* Lion possesses two strong disables in Earth Spike and
Hex and heavy magic burst with
Finger of Death which help lock him down and prevent him from escaping with Activate Fire Remnant. When getting his
Blink Dagger Lion can punish Ember Spirit's overextension immediately, or initiate a fight on him with disables.
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion,
Crystal Maiden ,
Venomancer etc.
* Using X Marks the spot Kunkka can prevent Ember Spirit from escaping with Activate Fire Remnant, until he purchase
Eul's Scepter of Divinity or
Linken's Sphere.
* 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.
* Huskar can destroy Ember Spirit both on the line and in the game. It will be extremely difficult for Ember Spirit to finish off the creeps, because Huskar will not let him approach them, and if Ember Spirit does come up, Huskar just shuts him up with his Burning Spear and Ember Spirit will have to go to the base or bring himself treatment, or continue to stand and die. In all cases, Ember Spirit will go into negative
Additional:
* Ember Spirit does minimal damage to Huskar until the very late game.
* Huskar can destroy Ember Spirit both on the line and in the game. It will be extremely difficult for Ember Spirit to finish off the creeps, because Huskar will not let him approach them, and if Ember Spirit does come up, Huskar just shuts him up with his Burning Spear and Ember Spirit will have to go to the base or bring himself treatment, or continue to stand and die. In all cases, Ember Spirit will go into negative
* Ember Spirit's Flame Guard provides no protection against Clinkz's physical damage output.
* Ember Spirit's low armor and health make him easy to kill quickly if a teammate can hold him down.
* If Clinkz has farmed an item that can disable, he can sneak up to and hunt down Ember Spirit while he farms or split pushes alone.
* The pure damage provided by Arcane Orb is a great addition for killing Ember Spirit.
* Astral Imprisonment fully negates all magic damage of Flame Guard and Searing Chains and will temporarily save himself from Sleight of Fist's physical damage, and Ember Spirit is not a hero that can counter these skills.
* Being a strength hero with a high strength gain means Feast can give her a hard time,especially later in the game.
* However,Starbreaker's physical damage can control him in the laning phase.
* The pure damage provided by Purification is a great addition for killing Ember Spirit, as well as a good way of saving teammates.
* Guardian Angel will temporarily save his allies from Sleight of Fist's physical damage, and Ember Spirit is not a hero that will get
Orchid Malevolence to counter it.
* Faceless Void is one of the best heroes against Ember Spirit, providing a lot of ways of dealing with him. Ember Spirit becomes a lot weaker if affected by Time Dilation, as he can no longer spam Sleight of Fist.
* Chronosphere is also a reliable lockdown for Ember Spirit, although it can be evaded sometimes by Activate Fire Remnant. Additionally, Void can easily negate Sleight of Fist damage with
Time Walk.
* And finally, Void is a great Diffusal Blade carrier. Not only
Manabreak's physical damage not negated by Flame Guard, but it also burns Ember Spirit's mana. That, in turn, prevents him from escaping if he survived
Chronosphere.
* Time Walk can easily avoid Dawnbreaker's abilities or to escape her gank attempts and backtrack any damage she deals.
* Time Dilation can prevent Dawnbreaker from using her abilities after initiating, and slowing her down severely.
* Time Lock combined with his high attack speed can lock Dawnbreaker in place, preventing her escape with Celestial Hammer.
* Chronosphere locks down Dawnbreaker in place right after she uses Solar Guardian.
* On the other hand, if Solar Guardian is cast beforehand from afar, it may discourage Faceless Void from casting Chronosphere in its location
* Solar Guardian can heal allies that trapped inside Chronosphere.
* Global Silence and
Last Word can prevent Ember Spirit from casting Activate Fire Remnant to escape.
* Glaives of Wisdom also provide high pure damage that is not negated by Flame Guard.
* Arcane Curse is also a potent harassing tool in the laneing stage as its cooldown is lower than Flame Guard's.
* Nethertoxin disables Dawnbreaker's
Luminosity. Since she's a melee hero, she needs to close gap to attack and Nethertoxin will be bad for her since she cannot heal.
* Viper Strike and
Poison Attack will severely slow her down and combined with
Nethertoxin, it will be her death sentence (unless her Celestial Hammer or Solar Guardian are off cooldown). Besides that, chasing her down will be easy due to the slow.
