* 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.
* Heroes who can take advantage of Oracle's low mobility or catch him out of position, such as
Clinkz and
Anti-Mage, can easily pick him off.
* 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 and
Backtrack allow Faceless Void to easily negate Oracle's burst damage.
*
Time Dilation is effective against Oracle's low-cooldown spells. Although dispellable with Fortune's End, it can still catch Oracle off guard if Fortune's End is on cooldown.
* However, False Promise is one of the best abilities in the game to delay or even potentially save any ally caught in
Chronosphere. Combined with Fate's Edict, a well-positioned Oracle denies Faceless Void and his team from attempts at solo-Chronosphering key targets to open up a teamfight.
* Any hero that can nullify effects of Chronosphere: (
Keeper of the Light with
Aghanim's Scepter during daytime,
Winter Wyvern), banishing him or Faceless Void (
Outworld Destroyer,
Shadow Demon,
Earth Spirit with
Aghanim's Scepter) or protecting him in other ways (
Dazzle,
Oracle,
Abaddon) can greatly limit Chronosphere's potential.
*
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.
* Anti-Mage can withstand magical burst damage much better than other carries, making him effective against nukers:
Lich,
Necrophos,
Oracle, and
Leshrac.
Additional:
* Oracle has minimal damage potential against Anti-Mage due to
Counterspell, and may even have some ability damage reflected at himself.
* Anti-Mage can easily overwhelm Oracle with
Mana Break and
Mana Void.
*
Blink allows Anti-Mage to easily chase and take advantage of Oracle's low mobility.
* 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.
* False Promise will not save an ally from
Culling Blade if their health is low enough.
* Fate's Edict, offensively or defensively, does little to protect Oracle's allies from the majority of Axe's damage.
* 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
Additional:
* 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
* Fortune's End cannot dispel
Warpath stacks on Bristleback or
Quill Spray stacks on allies.
*
Bristleback can heavily reduce Oracle's damage output. With it, Oracle may accidentally heal Bristleback with Purifying Flames, especially if Bristleback has bonus magic resistance.
*
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.
* Oracle's reliance on spamming his spells can be easily hindered by Silencer's Arcane Curse.
* Last Word and Global Silence negates Oracle's attempt to save his allies with his spells.
*
Fate's Edict is useless against Glaives of Wisdom's pure damage.
* Fortune's End can nullify
Arcane Curse,
Last Word, and
Global Silence, if cast at the right time with the right targets.
* Fate's Edict can prevent Silencer from attacking, which he relies on with
Glaives of Wisdom, for a lot of his damage.
*
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.
* 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.
* Oracle's burst damage is not enough to take down Spectre due to
Dispersion.
* Disarm from
Fate's Edict does not hinder Spectre that much, since she can deal damage even without landing a single attack.
Additional:
* Oracle's burst damage is ineffective against
Dispersion.
* Disarm provided by Fate's Edict is not as significant debilitation for Spectre as it might be for other carries since She can do damage even without landing attacks.
* 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
Additional:
* 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
* 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.
* Any Hero with high mobility will be neutralized by dream coil:
Queen of Pain,
Storm Spirit,
Ember Spirit,
Lycan,
Bloodseeker,
Anti-Mage,
Timbersaw.
*
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.
* Heroes that deal few, powerful instances of damage, like
Oracle,
Lion, or
Sven, have a hard time breaking through Gravekeeper's Cloak.
*
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.
* High priority targets like
Queen of Pain,
Drow Ranger,
Ember Spirit can't get caught out from
Lion's long range disables, making it harder to them fulfill their roles, and making it easy to target them.
Additional:
* 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.
* Heroes with long disables, like
Lion,
Night Stalker, or
Legion Commander, can prevent Oracle from using spells or items.
* Lion is extremely dependent on his abilities. Silences like
Silencer's
Last Word, magic resistance like
Oracle's
Fate's Edict, and dispels like
Legion Commander's
Press the Attack all make his abilities less effective.
