* Heroes who can disable Mars but cannot do any damage to him, meaning he just tanks their abilities:
Doom,
Magnus.
* Monkey King's natural reliance on trees makes him an exceptionally prime target for
Spear of Mars. Should Monkey King use Mischief to disguise himself, it will still hit him, stunning him in the process.
*
God's Rebuke easily pushes Monkey King out of Wukong's Command.
Additional:
* If visible, Mars can knock Monkey King off his
Tree Dance with God's Rebuke, as well as Spear of Mars. Arena of Blood also destroys a large swath of trees, which can disrupt Monkey King's positioning and turn him vulnerable should he choose to hide in trees.
* Mars can endure
Jingu Mastery attacks simply by facing him with Bulwark.
* Mars can end
Wukong's Command early by displacing Monkey King with a well-thrown Spear of Mars. Mars can also endure most of his clones with Bulwark.
*
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 that can keep Monkey King stunned for a long time can pose a threat:
Axe,
Centaur Warrunner.
* Due to Doom's naturally high health, strength gain and common itemization for durability,
Heartstopper Aura is particularly effective. The health loss is also large enough that, throughout all stages of the game, the aura effectively neuters the health regeneration granted by Devour.
* Necrophos can help to keep both himself and his allies alive during Doom through his natural regeneration granted by
Heartstopper Aura (which is not disabled by Doom), or in the case of an ally, through his
Death Pulse. Additionally, Necrophos is an ideal
Mekansm carrier. Should one be bought, kills against Necrophos' team can be difficult to secure due to the damage-over-time nature of Doom and his abilities.
* Doom typically wants to be a hero that soaks attention from the enemy team and takes the role of an initiator and disabler. As such, Doom is an ideal target for
Reaper's Scythe, as it is likely Doom will be at the fore-front of any fight.
* Heroes with wide AoE abilities will reveal Monkey King through Mischief:
Necrophos,
Phoenix,
Alchemist,
Earthshaker,
Razor,
Tinker,
Leshrac,
Queen of Pain
* Melee heroes who may struggle to get close to Sniper:
Wraith King,
Kunkka,
Doom,
Tidehunter,
Underlord,
Troll Warlord, and etc.
Additional:
* Due to the nature of the hero, Sniper is typically situated in the back of the fight, potentially making him a difficult target to initiate on and fight.
* Sniper is largely a right-click hero, and as such isn't as an effective of a Doom target as other heroes.
* Thanks to
Shrapnel and
Headshot, Sniper is able to effectively 'kite' Doom, preventing him from closing the distance between the two.
* Heroes that can maintain vision on Monkey King can see when he uses Tree Dance:
Bloodseeker,
Treant Protector with Eyes In The Forest,
Sniper,
Weaver
*
Blink allows Queen of Pain to avoid ganks and keep her distance, preventing Monkey King from building up Jingu Mastery.
*
Scream of Pain and
Sonic Wave will hit Monkey King when he is disguised, or on a tree.
* The large AoE and low cooldown also helps Queen of Pain hit the real Monkey King inside of Wukong's Command.
* Icarus Dive, Sun Ray, and Supernova all destroy trees that Monkey King relies on to use his ability
Tree Dance. If you spot him, you can quickly Icarus Dive in his direction and then follow up with Fire Spirits and Supernova. If you manage to cut the tree he is on, he will be stunned for 4 seconds and will be forced to take a lot of damage. However, most Monkey King players tend to build attack speed items to make use of their passive,
Jingu Mastery, so a battle against a farmed Monkey King will depend on who gets the jump on the other first.
Additional:
*
Icarus Dive and
Supernova can destroy the tree Monkey King is standing on.
*
Fire Spirits reduces Monkey King's attack speed, preventing Monkey King from building up Jingu Mastery.
*
Supernova can be casted next to Wukong's Command, forcing Monkey King to step away of it or to withstand its massive AOE damage
* Tusk can
Walrus Kick Monkey King from
Wukong's Command, making his ultimate useless.
*
Cinder Brew and
Drunken Brawler makes it hard for Monkey King to stack Jingu Mastery.
*
Cyclone can remove Monkey king for 6 seconds if his allies lack dispels.
*
Dispel Magic can dispel Jingu Mastery's bonuses.
* She can easily cancel
Wukong's Command with Nether Swap.
* Wave of Terror can also detect him while he's on the trees.
Additional:
*
Wave of Terror grants flying vision over trees, and its wide effect can hit Monkey King and end Mischief.
*
Nether Swap can easily cancel Wukong's Command by swapping him out of the circle.
* Venomancer's magical damage-over-time poisons putting
Tree Dance on cooldown, greatly diminishing Monkey King's mobility.
* Venomous Gale and Posion Nova will hit Monkey King when he is perched on a tree, or disguised by
Mischief.
Additional:
* Venomancer's magical damage-over-time poisons will constantly put Tree Dance on cooldown, greatly diminishing Monkey King's mobility.
*
Venomous Gale and
Poison Nova will hit Monkey King when he is perched on a tree, or disguised with Mischief.
* However, Venomancer is also easily ganked by Monkey King if caught by surprise.
