk will completely negate Invoker's combo damage.
* If Invoker is caught in Chronosphere, he will most likely be the primary target due to the large teamfight contribution he can provide.
* Puck Outlanes Invoker with his abilities: Illusory Orb,
Waning Rift finishing off all creeps on the line and getting a higher level than him
* Puck dodges Invoker's magic attacks with his abilities: Illusory Orb,
Phase Shift in a fight, preventing Invoker from doing damage
Additional:
* Puck Outlanes Invoker with his abilities: Illusory Orb,
Waning Rift finishing off all creeps on the line and getting a higher level than him
* Puck dodges Invoker's magic attacks with his abilities: Illusory Orb,
Phase Shift in a fight, preventing Invoker from doing damage
* Quas-Exort Invoker is also a good matchup due to the fact he has no Wex to run faster due to the movement impairment on his stealth. The
Forge Spirit and
Cold Snap combo doesn't harm her as well since you can drain Invoker's HP with Spirit Siphon which forces him to retreat.
* Silence also prevents Invoker from using Invoke or casting his main spells temporarily. There is no way Invoker can block it unless he has
Eul's Scepter of Divinity to cyclone himself or has help from allies.
* 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.
* A good choice against Invoker, as it has some advantage with the help of abilities.
* With the Dissimilate, Voidspirit can evade Invoker's skills, going to another world where he does not receive damage. The same ability to run away or attack quickly.
* Astral Step moves quickly from point to point, which also reduces the Invoker's probability that he will hit him with skills and cause at least some damage.
Additional:
* A good choice against Invoker, as it has some advantage with the help of abilities.
* With the Dissimilate, Voidspirit can evade Invoker's skills, like
Chaos Meteor or
E.M.P., going to another world where he does not receive damage. The same ability to run away or attack quickly.
* Astral Step moves quickly from point to point, which also reduces the Invoker's probability that he will hit him with skills and cause at least some damage.
* 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.
* Earth Spirit is a dangerous foe to encounter for Invoker in the early stages of the game. Since Invoker needs to gain levels as fast as possible and is not very strong in the early game, Earth Spirit can use his incredible early game power to gank Invoker and ruin his game plan.
* Earth Spirit combines stuns and silences with his spells and can apply them from a great distance. This is bad for Invoker as he is dependent on a smart usage of his spells with Invoke and Earth Spirit can disrupt his combos easily.
* Doom completely takes Invoker out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
Additional:
* Doom is a good way to shut down Invoker, preventing from casting spells and using items for a lengthy time, thus forcing him to invest on
Linken's Sphere.
* Heroes with long lockdowns: Shadow Shaman,
Legion Commander.
* 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 that depend on disrupting fights with ability combos or big ultimate abilities are vulnerable to the long stun of Fiend's Grip: Disruptor,
Death Prophet,
Enigma,
Faceless Void,
Invoker,
Lich,
Magnus,
Mars,
Medusa,
Outworld Destroyer,
Phoenix,
Puck,
Queen of Pain,
Shadow Fiend,
Treant Protector,
Underlord,
Winter Wyvern,
Witch Doctor,
Zeus.
* Heroes with silence: Death Prophet,
Riki,
Drow Ranger.
* 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.
* Bounty Hunter and
Slardar both have ultimates (
Corrosive Haze and
Track) that reveal Invoker through Ghost Walk.
* Bounty Hunter and
Slardar both have ultimates (
Corrosive Haze and
Track) that reveal Invoker through Ghost Walk.
* 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 silence: Death Prophet,
Riki,
Drow Ranger.
* 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.
* Rage grants immunity from Invoker's spells and can dispel most of the disables such as the armor loss from Forge Spirit and the constant stuns of Cold Snap.
Additional:
* Rage protects Lifestealer from all of Invoker's spells (except for Sun Strike).
* Heroes with escape abilities: Anti-Mage
Dark Seer
Slark
Storm Spirit
Windranger
Weaver can kite Lifestealer due to him having no lockdown.
* Astral Imprisonment allows Outworld Destroyer to save himself or ally from Invoker's combo, or remove Invoker from a fight temporarily.
* Arcane Orb's pure damage will deal a lot of damage against Invoker's mediocre strength gain.
* E.M.P. is useless against Outworld Destroyer by activating Equilibrium.
* However, be aware that Sanity's Eclipse will most likely not deal any damage at all, due to Invoker's high intelligence gain compared to Outworld Destroyer's.
