* Drow Ranger's lack of mobility and area-of-effect abilities makes her easy prey for Broodmother and her Spiderlings.
* Though Mirana can clear waves of Broodmother's spiderlings with
Starstorm, Broodmother will often stick with her spiderlings from
Spawn Spiderlings, which in combination with the huge speed provided by
Spin Web can make it hard for Mirana to hit her with
Sacred Arrow.
* Broodmother commonly buys
Orchid Malevolence and it's upgrade
Bloodthorn, which allows her to prevent Mirana from escaping with both,
Leap and
Moonlight Shadow and from fighting back with
Starstorm.
*
Aghanim's Scepter gives Broodmother access to
Spinner's Snare, which allows her to create invisible lines on her webs from
Spin Web that will root Mirana, deal damage over time to Mirana and reveal Mirana if she or any of her allies unwittingly step on them while affected by
Moonlight Shadow, disrupting her attempts to initiate with
Moonlight Shadow and
Sacred Arrow, prevent her to use
Leap while also alerting Broodmother on her attempts to ambush her and her allies.
Additional:
* Though Mirana can clear waves of Broodmother's spiderlings with
Starstorm, Broodmother will often stick with her spiderlings from
Spawn Spiderlings, which in combination with the huge speed provided by
Spin Web can make it hard for Mirana to hit her with
Sacred Arrow.
* Broodmother commonly buys
Orchid Malevolence and it's upgrade
Bloodthorn, which allows her to prevent Mirana from escaping with both,
Leap and
Moonlight Shadow and from fighting back with
Starstorm.
*
Aghanim's Scepter gives Broodmother access to
Spinner's Snare, which allows her to create invisible lines on her webs from
Spin Web that will root Mirana, deal damage over time to Mirana and reveal Mirana if she or any of her allies unwittingly step on them while affected by
Moonlight Shadow, disrupting her attempts to initiate with
Moonlight Shadow and
Sacred Arrow, and prevent her to use
Leap while also alerting Broodmother on her attempts to ambush her and her allies.
*
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.
* Mirana's Leap is ineffective if Lycan uses
Shapeshift. It also allows him to dodge Sacred Arrow.
*
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.
Additional:
* 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.
*
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.
*
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.
* Heroes with summons or illusions makes Sacred Arrow harder to land:
Shadow Demon,
Phantom Lancer,
Nature's Prophet.
*
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.
* Heroes who rely on invisibility, such as
Bounty Hunter,
Clinkz,
Mirana,
Nyx Assassin and
Riki, as they will be revealed if caught by Chronosphere.
* Another hero heavily based on attacks and no mobility, being an easy prey for Treant strong disarms and motion reduction skills.
* Overgrowth has a great duration, which prevents the units caught from attacking, moving and Blinking. Heroes like
Storm Spirit,
Mirana,
Anti-Mage and others won't be able to do much if they're caught.
* Invisible heroes are very difficult for Drow Ranger to deal with such as
Bounty Hunter,
Riki and heroes who commonly buy a
Shadow Blade.
*
Track detects Mirana and her allies during Moonlight Shadow.
*
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.
* Heroes that have superior mobility that can easily catch up with Mirana even after she used Leap to escape:
Anti-Mage,
Queen of Pain,
Storm Spirit,
Riki.
* Heroes with weaker mobility will struggle to keep up with Night Stalker:
Gyrocopter,
Ursa,
Drow Ranger
* The long silence of
Crippling Fear at night prevents Mirana from escaping with Moonlight Shadow and Leap. She also has really low base health, so Night Stalker can usually kill her during one cast of
Crippling Fear at night.
* With
Dark Ascension and
Gem of True Sight, Night Stalker can find and kill Mirana, and he is a tanky hero capable of fighting Mirana any stage of the game.
* 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 makes Sacred Arrow harder to land:
Shadow Demon,
Phantom Lancer,
Nature's Prophet.
* 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 rely on invisibility can be tracked with Charge of Darkness opening them to team attacks:
Bounty Hunter,
Mirana,
Riki
* Abaddon can remove Sacred Arrow's stun from his teammates with
Aphotic Shield, or remove it from himself with
Borrowed Time.
*
Borrowed Time makes Abaddon almost impossible to burst down with Mirana's
Aghanim's Scepter combo.
Additional:
*
Sacred Arrow can be instantly dispelled by Aphotic Shield.
* Thirst detects Mirana or her ally at low health during
Moonlight Shadow.
