* Drow Ranger's lack of mobility and area-of-effect abilities makes her easy prey for Broodmother and her Spiderlings.
* Support heroes with low mobility can be slowed further by Incapacitating Bite, and swarmed by Spiderlings for an easy kill: Shadow Shaman, Visage, Dazzle, Rubick, Lich.
* 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.
* Spectre's entire ability set is designed to get to and destroy heroes that stay in the backlines, both carries (like the aforementioned Drow Ranger and Sniper) and supports (like Dazzle and Shadow Shaman).
* 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.
* Heroes with high burst damage through their physical attacks or spells can kill Dazzle or his allies before he has a chance to use Shallow Grave. (Lina, Lion, etc.)
* 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.
* Culling Blade ignores the protection from Shallow Grave and will kill any target whose health is low enough. This makes Axe one of the hardest counters to Dazzle, and he neutralizes one of Dazzle's most important abilities.
Additional:
* Culling Blade kills any target under the health threshold, even through Shallow Grave.
* Ranged heroes that can easily harass Axe: Drow Ranger, Sniper, Lion.
* Shapeshift allows Lycan to get close and disable Marksmanship.
* Shapeshift also makes him immune to slows like Drow Ranger's Frost Arrows.
Additional:
* The Wolves's speed causes the knockback from Gust to be ineffective.
* Drow Ranger lacks escapes and loses her Marksmanship when someone is near her. Lycan can take advantage of these weaknesses of Drow Ranger.
* 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.
* Magnetic Field protects Arc Warden and allies from Drow Ranger's ranged attacks. She most likely will not enter the field since she will lose Marksmanship's bonus agility.
* Beware however, as Marksmanship procs will still hit since they have True Strike, so the most damaging arrows will still hit you inside Magnetic Field.
Additional:
* Flux along with Spark Wraith allows Arc Warden to quickly burst down Drow Ranger due to her low health.
* However, Drow Ranger can bypass Magnetic Field's evasion bonus thanks to Marksmanship.
* 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.
* Shallow Grave prevents Ice Blast's shatter for up to 5 seconds, but can mostly only delay it as Ice Blast's debuff lasts 10 seconds and prevents Shadow Wave from healing them.
Additional:
* Ice Blast negates healing from Shadow Wave, and lasts longer than Shallow Grave.
* Atrophy Aura reduces Drow Ranger's damage significantly, as she relies completely on agility to be effective.
* 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.
* Dazzle's lack of a true disable makes him a relatively vulnerable target for Phantom Assassin.
* Coup de Grace will often kill Dazzle's teammates before he has a chance to use Shallow Grave.
* 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
* Pugna can turn out to be an effective hero against Dazzle due to the fact that he does not allow him to extend his Poison Touch with his Decrepify, which is why Dazzle cannot keep the enemy under prolonged deceleration.
* Pugna has a very strong ability against casters with a small health reserve - Nether Ward, which is why heroes like Dazzle will not be able to constantly throw their Poison Touch Bad Juju and Shadow Wave at enemies under the action of Nether Ward or will be forced to take a lot of damage
Additional:
* Pugna can turn out to be an effective hero against Dazzle due to the fact that he does not allow him to extend his Poison Touch with his Decrepify, which is why Dazzle cannot keep the enemy under prolonged deceleration.
* Pugna has a very strong ability against casters with a small health reserve - Nether Ward, which is why heroes like Dazzle will not be able to constantly throw their Poison Touch Bad Juju and Shadow Wave at enemies under the action of Nether Ward or will be forced to take a lot of damage
* Another hero heavily based on attacks and no mobility, being an easy prey for Treant strong disarms and motion reduction skills.
* 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.
* 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.
* 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.
* 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).
* 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
* 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.
* Heroes with weaker mobility will struggle to keep up with Night Stalker: Gyrocopter, Ursa, Drow Ranger
* Invisible heroes are very difficult for Drow Ranger to deal with such as Bounty Hunter, Riki and heroes who commonly buy a Shadow Blade.
* Getting trapped in Power Cogs usually means the end for Drow Ranger.
Additional:
* 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.