* Techies can turn his tree jumping ability against him, by placing Proximity Mines that will detect him near trees, and then destroying the trees around him with Blast Off, stunning him and dealing high damage, on top of him being silenced when the stun expires.
* Monkey King's mobility is also severely limited around Techies' mines as he will almost always trigger them due to the cooldown time between tree jumps. Monkey King will be forced to take mine damage or escape with
Primal Spring.
Additional:
*
Proximity Mines can be placed near trees to detect Monkey King.
* Follow up with
Blast Off! to destroy the tree, causing Monkey King to take high damage, fall from the tree, and become stunned.
* Doom does not disable
Mana Shield. As such, Doom's damage is largely mitigated by her mana shield. Additionally, Medusa is not reliant on her abilities to be effective during a teamfight, making Medusa an unproductive hero to target.
* Medusa is an ideal
Linken's Sphere carrier. Should one be purchased, and without any additional disables, Doom may find that few opportunities exist to effectively lockdown, disable, and kill Medusa.
* Power Cogs pushes Monkey King out of
Wukong's Command, ending his ultimate.
* Rocket Flare allows Clockwerk to scout Monkey King in the trees, and chase him with Hookshot.
*
Skewer and
Reverse Polarity will often push Monkey King out of Wukong's Command.
* Terrorize forces Monkey King out of
Wukong's Command.
* The Hawk can easily find Monkey King while he is sitting on a tree.
* Wild Axes can knock out Monkey King from tree.
* Boars drastically reduce Monkey King's attack speed, making it harder for him to gain
Jingu Mastery stacks.
Additional:
*
Wild Axes can chop down trees, making it difficult for Monkey King to utilize Tree Dance well.
*
Call of the Wild Hawk can scout Monkey King when he is perched on top of trees.
*
Primal Roar can stun Monkey King for a lengthy duration even with spell immunity.
* Firefly destroys trees and can turn
Tree Dance into a free four second stun.
Additional:
*
Firefly allows Batrider to gain vision of Monkey King while he is on an tree, as well as destroying any nearby trees, denying Monkey King spots to jump to, or causing him to fall.
*
Sticky Napalm's turn rate slow makes it significantly more difficult for Monkey King to jump from tree to tree and gain Jingu Mastery stacks. It also reveals Monkey King while he is on a tree.
*
Flamebreak and
Flaming Lasso enable Batrider to remove Monkey King out of Wukong's Command.
*
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
* Monkey King often hides in trees, where he can be easily caught with
Bushwhack.
*
Acorn Shot can target enemies in the fog, including Monkey King when he is on a tree.
*
Sharpshooter provides flying vision along the cast indicator while charging, which can be used to scout the trees for Monkey King.
*
Doom generally does not impede Sven in almost any way, provided he has activated God's Strength beforehand.
* Static Link can steal the bonus damage from
Jingu Mastery and reduce the physical damage from
Boundless Strike. It also reduces
Wukong's Command's damage if it's used after stealing damage via Static Link.
* Static Link will give Razor shared vision on Monkey King if he tries to escape using
Tree Dance or
Mischief.
* Plasma Field can prevent Monkey King from using
Tree Dance and
Mischief.
* Eye of the Storm will remove the armor buff from
Wukong's Command, as well as hitting Monkey King during
Mischief.
*
Monkey King is also hindered by Track since he relies on trees to hide him from vision.
Additional:
*
Track grants vision of Monkey King, even when he's in the trees.
*
Terrorblade can use
Sunder to save his allies who are Doomed.
* Heroes with a slow attack rate will find themselves struggling to take out Tombstone, like
Doom.
* Zeus is good against heroes that juke in trees or up cliffs, like
Batrider,
Monkey King,
Spectre, and
Tinker, by providing vision in any area with Lightning Bolt, or guaranteeing vision on enemies with Thundergod's Wrath.
* Heroes that can maintain vision on Monkey King can see when he uses Tree Dance:
Bloodseeker,
Treant Protector with Eyes In The Forest,
Sniper,
Weaver
* Heroes with wide AoE abilities will reveal Monkey King through Mischief:
Necrophos,
Phoenix,
Alchemist,
Earthshaker,
Razor,
Tinker,
Leshrac,
Queen of Pain
* Heroes who often build
Linken's Sphere:
Weaver,
Morphling,
Medusa.
* Heroes with blind of some sort can be a bad choice for Monkey King to go on:
Broodmother,
Riki,
Keeper of the Light.
* Heroes with one single-target abilities such as
Wraith King,
Necrophos, or
Doom will struggle against Weaver's Linken Sphere.
* Heroes that can maintain vision on Monkey King can see when he uses Tree Dance:
Bloodseeker,
Treant Protector with Eyes In The Forest,
Sniper,
Weaver
* Heroes that lack burst damage will have a difficult time taking down Monkey King, and fare badly against Jingu Mastery:
Legion Commander,
Lifestealer,
Weaver,
Wraith King
* Lone Druid is essentially two heroes. Dooming one over the other still leaves Lone Druid or his bear able to do their job during a fight. Additionally, Lone Druid is not hindered as much as other heroes by the silence and mute of Doom since the hero relies more on attacks than abilities.
