*
Guardian Angel completely negates all physical damage, including
Omnislash.
Additional:
*
Omnislash (and
Swiftslash) is blocked by Guardian Angel.
* Guardian Angel completely counters
Winter's Curse if Omniknight is able to cast it.
Additional:
*
Guardian Angel completely counters Winter's Curse, allowing his team to survive Winter Wyvern's initiation.
*
Purification and
Repel are very useful against Arctic Burn, Splinter Blast and Winter's Curse as well.
*
Fury Swipes is not protected by
Blade Fury and allows Ursa to harass Juggernaut anytime.
*
Enrage reduces the damage taken from
Omnislash.
* Even though Ursa is a hero who relies on direct attacks to be effective,
Fury Swipes does not work on allies if Ursa is affected by Winter's Curse, mitigating a majority of Ursa's damage. In addition, Ursa's unimpressive attack speed and attack damage without
Overpower and
Fury Swipes means that he deals little to no damage to allies during Winter's Curse.
*
Aghanim's Scepter upgraded
Enrage allows Ursa to survive Winter Wyvern's initiation with Winter's Curse.
* 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.
* Arctic Burn and Splinter Blast's debuffs are can be dispelled with with
Dark Pact. Arctic Burn also cannot be used to escape against
Pounce.
* Even though Cold Embrace can protect it's owner from Slark's direct attacks, Slark can still gain
Essence Shift stacks from attacking heroes affected by it.
* However,
Essence Shift works against allies, and Slark's low health pool means that if he's the target for Winter's Curse, he will go down very quickly as Winter's Curse cannot be dispelled at all.
*
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.
* Outworld Destroyer's pure damage from Arcane Orb can go through
Cold Embrace.
* Outworld Destroyer can negate the healing from
Cold Embrace using Astral Imprisonment, and steal mana while doing so.
* Outworld Destroyer's damage during
Winter's Curse is reduced due to Arcane Orb being unable to target allies.
Additional:
* Winter Wyvern must never put her allies in Cold Embrace against Outworld Destroyer as
Arcane Orb will continue to deal damage to the defenseless hero.
*
Arcane Orb does not hit his allies when he is taunted by Winter's Curse, making it weak against allies, but strong versus enemies.
*
Astral Imprisonment can protect a target inflicted with Winter's Curse.
* Heroes with built-in spell immunity can become immune to all of Outworld Destroyer's spells:
Lifestealer's
Rage and
Juggernaut's
Blade Fury.
* 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.
* Heroes that depend on disrupting fights with ability combos or big ultimate abilities are vulnerable to the long stun of Fiend's Grip:
Disruptor,
Death Prophet,
Enigma,
Faceless Void,
Invoker,
Lich,
Magnus,
Mars,
Medusa,
Outworld Destroyer,
Phoenix,
Puck,
Queen of Pain,
Shadow Fiend,
Treant Protector,
Underlord,
Winter Wyvern,
Witch Doctor,
Zeus.
* 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.
* Timbersaw relies on dealing massive amounts of pure damage, making Cold Embrace a good setup for his nukes.
* If he has
Reactive Armor stacks, Timbersaw can tank the damage from his allies if he is targeted by Winter's Curse. If he's not the target, Timbersaw's abysmal attack damage will contribute next to nothing when he is cursed to attack an ally.
* As Timbersaw commonly buys
Lotus Orb, he can use it to reflect Winter's Curse back to Winter Wyvern if she uses it impulsively on him or any other hero while affected by it.
*
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.
* Drow Ranger can use Gust to push back Juggernaut before he can get in range to use
Omnislash or
Blade Fury.
* 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.
*
Meat Hook can hit and displace Juggernaut during his
Blade Fury.
*
Dismember pierces Juggernaut's spell immunity from
Blade Fury.
* All of Tinker's damage is magical and pure, which makes Cold Embrace a good setup for his nukes.
* Winter's Curse is very hard to cast on Tinker because he usually stays in the back-lines in team-fights. In turn, Tinker has mediocre attack damage and will contribute very little when he is cursed to attack an ally. He can also save his ally under Winter's Curse effect with
Ethereal Blade and
Defense Matrix.
* Winter Wyvern cannot handle the Zombies created by Undying's Tombstone very well. In most situations, Zombies will have more movement speed than her.
* Undying can gain one or two easy Decay stacks on an ally in Cold Embrace. The ally will still take the damage as well.