* Some heroes with extreme range, like Zeus, Invoker or Clockwerk, can snipe your allies from anywhere after your Grave has expired.
* Aghanim's Shard upgraded Poison Touch can be used to hex Clockwerk, silencing him, disarming him, slowing him, and muting him, and thus rendering him unable to use Blade Mail to return damage or to do anything at all.
* Shadow Wave will hit Clockwerk every time when he's fighting with an enemy inside Power Cogs.
* Due to Clockwerk's very low damage output, Dazzle will have more than enough time to Shallow Grave any enemy hero Clockwerk initiates on.
Additional:
* Shadow Wave will hit Clockwerk every time when he's fighting with an enemy inside Power Cogs.
* Due to Clockwerk's steady damage output, Dazzle has plenty of time to Shallow Grave anyone Clockwerk initiates on.
* Heroes who depend on attacks (such as Shadow Fiend or Drow Ranger) can be nullified by Fire Spirits' attack speed slow.
* 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.
* 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.
* Marci can be effective against vulnerable squishy heroes that cannot deal with heroes that jump onto them - Sniper, Drow Ranger, Lina, Rubick, etc.
* Heroes with high burst damage through their physical attacks or spells can kill Dazzle or his allies before he has a chance to use Shallow Grave. (Lina, Lion, etc.)
Additional:
* Laguna Blade can kill Dazzle quickly before he casts Shallow Grave.
* 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 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 who outrange Drow Ranger such as Sniper, Tinker.
* Fragile carries with no reliable escaping mechanism can be bursted down in no time: Sniper, Drow Ranger, Clinkz
* Range-reliant heroes: Sniper, Drow Ranger
* A well-timed Global Silence prevents Dazzle from saving allies with Shallow Grave or Shadow Wave. Items that could dispel the silence are expensive, and difficult for Dazzle to farm from a support role.
* Arcane Curse and Last Word cause long damage over time, which may outlast Shallow Grave.
* 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.
* Astral Imprisonment is a versatile nuisance:
* If it is cast on a low-enough-health unit at least 1 second into Shallow Grave's duration, the Shallow Grave will end during the imprisonment, and the target will take lethal damage when released.
* It can be used remove Dazzle from the fight at a time he could have saved someone.
* It lets himself or an ally dodge all of Poison Touch's effects, for long enough to recover their Blink Dagger.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output: Death Prophet, Night Stalker, Drow Ranger, Doom .
* 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 abilities that reduce armor will make Huskar very vulnerable: Weaver, Dazzle, Bristleback, Vengeful Spirit.
* 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.
* 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.
* Heroes that can deny Slark early kills will prevent him from snowballing: Dazzle, Abaddon.
* 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.
* Heroes that can save their allies can be a big problem for Mars: Dazzle, Omniknight.
* 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.
* Heroes that excel at grouping up with their team very early will be able to take advantage of a Clinkz that tries to pick off heroes that are alone: Brewmaster, Dazzle, Tidehunter.
* 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.
* Venomancer's damage-over-time abilities are easier to heal through with numerous Shadow Waves than other types of damage, and it's simple to time a Shallow Grave until the last possible second to save a teammate from them.
* Drow Ranger can use Gust to push back Juggernaut before he can get in range to use Omnislash or Blade Fury.
* Heroes with abilities that can save teammates are also effective such as Shadow Demon, Dazzle, Oracle, Bane, Pugna, Tusk, Winter Wyvern, Io, Underlord, Treant Protector and Keeper of the Light.
* 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.
* Aghanim's Shard upgraded Poison Touch can be used to easily kill many of Terrorblade's illusions from both Conjure Image and Manta Style, it can also hex the real Terrorblade, silencing him, disarming him, slowing him, muting him and rendering him unable to do anything at all.
* Shallow Grave can be used to save an ally whom Terrorblade has used Sunder on under the condition Dazzle is quick enough to do it. And since Terrorblade has no "real" burst damage potential outside from Sunder, Dazzle will usually have plenty of time to save an allied hero on which Sunder was used.
