* Drow Ranger's lack of mobility and area-of-effect abilities makes her easy prey for Broodmother and her Spiderlings.
* None of Arc Warden's abilities are very effective against Broodmother and her spiderlings.
* A good Broodmother looks to end the match early while Arc Warden, a very item reliant hero, thrives in longer matches.
* Arc Warden has no innate disables to stop Broodmother from lifestealing with
Insatiable Hunger and shredding through his relatively lower armor.
*
Reality Rift will disable Drow Ranger's Marksmanship, along with
Chaos Bolt he can keep her locked for enough time to be killed.
* Chaos Knight can dispel Flux with
Phantasm.
* Chaos Knight can use
Reality Rift to pull Arc Warden out of Magnetic Field.
* Once Chaos Knight jumps on Arc Warden with
Reality Rift, Arc Warden will struggle to escape due to low mobility and lack of stun.
* A well-timed
Dark Pact can dispel Frost Arrows and Gust, letting Slark engage and escape freely.
*
Essence Shift is very detrimental for Drow Ranger as the loss of agility means that Marksmanship will also suffer from getting weakened.
*
Shadow Dance lets Slark quickly close the gap and deal heavy damage without giving Drow Ranger a chance to retaliate.
*
Pounce counteracts Frost Arrows's slow, and also allows Slark easily pin Drow Ranger down or flee from her.
*
Depth Shroud from
Aghanim's Shard will allow Slark to save both, himself and his allies and will also allow them to freely fight back against Drow Ranger without her noticing them.
Additional:
* Pounce and items like
Shadow Blade makes it very difficult for Drow Ranger to keep her distance from Slark, thereby losing her
Marksmanship bonus.
*
Gust is rarely enough to keep Slark at bay, as Drow Ranger has no movement abilities and will simply be chased down afterwards.
* Drow Ranger's heavy dependence on agility also makes her significantly weaker after being drained by Essence Shift.
*
Flux is dispelled by Dark Pact.
* Pounce allows Slark to avoid
Spark Wraiths.
*
Tempest Double allows Slark to build up Essence Shift stacks, especially when it is being used for split pushing.
*
Phantom Rush lets Phantom Lancer get close quickly and disable Marksmanship.
* As Phantom Lancer commonly buys
Manta Style, he can easily dispel Gust and then chase after Drow Ranger.
* Because Phantom Lancer is a natural
Diffusal Blade carrier, he can easily burn Drow Ranger's mana and render her unable to use Frost Arrow and Gust to save herself.
* One of Arc Warden's hardest counters, Arc Warden, who has primarily single target damage, will struggle tremendously against Phantom Lancer:
*
Flux is paused if even one illusion remains near Phantom Lancer. It can also be dispelled with
Doppelganger.
* Phantom Lancer can also easily dodge an activated
Spark Wraith, or use his illusions to trigger it safely.
*
Phantom Rush allows Lancer to quickly close gap to get inside of Arc Warden's
Magnetic Field.
* Phantom Lancer and his clones are able to quickly drain Arc Warden of his mana with a
Diffusal Blade. This means Warden's
Tempest Double will also be summoned without mana.
Additional:
*
Doppelganger dispels Flux.
*
Phantom Rush closes the distance between Phantom Lancer and Arc Warden.
*
Juxtapose can overwhelm Arc Warden and nullify his kit which is only effective against isolated enemies.
*
Blink Strike gets Riki close to Drow Ranger and disable Marksmanship.
*
Cloak and Dagger allow Riki stay close to Drow Ranger without her noticing him, which allows him to disable Marksmanship.
Additional:
* With Blink Strike, Riki can get close to Drow Ranger and disable her
Marksmanship, and Smoke Screen will prevent her from using
Gust.
*
Smoke Screen combined with
Diffusal Blade leaves Arc Warden effectively useless for a while as he struggles to escape the silence with low mobility.
* With Arc Warden's low mobility,
Tricks of the Trade often deal decent damage to him before he moves out of it.
* Heroes who have low or high armor but very high health will be difficult for drow to burst down quickly:
Primal Beast,
Axe,
Centaur Warrunner.
* Arc Warden cannot take Centaur Warrunner very easily, and his nukes are not strong enough to deal with Centaur Warrunner.
* Centaur Warrunner deals huge AoE damage and applies an AoE disable through Hoof Stomp, affecting the double as well the main Arc Warden.
*
Magnetic Field is not very effective against melee heroes. And to make things worse,
Magnetic Field also increases Arc Warden and his allies's attack speed, meaning Retaliate will deal more damage.
