* Juggernaut deals most of his damage in the melee range and has no gap-closer. Sniper can easily harrass Juggernaut from afar with his long-ranged attacks and {Ability ID:Headshot|Sniper|16px} procs.Should Juggernaut decide to advance,Sniper has enough time to react and back off.
* Sniper's long range attack can destroy Healing Ward from a safe range, preventing any healing done to Juggernaut and/or his teammates.
* However, if Sniper is badly positioned, Juggernaut can easily terminate him.
* Sniper can easily destroy Plague Ward from long range.
* Nature's Call can be used to tank Omnislash in the early to mid game due to their high health pool combined.
* Sprout can trap Juggernaut, even if he is using Blade Fury. Aghanim's Shard upgraded Sprout can also prevent Juggernaut from escaping if he buys Battle Fury.
* Once Nature's prophet reach lv 20 with leash talent on Sprout, he can stop Juggernaut from escaping with Blade Fury and TPing away.
* Nature's Prophet can farm and push much faster than Juggernaut, acquiring map control before he can do much.
* Teleportation allows Natures Prophet to save himself from the damage over time of Venomous Gale, Poison Sting and Poison Nova.
* Plague Wards can be destroyed with Nature's Prophet's Treants.
* Duel pierces spell immunity and forces him to attack Legion Commander, making him unable to use Omnislash.
* Heroes rely on their debuff to control the opponent will have a hard time against Press the Attack: Venomancer, Earth Spirit, Ogre Magi
Additional:
* Press the Attack dispels Venomous Gale and Poison Sting from Legion Commander or her teammates.
* Venomancer is an ideal target for Duel due to his lack of mobility and low starting health.
* 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.
Additional:
* Be ready to save an ally from Omnislash with your Disruption.
* Spawning Juggernaut's illusions is a great deal, as his base attack time is low and he has a critical strike. Illusions will benefit from both.
* Demonic Purge will prevent Juggernaut's desperate attempt to flee using Blade Fury. However, it cannot stop him if he is using Town Portal Scroll.
* In the laning stage, making illusions of Venomancer will turn his Poison Sting back at him, making for an easy gank at level one, and for later when your mid comes for ganks.
* Drow Ranger can use Gust to push back Juggernaut before he can get in range to use Omnislash or Blade Fury.
* 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.
* Heroes with escaping and disjointing abilities can be good against Juggernaut:Anti-Mage Riki, Queen of Pain, Puck, Storm Spirit, Ember Spirit, Slark etc.
Additional:
* Blade Fury does not offer any protections against Essence Shift, as it can go through spell immunity and reduces attribute.
* Slark can pounce away from Juggernaut and he cannot prevent or chase slark.
* Shadow Dance prevent Juggernaut from using Omnislash altogether, while regen himself at a higher rate. Slark can freely hit juggernaut without any fears of retaliation.
* Dark Pact can dispel Venomous Gale and Poison Sting.
* Shadow Dance allows Slark heightened regeneration when out of vision making DoTs effects less threatening.
* Decrepify prevents Omnislash damage, until Juggernaut gets a Nullifier.
* Without a disable, Pugna's high movement speed makes it harder to chase him with Blade Fury.
* Juggernaut has low mana and his skills cost large amount of mana. Nether Ward will hurt him more and even worse, the damage from the ward is inflicted before the Spell immunity provided by Blade Fury.
Additional:
* Decrepify is the perfect tool against Omnislash until he gets a Nullifier, and even then he will probably waste a couple of slashes before he uses it.
* Without an extra disable, Pugna's high movement speed makes it impossible to chase him with Blade Fury.
* Unlike some other carries like Slark or Phantom Assassin, Juggernaut's spells cost a hefty amount of mana and he will seriously get hurt by Nether Ward. Don't forget the damage from the ward is inflicted before the spell immunity is provided by Blade Fury.
* 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.
* Heroes with escaping and disjointing abilities can be good against Juggernaut:Anti-Mage Riki, Queen of Pain, Puck, Storm Spirit, Ember Spirit, Slark etc.
* Venomancer's damage-over-time abilities do little damage against Counterspell.
* Blink helps Anti-Mage get away from Venomancer's slows.
Additional:
* Counterspell provides magic resistance, diminishing the effectiveness of Venomancer's spells.
* Venomancer's lack of hard disable allows Anti-Mage to use Blink, circumventing the slows Venomancer depends on.
* 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.
* Venomancer's damage-over-time abilities are easier to heal through with numerous Shadow Waves than other types of damage, and it's simple to time a Shallow Grave until the last possible second to save a teammate from them.
