* Ember Spirit with Sleight of Fist and Activate Fire Remnant
* 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
* Ember Spirit easily finishes off all creeps on the line against Earth Sprit, exchanging health with him under his Flame Guard, which is why Earth Spirit can leave the line for ganks very early and without the necessary amount of gold and levels, which will give the Ember Spirit team an advantage to fight off such ganks
* The Sleight of Fist ability helps Ember Spirit dodge all of Earth Spirit's abilities, which makes his gank potential practically useless against Ember Spirit, and with the purchase of Black King Bar, Ember Spirit can use Sleight of Fist to combine with Searing Chains to catch and kill Earth Spirit.
Additional:
* Ember Spirit easily finishes off all creeps on the line against Earth Sprit, exchanging health with him under his Flame Guard, which is why Earth Spirit can leave the line for ganks very early and without the necessary amount of gold and levels, which will give the Ember Spirit team an advantage to fight off such ganks
* The Sleight of Fist ability helps Ember Spirit dodge all of Earth Spirit's abilities, which makes his gank potential practically useless against Ember Spirit, and with the purchase of Black King Bar, Ember Spirit can use Sleight of Fist to combine with Searing Chains to catch and kill Earth Spirit.
* Heroes with silences : Bloodseeker, Riki, Silencer.
* Heroes with fast movement abilities will suffer huge damage when afflicted by Rupture: Spirit Breaker, Earth Spirit, Dark Seer.
* X Marks the Spot is a counter to Disruptor's Glimpse, but you need quick reactions to pull it off.
* In general, highly mobile heroes like Earth Spirit or Storm Spirit are at a disadvantage against X Marks the Spot.
* Similarly, heroes with low cooldown teleports can be afraid to split push against X Marks the Spot, such as Tinker and Nature's Prophet.
* May effortlessly get to and take down Disruptor.
* Void deals heavy single target damage and slow. Lacking innate escape mechanisms justs puts Disruptor in trouble
* Crippling Fear silences, and Disruptor is extremely dependant on abilities to work and to fend for himself.
* Hunter in the Night provides Night Stalker movement speed, attack speed and strengthens his abilities during night time, allowing him to easily catch up and obliterate Disruptor
* With Black King Bar, it's mostly assured to target down Disruptor.
* Rage can be used to escape from a Glimpse and to move out of Kinetic Field.
* Infest allows Lifestealer to dodge Glimpse.
* Corrosive Skin minimizes the damage Viper takes from all of Disruptor's skills.
* Blade Fury allows Juggernaut to simply move out of Kinetic Field and to dodge Glimpse.
* Shapeshift allows Lycan to chase down Earth Spirit.
* Phantasm removes Glimpse and dispels Thunder Strike. Additionally, the Phantasm illusions make it difficult to use Glimpse and Thunder Strike on the real Chaos Knight.
* Disruptor's lack of mobility, combined with his lack of innate defense, sets him up for a Reality Rift and a beatdown by Chaos Knight and his illusions.
* Doppelganger is a very reliable tool against Glimpse, enabling him to dodge it consistently.
* Doppelganger also allows Phantom Lancer to escape from Kinetic Field so long as there isn't a Static Storm on top of him.
Additional:
* Doppelganger lets Phantom Lancer instantly escape from Kinetic Field.
* Doppelganger is one of the most reliable ways to dodge Glimpse, other than spell immunity.
* Doppelganger dispels Thunder Strike.
* However, even with the negation of the rest of his kit, Static Storm (especially when upgraded with Aghanim's Scepter) remains as one of the strongest lockdowns against Phantom Lancer, and as such Disruptor must never be underestimated.
* Heroes rely on their debuff to control the opponent will have a hard time against Press the Attack: Venomancer, Earth Spirit, Ogre Magi
* Heroes that can pick you off: Clinkz, Nyx Assassin, Puck, Riki.
* 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 high mobility can be prevented from using it to their advantage with Earthbind, even if they pack a dangerous arsenal: Earth Spirit, Ember Spirit, Storm Spirit, Nature's Prophet, Phantom Assassin, Riki, Anti-Mage, Weaver.
* See items and abilities disabled by roots
* Heroes who can dodge Earth Spirit's abilities: Ember Spirit, Puck, Weaver
* 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
* Phoenix with Supernova
* 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 can pick you off: Clinkz, Nyx Assassin, Puck, Riki.
* Heroes with silences : Bloodseeker, Riki, Silencer.
* Riki with Tricks of the Trade
* 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
* Naga Siren with Mirror Image
* 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
* Purification allows Omniknight to keep a hero trapped in the Static Storm alive.
