* Quill Spray is very effective against Io, as it has very low armor and has to stay close to the fight to not break its Tether.
* 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.
* Ensnare and Song of the Siren can be used to cancel both, Tether and Relocate and to close the distance on Io.
* Rip Tide combined with illusions from Mirror Image often finish off Io before he can save himself with Tether or Relocate.
* Spirits's weak area-of-effect makes it a bad tool to deal with Naga Siren's illusions from Mirror Image.
* Once Naga Siren buys Aghanim's Scepter, she can gain access to Reel In, which not only allows her to cancel both, Tether and Relocate, but also to pull Io to herself and her team while he is affected with Ensnare, similarly to Batrider's Flaming Lasso.
* Aghanim's Shard upgraded Song of the Siren can also heal the hero Io and his Tethered targed try to gank.
Additional:
* Ensnare and Song of the Siren can be used to cancel both, Tether and Relocate and to close the distance on Io.
* Rip Tide combined with illusions from Mirror Image often finish off Io before he can save himself.
* Spirit's weak area-of-effect makes it a bad tool to deal with Naga Siren's illusions from Mirror Image.
* Once Naga Siren buys Aghanim's Scepter, she can gain access to Reel In, which not only allows her to cancel both, Tether and Relocate, but also to pull Io to herself and her team while he is affected with Ensnare, similarly to Batrider's Flaming Lasso.
* Aghanim's Shard upgraded Song of the Siren can also heal the hero Io and his tethered targed try to gank.
* 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.
* Batrider's Flaming Lasso can be used to cancel Io's attempts to escape with Relocate and drag him away from his Tethered target. And since Io doesn't like buying Linken's Sphere, he will be always vulnerable to Batrider's initiations.
* Io's tendency to stick close to it's Tethered target can make Io and it's target vulnerable to Batrider's harrasing.
* Aghanim's Scepter upgraded Flaming Lasso allows Batrider to catch and drag two heroes at once, not just one. Which can potentially turn Io's Tether against him.
Additional:
* Batrider's Flaming Lasso can be used to cancel Io's attempts to escape with Relocate and drag him away from his Tethered target. And since Io doesn't like buying Linken's Sphere, he will be always vulnerable to Batrider's initiations.
* Io's tendency to stick close to it's Tethered target can make Io and it's target vulnerable to Batrider's harrasing.
* Aghanim's Scepter upgraded Flaming Lasso allows Batrider to catch and drag two heroes at once, not just one. Which can potentially turn Io's Tether against him.
* 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 both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect: Beastmaster, Broodmother, Chaos Knight, Lycan, Naga Siren, Nature's Prophet, Phantom Lancer, Shadow Shaman, Terrorblade, Visage, Warlock, Wraith King.
* 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.
* Heroes that are hard to gank: Axe, Death Prophet, Phantom Lancer, Slark, Centaur Warrunner, Bristleback, Medusa, Mars.
* 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.
* Heroes that can easily bypass Io's allies to get to Io: Riki, Tusk, Clinkz, Sniper, Slark, Phantom Assassin, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, Spirit Breaker, Lifestealer.
* 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.
* Heroes that can easily bypass Io's allies to get to Io: Riki, Tusk, Clinkz, Sniper, Slark, Phantom Assassin, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, Spirit Breaker, Lifestealer.
* 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.
* Heroes with both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect: Beastmaster, Broodmother, Chaos Knight, Lycan, Naga Siren, Nature's Prophet, Phantom Lancer, Shadow Shaman, Terrorblade, Visage, Warlock, Wraith King.
* 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.
* Heroes with both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect: Beastmaster, Broodmother, Chaos Knight, Lycan, Naga Siren, Nature's Prophet, Phantom Lancer, Shadow Shaman, Terrorblade, Visage, Warlock, Wraith King.
* 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.
* Heroes whose abilities can affect multiple enemies at once: Dawnbreaker, Ember Spirit, Lina, Luna, Jakiro, Leshrac, Invoker, Muerta, Dazzle.
* 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.
* 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.
* 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.
* Heroes with both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect: Beastmaster, Broodmother, Chaos Knight, Lycan, Naga Siren, Nature's Prophet, Phantom Lancer, Shadow Shaman, Terrorblade, Visage, Warlock, Wraith King.