* 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.
* Snowball can be used to save allies or himself during Venomous Gale and Poison Nova.
* Venomancer lacks mobility and has low base health, so he can be killed by Walrus PUNCH!
* In general, heroes that deal burst in multiple instances will trigger Borrowed Time and heal Abaddon for a large amount, such as Skywrath Mage, Techies, Juggernaut, Shadow Shaman, or Ogre Magi.
* Heroes that deal damage over time will also fail to bring down Abaddon and his allies, such as Huskar, Venomancer, or Phoenix.
Additional:
* Borrowed Time & Aphotic Shield can dispel Venomous Gale and Poison Sting.
* 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.
* Fortune's End and False Promise easily dispel many crippling debuffs, such as Venomancer's Venomous Gale, or Skywrath Mage's Ancient Seal.
Additional:
* 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.
* Heroes with escaping and disjointing abilities can be good against Juggernaut:Anti-Mage Riki, Queen of Pain, Puck, Storm Spirit, Ember Spirit, Slark etc.
* Squishy heroes or heroes without hard disables or silences: Shadow Demon, Shadow Fiend, Venomancer, Ancient Apparition etc.
* Fury Swipes is not protected by Blade Fury and allows Ursa to harass Juggernaut anytime.
* Enrage reduces the damage taken from Omnislash.
* Omnislash spreads on both the bear and the druid, allowing them to survive.With enough levels,the bear can soak the ability alone and possibly dragging him to a dangerous location.
* Juggernaut cannot manfight the duo in the early game,because of their tankiness. If opposed in lane,Lone Druid can shut him down.
* Venomancer is a low health hero and low range hero who is easy to harass with Ion Shell on a creep in the early game.
* Venomancer depends entirely on all his slows to keep distance or chase, but since Surge ignores slows, it is nearly impossible for Venomancer to hunt or run away from Dark Seer or his surged teammates.
* Enigma's Eidolons from Demonic Conversion can help soak Juggernaut's Omnislash in the early game, mitigating the damage and wasting it on disposable summons. Should Juggernaut choose to kill Enigma's Eidelons with Blade Fury, he will leave himself open to Enigma's disables.
* Enigma's Black Hole and Midnight Pulse's damage and disable can pierce through Juggernaut's Blade Fury.
Additional:
* Enigma's Eidolons can absorb Omnislash damage, wasting its damage potential.
* Black Hole and Midnight Pulse damage pierces Blade Fury, especially when he tries to escape with it.
* Corrosive Skin means Viper can often outlast Venomancer in a battle of attrition.
* Venomancer has no mobility without items, which makes him vulnerable to constant slows.
* Voodoo Restoration heals to counter damage over time of Poison Nova and Poison Sting.
* Troll Warlord's ability to attack as a ranged hero allows him to destroy Juggernaut's Healing Ward from afar.
* Battle Trance, when activated during Omnislash, allows Troll Warlord to survive the full duration of Omnislash and retaliate once it is over.
* Meat Hook can hit and displace Juggernaut during his Blade Fury.
* Dismember pierces Juggernaut's spell immunity from Blade Fury.
* Primal Beast can use Uproar to tank a portion of Omnislash, making him much more likely to survive it. Primal Beast can also charge away from Omnislash using Onslaught as the spell ends.
* Blade Fury will never do more damage than Uproar once the stacks are activated.
* Primal Beast is very commonly buying items that are good against Juggernaut, such as Ethereal Blade and Heart of Tarrasque.
* Primal Beast has one of the few ultimates that can prevent Juggernaut from spinning away with a teleport.
* Blade Fury will not protect Juggernaut against Chronosphere or Time Lock.
* Faceless Void can Time Walk out of the range of Omnislash at all points of the game and with ease.
* While Blade Fury is on cooldown, Juggernaut can be easily killed by a standard Chaos Bolt & Reality Rift combo.
* Phantasm illusions can tank Omnislash.
* 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.
* 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 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 escaping and disjointing abilities can be good against Juggernaut:Anti-Mage Riki, Queen of Pain, Puck, Storm Spirit, Ember Spirit, Slark etc.
* With the exception of Magic Missile (unless the player takes the Level 25 Talent "Magic Missile Pierces Spell Immunity"), all of Vengeful Spirit's spells ignore Spell Immunity. This also makes her good against heroes with built-in Spell Immunity like Lifestealer or Juggernaut or heroes that tend to pick up Black King Bar, like Sven.