* Any heroes with high intelligence, such as Invoker and
Pugna.
* Nyx Assassin can simply activate Spiked Carapace while under many Invoker's abilities to stun him.
* Nyx Assassin takes advantage of Invoker's massive intelligence gain to do tons of damage using Mind Flare, as the spell does more damage based on the target's intelligence.
* Vendetta burns a large amount of Invoker's essential mana pool.
* 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.
* In the early to mid game, Invoker is defenseless against Storm Spirit's ganking with Ball Lightning and
Orchid Malevolence.
* Heroes with mana burn: Nyx Assassin,
Invoker,
Outworld Destroyer,
Pugna,
Lion
* 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.
* Heroes who can summon illusions and summons because Terrorblade has no abilities to deal with multiple enemies at once outside Reflection: Shadow Shaman,
Naga Siren,
Broodmother,
Lycan,
Enigma,
Chaos Knight,
Phantom Lancer,
Shadow Demon,
Dark Seer,
Nature's Prophet,
Invoker,
Morphling,
Visage,
Grimstroke with
Aghanim's Scepter.
* 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.
* E.M.P. allows Invoker to burn Wraith King's mana to prevent Reincarnation from triggering (only until Wraith King gets his Aghanim's Shard).
* Ice Wall and Cold Snap are particularly crippling for Wraith King as they allow to kite him very effectively, preventing him from dealing melee attack damage.
Additional:
* Invoker can drain Wraith King's mana with E.M.P., preventing him from reincarnating unless Wraith King has his Aghanim's Shard.
* Even if Wraith King survives and reincarnates, Invoker still has an arsenal of spells to lockdown Wraith King, including an easily setup Ice Wall.
* Tornado applies an area dispel to clear skeletons.
* 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.
* Heroes with powerful area-of-effect disables can initiate on Meepo and his clones and shut him down, such as Enigma,
Invoker,
Magnus,
Puck, and
Sand 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.
* Heroes who can clear the waves of Enigma's Eidolons: Lina,
Luna,
Dawnbreaker,
Jakiro,
Shadow Shaman,
Death Prophet,
Keeper of the Light,
Invoker,
Leshrac,
Puck.
* 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.
* QW-Invoker perfectly resists Batrider in his attacks, since Batrider has a small mana reserve and depends very much on him - E.M.P. perfectly allows Invoker to deprive her, and he also has the abilities of
Tornado and
Cold Snap, which can help him fend off his attack, and possibly even kill along with his team
Additional:
* QW-Invoker perfectly resists Batrider in his attacks, since Batrider has a small mana reserve and depends very much on him - E.M.P. perfectly allows Invoker to deprive her, and he also has the abilities of
Tornado and
Cold Snap, which can help him fend off his attack, and possibly even kill along with his team
* Cold Snap can prevent Timbersaw from using both Timber Chain and Chakram due to the frequent stuns interrupting the lengthy cast animations, as well as stopping him mid-chain. This can negate Timbersaw's attempts to escape or dole out extra ability damage.
* Later in the game, Invoker's heavy magical and pure damage can be difficult to avoid, meaning Timbersaw's armor is less useful.
* Invoker's Forge Spirit can negate
Flux.
* Provided he does a right combo with Chaos Meteor, Invoker can easily burst down Arc Warden (plus his clone if he spawns it.)
* An early Orchid Malevolence can shut down Arc Warden pretty hard, especially when Invoker has a good lane against him if he kills him early on.
* Deafening Blast and
Ice Wall limit's Arc Wardens mobility and damage, crippling him greatly.
* Living Armor can be destroyed quickly with Ion Shell.
* 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.
* Ice Wall can slow down Charge of Darkness in its tracks at max level, allowing counterplays such as Cold Snap to end the charge, bursting down with Tornado, Meteor, and right clicks, or even teleporting back to spawn to drag Spirit Breaker into the fountain.
* Cold Snap (if timed right) and Invoker's other disables like Tornado can interrupt Charge of Darkness, especially since Charge is telegraphed by the symbol appearing over head.
Additional:
* Cold Snap allows Invoker to interrupt Charge of Darkness and Nether Strike.
* Tornado's long range can be used to cancel Charge of Darkness.
* Deafening Blast prevents Spirit Breaker from right clicking and thus proccing his Greater Bash.
