* Poison Attack and Viper Strike allowing to kite and slow Earthshaker significally, putting Blink Dagger on cooldown and preventing him from initiating or re-initiating.
* Nethertoxin breaks Aftershock. The silence from Level 25 talent also prevents Earthshaker from initiating or re-initiating.
Additional:
* Being a melee hero, Earthshaker's movement is liable to suppression by Poison Attack and Viper Strike.
* Earthshaker's kit, with the exception of Enchant Totem, deals magic damage. Corrosive Skin effectively blunts his killing potential with a standard Blink combo among other things.
* Viper Strike can disable Aftershock, which removes the stun and bonus damage from Enchant Totem and Echo Slam.
* The slow applied from Corrosive Skin offsets the movement speed bonus granted by Scorched Earth and the tick-based damage from Infernal Blade and Doom will continually slow Doom down. This allows Viper, much like Sniper, to 'kite' Doom and keep him at a safe distance between the two. Additionally, Corrosive Skin applies an attack-speed slow which is fairly crippling to a hero such as Doom that, naturally, has a high base attack-time, poor agility gain and builds little attack-speed items.
* Since Doom does not disable auto-cast abilities, Viper's Poison Attack will continue to work. Doom may find it hard to close the distance between himself and Viper, and thusly difficult to effectively lockdown and continually deal damage through his abilities.
* Frequent healing from Death Pulse and Mekansm/Guardian Greaves or Pipe of Insight makes it difficult for Earthshaker to execute his combo with Echo Slam.
* Necrophos usually buys Radiance to improve their burning aura damage from Heartstopper Aura will usually disable Earthshaker's Blink Dagger prior to a teamfight, preventing him from initiating or re-initiating.
* Reaper's Scythe allows to kill Earthshaker while he blinks in, preventing him from executing his combo (although Earthshaker is rarely a primary target).
* Due to Doom's naturally high health, strength gain and common itemization for durability, Heartstopper Aura is particularly effective. The health loss is also large enough that, throughout all stages of the game, the aura effectively neuters the health regeneration granted by Devour.
* Necrophos can help to keep both himself and his allies alive during Doom through his natural regeneration granted by Heartstopper Aura (which is not disabled by Doom), or in the case of an ally, through his Death Pulse. Additionally, Necrophos is an ideal Mekansm carrier. Should one be bought, kills against Necrophos' team can be difficult to secure due to the damage-over-time nature of Doom and his abilities.
* Doom typically wants to be a hero that soaks attention from the enemy team and takes the role of an initiator and disabler. As such, Doom is an ideal target for Reaper's Scythe, as it is likely Doom will be at the fore-front of any fight.
* Shrapnel can be used to disable Earthshaker's Blink Dagger from long range.
* Take Aim allows Sniper to harass Earthshaker in lane, and stay out of Echo Slam initiation radius.
Additional:
* Sniper is able to kite Earthshaker with his very long range.
* Sniper can dodge Earthshaker's stuns like Fissure and Enchant Totem with mobility items such as Blink Dagger, Force Staff/Hurricane Pike and Shadow Blade/Silver Edge.
* Sharpnel can be used to cancel Earthshaker's Blink Dagger and preventing effective use of his Echo Slam in a majority of situations.
* Due to the nature of the hero, Sniper is typically situated in the back of the fight, potentially making him a difficult target to initiate on and fight.
* Sniper is largely a right-click hero, and as such isn't as an effective of a Doom target as other heroes.
* Thanks to Shrapnel and Headshot, Sniper is able to effectively 'kite' Doom, preventing him from closing the distance between the two.
* Silencer's Global Silence and Doom's Doom makes Earthshaker temporarily useless.
* Heroes with low mana pools (eg.Doom andTidehunter) will feel the effects of Silencer's Intelligence Steal far more than others.
* Doom does not disable Mana Shield. As such, Doom's damage is largely mitigated by her mana shield. Additionally, Medusa is not reliant on her abilities to be effective during a teamfight, making Medusa an unproductive hero to target.
* Medusa is an ideal Linken's Sphere carrier. Should one be purchased, and without any additional disables, Doom may find that few opportunities exist to effectively lockdown, disable, and kill Medusa.
* Wraith King has three passive abilities and only a single active ability, so Doom does not hinder him significantly.
* Doom expires upon death, so it is effectively removed after Reincarnation activates.
Additional:
* Even if he is Doomed, Wraith King can tear down Doom with physical attacks, and can still reincarnate as long as it is off-cooldown.
* Battery Assault will continuously interrupt Earthshaker's long cast animations.
* Power Cogs can also trap Earthshaker after he initiates.
Additional:
* Battery Assault interrupts Earthshaker's long cast animations, preventing him from using any abilities apart from Echo Slam.
* Power Cogs often separate the battlefield so that both enemies and allies are unlikely to cluster.
* Rocket Flare allows Clockwerk to scout Earthshaker before a fight starts and potentially cancel his Blink Dagger.
* Hookshot enables Clockwerk to catch Earthshaker before he gets a chance to initiate a fight.