* 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.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables: Anti-Mage, Clinkz, Drow Ranger, Faceless Void, Gyrocopter, Juggernaut, Meepo, Mirana, Monkey King, Morphling, Phantom Assassin, Phantom Lancer, Riki, Shadow Fiend, Slark, Sniper, Terrorblade, Troll Warlord, Weaver.
Additional:
* Fiend's Grip pierces spell immunity, rendering Blade Fury nearly useless.
* Chaotic Offering can stop heroes who like to use spell immunity and teleport scrolls to safely farm during the early to mid game, since it stuns and also goes through spell immunity. Notable examples: Juggernaut, Lifestealer.
* 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 that rely on right-clicks will find themselves unable to damage opponents seriously after being affected by Static Link, like Sven, Bloodseeker, and Juggernaut.
* 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 escaping and disjointing abilities can be good against Juggernaut:Anti-Mage Riki, Queen of Pain, Puck, Storm Spirit, Ember Spirit, Slark etc.
* Heroes with damage-over-time abilities easily allow Bristleback to turn his back in order to proc Bristleback continuously and to massively reduce to damage dealt to him: Arc Warden, Venomancer, Luna.
* 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.
* Illusion-based heroes are effective against Omnislash and Juggernaut's single-targeted damage: Naga Siren, Chaos Knight, Terrorblade,Phantom Lancer.
* Sunder can prevent Terrorblade's or an ally's death by swapping health, making damage-over-time abilities inefficient. Heroes that rely on damage-over-time abilities like Venomancer and Huskar will have a hard time against Sunder.
Additional:
* Reflection illusion will apply Poison Sting back towards Venomancer.
* Conjure Image and Metamorphosis will make quick work of Plague Wards.
* While ticking down from Poison Nova, Terrorblade can wait until the last possible moment to Sunder a target, either friend or foe.
* Heroes whose core item builds includes Monkey King Bar: Faceless Void, Windranger, Weaver, Juggernaut.
* Illusion-based heroes are effective against Omnislash and Juggernaut's single-targeted damage: Naga Siren, Chaos Knight, Terrorblade,Phantom Lancer.
* Guardian Angel completely negates all physical damage, including Omnislash.
Additional:
* Omnislash (and Swiftslash) is blocked by Guardian Angel.
* Heroes who can harass Omniknight out of lane will keep him weak in the mid game: Viper, Venomancer, Clinkz.
* 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.
* Dark Rift allows Underlord to transport allies from poison damage-over-time to the fountain.
* Underlord usually buys Pipe of Insight that gives a magic resistance to allies, inhibiting the damage from Venomancer abilities.
* Heroes with spell immunity abilities won't be caught inside by Pit of Malice: Juggernaut, Lifestealer.
* 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.
* Astral Imprisonment allows Outworld Destroyer to save himself or his teamates during Omnislash.
* Juggernaut's low mana from his low intelligence gain means that he'll take a lot of damage from Sanity's Eclipse.
* Heroes with built-in spell immunity can become immune to all of Outworld Destroyer's spells: Lifestealer's Rage and Juggernaut's Blade Fury.
* Venomancer has low health, which makes him vulnerable to Lina's heavy magic damage.
* Fiery Soul attack speed bonus removes Plague Wards easily in all stages of the game.
* Heroes with spell immunity unless Lina chooses to play Carry role like Lifestealer with Rage and Juggernaut with Blade Fury.
* Juggernaut can trigger Proximity Mines while in Blade Fury, and can walk away from a initiation with Blast Off if Blade Fury is activated before the silence.
* Juggernaut ignores Reactive Tazer when he uses Omnislash, whether Techies used it to protect an ally or themselves.
* Plague Wards may reveal a hiding Techies. If there's a sentry nearby, they may also reveal a stack of mines hidden in a juking spot.
* Blade Fury dispels the slow from Enchant, and can burst Enchantress down during the laning stage.
* Omnislash and Swiftslash's physical damage burst ignore untouchable.
* Silver Edge is a common item for Juggernaut for dealing with Untouchable.
Additional:
* Blade Fury dispels the slow from Enchant, spell immunity and used to burst her down during the early laning stage.
* Omnislash and Swiftslash's physical damage burst ignore Untouchable.
* Silver Edge is an ideal item for Juggernaut to deal with Untouchable, making her vulnerable to melee attacks.
* Untouchable won't mitigate Venomancer's magical damage, and Enchantress is vulnerable to magic damage.
* Both Venomous Gale and Poison Nova lower the amount of healing received by Enchantress and her allies from Nature's Attendants.
* Juggernaut's Healing Ward can help save allied supports when Spectre attempts a Haunt kill.