Additional:
* Doom will be very hestitant to use
Doom on the Spirit Bear, and using it on Lone Druid himself will not stop the bear from attacking him especially if True Form has already been used.
*
Devour does not work on the Spirit Bear and pushes the lane so Lone Druid can safely farm under tower.
* Besides
Lone Druid and
Meepo, Doom is potentially good versus every hero since Doom will render any hero helpless for up to 16 seconds. This is particularly true for fragile heroes that heavily rely on mobility to stay alive.
* Phantom Lancer's illusions can make it difficult to Doom the real hero. Should Doom figure out the real hero, the illusions can make it difficult to cast any abilities, as their hitboxes can be used to body-block the real Phantom Lancer.
* Phantom Lancer is an ideal
Diffusal Blade carrier. With it, he can quite easily deplete Doom's already poor mana pool, potentially making him unable to cast his abilities to escape, retaliate or heal.
* Doom lacks any effective ability to clear waves of creeps and illusions, as the vast majority of his abilities are single-target. Without an answer, Doom may find it difficult to deal with Phantom Lancer's presence.
* Heroes that can destroy trees will deny Monkey King spots to jump on, or cause him to fall:
Windranger,
Nature's Prophet,
Phantom Lancer
*
Doom's
Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* Heroes with undispellable debuffs will help identify the real Phantom Lancer through visual effects or debuff indicators, provided that it was cast on the real Phantom Lancer to begin with:
*
Doom's
Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
*
Bloodseeker's
Rupture shows a clear red trail effect on the real Phantom Lancer.
*
Ancient Apparition's
Ice Blast will only debuff Phantom Lancer and not his illusions.
*
Grimstroke's
Soulbind is undispellable.
*
Shadow Demon's
Demonic Purge is undispellable.
*
Monkey King's
Jingu Mastery is undispellable and puts a big yellow Mark over his head.
*
Monkey King's
Jingu Mastery is undispellable and puts a big yellow Mark over his head.
* Heroes with undispellable debuffs will help identify the real Phantom Lancer through visual effects or debuff indicators, provided that it was cast on the real Phantom Lancer to begin with:
*
Doom's
Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
*
Bloodseeker's
Rupture shows a clear red trail effect on the real Phantom Lancer.
*
Ancient Apparition's
Ice Blast will only debuff Phantom Lancer and not his illusions.
*
Grimstroke's
Soulbind is undispellable.
*
Shadow Demon's
Demonic Purge is undispellable.
*
Monkey King's
Jingu Mastery is undispellable and puts a big yellow Mark over his head.
*
Feast deals damage and heals Lifestealer based on the target's maximum HP, which is greatly effective against naturally high HP heroes such as Doom.
*
Rage allows Lifestealer to become spell immune to negate the magical damage of Infernal Blade and Scorched Earth.
* Doom has no effective means of escape from
Open Wounds and
Ghoul Frenzy. This is particularly devastating in the laning stage, where Doom may have to play a much more passive, conservative play style as a result.
* Heroes that lack burst damage will have a difficult time taking down Monkey King, and fare badly against Jingu Mastery:
Legion Commander,
Lifestealer,
Weaver,
Wraith King
*
Blur makes it hard for Monkey King to stack Jingu Mastery.
*
Phantom Strike allows Phantom Assassin to blink directly to Monkey King during Wukong's Command, bypassing all his clones.
*
Coup de Grace's high damage can kill Monkey King quickly, thus ending Wukong's Command prematurely.
* 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
* Blinding Light can knock Monkey King outside of his ultimate, Wukong's Command and can blind him.
* Will-O-Wisp will stun Monkey King from Tree Dance by destroying his tree.
Additional:
*
Blinding Light can easily push Monkey King out of Wukong's Command, as well as blinding him.
* Monkey King is vulnerable to burst damage,
Solar Bind makes him more so
* However, Keeper of the Light can be easily ganked by Monkey King during early-mid game stage.
* Heroes with silences:
Puck,
Doom,
Riki.
* Doom has several disable abilities to choose from jungle creeps (e.g.
War Stomp,
Ensnare) to deal with Shadow Fiend who lacks escape abilities.
* When Doom combines creep abilities with
Scorched Earth,
Infernal Blade, and
Doom, Shadow Fiend most likely will die as he cannot use Shadowraze and Requiem of Souls to protect himself, and also cannot even flee by using
Shadow Blade or
Blink Dagger.
* Although Shadow Fiend has a high physical damage output, Doom has a large health pool to survive it, meaning Doom's combo with high magical damage output will shutdown Shadow Fiend first.
* Doom usually buys
Radiance to improve his damage, making his nuke combo more deadly to Shadow Fiend. The blind also prevents Shadow Fiend from landing his attacks often.
*
Requiem of Souls is easily interrupted by Boundless Strike, due to its long cast time.
* Shadow Fiend's lack of mobility and escape makes him an easy target to ambush with Primal Spring, especially during laning stage.
* Being close means he cannot use all three razes on you before you get your Jingu Mastery stacks.
*
Doom turns Omniknight into a walking creep, or completely takes out his buffed cores, also removing Heavenly Grace and Guardian Angel in the process.
