* Echo Stomp and Earth Splitter's long cast times give Anti-Mage plenty of time to Blink away.
* Anti-Mage Blinks directly into Magnetic Field, bypassing its protection.
* Anti-Mage's high mobility allows him to deal with Tempest Double while it is split-pushing.
Additional:
* Arc Warden's high reliance on casting abilities leads him to be dependent on mana, which Anti-Mage can quickly burn with Mana Break.
* Blink mitigates the threat of Flux slow and allows Anti-Mage to close the distance between himself and Arc Warden.
* Anti-Mage's ability to farm quickly allows him keep up with Arc Warden's farm while also de-pushing the lanes Arc Warden shoves in with his Tempest Double.
* Anti-Mage also frequently buys Manta Style, and can use it so dispel Arc Warden's items that can threaten an Anti-Mage like Bloodthorn.
* Counterspell significantly reduces the effectiveness of Arc Warden's magical damage.
* However, do keep in mind that when Arc Warden has a Black King Bar, jumping on him alone may not be the best idea for Anti mage as it could put him in a bad position, while Arc Warden summons his doubles and rain damage into him.
* 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.
* 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.
* Storm Hammer interrupts Echo Stomp.
* 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.
* 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.
* 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.
* Because of his weak laning phase, Lone Druid absolutely overpowers him in the early to mid game. Lone Druid also directly counters most of his abilities.
* Flux is nullified when the Spirit Bear is nearby.
* Spark Wraith can get soaked by the bear.
* Lone Druid can easily go inside Magnetic Field and punish Zet.
* Arc Warden cannot take Centaur Warrunner very easily, and his nukes are not strong enough to deal with Centaur Warrunner.
* Centaur Warrunner deals huge AoE damage and applies an AoE disable through Hoof Stomp, affecting the double as well the main Arc Warden.
* Magnetic Field is not very effective against melee heroes. And to make things worse, Magnetic Field also increases Arc Warden and his allies's attack speed, meaning Retaliate will deal more damage.
* Stampede catches Arc Warden easily due to his lack of escape mechanisms. However, Arc Warden can counter this problem with Gleipnir, which is a common item on Arc Warden.
* Battery Assault's continuous mini-stun makes it hard for Elder Titan to cast his spells due to his poor cast animation.
* Elder Titan's channelling with Echo Stomp makes a good setup for Hookshot if timed correctly.
* Blade Fury makes Juggernaut immune to Elder Titan's stun, so there is a high chance he wont get caught in your ultimate although Earth Splitter pierces spell immunity.
* {U:Earth} has passive Spell Immunity, allowing him to walk into the Echo Stomp radius to stun Elder Titan with his Hurl Boulder.
* {U:Storm}'s Cyclone can cancel the channeling of Echo Stomp and take Elder Titan out of the fight for {show:A|Storm|Cyclone|value2} seconds.
* Smoke Screen combined with Diffusal Blade leaves Arc Warden effectively useless for a while as he struggles to escape the silence with low mobility.
* With Arc Warden's low mobility, Tricks of the Trade often deal decent damage to him before he moves out of it.
* Arc Warden can't use Magnetic Field to stall the damage of Nether Blast on towers, but he can buy Aghanim's Shard to diminish its damage.
* Arc Warden has no innate disables to stop Life Drain and Decrepify
* The short cooldown of both Life Drain and Decrepify also means Pugna can deal with Arc Warden and Arc Warden's clone simultaneously most of the time
* A good Pugna looks to end the match early while Arc Warden, a very item reliant hero, thrives in longer matches.
* Storm Spirit can hunt down Arc Warden with his Ball Lightning and kill him quickly due to his lack of escape abilities.
* None of his abilities are effective against Storm Spirit, as they can be evaded with Ball Lightning.
* Magnetic Field is useless against melee heroes, so Lycan can attack Arc Warden without missing.
* Flux doesn't affect Lycan that much, because Shapeshift grants immunity to slows and because he is never alone.
* If their Tempest Double has been called, Lycan can still kill Arc Warden before the double expires.
* With a lot of disables with good range, he might cancel your Echo Stomp.
* Mana Drain can be used to drain Elder Titan's already low mana pool.
* Chaos Knight can dispel Flux with Phantasm.
* Chaos Knight can use Reality Rift to pull Arc Warden out of Magnetic Field.