* Repel is a reliable source of immunity to the effects of Static Storm.
* Heroes with large magical AoE damage will fare well against Omniknight: Lich, Ancient Apparition, Jakiro, Disruptor.
* Thunder Strike can be used to cancel Earthshaker's Blink Dagger.
* Glimpse brings Earthshaker back after he jumps on Aghanim's Scepter upgraded Enchant Totem.
* Static Storm if used on a fight can prevent Earthshaker from executing his combo after blinking in with Blink Dagger.
* Geomagnetic Grip can be used to silence Earthshaker after he blinks in, preventing him from executing his combo.
* Magnetize does damage over time and thus disables Earthshaker's Blink Dagger for a long time.
* Glimpse and Kinetic Field allows Disruptor to set up some early kills onto Shadow Fiend.
* Static Storm can be used to cancel the cast of Requiem of Souls.
* Heroes that can gank Shadow Fiend in the early game: Earth Spirit, Nyx Assassin, Riki, Spirit Breaker.
* Glimpse can prevent Primal Beast from initiating for most of the game with Onslaught.
* While Static Storm is not much of a threat in terms of damage, it does prevent Primal Beast from casting any spells for a long period of time if also trapped in Kinetic Field.
* Overall, Disruptor forces Primal Beast to buy a Black King Bar much earlier than he might like but becomes a major threat to Disruptor once he does.
* Any ganking heavy support can be a big problem for Primal Beast, such as: Earth Spirit, Grimstroke before he has a Black King Bar.
* In the mid-game, Tidehunter relies on Kraken Shell to stay alive and get his Ravage off. Apart from Thunder Strike, none of Disruptor's abilities can be dispelled, so it's rather easy to trap him inside Kinetic Field and Static Storm.
* Be mindful, however, that Kraken Shell still makes Tidehunter very tanky, so be sure that you can kill him with your combo or your partners while he is silenced and trapped.
* Positioning-reliant heroes (Windranger, Tidehunter, Ursa...), since Earth Spirit can disrupt positioning with his Boulder Smash.
* Disruptor can always Glimpse back Io or his target after he Relocated nearby.
* Even better, thanks to the indicator on the ground, you can even preemptively drop Static Storm and Kinetic Field on the spot they will relocate to.
* Thunder Strike and Glimpse are also good tools to bring back an Io that Tethered away in the fog of war.
Additional:
* Glimpse directly negates Relocate.
* Kinetic Field prevents Io from escaping with Tether.
* Static Storm can silence and damage both, Io and it's tethered target. And it can also mute both, Io and it's tethered target when upgraded with Aghanim's Scepter.
* Squishy heroes (Io, Crystal Maiden, Lina...), as Earth Spirit can deal tons of damage with Magnetize.
* Tusk with Snowball
* 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
* Glimpse can return Tusk to where he was after using Snowball.
* Static Storm prevents Tusk from escaping with Snowball and when upgraded with Aghanim's Scepter, it will also prevent him from using items.
* Boulder Smash can return Tusk after his initiation.
* Geomagnetic Grip prevents Tusk from using Snowball to escape.
* Ursa struggles against heroes with strong (and especially undispellable) disables (Disruptor, Puck, Shadow Demon, Outworld Destroyer and etc).
* Positioning-reliant heroes (Windranger, Tidehunter, Ursa...), since Earth Spirit can disrupt positioning with his Boulder Smash.
* Geomagnetic Grip is not blocked by Linken's Sphere and can silence Morphling, preventing Morphling from using Waveform or Attribute Shift to escape from ganks.
* In addition, Boulder Smash and Rolling Boulder provide a solid lockdown if used together.
* Rolling Boulder and Geomagnetic Grip prevent Terrorblade from using Sunder.
* Magnetize Does heavy magic damage to Terrorblade and his illusions that bypasses his high base armor.
* Thunder Strike provides vision of Monkey King when he's in the trees. The periodic damage will also keep Monkey King from using Tree Dance if he's on the ground.
* Glimpse pulls Monkey King out of the trees if he attempts to escape using Tree Dance, and can cause Wukong's Command to end prematurely if Monkey King is Glimpsed out of its radius.
* However, if Monkey King strikes first, if he has already casted Wukong's Command, Disruptor's abilities will not be much of an use
* Templar Assassin is dependant on Refraction in teamfights. Because Magnetize deals damage per second and Earth Spirit is even able to refresh the duration of his ultimate he is suitable for wasting Refraction and allowing his team to take her down.
* 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.
* Disruptor can disable Magnus's Blink Dagger using Thunder Strike during a considerable duration, disrupting his initiation attempts.
