* Heroes with spells that negate invisibility such as Bounty Hunter,
Zeus and
Slardar prevent her from saving her allies with Moonlight Shadow.
* Mars' own father is a formidable foe because Zeus deals massive amounts of magical damage. The high damage, low cooldown nukes of Arc Lightning and
Lightning Bolt combined with the percent health magic damage of
Static Field will shred Mars' health because it bypasses Bulwark completely.
* Heroes that can protect or dispel stunned allies such as Legion Commander,
Outworld Destroyer,
Shadow Demon and
Oracle can reduce the effectiveness of Sacred Arrow.
* Arcane Orb's pure damage ignores Mars' Bulwark.
* Astral Imprisonment can be used to stop Mars from being disruptive or save allies from his abilities.
* Sanity's Eclipse deals high damage to Mars, due to his low intelligence pool.
* Heroes who rely on invisibility, such as Bounty Hunter,
Clinkz,
Mirana,
Nyx Assassin and
Riki, as they will be revealed if caught by Chronosphere.
* Time Dilation while Spear of Mars and
God's Rebuke are on cooldown will make these abilities unusable for a long time, rendering Mars nearly useless.
* Mars cannot turn inside the Chronosphere, which makes it easy to attack him from the back, bypassing Bulwark completely.
Additional:
* Time Walk allows Faceless Void to escape or enter Arena Of Blood, and helps him recover from Mars' burst damage.
* Time Lock's magical damage ignores Bulwark.
* Chronosphere allows Faceless Void to reposition behind Mars, ignoring his Bulwark while he is helplessly frozen in time.
* Heroes that have superior mobility that can easily catch up with Mirana even after she used Leap to escape: Anti-Mage,
Queen of Pain,
Storm Spirit,
Riki.
* Storm Spirit's abilities all do magical damage, which can bypass Bulwark.
* Ball Lightning can escape through
Arena of Blood and it is easy to dodge
Spear of Mars.
Additional:
* Ball Lightning makes it almost impossible to catch Storm Spirit without someone else initiating for you.
* Overload is not reduced by Bulwark and the magical damage spam can wear down Mars quickly.
* Heroes that can protect or dispel stunned allies such as Legion Commander,
Outworld Destroyer,
Shadow Demon and
Oracle can reduce the effectiveness of Sacred Arrow.
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Heroes with summons or illusions makes Sacred Arrow harder to land: Shadow Demon,
Phantom Lancer,
Nature's Prophet.
* Heroes with break abilities: Shadow Demon (with
Aghanim's Scepter),
Viper.
* 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.
Additional:
* 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.
* Mirana's Leap is ineffective if Lycan uses Shapeshift. It also allows him to dodge Sacred Arrow.
* Burning Spear's magical damage is very troublesome for Mars in the laning stage.
* Life Break's percentage-based magical damage bypasses Bulwark, and can also be used to jump in or out of Arena Of Blood.
* Heroes that have superior mobility that can easily catch up with Mirana even after she used Leap to escape: Anti-Mage,
Queen of Pain,
Storm Spirit,
Riki.
* Bulwark is generally irrelevant against Riki as he primarily deals bonus damage from behind.
Additional:
* Blink Strike gives bonus backstab damage and can bypass Bulwark. Defensively, it could be used to teleport away from Mars, especially while inside Arena of Blood.
* Smoke Screen can interrupt Mars' skill combos, especially when cast inside Arena of Blood.
* Tricks of the Trade can be used to evade Mars' skills, which have a slight delay to them. It could also be used to buy himself time while trapped inside of Arena of Blood.
* Heroes who rely on their target to run away: Riki,
Bounty Hunter.
* Necrophos' largely magical damage completely ignores Bulwark.
* Ghost Shroud protects Necrophos from God's Rebuke but more importantly stops Mars from being a threat in lane.
* Solar Guardian can save allies caught inside Arena of Blood.
* Nethertoxin disables
Bulwark entirely, making Mars far less tanky. Using
Nethertoxin inside
Arena of Blood may discourage enemies from following up with Mars' initiation.