* With
Devour used on Satyr Banisher, Doom will have access to Satyr Banisher's
Purge, which will allow him to remove Heavenly Grace and Guardian Angel.
Additional:
*
Doom applies a basic dispel upon cast, so it can remove
Guardian Angel.
* Casting
Doom on Omniknight will also prevent him from healing allies with
Purification, or casting buffs like
Repel and
Guardian Angel, basically turning him into a harmless creep.
* Jingu Mastery will still add stacks even through
Guardian Angel.
* Monkey King can join a fight whenever he chooses to, meaning he can simply go directly onto Omniknight.
* During the laning phase, Jingu Mastery with Boundless Strike will kill off Omniknight, while
Purification is weak.
*
Heavenly Grace is useless against Monkey King's ultimate and Jingu Mastery bonuses.
*
Infernal Blade's damage is calculated by percentage of maximum health, meaning that it will hurt Spectre more than most normal attacks, negating some of her tankiness.
* Doom can pick up several different abilities from neutral creeps using
Devour, some of which can be annoying to Spectre.
* Mud Golem, Dark Troll Summoner, Harpy Stormcrafter, Satyr Mindstealer or Satyr Tormenter are good examples.
*
Doom makes Spectre less disruptive. Combined with
Aghanim's Scepter, it will disable Spectre passive skills, reducing her potential in teamfights.
Additional:
* Infernal Blade's damage is calculated by percentage of maximum health. Since Spectre is usually tanky, it will hurt her more than most normal attacks.
*
Doom can take out Spectre out of a teamfight completely. When combined with the level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, it will disable both
Desolate and
Dispersion, taking away her extra damage and durability.
*
Dispersion will not do anything against throughout the game due to his high lifesteal with Jingu Mastery.
* Monkey King often buys
Manta Style, which will deny
Desolate benefits in 1v1 situations.
*
Haunt will do nothing to stop people trapped within Monkey Kings ultimate.
* In all, Spectre is very easily pressured by Monkey King early into the game and is a very easy gank target to coordinate with your team.
* Doom can easily kill Chen's creeps and obtain their abilities with
Devour.
*
Scorched Earth's area-of-effect can clear multiple of Chen's creeps at once.
*
Doom renders Chen completely helpless, and unable to save himself or his allies with
Hand of God.
Aghanim's Scepter upgraded
Doom also allows Doom to cast
Doom on himself and disable both, Chen and his creeps around him.
* Monkey King can kill Chen or any of his allies with his physical damage burst from
Boundless Strike and
Jingu Mastery before he can use
Hand of God.
* None of the neutral creeps have any abilities to destroy trees, which makes Chen an excellent target for ganks with
Tree Dance and
Primal Spring.
*
Doom disables the toggling of Rot and, if cast at the right time, may leave Pudge with a potentially lethal health drain.
* Doom's naturally high health, strength gain and damage output makes him a poor target for Pudge.
* The damage of Doom's
Infernal Blade scales with the target's maximum health, which is particularly effective against Pudge due to his naturally high health and further health granted by stacks of Flesh Heap.
Additional:
*
Infernal Blade deals high damage to Pudge due to his scaling health and strength gain from
Flesh Heap.
* Using
Doom with timing against Pudge who had just activated
Rot would usually kill him.
* His low armor deters him from a trade,while
Jingu Mastery allows Monkey King to retaliate.
* Buffed
Boundless Strike heals Monkey King and can potentially execute Pudge.
* Monkey King can scout Pudge's positioning from the trees, making it easier for him and his allies to dodge
Meat Hook.
* With a better-than-average strength gain, he usually survives Pudge's combo.
* Besides
Lone Druid and
Meepo, Doom is potentially good versus every hero since Doom will render any hero helpless for up to 16 seconds. This is particularly true for fragile heroes that heavily rely on mobility to stay alive.
*
Tree Dance and
Primal Spring allows him to chase a retreating Meepo.
*
Boundless Strike gains critical strike bonuses and
Wukong's Command can take down Meepo and his clones very quickly.
Additional:
* Monkey King can gain
Jingu Mastery stacks on Meepo’s clones from
Divided We Stand.
*
Tree Dance allows him to sneak up on and gank a lone Meepo clone.
* 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...
Additional:
* Faceless Void relies on
Time Walk for mobility and survivability but he can be prevented from utilizing it through
Doom.
* Doom has a high cooldown duration for every ability except Infernal Blade, so he is not significantly affected by
Time Dilation.
* Monkey King’s clones from Wukong’s Command and Aghanim’s Scepter are immune to Chronosphere, so it is a very bad idea to Chronosphere Monkey King with his clones around.
Additional:
* Monkey King’s clones from Wukong’s Command and Aghanim’s Scepter are immune to Chronosphere, so it is a very bad idea to Chronosphere Monkey King with his clones around.
* If Monkey King's himself is not caught inside Chronosphere, he can cast Wukong Command's next to it to force Faceless Void to scatter
*
Doom will not only prevent Warlock from casting his abilities in team fights, but also it reduces the healing from Shadow Word.