* 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.
* Lucent Beam can be used to cancel both, Tether and Relocate.
* Like with Leshrac's Diabolic Edict, Lightning Storm and Pulse Nova abilities. Luna's Moon Glaives and Eclipse abilities can make short work of Io and its tethered ally, particularly when upgraded with Aghanim's Scepter.
Additional:
* Lucent Beam and 0.25s Eclipse Lucent Ministun talent for Eclipse can be used to cancel both, Tether and Relocate.
* Luna's Moon Glaives and Eclipse abilities can make short work of Io and its tethered ally, particularly when upgraded with Aghanim's Scepter.
* 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.
* Heroes that can easily bypass Io's allies to get to Io: Riki, Tusk, Clinkz, Sniper, Slark, Phantom Assassin, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, Spirit Breaker, Lifestealer.
* Heroes with good escape mechanisms are a nuisance to deal with in the early phase of the game: Slark, Lifestealer, Morphling
* Heroes that can easily bypass Io's allies to get to Io: Riki, Tusk, Clinkz, Sniper, Slark, Phantom Assassin, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, Spirit Breaker, Lifestealer.
* 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.
* Heroes with both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect: Beastmaster, Broodmother, Chaos Knight, Lycan, Naga Siren, Nature's Prophet, Phantom Lancer, Shadow Shaman, Terrorblade, Visage, Warlock, Wraith King.
* Heroes with summons or illusions can counter Flux, such as Beastmaster , Chen, or Shadow Demon.
* Living Armor and Leech Seed can be used to save a hero from a Relocate gank.
* Overgrowth can be used to cancel escape attempts with Relocate.
* Once Treant Protector buys Aghanim's Scepter, he will gain access to Eyes in the Forest, that will allow him to enchant a tree which will grant him unobstructed vision in that location, allowing him to keep his allies alerted on Io and his Tethered's attempts to gank them, and which can also allow Overgrowth to damage them and root them if they are within a 800 radius of an tree affected by Eyes in the Forest.
* Heroes that are hard to gank: Axe, Death Prophet, Phantom Lancer, Slark, Centaur Warrunner, Bristleback, Medusa, Mars.
* 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
* Cold Embrace can render the extra attack speed from Overcharge meaningless.
* Splinter Blast and Winter's Curse are very affective against Io, as it has to stay close to his Tethered target.
* 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.
* Strafe, Tar Bomb and Burning Barrage from Aghanim's Shard allow Clinkz to quickly kill Io due to its low armor.
* Clinkz iz a hero that very often goes for Orchid Malevolence, and its upgrade Bloodthorn. Alternatively, Clinkz also loves to buy Gleipnir. And if Clinkz has both of them, he will be able to root and silence Io and prevent him from escaping with either Tether or Relocate.
* Phantom Strike allows Phantom Assassin jump directly to Io.
* Coup de Grace can make a short work of Io's low health and armor.
* Io is a hero who needs to be close to it's tethered target to make it effective, and that's where Leshrac gets the advantage thanks to many of his area-of-effect abilities.
* Lightning Storm will usually hit both Io and its tethered target since both will be close enough for the lightning to jump.
* Diabolic Edict and Pulse Nova hit all units near Leshrac, meaning he can do colossal damage to both, Io and its tethered target.
Additional:
* Lightning Storm will usually hit both Io and his Tethered target since both will be close enough for the lightning to jump. It can then be followed up by Split Earth.
* Diabolic Edict and Pulse Nova hit all units near Leshrac, meaning he can do colossal damage to Io and his Tethered target.
* Disruptor can always Glimpse back Io or his target after he Relocated nearby.
* Even better, thanks to the indicator on the ground, you can even preemptively drop Static Storm and Kinetic Field on the spot they will relocate to.
* Thunder Strike and Glimpse are also good tools to bring back an Io that Tethered away in the fog of war.
Additional:
* Glimpse directly negates Relocate.
* Kinetic Field prevents Io from escaping with Tether.
* Static Storm can silence and damage both, Io and it's tethered target. And it can also mute both, Io and it's tethered target when upgraded with Aghanim's Scepter.