* Supernova allows Phoenix to save himself (or an ally, with Aghanim's Scepter) through Echo Slam. Earthshaker will also have a difficult time destroying the supernova, due to his low base attack time and poor agility.
* Icarus Dive can pass through Earthshaker's Fissure.
* Most of Phoenix's abilities disable Earthshaker's Blink Dagger for a good period of time due to the damage-over-time nature of its spells.
* 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.
* Thundergod's Wrath will often disable Earthshaker's Blink Dagger before a fight starts.
* 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.
* Whenever Doom casts his ultimate, Centaur Warrunner can cast Stampede and allow the Doomed hero to run away, wasting Doom's ultimate.
Additional:
* Stampede can be used to free an ally from the grasp of Doom. Without any means of effective lockdown, kills can be difficult to secure when against an enemy Centaur Warrunner. Also, Centaur's tendency to have lots of health and HP regen tend to help counter Doom.
* Venomancer's slows and magical damage-over-time works well against Earthshaker's which completes lack of mobility.
* Plague Wards are useful for slowing and kitting down Earthshaker, revealing him from initiating and re-initiating and putting his Blink Dagger on cooldown if Venomancer has vision over Earthshaker.
Additional:
* Earthshaker can be kited by Venomancer's slows, which is lack of mobility.
* Plague Wards is very useful for slowing and kitting down Earthshaker, revealing him from initiating and re-initiating and putting his Blink Dagger on cooldown.
* Outworld Destroyer's pure and magical damage is particularly effective against Earthshaker.
* Astral Imprisonment catches Earthshaker while he blinks in, preventing him from executing his combo.
* Earthshaker has mana troubles, and Outworld Destroyer's abilities can press this by stealing intelligence comes from Arcane Orb, therefore depleting his mana pool and mana regeneration.
* Sanity's Eclipse deals high damage to Earthshaker, due to his low intelligence and mana pool.
* Any heroes with low mana pools will die quickly or even instantly to Sanity's Eclipse: Doom, Phantom Assassin, Troll Warlord.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output: Death Prophet, Night Stalker, Drow Ranger, Doom .
* Thunder Strike can be used to cancel Earthshaker's Blink Dagger.
* Glimpse brings Earthshaker back after he jumps on Aghanim's Scepter upgraded Enchant Totem.
* Static Storm if used on a fight can prevent Earthshaker from executing his combo after blinking in with Blink Dagger.
* Both Ice Path and Macropyre are the good setup against Earthshaker after he jumps in with Blink Dagger, and stay out of Echo Slam initiation radius.
* Jakiro's damage over time abilities can potentially disable Earthshaker's Blink Dagger.
* Arcane Bolt allows Skywrath Mage to harass Earthshaker out of lane.
* Ancient Seal is an instant silence that can be pre-cast onto Earthshaker to disrupt his combo, before he uses Blink Dagger to initiate.
* Mystic Flare will nuke Earthshaker down while he stands in place during his long cast animations.
* Static Link drains the damage bonus from Enchant Totem, until he purchase Aghanim's Scepter or Force Staff to break it.
* Storm Surge with Razor's high mobility items can easily avoid all of Earthshaker abilities.
* Plasma Field & Eye of the Storm prevents Earthshaker escaping from Blink Dagger.
Additional:
* Static Link drains Earthshaker's bonus damage from Enchant Totem until he purchases an Aghanim's Scepter or Force Staff to break it.
* Eye of the Storm and Plasma Field can disable Earthshaker's Blink Dagger, preventing him from initiating or re-initiating.
* Doom generally does not impede Sven in almost any way, provided he has activated God's Strength beforehand.
* Earthshaker must be careful not to use Blink Dagger or Aghanim's Scepter upgraded Enchant Totem to blink into Riki's Smoke Screen or Night Stalker's Crippling Fear, as these field effects will instantly silence Earthshaker and prevent him from initiating.
Additional:
* Fissure has a short stun and creates an impassable ridge. However, Night Stalker can fly over it during Dark Ascension.
* Night Stalker can find Earthshaker, disable his Blink Dagger with Void, and then take him out with Crippling Fear.
* Earthshaker may fail his blink combo against Night Stalker's team if he is not careful, as he can blink into the silence.
* Heroes with no mobility will take some good damage from Sand King's spells: Dragon Knight, Jakiro, Pugna, Earthshaker.
* Earthshaker must be careful not to use Blink Dagger or Aghanim's Scepter upgraded Enchant Totem to blink into Riki's Smoke Screen or Night Stalker's Crippling Fear, as these field effects will instantly silence Earthshaker and prevent him from initiating.
* Heroes who can disable Mars but cannot do any damage to him, meaning he just tanks their abilities: Doom, Magnus.
* Heroes who often build Linken's Sphere: Weaver, Morphling, Medusa.
* Techies is very good against roaming supports and gankers such as Bounty Hunter, Riki, Weaver, Earthshaker, Nyx Assassin, etc. that are constantly moving around the map.