* Ember Spirit has a small mana pool, which is why QW-Invoker can burn it out very effectively with his own E.M.P., do not give Ember Spirit the opportunity to play with his abilities and cause damage with them in a fight.
* QW-Invoker Destroys Ember Spirit's Flame Guard with his own
Tornado, which is why Ember Spirit cannot defend against Invoker's strong magic damage.
Additional:
* Ember Spirit has a small mana pool, which is why QW-Invoker can burn it out very effectively with his own E.M.P., do not give Ember Spirit the opportunity to play with his abilities and cause damage with them in a fight.
* QW-Invoker Destroys Ember Spirit's Flame Guard with his own
Tornado, which is why Ember Spirit cannot defend against Invoker's strong magic damage.
* Gust can shut down most of Dawnbreaker's abilities, rendering her useless.
* Frost Arrows followed by a high attack speed, makes it hard for Dawnbreaker to escape.
* Ember Spirit cannot use his Activate Fire Remnant to escape while under effect from
Doom.
* Impetus will deal huge amounts of damage when he uses a Fire Remnant to escape.
* Flame Guard is useless against Impetus as it deals Pure damage.
* Enchant can be used to dispel Flame Guard.
* Batrider has huge damage from his Sticky Napalm and hand strikes on the target, with this effect. And Ember Spirit not only has a small reserve of health, but also has a melee type of attack. If these two collide on the center line, then Ember Spirit will have to finish off several creeps from afar with a
Sleight of Fist, otherwise he will lose a lot of health from long-range Batrider attacks under
Sticky Napalm, and possibly even kill, because Ember Spirit does not have the ability to interrupt Batraider with his damage if he decides to attack
* Ember Spirit is a very tasty target for Flaming Lasso, because it has a small reserve of health, and all the power lies in the abilities that
Flaming Lasso forbids using, this can help the Batraider team quickly deal with the unpleasant "jumping" Ember Spirit in a fight if he gets into
Flaming Lasso
Additional:
* Batrider has huge damage from his Sticky Napalm and hand strikes on the target, with this effect. And Ember Spirit not only has a small reserve of health, but also has a melee type of attack. If these two collide on the center line, then Ember Spirit will have to finish off several creeps from afar with a
Sleight of Fist, otherwise he will lose a lot of health from long-range Batrider attacks under
Sticky Napalm, and possibly even kill, because Ember Spirit does not have the ability to interrupt Batraider with his damage if he decides to attack
* Ember Spirit is a very tasty target for Flaming Lasso, because it has a small reserve of health, and all the power lies in the abilities that
Flaming Lasso forbids using, this can help the Batraider team quickly deal with the unpleasant "jumping" Ember Spirit in a fight if he gets into
Flaming Lasso
* With Vendetta, Nyx Assassin can move closely to Ember Spirit when he's farming with his Flame Guard and use
Spiked Carapace with
Impale to provide a reliable and long disable.
Additional:
* Spiked Carapace can be easily triggered by Flame Guard or
Battle Fury, setting up a deadly Impale.
* Spiked Carapace can stop Dawnbreaker's Solar Guardian which will eliminate her global presence and limits her movement around the map.
Additional:
* Spiked Carapace interrupts Starbreaker before Dawnbreaker has her Aghanim's Shard, as well as
Solar Guardian during the initial channel, making her ineffective at joining and dealing damage in teamfights.
* The slow projectile and damage over time effect of Celestial Hammer makes it easy to stun Dawnbreaker if she attemps to engage or chase.
* Heroes who rely on damage over time as Spiked Carapace can block and reflect only one instance of damage: Venomancer,
Huskar,
Ember Spirit,
Dark Seer,
Sand King,
Doom,
Dawnbreaker. However, this also means they are easily stunned.
* Heroes who rely on damage over time as Spiked Carapace can block and reflect only one instance of damage: Venomancer,
Huskar,
Ember Spirit,
Dark Seer,
Sand King,
Doom,
Dawnbreaker. However, this also means they are easily stunned.
* Anti-mage is potentially good against Ember Spirit since he can burn Ember Spirit's mana, prevent him from escaping or using his skill. Anti-Mage has high magic resistance, which will reduce most of the damage from Ember Spirit's skill set. However, Anti-Mage lacks any form of stuns or lockdowns, and may struggle to kill Ember Spirit if he still has some mana left.