* Stampede catches Arc Warden easily due to his lack of escape mechanisms. However, Arc Warden can counter this problem with
Gleipnir, which is a common item on Arc Warden.
* Chen in the early game is a faster pusher than Arc Warden until Arc Warden buys Maelstrom.
* As long as Mars is facing her with Bulwark, even if pushed away with
Gust, Drow Ranger will do no effectual damage against him. Mars' ability to endure her onslaught usually gives him enough time to cast Arena of Blood, of which she has a very slim chance surviving without Gust.
* With Bulwark's active ability, Mars can protect allies pursued by Drow Ranger by redirecting her projectiles to his shield instead.
*
Static Link weakens Drow Ranger's attack damage while strengthening Razor's attack damage.
*
Plasma Field &
Storm Surge keeps Razor close to Drow Ranger, continuously disabling Marksmanship.
* Atrophy Aura reduces Drow Ranger's damage significantly, as she relies completely on agility to be effective.
*
Hookshot lets Clockwerk close the gap to Drow Ranger, disabling her Marksmanship bonus.
*
Power Cogs and
Battery Assault keep Drow Ranger from escaping.
* Power Cogs and Battery Assault also keep Drow Ranger close, nullifying Marksmanship.
Additional:
* Getting trapped in Power Cogs usually means the end for Drow Ranger.
* 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
* Arc Warden can't use Magnetic Field to stall the damage of
Nether Blast on towers, but he can buy
Aghanim's Shard to diminish its damage.
* Arc Warden has no innate disables to stop
Life Drain and
Decrepify
* The short cooldown of both Life Drain and Decrepify also means Pugna can deal with Arc Warden and Arc Warden's clone simultaneously most of the time
* A good Pugna looks to end the match early while Arc Warden, a very item reliant hero, thrives in longer matches.
*
Snowball and
Ice Shards keep Drow Ranger down and preventing her from running away.
*
Snowball also lets Tusk get to Drow Ranger and stop her Marksmanship bonus. It can also be to save allies affected by Gust.
*
Tag Team allows Tusk to slow her down and land a killing blow on her.
*
Walrus PUNCH! slows Drow Ranger and deals a huge amount of damage to her, due to her low health (and low armor without Marksmanship, since Tusk can quickly close the gap to Drow Ranger).
* Another hero heavily based on attacks and no mobility, being an easy prey for Treant strong disarms and motion reduction skills.
*
Laser along with
Heat-Seeking Missile allows Tinker to quickly burst down Drow Ranger due to her low health.
*
Heat-Seeking Missile lets Tinker out-range Drow Ranger and hit her in the backline of a teamfight.
*
Repel can be used to dispel
Gust on the allies affected by it.
* In team fights,
Guardian Angel renders Drow Ranger's physical damage useless, and Drow Ranger has no way to purge it. And to make thing worse, Drow Ranger is not a common
Nullifier wielder to counter this problem at all.
* Because of his weak laning phase, Lone Druid absolutely overpowers him in the early to mid game. Lone Druid also directly counters most of his abilities.
*
Flux is nullified when the Spirit Bear is nearby.
*
Spark Wraith can get soaked by the bear.
* Lone Druid can easily go inside
Magnetic Field and punish Zet.
* Batrider can harass Arc Warden more easily with
Sticky Napalm thanks to it's low cooldown and mana cost and because of Arc Warden's lower durability and mobility.
* Batrider can use
Flamebreak to push Arc Warden and
Tempest Double out of the
Magnetic Field.
* With
Firefly combined with
Blink Dagger, Batrider can move faster while dealing damage to both Arc Warden and
Tempest Double.
*
Flaming Lasso allows Batrider to separate Arc Warden from both
Magnetic Field and
Tempest Double and pull him towards Batrider's team.
Aghanim's Scepter upgraded
Flaming Lasso also allows Batrider to disable both, real Arc Warden and his
Tempest Double and pull them towards Batrider's team. And since Arc Warden is not used to buy
Linken's Sphere, this can be a great problem to him.
* Since Arc Warden is not used to buy
Black King Bar very ofthen In most of the stages of the game, he will be vulnerable to Batrider's magical damage-over-time output in most of the stages of the game.
* However, Batrider needs to approach Arc Warden carefully as Arc Warden can scout Batrider's location with
Spark Wraith. Also, Arc Warden tends to buy
Gleipnir which combined with
Flux's damage over time can be used to prevent Batrider from even using
Blink Dagger.
Additional:
* Batrider can harass Arc Warden more easily with
Sticky Napalm thanks to it's low cooldown and mana cost and because of Arc Warden's lower durability and mobility.