* Juggernaut has a stronger push potential than Spectre, enabling him to end the game early before Spectre can come online.
* Spectre is often paired with two supports that are often weak against Juggernaut.
* Juggernaut also tends to build a Manta Style, which can prevent Desolate from taking effect.
* Juggernaut is invulnerable against Dispersion while using Omnislash.
* Venomancer's poison damage over time is very effective against Spectre, who tends to lack magic resistance during the early to mid game.
* Venomancer's multiple slows greatly reduces Spectre's movement speed and mobility.
* Plague Wards can scout out Spectre while she is hiding in trees.
Additional:
* Venomancer's poison damage-over-time are very effective against Spectre, which is lack of magic resistance from early to mid game.
* Venomancer's multiple slows greatly reduces Spectre's low mobility, even through Spectral Dagger.
* Plague Wards reveals Spectre while she is hiding on trees.
* Blade Fury grants spell immunity and also allows him to deal massive magical damage, both of which are Muerta's general counters.
* However, Juggernaut has no way of hurting Muerta through Pierce the Veil outside of Blade Fury, Juggernaut's only source of dealing magical damage. And unlike other abilities and items that turn the user ethereal, Pierce the Veil cannot be dispelled at all, making Nullifier useless for Juggernaut. This forces Juggernaut to buy Revenant's Brooch.
* Heroes that commonly attack ethereal units will not have any problems against Muerta's Pierce The Veil: Tinker, Jakiro, Lina, Luna, Pugna or Ogre Magi, Enigma, Batrider, Techies, Broodmother, Dawnbreaker, Shadow Shaman, Bane, Tinker, Venomancer, Arc Warden.
* Blade Fury makes Juggernaut immune to all Nyx's abilities, except Vendetta.
* Omnislash. and Swiftslash can burst Nyx down, ignoring Spiked Carapace. However, Vendetta can be used to escape, canceling Omnislash/Swiftslash.
Additional:
* Juggernaut's entire skillset greatly counters Nyx Assassin's Spiked Carapace, his most important ability.
* Blade Fury allows Juggernaut to freely attack Nyx Assassin, and deal heavy damage to Nyx Assassin. Nyx Assassin cannot counter Blade Fury with Spiked Carapace because Blade Fury gives Juggernaut spell immunity. And besides Vendetta, Nyx Assassin has no other way of dealing damage to Juggernaut while he is spell immune.
* Healing Ward allows Juggernaut to recover himself and his allies from Nyx Assassin's damage output.
* Omnislash and Swiftslash from Aghanim's Scepter can quickly finish off Nyx Assassin. And just like Blade Fury, Nyx Assassin cannot counter neither Omnislash and Swiftslash from Aghanim's Scepter with Spiked Carapace because both abilities render Juggernaut invulnerable. And if Nyx Assassin has no Vendetta available to use for escaping, both abilities will kill him very quickly before he can do anything.
* Overall, any attempt for Nyx Assassin to gank and kill Juggernaut will hurt Nyx Assassin more than Juggernaut.
* 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.
* Juggernaut with Blade Fury
* 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.
* Venomancer's magical damage-over-time poisons greatly reduce Bounty Hunter's mobility.
* Venomous Gale, combined with Plague Wards and Poison Nova with True Sight items can allow Venomancer and his teammates to gank Bounty Hunter while he is roaming alone.
* Slardar can attack through Plague Wards and gain Bash of the Deep charges, and Templar Assassin can spill Psi Blades through Plague Wards too.
* Blade Fury's damage over time dispels Refraction almost instantly.
* Juggernaut's high armor allows him to survive for long enough to remove Refraction and threaten her with Omnislash as long as he or his team carries detection.
* Templar Assassin's short attack range makes it difficult for her to target a well-placed Healing Ward. She cannot splash onto it with Psi Blades.
* Venomancer's entire arsenal deals lingering damage over a long time and therefore burns through her Refraction very quickly. Not only that, his persistent slow from Poison Sting (it can be re-applied again and again with Plague Ward) allows his team to catch up to her even with the disruption from her Psionic Trap.
Additional:
* Venomous Gale and Plague Wards allow to quickly melt through Refraction charges.
* Both Poison Nova and Venomous Gale hit invisible units, so Meld cannot be used defensively.
* Plague Wards are very hard for Batrider to play against as they provide a lot of vision as well as disable Blink Dagger for a long duration.
* Blade Fury makes Juggernaut immune against all of Snapfire's spells and allows him to get closer.