*
Devour allows Doom to acquire a stun from neutral creeps, allowing him to interrupt Upheaval without having to use
Doom.
*
Scorched Earth can be used to engage Visage while removing Gravekeeper's Cloak charges.
*
Infernal Blade will deal tremendous amounts of damage over time due to Visage's high health pool.
*
Doom completely nullifies Gravekeeper's Cloak and prevents Visage from casting spells.
* Infernal Blade deals scaling damage and is useful against high HP targets such as Tidehunter.
*
Doom prevents Tidehunter from casting his
Gush,
Anchor Smash and
Ravage, making him useless in team fights.
* If Doom chooses the Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, he can also disable
Kraken Shell, reducing his survivability.
* Skywrath Mage's very low health allows Monkey King to ambush and finish him off quickly.
*
Doom makes Ogre Magi less disruptive.
*
Infernal Blade effectively negates Ogre Magi's durability.
* With
Aghanim's Scepter, he can disable Multicast.
* A well-timed
Doom prevents Nyx Assassin escaping with Vendetta and fighting back with
Spiked Carapace.
* Doom's high health also allows him to easily shrug off Nyx Assassin's burst damage and fend him off.
* Nature's Prophet's Natures's Call can destroy trees while Monkey King is standing on them with
Tree Dance, which will stun him for a good deal of time.
* Doom can eats Nature's Prophet's treants with
Devour and gains lots of gold.
* Doom can buy
Radiance or use his
Scorched Earth to quickly wipe out a swarm of Treants.
*
Doom and a ministun from
Infernal Blade's prevents Nature's Prophet from escaping with Sprout and Teleportation.
*
Sprout will not protect Nature's Prophet from Tree Dance.
* Boundless Strike will interrupt attempts at
Teleportation, and can reach Nature's Prophet inside the tree line.
* Ember Spirit cannot use his
Activate Fire Remnant to escape while affected by
Doom.
* Infernal Blade deals scaling damage and is useful against high HP targets such as Elder Titan. It also can interrupt
Echo Stomp if quick enough.
* Doom has very low base armor and naturally high HP, so he isn't significantly affected by
Natural Order.
*
Doom can stop Death Prophet from casting spells, which makes her useless during team fights if she didn't cast Exorcism before the fight, and also nullifies healing from Exorcism and Spirit Syphon. Furthermore, Doom can use
Scorched Earth to chase after her.
* Doom can completely shut down Dazzle through
Doom, as it prevents him from casting his abilities and, by extension, gaining Bad Juju stacks.
* Doom alone can easily pick off Crystal Maiden since she is fairly fragile, even with using only basic attacks,
Infernal Blade, and
Scorched Earth.
*
Doom prevents her from using any abilities in a fight, making her impact negligible.
*
Devour allows Doom to acquire a stun, allowing him to cancel Freezing Field without having to use
Doom.
*
Scorched Earth deals damage to Clinkz during Skeleton Walk.
*
Doom shuts down Clinkz entirely, as it prevents him from casting any of his spells and contributing a large amount of damage in teamfights.
*
Infernal Blade deals scaling damage and is useful against high HP targets such as Bristleback.
*
Doom prevents Bristleback from casting his two low cooldown abilities, which then prevents him from utilizing
Warpath.
* If Doom chooses the Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, he can disable
Bristleback and
Warpath, taking away much of his durability and damage potential in team fights.
Additional:
*
Infernal Blade deals scaling damage and is useful against high health targets such as Bristleback.
*
Doom disables Bristleback's low cooldown abilities, preventing him from triggering Warpath. With his upgraded level 25 talent, it also breaks Bristleback's passive, rendering him more vulnerable.
* Arc Warden relies on items and abilities, as well as his
Tempest Double, to deal damage to enemies.
Doom effectively denies that and makes Arc Warden useless in fights.
*
Doom shuts down Anti-Mage's escape capabilities with Blink. The ability also deals pure damage, which ignores the protection from Counterspell.
* However, a well-timed Counterspell can reflect it back.
* If Doom has
Aghanim's Scepter,
Doom can break Mana Break and Counterspell, weakening both his offense and defense.
* Doom's low mana pool causes him to take little damage from Mana Void.
Additional:
*
Doom prevents Anti-Mage from maneuvering around a fight or escaping from an initiation using
Blink. Additionally, Doom deals pure damage, which is not affected by
Counterspell. This can quickly whittle away Anti-Mage's naturally poor health pool.
* However, Doom must be careful when using
Doom as a well-timed
Counterspell can block and reflect it back against Doom himself.
* The Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} will also disable
Mana Break and
Counterspell's passive component, which makes Anti-Mage significantly less effective in fights and more susceptible to the high magical damage of Doom's abilities and his allies.
* Doom is generally tanky and has naturally high health, allowing him to survive Puck's onslaught in any stage of the game.
* His namesake ultimate
Doom is one of the best solutions to counter Puck, as it will silence Puck for a lengthy duration. A Puck silenced for more than 3 seconds usually ends up dead.
* In addition, if Doom chooses the Level 25 talent
Doom applies Mute, Puck will not be able to use items altogether, most especially
Blink Dagger and
Eul's Scepter of Divinity, making Doom a nightmare to deal with as Puck.