* Rod of Atos is currently common on Viper and keeps Mars in position long enough to be killed.
* Beware that Viper is not very tanky earlier in the game, so positioning against Mars is important since a well-timed Spear of Mars can be the end of Viper.
Additional:
* Nethertoxin breaks the damage block from Bulwark.
* Poison Attack and
Viper Strike's slows make it difficult for Mars to contribute to fights due to his low mobility.
* Berserker's Call forces Mars to face in the direction choosen.
* Counter Helix deals pure damage and can go through Bulwark.
* It is difficult for Mars to trade blows with Ogre Magi in the early game thanks to his high base health, resistance and Ignite.
* Bloodlust can assist Ogre Magi or an ally in repositioning against Mars for its move speed bonus.
* Fireblast can interrupt and mitigate Mars from performing his skill combos, especially in combination with
Multicast.
* Nether Blast,
Decrepify and
Life Drain deal high magical damage and bypasses Bulwark.
* Nether Ward reduces the amount of abilities Mars can use during fights and forces Mars to be careful about the heavy mana cost of Arena Of Blood.
* Pugna is one of few heroes that can contest Mars' ability to push and defend towers early on.
* Firestorm and
Pit of Malice are very disruptive in team fights, completely matching Mars especially since it can all be cast inside Arena Of Blood and also does percentage-based magical damage, negating Bulwark.
* Dark Rift can save any allies of Underlord trapped in Arena Of Blood.
* Atrophy Aura allows Underlord to lane against Mars quite well since he does not have the best base damage during the early game.
* Underlord is a common carrier of both Pipe of Insight and
Mekansm/
Guardian Greaves, allowing his team to combat Mars in the mid to late game.
* Swashbuckle is an auto attack and therefore ignores Mars' Bulwark.
* Shield Crash upgraded with Aghanim is an auto attack and therefore ignores Mars' Bulwark.
* Rolling Thunder makes him immune to magic, making Pangolier able to roll in and out of Mars' Arena Of Blood.
* Rage, acting as a pseudo-
Black King Bar, completely negates Mars' initiation if used in time.
* Feast does damage and heals based on max health, perfect against high-health strength heroes like Mars.
* Infest allows Lifestealer to potentially save allies from Mars' initiation with a quick burst of extra health.
* Rebound allows her to jump in or out of the Arena Of Blood. She can save her allies from the Arena with Dispose as well.
* Shadowraze deals magic damage and ignores Bulwark.
* Requiem of Souls deals magic damage and can fear Mars away, forcing him to turn around and therefore become vulnerable.
* Snowball can protect Tusk and his teammates from a Spear of Mars' stun after an Arena of Blood, and with proper targeting, even bring them out of the Arena. This is especially noticeable in the earlier stages of the game before allies buy
Black King Bar and rely on this less. Even during the late-game, Tusk can purchase a
Blink Dagger to save allies that are caught before Black King Bars can be used by Blinking in and Snowballing out.
* Tag Team is a constant threat to Mars in-lane, as it deals significant damage and slow, making Bulwark slightly ineffective.
* It is worth noting that Ice Shards can be detrimental to Tusk's own team by creating terrain that Spear of Mars can latch on, though using it conservatively is a good enough solution in most cases.
* Puck can initiate on Mirana with Waning Rift to prevent her from going invisible or Leaping.
* A Mirana caught in Dream Coil will stun herself if she tries to Leap away.
* Puck's Burst damage takes advantage of Mirana's below average health.
* Puck can easily dodge Sacred Arrow and Starstorm with Phase Shift.
Additional:
* Mirana's spells are laid out to assassinate enemies. Puck can easily avoid the slow moving Sacred Arrow, and also can avoid
Starstorm with Phase Shift, since the meteors have a delay.
* If Puck casts either Waning Rift or Dream Coil in the area, Mirana cannot Leap away.
* Windrun quickly dodge Mirana's Sacred Arrow and misses her attacks.
* Shackleshot through tree with
Focus Fire via
Aghanim's Scepter combo can kill Mirana quickly, before using Leap or Moonlight Shadow.