* Heroes with long disables, like
Lion,
Night Stalker, or
Legion Commander, can prevent Oracle from using spells or items.
* 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.
* Heroes with little health or magic resistance are easily picked off with Oracle's magic burst, such as
Skywrath Mage,
Crystal Maiden, or
Enchantress.
* Spiked Carapace can be easily triggered by
Flame Guard or
Battle Fury, setting up a deadly Impale.
Additional:
* 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.
* Heroes who rely on damage over time as Spiked Carapace can block and reflect only one instance of damage:
Jakiro,
Viper,
Venomancer,
Huskar,
Ember Spirit,
Dark Seer,
Sand King,
Doom,
Dawnbreaker. However, this also means they are easily stunned.
*
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.
* Fortune's End can easily dispel
Cursed Crown before it times out and stuns. He can also save a stunned ally with False Promise.
* Fate's Edict can easily negate
Bedlam's over-time damage, since the spell provides no form of control. Similarly, he can also negate the magic burst from
Shadow Realm.
* Fortune's End can dispel the fear effect from
Terrorize, and it can remove the root from
Bramble Maze if cast quick enough. Be mindful that Fortune's End only dispels your allies' debuffs on the primary target.
Additional:
*
Fortune's End not being disjointable is almost an ensured disable if Dark Willow tries to escape with Shadow Realm. Dispels Cursed Crown and Terrorize.
*
Fate's Edict negates all her magic damage in case she catches a single hero.
*
False Promise's strong dispel removes Dark Willow's disables.
*
Flame Guard makes Dark Seer not deal any damage with his skills to Ember Spirit.
*
Fortune's End dispels Ion Shell and Surge, making any gank attempt on Dark Seer in the laning phase likely to succeed.
*
Fate's Edict prevents all magical damage that comes from Dark Seer's abilities.
*
Fortune's End dispels Ion Shell on creeps, which Dark Seer relies on to farm and zone.
Additional:
* Fortune's End can dispel
Ion Shell, a skill that helps Dark Seer immensely in the laning phase, as well as
Surge, a move-speed buff, effectively allowing Oracle to control Dark Seer, especially in the laning phase.
* 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.
* Fortune's End can catch out or impair position-based heroes with low mobility, such as
Sniper or
Razor.
* 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.
* Heroes that can purge his slow and disables are very difficult to go on and their team:
Abaddon,
Oracle.
* 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.
* Oracle's high magic damage output can easily take down Rubick's low health pool.
* Because Oracle can combo spells in rapid succession (due to low cooldowns), it may be difficult for Rubick to
Spell Steal False Promise. This scenario can even be avoided by shift queueing Fortune's End and casting it immediately, as it has no cast point, or by staying in the back line of fights if out of mana.
* As a position based hero, Rubick will have a very hard time against Fortune's End due to its absurd range and very long root duration.
* 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 little health or magic resistance are easily picked off with Oracle's magic burst, such as
Skywrath Mage,
Crystal Maiden, or
Enchantress.
* 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.
*
Fate's Edict allows Oracle to make allies spell immune, allowing him to save allies from Jakiro's spells.
*
Fate's Edict can be cast onto Jakiro to disarm him and prevent him from pushing with his Liquid Fire.
*
False Promise allows Oracle to free allies from Jakiro's Ice Path.
* 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.
*
Fortune's End dispells Marci's
Sidekick, removing additional damage and lifesteal.
*
Fate's Edict disarms Marci, preventing her from attacking with
Unleash. Also it is useful against Marci or her ally affected by
Sidekick.
*
False Promise is a great tool to save an ally focused by Marci.
* Heroes who commonly buy
Linken's Sphere:
Luna,
Weaver,
Morphling,
Queen of Pain,
Ember Spirit.
* Heroes with strong dispels can dispel Bane's disables from their allies:
Oracle,
Legion Commander,
Omniknight.