* Heroes with silences and hard stuns such as
Doom,
Silencer, and
Lion can keep Mirana from Leaping away.
Additional:
*
Doom completely takes Mirana out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
* Another hero that should not leave a special circle for his ultimate. The only thing to be afraid is
Boundless Strike.
* Heroes with the ability to heal allies will not be able to heal heroes affected by
Doom:
Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
*
Paralyzing Cask's short stun rarely prevents Monkey King from ambushing Witch Doctor.
*
Death Ward's long channel is easily interrupted by Boundless Strike.
* 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 that lack burst damage will have a difficult time taking down Monkey King, and fare badly against Jingu Mastery:
Legion Commander,
Lifestealer,
Weaver,
Wraith King
* Heroes with the ability to heal allies will not be able to heal heroes affected by
Doom:
Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
Additional:
*
Doom will make Abaddon unable to use Mist Coil, Aphotic Shield, and the active component of Borrowed Time, also upgraded with
Aghanim's Scepter can break Curse of Avernus and the passive component of Borrowed Time ,which means his allies could be easily disabled or killed.
* Heroes with the ability to heal allies will not be able to heal heroes affected by
Doom:
Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* 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 the ability to heal allies will not be able to heal heroes affected by
Doom:
Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Heroes with the ability to heal allies will not be able to heal heroes affected by
Doom:
Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* 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.
*
Doom with the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent can be useful against heroes with troublesome passive skills while also disabling them for a long time:
Phantom Assassin,
Enchantress,
Huskar,
Underlord.
Additional:
*
Infernal Blade does damage based on percentage health, and is useful against high health pool hero like Underlord.
*
Doom can prevent Underlord from spamming his abilities and most important is to prevent him from using Fiend's Gate to escape.
* 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.
Additional:
*
Firestorm will do little percentage damage to a small HP hero like Monkey King.
* All aspects of Jingu Mastery benefits ignore
Atrophy Aura's base damage reduction.
* Monkey King can get on top of Underlord easily at any stage of the game.
* Heroes with stronger lane presence that can threaten to kill him:
Batrider,
Juggernaut,
Ursa,
Monkey King,
Razor.
* Weak damage but high tick rate or persist in a long time:
Slark,
Gyrocopter,
Queen of Pain,
Shadow Shaman (
Shackles),
Jakiro,
Pugna,
Doom
* Heroes that can quickly deal damage to her, regardless of how weak they are, can easily break through her Refraction:
* Multiple attackers thanks to summoned units or clones:
Meepo,
Witch Doctor,
Lycan,
Enigma,
Shadow Shaman
* Multiple attackers thanks to illusions:
Phantom Lancer,
Chaos Knight,
Naga Siren (bonus for her
Ensnare). Also despite the visual effects, Templar Assassin does not spill damage against illusions or buildings, so she is not a really good hero to clean up illusions.
* Weak damage but high tick rate or persist in a long time:
Slark,
Gyrocopter,
Queen of Pain,
Shadow Shaman (
Shackles),
Jakiro,
Pugna,
Doom
* Heroes with wide AoE abilities will reveal Monkey King through Mischief:
Necrophos,
Phoenix,
Alchemist,
Earthshaker,
Razor,
Tinker,
Leshrac,
Queen of Pain
* Tinker is heavily reliant on casting his spells and
Doom can disable all of his abilities and items. An
Aghanim's Scepter only makes it harder for Tinker to survive.
Additional:
* Tinker is heavily dependent on his abilities and
Doom prevents him from using any of them.
* This becomes even worse if Doom chooses the level 25 talent {ValueColor:1|Doom applies Mute|25tal} {Symbol:Talent}, which will prevent Tinker from using items such as
Blink Dagger.
* High health heroes (
Axe,
Doom) fall fast with Fury Swipes stacks.
*
Doom makes Ursa less disruptive, and it cannot be dispelled with Enrage upgraded with
Aghanim's Scepter.
* Other heroes that rely on physical attacks to deal damage and not their abilities:
Troll Warlord,
Sniper,
Monkey King,
Sven.
Additional:
*
Powershot destroys the tree Monkey King is standing on.
* Monkey King's natural reliance on trees makes him an easy target for
Shackleshot.
*
Windrun evades Monkey King's attacks, preventing him from building up Jingu Mastery.
*
Doom completely takes Windranger out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
Additional:
*
Doom completely takes Windranger out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
* Doom's low armor makes him weak against Alchemist's high physical damage output.
* Heroes with wide AoE abilities will reveal Monkey King through Mischief:
Necrophos,
Phoenix,
Alchemist,
Earthshaker,
Razor,
Tinker,
Leshrac,
Queen of Pain
*
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.
* 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 that can maintain vision on Monkey King can see when he uses Tree Dance:
Bloodseeker,
Treant Protector with Eyes In The Forest,
Sniper,
Weaver
* Monkey King is one of the few other heroes who can easily traverse through trees, counteracting Treant Protector's ability to hide in trees.
* Heroes that can keep Monkey King stunned for a long time can pose a threat:
Axe,
Centaur Warrunner.