* Glimpse brings Magnus back after he escapes with Skewer and/or Force Staff.
* Static Storm if used on a fight can prevent Magnus from using Reverse Polarity after he jumps in.
* Just like Rubick, the Disruptor may effortlessly put Lion in life threatning danger and render him helpless by manipulating his position with Glimpse.
* Disruptor's longer cast range and lingering disable makes Lion struggle to defend himself, possibly being affected by Disruptor's abilities without even seeing the thrall.
* Boulder Smash and Geomagnetic Grip allow Earth Spirit to easily disrupt Freezing Field, regardless of where Crystal Maiden is due to their incredible range. Earth Spirit is quite possibly the best hero for stopping long channeling abilities, and Crystal Maiden is vulnerable to him without a Black King Bar.
* All of Earth Spirit's spells allow him to easily close in on Crystal Maiden and kill her. Since she is a low health support, she generally stays behind in teamfights, but Earth Spirit can easily close the distance.
* Crystal Maiden has low movement speed and no other escape mechanism, rendering her extremely vulnerable to Earth Spirit's arsenal of long-range, damaging spells.
* Glimpse brings Anti-Mage back after he Blinks away.
* Static Storm stops Anti-Mage from Blinking.
Additional:
* Similar to Queen of Pain, Glimpse can disable Blink, negating his mobility.
* However, Counterspell can negate a majority of Disruptor's damage, which may require him to have a partner to successfully kill Anti-Mage.
* Rolling Boulder and Geomagnetic Grip disable Faceless Void so he cannot escape with Time Walk.
* Rolling Boulder will allow Earth Spirit to get on top of Faceless Void at all stages of the game.
* Earth Spirit can easily disrupt Dismember because he can disable from a long distance with a Stone Remnant and Rolling Boulder. With talent he can even pull his teammates out of Dismember and also silence Pudge with Geomagnetic Grip.
* Blink and positioning is crucial for Queen of Pain. These factors are heavily countered by a good Glimpse.
* Static Storm is devastating for Queen as she relies heavily on her spells to inflict heavy burst damage.
Additional:
* Thunder Strike gives vision of Queen of Pain when she's trying to escape. When combined with Glimpse, her mobility and hit-and-run style can be negated.
* While in a team fight, Static Storm forces Queen of Pain to only use right-clicks.
* When combined with the Kinetic Field, she can only wait until she respawns.
* Kinetic Field prevents Dawnbreaker from escaping with Celestial Hammer.
* Kinetic Field and Static Storm can pin down Dawnbreaker after she jumps in with Solar Guardian.
* Glimpse can force Dawnbreaker out of a fight right after she uses Solar Guardian.
* Boulder Smash's and Geomagnetic Grip's (upgraded with Aghanim's Scepter) repositioning and disables make it very difficult for Razor to keep enemies within range of Static Link and Eye of the Storm.
* Kinetic Field and Glimpse can completely negate Stampede.
* Boulder Smash will push Sand King out of Sand Storm to reveal his position or an activated Epicenter off of Earth Spirit's allies, potentially wasting his combo
* Rolling Boulder and Geomagnetic Grip allow Earth Spirit to easily stun and silence Sand King and interrupt the channeling of Epicenter, completely ruining his initiation.
* Black Hole is a channeling ability and Earth Spirit has at least two possibilities which can interrupt these kind of spells. Enigma is exposed and cannot move while using Black Hole, thus making it easy for Earth Spirit to stop the feared ability with the huge range of Rolling Boulder and forcing Enigma to quickly rush a Black King Bar to prevent this.
* Enigma is level dependant, squishy and relativly defenseless in the early game and therefore vulnerable to aggressive roam maneuvers in this stage of the game. Earth Spirit excels at ganking, shutting down a jungling or otherwise solo farming Enigma.
* Glimpse will return Underlord or any of his teammates attempting to escape with Fiend's Gate if timed correctly.
* Underlord is a slow and low mobility hero, easy to set up Static Storm and Kinetic Field, preventing him from using his abilities as well as preventing him using Fiend's Gate to escape. They are also perfect abilities to intercept Underlord and his team if Underlord chooses to travel to the designated point of the map with Fiend's Gate.
* Tinker is an easy target for Earth Spirit to initiate on. He likes to split push lanes once he acquires Boots of Travel and Earth Spirit can jump him with his Rolling Boulder and disable him to buy enough time for his teammates to come and assist Earth Spirit.
* The huge range of Stone Remnant and Rolling Boulder enables Earth Spirit to stop Tinker from teleporting to his fountain since Tinker tends to buy Blink Dagger most of the time to escape.