* 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 abilities that can save teammates are also effective such as
Shadow Demon,
Dazzle,
Oracle,
Bane,
Pugna,
Tusk,
Winter Wyvern,
Io,
Underlord,
Treant Protector and
Keeper of the Light.
* 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.
* 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.
* Any hero with teleport abilities (e.g.
Ember Spirit,
Storm Spirit) can easily break Static Link.
* Fortune's End can catch out or impair position-based heroes with low mobility, such as
Sniper or
Razor.
* Ember's magic damage build is able to burst down Alchemist due to his low strength gain and Alchemist's normal item pick up.
* It is especially easy for Oracle to negate the damage from Maledict, and even heal through it with
Fate's Edict and
Purifying Flames.
* If by some miracle an enemy is still about to die because of Maledict, he can still save him with
False Promise.
* 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.
* 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.
*
Fortune's End can dispel Venomous Gale and Poison Sting from allies.
*
Fate's Edict grants 100% magic resistance to target, inhibiting the damage from Venomancer abilities.
*
Fate's Edict can disarm Troll, rendering him useless in a teamfight, especially if he has already used Battle Trance.
*
Fortune's End and
Purifying Flames can provide ample magic damage to help burst down Troll Warlord quickly in the early to mid game.
*
False Promise can save an ally from Troll Warlord's initiation, forcing him to switch targets and lose his Fervor stacks, or waste time during Battle Trance.
* 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,
Flame Guard and
Fire Remnant.
* 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.
*
Fate's Edict gives 100% magic resistance, which prevents most of Techies' damage.
* Oracle's
Fortune's End dispels Reactive Tazer buff from Techies allowing him to be attacked. However, Reactive Tazer will instantly perform the area of effect disarm that is normally applied at the end of the duration.
* Fortune's End will also dispel Blast Off silence, Techies' Etheral Blade, Proximity Mines' magic resistance reduction, and Sticky Bomb's slow. However beware that it will only dispel Sticky Bomb's first or second instance of slow and not the damage, which will trigger as normal.
Additional:
* Oracle can negate all of Techies' skills with Fate's Edict, as they are all magic damage. Fate's Edict can also be used to search and trigger
Proximity Mines when crossing mined territory.
* Oracle can dispel
Reactive Tazer off Techies, as well as the silence from
Blast Off!, with Fortune's End.
* Oracle can further delay Techies' burst damage capability with False Promise.
*
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.
*
Fortune's End applies a basic dispel which can be used to dispel Corrosive Haze, or even Slardar's own Guardian Sprint.
*
False Promise is able to dispel Corrosive Haze and Slithereen Crush stun/slow from any allies Oracle chooses to cast it on.
*
Fate's Edict can also be cast on Slardar to prevent him from proccing his Bash of the Deep.
* Fate Edict can completely negate Skywrath Mage's heavy magic damage.
* Fortune End dispels
Ancient Seal.
* All of Pugna's damage is magical, which can get blocked by
Fate's Edict's 100% magic resistance.
* Oracle has two abilities that apply a dispel, which can easily remove Decrepify on his ally or Oracle.
* Oracle can negate and shut down Primal Beast simply with Fate's Edict, especially in the early game, as a majority of his damage-dealing spells are magic.
* Oracle can interrupt Primal Beast's
Onslaught charge with a well-timed Fortune's End.
* Primal Beast's lethal burst damage combos can be further stalled with False Promise; combined with Fate's Edict and regen from Purifying Flames, Oracle can even completely negate Primal Beast's offense.
* Phoenix does significant magic damage over time which can either be dispelled or negated by Fate's Edict.
* Oracle's burst damage potential can prove lethal to Phoenix, as they already have to sacrifice health to cast their basic skills.
*
Fate's Edict gives full immunity from Ogre Magi's mostly magical damage.
*
Fortune's End can dispel Ignite (when used on allies) and Bloodlust (when used on enemies).
*
False Promise can dispel Ignite and Fireblast.