*
Infernal Blade's damage is calculated by a percentage of maximum health, meaning that it will hurt Axe more than most normal attacks, negating some of his durability.
* Doom can pick up several different abilities from neutral creeps using
Devour, some of which can be annoying to Axe.
* Mud Golem, Dark Troll Summoner, Harpy Stormcrafter, Satyr Mindstealer or Satyr Tormenter are good examples.
* Doom's naturally low attack speed makes Counter Helix less likely to proc, and his high base health allows him to take a few Helixes with no danger.
*
Doom makes Axe less disruptive, preventing him from using his skills or items. At level 25, there is a branch of the talent tree that makes
Doom apply Break, allowing Doom to disable Counter Helix, making Axe effectively useless for a lengthy duration.
Additional:
*
Infernal Blade deals scaling damage and is useful against high HP targets such as Axe.
* Doom has low attack speed because of his high Base-Attack-Time, poor agility gain and limited attack-speed granting items which are commonly built. This means Doom will trigger
Counter Helix less often and thus is an unideal target for initiation.
* Doom has naturally high HP so it takes longer for Doom to be brought down to the killing threshold of
Culling Blade.
* Axe is highly reliant on his abilities and items to be effective during a fight. Without the usage of
Berserker's Call and
Blink Dagger due to
Doom, Axe offers very little in the way of damage, effectively removing him from a fight.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* Both
Infernal Blade and
Doom can be used to disable Bane while he is channeling Fiend's Grip.
* A similar effect can be achieved by using
Devour on {U:Centaur Conqueror}, which will give him access to
War Stomp.
* Heroes with long animations can be frequently interrupted with Cold Snap:
Earthshaker,
Monkey King,
Shadow Fiend
Lina
*
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.
* Single-target disablers will have difficulty locking down a Chaos Knight with Phantasm active:
Bane,
Beastmaster,
Bloodseeker,
Clockwerk,
Doom,
Shadow Shaman.
*
Wukong's Command and
Boundless Strike combo can easily cause havoc on Chaos Knight by destroying all of his powerful illusions.
* Chaos Knight without Phantasm cannot deal with
Jingu Mastery at all.
* Heroes with low mana pools (eg.
Doom and
Tidehunter) will feel the effects of Silencer's Intelligence Steal far more than others.
* Silencer's low mobility and lack of any stuns or roots makes him an easy target.
* Silence will not protect Silencer from Jingu Mastery's extra damage and lifesteal.
* Monkey King often buys
Black King Bar, which can be used to negate silence debuff effects.
* Drow Ranger can be difficult to get on top of, thanks to her
Frost Arrows and
Gust. With these two abilities, Drow Ranger is able to effectively 'kite' Doom and minimize his impact during team fights and laning stage.
* Much of Drow Ranger's effectiveness comes from her passive
Marksmanship, which is not disabled by Doom.
* Monkey King can scout Drow Ranger's positioning from the trees, and can jump on her without much trouble, disabling
Marksmanship
* She lacks innate mobility to escape from Wukong's Command, whose bonus armor gives MK one extra edge in the fight
* Malefice will cause Monkey King to struggle without
Black King Bar, as its periodic damage and stun disables/interrupts abilities, such as
Tree Dance and
Wukong's Command.
*
Midnight Pulse can also destroy trees in a wide radius, stunning Monkey King if he happened to be on a tree caught within
Midnight Pulse area-of-effect.
Additional:
*
Malefice keeps Tree Dance on cooldown, and can interrupt Wukong's Command's long cast time.
*
Midnight Pulse destroys a large amount of trees.
*
Doom pierces spell immunity and can prevent Enigma from casting any spells or using items until the duration of the spell depletes, as well as cancelling a
Black Hole.
* While
Doom can be blocked by a
Linken's Sphere, which is a common item on Enigma,
Aghanim's Scepter upgraded
Doom allows Doom to cast Doom on himself to affect enemies near him, and if Doom can combine this with
Blink Dagger, he will be able to jump on Enigma while he is channeling
Black Hole.
Aghanim's Scepter upgraded
Doom can also cancel
Black Hole if any of Enigma's allies affected by
Doom gets too close to him for it's duration, ignoring both,
Black King Bar and
Linken's Sphere.
*
Impetus pure damage ignores the extra armor granted from Wukong's Command.
*
Enchant can dispel Monkey King's Jingu Mastery bonuses.
*
Untouchable makes it hard for Monkey King to land Jingu Mastery stacks.
*
Sproink allows Enchantress to escape from Wukong's Command.
*
Devour can easily eat creeps controlled by Enchant, limiting her ganking potential.
*
Doom reduces the amount of healing received by Enchantress and her allies from Nature's Attendants. In addition, when Doom chooses the
Doom applies Break talent, it can also disable Untouchable.
* Heroes with wide AoE abilities will reveal Monkey King through Mischief:
Necrophos,
Phoenix,
Alchemist,
Earthshaker,
Razor,
Tinker,
Leshrac,
Queen of Pain
*
Silencer's
Global Silence and
Doom's
Doom makes Earthshaker temporarily useless.