* Sticky Napalm slows turn rate, making it difficult for Mars to face frontwards, where Spear of Mars and Bulwark are effective. In combination with
Firefly, which deals magic damage, Batrider can make quick work of Mars.
* Flaming Lasso disables Mars while enemies re-position themselves behind Mars to avoid Bulwark.
* Nukers who have set amounts of damage will really struggle against Lone Druid especially in True Form: Puck,
Void Spirit,
Mars.
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Heroes with spells that negate invisibility such as Bounty Hunter,
Zeus and
Slardar prevent her from saving her allies with Moonlight Shadow.
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Heroes that can save their allies can be a big problem for Mars: Dazzle,
Omniknight.
* Heroes with silences and hard stuns such as Doom,
Silencer, and
Lion can keep Mirana from Leaping away.
* Low-health, normally mobile carries with a lot of damage are vulnerable to Bane's nukes and disables: Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Luna,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* 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.
* Heroes that cannot move in fights such as a Dueling
Legion Commander or anyone channeling a spell like
Bane,
Pudge, or
Enigma are easy Sacred Arrow targets.
* Heroes that have superior mobility that can easily catch up with Mirana even after she used Leap to escape: Anti-Mage,
Queen of Pain,
Storm Spirit,
Riki.
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Heroes with high health especially Strength heroes will take more damage on Sun Ray: Axe,
Pudge,
Bristleback,
Mars.
* Heroes that rely on invisibility can be tracked with Charge of Darkness opening them to team attacks: Bounty Hunter,
Mirana,
Riki
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Ursa is a special mention because despite Bulwark diminishing most of the damage Ursa does, he is quite durable, especially with
Enrage, discouraging the aggressive all-in playstyle of Mars; Ursa can simply not target Mars.
* Heroes that can save their allies can be a big problem for Mars: Dazzle,
Omniknight.
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* The long silence of Crippling Fear at night prevents Mirana from escaping with Moonlight Shadow and Leap. She also has really low base health, so Night Stalker can usually kill her during one cast of
Crippling Fear at night.
* With Dark Ascension and
Gem of True Sight, Night Stalker can find and kill Mirana, and he is a tanky hero capable of fighting Mirana any stage of the game.
* Heroes that are hard to gank: Dragon Knight,
Mars,
Centaur Warrunner.
* Though Mirana can clear waves of Broodmother's spiderlings with Starstorm, Broodmother will often stick with her spiderlings from
Spawn Spiderlings, which in combination with the huge speed provided by
Spin Web can make it hard for Mirana to hit her with
Sacred Arrow.
* Broodmother commonly buys Orchid Malevolence and it's upgrade
Bloodthorn, which allows her to prevent Mirana from escaping with both,
Leap and
Moonlight Shadow and from fighting back with
Starstorm.
Additional:
* Though Mirana can clear waves of Broodmother's spiderlings with Starstorm, Broodmother will often stick with her spiderlings from
Spawn Spiderlings, which in combination with the huge speed provided by
Spin Web can make it hard for Mirana to hit her with
Sacred Arrow.
* Broodmother commonly buys Orchid Malevolence and it's upgrade
Bloodthorn, which allows her to prevent Mirana from escaping with both,
Leap and
Moonlight Shadow and from fighting back with
Starstorm.
* Heroes who cannot fight back during Arena of Blood in the early and mid game: Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
* Decay,
Soul Rip and
Flesh Golem all deal magical damage which ignores Bulwark.
* Decay reduces Mars' natural strength and therefore his health pool, which is what he relies on to trade effectively in lane.
* Mirana can destroy Tombstone, and evade zombies using Leap and Moonlight Shadow's invisibility.
* 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.
Additional:
* 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.
* 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.
* Abaddon can remove Sacred Arrow's stun from his teammates with Aphotic Shield, or remove it from himself with
Borrowed Time.
* Borrowed Time makes Abaddon almost impossible to burst down with Mirana's
Aghanim's Scepter combo.
Additional:
* Sacred Arrow can be instantly dispelled by Aphotic Shield.
