* Oracle's burst damage is not enough to take down Spectre due to Dispersion. * Disarm from Fate's Edict does not hinder Spectre that much, since she can deal damage even without landing a single attack. Additional: * Oracle's burst damage is ineffective against Dispersion. * Disarm provided by Fate's Edict is not as significant debilitation for Spectre as it might be for other carries since She can do damage even without landing attacks.
* False Promise will not save an ally from Culling Blade if their health is low enough. * Fate's Edict, offensively or defensively, does little to protect Oracle's allies from the majority of Axe's damage.
* Disruption can protect Shadow Demon's allies from Fortune's End, preserving healing or buffs. It can also catch Oracle's allies, allowing Shadow Poison to be used without being dispelled. * Demonic Purge prevents over-time healing during False Promise, such as Purifying Flames and Urn of Shadows. If he has Aghanim's Scepter, this issue can persist for longer or on multiple allies. * It will not, however, prevent healing from instant abilities, items, or auras, making Mekansm a good choice against him.
* Fortune's End cannot dispel Warpath stacks on Bristleback or Quill Spray stacks on allies. * Bristleback can heavily reduce Oracle's damage output. With it, Oracle may accidentally heal Bristleback with Purifying Flames, especially if Bristleback has bonus magic resistance.
* Clockwerk's Battery Assault disables Earth Spirit's Rolling Boulder, while his Power Cogs ensure, that Earth Spirit can't move away from it. * His Hookshot allows him to chase after Earth Spirit, while using Rocket Flare to gain vision.
* In general, highly mobile heroes like Earth Spirit or Storm Spirit are at a disadvantage against X Marks the Spot. * Similarly, heroes with low cooldown teleports can be afraid to split push against X Marks the Spot, such as Tinker and Nature's Prophet.
* Heroes with high mobility can be prevented from using it to their advantage with Earthbind, even if they pack a dangerous arsenal: Earth Spirit, Ember Spirit, Storm Spirit, Nature's Prophet, Phantom Assassin, Riki, Anti-Mage, Weaver. * See items and abilities disabled by roots
* Anti-Mage can withstand magical burst damage much better than other carries, making him effective against nukers: Lich, Necrophos, Oracle, and Leshrac.
Additional: * Oracle has minimal damage potential against Anti-Mage due to Counterspell, and may even have some ability damage reflected at himself. * Anti-Mage can easily overwhelm Oracle with Mana Break and Mana Void. * Blink allows Anti-Mage to easily chase and take advantage of Oracle's low mobility.
* Heroes rely on their debuff to control the opponent will have a hard time against Press the Attack: Venomancer, Earth Spirit, Ogre Magi
* Heroes with long disables, like Lion, Night Stalker, or Legion Commander, can prevent Oracle from using spells or items.
* Fate's Edict prevents Legion Commander from attacking for a few seconds, potentially saving Oracle's ally. * Fortune's End dispels Press the Attack's healing and attack speed buff, as well as the movement speed bonus from Overwhelming Odds. * False Promise protects allies and prevents Legion Commander from winning Duels and gaining bonus damage. Additional: * Provided that the enemy team does not have an Axe, Oracle can guarantee that his ally survives for the duration of the Duel with False Promise and has decent nuke potential to help ally to win a Duel. He can also disarm Legion Commander with Fate's Edict. * Oracle can dispel enemy buffs like Overwhelming Odds and Press the Attack with Fortune's End.
* Boulder Smash and Geomagnetic Grip allow Earth Spirit to easily disrupt Freezing Field, regardless of where Crystal Maiden is due to their incredible range. Earth Spirit is quite possibly the best hero for stopping long channeling abilities, and Crystal Maiden is vulnerable to him without a Black King Bar. * All of Earth Spirit's spells allow him to easily close in on Crystal Maiden and kill her. Since she is a low health support, she generally stays behind in teamfights, but Earth Spirit can easily close the distance. * Crystal Maiden has low movement speed and no other escape mechanism, rendering her extremely vulnerable to Earth Spirit's arsenal of long-range, damaging spells.
* Heroes with little health or magic resistance are easily picked off with Oracle's magic burst, such as Skywrath Mage, Crystal Maiden, or Enchantress.
* Earth Spirit's useful kit of Slows, Stuns, and Silences can set up kills on Ogre Magi and the silence can stop him from using his abilities.
* Fate's Edict gives full immunity from Ogre Magi's mostly magical damage. * Fortune's End can dispel Ignite (when used on allies) and Bloodlust (when used on enemies). * False Promise can dispel Ignite and Fireblast.
* Any ganking heavy support can be a big problem for Primal Beast, such as: Earth Spirit, Grimstroke before he has a Black King Bar.