* Ice Blast prevents Io from healing an ally with Tether and prevents healing from Overcharge
* Io is a common Mekansm builder which is useless if he is affected by Ice Blast.
Additional:
* Ice Blast prevents Io from healing the target.
* Ancient Apparition can easily harass Io on lane with Chilling Touch due to it's high range and damage. This can get even worse if Ancient Apparition buys Aghanim's Scepter and combines it with items that can give him bonus attack damage and attack speed.
* Chilling Touch combined with Ice Vortex makes it nearly impossible for Io to escape from Cold Feet. Ice Vortex can also make Io and it's tethered target more vulnerable to Ancient Apparition and his allies's magical damage.
* Jakiro's area-of-effect ability arsenal allows him to affect multiple heroes at once, giving Io difficulties in saving them as he can only heal one hero at a time with Tether.
* Ice Path can be used to cancel both, Tether and Relocate.
* Jakiro commonly buys Rod of Atos that can be used to cancel Relocate, prevent Io in escaping with Tether and make Io easy target for Ice Path and Macropyre.
Additional:
* Jakiro's area-of-effect ability arsenal allows him to affect multiple heroes at once, giving Io difficulties in saving them as he can only heal one hero at a time with Tether.
* Ice Path can be used to cancel both, Tether and Relocate.
* Jakiro commonly buys Rod of Atos that can be used to cancel Relocate, prevent Io in escaping with Tether and make Io easy target for Ice Path and Macropyre.
* 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.
* 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.
* Poison Touch allows Dazzle to harass both, Io and it's tethered target on lane. Aghanim's Shard upgraded Poison Touch can also hex both, Io and it's tethered target, preventing them from escaping with Relocate, and also disarming them, silencing them, muting them and rendering them helpless against Dazzle and his allies.
* Io's damage output is one of the weakest, therefore Dazzle will have plenty of time to save an ally with Shallow Grave from gank by Io and it's tethered target.
* Shadow Wave will always hit both, Io and it's tethered target if they are near the ally Dazzle uses Shadow Wave on, while healing Dazzle's allies near them. Aghanim's Scepter upgraded Shadow Wave can bounce on both, Io and it's tethered target, causing them both to take damage and to be attacked by Dazzle. And unlike Io who doesn't get healed while using Tether, Shadow Wave will always heal Dazzle no matter on which of his allies he uses it on.
* Bad Juju will cause both, Io and it's tethered target to lose armor every time Dazzle casts a spell while strengthening armor of Dazzle's allies.
Additional:
* Poison Touch allows Dazzle to harass both, Io and it's Tethered target on lane. Aghanim's Shard upgraded Poison Touch can also hex both, Io and it's Tethered target, preventing them from escaping with Relocate, and also disarming them, silencing them, muting them and rendering them helpless against Dazzle and his allies.
* Io's damage output is one of the weakest, therefore Dazzle will have plenty of time to save an ally with Shallow Grave from gank by Io and it's Tethered target.
* Shadow Wave will always hit both, Io and it's Tethered target if they are near the ally Dazzle uses Shadow Wave on, while healing Dazzle's allies near them. Aghanim's Scepter upgraded Shadow Wave allows Dazzle Shadow Wave directly on Io and it's Tethered target which can also bounce on both, Io and it's tethered target, causing them both to take damage and to be attacked by Dazzle. And unlike Io who doesn't get healed while using Tether, Shadow Wave will always heal Dazzle no matter on which of his allies he uses it on.
* Bad Juju will cause both, Io and it's tethered target to lose armor every time Dazzle casts a spell while strengthening armor of Dazzle's allies.
* Soulbind can target both Io and its Tethered ally, allowing Grimstroke and his team to target both with single target spells. Should Io try to Relocate, Phantom's Embrace can stop its channel to prevent escape.
Additional:
* Grimstroke can catch Io and his Tethered ally easily with Soulbind as Io has a tendency to Tether himself with an ally frequently, which also makes them easier targets for Soulbind.
* Io is highly vulnerable to disables. Hence, Grimstroke's Phantom's Embrace is a great ability to hinder Io's potential.
* 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 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 both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect: Beastmaster, Broodmother, Chaos Knight, Lycan, Naga Siren, Nature's Prophet, Phantom Lancer, Shadow Shaman, Terrorblade, Visage, Warlock, Wraith King.