* Batrider can use
Flamebreak to push Arc Warden and
Tempest Double out of the
Magnetic Field.
* With
Firefly combined with
Blink Dagger, Batrider can move faster while dealing damage to both Arc Warden and
Tempest Double.
*
Flaming Lasso allows Batrider to separate Arc Warden from both
Magnetic Field and
Tempest Double and pull him towards Batrider's team.
Aghanim's Scepter upgraded
Flaming Lasso also allows Batrider to disable both, real Arc Warden and his
Tempest Double and pull them towards Batrider's team. And since Arc Warden is not used to buy
Linken's Sphere, this can be a great problem to him.
* Since Arc Warden is not used to buy
Black King Bar very ofthen In most of the stages of the game, he will be vulnerable to Batrider's magical damage-over-time output in most of the stages of the game.
* However, Batrider needs to approach Arc Warden carefully as Arc Warden can scout Batrider's location with
Spark Wraith. Also, Arc Warden tends to buy
Gleipnir which combined with
Flux's damage over time can be used to prevent Batrider from even using
Blink Dagger.
* Storm Spirit can hunt down Arc Warden with his
Ball Lightning and kill him quickly due to his lack of escape abilities.
* None of his abilities are effective against Storm Spirit, as they can be evaded with
Ball Lightning.
* Spectre can easily close the distance on Drow Ranger with
Haunt and stick on her with
Spectral Dagger, effectively disables her
Marksmanship.
* Spectre does not care if silenced by
Gust, since Spectre will catch her up regardless.
*
Dispersion can reflect some damage back to Drow Ranger should she chooses to attack.
* Be careful once she got her
Silver Edge as an attempt to shut you down.
*
Time Walk can be used to close the distance within Drow Ranger, hindering her Marksmanship bonus.
* Faceless Void can also lock down Drow Ranger with
Chronosphere before she has the chance to retaliate due to her low health pool.
*
Drow Ranger has a very low health pool, allowing
Lion to burst her down.
* Lack of any innate escape mechanism makes her an easy target for
Lion's disables.
* Early on she can't deal as much damage to be life threatning. Her
Gust is her best weapon against
Lion.
*
Meat Hook brings Drow Ranger to Pudge, disabling Marksmanship and dealing a huge amount of damage when combined with
Rot and
Dismember.
*
Rot keeps Pudge close to Drow Ranger, continuously disabling Marksmanship.
Additional:
* Meat Hook can pull Drow Ranger to Pudge, disabling her
Marksmanship.
* Following up with Dismember will prevent Drow Ranger from using
Gust or
Shadow Blade.
* Nyx Assassin has a lot of burst damage from his
Impale,
Mind Flare,
Dagon, and the bonus damage from
Vendetta. All of this damage is enough to kill Drow Ranger.
* Nyx Assassin is usually invisible most of the time thanks to his ability
Vendetta, which allows him to gank Drow Ranger easily.
* However,
Gust is extremely dangerous for Nyx Assassin, as it's silence can render Nyx Assassin unable to lock down Drow Ranger. And if
Gust hits Nyx Assassin while he is invisible with
Vendetta, Drow Ranger will be able to detect him and foil his ganking attempts on her because
Gust reveals invisible units.
* Drow Ranger's lack of escape abilities makes her an easy target for Relocate ganks.
* Song of the Siren stops Arc Warden from acting and allows Naga Siren's team to close in on him, past his
Magnetic Field.
* Mirror Image dispels
Flux. The illusions created from it also disable the slow from Flux if Arc Warden casts it after Mirror Image.
* Arc Warden's playstyle heavily favors split-pushing, which Naga Siren can compete against with her illusions.
Additional:
* Naga Siren's illusions from
Mirror Image can depush the lanes pushed by the Tempest Double, relieving the pressure.
*
Mirror Image can dispel Flux, and the illusions can stop Flux from working to it's full power.
* Heroes who depends on illusions and summons:
Naga Siren,
Arc Warden,
Broodmother will struggle against Great Cleave.
* Generally, heroes that can close the gap on Drow Ranger to cancel her Marksmanship such as
Phantom Assassin,
Spirit Breaker, and
Tusk are effective at limiting her power and bursting her down.
* Heroes with summons or illusions can counter Flux, such as
Beastmaster ,
Chen, or
Shadow Demon.
* While heroes with strong mobility are able to get close or flee from Upheaval, heroes with no escaping abilities or that lack long disables will perish against Warlock. Once the Warlock Golem lands with its stun, its hardly possible to escape when he casts Upheaval. Notable examples:
Huskar,
Drow Ranger,
Lion,
Elder Titan, etc.