* Heroes that can easily bypass Chen's creeps to get to Chen: Riki, Tusk, Clinkz, Sniper, Slark, Phantom Assassin, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, Spirit Breaker.
* Heroes with abilities that can close the gap can easily kill Muerta: Storm Spirit, Earth Spirit, Ember Spirit, Void Spirit, Lycan, Chaos Knight, Tusk.
* Heroes with considerable mobility can easily escape from a rolling Pangolier: Anti-Mage, Queen of Pain, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, moreover, if a player is familiar with how Rolling Thunder works, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
* Heroes that can negate Hoodwink's mobility: Kunkka, Disruptor, Mars.
* As a spellcaster, silences will nullify him entirely. Some notable examples are Death Prophet, Drow Ranger, Bloodseeker, Disruptor and many others.
* Doom, as usual, fits this description nicely.
* Disruptor can control where she goes with Kinetic Field and Glimpse. Static Storm shuts her down in teamfights.
* Heroes that punish mobile heroes: Bloodseeker, Keeper of the Light, Kunkka, Disruptor.
* Positioning-reliant heroes (Windranger, Tidehunter, Ursa...), since Earth Spirit can disrupt positioning with his Boulder Smash.
* Hex abilities prevent attacking, ability and item usage, which is a severe problem for Phantom Assassin as it prevents her from using Black King Bar, the one item that helps protect her against the aforementioned dangers. Doom and Shadow Demon with Aghanim's Scepter also disables Phantom Assassin's Evasion and Critical Strike, removing much of her damage and survivabaility: Doom, Disruptor with Aghanim's Scepter, Dazzle with Aghanim's Shard
* Earth Spirit's useful kit of Slows, Stuns, and Silences can set up kills on Ogre Magi and the silence can stop him from using his abilities.
* 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.
* Squishy heroes (Io, Crystal Maiden, Lina...), as Earth Spirit can deal tons of damage with Magnetize.
* 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.
* Sniper can kill Disruptor while he is trapped by Kinetic Field from a long range.
* Sniper generally stays in the back, making it hard for Disruptor to cast any of his skills on him in lane.
* Heroes with catch to disrupt Sniper's positioning and deliver him into the enemies: Batrider, Disruptor, Pudge, Vengeful Spirit.
* Heroes with high mobility can approach Sniper: Anti-Mage, Earth Spirit, Io, Nature's Prophet, Pangolier, Puck, Queen of Pain and most notably Riki.
* Puck with Phase Shift
* 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
* Puck can forbid the opportunity to avoid trouble for Earth Spirit on his own Rolling Boulder, using abilities: Dream Coil, Waning Rift
Additional:
* Puck can forbid the opportunity to avoid trouble for Earth Spirit on his own Rolling Boulder, using Dream Coil and Waning Rift.
* Heroes who are strong against mobile heroes: Disruptor, Bloodseeker, Kunkka, Keeper of the Light.
* Earth Spirit Eliminates the possibility of the Puck to hide in Phase Shift and avoid an attack by Geomagnetic Grip with its AOE-silence, which is why it can help the team kill him
* Puck can't throw off the effect of Magnetize any of his abilities, which is why he will constantly receive damage if Earth Spirit extends this ability with his Stone Remnant
Additional:
* Earth Spirit eliminates the possibility of Puck to hide with Phase Shift and avoid an attack by Geomagnetic Grip with its AoE silence, which is why it can help the team kill it.
* Puck can't throw off the effects of Magnetize with any of its abilities, making it constantly receive damage if Earth Spirit extends this ability with his Stone Remnant.
* Storm Spirit outlanes Earth Spirit wins by having a ranged attack type, and also deals damage to the Earth Spirit every time he approaches the creeps with his ability Static Remnant, which is why he overtakes Earth Spirit in level and gold
* Storm Spirit has the ability to quickly kill Earth Spirit under his ability Electric Vortex, which Earth Spirit cannot do if Storm Spirit buys Falcon Blade at the liner stage, because Storm Spirit will have too much health for Earth Spirit`s abilities and will survive Earth Spirit`s damage.
Additional:
* Storm Spirit outlanes Earth Spirit wins by having a ranged attack type, and also deals damage to the Earth Spirit every time he approaches the creeps with his ability Static Remnant, which is why he overtakes Earth Spirit in level and gold
* Storm Spirit has the ability to quickly kill Earth Spirit under his ability Electric Vortex, which Earth Spirit cannot do if Storm Spirit buys Falcon Blade at the liner stage, because Storm Spirit will have too much health for Earth Spirit`s abilities and will survive Earth Spirit`s damage.