* Lone Druid is essentially two heroes. Dooming one over the other still leaves Lone Druid or his bear able to do their job during a fight. Additionally, Lone Druid is not hindered as much as other heroes by the silence and mute of Doom since the hero relies more on attacks than abilities.
Additional:
* Doom will be very hestitant to use Doom on the Spirit Bear, and using it on Lone Druid himself will not stop the bear from attacking him especially if True Form has already been used.
* Devour does not work on the Spirit Bear and pushes the lane so Lone Druid can safely farm under tower.
* Besides Lone Druid and Meepo, Doom is potentially good versus every hero since Doom will render any hero helpless for up to 16 seconds. This is particularly true for fragile heroes that heavily rely on mobility to stay alive.
* Luna's Lucent Beams and Eclipse will prevent Earthshaker from initiating or re-initiating.
* Aghanim's Scepter upgraded Eclipse can be used to counter-initiate against Earthshaker after he uses Aghanim's Scepter upgraded Enchant Totem.
* Skilled Luna can buy either {I|Gleipnir
Additional:
* Luna's Lucent Beams and Eclipse will prevent Earthshaker from initiating or re-initiating.
* Aghanim's Scepter upgraded Eclipse can be used to counter-initiate against Earthshaker after he uses Aghanim's Scepter upgraded Enchant Totem.
* Skilled Luna can buy either {I|Gleipnir
* Heroes that can keep Luna locked down for a long time can be a threat (she is very item and spell dependent): Faceless Void, Legion Commander, Doom.
* Earthshaker's stuns will rarely save him once Huskar has initiated on him with Life Break.
* A full initiation combo will not kill Huskar, only lower his health and increase his attack speed.
* Doom with the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent can be useful against heroes with troublesome passive skills while also disabling them for a long time: Phantom Assassin, Enchantress, Huskar, Underlord.
* Her Psionic Traps will usually disable Earthshaker's Blink Dagger prior to a teamfight, preventing him from initiating.
* Refraction blocks all of Earthshaker's abilities.
* Weak damage but high tick rate or persist in a long time: Slark, Gyrocopter, Queen of Pain, Shadow Shaman (Shackles), Jakiro, Pugna, Doom
* Heroes that can quickly deal damage to her, regardless of how weak they are, can easily break through her Refraction:
* Multiple attackers thanks to summoned units or clones: Meepo, Witch Doctor, Lycan, Enigma, Shadow Shaman
* Multiple attackers thanks to illusions: Phantom Lancer, Chaos Knight, Naga Siren (bonus for her Ensnare). Also despite the visual effects, Templar Assassin does not spill damage against illusions or buildings, so she is not a really good hero to clean up illusions.
* Weak damage but high tick rate or persist in a long time: Slark, Gyrocopter, Queen of Pain, Shadow Shaman (Shackles), Jakiro, Pugna, Doom
* Echo Slam will deal immense damage due to the amount of creeps Chen will have.
* Fissure and Enchant Totem deal large amounts of AOE damage, wearing down non-ancient creeps that Chen converts.
* Doom can easily kill Chen's creeps and obtain their abilities with Devour.
* Scorched Earth's area-of-effect can clear multiple of Chen's creeps at once.
* Doom renders Chen completely helpless, and unable to save himself or his allies with Hand of God. Aghanim's Scepter upgraded Doom also allows Doom to cast Doom on himself and disable both, Chen and his creeps around him.
* Treants increase Echo Slam's damage.
* Earthshaker's AoE stuns can hit Nature's Prophet through Sprout, without having direct line of sight, in order to interrupt Teleportation.
Additional:
* Echo Slam can do a lot of damage to Nature's Prophet and his teammates if they stand close to his Treants.
* Doom can eats Nature's Prophet's treants with Devour and gains lots of gold.
* Doom can buy Radiance or use his Scorched Earth to quickly wipe out a swarm of Treants.
* Doom and a ministun from Infernal Blade's prevents Nature's Prophet from escaping with Sprout and Teleportation.
* Fissure does a great job at interrupting Black Hole immediately, especially with Blink Dagger and Aether Lens.
* Echo Slam's damage potential increases due to the eidolons created by Demonic Conversion.
* Doom pierces spell immunity and can prevent Enigma from casting any spells or using items until the duration of the spell depletes, as well as cancelling a Black Hole.
* While Doom can be blocked by a Linken's Sphere, which is a common item on Enigma, Aghanim's Scepter upgraded Doom allows Doom to cast Doom on himself to affect enemies near him, and if Doom can combine this with Blink Dagger, he will be able to jump on Enigma while he is channeling Black Hole. Aghanim's Scepter upgraded Doom can also cancel Black Hole if any of Enigma's allies affected by Doom gets too close to him for it's duration, ignoring both, Black King Bar and Linken's Sphere.
* All of his spells can stun Elder Titan and interrupt Echo Stomp's channeling thanks to Aftershock.
* Fissure is particularly good for that purpose thanks to its long range.
* Elder Titan relies heavily on his spells and a chain-stun combo will usually be followed by certain death.