* Invisible heroes are very difficult for Drow Ranger to deal with such as
Bounty Hunter,
Riki and heroes who commonly buy a
Shadow Blade.
* Heroes with damage-over-time abilities easily allow Bristleback to turn his back in order to proc
Bristleback continuously and to massively reduce to damage dealt to him:
Arc Warden,
Venomancer,
Luna.
Additional:
* Arc Warden has relatively lower armor and mobility, which makes him an easy target to apply
Quill Spray and
Viscous Nasal Goo stacks.
* Arc Warden also does not like to build a
Silver Edge as it takes a long time to build up and may slow down the timings for other important items needed in the game like
Gleipnir.
* However, do note that in a game where Arc Warden's team has many jumping capabilities or good passives, like a
Tidehunter or
Spectre, a
Silver Edge becomes incredibly valuable on Arc Warden as not only can he run away from the jumps, he effectively gets 2 breaks, and Bristleback may not be the best pick.
* Heroes who have low or high armor but very high health will be difficult for drow to burst down quickly:
Primal Beast,
Axe,
Centaur Warrunner.
* Melee carries who usually buy an early
Black King Bar, and have gap closing abilities can be good against the Arc Warden, such as
Slark,
Riki,
Earthshaker with
Aghanim's Scepter,
Sven with
Aghanim's Scepter etc.
* Heroes with high physical damage output but lack of reliable escape mechanisms are always a good target for a solo gank:
Sniper,
Shadow Fiend,
Troll Warlord,
Drow Ranger. Those heroes, however, are dangerous if they manage to close the gap, so take caution.
* Heroes with summons or illusions can counter Flux, such as
Beastmaster ,
Chen, or
Shadow Demon.
*
Chaos Knight,
Lone Druid,
Meepo and
Arc Warden can be hard targets since Shadow Demon's spells are ill-suited to fight many enemies at once.
* Drow Ranger's low mobility and lack of defensive abilities make her an easy gank target in the early to mid-game.
* A Dueling Drow Ranger will lose her precious
Marksmanship, reduce her damage output significantly, and will more likely lose that Duel.
* Heroes who rely on summons will see them destroyed easily by Overwhelming Odds:
Lycan,
Arc Warden,
Warlock,
Chen
*
Magnetic Field prevents Legion Commander from easily gaining wins with Duel.
Additional:
* Magnetic Field prevents Legion Commander from getting wins with
Duel.
* Heroes with good escape mechanisms are a nuisance to deal with in the early phase of the game:
Slark,
Lifestealer,
Morphling
* Marci can be effective against vulnerable squishy heroes that cannot deal with heroes that jump onto them -
Sniper,
Drow Ranger,
Lina,
Rubick, etc.
*
Arc Warden's Flux is meaningless against Meepo who loves to group up. Meepo is also a very good gap closer, so Arc Warden's Magnetic Field becomes useless.
Additional:
* Flux is severely impaired against Meepo because of
Divided We Stand.
* Meepo's farming speed and early powerspikes allows him to pressure Arc Warden before he is capable of fighting effectively.
* Without
Black King Bar,
Earthbind and
Poof can finish Arc Warden quickly before he has time to do much.
* 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.
* Heroes who rely on physical damage output to be effective will fare badly against Muerta's
Pierce the Veil:
Phantom Assassin,
Terrorblade,
Drow Ranger,
Lifestealer,
Anti-Mage,
Alchemist,
Lycan,
Clinkz,
Sniper.
* Heroes that have doubles or clones such as
Arc Warden,
Meepo or
Lone Druid are vulnerable to Muerta's
Gunslinger.
* Heroes with high physical and magical damage alike are a huge hazard for Muerta, as they can deal serious damage to her even if she has
Pierce the Veil active:
Luna,
Lina,
Tusk,
Broodmother,
Shadow Fiend,
Ember Spirit,
Gyrocopter,
Vengeful Spirit,
Arc Warden,
Medusa,
Shadow Shaman.
* Heroes with weaker mobility will struggle to keep up with Night Stalker:
Gyrocopter,
Ursa,
Drow Ranger
*
Berserker's Call forces Drow Ranger to attack Axe up close, disabling her Marksmanship bonus.
*
Counter Helix occurs more often with Drow Ranger's high attack speed.
*
Culling Blade is a dangerous ability against a low health hero like Drow Ranger.
* Heroes who rely on fast attack speed will also trigger Counter Helix frequently:
Faceless Void,
Troll Warlord,
Anti-Mage,
Juggernaut,
Arc Warden,
Morphling
Additional:
* Magnetic Field doesn't provide a protection against
Berserker's Call and
Counter Helix and his high attack speed together with Tempest Double will often trigger
Counter Helix.