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion,
Crystal Maiden ,
Venomancer etc.
* Luna can easily cancel channeling spells with Lucent Beam and 0.25s Eclipse Lucent Ministun talent for
Eclipse, she can also buy
Abyssal Blade in case they decide to buy
Black King Bar:
Enigma's
Black Hole,
Witch Doctor's
Death Ward,
Shadow Shaman's
Shackles,
Lion's
Mana Drain,
Bane's
Fiend's Grip,
Pudge's
Dismember,
Crystal Maiden's
Freezing Field,
Pugna's
Life Drain,
Dawnbreaker's
Solar Guardian, and
Naga Siren's
Reel In from
Aghanim's Scepter.
* Queen of Pain can be a good hero for dealing with Ember Spirit with
Orchid Malevolence, her pure damage nuke in
Sonic Wave and a slow in
Shadow Strike. However, Queen of Pain can be punished by Ember Spirit, as his Searing Chains prevents her from getting
Blink off.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain,
Storm Spirit,
Ember Spirit,
Lycan,
Bloodseeker,
Anti-Mage,
Timbersaw.
* Shadowraze can easily remove the protection from Flame Guard and kill Ember Spirit due to his low health.
* Ember Spirit is very vulnerable to physical damage from Necromastery.
* Heroes with channeling spells because Shadow Fiend has nothing to cancel channeling outside of Requiem of Souls: Bane,
Enigma,
Pudge,
Shadow Shaman,
Dawnbreaker,
Warlock,
Crystal Maiden.
* Kinetic Field prevents Dawnbreaker from escaping with Celestial Hammer.
* Kinetic Field and
Static Storm can pin down Dawnbreaker after she jumps in with Solar Guardian.
* Glimpse can force Dawnbreaker out of a fight right after she uses Solar Guardian.
* Ember Spirit with
Sleight of Fist and
Activate Fire Remnant
* Heroes that can dodge Glimpse:
* Puck with
Phase Shift
* Riki with
Tricks of the Trade
* Phantom Lancer with
Doppelganger
* Ember Spirit with
Sleight of Fist and
Activate Fire Remnant
* Chaos Knight with
Phantasm
* Naga Siren with
Mirror Image
* Tusk with
Snowball
* Juggernaut with
Omnislash
* Brewmaster with
Primal Split
* Lifestealer with
Infest
* Phoenix with
Supernova
* Searing Chains can stop Charge of Darkness if timed correctly.
* Activate Fire Remnant can be used to escape an approaching Spirit Breaker, or lead Spirit Breaker into a bad situation.
* Fire Remnant and
Sleight of Fist allows Ember Spirit to dodge Charge of Darkness if timed correctly.
* Solar Guardian can save an ally getting targeted and focused by Spirit Breaker.
* Ember Spirit can easily deal with Nature's Call by using his Flame Guard and with
Battle Fury. He also has multiple ways of escaping
Sprout. Additionally, Ember Spirit can break
Sprout's trees with Activate Fire Remnant and interrupt
Teleportation with Searing Chains.
Additional:
* Sleight of Fist with
Battle Fury deals a lot of damage to Nature's Prophet's team if they stand close to his Treants, as well as killing all the Treants with ease.
* Ember Spirit with Fire Remnant and
Boots of Travel can be very active around the map, which enables him to quickly teleport and defend the objective Nature's Prophet is attacking whenever he tries to push.
* Starbreaker and Celestial Hammer does high AoE damage which easily clears {U:Treant}, shutting down most of Nature's Prophets damage and pushing power.
* Dawnbreaker can teleport to deal with split-pushing Nature's Prophet and rejoin her team with Solar Guardian when they require it.
* Since Starbreaker clears trees in its path followed by a stun at the end Nature's Prophet will be unable to escape the dangerous situation by using Sprout on himself and teleporting away with either
Teleportation or
Town Portal Scroll.
Additional:
* Starbreaker and Celestial Hammer does high AoE damage which easily clears {U:Treant}, shutting down most of Nature's Prophets damage and pushing power.
* Dawnbreaker can teleport to deal with split-pushing Nature's Prophet and rejoin her team with Solar Guardian when they require it.
* Since Starbreaker clears trees in its path followed by a stun at the end Nature's Prophet will be unable to escape the dangerous situation by using Sprout on himself and teleporting away with either
Teleportation or
Town Portal Scroll.