* Infernal Blade deals scaling damage and is useful against high HP targets such as Elder Titan. It also can interrupt Echo Stomp if quick enough.
* Doom has very low base armor and naturally high HP, so he isn't significantly affected by Natural Order.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Doom alone can easily pick off Crystal Maiden since she is fairly fragile, even with using only basic attacks, Infernal Blade, and Scorched Earth.
* Doom prevents her from using any abilities in a fight, making her impact negligible.
* Devour allows Doom to acquire a stun, allowing him to cancel Freezing Field without having to use Doom.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Infernal Blade deals high damage to Pudge due to his scaling health and strength gain from Flesh Heap.
* Using Doom with timing against Pudge who had just activated Rot would usually kill him.
Additional:
* Doom disables the toggling of Rot and, if cast at the right time, may leave Pudge with a potentially lethal health drain.
* Doom's naturally high health, strength gain and damage output makes him a poor target for Pudge.
* The damage of Doom's Infernal Blade scales with the target's maximum health, which is particularly effective against Pudge due to his naturally high health and further health granted by stacks of Flesh Heap.
* Melee carries who usually buy an early Black King Bar, and have gap closing abilities can be good against the Arc Warden, such as Slark, Riki, Earthshaker with Aghanim's Scepter, Sven with Aghanim's Scepter etc.
* Arc Warden relies on items and abilities, as well as his Tempest Double, to deal damage to enemies. Doom effectively denies that and makes Arc Warden useless in fights.
* Each of Meepo's clones count as real heroes, meaning that an Echo Slam hitting them will deal catastrophic damage to Meepo and his team.
* Eathshaker's AoE stuns can interrupt Meepo's Poof cast animation.
Additional:
* Echo Slam will deal catastrophic damage against a cluster of Meepos and anyone nearby.
* Aftershock allows Earthshaker's abilities to potentially stun any number of Meepos for a fairly long duration, often enough to finish one off.
* Besides Lone Druid and Meepo, Doom is potentially good versus every hero since Doom will render any hero helpless for up to 16 seconds. This is particularly true for fragile heroes that heavily rely on mobility to stay alive.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Both Infernal Blade and Doom can be used to disable Bane while he is channeling Fiend's Grip.
* A similar effect can be achieved by using Devour on {U:Centaur Conqueror}, which will give him access to War Stomp.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Heroes with the ability to heal allies will not be able to heal heroes affected by Doom: Chen, Dazzle, Io, Oracle, Omniknight, Witch Doctor, Winter Wyvern, Abaddon, etc.
* Doom completely takes Mirana out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
* Faceless Void relies on Time Walk for mobility and survivability but he can be prevented from utilizing it through Doom.
* Doom has a high cooldown duration for every ability except Infernal Blade, so he is not significantly affected by Time Dilation.
* Infernal Blade deals scaling damage and is useful against high health targets such as Bristleback.
* Doom disables Bristleback's low cooldown abilities, preventing him from triggering Warpath. With his upgraded level 25 talent, it also breaks Bristleback's passive, rendering him more vulnerable.
Additional:
* Infernal Blade deals scaling damage and is useful against high HP targets such as Bristleback.
* Doom prevents Bristleback from casting his two low cooldown abilities, which then prevents him from utilizing Warpath.
* If Doom chooses the Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, he can disable Bristleback and Warpath, taking away much of his durability and damage potential in team fights.
* Earthshaker's Aftershock combos and Fissure can stun Muerta consecutively and minimize Pierce the Veil's effective duration.
* Infernal Blade deals scaling damage and is useful against high HP targets such as Timbersaw.
* Timbersaw is extremely reliant on his abilities to be effective during a team fight - both for mobility, damage and crowd control. Timbersaw offers very little, impactful right-click damage, and thus Doom is particularly crippling against him.
* Additionally, when Doom chooses the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent, Doom disables Reactive Armor, which effectively removes the durability which Timbersaw is commonly known for.
Additional:
* Doom shuts down Timbersaw completely, negating his mobility and preventing him from doing any damage. It also breaks Reactive Armor's passive bonuses from Aghanim's Scepter.
* Infernal Blade can stun Timbersaw several times in a fight, potentially interrupting Timber Chain. Also it's useful since Timbersaw has high HP due to the damage scales based on max HP.
* Mirror Image's illusions increase Echo Slam's damage.
Additional:
* Earthshaker's strong AoE abilities can clear Naga Siren's illusions, or at least make it easier to distinguish the real one by the damage they take.
* Echo Slam deals more damage against more enemies, which can be devestating against Naga Siren and her illusions.
* Having many summons out will cause Echo Slam to deal extra damage.
* Doom can completely shut down Dazzle through Doom, as it prevents him from casting his abilities and, by extension, gaining Bad Juju stacks.
* Ember Spirit cannot use his Activate Fire Remnant to escape while affected by Doom.
* Doom shuts down Anti-Mage's escape capabilities with Blink. The ability also deals pure damage, which ignores the protection from Counterspell.
* However, a well-timed Counterspell can reflect it back.
* If Doom has Aghanim's Scepter, Doom can break Mana Break and Counterspell, weakening both his offense and defense.