* Shadow Wave will always damage Terrorblade and his illusions whenever Terrorblade has no Metamorphosis available to use, while healing Dazzle's allies. Aghanim's Scepter upgraded Shadow Wave can also be used directly on Terrorblade, and bounce on both Terrorblade and his illusions alike, causing them to take damage and to be attacked by Dazzle. Shadow Wave can also pierce throught debuff immunity by Black King Bar, one of the items Terrorblade relies on to survive in teamfights.
* Bad Juju can weaken Terrorblade's armor every time Dazzle casts a spell while strengthening armor of Dazzle's allies.
Additional:
* Aghanim's Shard upgraded Poison Touch can be used to easily kill many of Terrorblade's illusions from both Conjure Image and Manta Style, it can also hex the real Terrorblade, silencing him, disarming him, slowing him, muting him and rendering him unable to do anything at all.
* Shallow Grave can be used to save an ally whom Terrorblade has used Sunder on under the condition Dazzle is quick enough to do it. And since Terrorblade has no "real" burst damage potential outside from Sunder, Dazzle will usually have plenty of time to save an allied hero on which Sunder was used.
* Shadow Wave will always damage Terrorblade and his illusions whenever Terrorblade has no Metamorphosis available to use, while healing Dazzle's allies. Aghanim's Scepter upgraded Shadow Wave can also be used directly on Terrorblade, and bounce on both Terrorblade and his illusions alike, causing them to take damage and to be attacked by Dazzle. Shadow Wave can also pierce throught debuff immunity by Black King Bar, one of the items Terrorblade relies on to survive in teamfights.
* Bad Juju can weaken Terrorblade's armor every time Dazzle casts a spell while strengthening armor of Dazzle's allies.
* 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.
* Poison Touch severely slows down Chen, deals damage over time and weakens his armor every time he gets attacked by Dazzle or any of his allies. Aghanim's Shard upgraded Poison Touch can hex Chen and prevent him from saving his allies with Hand of God.
* Neither Chen nor his converted creeps have burst damage at all, so Dazzle will always have plenty of time to save his allies with Shallow Grave.
* Dazzle can use Shadow Wave can heal his allies, kill Chen's creeps and damage Chen himself.
* Bad Juju can weaken Chen's armor, and the armor of his creeps every time Dazzle casts a spell while strengthening armor of Dazzle's allies.
* 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.
* 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.
* 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).
* 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.
* Reaper's Scythe is very predictable and gives Dazzle plenty of time to react with Shallow Grave: Dazzle just has to keep a close eye on his allies below 50% health.
* However, Dazzle must be sure to use Shadow Wave on that ally immediately after, or they will die from Heartstopper Aura when the Shallow Grave ends!
Additional:
* Dazzle's Shadow Wave is a spammable healing ability that spreads around his entire team, slowing the death of his teammates as effectively as Necrophos spreads damage to them.
* If not immediately, Shallow Grave delays his ally from gradually dying to Necrophos's abilities, especially Reaper's Scythe.
* However, bear in mind that Dazzle's Poison Touch, Shadow Wave and Bad Juju all deal physical damage, and Dazzle has no abilities to help him deal magical damage at all, which can cause problems for Dazzle to kill Necrophos if he uses Ghost Shroud to protect himself.
* 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.
* 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.
* Dazzle easily breaks the position of Lone Druid and his Summon Spirit Bear with his Poison Touch, As it always hits from afar and prolongs the slowdown on the Summon Spirit Bear, which is why he cannot catch up with Dazzle and treat his master with Spirit Link
* Dazzle helps his team survive the physical attacks of the Summon Spirit Bear thanks to the treatment from Shadow Wave and armor from Bad Juju, which can enable his team to kill Lone Druid
* The Lone Druid Summon Spirit Bear has a small amount of armor at the start of the game, because of Mid Dazzle, it can very much break through it and prevent Lone Druid from gaining an advantage at the very beginning of the game, giving his team the opportunity to overtake Lone Druid on items for killing him, by type: Spirit Vessel
Additional:
* Dazzle easily breaks the position of Lone Druid and his Summon Spirit Bear with his Poison Touch, As it always hits from afar and prolongs the slowdown on the Summon Spirit Bear, which is why he cannot catch up with Dazzle and treat his master with Spirit Link
* Dazzle helps his team survive the physical attacks of the Summon Spirit Bear thanks to the treatment from Shadow Wave and armor from Bad Juju, which can enable his team to kill Lone Druid
* The Lone Druid Summon Spirit Bear has a small amount of armor at the start of the game, because of Mid Dazzle, it can very much break through it and prevent Lone Druid from gaining an advantage at the very beginning of the game, giving his team the opportunity to overtake Lone Druid on items for killing him, by type: Spirit Vessel
* 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.