* Once Chaos Knight jumps on Arc Warden with Reality Rift, Arc Warden will struggle to escape due to low mobility and lack of stun.
* Invoker's Forge Spirit can negate Flux.
* Provided he does a right combo with Chaos Meteor, Invoker can easily burst down Arc Warden (plus his clone if he spawns it.)
* An early Orchid Malevolence can shut down Arc Warden pretty hard, especially when Invoker has a good lane against him if he kills him early on.
* Deafening Blast and Ice Wall limit's Arc Wardens mobility and damage, crippling him greatly.
* Arc Warden has relatively lower armor and mobility, which makes him an easy target to apply Quill Spray and Viscous Nasal Goo stacks.
* Arc Warden also does not like to build a Silver Edge as it takes a long time to build up and may slow down the timings for other important items needed in the game like Gleipnir.
* However, do note that in a game where Arc Warden's team has many jumping capabilities or good passives, like a Tidehunter or Spectre, a Silver Edge becomes incredibly valuable on Arc Warden as not only can he run away from the jumps, he effectively gets 2 breaks, and Bristleback may not be the best pick.
* Batrider can harass Arc Warden more easily with Sticky Napalm thanks to it's low cooldown and mana cost and because of Arc Warden's lower durability and mobility.
* Batrider can use Flamebreak to push Arc Warden and Tempest Double out of the Magnetic Field.
* With Firefly combined with Blink Dagger, Batrider can move faster while dealing damage to both Arc Warden and Tempest Double.
* Flaming Lasso allows Batrider to separate Arc Warden from both Magnetic Field and Tempest Double and pull him towards Batrider's team. Aghanim's Scepter upgraded Flaming Lasso also allows Batrider to disable both, real Arc Warden and his Tempest Double and pull them towards Batrider's team. And since Arc Warden is not used to buy Linken's Sphere, this can be a great problem to him.
* Since Arc Warden is not used to buy Black King Bar very ofthen In most of the stages of the game, he will be vulnerable to Batrider's magical damage-over-time output in most of the stages of the game.
* However, Batrider needs to approach Arc Warden carefully as Arc Warden can scout Batrider's location with Spark Wraith. Also, Arc Warden tends to buy Gleipnir which combined with Flux's damage over time can be used to prevent Batrider from even using Blink Dagger.
Additional:
* Batrider can harass Arc Warden more easily with Sticky Napalm thanks to it's low cooldown and mana cost and because of Arc Warden's lower durability and mobility.
* Batrider can use Flamebreak to push Arc Warden and Tempest Double out of the Magnetic Field.
* With Firefly combined with Blink Dagger, Batrider can move faster while dealing damage to both Arc Warden and Tempest Double.
* Flaming Lasso allows Batrider to separate Arc Warden from both Magnetic Field and Tempest Double and pull him towards Batrider's team. Aghanim's Scepter upgraded Flaming Lasso also allows Batrider to disable both, real Arc Warden and his Tempest Double and pull them towards Batrider's team. And since Arc Warden is not used to buy Linken's Sphere, this can be a great problem to him.
* Since Arc Warden is not used to buy Black King Bar very ofthen In most of the stages of the game, he will be vulnerable to Batrider's magical damage-over-time output in most of the stages of the game.
* However, Batrider needs to approach Arc Warden carefully as Arc Warden can scout Batrider's location with Spark Wraith. Also, Arc Warden tends to buy Gleipnir which combined with Flux's damage over time can be used to prevent Batrider from even using Blink Dagger.
* Heroes with good escape mechanisms are a nuisance to deal with in the early phase of the game: Slark, Lifestealer, Morphling
* 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.
* A well-timed use of The Swarm provides vision over heroes with high mobility: Anti-Mage, Arc Warden, Dark Seer.
* Heroes with summons or illusions can counter Flux, such as Beastmaster , Chen, or Shadow Demon.
* Magnetic Field doesn't provide a protection against Berserker's Call and Counter Helix and his high attack speed together with Tempest Double will often trigger Counter Helix.
* The threat of a blink and Berserker's Call may make the real Arc Warden stay further back, thus effectively halving the team's damage output for a while.
* Heroes who can stop Axe from getting close will severely inhibit his presence in fights: Bristleback, Crystal Maiden, Batrider, Arc Warden, Winter Wyvern, Clockwerk
* Luna's Moon Glaives allow her to clear Arc Warden's Tempest Double.