* The threat of a blink and
Berserker's Call may make the real Arc Warden stay further back, thus effectively halving the team's damage output for a while.
* Ranged heroes that can easily harass Axe:
Drow Ranger,
Sniper,
Lion.
* Heroes who can stop Axe from getting close will severely inhibit his presence in fights:
Bristleback,
Crystal Maiden,
Batrider,
Arc Warden,
Winter Wyvern,
Clockwerk
* 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.
* Heroes with silence:
Death Prophet,
Riki,
Drow Ranger.
*
Life Break closes the distance between Huskar and Drow Ranger, dealing large amounts of damage and disabling Marksmanship.
*
Berserker's Blood and
Burning Spear allow Huskar to beat Drow Ranger directly and pile on damage.
* Heroes with illusions can overwhelm Huskar:
Phantom Lancer,
Anti-Mage,
Arc Warden,
Chaos Knight.
* Chain Frost can deliver high amounts of damage to Arc Warden and his double if they do not separate fast from each other.
* Lich is heavily reliant on his abilities to contribute to team fights, so be wary of enemies that can Silence:
Bloodseeker,
Death Prophet,
Silencer,
Drow Ranger,
Skywrath Mage.
*
Gust can hit Dark Willow beyond a defensive Bramble Maze, and before she gets close enough to hit Drow Ranger with Bedlam.
* Drow Ranger's long range allows her to hit Dark Willow's team without venturing into her Bramble Maze.
*
Magnetic Field lets Arc Warden or allies evade Dark Willow's shadow realm attacks. The duration of the evasion can be extended with the clone.
*
Spark Wraith also exploits Dark Willow's low mobility.
* Heroes with high base damage (
Morphling,
Tiny,
Drow Ranger), heroes with mana burning abilities (
Anti-Mage), and
Diffusal Blade users (
Juggernaut or
Riki) will suffer from Reflection's illusions.
*
Metamorphosis will not match the range of Drow Ranger and he will struggle to do damage to her if she is not locked down already by someone else.
*
Conjure Image will be destroyed very quickly due to Marksmanship.
* Terrorblade generally likes to be the big bad late game carry who sits in the middle of the fight and kills whoever is closest, which is very unlikely to be Drow Ranger therefore making it likely she will be going on him in teamfights.
* Terrorblade's high base armor and agility items makes him very vulnerable to Marksmanship.
Additional:
* Even though Drow Ranger's damage output is 100% physical,
Marksmanship allows Drow Ranger to pierce Terrorblade's high natural base armor and when upgraded with
Aghanim's Scepter, it will allow her to clear Terrorblade's illusions.
*
Gust can prevent Terrorblade from using
Sunder.
* Since Terrorblade doesn't like to buy armor items like
Assault Cuirass, he will be very vulnerable to Drow Ranger's high physical burst damage.
* Arc Warden’s Magnetic Field allows him to defend against Terrorblade if he used
Metamorphosis.
* Arc also buys a
Bloodthorn or a
Scythe of Vyse, which can prevent Terrorblade from using his abilities.
* Any hero that can outrange Plague Ward can neutralize them without putting themselves at risk of receiving Poison Sting:
Arc Warden,
Chen,
Clinkz,
Drow Ranger,
Lina,
Mirana,
Nature's Prophet,
Pugna and
Sniper.
* Special mention to heroes that outrange Plague Ward after obtaining talents that increase attack range.
* Any hero that can outrange Plague Ward can neutralize them without putting themselves at risk of receiving Poison Sting:
Arc Warden,
Chen,
Clinkz,
Drow Ranger,
Lina,
Mirana,
Nature's Prophet,
Pugna and
Sniper.
* Special mention to heroes that outrange Plague Ward after obtaining talents that increase attack range.
* With 4 active abilities, Shadow Shaman is weak against silencing foes such as
Silencer,
Drow Ranger and
Death Prophet.
*
Arc Warden with his Magnetic Field will protect allies from Mass Serpent Ward.
* Heroes who rely on passive abilities and attacks, such as
Drow Ranger,
Wraith King, and
Lone Druid, can render Silencer useless. But remember that a smart Silencer will most likely buy
Silver Edge to counter this if he is played as carry.
* Ranged heroes will have a hard time hitting enemies inside Magnetic Field:
Silencer,
Viper.
* Phase Shift is not an advantage against Arc Warden at all because Arc Warden can turn Puck's Phase Shift ability against him by using
Spark Wraith, ensuring it to hit. To make this worse, Arc Warden can do it twice with his
Tempest Double.