* Powerful physical hitters that can destroy Pangolier during his rolling from afar: Drow Ranger, Sniper, Templar Assassin, Arc Warden
* Long ranged heroes like Sniper or Drow Ranger can kite Tiny effectively if he doesn't get the jump on them first.
* Every hero that can withstand or prevent Eclipse at level 7: Juggernaut, Riki, Clockwerk, Drow Ranger, Abaddon, Faceless Void, Weaver, Outworld Destroyer.
* Heroes with low health are especially vulnerable to Marksmanship's high damage output: Clinkz, Crystal Maiden.
* With 4 active abilities, Shadow Shaman is weak against silencing foes such as Silencer, Drow Ranger and Death Prophet.
* Heroes with armor reducing abilities greatly hinder Visage's defense like Slardar and Dazzle.
* 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.
* Bloodseeker's Thirst, Rupture, and huge AoE silence Blood Rite can fare well against Dazzle.
* Shallow Grave prevents Bloodseeker from replenishing his health by finishing off enemies.
* 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.
* Shallow Grave can prevent the death of an ally that is trapped inside the Chronosphere.
* Shadow Wave lets Dazzle heal allies and damage enemies from outside Chronosphere.
* Doom can completely shut down Dazzle through Doom, as it prevents him from casting his abilities and, by extension, gaining Bad Juju stacks.
* 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.
* Mirror Image's illusions can easily walk straight at Dazzle and attack him, due to Dazzle's lack of reliable AoE nukes or disables.
* Ensnare roots Dazzle or his allies, making it harder to stay in range of Dazzle's saving abilities.
* Song of the Siren can be used to initiate a fight with superior positioning, potentially zoning Dazzle's high-impact spells out of the fight.
* Dazzle can instantly destroy all of Naga Siren's illusions from Mirror Image with Aghanim's Shard upgraded Poison Touch used on her or any of her illusions.
* Innately fragile heroes will die almost instantly to Reality Rift while Chaos Knight has illusions active: Drow Ranger, Bane, Necrophos, Crystal Maiden.
Additional:
* Reality Rift will disable Drow Ranger's Marksmanship, along with Chaos Bolt he can keep her locked for enough time to be killed.
* Once he buys Aghanim's Shard, Dazzle's Poison Touch can hex enemies, and hex can instantly kill illusions, making Dazzle strong against heroes who rely on illusions. Bear in mind that Chaos Knight is the exception because his Phantasms are strong illusions that are immune to abilities that can instantly kill illusions.
* 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.
* Primal Beast really suffers against supports he cannot bully in the lane: this includes Dazzle, Shadow Demon and Dark Willow since they can use their respective abilities to stop Primal Beast from dealing burst damage, or make it hard for him to stay in range.
* 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.
* 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.
* Although Counterspell's passive component doesn't protect Anti-Mage from the physical damage nukes from Poison Touch and Shadow Wave, a well-timed use of it will reflect Poison Touch back to Dazzle, slowing him in the process.
* This can be even more dangerous if Dazzle has an Aghanim's Shard, as Counterspell will reflect the hex back to Dazzle.
* Mana Break drains mana, which can be a problem for Dazzle, as all of his abilities have a high mana cost. This makes him especially vulnerable to Mana Void.
* 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.
* Some heroes with extreme range, like Zeus, Invoker or Clockwerk, can snipe your allies from anywhere after your Grave has expired.
* Heroes with silence: Death Prophet, Riki, Drow Ranger.