* At around the 10-minute mark, Disruptor would normally be level 6 or 7. This means you can have a level 3/4 glimpse along with Static Storm. A high level glimpse is enough to pull Storm back to a Static Storm even after he used Ball Lightning due to his limited mana pool at that time.
* Be careful in the late game however, as there is a good chance he will kill you straight-out before Glimpse has finished bringing him back. Therefore Glimpse would simply bring him back to safety after he's murdered you or a teammate. Of course, this is assuming he hasn't silenced you with an item.
* Nether Ward can do a ton of damage to Disruptor because of his high mana costs.
* Life Drain can be used to heal an ally trapped by Static Storm-Kinetic Field combo (if Pugna is not a target).
* Earth Spirit does not fly a small distance on Rolling Boulder using Stone Remnant, which will be a big problem for Life Drain, since Pugna will stop receiving health from breaking the distance of the ability, which will give the Earth Spirit team a chance to kill Pugna, by the way, this also works well with Boulder Smash, which pushes the enemy and can annoy the distance
* Earth Spirit has excellent control with a small recharge on Rolling Boulder and Geomagnetic Grip, which can knock down Pugna`s Life Drain, as well as completely turn him off in a fight, because he is very dependent on his abilities
* Magic damage from Earth Spirit's abilities can be disastrous for Decrepify, as it will kill him very quickly, and if Earth Spirit collects Ethereal Blade in such a game, it can easily destroy Pugna in one Rolling Boulder hit
* Earth Spirit also turns out to be a strong decision against Nether Ward, because he experiences it with his large amount of health, and if he collects Heart of Tarrasque(and Bracerin early game)in such a game, he may not feel it at all and calmly control Pugna with his abilities
Additional:
* Earth Spirit does not fly a small distance on Rolling Boulder using Stone Remnant, which will be a big problem for Life Drain, since Pugna will stop receiving health from breaking the distance of the ability, which will give the Earth Spirit team a chance to kill Pugna, by the way, this also works well with Boulder Smash, which pushes the enemy and can annoy the distance
* Earth Spirit has excellent control with a small recharge on Rolling Boulder and Geomagnetic Grip, which can knock down Pugna`s Life Drain, as well as completely turn him off in a fight, because he is very dependent on his abilities
* Magic damage from Earth Spirit's abilities can be disastrous for Decrepify, as it will kill him very quickly, and if Earth Spirit collects Ethereal Blade in such a game, it can easily destroy Pugna in one Rolling Boulder hit
* Earth Spirit also turns out to be a strong decision against Nether Ward, because he experiences it with his large amount of health, and if he collects Heart of Tarrasque(and Bracerin early game)in such a game, he may not feel it at all and calmly control Pugna with his abilities
* Pounce's root prevents Earth Spirit from using Rolling Boulder to escape, making it easier for Slark to shut him down especially in the laning phase.
* Thunder Strike provides vision on him while Slark is invisible.
* Glimpse's range at lvl 3-4 is more than enough to pull him back to a favorable position for your team to group up and kill him.
* Even though he is capable of picking you off and deal enough damage to kill you, Slark will be literally sticking his neck out, since jumping on Disruptor means being on his battleground.
* AoE silence and the ability to mute Black King Bar is deadly to Slark at all stages of the game.
Additional:
* Static Storm and Kinetic Field locks down Slark, as he cannot use Dark Pact to dispel any disables, or Pounce out while silenced.
* Glimpse puts an end to any attempts at ganking Disruptor or his allies, and also negates Slark's mobility by bringing him back into the fight if he tries to escape with Pounce.
* Clockwerk's Battery Assault disables Earth Spirit's Rolling Boulder, while his Power Cogs ensure, that Earth Spirit can't move away from it.
* His Hookshot allows him to chase after Earth Spirit, while using Rocket Flare to gain vision.
* Glimpse moves Clockwerk away from allies struck by Hookshot, or under attack by Battery Assault.
* Static Storm can turn Power Cogs into Clockwerk's own grave, and if Disruptor has Aghanim's Scepter, then Clockwerk will not be able to use Blade Mail to return damage at all.
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Disruptor
* Aphotic Shield dispels Thunder Strike.
* Mist Coil can be used to heal an ally trapped by Static Storm-Kinetic Field combo.
* Borrowed Time makes Abaddon nearly impossible to gank.
Earth Spirit
* Aphotic Shield is a strong dispel, meaning it can save allies from Earth Spirit's stun, slow, silence, and Magnetize.
* Borrowed Time makes it nearly impossible for Earth Spirit to kill Abaddon.