* Rupture deals high damage when Mirana uses
Leap.
Additional:
*
Rupture can quickly kill Mirana if she tries to Leap away.
*
Thirst detects Mirana and her allies during Moonlight Shadow.
*
Reality Rift will disable Drow Ranger's Marksmanship, along with
Chaos Bolt he can keep her locked for enough time to be killed.
*
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.
*
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.
* Drow Ranger's lack of escape abilities makes her an easy target for Relocate ganks.
* 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 that can protect or dispel stunned allies such as
Legion Commander,
Outworld Destroyer,
Shadow Demon and
Oracle can reduce the effectiveness of Sacred Arrow.
* Heroes that cannot move in fights such as a
Dueling
Legion Commander or anyone channeling a spell like
Bane,
Pudge, or
Enigma are easy Sacred Arrow targets.
*
Eul's Scepter of Divinity is an item Lina commonly buys, which in combination with and
Light Strike Array can disable Mirana if she tries to Leap away.
*
Laguna Blade's magical (pure with Laguna Blade damage is Pure and pierces Spell Immunity talent) burst damage takes advantage of Mirana's below average health.
Additional:
*
Moonlight Shadow does little good against Dragon Slave and Light Strike Array.
* Lina's damage burst can quickly kill Mirana's teammates before she saves them with
Moonlight Shadow.
*
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 silences and hard stuns such as
Doom,
Silencer, and
Lion can keep Mirana from Leaping away.
* Lion lacks mobility or escape mechanisms, making him an easy target for abilities like
Mirana's
Sacred Arrow or
Leshrac's
Split Earth, or combos like
Kunkka's
X Marks the Spot into
Torrent.
* 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.
*
Earthbind prevents Mirana from Leaping or going invisible with Moonlight Shadow. She can be easily killed by
Poof and
Ransack while disabled.
* Landing a Sacred Arrow on Meepo does not render him helpless, as all of the other Meepos can still fight back.
* 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
* 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.
*
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.
* Puck can initiate on Mirana with
Waning Rift to prevent her from going invisible or Leaping.
* A Mirana caught in
Dream Coil will stun herself if she tries to Leap away.
* Puck's Burst damage takes advantage of Mirana's below average health.
* Puck can easily dodge Sacred Arrow and Starstorm with
Phase Shift.
Additional:
* Mirana's spells are laid out to assassinate enemies. Puck can easily avoid the slow moving
Sacred Arrow, and also can avoid
Starstorm with Phase Shift, since the meteors have a delay.
* If Puck casts either Waning Rift or Dream Coil in the area, Mirana cannot
Leap away.
* 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 that have superior mobility that can easily catch up with Mirana even after she used Leap to escape:
Anti-Mage,
Queen of Pain,
Storm Spirit,
Riki.
* Heroes reliant on abilities to output damage or escape can be shut down by Gust:
Queen of Pain.
*
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.
* 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.
*
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.
* Atrophy Aura reduces Drow Ranger's damage significantly, as she relies completely on agility to be effective.
* Heroes who depend on attacks (such as
Shadow Fiend or
Drow Ranger) can be nullified by Fire Spirits' attack speed slow.
* 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.
* 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 who have low or high armor but very high health will be difficult for drow to burst down quickly:
Primal Beast,
Axe,
Centaur Warrunner.
* 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.
* Heroes that have superior mobility that can easily catch up with Mirana even after she used Leap to escape:
Anti-Mage,
Queen of Pain,
Storm Spirit,
Riki.
* Marci can be effective against vulnerable squishy heroes that cannot deal with heroes that jump onto them -
Sniper,
Drow Ranger,
Lina,
Rubick, etc.
* Range-reliant heroes:
Sniper,
Drow Ranger
* Heroes that have an escape that doesn't disjoint projectiles:
Mirana,
Faceless Void,
Magnus
* Mirana can instantly kill creeps with Sacred Arrow, making her decent at crippling the armies of
Chen or
Enchantress.
* 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 with summons or illusions makes Sacred Arrow harder to land:
Shadow Demon,
Phantom Lancer,
Nature's Prophet.
* 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
* Heroes that can protect or dispel stunned allies such as
Legion Commander,
Outworld Destroyer,
Shadow Demon and
Oracle can reduce the effectiveness of Sacred Arrow.
* Heroes with spells that negate invisibility such as
Bounty Hunter,
Zeus and
Slardar prevent her from saving her allies with Moonlight Shadow.