* Heroes who cannot fight back during Arena of Blood in the early and mid game: Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
* Track detects Mirana and her allies during Moonlight Shadow.
* Heroes who rely on their target to run away: Riki,
Bounty Hunter.
* Mirana can use Leap to jump right next to Drow Ranger or can approach her while under cover of the invisibility granted by Moonlight Shadow, which cancels the bonus granted to Drow Ranger by Marksmanship.
* Her low health makes her easy to burst down with Mirana's spells, especially with Aghanim's Scepter.
* Mirana can dodge Gust with good reaction time, or Leap away if Drow tries to slow her without Gust.
* As long as Mars is facing her with Bulwark, even if pushed away with Gust, Drow Ranger will do no effectual damage against him. Mars' ability to endure her onslaught usually gives him enough time to cast Arena of Blood, of which she has a very slim chance surviving without Gust.
* With Bulwark's active ability, Mars can protect allies pursued by Drow Ranger by redirecting her projectiles to his shield instead.
* Techies spends lots of time standing still planting stacks of Land Mines away from creep waves.
* Sacred Arrow can be used to scout hidden Land Mines among trees and at uphill places. It can also be used to catch Techies while he's planting them.
* If Techies is hit with a Sacred Arrow, he can be killed before he has a chance to use Blast Off!.
* Mirana has a high attack range to destroy his traps from a safe distance.
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion,
Drow Ranger,
Magnus,
Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Sacred Arrow's long stun duration can prevent Morphling from casting his Waveform or Morph Replicate, making him unable to escape and easier to gank.
* Moonlight Shadow also allows Mirana's team to surprise Morphling while he tries to push towers.
* Mirana usually buys Linken's Sphere to protect herself from single-target abilities, making Morphling's Adaptive Strike and
Ethereal Blade harder to use on her.
* However, Mirana also provides a chance to become a good Morph target, allowing Morph to use Leap to run away, if necessary.
* Sacred Arrow can be used to interrupt Freezing Field from a safe distance, forcing her to cancel it to dodge or get hit.
* Crystal Maiden has very slow movement speed, making her an easy Sacred Arrow target.
* Crystal Maiden has low health and can easily be killed with an Aghanim's Scepter combo or just when hit with an arrow.
* If Frostbite has already been used, Mirana can Leap away even when slowed by
Crystal Nova or
Freezing Field.
* Monkey King's natural reliance on trees makes him an exceptionally prime target for Spear of Mars. Should Monkey King use Mischief to disguise himself, it will still hit him, stunning him in the process.
* God's Rebuke easily pushes Monkey King out of Wukong's Command.
Additional:
* If visible, Mars can knock Monkey King off his Tree Dance with God's Rebuke, as well as Spear of Mars. Arena of Blood also destroys a large swath of trees, which can disrupt Monkey King's positioning and turn him vulnerable should he choose to hide in trees.
* Mars can endure Jingu Mastery attacks simply by facing him with Bulwark.
* Mars can end Wukong's Command early by displacing Monkey King with a well-thrown Spear of Mars. Mars can also endure most of his clones with Bulwark.
* 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.
* Heroes that have superior mobility that can easily catch up with Mirana even after she used Leap to escape: Anti-Mage,
Queen of Pain,
Storm Spirit,
Riki.
* Counterspell does not protect Anti-Mage from Sacred Arrow.
* Moonlight Shadow can help her allies avoid Mana Break and Mana Void.
* Blink's cooldown isn't short enough to escape from Leap, especially when she has the extra charge from
Aghanim's Shard.
Additional:
* Combo items for Mirana Rod of Atos can upgrade to
Gleipnir and Sacred Arrow before and during Anti-Mage build item
Manta Style cooldown can easy penetrates Counterspell broken.
* Charge for Leap can Mirana easily faster escaping.
* Moonlight Shadow it can disappear anytime and Anti-Mage can not fight.
* Heroes who cannot fight back during Arena of Blood in the early and mid game: Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
* Even if he can slow Mars down with Shrapnel and
Headshot, Mars can tank Sniper's physical damage simply by facing him with Bulwark, allowing him to endure his auto-attacks into the late-game. Should Sniper choose to attack someone else, Mars can redirect his projectiles with Bulwark's active ability.