* 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.
* Shadow Wave provides good sustain against Tinker's spammable abilities.
* Shallow Grave can stop Tinker from bursting down a target.
* Some heroes with extreme range, like Zeus, Invoker or Clockwerk, can snipe your allies from anywhere after your Grave has expired.
* 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.
* 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.
* Drow Ranger's lack of escape abilities makes her an easy target for Relocate ganks.
* Poison Touch allows Dazzle to harass both, Io and it's tethered target on lane. Aghanim's Shard upgraded Poison Touch can also hex both, Io and it's tethered target, preventing them from escaping with Relocate, and also disarming them, silencing them, muting them and rendering them helpless against Dazzle and his allies.
* Io's damage output is one of the weakest, therefore Dazzle will have plenty of time to save an ally with Shallow Grave from gank by Io and it's tethered target.
* Shadow Wave will always hit both, Io and it's tethered target if they are near the ally Dazzle uses Shadow Wave on, while healing Dazzle's allies near them. Aghanim's Scepter upgraded Shadow Wave can bounce on both, Io and it's tethered target, causing them both to take damage and to be attacked by Dazzle. And unlike Io who doesn't get healed while using Tether, Shadow Wave will always heal Dazzle no matter on which of his allies he uses it on.
* Bad Juju will cause both, Io and it's tethered target to lose armor every time Dazzle casts a spell while strengthening armor of Dazzle's allies.
Additional:
* Poison Touch allows Dazzle to harass both, Io and it's Tethered target on lane. Aghanim's Shard upgraded Poison Touch can also hex both, Io and it's Tethered target, preventing them from escaping with Relocate, and also disarming them, silencing them, muting them and rendering them helpless against Dazzle and his allies.
* Io's damage output is one of the weakest, therefore Dazzle will have plenty of time to save an ally with Shallow Grave from gank by Io and it's Tethered target.
* Shadow Wave will always hit both, Io and it's Tethered target if they are near the ally Dazzle uses Shadow Wave on, while healing Dazzle's allies near them. Aghanim's Scepter upgraded Shadow Wave allows Dazzle Shadow Wave directly on Io and it's Tethered target which can also bounce on both, Io and it's tethered target, causing them both to take damage and to be attacked by Dazzle. And unlike Io who doesn't get healed while using Tether, Shadow Wave will always heal Dazzle no matter on which of his allies he uses it on.
* Bad Juju will cause both, Io and it's tethered target to lose armor every time Dazzle casts a spell while strengthening armor of Dazzle's allies.
* 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.
* Hex abilities can cancel the channelling of Fiend's Grip : Lion, Shadow Shaman, Dazzle from Aghanim's Shard with upgraded Poison Touch.
* 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.
* Shallow Grave prevents Legion Commander from killing her opponents in Duels.
* Shadow Wave will heal an ally caught in a Duel, as well as dealing damage to Legion Commander.
To start select enemy heroes in the field above. It's intended to be used with multiple heroes. The more enemy heroes you provide the better results you will get.
This website was made to help you in pick stage of online game Dota 2. It calculates rating for each possible counterpicks based on tips from web-based database made up entirely of user contributions Dota 2 wiki.
You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
Take it with a bit of grain of salt, especially if the recommendation has a low rating (<= 1), some heroes
may win a lane in an early game but would lose in late game (and vice versa). That's why sometimes
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Drow Ranger
* 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.
Dazzle
* Juxtapose and Doppelganger conjures too many illusions for Dazzle to deal with, given he has no inherent movement- or AoE-abilities.
* However, this can be partially solved with Aghanim's Shard-upgraded Poison Touch, as the hex instantly destroys illusions in an area as well as revealing the real Phantom Lancer when he's hiding among his army of illusions.
* Phantom Rush and Spirit Lance allow Phantom Lancer to trivially catch Dazzle even in the back line of a fight.
* Phantom Lancer has high base armor which counters Dazzle's physical damage based spells in lane.
* Diffusal Blade a natural item from Phantom Lancer can drains mana, which can be a problem for Dazzle, as all of his abilities have a high mana cost.