* Luna's short range and fast movement speed allow her to fight Arc Warden inside his Magnetic Field.
Additional:
* Luna's Moon Glaives allow her to clear Arc Warden's Tempest Double.
* Luna's short range and fast movement speed allow her to fight Arc Warden inside his Magnetic Field.
* Heroes that create illusions: Spectre, Shadow Demon, Phantom Lancer, Naga Siren, Chaos Knight, Terrorblade) or bring other units into the fight (such as Nature's Prophet, Lone Druid, Chen, Enchantress, Meepo and Arc Warden) can cause Eclipse to strike the illusions/summons unintentionally. However, in many cases Moon Glaives can resolve this issue and eliminate them before activating Eclipse, but that will require lots of farming for right-click items.
* Naga Siren's illusions from Mirror Image can depush the lanes pushed by the Tempest Double, relieving the pressure.
* Mirror Image can dispel Flux, and the illusions can stop Flux from working to it's full power.
Additional:
* Song of the Siren stops Arc Warden from acting and allows Naga Siren's team to close in on him, past his Magnetic Field.
* Mirror Image dispels Flux. The illusions created from it also disable the slow from Flux if Arc Warden casts it after Mirror Image.
* Arc Warden's playstyle heavily favors split-pushing, which Naga Siren can compete against with her illusions.
* Heroes with AoE nukes will clear her illusions in no time, especially if they are percentage-damage-based, like Underlord's Firestorm, Elder Titan's Earth Splitter, Enigma's Midnight Pulse, Zeus's Arc Lightning, Jakiro's Liquid Frost from Aghanim's Shard etc.
* Rolling Thunder hits Arc Warden, his Tempest Double and any allies through Magnetic Field.
* Rolling Thunder also causes Pangolier to take no damage from existing stacks of Flux as well as clear all Spark Wraiths on the way.
* Powerful physical hitters that can destroy Pangolier during his rolling from afar: Drow Ranger, Sniper, Templar Assassin, Arc Warden
* Terrorblade has a high base armor, and relies on many ultimate orb-based items (Manta Style and Eye of Skadi). Natural Order affects armor gained from agility, essentially reducing armor to zero if all armor is gained from agility. That effect combined with Terrorblade's low health can make a Elder Titan with an early value point in Natural Order a dangerous foe.
* Terrorblade's illusions are often grouped up in teamfight, making them more vulnerable to Echo Stomp.
Additional:
* Echo Stomp and Astral Spirit allow Elder Titan and his team to coordinate a kill on Terrorblade before he can use Sunder.
* Natural Order cripples Terrorblade's armor that he crucially needs to survive due to his low strength gain. This is very detrimental for Terrorblade as he is prone to buying items that require Ultimate Orb like Manta Style and Eye of Skadi.
* Echo Stomp and Earth Splitter will often kill Terrorblade before he can use Sunder, and will also kill his illusions.
* Arc Warden’s Magnetic Field allows him to defend against Terrorblade if he used Metamorphosis.
* Arc also buys a Bloodthorn or a Scythe of Vyse, which can prevent Terrorblade from using his abilities.
* Viper is an agility hero, and his item build mostly includes agility items, so Natural Order can be devastating, removing all armor and greatly decreasing the effectiveness of Corrosive Skin, weakening Viper's magic resistance. Additionally, Echo Stomp and Earth Splitter deal both magical and physical damage, and can help bringing Viper down fast.
* Aghanim's Scepter may be necessary to take Viper down due to Nethertoxin's break.
* Ranged heroes will have a hard time hitting enemies inside Magnetic Field: Silencer, Viper.
* Heroes with good escape mechanisms are a nuisance to deal with in the early phase of the game: Slark, Lifestealer, Morphling
* Morphling's high armor is primarily from morphing agility, which is reduced by Natural Order therefore making the hero very vulnerable when it has morphed a lot into agility.
* Morphling usually will Morph into high agility and low strength. This can be taken advantage of with a good stun or silence or by bursting him down before he has the time to Morph back to strength.
* Morphling is very vulnerable to Blade Mail under Natural Order and can easily burst himself down with his own auto-attacks or his magical damage combo.
Additional:
* Most of Morphling's armor comes from his high agility and it is reduced by Natural Order.