* Doom's low mana pool causes him to take little damage from Mana Void.
Additional:
* Doom prevents Anti-Mage from maneuvering around a fight or escaping from an initiation using Blink. Additionally, Doom deals pure damage, which is not affected by Counterspell. This can quickly whittle away Anti-Mage's naturally poor health pool.
* However, Doom must be careful when using Doom as a well-timed Counterspell can block and reflect it back against Doom himself.
* The Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} will also disable Mana Break and Counterspell's passive component, which makes Anti-Mage significantly less effective in fights and more susceptible to the high magical damage of Doom's abilities and his allies.
* Echo Slam is good against Snowball since it bunches everyone up. This can set up some prime opportunities for Blink Echo Slams.
* Infernal Blade deals scaling damage and is useful against high HP targets such as Tidehunter.
* Doom prevents Tidehunter from casting his Gush, Anchor Smash and Ravage, making him useless in team fights.
* If Doom chooses the Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, he can also disable Kraken Shell, reducing his survivability.
* Fissure interrupts Spirit Breaker during Charge of Darkness.
* A well-timed Doom prevents Nyx Assassin escaping with Vendetta and fighting back with Spiked Carapace.
* Doom's high health also allows him to easily shrug off Nyx Assassin's burst damage and fend him off.
* Tinker is heavily dependent on his abilities and Doom prevents him from using any of them.
* This becomes even worse if Doom chooses the level 25 talent {ValueColor:1|Doom applies Mute|25tal} {Symbol:Talent}, which will prevent Tinker from using items such as Blink Dagger.
Additional:
* Tinker is heavily reliant on casting his spells and Doom can disable all of his abilities and items. An Aghanim's Scepter only makes it harder for Tinker to survive.
* Doom is effective against every hero, and Void Spirit is no exception. Being unable to cast spells or items during fights for 16 seconds nullifies his impact entirely.
* Doom has a very versatile build and can consume creeps which has abilities that can stun or provide additional magic resistance.
* Doom's high strength gain and versatility in items can be effective against Void Spirit's magical damage.
* Doom has several disable abilities to choose from jungle creeps (e.g. War Stomp, Ensnare) to deal with Shadow Fiend who lacks escape abilities.
* When Doom combines creep abilities with Scorched Earth, Infernal Blade, and Doom, Shadow Fiend most likely will die as he cannot use Shadowraze and Requiem of Souls to protect himself, and also cannot even flee by using Shadow Blade or Blink Dagger.
* Although Shadow Fiend has a high physical damage output, Doom has a large health pool to survive it, meaning Doom's combo with high magical damage output will shutdown Shadow Fiend first.
* Doom usually buys Radiance to improve his damage, making his nuke combo more deadly to Shadow Fiend. The blind also prevents Shadow Fiend from landing his attacks often.
* A well landed Fissure can potentially take Lycan out of the fight for several seconds, who heavily relies on precious seconds from Black king bar and Shapeshift to fight.
* Aftershock reduces the effectiveness of his summons and can prove quite irritating for Lycan.
* Echo Slam is very powerful with the sheer amount of Lycan's units and will cause him to think twice when pushing towers.
* Infernal Blade's damage is calculated by a percentage of maximum health, meaning that it will hurt Axe more than most normal attacks, negating some of his durability.
* Doom can pick up several different abilities from neutral creeps using Devour, some of which can be annoying to Axe.
* Mud Golem, Dark Troll Summoner, Harpy Stormcrafter, Satyr Mindstealer or Satyr Tormenter are good examples.
* Doom's naturally low attack speed makes Counter Helix less likely to proc, and his high base health allows him to take a few Helixes with no danger.
* Doom makes Axe less disruptive, preventing him from using his skills or items. At level 25, there is a branch of the talent tree that makes Doom apply Break, allowing Doom to disable Counter Helix, making Axe effectively useless for a lengthy duration.
Additional:
* Infernal Blade deals scaling damage and is useful against high HP targets such as Axe.
* Doom has low attack speed because of his high Base-Attack-Time, poor agility gain and limited attack-speed granting items which are commonly built. This means Doom will trigger Counter Helix less often and thus is an unideal target for initiation.
* Doom has naturally high HP so it takes longer for Doom to be brought down to the killing threshold of Culling Blade.
* Axe is highly reliant on his abilities and items to be effective during a fight. Without the usage of Berserker's Call and Blink Dagger due to Doom, Axe offers very little in the way of damage, effectively removing him from a fight.
* Earthshaker's AoE stuns can save ally against Duel, forcing Legion Commander to spend Aghanim's Scepter or Black King Bar.
* Doom applies a basic dispel upon cast, so it can remove Guardian Angel.
* Casting Doom on Omniknight will also prevent him from healing allies with Purification, or casting buffs like Repel and Guardian Angel, basically turning him into a harmless creep.
Additional:
* Doom turns Omniknight into a walking creep, or completely takes out his buffed cores, also removing Heavenly Grace and Guardian Angel in the process.