* Sniper's poor mobility makes him very vulnerable to Arena of Blood, especially in the early game. Mars can also take advantage of this by pushing him closer to the front line with Spear of Mars.
* Sacred Arrow can be used to interrupt Death Ward from a safe distance, forcing him to cancel it to dodge or get hit.
* Paralyzing Cask is a slow-moving stun, and Mirana can Leap away from her allies to keep it from bouncing.
* Witch Doctor has low health and can easily be killed with an Aghanim's Scepter combo or just when hit with an arrow.
* Shukuchi cannot help Weaver escape from Arena of Blood, and can most likely die if detected through invisibility.
* If pinned to the arena's walls, Time Lapse tends to not be enough to save Weaver, as God's Rebuke can keep him burst down thanks to its damage scaling.
* The Swarm and
Geminate Attack are not enough to pierce through Bulwark.
* Spectre cannot have a good game if she is pressured heavily in lane, which is something Mars can do. He may even force her to cast Haunt as an escape, putting it on a long cooldown.
* Should Spectre get to the late game, Mars can block a large amount of her damage with Bulwark and can mitigate some of the chaos caused by her Haunt illusions with God's Rebuke.
* Leap allows Mirana to easily escape the freezing range of Cold Feet. Mirana also tends to build
Manta Style which dispels Cold Feet.
* During Moonlight Shadow, the invisibility makes it hard to catch Mirana's team with Ice Blast.
* Ancient Apparition's lack of mobility/escape capabilities makes him an easy target for Mirana at any stage of the game.
* Mirana can disturb Shadow Shaman's channeling even if he is under the effect of invisibility thanks to Sacred Arrow.
* Mirana armed with an Aghanim's Scepter is known to be able to quickly burst down heroes - especially supports. Together with
Ethereal Blade the bullying towards Shadow Shaman can continue for the whole match.
* Phantom Assassin's high physical damage is greatly reduced by Bulwark.
* God's Rebuke has true strike, ignoring the evasion from Blur.
* Heroes with abilities that can lock down Terrorblade and prevent him from using Sunder: Bane,
Batrider,
Earthshaker,
Elder Titan,
Faceless Void,
Invoker,
Legion Commander,
Mars,
Primal Beast,
Riki,
Shadow Shaman,
Silencer,
Vengeful Spirit,
Void Spirit.
Additional:
* Bulwark negates most of the physical damage from Terrorblade and his illusions.
* God's Rebuke and Spear of Mars can decimate Terrorblade's illusions quickly.
* Heroes that can negate Hoodwink's mobility: Kunkka,
Disruptor,
Mars.
* Any hero who can counter-initiate in anticipation without getting caught in Reverse Polarity: Sven,
Omniknight,
Enigma,
Luna,
Naga Siren,
Mars,
Jakiro,
Venomancer,
Elder Titan,
Faceless Void,
Rubick,
Keeper of the Light,
Pugna,
Invoker,
Spectre,
Alchemist,
Treant Protector,
Lina,
Oracle,
Zeus,
Shadow Shaman,
Phoenix,
Razor,
Huskar,
Batrider,
Kunkka,
Tidehunter,
Wraith King,
Sand King,
Medusa,
Dawnbreaker.
* Heroes that cannot move in fights such as a Dueling
Legion Commander or anyone channeling a spell like
Bane,
Pudge, or
Enigma are easy Sacred Arrow targets.
Additional:
* If Meat Hook is used before Leap, Mirana may be able to escape Pudge's grasp by leaping to safety.
* The invisibility from Moonlight Shadow gives a degree of mobility, which can make Mirana or her teammates difficult targets to hook.
* Sacred Arrow can be used to cancel Dismember from long distances.
* Heroes who lack burst damage will have a hard time against Mars: Phantom Lancer,
Nature's Prophet,
Lich.
* Heroes who cannot fight back during Arena of Blood in the early and mid game: Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
* Heroes who cannot fight back during Arena of Blood in the early and mid game: Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
* Mirana can instantly kill creeps with Sacred Arrow, making her decent at crippling the armies of Chen or
Enchantress.