* Oracle can negate and shut down Primal Beast simply with Fate's Edict, especially in the early game, as a majority of his damage-dealing spells are magic. * Oracle can interrupt Primal Beast's Onslaught charge with a well-timed Fortune's End. * Primal Beast's lethal burst damage combos can be further stalled with False Promise; combined with Fate's Edict and regen from Purifying Flames, Oracle can even completely negate Primal Beast's offense. Additional: * Fate's Edict completely negates all of Primal Beast's major damage-dealing spells in the early game and can render Primal Beast useless when cast on a target he is focusing, or in Oracle's defense against Primal Beast himself. * Fortune's End keeps Primal Beast in place, especially while trampling or in the middle of an Onslaught charge. * False Promise can interrupt Primal Beast's Pulverize, as well as further delay Primal Beast from dealing lethal burst damage. In combination with Fortune's End, Oracle can potentially save an ally from Primal Beast's spell combos.
* False Promise dispels Flaming Lasso. * Fortune's End can root Batrider after he uses Flaming Lasso. It can also dispel Sticky Napalm and Flamebreak. * Fate's Edict when used on a Lasso'd target will leave them immune to magical damage, making it difficult to burst them quickly before the Lasso ends.
* Geomagnetic Grip is not blocked by Linken's Sphere and can silence Morphling, preventing Morphling from using Waveform or Attribute Shift to escape from ganks. * In addition, Boulder Smash and Rolling Boulder provide a solid lockdown if used together.
* Oracle's high magic damage output can easily take down Rubick's low health pool. * Because Oracle can combo spells in rapid succession (due to low cooldowns), it may be difficult for Rubick to Spell Steal False Promise. This scenario can even be avoided by shift queueing Fortune's End and casting it immediately, as it has no cast point, or by staying in the back line of fights if out of mana. * As a position based hero, Rubick will have a very hard time against Fortune's End due to its absurd range and very long root duration.
* Fate's Edict gives 100% magic resistance, which prevents most of Techies' damage. * Oracle's Fortune's End dispels Reactive Tazer buff from Techies allowing him to be attacked. However, Reactive Tazer will instantly perform the area of effect disarm that is normally applied at the end of the duration. * Fortune's End will also dispel Blast Off silence, Techies' Etheral Blade, Proximity Mines' magic resistance reduction, and Sticky Bomb's slow. However beware that it will only dispel Sticky Bomb's first or second instance of slow and not the damage, which will trigger as normal. Additional: * Oracle can negate all of Techies' skills with Fate's Edict, as they are all magic damage. Fate's Edict can also be used to search and trigger Proximity Mines when crossing mined territory. * Oracle can dispel Reactive Tazer off Techies, as well as the silence from Blast Off!, with Fortune's End. * Oracle can further delay Techies' burst damage capability with False Promise.
* Black Hole is a channeling ability and Earth Spirit has at least two possibilities which can interrupt these kind of spells. Enigma is exposed and cannot move while using Black Hole, thus making it easy for Earth Spirit to stop the feared ability with the huge range of Rolling Boulder and forcing Enigma to quickly rush a Black King Bar to prevent this. * Enigma is level dependant, squishy and relativly defenseless in the early game and therefore vulnerable to aggressive roam maneuvers in this stage of the game. Earth Spirit excels at ganking, shutting down a jungling or otherwise solo farming Enigma.
* Earth Spirit can easily disrupt Dismember because he can disable from a long distance with a Stone Remnant and Rolling Boulder. With talent he can even pull his teammates out of Dismember and also silence Pudge with Geomagnetic Grip.
* Oracle's Fate's Edict will protect an ally from Leshrac's nuking damage. * Oracle's False Promise can dispel Leshrac's stun and slow from his abilities, allowing an ally to escape. * Fortune's End can stop Leshrac from chasing opponents or running away.
* All of Pugna's damage is magical, which can get blocked by Fate's Edict's 100% magic resistance. * Oracle has two abilities that apply a dispel, which can easily remove Decrepify on his ally or Oracle.
* Fortune's End dispells Marci's Sidekick, removing additional damage and lifesteal. * Fate's Edict disarms Marci, preventing her from attacking with Unleash. Also it is useful against Marci or her ally affected by Sidekick. * False Promise is a great tool to save an ally focused by Marci.