*
Flux is also an instant spell (and therefore unavoidable) with a heavy slow and damage over time, which disables Blink Dagger for a certain period of time.
* He can use either his own or his double's
Flux to bypass the spellblock from Linken's Sphere, using the leftover Flux +
Spark Wraith to slow Medusa's already low move speed to a crawl.
* Arc Warden has a farming advantage with double
Hand of Midas, and can generally bully Medusa with other items that benefit from duplication.
* Clinkz has no stun and likes to keep his distance from targets, making Marksmanship very deadly.
* Clinkz also has low health, making him a perfect hero to initiate onto with Gust.
* Gust can also prevent Clinkz from using
Burning Barrage.
*
Gust can shut down most of Dawnbreaker's abilities, rendering her useless.
*
Frost Arrows followed by a high attack speed, makes it hard for Dawnbreaker to escape.
* Dragon Knight has no built-in disengage from
Frost Arrows, and
Marksmanship procs ignore base armor, bypassing Dragon Knight’s durability for the most part, making Drow one of the few heroes that can deal enough sustained damage to solo kill Dragon Knight.
* With
Aghanim's Scepter, Frost Arrows also apply hypothermia stacks, reducing her target’s regen, which is especially potent against tanks like Dragon Knight. (A similar effect can also be achieved with an
Eye of Skadi).
* A well-timed Gust will prevent Windranger from escaping or counter-initiating with
Windrun.
* Drow Ranger commonly buys
Shadow Blade or
Silver Edge, which allows her to escape from
Focus Fire.
Monkey King Bar, a situational item on Drow Ranger, counters Windranger's evasion from
Windrun.
* The bonus agility from Marksmanship can shred through Windranger's low armor.
Additional:
* A well-timed
Gust prevents Windranger from escaping or counter-initiating with Windrun.
* Drow Ranger can combine
Frost Arrows and
Eye of Skadi to effectively slow down Windranger if she tries to escape with Windrun, since both slow effects stack with each other.
* Drow Ranger commonly buys
Shadow Blade or
Silver Edge, which allows her to escape from Focus Fire. Drow Ranger can also buy
Monkey King Bar or
Nullifier to counter Windranger's evasion from Windrun.
* The bonus agility from
Marksmanship can shred through Windranger's low armor.
*
Black Hole while definitely a threat to Drow Ranger, is very hard to land as she likes to keep her distance from allies and enemies alike. And if not caught in it, will kill Enigma very quickly due to his low health.
*
Malefice can be removed with a Manta Style.
* Drow Ranger being a fairly low health, high armored agility carry doesn't take much damage from
Midnight Pulse as others would.
*
Demonic Conversion units die very quickly to Marksmanship or even just regular attacks not far into the game within 2 or 3 hits.
*
Magnetic Field evades most of Gyrocopter's attacks.
* Drow Ranger can use Gust to push back Juggernaut before he can get in range to use
Omnislash or
Blade Fury.
* A well-timed Gust will prevent Rubick from casting abilities from
Spell Steal, and his lack of capabilities and low health pool usually dies very quickly.
* Drow Ranger can dispel
Fade Bolt's reduction debuff with
Manta Style.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output:
Death Prophet,
Night Stalker,
Drow Ranger,
Doom .
* Often you can burst Drow Ranger down before she has a chance to try and
Gust you away. Try to have a teammate bait her
Gust out before you Blink and get the drop on her.
* Heroes reliant on abilities to output damage or escape can be shut down by Gust:
Queen of Pain.
* Sonic Wave is a bad choice in abilities if he and the
Tempest Double both use
Blade Mail to reflect the damage to Queen of Pain, potentially killing her outright if her health is low enough.
*
Magnetic Field protects himself or his ally from Queen of Pain's attacks unless she has
Monkey King Bar.
* One more advantage of
Tempest Double is that he can deny himself if he is close to death with Shadow Strike's debuff.
* 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.
* Heroes with low health are especially vulnerable to Marksmanship's high damage output:
Clinkz,
Crystal Maiden.
* Ranged heroes will have a hard time hitting enemies inside Magnetic Field:
Silencer,
Viper.
* Long ranged heroes like
Sniper or
Drow Ranger can kite Tiny effectively if he doesn't get the jump on them first.
* Heroes with illusion and clone abilities may confuse Bloodseeker, causing him to waste time in fights:
Phantom Lancer,
Chaos Knight,
Arc Warden
*
Arc Warden's
Tempest Double is helpful for killing Ogre Magi who lacks AoE damage and disables.
*
Arc Warden's
Magnetic Field dodges all damage from Death Ward.