* Medusa's
Stone Gaze forces Mars to choose between getting petrified, or turning his vulnerable back on Medusa.
* Bulwark can make each of Medusa's attacks target him instead, reducing Medusa's contribution on team fights.
* Spear of Mars stuns Medusa and also pushes her away from teamfights, taking advantage of Medusa's low mobility.
* Arena Of Blood blocks Medusa's attacks from outside the arena.
* Heroes that can protect or dispel stunned allies such as Legion Commander,
Outworld Destroyer,
Shadow Demon and
Oracle can reduce the effectiveness of Sacred Arrow.
* Legion Commander is both good and bad vs Mars, on the plus side she can dispel Spear of Mars with
Press the Attack and is a good
Silver Edge carrier. However, Mars is not an ideal
Duel target, as Bulwark will force her to 1: Buy Silver Edge, and 2: Hit Mars with it before the Duel, allowing a skilled Mars to react, especially with
Eul's Scepter of Divinity. In teamfights, Mars will happily draw attention after using his abilities, and tank the Duel with all spells on cooldown.
* Heroes that cannot move in fights such as a Dueling
Legion Commander or anyone channeling a spell like
Bane,
Pudge, or
Enigma are easy Sacred Arrow targets.
* Because Duel requires both combatants to face each other, Bulwark's effectiveness will be increased by a huge margin, which makes it much more difficult for Legion Commander to win any duels against him.
* Spear of Mars and
God's Rebuke pushes Legion Commander away during Duels against allies.
Additional:
* Bulwark immensely mitigates Duel, even with bonus physical damage, as Bulwark scales by percentage. Mars can also buy time for a dueled ally by pushing Legion Commander away with Spear of Mars.
* Kunkka's
Ghostship and
Torrent disrupt fights in Arena Of Blood.
* Leap allows Mirana to easily escape Torrent and Ghostship.
* Even though Luna is the kind of hero that Mirana can handle due to Moonlight Shadow rendering her safe from
Eclipse with
Moonlight Shadow, smart Luna can buy
Dust of Appearance, allowing her to provide vision on her to her team, and possibly, kill Mirana.
* Luna's high movement speed allows her to evade Sacred Arrow, giving Mirana difficulties in hitting her with it.
* Aghanim's Scepter upgraded
Eclipse combined with
Dust of Appearance allows Luna to cast it on a hero that is struck by
Sacred Arrow and/or after Mirana jumps in with
Leap.
Additional:
* Even though Luna is the kind of hero that Mirana can handle due to Moonlight Shadow rendering her safe from
Eclipse with
Moonlight Shadow, smart Luna can buy
Dust of Appearance, allowing her to provide vision on her to her team, and possibly, kill Mirana.
* Luna's high movement speed allows her to evade Sacred Arrow, giving Mirana difficulties in hitting her with it.
* Aghanim's Scepter upgraded
Eclipse combined with
Dust of Appearance allows Luna to cast it on a hero that is struck by
Sacred Arrow and/or after Mirana jumps in with
Leap.
* A couple of long-range heroes with excellent laning like Mirana,
Lina,
Necrophos,
Death Prophet. The key to success is sticking together and attacking Luna whenever she enters the range, without even giving Luna a chance to retaliate. Multiple long-range heroes is a reason to pick another hero.
* Heroes who cannot fight back during Arena of Blood in the early and mid game: Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
* Heroes that have an escape that doesn't disjoint projectiles: Mirana,
Faceless Void,
Magnus
* Mirana can instantly kill creeps with Sacred Arrow, making her decent at crippling the armies of Chen or
Enchantress.
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Heroes that cannot move in fights such as a Dueling
Legion Commander or anyone channeling a spell like
Bane,
Pudge, or
Enigma are easy Sacred Arrow targets.
* Heroes with silences and hard stuns such as Doom,
Silencer, and
Lion can keep Mirana from Leaping away.
Additional:
* All abilities from Mirana can shut down with Doom and Mirana can not escape with Leap since
Doom activated.