*
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.
* Heroes that cannot move in fights such as a
Dueling
Legion Commander or anyone channeling a spell like
Bane,
Pudge, or
Enigma are easy Sacred Arrow targets.
Additional:
* If Meat Hook is used before
Leap, Mirana may be able to escape Pudge's grasp by leaping to safety.
* The invisibility from
Moonlight Shadow gives a degree of mobility, which can make Mirana or her teammates difficult targets to hook.
*
Sacred Arrow can be used to cancel Dismember from long distances.
*
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.
* Ranged heroes that can easily harass Axe:
Drow Ranger,
Sniper,
Lion.
* 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.
* 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.
* Mirana can build
Eul's Scepter of Divinity and
Sacred Arrow can help her's allies canceled from
Fiend's Grip.
* 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.
* Techies spends lots of time standing still planting stacks of
Land Mines away from creep waves.
* Sacred Arrow can be used to scout hidden
Land Mines among trees and at uphill places. It can also be used to catch Techies while he's planting them.
* If Techies is hit with a Sacred Arrow, he can be killed before he has a chance to use
Blast Off!.
* Mirana has a high attack range to destroy his traps from a safe distance.
* Heroes with low health are especially vulnerable to Marksmanship's high damage output:
Clinkz,
Crystal Maiden.
* Sacred Arrow can be used to interrupt Freezing Field from a safe distance, forcing her to cancel it to dodge or get hit.
* Crystal Maiden has very slow movement speed, making her an easy Sacred Arrow target.
* Crystal Maiden has low health and can easily be killed with an
Aghanim's Scepter combo or just when hit with an arrow.
* If
Frostbite has already been used, Mirana can Leap away even when slowed by
Crystal Nova or
Freezing Field.
*
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.
* Heroes that cannot move in fights such as a
Dueling
Legion Commander or anyone channeling a spell like
Bane,
Pudge, or
Enigma are easy Sacred Arrow targets.
* With 4 active abilities, Shadow Shaman is weak against silencing foes such as
Silencer,
Drow Ranger and
Death Prophet.
* Mirana can disturb Shadow Shaman's channeling even if he is under the effect of invisibility thanks to
Sacred Arrow.
* Mirana armed with an
Aghanim's Scepter is known to be able to quickly burst down heroes - especially supports. Together with
Ethereal Blade the bullying towards Shadow Shaman can continue for the whole match.
* Heroes that have superior mobility that can easily catch up with Mirana even after she used Leap to escape:
Anti-Mage,
Queen of Pain,
Storm Spirit,
Riki.
* 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.
* Counterspell does not protect Anti-Mage from
Sacred Arrow.
*
Moonlight Shadow can help her allies avoid Mana Break and Mana Void.
* Blink's cooldown isn't short enough to escape from
Leap, especially when she has the extra charge from
Aghanim's Shard.
Additional:
* Combo items for Mirana
Rod of Atos can upgrade to
Gleipnir and Sacred Arrow before and during Anti-Mage build item
Manta Style cooldown can easy penetrates Counterspell broken.
* Charge for Leap can Mirana easily faster escaping.
* Moonlight Shadow it can disappear anytime and Anti-Mage can not fight.
* 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.
*
Leap allows Mirana to easily escape Torrent and Ghostship.
* Drow Ranger can use Gust to push back Juggernaut before he can get in range to use
Omnislash or
Blade Fury.
*
Leap allows Mirana to easily escape the freezing range of Cold Feet. Mirana also tends to build
Manta Style which dispels Cold Feet.
* During
Moonlight Shadow, the invisibility makes it hard to catch Mirana's team with Ice Blast.
* Ancient Apparition's lack of mobility/escape capabilities makes him an easy target for Mirana at any stage of the game.
*
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.
* 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.
*
Sacred Arrow's long stun duration can prevent Morphling from casting his Waveform or Morph Replicate, making him unable to escape and easier to gank.
*
Moonlight Shadow also allows Mirana's team to surprise Morphling while he tries to push towers.
* Mirana usually buys
Linken's Sphere to protect herself from single-target abilities, making Morphling's Adaptive Strike and
Ethereal Blade harder to use on her.
* However, Mirana also provides a chance to become a good Morph target, allowing Morph to use
Leap to run away, if necessary.
* 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 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.
* 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.
* Sacred Arrow can be used to interrupt Death Ward from a safe distance, forcing him to cancel it to dodge or get hit.