Additional:
* Winter Wyvern cannot handle the Zombies created by
Tombstone very well. In most situations, Zombies will have more movement speed than her.
* Undying can gain one or two easy
Decay stacks on an ally in Cold Embrace. The ally will still take the damage as well, since it is magical.
* {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}.
* Heroes with high armor and/or durability can handle Juggernaut's ultimate, such as
Sven and
Dragon Knight.
* 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.
* 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.
* 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 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 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.
* 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 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.
* 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 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.
* 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 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.
*
Cold Embrace is a perfect setup for Mystic Flare.
* Winter Wyvern is a spellcaster, and the 6 second silence from Ancient Seal can prevent her from contributing much.
* Because Skywrath Mage tends to stay back in fights, Winter Wyvern will have to get close to a teamfight to cast
Winter's Curse on him. And if she chooses to cast it on one of his allies, his low attack speed and damage means that he won't do much.
* However, bear in mind that Skywrath Mage has seriously awful armor, and that can make him an adequate target to being turned against his own team with
Winter's Curse, which can result in his death quickly.
Additional:
* Cold Embrace is the perfect setup for
Mystic Flare, and his 6-second silence is good against Winter Wyvern in general.
* 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.
*
Cold Embrace makes its target immovable, allowing Ancient Apparition to easily land Ice Blast, or a Cold Feet stun.
* Ice Blast also negates healing from
Cold Embrace.
Additional:
*
Ice Blast disables the healing component of Cold Embrace, making it essentially a 4 second stun on an ally and a perfect setup for Ice Blast.
* If
Cold Feet is cast on an Allied hero affected by Cold Embrace, it will almost guarantee the Ally comes out stunned.
* 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.
*
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.
*
Broodmother,
Nature's Prophet,
Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
*
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.
* 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.
* 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.
*
Arctic Burn makes it nearly impossible for Spectre to juke into the trees.
*
Cold Embrace negates all of Spectre's physical damage. Furthermore, Cold Embrace will generally outheal
Desolate.
*
Winter's Curse can taunt illusions, not only wasting the entire duration of
Haunt but also turning its illusions against Spectre's own team.
* 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.
* Many physical-only single-target heroes like
Lifestealer,
Sven,
Wraith King,
Phantom Assassin,
Templar Assassin can have their damage mitigated by Cold Embrace.
*
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.
* Many physical-only single-target heroes like
Lifestealer,
Sven,
Wraith King,
Phantom Assassin,
Templar Assassin can have their damage mitigated by Cold Embrace.
*
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.
*
Cold Embrace can heal herself or an ally, as well as protecting them from Clinkz's physical attacks and wasting his mana if Searing Arrows is on autocast.
*
Winter's Curse allows Winter Wyvern to turn Clinkz's high damage and high attack speed against his allies, or take advantage of Clinkz's fragility if he can't use Skeleton Walk.
* 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 spell immunity abilities won't be caught inside by Pit of Malice:
Juggernaut,
Lifestealer.
*
Winter's Curse and
Splinter Blast can devastate Underlord's team when they are grouped up for the teleportation with
Fiend's Gate.
*
Cold Embrace can be used to heal Winter Wyvern's allies, and protect them from the attack damage from
Atrophy Aura. Bear in mind, however, that the heroes affected by
Cold Embrace are easy targets for
Firestorm and
Pit of Malice.
* 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 protects Juggernaut from all of Tiny's magic burst damage.
* 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).
Additional:
*
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.
*
Blade Fury allows Juggernaut to simply move out of Kinetic Field and to dodge Glimpse.
* 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 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.
*
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.
*
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.
*
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.
*
Blade Fury and
Omnislash allows Juggernaut to avoid Gyrocopter's area attacks entirely.
*
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.
*
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.
*
Arctic Burn allows Winter Wyvern to escape Lycan, even when he uses his ultimate.
*
Splinter Blast is very effective in dealing with Lycan's summons.
*
Cold Embrace saves allies from Lycan's raw physical damage and can buy allies enough time to turn the tide of battle.
*
Winter's Curse stops Lycan in his tracks and is very effective because of his summons.
Additional:
* All of Lycan's damage is physical which is totally negated by Cold Embrace.
* Lycan often moves around with large amount of creeps, wolves created by
Summon Wolves and neutral creep dominated by
Helm of the Dominator which can be easily cleared by Splinter Blast or used as a great source of damage by Winter's Curse. If you catch Lycan with creeps nearby and affected by
Shapeshift using Winter's Curse on him will most certainly end up with his death.