* During the laning stage, Oracle's
Purifying Flames nullifies any damage that Heartstopper Aura might inflict.
*
Fate's Edict and
False Promise can protect an ally from Reaper's Scythe.
* Oracle can dispel Ghost Shroud with
Fortune's End.
Additional:
* Fortune's End can dispel
Ghost Shroud, negating the skill's utility. Also it's worth noting that Necrophos takes additional magic damage when in Ethereal state, which makes Purifying Flames a powerful nuke against him.
* Fate's Edict fully negates the damage from
Reaper's Scythe, which its own delayed animation makes it relatively easy to predict and nullify.
*
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.
Additional:
* 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.
* 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
* Oracle's
Fate's Edict will protect an ally from Leshrac's nuking damage.
* Oracle's
False Promise can dispel Leshrac's stun and slow from his abilities, allowing an ally to escape.
*
Fortune's End can stop Leshrac from chasing opponents or running away.
* 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's
Fire Remnant is an easy way to escape from Clockwerk's Power Cogs.
*
Flame Guard blocks most of the magical damage Clockwerk does.
*
Fire Remnant allows Ember Spirit to escape while Ruptured.
Additional:
* Fire Remnant allows Ember Spirit to escape Bloodseeker while
Ruptured.
*
False Promise can dispel the stun from Cold Feet and can save an ally that's about to shatter from Ice Blast, even allowing healing with
Purifying Flames by delaying it until after the debuff expires.
*
Purifying Flames allows Oracle to deny his allies if they're affected by Ice Blast. If he brings his allies' health to or below the shatter threshold, it will count as him denying the ally. However, this does not work on Oracle himself.
*
Fate's Edict provides 100% magic resistance, making it good against all of Ancient Apparition's abilities at all stages of the game.
*
Fortune's End can dispel Cold Feet from allies.
Additional:
* False Promise can prevent the shatter from
Ice Blast and Fate's Edict can protect an ally from the magical damage over time for a while.
* Oracle can deny allies who are frostbitten. If he uses Purifying Flames to reach the shatter threshold, it will count as a deny.
* Fortune's End can dispel
Cold Feet on affected allies, preventing them from getting frozen.
* 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
Additional:
* 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.
* Heroes that can protect or dispel stunned allies such as
Legion Commander,
Outworld Destroyer,
Shadow Demon and
Oracle can reduce the effectiveness of Sacred Arrow.
* Heroes with high magical or pure damage will bypass Bulwark:
Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* 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 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 area dispel can kill multiple skeletons at once:
Brewmaster,
Oracle.
* 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.
* Heroes with dispels:
Legion Commander,
Oracle,
Slark,
Phantom Lancer
* Fate's Edict cripples many heroes who rely on attacks, such as
Phantom Assassin,
Sven, or
Enchantress, without a dispel or a
Black King Bar.
* 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 with a high degree of mobility and invisibility are hard to catch with Meat Hook:
Ember Spirit,
Riki,
Clinkz,
Queen of Pain.
* 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.
* Heroes with high mobility will be able to avoid Gyrocopter's area attacks:
Storm Spirit,
Morphling,
Ember Spirit
* 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.
*
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
*
Oracle with
Fortune's End and
False Promise
* Heroes that can remove the Track debuff with their skills:
*
Abaddon with
Aphotic Shield and
Borrowed Time
*
Huskar with
Life Break
*
Juggernaut with
Blade Fury
*
Legion Commander with
Press the Attack
*
Lifestealer with
Rage and
Infest
*
Naga Siren with
Mirror Image
*
Omniknight with
Heavenly Grace
*
Oracle with
Fortune's End and
False Promise
*
Phantom Lancer with
Doppelganger
*
Slark with
Dark Pact
*
Ursa with
Enrage
*
Weaver with
Time Lapse
*
Tidehunter with
Kraken Shell when damage received reaches the threshold.