* With Devour used on Satyr Banisher, Doom will have access to Satyr Banisher's Purge, which will allow him to remove Heavenly Grace and Guardian Angel.
* Aftershock in combination with Enchant Totem prevents Broodmother from continuing to attack Earthshaker without being repeatedly stunned.
* Echo Slam is greatly amplified by Spiderlings, often instantly killing Broodmother, her swarm, and anyone else unfortunate enough to be nearby.
* Earthshaker's vast amount of stuns makes it difficult for Broodmother to continue attacking enemies (to continue lifestealing with Insatiable Hunger) without Black King Bar.
Additional:
* Echo Slam's damage potential increases phenomenally due to Broodmother's hordes of spiderlings and spiderites.
* Long ranged Fissures can hit Broodmother if she runs into the treeline at the edges of the map.
* Scorched Earth can be used to engage Visage while removing Gravekeeper's Cloak charges.
* Infernal Blade will deal tremendous amounts of damage over time due to Visage's high health pool.
* Doom completely nullifies Gravekeeper's Cloak and prevents Visage from casting spells.
* Doom will make Abaddon unable to use Mist Coil, Aphotic Shield, and the active component of Borrowed Time, also upgraded with Aghanim's Scepter can break Curse of Avernus and the passive component of Borrowed Time ,which means his allies could be easily disabled or killed.
* Doom with the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent can be useful against heroes with troublesome passive skills while also disabling them for a long time: Phantom Assassin, Enchantress, Huskar, Underlord.
Additional:
* Devour can easily eat creeps controlled by Enchant, limiting her ganking potential.
* Doom reduces the amount of healing received by Enchantress and her allies from Nature's Attendants. In addition, when Doom chooses the Doom applies Break talent, it can also disable Untouchable.
* Phantom Lancer's illusions can make it difficult to Doom the real hero. Should Doom figure out the real hero, the illusions can make it difficult to cast any abilities, as their hitboxes can be used to body-block the real Phantom Lancer.
* Phantom Lancer is an ideal Diffusal Blade carrier. With it, he can quite easily deplete Doom's already poor mana pool, potentially making him unable to cast his abilities to escape, retaliate or heal.
* Doom lacks any effective ability to clear waves of creeps and illusions, as the vast majority of his abilities are single-target. Without an answer, Doom may find it difficult to deal with Phantom Lancer's presence.
* Phantom Lancer's many illusions increase Echo Slam's damage.
Additional:
* Echo Slam deals tremendous damage when multiplied by Phantom Lancer's illusions.
* Earthshaker's AoE abilities can quickly kill Phantom Lancer's illusions.
* Enchant Totem with Aghanim's Scepter gives Cleave to help destroy illusions.
* Doom's Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* Heroes with undispellable debuffs will help identify the real Phantom Lancer through visual effects or debuff indicators, provided that it was cast on the real Phantom Lancer to begin with:
* Doom's Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* Bloodseeker's Rupture shows a clear red trail effect on the real Phantom Lancer.
* Ancient Apparition's Ice Blast will only debuff Phantom Lancer and not his illusions.
* Grimstroke's Soulbind is undispellable.
* Shadow Demon's Demonic Purge is undispellable.
* Monkey King's Jingu Mastery is undispellable and puts a big yellow Mark over his head.
* Heroes with wide AoE abilities will reveal Monkey King through Mischief: Necrophos, Phoenix, Alchemist, Earthshaker, Razor, Tinker, Leshrac, Queen of Pain
* Heroes with invisibility and high mobility can jump on and focus down Earthshaker before he has a chance to initiate: Clinkz, Slark, Storm Spirit
* Earthshaker's many stuns can lock down slippery heroes like Slark in his Shadow Dance and Weaver in his Shukuchi.
Additional:
* Earthshaker's many AoE stuns help lock down Slark and will often waste the duration of Shadow Dance.
* As a frequent Force Staff buyer, he can later on escape or save teammates from Pounce.
* Heroes with silencing abilities can be particularly deadly when Slark is trying to escape: Silencer, Death Prophet, Puck, Doom.
* Doom with the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent can be useful against heroes with troublesome passive skills while also disabling them for a long time: Phantom Assassin, Enchantress, Huskar, Underlord.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Heroes with silences: Puck, Doom, Riki.
* Heroes with the ability to heal allies will not be able to heal heroes affected by Doom: Chen, Dazzle, Io, Oracle, Omniknight, Witch Doctor, Winter Wyvern, Abaddon, etc.
* Heroes without blink mechanisms or spell immunity will have a hard time positioning against Pit of Malice: Sven, Tiny, Wraith King, Dragon Knight, Meepo, Doom, Bounty Hunter, Dark Seer, Undying, Alchemist, Legion Commander.
* Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: Luna's Aghanim's Scepter upgraded Eclipse, Dawnbreaker's Solar Guardian, Axe's Berserker's Call, Mars's Arena of Blood, Jakiro's Macropyre, Dual Breath and Ice Path, Naga Siren's Song of the Siren, Razor's Eye of the Storm and Plasma Field, Lina's Light Strike Array, Broodmother's Spinner's Snare from Aghanim's Scepter, Elder Titan's Earth Splitter and Echo Stomp, Alchemist's Unstable Concoction and Acid Spray, Queen of Pain's Sonic Wave, Dark Seer's Wall of Replica and Vacuum, Venomancer's Noxious Plague and Poison Nova from Aghanim's Scepter, Oracle's Fortune's End and Rain of Destiny from Aghanim's Shard, Bloodseeker's Blood Rite, Enigma's Black Hole and Midnight Pulse, Shadow Fiend's Requiem of Souls, Batrider's Aghanim's Scepter upgraded Flaming Lasso, Firefly, Flamebreak and Sticky Napalm, Ancient Apparition's Ice Blast, Sand King's Epicenter, Sand Storm and Burrowstrike, Gyrocopter's Call Down, Ember Spirit's Sleight of Fist, Death Prophet's Exorcism and Silence, Monkey King's Wukong's Command, Crystal Maiden's Freezing Field, Muerta's The Calling, Medusa's Stone Gaze, Zeus's Nimbus from Aghanim's Scepter. Dark Willow's Bramble Maze, Pangolier's Swashbuckle, Grimstroke's Soulbind, Ink Swell and Stroke of Fate, Earthshaker's Echo Slam and Fissure, Puck's Dream Coil and Waning Rift, Winter Wyvern's Winter's Curse, Magnus's Reverse Polarity.
* Doom with the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent can be useful against heroes with troublesome passive skills while also disabling them for a long time: Phantom Assassin, Enchantress, Huskar, Underlord.
Additional:
* Infernal Blade does damage based on percentage health, and is useful against high health pool hero like Underlord.
* Doom can prevent Underlord from spamming his abilities and most important is to prevent him from using Fiend's Gate to escape.
* Heroes with the ability to heal allies will not be able to heal heroes affected by Doom: Chen, Dazzle, Io, Oracle, Omniknight, Witch Doctor, Winter Wyvern, Abaddon, etc.
* Heroes with the ability to heal allies will not be able to heal heroes affected by Doom: Chen, Dazzle, Io, Oracle, Omniknight, Witch Doctor, Winter Wyvern, Abaddon, etc.
* Single-target disablers will have difficulty locking down a Chaos Knight with Phantasm active: Bane, Beastmaster, Bloodseeker, Clockwerk, Doom, Shadow Shaman.
* Echo Slam will deal a colossal amount of damage to your Phantasms, as will Fissure at lower levels.
* The area stuns from Aftershock will always stun Chaos Knight's illusions, since they can't use Black King Bar.
* However, Earthshaker should not attempt to fight a farmed Chaos Knight, since he will be completely obliterated by Chaos Knight's colossal damage output, even if he managed to land an Echo Slam
Additional:
* Echo Slam's damage potential increases due to Chaos Knight's Phantasm illusions.
* Heroes with a slow attack rate will find themselves struggling to take out Tombstone, like Doom.
* Zombies summoned from Tombstone will amplify the damage of Echo Slam due to them increasing the echo damage.
* Invoker's E.M.P. is extremely effective against Earthshaker due to his low natural mana.
* Doom completely takes Invoker out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
Additional:
* Doom is a good way to shut down Invoker, preventing from casting spells and using items for a lengthy time, thus forcing him to invest on Linken's Sphere.
* Heroes with invisibility and high mobility can jump on and focus down Earthshaker before he has a chance to initiate: Clinkz, Slark, Storm Spirit
* Doom prevents Storm Spirit from using all of his abilities and items, rendering Storm Spirit useless in a fight.
* Heroes with invisibility and high mobility can jump on and focus down Earthshaker before he has a chance to initiate: Clinkz, Slark, Storm Spirit
* Scorched Earth deals damage to Clinkz during Skeleton Walk.
* Doom shuts down Clinkz entirely, as it prevents him from casting any of his spells and contributing a large amount of damage in teamfights.
* High health heroes (Axe, Doom) fall fast with Fury Swipes stacks.
* Doom makes Ursa less disruptive, and it cannot be dispelled with Enrage upgraded with Aghanim's Scepter.
* Windrun can be used to dodge Earthshaker's abilities if Windranger has a quick reaction time.
* Focus Fire and Windrun allows Windranger to kite Earthshaker.
* A Windranger with fast fingers can prevent Earthshaker from using Fissure with Shackleshot.
* Doom completely takes Windranger out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
Additional:
* Doom completely takes Windranger out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
* Heroes who often build Linken's Sphere: Weaver, Morphling, Medusa.
* Earthshaker's many stuns can lock down slippery heroes like Slark in his Shadow Dance and Weaver in his Shukuchi.
* Terrorblade can use Sunder to save his allies who are Doomed.
* Heroes with abilities that can lock down Terrorblade and prevent him from using Sunder: Bane, Batrider, Earthshaker, Elder Titan, Faceless Void, Invoker, Legion Commander, Mars, Primal Beast, Riki, Shadow Shaman, Silencer, Vengeful Spirit, Void Spirit.