* Ember Spirit can deal devastating damage to illusion heroes like Terrorblade with Sleight of Fist. Terrorblade also has no way of preventing Ember Spirit from getting Activate Fire Remnant off. Additionally, Ember Spirit's ability to fight from long range as well as his wide skill set won't give many opportunities for Terrorblade to get Sunder off.
Additional:
* Ember Spirit can deal devastating damage to Terrorblade and his illusions with Sleight of Fist.
* Terrorblade has no disable to lock down Ember Spirit and prevent him from escaping with Fire Remnant. In addition, he doesn't like purchasing disabling items like
Scythe of Vyse or
Abyssal Blade, which are the only solutions to deal with Ember Spirit.
* Heroes who have channeling abilities because Terrorblade has no disables to cancel them at all besides Terror Wave from
Aghanim's Scepter, and he does not like buying disabling items at all:
Enigma's
Black Hole,
Witch Doctor's
Death Ward,
Shadow Shaman's
Shackles,
Lion's
Mana Drain,
Bane's
Fiend's Grip,
Pudge's
Dismember,
Crystal Maiden's
Freezing Field,
Pugna's
Life Drain,
Dawnbreaker's
Solar Guardian, and
Naga Siren's
Reel In from
Aghanim's Scepter.
* Sleight of Fist is the natural counter to Phantom Lancer's army of illusions, especially when combined with Battle Fury.
Additional:
* Sleight of Fist, allows Ember Spirit to destroy all of Phantom Lancer's illusions.
* Flame Guard also deals significant damage to illusions, and protects against Spirit Lance.
* Phantom Rush is unable to catch Ember Spirit when he teleports to his Fire Remnants.
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,
Beastmaster ,
Lycan).
* Heroes that heavily depend on illusions or summons, (Naga Siren,
Terrorblade,
Phantom Lancer,
Lycan,...) are vulnerable to Sleight of Fist and even more so if Ember Spirit has
Battle Fury.
* Dawnbreaker can easily clear waves of Naga Siren's illusions from Mirror Image with
Starbreaker,
Celestial Hammer and
Solar Guardian.
* Aghanim's Shard upgraded
Starbreaker will allow Dawnbreaker to dispel
Ensnare and freely attack Naga Siren during
Song of the Siren when combined with
Black King Bar, a common item on Dawnbreaker.
* Solar Guardian allows Dawnbreaker to counter any attempts of Naga Siren and rejoin her team with Solar Guardian when they require it.
Aghanim's Scepter upgraded
Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, as Naga Siren mainly relies on direct attacks in order to deal damage.
Additional:
* Dawnbreaker can easily clear waves of Naga Siren's illusions from Mirror Image with
Starbreaker,
Celestial Hammer and
Solar Guardian.
* Aghanim's Shard upgraded
Starbreaker will allow Dawnbreaker to dispel
Ensnare and freely attack Naga Siren during
Song of the Siren when combined with
Black King Bar, a common item on Dawnbreaker.
* Solar Guardian allows Dawnbreaker to counter any pushing attempts of Naga Siren and rejoin her team with Solar Guardian when they require it.
Aghanim's Scepter upgraded
Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, as Naga Siren mainly relies on direct attacks in order to deal damage.
Solar Guardian can also be used after Naga Siren uses
Song of the Siren near her allies to either escape from or counter-initiate against them.
* Heroes that can easily bypass Chen's creeps to get to Chen: Riki,
Tusk,
Clinkz,
Sniper,
Slark,
Phantom Assassin,
Void Spirit,
Storm Spirit,
Ember Spirit,
Earth Spirit,
Spirit Breaker.
* Starbreaker can deal huge damage to Chen and clear waves of his creeps.
* Celestial Hammer can deal damage over time to both, Chen and his creeps, which may force Chen to use
Hand of God prematurely.
* Solar Guardian allows Dawnbreaker to counter Chen's pushing attempts and to rejoin her team with Solar Guardian when they require it.
Aghanim's Scepter upgraded
Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, wasting much of
Penitence's power.
Additional:
* Starbreaker can deal huge damage to Chen and clear waves of his creeps.
* Celestial Hammer can deal damage over time to both, Chen and his creeps, which may force Chen to use
Hand of God prematurely.
* Solar Guardian allows Dawnbreaker to counter Chen's pushing attempts and to rejoin her team with Solar Guardian when they require it.