* Heroes with forced movement abilities or non-interrupting forced movement, such as
Lion,
Drow Ranger,
Magnus,
Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* A well-timed use of The Swarm provides vision over heroes with high mobility:
Anti-Mage,
Arc Warden,
Dark Seer.
* A well-timed Gust will prevent Weaver from escaping, and a silenced Weaver usually dies very quickly.
* Weaver gains a lot of armor, which is bypassed by Marksmanship.
Additional:
* A well-timed
Gust followed by
Frost Arrows will prevent Weaver from escaping with Shukuchi. A Weaver silenced for more than 3 seconds usually dies very quickly.
* Due to her high attack speed, Drow Ranger can easily kill The Swarm beetles.
* Fragile carries with no reliable escaping mechanism can be bursted down in no time:
Sniper,
Drow Ranger,
Clinkz
* Flux removes
Refraction charges very quickly, and Arc Warden can hit her freely with his better attack animation, speed and range. If she tries to mute in her creep wave, Spark Wraith can quickly kill the ranged creep, forcing her to stay near the melee creeps, again, allowing for easy right clicks.
* With Tempest Double, Arc Warden can easily output 1000 damage (with the stacking of Flux and Spark Wraith and kill Templar Assassin within seconds. She cannot avoid this combo as Spark Wraith will still hit her in
Meld.
* A good Arc Warden can destroy the item timings of a Templar Assassin, and mitigate her impact during the mid-game, when she is the strongest.
* In the late game, if Templar Assassin tries to split push with
Aghanim's Scepter, Arc Warden's double can always threaten to kill her if equipped with a
Bloodthorn and a
Blink Dagger , or a
Hurricane Pike, forcing her to have to use
Black King Bar to survive.
* Quick reactions can also protect Arc Warden and his allies from
Meld strike with Magnetic Field, and if equipped with a
Hurricane Pike, Arc Warden can double force himself away from the attacking Templar Assassin to safety, where after her
Black King Bar ends, she can die to Arc Warden's right clicks.
* Heroes who depend on attacks (such as
Shadow Fiend or
Drow Ranger) can be nullified by Fire Spirits' attack speed slow.
* His
Tempest Double is not an illusion, but rather a full hero unit, which effectively reduces half of the Supernova's health. His
Magnetic Field can tremendously boost his attack speed, allowing him to destroy
Supernova in no time even when he's affected by
Fire Spirits.
Additional:
* Tempest Double, Magnetic Field's attack speed bonus, and Arc Warden's high attack range will easily destroy a Phoenix using
Supernova much faster than usual.
* Phoenix is very weak against pushers, especially those like Arc Warden who can kill him easily, as his skillset works best in teamfights.
* Heroes who outrange Drow Ranger such as
Sniper,
Tinker.
* Magnetic Field's evasion completely negates Sniper's attacks unless he has True Strike.
* Sniper always positions himself far away from battles, which makes him especially vulnerable for Flux and Spark Wraith.
* Morphling can use Waveform to close the gap between him and Drow Ranger, but should be careful of
Gust and
Frost Arrows.
* Morphling is a natural Manta Style carrier, which dispels the silence from Gust.
* Heroes with good escape mechanisms are a nuisance to deal with in the early phase of the game:
Slark,
Lifestealer,
Morphling
*
Attribute Shift (Strength Gain) may not be quick enough to fend off an attacking Drow Ranger.
* Morphling likes to sit on low health with high agility, something Drow Ranger does not particularly care for and will still hit him hard with Marksmanship procs.
*
Morph is a similar story, none of Drow Ranger's spells are particularly good against her.
* Arc Warden can counter Morphling's strong pushing capabilities by using
Magnetic Field to protect buildings.
* Arc Warden also often builds an
Orchid Malevolence or
Bloodthorn, which can prove dangerous for Morphling.
* Arc Warden can easily break
Linken's Sphere with
Flux and then slow him with
Spark Wraith, making Arc Warden's
Tempest Double a legitimate threat as well.
* Range-reliant heroes:
Sniper,
Drow Ranger
* Magnetic Field makes
Impetus miss; if Enchantress decides to enter the field, she is giving up bonus damage since Impetus deals greater damage at higher distance away from targets.
* Rolling Thunder hits Arc Warden, his
Tempest Double and any allies through
Magnetic Field.
* Rolling Thunder also causes Pangolier to take no damage from existing stacks of
Flux as well as clear all
Spark Wraiths on the way.