* A well-timed Omnislash allows Juggernaut to dodge Snapfire's spells, and she has no way to deal with it.
* Venomancer's magical damage-over-time poisons will constantly put Tree Dance on cooldown, greatly diminishing Monkey King's mobility.
* Venomous Gale and Poison Nova will hit Monkey King when he is perched on a tree, or disguised with Mischief.
* However, Venomancer is also easily ganked by Monkey King if caught by surprise.
Additional:
* Venomancer's magical damage-over-time poisons putting Tree Dance on cooldown, greatly diminishing Monkey King's mobility.
* Venomous Gale and Posion Nova will hit Monkey King when he is perched on a tree, or disguised by Mischief.
* Blade Fury, similar to Rage, grants immunity to Invoker's spells and can dispel some debuffs as well.
* Omnislash renders Juggernaut invulnerable to Invoker's spells and can easily take Invoker down.
Additional:
* Juggernaut's instant spell immunity from Blade Fury. helps him dodge Invoker's combos. He can dispel the disables from Cold Snap and Deafening Blast and dodge the damage from Chaos Meteor, as well as walk through Ice Wall.
* Juggernaut's high DPS allows him to kill split pushing Forge Spirit(s) effortlessly, and his high armor prevents them from being a threat to him.
* However, Invoker can hit Juggernaut with Sun Strike through Blade Fury, making the Tornado and Sun Strike combo a threat if he does not dodge Tornado.
* Similar to Night Stalker, Venomancer can simultaneously scout Magnus hiding in trees and put Blink Dagger on cooldown with Plague Ward, which gives Magnus problems when trying to blink in and initiate.
Additional:
* Venomancer can simultaneously scout Magnus hiding in trees and putting Blink Dagger on cooldown with Plague Wards, which makes Magnus real problems to blink and initiate.
* Blade Fury and Omnislash allows Juggernaut to avoid Gyrocopter's area attacks entirely.
* 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 spell immunity or pseudo-blinks which provide invulnerability: Lifestealer, Juggernaut, Omniknight, Huskar, and Tusk have spells which allow them to easily escape Dream Coil.
* Unless Puck is facing the direction he wants to blink while in Phase Shift, the Venomous Gale and Noxious Plague combo consistently ticks many times over several seconds, making it very difficult to use Blink Dagger towards the other direction. Puck's slow turning rate makes this even worse.
* Venomancer can use Plague Wards to reveal Puck's position before he even gets a chance to initiate.
* None of Zeus's abilities can damage a Juggernaut in Blade Fury.
* Zeus's short attack range makes it difficult for him to target a well-placed Healing Ward. His frequent use of Arc Lightning will have almost no effect on allies being healed by Juggernaut.
* Zeus has no way to defend himself, even if Juggernaut cannot use Blade Fury. He can be easily taken out if cornered, sometimes even without Omnislash.
Additional:
* Blade Fury negates all magical damage from Zeus.
* Omnislash can easily take down Zeus. However, be aware that most players will get a Eul's Scepter of Divinity or a Ghost Scepter against Juggernaut.
* Blade Fury protects Juggernaut from all of Tiny's magic burst damage.
* Because of her low range, Luna cannot easily destroy Healing Ward.
* Both Blade Fury and Omnislash are direct counters to Eclipse, offering Juggernaut spell immunity and invulnerabilty. Therefore, Luna will need assistance in taking down Juggernaut as going solo will not be successful.
* For the same reasons, Juggernaut makes a very powerful ally for Luna when they are in the same team.
* Kraken Shell provides no protection against Omnislash or Swiftslash.
* If timed correctly, Omnislash, Swiftslash and Blade Fury are all capable of dodging Ravage, giving Juggernaut several tools to render your strongest ability moot.
* Blade Fury is an effective way to harass Tidehunter in the laning stage as Tidehunter has no means of getting Juggernaut away from him. Healing Ward also greatly minimizes Tidehunter's ability to harass Juggernaut.
* Blade Dance minimizes the effectiveness of Anchor Smash's damage reduction.
* Juggernaut's high attack speed lets him destroy a Supernova easily. He can even attack a Supernova during Blade Fury with his regular attacks.
* Blade Fury protects Juggernaut from all of Phoenix's spells (except Supernova, which pierces spell immunity).
* Blade Fury can also dispel the attack speed slow from Fire Spirits and the movement speed slow from Icarus Dive.
* Phoenix's Icarus Dive will not protect it from Omnislash unless it dives into creeps, and Phoenix's low armor makes for an easy kill.