Aghanim's Scepter upgraded
Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, wasting much of
Penitence's power.
* Heroes that heavily depend on illusions or summons, (Naga Siren,
Terrorblade,
Phantom Lancer,
Lycan,...) are vulnerable to Sleight of Fist and even more so if Ember Spirit has
Battle Fury.
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,
Beastmaster ,
Lycan).
* Heroes with either magical, physical or pure damage burst: Bane,
Ember Spirit,
Leshrac,
Lina,
Luna,
Nyx Assassin,
Phantom Assassin,
Skywrath Mage,
Tinker,
Ursa,
Void Spirit.
* Heroes whose abilities can affect multiple enemies at once: Dawnbreaker,
Ember Spirit,
Lina,
Luna,
Jakiro,
Leshrac,
Invoker.
* Searing Chains prevents usage of Timber Chain.
* Timbersaw is vulnerable to magical burst damage, which Ember Spirit provides with Fire Remnant and
Flame Guard.
* Timbersaw's abilities deal pure damage, thus they cannot remove Flame Guard.
* Solar Guardian can save allies caught inside Arena of Blood.
* Flame Guard blocks Dark Willow's magical burst damage, and harms her if she tries to get close to attack with Bedlam.
* Sleight of Fist and
Fire Remnant makes it hard for Dark Willow to fully disable Ember Spirit.
* Ember Spirit's Fire Remnant is an easy way to escape from Clockwerk's Power Cogs.
* Flame Guard blocks most of the magical damage Clockwerk does.
* Disruption is not reliable enough to catch an Ember Spirit with a backup Fire Remnant.
* Sleight of Fist will also make quick work of the spawned illusions.
* The best you can do against an Ember Spirit is to dispel his Flame Guard with your Demonic Purge.
* Searing Chains and Flame Guard quickly burn through Refraction instances exposing her low health pool.
* Templar Assassin has no inherent way to prevent Ember Spirit from escaping, a good Ember player also will be able to dodge her meld attack
* Ember Spirit`s Searing chains give true sight into invisibility, why Templar Assassin can't hide from it in
Meld and get out of the fight using
Blink Dagger
Additional:
* Ember Spirit burns quickly Refraction thanks to its own
Flame Guard, which is why it can interrupt Templar Assassin, giving its team the opportunity to quickly kill her
* Ember Spirit dodges a blow from Meld his own
Sleight of fist, which can be a big problem for her in a 1-on- 1 fight
* Ember Spirit`s Searing chains give true sight into invisibility, why Templar Assassin can't hide from it in
Meld and get out of the fight using
Blink Dagger
* The high mobility provided by Fire Remnant makes it hard for Windranger to find a good position to land Shackleshot or a full duration of Focus Fire.
* Flame Guard and
Searing Chains deal considerable magical damage to Windranger which she cannot avoid with Windrun.
* Searing chains also negates the mobility from Windrun.
* Ember Spirit easily finishes off all creeps on the line against Earth Sprit, exchanging health with him under his Flame Guard, which is why Earth Spirit can leave the line for ganks very early and without the necessary amount of gold and levels, which will give the Ember Spirit team an advantage to fight off such ganks
* The Sleight of Fist ability helps Ember Spirit dodge all of Earth Spirit's abilities, which makes his gank potential practically useless against Ember Spirit, and with the purchase of
Black King Bar, Ember Spirit can use
Sleight of Fist to combine with
Searing Chains to catch and kill Earth Spirit.
Additional:
* Ember Spirit easily finishes off all creeps on the line against Earth Sprit, exchanging health with him under his Flame Guard, which is why Earth Spirit can leave the line for ganks very early and without the necessary amount of gold and levels, which will give the Ember Spirit team an advantage to fight off such ganks
* The Sleight of Fist ability helps Ember Spirit dodge all of Earth Spirit's abilities, which makes his gank potential practically useless against Ember Spirit, and with the purchase of
Black King Bar, Ember Spirit can use
Sleight of Fist to combine with
Searing Chains to catch and kill Earth Spirit.
* Ember Spirit can close the distance between Sniper easily with his Activate Fire Remnant and further keep Sniper in place with
Searing Chains.
* With the help of Aghanim's Scepter, Sniper cannot outrun Ember Spirit or chase him, even if Sniper builds mobility items.
* Solar Guardian can save allies who are being dueled and will interrupt her Duel initiation.