* Fortune's End can easily dispel Cursed Crown before it times out and stuns. He can also save a stunned ally with False Promise. * Fate's Edict can easily negate Bedlam's over-time damage, since the spell provides no form of control. Similarly, he can also negate the magic burst from Shadow Realm. * Fortune's End can dispel the fear effect from Terrorize, and it can remove the root from Bramble Maze if cast quick enough. Be mindful that Fortune's End only dispels your allies' debuffs on the primary target. Additional: * Fortune's End not being disjointable is almost an ensured disable if Dark Willow tries to escape with Shadow Realm. Dispels Cursed Crown and Terrorize. * Fate's Edict negates all her magic damage in case she catches a single hero. * False Promise's strong dispel removes Dark Willow's disables.
* Phoenix does significant magic damage over time which can either be dispelled or negated by Fate's Edict. * Oracle's burst damage potential can prove lethal to Phoenix, as they already have to sacrifice health to cast their basic skills.
* Boulder Smash will push Sand King out of Sand Storm to reveal his position or an activated Epicenter off of Earth Spirit's allies, potentially wasting his combo * Rolling Boulder and Geomagnetic Grip allow Earth Spirit to easily stun and silence Sand King and interrupt the channeling of Epicenter, completely ruining his initiation.
* It is especially easy for Oracle to negate the damage from Maledict, and even heal through it with Fate's Edict and Purifying Flames. * If by some miracle an enemy is still about to die because of Maledict, he can still save him with False Promise.
* During the laning stage, Oracle's Purifying Flames nullifies any damage that Heartstopper Aura might inflict. * Fate's Edict and False Promise can protect an ally from Reaper's Scythe. * Oracle can dispel Ghost Shroud with Fortune's End. Additional: * Fortune's End can dispel Ghost Shroud, negating the skill's utility. Also it's worth noting that Necrophos takes additional magic damage when in Ethereal state, which makes Purifying Flames a powerful nuke against him. * Fate's Edict fully negates the damage from Reaper's Scythe, which its own delayed animation makes it relatively easy to predict and nullify.
* False Promise can dispel the stun from Cold Feet and can save an ally that's about to shatter from Ice Blast, even allowing healing with Purifying Flames by delaying it until after the debuff expires. * Purifying Flames allows Oracle to deny his allies if they're affected by Ice Blast. If he brings his allies' health to or below the shatter threshold, it will count as him denying the ally. However, this does not work on Oracle himself. * Fate's Edict provides 100% magic resistance, making it good against all of Ancient Apparition's abilities at all stages of the game. * Fortune's End can dispel Cold Feet from allies. Additional: * False Promise can prevent the shatter from Ice Blast and Fate's Edict can protect an ally from the magical damage over time for a while. * Oracle can deny allies who are frostbitten. If he uses Purifying Flames to reach the shatter threshold, it will count as a deny. * Fortune's End can dispel Cold Feet on affected allies, preventing them from getting frozen.
* Fortune's End dispels Ion Shell and Surge, making any gank attempt on Dark Seer in the laning phase likely to succeed. * Fate's Edict prevents all magical damage that comes from Dark Seer's abilities. * Fortune's End dispels Ion Shell on creeps, which Dark Seer relies on to farm and zone. Additional: * Fortune's End can dispel Ion Shell, a skill that helps Dark Seer immensely in the laning phase, as well as Surge, a move-speed buff, effectively allowing Oracle to control Dark Seer, especially in the laning phase.
* Fate's Edict allows Oracle to make allies spell immune, allowing him to save allies from Jakiro's spells. * Fate's Edict can be cast onto Jakiro to disarm him and prevent him from pushing with his Liquid Fire. * False Promise allows Oracle to free allies from Jakiro's Ice Path.
* Geomagnetic Grip can be used to silence Earthshaker after he blinks in, preventing him from executing his combo. * Magnetize does damage over time and thus disables Earthshaker's Blink Dagger for a long time.
* Fortune's End's AoE dispel will remove Heavenly Grace and Guardian Angel. Additional: * Oracle can dispel Heavenly Grace (which he can also bait out with Fate's Edict). * With Fortune's End, Oracle can dispel Guardian Angel in an area of effect.
* Fate's Edict can disarm Troll, rendering him useless in a teamfight, especially if he has already used Battle Trance. * Fortune's End and Purifying Flames can provide ample magic damage to help burst down Troll Warlord quickly in the early to mid game. * False Promise can save an ally from Troll Warlord's initiation, forcing him to switch targets and lose his Fervor stacks, or waste time during Battle Trance.
* Tinker is an easy target for Earth Spirit to initiate on. He likes to split push lanes once he acquires Boots of Travel and Earth Spirit can jump him with his Rolling Boulder and disable him to buy enough time for his teammates to come and assist Earth Spirit. * The huge range of Stone Remnant and Rolling Boulder enables Earth Spirit to stop Tinker from teleporting to his fountain since Tinker tends to buy Blink Dagger most of the time to escape.