*
Cold Embrace mitigates Primal Roar's single-target initiation on allies.
*
Winter's Curse can turn Beastmaster's summons and Inner Beast against his teammate.
Additional:
* Beastmaster's summons and
Inner Beast are very useful to attack his cursed teammate.
* Cold Embrace effectively mitigates
Primal Roar's single-target initiation on allies.
* 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 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.
Additional:
*
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.
* Heroes with spell immunity:
Juggernaut,
Pangolier,
Huskar.
* Many physical-only single-target heroes like
Lifestealer,
Sven,
Wraith King,
Phantom Assassin,
Templar Assassin can have their damage mitigated by Cold Embrace.
* Illusion-based heroes are effective against Omnislash and Juggernaut's single-targeted damage:
Naga Siren,
Chaos Knight,
Terrorblade,
Phantom Lancer.
* Heroes whose core item builds includes
Monkey King Bar:
Faceless Void,
Windranger,
Weaver,
Juggernaut.
*
Terrorblade and his illusions deal huge damage, which might used against him and his team with Winter's Curse.
*
Winter Wyvern's
Winter's Curse turns Morphling's high attack damage and attack speed against his targeted teammate.
* Heroes with stronger lane presence that can threaten to kill him:
Batrider,
Juggernaut,
Ursa,
Monkey King,
Razor.
*
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.
*
Winter Wyvern's
Winter's Curse works very well against the increased attack speed from Bloodlust.
* Many physical-only single-target heroes like
Lifestealer,
Sven,
Wraith King,
Phantom Assassin,
Templar Assassin can have their damage mitigated by Cold Embrace.
* 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.
*
Broodmother,
Nature's Prophet,
Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
*
Winter Wyvern's
Arctic Burn can also be a useful tool against Centaur, who generally has very high health.
Winter's Curse on Centaur can cause Retaliate to damage allies who are forced to attack him.
* Heroes with other kind of disables that pierce spell immunity can hold Pangolier in place during Rolling Thunder:
Axe,
Beastmaster,
Enigma,
Magnus,
Pudge,
Batrider,
Bane,
Winter Wyvern
* 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.
*
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.
* 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.
* 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.
*
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.
* 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.
* 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.
*
Juggernaut's Omnislash is meaningless for Meepo who can share the damage across clones to save other allies.
*
Winter's Curse in late game is pretty much the end for Meepo or any of his nearby allies. Natural counter for Winter's Curse like
Linken's Sphere or
Lotus Orb is meaningless to her if she can land it on one of Meepo's clones.
Additional:
* Meepo's clones usually gets grouped in teamfight making any of them ideal target for Winter's Curse, forcing Meepo to literally kill himself. Also, unlike other heroes he cannot protect himself with
Linken's Sphere.
* While Meepo's clones are grouped up, Splinter Blast will hit almost every clone, slowing Meepo and making him easier to fight.
*
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 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.
*
Cold Embrace saves any ally Sven initiates on and wastes the duration of God's Strength in team fights.
*
Winter's Curse can be devastating to Sven's team, as his massive damage can take out a teammate before there is much time to react.
* Any ally that Winter Wyvern tries to save with
Cold Embrace can still be damaged by all of Zeus's spells.
* If Winter Wyvern tries to juke vision by flying up a cliff or in the trees, Zeus can gain vision there with Lightning Bolt or Thundergod's Wrath.
* If Zeus is forced to attack an ally by
Winter's Curse, his unimpressive attack damage and attack speed means they won't be hurt much by him. Zeus will also stay near the back of fights away from his allies, making a deadly Curse less likely.
* 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.
* 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.
*
Cold Embrace can protect Troll Warlord's target, especially during Battle Trance.
*
Winter's Curse can turn Troll Warlord's high physical damage and attack speed against his allies.
Additional:
* Cold Embrace will protect your ally from being damaged if he gets focused by Troll, although be careful as
Fervor will keep gaining stacks even while Cold Embrace is active.
*
Fervor works on allies.
* His high attack speed will help to kill his cursed ally faster.
* 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.
* Illusion-based heroes are effective against Omnislash and Juggernaut's single-targeted damage:
Naga Siren,
Chaos Knight,
Terrorblade,
Phantom Lancer.
*
Broodmother,
Nature's Prophet,
Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
* Cold Embrace is no salvation against
Lucent Beam and
Eclipse.
*
Moon Glaives will not hit a hero affected by Winter's Curse, making it weak against allies, but strong versus enemies.