* Doom also catch Mirana disabled used combo items Doom from ugrade
Aghanim's Scepter and
Blink Dagger or
Overwhelming Blink make Mirana can not move escaping notably
Leap and
Moonlight Shadow.
* Heroes who can disable Mars but cannot do any damage to him, meaning he just tanks their abilities: Doom,
Magnus.
* Heroes with silences and hard stuns such as Doom,
Silencer, and
Lion can keep Mirana from Leaping away.
* Lion lacks mobility or escape mechanisms, making him an easy target for abilities like
Mirana's
Sacred Arrow or
Leshrac's
Split Earth, or combos like
Kunkka's
X Marks the Spot into
Torrent.
* If Slark sees the Sacred Arrow before it hits him, he can use Dark Pact to remove it a moment later.
* Pounce prevents Mirana from escaping with Leap.
* Slark can survive Mirana's Aghanim's Scepter combo with
Shadow Dance.
* Bulwark blocks much of Slark's basic attack damage, even during Shadow Dance.
* Slark finds it very difficult to have a good early/mid game when pressured in the early game by Spear of Mars and God's Rebuke.
* Spear of Mars and God's Rebuke can hit Slark through Shadow Dance and
Depth Shroud.
* Should Pounce be on cooldown, Slark is very vulnerable inside Arena of Blood.
* Thirst detects Mirana or her ally at low health during Moonlight Shadow.
* Rupture deals high damage when Mirana uses Leap.
Additional:
* Rupture can quickly kill Mirana if she tries to Leap away.
* Thirst detects Mirana and her allies during Moonlight Shadow.
* Arena Of Blood prevents Bloodseeker from attacking a Ruptured target.
* Bulwark helps Mars survive Rupture ganks simply by turning towards Bloodseeker without moving.
* Spear of Mars and God's Rebuke can push Bloodseeker from Ruptured targets.
* Earthbind prevents Mirana from Leaping or going invisible with Moonlight Shadow. She can be easily killed by
Poof and
Ransack while disabled.
* Landing a Sacred Arrow on Meepo does not render him helpless, as all of the other Meepos can still fight back.
* Bulwark blocks the attack from Meepo and his clones.
* Spear of Mars &
God's Rebuke prevents Meepo and his clones from initiation or escaping.
* Heroes with summons or illusions makes Sacred Arrow harder to land: Shadow Demon,
Phantom Lancer,
Nature's Prophet.
* Heroes who lack burst damage will have a hard time against Mars: Phantom Lancer,
Nature's Prophet,
Lich.
* Heroes with summons or illusions makes Sacred Arrow harder to land: Shadow Demon,
Phantom Lancer,
Nature's Prophet.
* Heroes who lack burst damage will have a hard time against Mars: Phantom Lancer,
Nature's Prophet,
Lich.
* Overgrowth has a great duration, which prevents the units caught from attacking, moving and Blinking. Heroes like Storm Spirit,
Mirana,
Anti-Mage and others won't be able to do much if they're caught.
* Heroes with the capability of removing or destroying trees greatly hinders the effectiveness of Treant Protector's abilities: Batrider,
Nature's Prophet,
Lina,
Enigma,
Mars
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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Mirana
*
Eul's Scepter of Divinity is an item Lina commonly buys, which in combination with and
Light Strike Array can disable Mirana if she tries to Leap away.
Laguna Blade's magical (pure with Laguna Blade damage is Pure and pierces Spell Immunity talent) burst damage takes advantage of Mirana's below average health.
Moonlight Shadow does little good against Dragon Slave and Light Strike Array.
Moonlight Shadow.
*
Additional:
*
* Lina's damage burst can quickly kill Mirana's teammates before she saves them with
Mars
*
Dragon Slave deals reliable magic damage during the laning phase against Mars.
Eul's Scepter of Divinity and
Light Strike Array combo can interrupt Mars from being disruptive for a decent amount of time and leave him vulnerable for follow up stuns.
Laguna Blade deals massive magical damage, and pure damage with
Aghanim's Scepter.
* Lina's
*