* Tornado allows Invoker to purge Necrophos's Ghost Shroud, nullifying any benefits he could get out of it
* E.M.P. allows Invoker to burn Necrophos's mana, preventing him from using his abilities constantly
* Invoker is a big problem for Tiny the whole game because of its multiple disables. For example, the Cold Snap ability can catch an attack from Tiny's hand by surprise, because it becomes slower with the pumping of
Grow. has a giant deceleration, creating a condition for the kite, which Tiny is very afraid of. In addition, Invoker has a
Deafening Blast that disables Tiny's main weapon - strong blows from the hand
Additional:
* Invoker is a big problem for Tiny the whole game because of its multiple disables. For example, such as Tornado +
E.M.P. create unrealistic conditions for Tiny with mana, which is very necessary for Tiny at least for some attacks in a fight. The
Cold Snap ability can catch an attack from Tiny's hand by surprise, because it becomes slower with the pumping of
Grow. has a giant deceleration, creating a condition for the kite, which Tiny is very afraid of. In addition, Invoker has a
Deafening Blast that disables Tiny's main weapon - strong blows from the hand
* 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.
* E.M.P. allows Invoker to burn Medusa's mana to weaken Mana Shield.
* Medusa's lack of mobility makes her easy to kite with Invoker's spells.
Additional:
* E.M.P. is a large mana burn nuke which can hit Medusa's Mana shield with enough damage to lose even more mana.
* Deafening Blast disarms Medusa's ability to deal pseudo-AOE damage during teamfights.
* Cold Snap allows the opposing team to repeatedly stun Medusa in short succession, preventing her from successfully casting her ultimate due to its long cast time.
* Cold Embrace is the perfect setup for all his nukes - Chaos Meteor,
E.M.P. and especially global
Sun Strike.
* Quas Exort Invoker has high physical damage in the form of Cold Snap and Forged Spirits that allows him to trade hits with Huskar.
* Although Huskar can dispel Cold Snap with Life Break.
* Sun Strike deals pure damage and pierces spell immunity, and Huskar tends to drain his HP, making him a susceptible target.
* 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.
Additional:
* 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 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 with long animations can be frequently interrupted with Cold Snap: Earthshaker,
Monkey King,
Shadow Fiend
Lina
* Heroes with haste can negate Enchant's slow: Weaver,
Dark Seer,
Lycan,
Centaur Warrunner.
* 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.
* Heroes that can keep Marci for a long time in one place so she can't pursue her targets, like Bane,
Lion,
Shadow Shaman,
Invoker,
Disruptor and
Kunkka.
* 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.
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Dark Seer can pull together Spectre's illusions with
Vacuum, and
Wall of Replica creates an illusion of Spectre that deals massive damage.
* 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 summons will suffer against Ion Shell, which kills them very quickly: Beastmaster,
Broodmother,
Enigma,
Nature's Prophet,
Visage,
Warlock,
Wraith King.
* Corrosive Skin makes Viper receive less damage from Invoker's spells
* Viper can harass Invoker with his Poison Attack in the early game.
* Viper Strike and
Poison Attack can kill Invoker easily if Ghost Walk is on cooldown.
* Heroes who do not have nor rely on passive abilities make Nethertoxin much less effective: Clinkz,
Pugna,
Nature's Prophet,
Dark Seer,
Lycan,
Tusk
* Ice Wall and
Ghost Walk can be used to kite and escape from Viper.
* Chaos Meteor and
Sun Strike deal heavy damage and can quickly bring Viper down.
* Cold Snap,
Tornado, and
Deafening Blast are powerful disables that reduce Viper's effectiveness.
* E.M.P. burns Viper's limited mana pool, reducing his potential poison damage.
* Forge Spirits can melt Viper's armor and reduce his durability.
* Dark Seer can increase the movement speed of allies with
Surge, breaking Static Link.
* Heroes with long animations can be frequently interrupted with Cold Snap: Earthshaker,
Monkey King,
Shadow Fiend
Lina
* The haste provided by Dark Seer's
Surge or a {Rune:Haste} renders Lich's slows ineffective.
* Heroes with hastes: Dark Seer,
Lycan
* 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.
Additional:
* Surge allows for Dark Seer and his allies to escape from Upheaval due to it ignoring any slow.
* 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.