* However, the aura has only 350 range and Elder Titan can be bursted down by Morphling's nuke combo if he isn't careful.
* Arc Warden can counter Morphling's strong pushing capabilities by using Magnetic Field to protect buildings.
* Arc Warden also often builds an Orchid Malevolence or Bloodthorn, which can prove dangerous for Morphling.
* Arc Warden can easily break Linken's Sphere with Flux and then slow him with Spark Wraith, making Arc Warden's Tempest Double a legitimate threat as well.
* 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.
Additional:
* 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.
* Flux removes Refraction charges very quickly, and Arc Warden can hit her freely with his better attack animation, speed and range. If she tries to mute in her creep wave, Spark Wraith can quickly kill the ranged creep, forcing her to stay near the melee creeps, again, allowing for easy right clicks.
* With Tempest Double, Arc Warden can easily output 1000 damage (with the stacking of Flux and Spark Wraith and kill Templar Assassin within seconds. She cannot avoid this combo as Spark Wraith will still hit her in Meld.
* A good Arc Warden can destroy the item timings of a Templar Assassin, and mitigate her impact during the mid-game, when she is the strongest.
* In the late game, if Templar Assassin tries to split push with Aghanim's Scepter, Arc Warden's double can always threaten to kill her if equipped with a Bloodthorn and a Blink Dagger , or a Hurricane Pike, forcing her to have to use Black King Bar to survive.
* Quick reactions can also protect Arc Warden and his allies from Meld strike with Magnetic Field, and if equipped with a Hurricane Pike, Arc Warden can double force himself away from the attacking Templar Assassin to safety, where after her Black King Bar ends, she can die to Arc Warden's right clicks.
* Magnetic Field evades most of Gyrocopter's attacks.
* Astral Spirit can give Elder Titan a lot of damage and movement speed if Nature's Prophet sends all of his Treants together.
* Not only does Echo Stomp prevent Nature's Prophet from escaping using Teleportation, but Astral Spirit can be used to bypass Sprout and cancel Teleportation with it's own Echo Stomp from long distances.
* Earth Splitter can clear Nature's Prophet's Treants effectively.
* Phase Shift is not an advantage against Arc Warden at all because Arc Warden can turn Puck's Phase Shift ability against him by using Spark Wraith, ensuring it to hit. To make this worse, Arc Warden can do it twice with his Tempest Double.
* Flux is also an instant spell (and therefore unavoidable) with a heavy slow and damage over time, which disables Blink Dagger for a certain period of time.
* Magnetic Field's evasion completely negates Sniper's attacks unless he has True Strike.
* Sniper always positions himself far away from battles, which makes him especially vulnerable for Flux and Spark Wraith.
* Sonic Wave is a bad choice in abilities if he and the Tempest Double both use Blade Mail to reflect the damage to Queen of Pain, potentially killing her outright if her health is low enough.
* Magnetic Field protects himself or his ally from Queen of Pain's attacks unless she has Monkey King Bar.
* One more advantage of Tempest Double is that he can deny himself if he is close to death with Shadow Strike's debuff.
* Magnetic Field protects Arc Warden and allies from Drow Ranger's ranged attacks. She most likely will not enter the field since she will lose Marksmanship's bonus agility.
* Beware however, as Marksmanship procs will still hit since they have True Strike, so the most damaging arrows will still hit you inside Magnetic Field.
Additional:
* Flux along with Spark Wraith allows Arc Warden to quickly burst down Drow Ranger due to her low health.
* However, Drow Ranger can bypass Magnetic Field's evasion bonus thanks to Marksmanship.
* Tempest Double, Magnetic Field's attack speed bonus, and Arc Warden's high attack range will easily destroy a Phoenix using Supernova much faster than usual.
* Phoenix is very weak against pushers, especially those like Arc Warden who can kill him easily, as his skillset works best in teamfights.
Additional:
* His Tempest Double is not an illusion, but rather a full hero unit, which effectively reduces half of the Supernova's health. His Magnetic Field can tremendously boost his attack speed, allowing him to destroy Supernova in no time even when he's affected by Fire Spirits.
* Magnetic Field lets Arc Warden or allies evade Dark Willow's shadow realm attacks. The duration of the evasion can be extended with the clone.
* Spark Wraith also exploits Dark Willow's low mobility.