* Blade Fury dispels most of Dark Willow's abilities, allowing Juggernaut to pass through Bramble Maze and cancel out Cursed Crown before the stun occurs.
* However, Dark Willow can tank Omnislash with Shadow Realm. As she is a valid target, but invulnerable to right clicks.
Additional:
* None of Dark Willow's spells pierce Spell Immunity, making Blade Fury a good counter against her. Additionally, it dispels Cursed Crown and Bramble Maze.
* Dark Willow is generally fragile, which results in Omnislash being devastating against her.
* However, if Shadow Realm is activated during Omnislash, then the attack damage is negated (though Omnislash can still jump to other enemies).
* Blade Fury allows Juggernaut to simply move out of Kinetic Field and to dodge Glimpse.
* Blade Fury negates Kunkka's X Marks the Spot.
* Kunkka has no way to dodge Omnislash.
* Kunkka has no way to hit Healing Ward directly in battle, and it mitigates Ghostship and Tidebringer's damage.
* Venomancer's slows and magical damage-over-time works well against Earthshaker's which completes lack of mobility.
* Plague Wards are useful for slowing and kitting down Earthshaker, revealing him from initiating and re-initiating and putting his Blink Dagger on cooldown if Venomancer has vision over Earthshaker.
Additional:
* Earthshaker can be kited by Venomancer's slows, which is lack of mobility.
* Plague Wards is very useful for slowing and kitting down Earthshaker, revealing him from initiating and re-initiating and putting his Blink Dagger on cooldown.
* Juggernaut is invulnerable while using Omnislash, meaning that neither Blade Mail or Power Cogs will save Clockwerk, this is especially common during the early laning phase.
* Blade Fury will also ignore any damage dealt by Battery Assault, as well as dealing heavy damage. As long as Juggernaut has mana to cast it.
* Overall, any attempt for Clockwerk to trap Juggernaut with Power Cogs will hurt him a lot more than the other way around.
* Blade Fury makes Juggernaut immune to Elder Titan's stun, so there is a high chance he wont get caught in your ultimate although Earth Splitter pierces spell immunity.
* Venomous Gale, Poison Sting and Poison Nova deal damage over time and will chip away at Gravekeeper's Cloak in addition to slowing an already sluggish hero.
* Venomancer's normal attacks deal Poison Sting and will chip away at Gravekeeper's Cloak.
* Juggernaut and Lifestealer have abilities (Blade Fury and Rage respectively) that prevent Crystal Maiden from using her spells on them in the early game, before Black King Bar and other magical reduction is even an issue.
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion, Crystal Maiden ,Venomancer etc.
* 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.
* Heroes that can slow Charge of Darkness by a huge amount: Venomancer, Viper, Dazzle, Arc Warden, Lion, Huskar, Shadow Shaman, Visage, Undying, Jakiro.
* Heroes with mobility/escape mechanisms to dodge Ancient Apparition abilites, or to easily jump on him: Riki, Queen of Pain, Phantom Assassin, Windranger, Bounty Hunter, Spirit Breaker, Night Stalker, Storm Spirit, Juggernaut, etc.
* Heroes with spell immunity: Juggernaut, Pangolier, Huskar.
* Heroes that can apply early pressure before Phantom Assassin has farm are massive threats: Axe, Viper, Meepo, Jakiro, Pugna, Slark, Venomancer etc.
* Skywrath's pitiful defences also make him easy meat to heroes with high burst like Juggernaut, Lion, or Phantom Assassin, the latter occasionally downing a support Skywrath in a single Stifling Dagger.
* Heroes with stronger lane presence that can threaten to kill him: Batrider, Juggernaut, Ursa, Monkey King, Razor.
* Heroes that build Diffusal Blade or can fit it well into their item build will also make Medusa much less tanky: Riki, Naga Siren, Terrorblade, Juggernaut, Spectre, Slark.
* 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.
* Venomancer's damage over time can force Chen to use Hand of God prematurely, potentially wasting a chance to save his allies during a teamfight.
* Venomancer's Poison Nova, Venomous Gale and Plague Ward can easily kill Chen's creeps.
* Illusion-based heroes are effective against Omnislash and Juggernaut's single-targeted damage: Naga Siren, Chaos Knight, Terrorblade,Phantom Lancer.
* Blade Fury offers good AoE damage to clear illusions and can hurt the real Naga Siren as well if she chooses to blend in the illusions. Diffusal Blade does nothing to Juggernaut either when he uses Blade Fury.
* Aghanim's Shard upgraded Blade Fury along with Lv 20 DPS talent will shred all illusions almost instantly, especially when combined with Mjollnir, a common item for Juggernaut.