* Heroes with naturally low mana can be easily shut down by E.M.P.: Sven,
Tiny,
Wraith King,
Omniknight
Additional:
* Tornado dispels Heavenly Grace and Guardian Angel from multiple targets.
* Guardian Angel is generally useless against Invoker as he primarily relies on magical damage.
* E.M.P. depletes Omniknight's already small mana pool.
* Invoker's many disables keep Omniknight's team occupied until Guardian Angel times out.
* Invoker's
E.M.P. is extremely effective against Earthshaker due to his low natural mana.
* Heroes whose abilities can affect multiple enemies at once: Dawnbreaker,
Ember Spirit,
Lina,
Luna,
Jakiro,
Leshrac,
Invoker,
Muerta,
Dazzle.
* Invoker's multiple spells can lock down Undying and disable him from doing much.
* 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 silence and mana drain abilites, as Ancient Apparition relies entirely on his abilities: Invoker,
Silencer,
Nyx Assassin,
Skywrath Mage,
Shadow Shaman,
Lion and etc.
* Some heroes with extreme range, like Zeus,
Invoker or
Clockwerk, can snipe your allies from anywhere after your Grave has expired.
* Heroes with long lockdowns: Shadow Shaman,
Legion Commander.
* Invoker's spells will disable and destroy Legion Commander while she's locked in a Duel.
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* Tinker is relatively helpless against Invoker, as his Rearm and
Boots of Travel can be easily interrupted by Invoker's long range disables, even if he blinks away.
* Templar Assassin can easily counter Invoker's last hitting process in the early game with Refraction.
Refraction also negates the stun from Cold Snap, since it will need to deal damage in order to apply its stun.
* Additionally, Refraction completely blocks damage from Sun Strike should Invoker try to finish her off, provided she activate Refraction beforehand.
* Ion Shell destroys Refraction's protection stacks in short time.
* Surge ignores the massive slow from Psionic Trap.
* Heroes with abilities which have a built-in spell immunity: Lifestealer,
Juggernaut,
Pangolier.
* 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
* 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.
* Heroes with long animations can be frequently interrupted with Cold Snap: Earthshaker,
Monkey King,
Shadow Fiend
Lina
* 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.
* Invoker's arsenal of magical spells are troublesome for Sniper who has low HP and high armor, which does not benefit him much against Invoker.
* Besides magical damage, he can be disarmed and repeatedly mini-stunned with Cold Snap, preventing him from reacting.
* Leveling Quas can allow Invoker to lane effectively against Sniper despite right-click harassment.
* 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 with naturally low mana can be easily shut down by E.M.P.: Sven,
Tiny,
Wraith King,
Omniknight
* 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 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.
* 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 with AoE abilities will hit Slark in Shadow Dance: Lina,
Jakiro,
Underlord,
Leshrac,
Dark Seer,
Earthshaker,
Timbersaw,
Crystal Maiden.
* Flame Guard makes Dark Seer not deal any damage with his skills to Ember Spirit.
* Ember Spirit has a small mana pool, which is why QW-Invoker can burn it out very effectively with his own E.M.P., do not give Ember Spirit the opportunity to play with his abilities and cause damage with them in a fight.
* QW-Invoker Destroys Ember Spirit's Flame Guard with his own
Tornado, which is why Ember Spirit cannot defend against Invoker's strong magic damage.
Additional:
* Ember Spirit has a small mana pool, which is why QW-Invoker can burn it out very effectively with his own E.M.P., do not give Ember Spirit the opportunity to play with his abilities and cause damage with them in a fight.
* QW-Invoker Destroys Ember Spirit's Flame Guard with his own
Tornado, which is why Ember Spirit cannot defend against Invoker's strong magic damage.
* Broodmother can kill Invoker easily in the early game with her Spawn Spiderlings and her spiderlings.
* Broodmother is both an Orchid Malevolence and a
Nullifier carrier. As she can farm it early, she can kill Invoker easily.
* 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.
Additional:
* Ion Shell is a very powerful weapon against Broodmother's Spiderlings and makes her laning much harder.
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:
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Dark Seer
* 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.
*
Invoker
* Anti-Mage's mobility and magic resistance make him nearly impossible to kill alone.
Mana Void's heavy damage.
Blink allows Anti-Mage to escape from Invoker's combo if he doesn't have disables.
* Invoker's spells cost a lot of mana, and Invoker himself has a lot of mana. This means Invoker and his team are vulnerable to
*