*
Paralyzing Cask is a slow-moving stun, and Mirana can Leap away from her allies to keep it from bouncing.
* Witch Doctor has low health and can easily be killed with an
Aghanim's Scepter combo or just when hit with an arrow.
* 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.
*
Mirana can destroy Tombstone, and evade zombies using Leap and Moonlight Shadow's invisibility.
* Powerful physical hitters that can destroy Pangolier during his rolling from afar:
Drow Ranger,
Sniper,
Templar Assassin,
Arc Warden
* Heroes with silence:
Death Prophet,
Riki,
Drow Ranger.
* 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.
* Mirana can instantly kill creeps with Sacred Arrow, making her decent at crippling the armies of
Chen or
Enchantress.
* Long ranged heroes like
Sniper or
Drow Ranger can kite Tiny effectively if he doesn't get the jump on them first.
* 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.
* 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.
* 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.
* Even though Luna is the kind of hero that Mirana can handle due to
Moonlight Shadow rendering her safe from
Eclipse with
Moonlight Shadow, smart Luna can buy
Dust of Appearance, allowing her to provide vision on her to her team, and possibly, kill Mirana.
* Luna's high movement speed allows her to evade
Sacred Arrow, giving Mirana difficulties in hitting her with it.
*
Aghanim's Scepter upgraded
Eclipse combined with
Dust of Appearance allows Luna to cast it on a hero that is struck by
Sacred Arrow and/or after Mirana jumps in with
Leap.
Additional:
* Even though Luna is the kind of hero that Mirana can handle due to
Moonlight Shadow rendering her safe from
Eclipse with
Moonlight Shadow, smart Luna can buy
Dust of Appearance, allowing her to provide vision on her to her team, and possibly, kill Mirana.
* Luna's high movement speed allows her to evade
Sacred Arrow, giving Mirana difficulties in hitting her with it.
*
Aghanim's Scepter upgraded
Eclipse combined with
Dust of Appearance allows Luna to cast it on a hero that is struck by
Sacred Arrow and/or after Mirana jumps in with
Leap.
* Every hero that can withstand or prevent Eclipse at level 7:
Juggernaut,
Riki,
Clockwerk,
Drow Ranger,
Abaddon,
Faceless Void,
Weaver,
Outworld Destroyer.
* A couple of long-range heroes with excellent laning like
Mirana,
Lina,
Necrophos,
Death Prophet. The key to success is sticking together and attacking Luna whenever she enters the range, without even giving Luna a chance to retaliate. Multiple long-range heroes is a reason to pick another hero.
*
Windrun quickly dodge Mirana's Sacred Arrow and misses her attacks.
*
Shackleshot through tree with
Focus Fire via
Aghanim's Scepter combo can kill Mirana quickly, before using Leap or Moonlight Shadow.
* 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.
* Heroes with silences and hard stuns such as
Doom,
Silencer, and
Lion can keep Mirana from Leaping away.
* 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.
* Heroes with spells that negate invisibility such as
Bounty Hunter,
Zeus and
Slardar prevent her from saving her allies with Moonlight Shadow.
* 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.
*
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).
* Charge for Leap can Mirana easily faster escaping from
Snowball.
* Heroes that can protect or dispel stunned allies such as
Legion Commander,
Outworld Destroyer,
Shadow Demon and
Oracle can reduce the effectiveness of Sacred Arrow.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output:
Death Prophet,
Night Stalker,
Drow Ranger,
Doom .
To start select enemy heroes in the field above. It's intended to be used with multiple heroes. The more enemy heroes you provide the better results you will get.
This website was made to help you in pick stage of online game Dota 2. It calculates rating for each possible counterpicks based on tips from web-based database made up entirely of user contributions Dota 2 wiki.
You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
Take it with a bit of grain of salt, especially if the recommendation has a low rating (<= 1), some heroes
may win a lane in an early game but would lose in late game (and vice versa). That's why sometimes
you could hero names appearing as a counter and as being countered, as on image:
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Drow Ranger
* 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.
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.
*
*
*
*
Additional:
* Pounce and items like
*
* Drow Ranger's heavy dependence on agility also makes her significantly weaker after being drained by Essence Shift.
Mirana
* If Slark sees the Sacred Arrow before it hits him, he can use
Dark Pact to remove it a moment later.
Pounce prevents Mirana from escaping with Leap.
Aghanim's Scepter combo with
Shadow Dance.
*
* Slark can survive Mirana's