* 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 both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect: Beastmaster, Broodmother, Chaos Knight, Lycan, Naga Siren, Nature's Prophet, Phantom Lancer, Shadow Shaman, Terrorblade, Visage, Warlock, Wraith King.
* 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.
* Fragile heroes: Bounty Hunter has decent nuking capabilities with Shiruken Toss and Jinada thus making fragile heroes easy picks for ganking. Few examples of such heroes are:Crystal Maiden, Pugna, Skywrath Mage, Io, Witch Doctor, etc.
* 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 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 both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect: Beastmaster, Broodmother, Chaos Knight, Lycan, Naga Siren, Nature's Prophet, Phantom Lancer, Shadow Shaman, Terrorblade, Visage, Warlock, Wraith King.
* 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.
* Squishy heroes (Io, Crystal Maiden, Lina...), as Earth Spirit can deal tons of damage with Magnetize.
* 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 either magical, physical or pure damage burst: Bane, Ember Spirit, Leshrac, Lina, Luna, Nyx Assassin, Phantom Assassin, Skywrath Mage, Tinker, Ursa, Void Spirit.
* Heroes that are hard to gank: Axe, Death Prophet, Phantom Lancer, Slark, Centaur Warrunner, Bristleback, Medusa, Mars.
* A well-timed use of The Swarm provides vision over heroes with high mobility: Anti-Mage, Arc Warden, Dark Seer.
* 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, Muerta, Dazzle.
* Heroes that are hard to gank: Axe, Death Prophet, Phantom Lancer, Slark, Centaur Warrunner, Bristleback, Medusa, Mars.
* Heroes that can easily bypass Io's allies to get to Io: Riki, Tusk, Clinkz, Sniper, Slark, Phantom Assassin, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, Spirit Breaker, Lifestealer.
* Heroes whose abilities can affect multiple enemies at once: Dawnbreaker, Ember Spirit, Lina, Luna, Jakiro, Leshrac, Invoker, Muerta, Dazzle.
* 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.
* 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.
* Thirst allows Bloodseeker to see where Io relocated to, should either Io or the tethered hero have low health.
* Rupture forces Io to stay in place, preventing it from using the Tether bonus movement speed to escape.
* Heroes with illusion and clone abilities may confuse Bloodseeker, causing him to waste time in fights: Phantom Lancer, Chaos Knight, Arc Warden
* Fireblast is a good tool to interrupt Io during its escapes through Tether.
* Ignite can be one of the few spells with enough total damage to out-trade the sustained healing Io provides for its fellow laner.
* However, picking other supports that focus less on the laning phase is generally a better choice against Io.
* Arc Warden's Tempest Double is helpful for killing Ogre Magi who lacks AoE damage and disables.
* Charge of Darkness can be used to escape or counter-initiate against a Relocate gank.
* Greater Bash and Nether Strike is devastating due to Io's low armor, and can even knock it away from his Tethered target.
* Heroes that can slow Charge of Darkness by a huge amount: Venomancer, Viper, Dazzle, Arc Warden, Lion, Huskar, Shadow Shaman, Visage, Undying, Jakiro.
* 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
* Drow Ranger's lack of escape abilities makes her an easy target for Relocate ganks.
* 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.
* Phoenix's limit AoE, damage-over-time abilities give Io plenty of time to save allies with Relocate.
* 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 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.
* 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.
* 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.
* Tether and Overcharge makes it much harder for Pudge to kill a target with Meat Hook, and Relocate can save the Io's ally while Dismember is being channeled.
* 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 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.
* Io can escape from Pit of Malice with Tether or Relocate.
* Relocate can counter Dark Rift's split pushing.
* 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.
* Take Aim and Assassinate allow Sniper to reach Io even if it stays in the backline.
* Heroes with high mobility can approach Sniper: Anti-Mage, Earth Spirit, Io, Nature's Prophet, Pangolier, Puck, Queen of Pain and most notably Riki.
* 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.
* 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.
* Arc Warden's Magnetic Field dodges all damage from Death Ward.
* 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.
* 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
* 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.