* Powerful physical hitters that can destroy Pangolier during his rolling from afar:
Drow Ranger,
Sniper,
Templar Assassin,
Arc Warden
* Powerful physical hitters that can destroy Pangolier during his rolling from afar:
Drow Ranger,
Sniper,
Templar Assassin,
Arc Warden
* Luna's Moon Glaives allow her to clear Arc Warden's
Tempest Double.
* Luna's short range and fast movement speed allow her to fight Arc Warden inside his
Magnetic Field.
Additional:
* Luna's Moon Glaives allow her to clear Arc Warden's
Tempest Double.
* Luna's short range and fast movement speed allow her to fight Arc Warden inside his
Magnetic Field.
* Every hero that can withstand or prevent Eclipse at level 7:
Juggernaut,
Riki,
Clockwerk,
Drow Ranger,
Abaddon,
Faceless Void,
Weaver,
Outworld Destroyer.
* Heroes that create illusions:
Spectre,
Shadow Demon,
Phantom Lancer,
Naga Siren,
Chaos Knight,
Terrorblade) or bring other units into the fight (such as
Nature's Prophet,
Lone Druid,
Chen,
Enchantress,
Meepo and
Arc Warden) can cause Eclipse to strike the illusions/summons unintentionally. However, in many cases Moon Glaives can resolve this issue and eliminate them before activating Eclipse, but that will require lots of farming for right-click items.
* Generally, heroes that can close the gap on Drow Ranger to cancel her Marksmanship such as
Phantom Assassin,
Spirit Breaker, and
Tusk are effective at limiting her power and bursting her down.
* Heroes that can slow Charge of Darkness by a huge amount:
Venomancer,
Viper,
Dazzle,
Arc Warden,
Lion,
Huskar,
Shadow Shaman,
Visage,
Undying,
Jakiro.
* Mirana can use Leap to jump right next to Drow Ranger or can approach her while under cover of the invisibility granted by Moonlight Shadow, which cancels the bonus granted to Drow Ranger by
Marksmanship.
* Her low health makes her easy to burst down with Mirana's spells, especially with
Aghanim's Scepter.
* Mirana can dodge
Gust with good reaction time, or Leap away if Drow tries to slow her without Gust.
*
Flux will slow and damage Mirana even after she Leaps, since she will likely not be near allies.
* Arc Warden can place
Magnetic Field on an ally who has been hit by Sacred Arrow to protect them.
Additional:
* Arc Warden can use his summons to prevent
Sacred Arrow from hitting himself or his allies.
* Mirana doesn't build items that give armor often, so she usually can't fight against a late game Arc Warden.
* 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.
* 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.
* Anti-Mage Blinks directly into
Magnetic Field, bypassing its protection.
* Anti-Mage's high mobility allows him to deal with
Tempest Double while it is split-pushing.
Additional:
* Arc Warden's high reliance on casting abilities leads him to be dependent on mana, which Anti-Mage can quickly burn with
Mana Break.
*
Blink mitigates the threat of Flux slow and allows Anti-Mage to close the distance between himself and Arc Warden.
* Anti-Mage's ability to farm quickly allows him keep up with Arc Warden's farm while also de-pushing the lanes Arc Warden shoves in with his Tempest Double.
* Anti-Mage also frequently buys
Manta Style, and can use it so dispel Arc Warden's items that can threaten an Anti-Mage like
Bloodthorn.
*
Counterspell significantly reduces the effectiveness of Arc Warden's magical damage.
* However, do keep in mind that when Arc Warden has a
Black King Bar, jumping on him alone may not be the best idea for Anti mage as it could put him in a bad position, while Arc Warden summons his doubles and rain damage into him.
* None of Anti-Mage's skills are that effective against Drow Ranger. Gust prevents him from
Blinking in or out,
Counterspell is totally useless against Drow's physical damage, and as she usually doesn't have a high mana pool,
Mana Break and
Mana Void don't do much either.
* Be careful however that Anti-Mage may eventually farm enough to Blink on top of you and kill you straight away, considering you have no natural tools to escape from him.
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Drow Ranger
*
Shapeshift allows Lycan to get close and disable Marksmanship.
Gust to be ineffective.
Marksmanship when someone is near her. Lycan can take advantage of these weaknesses of Drow Ranger.
* Shapeshift also makes him immune to slows like Drow Ranger's Frost Arrows.
Additional:
* The Wolves's speed causes the knockback from
* Drow Ranger lacks escapes and loses her
Arc Warden
*
Magnetic Field is useless against melee heroes, so Lycan can attack Arc Warden without missing.
Flux doesn't affect Lycan that much, because Shapeshift grants immunity to slows and because he is never alone.
Tempest Double has been called, Lycan can still kill Arc Warden before the double expires.
*
* If their