* Phase Shift allows Puck to dodge all of Earthshaker's abilites.
* Waning Rift disables Earthshaker's stuns, leaving him and his team vulnerable.
* Dream Coil takes a stun from Earthshaker if he tries to escape from Blink Dagger or Enchant Totem upgraded from Aghanim's Scepter.
* Doom is generally tanky and has naturally high health, allowing him to survive Puck's onslaught in any stage of the game.
* His namesake ultimate Doom is one of the best solutions to counter Puck, as it will silence Puck for a lengthy duration. A Puck silenced for more than 3 seconds usually ends up dead.
* In addition, if Doom chooses the Level 25 talent Doom applies Mute, Puck will not be able to use items altogether, most especially Blink Dagger and Eul's Scepter of Divinity, making Doom a nightmare to deal with as Puck.
* Spectral Dagger can be used to traverse past Fissure.
* Haunt will usually disable Earthshaker's Blink Dagger prior to a teamfight, preventing him from initiating.
* On the other hand, Haunt will amplify damage done from Echo Slam. Use this to your advantage.
Additional:
* Spectre can use Haunt to intercept and disrupt Earthshaker's initiation attempts.
* Spectral Dagger can be used to traverse past Fissure.
* Earthshaker often travels alone when he is trying to initiate, so Desolate can be very effective against him.
* Beware that the Haunt illusions amplify the damage done from Echo Slam, which can prove fatal for Spectre's own team.
* Infernal Blade's damage is calculated by percentage of maximum health. Since Spectre is usually tanky, it will hurt her more than most normal attacks.
* Doom can take out Spectre out of a teamfight completely. When combined with the level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, it will disable both Desolate and Dispersion, taking away her extra damage and durability.
Additional:
* Infernal Blade's damage is calculated by percentage of maximum health, meaning that it will hurt Spectre more than most normal attacks, negating some of her tankiness.
* Doom can pick up several different abilities from neutral creeps using Devour, some of which can be annoying to Spectre.
* Mud Golem, Dark Troll Summoner, Harpy Stormcrafter, Satyr Mindstealer or Satyr Tormenter are good examples.
* Doom makes Spectre less disruptive. Combined with Aghanim's Scepter, it will disable Spectre passive skills, reducing her potential in teamfights.
* Death Prophet's Crypt Swarm and Spirit Siphon can repetively damage Earthshaker, preventing him from using Blink Dagger.
* Silence can be used to silence Earthshaker after he blinks in with Blink Dagger, preventing him from executing his combo.
* Spirits from Exorcism are completely invulnerable and cannot interact with anything at all, which will greatly weaken damage from Echo Slam. This can put Earthshaker in a serious disadvantage against Death Prophet.
* Doom can stop Death Prophet from casting spells, which makes her useless during team fights if she didn't cast Exorcism before the fight, and also nullifies healing from Exorcism and Spirit Syphon. Furthermore, Doom can use Scorched Earth to chase after her.
* Doom's low armor makes him weak against Alchemist's high physical damage output.
* Doom can disable Chemical Rage's increased healing, rendering Alchemist helpless against Doom.
* Attacks from Infernal Blade can deal serious damage to Alchemist as it deals damage based on the hero's maximum health.
* Warlock often stays back and counter-initiates by dropping his Chaotic Offering on Earthshaker and his allies.
* Supports with useful teamfight or contribution spells will be helpless against Doom: Dazzle, Oracle, Warlock.
Additional:
* Doom will not only prevent Warlock from casting his abilities in team fights, but also it reduces the healing from Shadow Word.
* Devour allows Doom to acquire a stun from neutral creeps, allowing him to interrupt Upheaval without having to use Doom.
* Ignite can prevent Earthshaker from escaping and/or initiating with Blink Dagger.
* Fireblast and Unrefined Fireblast may help prevent Earthshaker follow through with his combo after landing an Echo Slam.
* Doom makes Ogre Magi less disruptive.
* Infernal Blade effectively negates Ogre Magi's durability.
* With Aghanim's Scepter, he can disable Multicast.
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.
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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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Earthshaker
* Rage prevents Earthshaker from damaging and stunning Lifestealer.
* Feast is very effective against Earthshaker, because of him being a strength hero, allowing Lifestealer to heavily harass and kill him.
* Open Wounds prevents Earthshaker from escaping after he initiated.
* Infest gives Lifestealer an easy way to escape should he get caught out by Earthshaker. And against carry Earthshaker, Aghanim's Scepter upgraded Infest can be used to disarm Earthshaker and attack him from within, rendering him unable to attack with Enchant Totem.
Doom
* Feast deals damage and heals Lifestealer based on the target's maximum HP, which is greatly effective against naturally high HP heroes such as Doom.
* Rage allows Lifestealer to become spell immune to negate the magical damage of Infernal Blade and Scorched Earth.
* Doom has no effective means of escape from Open Wounds and Ghoul Frenzy. This is particularly devastating in the laning stage, where Doom may have to play a much more passive, conservative play style as a result.