* Flame Guard makes Dark Seer not deal any damage with his skills to Ember Spirit.
* Ember's magic damage build is able to burst down Alchemist due to his low strength gain and Alchemist's normal item pick up.
* Fire Remnant allows Ember Spirit to escape while Ruptured.
Additional:
* Fire Remnant allows Ember Spirit to escape Bloodseeker while Ruptured.
* Ember Spirit absorbs quite a large amount of magical damage with its Flame Guard, and in addition dodges the abilities of
Dragon Slave and
Light Strike Array with its
Sleight of Fist
Additional:
* Ember Spirit absorbs quite a large amount of magical damage with its Flame Guard, and in addition dodges the abilities of
Dragon Slave and
Light Strike Array with its
Sleight of Fist
* Ember Spirit has much higher mobility in Fire Remnant than Void Spirit.
* Ember's Flame Guard is effective against Void Spirit's spells, as most of them deal magical damage.
* The root from Searing Chains prevents Void Spirit from using Dissimilate or Astral Step.
* A pre-placed Fire Remnant allows Ember Spirit to escape Upheaval.
* Flame Guard blocks Shadow Word's damage.
* Sleight of Fist allows Ember Spirit to attack from outside of Upheaval's range, and
Searing Chains lets him interrupt it.
* Sleight of Fist keeps Ember Spirit invulnerable until he hits every unit in its area of effect allowing him to stall for large amounts of time against Broodmother and her large amounts of spiderlings, or potentially damaging them enough if equipped with an item to improve wave clearing such as
Battle Fury or
Maelstrom to prevent her pushes entirely.
* Flame Guard will damage any of Broodmother's spiders in an area, deterring her from attempting to kill him. It can also be used during Sleight of Fist to amplify damage done.
* Fire Remnant allows Ember Spirit an escape from Broodmother that is unaffected by her Incapacitating Bite.
* Zeus laneing against Ember is going to be punished with Sleight of Fist due to his low health pool
* Zeus's chip damage from Arc Lightning and other spells is nullified from Ember's Flame Guard.
Additional:
* Ember Spirit has a built-in antimagic shield, and Zeus has nothing but this magical damage, because of this, their confrontation on the center line can turn out to be sad for Zeus. If on such a line Ember Spirit will finish off all creeps under its Flame Guard, and Zeus with the help of
Arc Lightning, then eventually Zeus will lose mana faster, and will be forced to look for ways to replenish it
* Ember Spirit can interrupt Zeus with his "jumping" abilities, the fact is that Zeus deals damage from his abilities directly, while Ember Spirit disappears for milliseconds from the battlefield when flying during the Sleight of Fist action or when flying into
Fire Remnant
* Spectre has no innate disables or silence to stop any of Dawnbreaker's abilities
* Solar Guardian allows Dawnbreaker to quickly stand next to one of her allies, denying Spectre any of Desolate's bonus.
* Luminosity outheals the damage dealt by Dispersion.
Additional:
* Spectre has no innate disables or silence to stop any of Dawnbreaker's abilities
* Solar Guardian allows Dawnbreaker to quickly stand next to one of her allies, denying Spectre any of Desolate's bonus
* Luminosity outheals the damage dealt by Dispersion
* 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.
* Certain Hero's potential lies on the combo of their abilities. As an example, Ember Spirit can cast
Sleight of Fist and
Searing Chains together to root and damage enemies from a far distance. Yet for
Rubick, casting
Searing Chains can only catch enemies at a close distance, and
Sleight of Fist does little more than a scratch of right click.
* It is arguably possible to group spells together after getting Aghanim's Scepter, but stealing two separate spells from one single enemy is somewhat luxurious in an intense fight.
* Any hero with teleport abilities (e.g. Ember Spirit,
Storm Spirit) can easily break Static Link.
* Heroes who can clear the waves of Enigma's Eidolons: Lina,
Luna,
Dawnbreaker,
Jakiro,
Shadow Shaman,
Death Prophet,
Keeper of the Light,
Invoker,
Leshrac,
Puck.
* Heroes with a high degree of mobility and invisibility are hard to catch with Meat Hook: Ember Spirit,
Riki,
Clinkz,
Queen of Pain.
* 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.
* Heroes with escaping and disjointing abilities can be good against Juggernaut:Anti-Mage
Riki,
Queen of Pain,
Puck,
Storm Spirit,
Ember Spirit,
Slark etc.