* He can use either his own or his double's Flux to bypass the spellblock from Linken's Sphere, using the leftover Flux + Spark Wraith to slow Medusa's already low move speed to a crawl.
* Arc Warden has a farming advantage with double Hand of Midas, and can generally bully Medusa with other items that benefit from duplication.
* Slow heroes that have a hard time escaping the Echo Stomp radius: Crystal Maiden, Pudge, Techies.
* 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 who can counter-initiate in anticipation without getting caught in Reverse Polarity: Sven, Omniknight, Enigma, Luna, Naga Siren, Mars, Jakiro, Venomancer, Elder Titan, Faceless Void, Rubick, Keeper of the Light, Pugna, Invoker, Spectre, Alchemist, Treant Protector, Lina, Oracle, Zeus, Shadow Shaman, Phoenix, Razor, Huskar, Batrider, Kunkka, Tidehunter, Wraith King, Sand King, Medusa, Dawnbreaker.
* Elder Titan's Natural Order completely nullifies Dragon Knight's high armor.
* In general, heroes with AoE or long range disables (such as Faceless Void with Chronosphere, Pudge with Meat Hook and Elder Titan with Echo Stomp) hinder Crystal Maiden, preventing her from using Freezing Field to help her team in a fight.
* Heroes with illusions can overwhelm Huskar: Phantom Lancer, Anti-Mage, Arc Warden, Chaos Knight.
* Ranged heroes will have a hard time hitting enemies inside Magnetic Field: Silencer, Viper.
* Heroes that can slow Charge of Darkness by a huge amount: Venomancer, Viper, Dazzle, Arc Warden, Lion, Huskar, Shadow Shaman, Visage, Undying, Jakiro.
* Arc Warden's Magnetic Field dodges all damage from Death Ward.
* Arc Warden's Tempest Double is helpful for killing Ogre Magi who lacks AoE damage and disables.
* Heroes with illusion and clone abilities may confuse Bloodseeker, causing him to waste time in fights: Phantom Lancer, Chaos Knight, Arc Warden
* Arc Warden with his Magnetic Field will protect allies from Mass Serpent Ward.
* 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.
* Elder Titan's Echo Stomp can turn into a 5 second stun on an ally under the effect of False Promise, as it delays all damage and makes it impossible to break the damage threshold of Echo Stomp.
* Heroes with summons or illusions can counter Flux, such as Beastmaster , Chen, or Shadow Demon.
Additional:
* Chen in the early game is a faster pusher than Arc Warden until Arc Warden buys Maelstrom.
* Elder Titan's Astral Spirit ability gives him bonus damage for each converted creep it passes through.
* Echo Stomp and Earth Splitter will often kill him or any of his allies quickly before he has time to use Hand of God.
* 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.
Additional:
* Flux is dispelled by Dark Pact.
* Pounce allows Slark to avoid Spark Wraiths.
* Tempest Double allows Slark to build up Essence Shift stacks, especially when it is being used for split pushing.
* Natural Order aura prevents Slark from gaining armor from the agility stolen with Essence Shift.
* Echo Stomp and Earth Splitter can hit Slark through his Shadow Dance ultimate.
* Slark's stats gain is relatively low compared to most agility carries making him quite squishy without his agility-based armor.
* Heroes who rely on summons will see them destroyed easily by Overwhelming Odds: Lycan, Arc Warden, Warlock, Chen
* Magnetic Field prevents Legion Commander from getting wins with Duel.
Additional:
* Magnetic Field prevents Legion Commander from easily gaining wins with Duel.
* Doppelganger dispels Flux.
* Phantom Rush closes the distance between Phantom Lancer and Arc Warden.
* Juxtapose can overwhelm Arc Warden and nullify his kit which is only effective against isolated enemies.
Additional:
* One of Arc Warden's hardest counters, Arc Warden, who has primarily single target damage, will struggle tremendously against Phantom Lancer:
* Flux is paused if even one illusion remains near Phantom Lancer. It can also be dispelled with Doppelganger.
* Phantom Lancer can also easily dodge an activated Spark Wraith, or use his illusions to trigger it safely.
* Phantom Rush allows Lancer to quickly close gap to get inside of Arc Warden's Magnetic Field.
* Phantom Lancer and his clones are able to quickly drain Arc Warden of his mana with a Diffusal Blade. This means Warden's Tempest Double will also be summoned without mana.