* Heroes with both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect: Beastmaster, Broodmother, Chaos Knight, Lycan, Naga Siren, Nature's Prophet, Phantom Lancer, Shadow Shaman, Terrorblade, Visage, Warlock, Wraith King.
* Nature's Prophet is extremely easy to gank with Relocate while he's split pushing.
* Tether on a friendly unit can destroy Nature Prophet's trees should he surround himself with Sprout as a defense.
* Duel is very effective against Io due to its low health and armor.
* Heroes who rely on summons will see them destroyed easily by Overwhelming Odds: Lycan, Arc Warden, Warlock, Chen
* Tethered heroes are much harder for Legion Commander to kill in Duels.
* Relocate can cancel Duels and save allies.
* Magnetic Field prevents Legion Commander from getting wins with Duel.
Additional:
* Magnetic Field prevents Legion Commander from easily gaining wins with Duel.
* Heroes that are hard to gank: Axe, Death Prophet, Phantom Lancer, Slark, Centaur Warrunner, Bristleback, Medusa, Mars.
* 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.
* Terrorblade can easily take advantage of Io's weak durability with Reflection and Metamorphosis.
* As Io relies on boosting his and his Tethered target's attack speed with Overcharge, Terrorblade can take advantage of this with Reflection, which can damage and slow both, Io and his Tethered target.
* Spirits's weak area-of-effect makes it a bad tool to deal with Terrorblade's illusions from Conjure Image and Manta Style.
* Io's damage output is one of the weakest, therefore Terrorblade will have plenty of time to save himself with Sunder.
* However, Terrorblade has no way of stopping Io to escape with Tether or to stop both, Io and his Tethered target to escape with Relocate besides Terror Wave from Aghanim's Scepter.
Additional:
* Terrorblade can easily take advantage of Io's weak durability with Reflection and Metamorphosis.
* As Io relies on boosting his and his Tethered target's attack speed with Overcharge, Terrorblade can take advantage of this with Reflection, which can damage and slow both, Io and his Tethered target.
* Spirits's weak area-of-effect makes it a bad tool to deal with Terrorblade's illusions from Conjure Image and Manta Style.
* Io's damage output is one of the weakest, therefore Terrorblade will have plenty of time to save himself with Sunder.
* However, Terrorblade has no way of stopping Io to escape with Tether or to stop both, Io and it's Tethered target to escape with Relocate besides Terror Wave from Aghanim's Scepter.
* 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.
* Homing Missile can be used to cancel escape attempts with Relocate.
* Flak Cannon allows Gyrocopter to attack both, Io and his Tethered target, especially when upgraded with Aghanim's Scepter.
* Rocket Barrage and Call Down allow Gyrocopter to deal serious damage to both Io and his Tethered target.
Additional:
* Homing Missile can be used to cancel escape attempts with Relocate.
* Flak Cannon allows Gyrocopter to attack both, Io and his Tethered target, especially when upgraded with Aghanim's Scepter.
* Rocket Barrage and Call Down allow Gyrocopter to deal serious damage to both Io and his Tethered target.
* Magnetic Field evades most of Gyrocopter's attacks.
* 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.
* Tether helps Io escape from Earthbind even if Meepo has Blink Dagger.
* Io's Spirits can pressure Meepo while laning and will usually hit at least one of his clones.
* Heroes with both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect: Beastmaster, Broodmother, Chaos Knight, Lycan, Naga Siren, Nature's Prophet, Phantom Lancer, Shadow Shaman, Terrorblade, Visage, Warlock, Wraith King.
* Arc Warden with his Magnetic Field will protect allies from Mass Serpent Ward.
To start select enemy heroes in the field above. It's intended to be used with multiple heroes. The more enemy heroes you provide the better results you will get.
This website was made to help you in pick stage of online game Dota 2. It calculates rating for each possible counterpicks based on tips from web-based database made up entirely of user contributions Dota 2 wiki.
You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
Take it with a bit of grain of salt, especially if the recommendation has a low rating (<= 1), some heroes
may win a lane in an early game but would lose in late game (and vice versa). That's why sometimes
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Io
* Lich's Chain Frost forces Io to either give up providing buff to his ally with Tether or suffer devastating damage with his Tethered ally.
* Lich can easily use Sinister Gaze to disable Io from getting away with Tether or Relocate.
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.