* Vulnerable spellcasters with no escape mechanisms are easy targets for Huskar: Lich, Crystal Maiden, Silencer, Keeper of the Light, Venomancer, etc.
Additional:
* Huskar can easily regenerate lost health from DoT spells through Berserker's Blood rendering them ineffective
* Venomancer has little armor and mobility, and rarely builds Linken's Sphere, so he is quite vulnerable to Life Break.
* Blade Fury makes Juggernaut immune to the damage from Life Break and Burning Spears.
* It can be instantly activated the second Juggernaut sees Huskar flying towards him with Life Break, blocking all damage.
* Healing Ward effectively negates any damage-over-time from Burning Spears.
* Huskar has no defense against Omnislash and takes heavy damage due to his low armor.
* Keeper of the Light's Blinding Light makes Juggernaut miss his attacks. However, it can be dispelled easily with Blade Fury.
* Juggernaut's Healing Ward keeps his team healthy even when pushing against Keeper of the Light's Illuminate.
* Blade Fury can dispel Blinding Light, as well as dodge an incoming Illuminate. Juggernaut can attack towers during Blade Fury, so he can dodge an Illuminate without having to stop pushing.
* Should Keeper of the Light obtain Will-o-Wisp through purchasing an Aghanim's Scepter, Juggernaut can make quick work of Ignis Fatuus without being interrupted by its pull.
* Keeper of the Light has low health, low armor, and no natural defense against Blade Fury.
Additional:
* Blade Fury allows him to be immune to all of Ezalor's abilities.
* Healing Ward heals his entire team, mitigating Ezalor's weak magical burst damage.
* Heroes who rely on physical damage are easily negated by Ghost Shroud: Phantom Assassin, Wraith King, Juggernaut.
* Blade Fury blocks the damage done by Death Pulse and Reaper's Scythe. Additionally, Ghost Shroud decreases Necrophos's magic resistance, making him take more damage from Blade Fury.
* Juggernaut's Omnislash is meaningless for Meepo who can share the damage across clones to save other allies.
* Aggressively Poofing and Earthbinding is not going to end well against Venomancer, as he will be an easy target for Noxious Plague.
* Venomancer's constant slows greatly reduce Meepo's mobility.
* Heroes who rely on fast attack speed will also trigger Counter Helix frequently: Faceless Void, Troll Warlord, Anti-Mage, Juggernaut, Arc Warden, Morphling
Additional:
* Berserker's Call pierces spell immunity, making a Blade Fury teleport escape impossible. It's very useful against Omnislash as well.
* Juggernaut's low base health and high attack speed causes him to take a lot of damage from Counter Helix.
* Axe is a common Blade Mail and Blink Dagger carrier making him a very big potential threat before Juggernaut get his items.
* Venomancer's slows and magical damage-over-time work well against Axe's complete lack of mobility.
* Plague Ward is especially useful for slowing down Axe, and revealing him before he initiates, as well as putting his Blink Dagger on cooldown.
Additional:
* Venomancer's slows and magical damage-over-time work well against Axe's complete lack of mobility.
* Plague Wards is especially useful for slowing down Axe, and revealing him before he initiates, as well as putting his Blink Dagger on cooldown.
* For the same reasons, Venomancer is a good ally for Axe when the situation is reversed.
* Bulwark mitigates Omnislash which deals physical damage, severely reducing its damage.
* Omnislash switch to opposite direction with each slash, so Mars can easily reduce most of its damage.
* However because {Ability ID:Blade Fury|Juggernaut} gives spell immunity Juggernaut can easily escape from {Ability ID:Arena Of Blood|Mars}.
Additional:
* Juggernaut deals mostly physical damage, which is easily mitigated with Bulwark.
* Juggernaut's Omnislash switches to opposite directions which each slash, so Mars can mitigate most of its damage since he only takes full damage from one direction: his back.
* Venomancer's spells all deal magical damage, ignoring Bulwark.
* Venomancer's multiple slows are especially effective at kiting Mars.
* Plague Ward can attack through Arena Of Blood.
Additional:
* Venomancer's poison attacks are all magical damage, ignoring Bulwark.
* Venomancer's multiple slows are especially effective against Mars' low mobility.
* Plague Wards can attack through Arena of Blood.
* Heroes with high armor and/or durability can handle Juggernaut's ultimate, such as Sven and Dragon Knight.
* In general, heroes that can slow down Dragon Knight's movement speed will do well against him. This includes Venomancer and others in addition to the heroes mentioned above.