* Phantom Lancer's lack of disables makes it hard for him to stop Echo Stomp's channelling.
* However, due to the long cast time of his abilities, a good Phantom Lancer can use Manta Style and/or Doppelganger to dodge the abilities.
* Phantom Lancer's high agility and relatively low strength make him very vulnerable to Natural Order.
* Additionally, Echo Stomp and Earth Splitter can clear his wave of illusions.
* Should Phantom Lancer tries to increase his health by investing for Heart of Tarrasque, Earth Splitter does more damage to him and his illusions.
* Heroes that have doubles or clones such as Arc Warden, Meepo or Lone Druid are vulnerable to Muerta's Gunslinger.
* Heroes with high physical and magical damage alike are a huge hazard for Muerta, as they can deal serious damage to her even if she has Pierce the Veil active: Luna, Lina, Tusk, Broodmother, Shadow Fiend, Ember Spirit, Gyrocopter, Vengeful Spirit, Arc Warden, Medusa, Shadow Shaman.
* Untouchable makes her heavily reduce Elder Titan's physical damage output on her without Spell Immunity.
* Enchant can purge Astral Spirit's buff without Spell immunity.
* Nature's Attendants can protect her if she survives the full combo and manages to juke around.
* Magnetic Field makes Impetus miss; if Enchantress decides to enter the field, she is giving up bonus damage since Impetus deals greater damage at higher distance away from targets.
* Heroes who build a Black King Bar (or have any sources of spell immunity) to channel abilities/items can still get interrupted by Dismember: Enigma, Juggernaut, Phantom Assassin, Pugna, Elder Titan.
* Slow heroes that have a hard time escaping the Echo Stomp radius: Crystal Maiden, Pudge, Techies.
* Heroes with summons or illusions can counter Flux, such as Beastmaster , Chen, or Shadow Demon.
* Chaos Knight, Lone Druid, Meepo and Arc Warden can be hard targets since Shadow Demon's spells are ill-suited to fight many enemies at once.
* Flux is severely impaired against Meepo because of Divided We Stand.
* Meepo's farming speed and early powerspikes allows him to pressure Arc Warden before he is capable of fighting effectively.
* Without Black King Bar, Earthbind and Poof can finish Arc Warden quickly before he has time to do much.
* Meepo lacks the disengages to escape a well-timed Echo Stomp, in particular if Elder Titan is his current target.
* Clones are counted as heroes, increasing massively the power of Astral Spirit's buffs, including Aghanim's Scepter's spell immunity buff.
* Meepo relies heavily on high agility and his mediocre strength gain makes him a very prized target for Natural Order.
* Meepo and his clones like to group up to hunt and kill in teamfights or ganks and can be easily disabled together with Echo Stomp.
Additional:
* Echo Stomp can completely disable multiple Meepos for 5 seconds.
* Astral Spirit will affect Meepo clones, as they don’t count as illusions. Elder Titan can receive a massive amount of damage, armor and movement speed from each Meepo.
* With Natural Order, Elder Titan’s mere existence causes Meepo to be disadvantaged, due to the aura that completely negates his base armor and magic resistance. Combining Astral Spirit with Natural Order allows Elder Titan to easily kill any Meepo within a second, depending on how much damage he gains from Astral Spirit. This is highly detrimental for Meepo as he is prone to buying items that grant agility like Disperser and Eye of Skadi.
* Earth Splitter deals over 30%/40%/50% of each Meepo’s max hp, and is even stronger if the Meepos are near Elder Titan due to Natural Order.
* None of Arc Warden's abilities are very effective against Broodmother and her spiderlings.
* A good Broodmother looks to end the match early while Arc Warden, a very item reliant hero, thrives in longer matches.
* Arc Warden has no innate disables to stop Broodmother from lifestealing with Insatiable Hunger and shredding through his relatively lower armor.
* Echo Stomp can impede Broodmother's ability to push towers due to its low cooldown and long sleep duration.
* Astral Spirit can provide Elder Titan large amounts of damage, armor, and movement speed from her spiderlings.
* Natural Order negates Broodmother and her spiderling's base armor and magic resistance, increasing most damage dealt to them.
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Elder Titan
* Frost Shield helps offset the armor reduction from Natural Order.
Arc Warden
* Chain Frost can deliver high amounts of damage to Arc Warden and his double if they do not separate fast from each other.