* Fate's Edict cripples many heroes who rely on attacks, such as
Phantom Assassin,
Sven, or
Enchantress, without a dispel or a
Black King Bar.
* 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 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.
* Oracle cannot easily deal with swarms of units, making him weak against heroes like
Phantom Lancer or
Broodmother.
*
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.
* Heroes who rely on high mobility are especially vulnerable to Primal Roar:
Storm Spirit,
Ember Spirit,
Queen of Pain.
*
False Promise effectively nullifies Primal Roar's single-target initiation on allies.
*
Purifying Flames kills Beastmaster's Hawk instantly and Boar with two casts.
* Heroes with long disables, like
Lion,
Night Stalker, or
Legion Commander, can prevent Oracle from using spells or items.
*
Fate's Edict prevents Legion Commander from attacking for a few seconds, potentially saving Oracle's ally.
*
Fortune's End dispels Press the Attack's healing and attack speed buff, as well as the movement speed bonus from Overwhelming Odds.
*
False Promise protects allies and prevents Legion Commander from winning Duels and gaining bonus damage.
Additional:
* Provided that the enemy team does not have an
Axe, Oracle can guarantee that his ally survives for the duration of the Duel with False Promise and has decent nuke potential to help ally to win a Duel. He can also disarm Legion Commander with Fate's Edict.
* Oracle can dispel enemy buffs like
Overwhelming Odds and
Press the Attack with Fortune's End.
* 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
*
Sleight of Fist combined with
Battle Fury,
Maelstrom and
Daedalus will allow Ember Spirit to make a quick work of Meepo if his clones are crowded around each other.
*
Searing Chains interrupts Meepo's initiating because Meepo's clones do not have spell immunity.
Additional:
* 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.
* Heroes who are not easily crippled by Fate's Edict or Fortune's End, such as
Timbersaw, or those who can dispel them, such as
Phantom Lancer, can kill Oracle unhindered.
*
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.
Additional:
* Sleight of Fist is the natural counter to Phantom Lancer's army of illusions, especially when combined with
Battle Fury.
* Heroes who are not easily crippled by Fate's Edict or Fortune's End, such as
Timbersaw, or those who can dispel them, such as
Phantom Lancer, can kill Oracle unhindered.
*
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.
* Because Oracle uses few, powerful instances of damage to kill enemies,
Templar Assassin's
Refraction and
Visage's
Gravekeeper's Cloak can absorb his burst damage.
*
Flame Guard burns quickly through
Refraction charges, which is why it can interrupt Templar Assassin, giving his team the opportunity to kill her.
* Ember Spirit can dodge a blow from
Meld with
Sleight of fist, providing him an advantage in a 1v1 situation.
*
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:
* 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
*
Disruption can protect Shadow Demon's allies from Fortune's End, preserving healing or buffs. It can also catch Oracle's allies, allowing
Shadow Poison to be used without being dispelled.
*
Demonic Purge prevents over-time healing during False Promise, such as Purifying Flames and
Urn of Shadows. If he has
Aghanim's Scepter, this issue can persist for longer or on multiple allies.
* It will not, however, prevent healing from instant abilities, items, or auras, making
Mekansm a good choice against him.
* 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.
* 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.
* 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.
*
Fortune's End's AoE dispel will remove Heavenly Grace and Guardian Angel.
Additional:
* Oracle can dispel
Heavenly Grace (which he can also bait out with Fate's Edict).
* With Fortune's End, Oracle can dispel
Guardian Angel in an area of effect.
* 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
*
False Promise dispels Flaming Lasso.
*
Fortune's End can root Batrider after he uses Flaming Lasso. It can also dispel Sticky Napalm and Flamebreak.
*
Fate's Edict when used on a Lasso'd target will leave them immune to magical damage, making it difficult to burst them quickly before the Lasso ends.
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Ember Spirit
* Ember Spirit cannot use his
Activate Fire Remnant to escape while affected by
Doom.
Oracle
* 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.