* Slardar can attack through Plague Wards and gain Bash of the Deep charges, and Templar Assassin can spill Psi Blades through Plague Wards too.
* Illusion heroes like the aforementioned Phantom Lancer or Naga Siren, or heroes that tend to buy Manta Style, like Luna or Juggernaut, will give Slardar a hard time, as his damage is single-targeted.
* {Ability ID:Windrun|Windranger|16px} negates the damage from {Ability ID:Omnislash|Juggernaut|16px}.
* {Ability ID:Windrun|Windranger|16px} gives Windranger enough movement speed to get out of {Ability ID:Blade fury|Juggernaut|16px} range.
* {Ability ID:Focus fire|Windranger|16px} goes through {Ability ID:Blade Fury|juggernaut|16px}.
* Due to lack of magic resistance, Venomancer poisons eats through Windranger's health.
Additional:
* Due to lack of magic resistance, Venomancer abilities eats through Windranger's health.
* Venomancer's multiple slows, to an extent, negates Windrun's mobility.
* Heroes with high armor and/or durability can handle Juggernaut's ultimate, such as Sven and Dragon Knight.
Additional:
* Warcry allows Sven to tank the damage from Omnislash due to its high armor gain.
* However Blade Fury provides spell immunity which blocks the stun from Storm Hammer.
* Heroes who thrive on teamfights can be a problem, such as Venomancer, Necrophos, Centaur Warrunner...
* While Reincarnation is off cooldown, Poison Nova poses less of a threat as Wraith King will return with all debuffs cleared.
* Vampiric Spirit can out-heal the slow {tooltip:DoT|Damage over Time} from Poison Sting.
* Wraithfire Blast is quite predictable, and players with good reflexes will disjoint it with Blade Fury.
* Omnislash with Diffusal Blade & Aghanim's Scepter can prevent Wraith King from reincarnating unless he has his Aghanim's Shard that removes the mana cost from Reincarnation.
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Juggernaut
* All abilities from Juggernaut (except Blade Dance) is very vulnearable steal to Rubick's Spell Steal.
Additional:
* Juggernaut looks like a carry that Rubick can hardly manfight, and it is surely the case that Rubick needs the assistance from his team to overwhelm the hero. However, his skills can be of great use for Rubick if used at the right occasions.
* Blade Fury is a great farming ability with low cooldown. What is bizarre about this ability is that it grants Rubick spell immunity and constant damage around him (movement speed buff with Aghanim's Shard). In early to mid game when all heroes has relatively low physical damage, the spell allows Rubick to become a temporary tank that enemy needs to run away from, extending Rubick's early killing potential.
* Telekinesis can throw a victim in range to eat up the damage from Blade Fury.
* Blade Fury can be stolen and used in a pinch to negate the damage from Blade Fury of Juggernaut. Note that with Aghanim's Shard Juggernaut can still deal damage to Rubick.
* Healing Ward, if stolen, serves as a magnificant healing tool within or after a teamfight. The constant area-of-effect healing helps greatly when your teammate is manfighting the enemy or escaping in a bad situation, and can even turn the fight around.
* Juggernaut is melee and cannot target an enemy Healing Ward easily unless he is in the midst of battle. Also, Juggernaut is not directly controllable during Omnislash and cannot attack Healing Ward.
* Omnislash is possibly the least useful spell Rubick can steal from Juggernaut. Although it is a good damage source in the early game, as a hero who seldom bulk up his physical damage, Omnislash falls quickly as the game goes on.
* It is worth mention that Omnislash could be used as an escape ability for Rubick with the help of Blink Dagger.
* Omnislash grants invulnerability at the midst of a fight. With quick reflex and judgement, Rubick can possibly dodge lockdowns and area disables, even steal a new spell when Omnislash is still on the fly.
Venomancer
* Venomous Gale is a great ganking and farming skill.
* Plague Ward serves as a flexible ability for pushing, ganking, farming and scouting. The innate Poison Sting also works on the stolen Plague Ward with half the damage.
* Poison Nova, if stolen and cast, puts a huge damage-over-time debuff on the enemy team, even greater than Venomancer himself with the help of Arcane Supremacy.
* Spell Steal has a greater cast distance than the effect area of Poison Nova, allowing Rubick to steal the spell while staying at the back.
* Venomancer suffers from mana pool problems, while Rubick has relatively high intelligence gain and can cast the same set of spells at ease.
Additional:
* All of Venomancer's abilities are decent choices for Rubick's Spell Steal. Stealing Plague Wards makes them apply Poison Sting as well.