*
Ball Lightning allows Storm Spirit to destroy a large amount of trees, negating
Tree Dance. It also makes it easy to avoid
Wukong's Command and
Boundless Strike.
Additional:
*
Ball Lightning allows Storm Spirit to easily catch up to Monkey King, destroying a large number of trees, cancelling Tree Dance, and causing Monkey King to be stunned in the process.
*
Doom prevents Storm Spirit from using all of his abilities and items, rendering Storm Spirit useless in a fight.
* Heroes with blind of some sort can be a bad choice for Monkey King to go on:
Broodmother,
Riki,
Keeper of the Light.
* 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.
* Timbersaw can easily cut down the tree that Monkey King is standing on, stunning him for a lengthy period.
* Timbersaw can use
Timber Chain to easily escape
Wukong's Command and
Primal Spring's slow.
* However, when facing Monkey King mid, Timbersaw might get harassed out of the lane because of
Jingu Mastery.
Additional:
* Timbersaw's low cooldown and low mana cost abilities destroys the trees that Monkey King depends on.
*
Timber Chain allows Timbersaw to escape Wukong's Command.
*
Infernal Blade deals scaling damage and is useful against high HP targets such as Timbersaw.
* Timbersaw is extremely reliant on his abilities to be effective during a team fight - both for mobility, damage and crowd control. Timbersaw offers very little, impactful right-click damage, and thus
Doom is particularly crippling against him.
* Additionally, when Doom chooses the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent,
Doom disables
Reactive Armor, which effectively removes the durability which Timbersaw is commonly known for.
Additional:
*
Doom shuts down Timbersaw completely, negating his mobility and preventing him from doing any damage. It also breaks Reactive Armor's passive bonuses from
Aghanim's Scepter.
*
Infernal Blade can stun Timbersaw several times in a fight, potentially interrupting Timber Chain. Also it's useful since Timbersaw has high HP due to the damage scales based on max HP.
* Any heroes with low mana pools will die quickly or even instantly to Sanity's Eclipse:
Doom,
Phantom Assassin,
Troll Warlord.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output:
Death Prophet,
Night Stalker,
Drow Ranger,
Doom .
* Keeping Void Spirit inside
Wukong's Command is a very tricky task, especially in the early and mid game. In addition, if Monkey King is in a bad position, a well placed Aether Remnant can easily pull him out of the ring.
* Getting stacks of
Jingu Mastery can be difficult when attacking Void Spirit.
*
Doom is effective against every hero, and Void Spirit is no exception. Being unable to cast spells or items during fights for 16 seconds nullifies his impact entirely.
* Doom has a very versatile build and can consume creeps which has abilities that can stun or provide additional magic resistance.
* Doom's high strength gain and versatility in items can be effective against Void Spirit's magical damage.
* Heroes who are melee but cannot fight back against Eclipse will really struggle with Luna:
Monkey King,
Alchemist,
Timbersaw.
* Heroes that can keep Luna locked down for a long time can be a threat (she is very item and spell dependent):
Faceless Void,
Legion Commander,
Doom.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
* Heroes with silencing abilities can be particularly deadly when Slark is trying to escape:
Silencer,
Death Prophet,
Puck,
Doom.
* Burning Spears can put
Monkey King's
Tree Dance on cooldown.
* Heroes with abilities that break Berserker's Blood, lowering Huskar's attack speed and health regeneration:
Doom,
Shadow Demon,
Viper.
* Even if he is
Doomed, Wraith King can tear down Doom with physical attacks, and can still reincarnate as long as it is off-cooldown.
Additional:
* Wraith King has three passive abilities and only a single active ability, so Doom does not hinder him significantly.
* Doom expires upon death, so it is effectively removed after
Reincarnation activates.
* Wraith King has no ability to destroy trees from
Tree Dance.
* Monkey King tends to get
Diffusal Blade, leaving Wraith King no mana to reincarnate unless Wraith King has his Aghanim's Shard.
* A reincarnated Wraith King is an ideal target for
Wukong's Command.
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You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
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Doom
* The slow applied from
Corrosive Skin offsets the movement speed bonus granted by Scorched Earth and the tick-based damage from Infernal Blade and Doom will continually slow Doom down. This allows Viper, much like Sniper, to 'kite' Doom and keep him at a safe distance between the two. Additionally,
Corrosive Skin applies an attack-speed slow which is fairly crippling to a hero such as Doom that, naturally, has a high base attack-time, poor agility gain and builds little attack-speed items.
Poison Attack will continue to work. Doom may find it hard to close the distance between himself and Viper, and thusly difficult to effectively lockdown and continually deal damage through his abilities.
* Since Doom does not disable auto-cast abilities, Viper's
Monkey King
*
Viper STrike prevents the buildup of
Jingu Mastery stacks.
Tree Dance. It also ignores the extra armor bestowed by
Wukong's Command.
Nethertoxin prevents the buildup of Jingu Mastery stacks.
* Monkey King's high base movement speed is of little worth against the array of slows Viper possesses.
* All of Viper's magical damage over time stops Monkey King from using
Additional:
*
* Viper's poison magical damage-over-time stops Monkey King from using Tree Dance. It also ignores the extra armor bestowed by Wukong's Command.