* Fortune's End applies a basic dispel which can be used to dispel Corrosive Haze, or even Slardar's own Guardian Sprint. * False Promise is able to dispel Corrosive Haze and Slithereen Crush stun/slow from any allies Oracle chooses to cast it on. * Fate's Edict can also be cast on Slardar to prevent him from proccing his Bash of the Deep.
* Earth Spirit is a dangerous foe to encounter for Invoker in the early stages of the game. Since Invoker needs to gain levels as fast as possible and is not very strong in the early game, Earth Spirit can use his incredible early game power to gank Invoker and ruin his game plan. * Earth Spirit combines stuns and silences with his spells and can apply them from a great distance. This is bad for Invoker as he is dependent on a smart usage of his spells with Invoke and Earth Spirit can disrupt his combos easily.
* Heroes with considerable mobility can easily escape from a rolling Pangolier: Anti-Mage, Queen of Pain, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, moreover, if a player is familiar with how Rolling Thunder works, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
* Time Walk and Backtrack allow Faceless Void to easily negate Oracle's burst damage. * Time Dilation is effective against Oracle's low-cooldown spells. Although dispellable with Fortune's End, it can still catch Oracle off guard if Fortune's End is on cooldown. * However, False Promise is one of the best abilities in the game to delay or even potentially save any ally caught in Chronosphere. Combined with Fate's Edict, a well-positioned Oracle denies Faceless Void and his team from attempts at solo-Chronosphering key targets to open up a teamfight.
* Rolling Boulder and Geomagnetic Grip disable Faceless Void so he cannot escape with Time Walk. * Rolling Boulder will allow Earth Spirit to get on top of Faceless Void at all stages of the game.
* Any hero that can nullify effects of Chronosphere: (Keeper of the Light with Aghanim's Scepter during daytime, Winter Wyvern), banishing him or Faceless Void (Outworld Destroyer, Shadow Demon, Earth Spirit with Aghanim's Scepter) or protecting him in other ways (Dazzle, Oracle, Abaddon) can greatly limit Chronosphere's potential.
* Oracle with Fortune's End and False Promise * Heroes that can remove the Track debuff with their skills: * Abaddon with Aphotic Shield and Borrowed Time * Huskar with Life Break * Juggernaut with Blade Fury * Legion Commander with Press the Attack * Lifestealer with Rage and Infest * Naga Siren with Mirror Image * Omniknight with Heavenly Grace * Oracle with Fortune's End and False Promise * Phantom Lancer with Doppelganger * Slark with Dark Pact * Ursa with Enrage * Weaver with Time Lapse * Tidehunter with Kraken Shell when damage received reaches the threshold.
* Heroes who can dodge Earth Spirit's abilities: Ember Spirit, Puck, Weaver
* Oracle can shut down both of Ember's early game abilities. Fortune's End can dispel Flame Guard on Ember Spirit and Searing Chains on allies. * When Ember Spirit is affected by Fortune's End, his Fire Remnants move at 0 movement speed. * Disarming him with Fate's Edict does affect Ember's Sleight of Fist ability, possibly making him useless for a few seconds in the late game without a dispel or spell immunity. This is especially good if he has a rapier or two. However, positioning for this is difficult when Ember plays far back.
* Heroes with long disables, like Lion, Night Stalker, or Legion Commander, can prevent Oracle from using spells or items.
* Lion is extremely dependent on his abilities. Silences like Silencer's Last Word, magic resistance like Oracle's Fate's Edict, and dispels like Legion Commander's Press the Attack all make his abilities less effective.
* Because Oracle uses few, powerful instances of damage to kill enemies, Templar Assassin's Refraction and Visage's Gravekeeper's Cloak can absorb his burst damage.
* Because Templar Assassin does not have escape potential in lane, any support hero with roaming potential and a Dust of Appearance can be great at shutting her down early game: Earth Spirit, Spirit Breaker, Tusk, Bounty Hunter, Riki, Warlock.
Additional: * Templar Assassin is dependant on Refraction in teamfights. Because Magnetize deals damage per second and Earth Spirit is even able to refresh the duration of his ultimate he is suitable for wasting Refraction and allowing his team to take her down.
* Oracle's reliance on spamming his spells can be easily hindered by Silencer's Arcane Curse. * Last Word and Global Silence negates Oracle's attempt to save his allies with his spells. * Fate's Edict is useless against Glaives of Wisdom's pure damage.
* Fortune's End can nullify Arcane Curse, Last Word, and Global Silence, if cast at the right time with the right targets. * Fate's Edict can prevent Silencer from attacking, which he relies on with Glaives of Wisdom, for a lot of his damage.
To start select enemy heroes in the field above.
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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
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
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How to interpret this data
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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