* Luna has better night vision provided by
Lunar Blessing than Winter Wyvern when affected by Arctic Burn.
Additional:
* Cold Embrace is no salvation against
Lucent Beam and
Eclipse.
*
Moon Glaives will not hit a hero affected by Winter's Curse, making it weak against allies, but strong versus enemies.
* Luna has better night vision provided by
Lunar Blessing than Winter Wyvern when affected by Arctic Burn.
* 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.
*
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.
*
Cold Embrace can protect allies from Lone Druid and the Spirit bear, who mainly deal physical damage
*
Winter's Curse can turn Lone Druid and the Spirit Bear against his teammates.
* Heavy nukers will do well against Cold Embrace (
Lina,
Zeus etc).
* Heroes with spell immunity unless Lina chooses to play Carry role like
Lifestealer with
Rage and
Juggernaut with
Blade Fury.
*
Duel pierces spell immunity and forces him to attack Legion Commander, making him unable to use
Omnislash.
*
Cold Embrace saves allies from dying in Duels.
*
Winter's Curse turns Legion Commander's high damage against her allies, giving the enemy team little time to react.
* However, Winter Wyvern lanes very poorly against Legion Commander due to Press the Attack removing all the debuffs she can give. Winter Wyvern also has little chances of surviving if she gets Dueled herself.
Additional:
* Cold Embrace is very effective against
Duel.
* Also, casting Winter's Curse at
Legion Commander while an ally is in a
Duel will stun her for most of the duration, possibly preventing lethal damage dealt to your ally. It can also turn her high-damage against her teammate.
* Cold Embrace is the perfect setup for all his nukes -
Chaos Meteor,
E.M.P. and especially global
Sun Strike.
* 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.
Additional:
*
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.
* While
Blade Fury is on cooldown, Juggernaut can be easily killed by a standard
Chaos Bolt &
Reality Rift combo.
*
Phantasm illusions can tank
Omnislash.
*
Cold Embrace protects targets affected by Reality Rift.
*
Winter's Curse turns Phantasm illusions against Chaos Knight or a teammate.
*
Splinter Blast deals decent area damage to Phantasm illusions.
*
Arctic Burn's percentage-based damage quickly wears down Chaos Knight's high max health.
Additional:
* Winter Wyvern can make Chaos Knight's illusions attack the real one, provided the player knows who it is.
* Alternatively, Winter's Curse can make Chaos Knight and all his illusions attack one of his allies.
* Cold Embrace protects ally who is focused by Chaos Knight.
* Splinter Blast deals decent area damage to Chaos Knight's illusions.
* Chaos Knight's high health pool and tendency to not build magic resistance items will make Arctic Burn deal a lot of damage to him and his illusions.
* 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.
* Heroes who can stop Axe from getting close will severely inhibit his presence in fights:
Bristleback,
Crystal Maiden,
Batrider,
Arc Warden,
Winter Wyvern,
Clockwerk
* 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.
Additional:
* 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.
*
Winter's Curse, when directly targeted on Enigma, goes through
Black King Bar, stopping Enigma's Black Hole channeling. It also turns his team against him, potentially killing him. Even if Enigma gets
Linken's Sphere on top of
Black King Bar,
Splinter Blast can be used to pop
Linken's Sphere, and
Winter's Curse will stop Black Hole channeling.
*
Splinter Blast can be targeted on an eidolon, killing off other eidolons and damaging nearby heroes as well.
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Juggernaut
*
Decrepify prevents
Omnislash damage, until Juggernaut gets a
Nullifier.
Blade Fury.
Nether Ward will hurt him more and even worse, the damage from the ward is inflicted before the Spell immunity provided by
Blade Fury.
Omnislash until he gets a
Nullifier, and even then he will probably waste a couple of slashes before he uses it.
Blade Fury.
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.
* Without a disable, Pugna's high movement speed makes it harder to chase him with
* Juggernaut has low mana and his skills cost large amount of mana.
Additional:
* Decrepify is the perfect tool against
* Without an extra disable, Pugna's high movement speed makes it impossible to chase him with
* Unlike some other carries like
Winter Wyvern
* Cold Embrace is a death sentence against Pugna, since its the perfect setup for all his abilities, especially
Life Drain.
Decrepify can be cast to save the ally under Winter's Curse effect, wasting most of its duration.
Nether Ward to deal lots of damage.
*
* Winter Wyvern's abilities require a lot of mana, allowing