* Heroes with high mobility will be able to avoid Gyrocopter's area attacks: Storm Spirit,
Morphling,
Ember Spirit
* Heroes that can reliably kite out Dispose, Unleash and dodge Rebound, like Ember Spirit,
Void Spirit,
Storm Spirit,
Anti-Mage,
Faceless Void,
Puck or always build items like
Blink Dagger and
Force Staff.
* Heroes with strong area damage to destroy Phantasm illusions: Axe,
Ember Spirit,
Legion Commander,
Phoenix
Additional:
* Ember Spirit is evasive and can dodge close encounters with melee heroes like Chaos Knight. Ember Spirit can't be caught with the slow from Reality Rift, and Flame Guard and Sleight of Fist can bring
Phantasm's illusions down quickly.
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion,
Crystal Maiden ,
Venomancer etc.
* Crystal Maiden is extremely fragile and she's an easy target for him. She has no real disables that can lock Ember Spirit down, and all of her skill damage can be negated with Flame Guard. The damage from Searing Chains, Flame Guard, and Sleigh of Fist can easily take her down.
* 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
* Meepo is quite fragile in the early game and can be easily taken down by Flame Guard's and Searing Chains' damage. Later on, Meepo is very vulnerable to Sleight of Fist's damage due to Battle Fury's cleave on multiple Meepos.
Additional:
* Sleight of Fist boosted by
Battle Fury and
Daedalus makes quick work of Meepo if clones are crowded around each other.
* Searing Chains interrupts Meepo's initiating because Meepo's clones do not have spell immunity.
* Storm Spirit is not only a potent Orchid Malevolence carrier, his
Electric Vortex provides an additional disable and
Overload provides a great slow. When paired with
Static Remnant, they can cut through Flame Guard fast.
* Ball Lightning not only provides great initiation upon Ember Spirit from any position anytime, but also helps dodge Sleight of Fist.
* Flame Guard absorbs up to 500 magical damage (700 with Level 10 talents), which helps Ember Spirit survive against Storm Spirit's high magical damage.
* Searing Chains can root enemies up to 3 seconds, making Storm Spirit unable to escape with
Ball Lightning.
* Fire Remnant deals high magical damage when casting multiple instances at once, granting Ember Spirit the damage to burst Storm Spirit down in the early to mid game.
* Heroes who rely on high mobility are especially vulnerable to Primal Roar: Storm Spirit,
Ember Spirit,
Queen of Pain.
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,
Beastmaster ,
Lycan).
* Heroes with channeling spells are very easy targets for Jakiro's abilities: Crystal Maiden,
Dawnbreaker,
Enigma,
Pudge,
Shadow Fiend,
Shadow Shaman,
Warlock.
* Heroes with good mobility to avoid Jakiro's abilities and with good chase to punish Jakiro from pushing a tower: Bloodseeker,
Ember Spirit,
Juggernaut,
Phantom Assassin,
Weaver.
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Ember Spirit
* Lone Druid becomes unkillable and impenetrable for Ember Spirit on the central line, as it has a huge reserve of health from the
Summon Spirit Bear and a large regeneration from
Spirit Link, which is why
Sleight of Fist practically does not break through either one or the other on the line, and Lone Druid at this time can easily expel Ember Spirit from the line, push and gain gold and level
Entangling Claws and
Savage Roar abilities completely disable Ember Spirit's ability to dodge abilities or get out of an unpleasant fight for him on
Fire Remnant, which can give the Lone Druid team the opportunity to kill him
Summon Spirit Bear and a large regeneration from
Spirit Link, which is why
Sleight of Fist practically does not break through either one or the other on the line, and Lone Druid at this time can easily expel Ember Spirit from the line, push and gain gold and level
Entangling Claws and
Savage Roar abilities completely disable Ember Spirit's ability to dodge abilities or get out of an unpleasant fight for him on
Fire Remnant, which can give the Lone Druid team the opportunity to kill him
*
Additional:
* Lone Druid becomes unkillable and impenetrable for Ember Spirit on the central line, as it has a huge reserve of health from the
*
Dawnbreaker
* Savage Roar interrupts
Starbreaker.
* Dawnbreaker is a slow moving hero. Although tanky, Lone Druid can eventually wear her down with his better movement speed.