*
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.
* Meepo can net Nature's Prophet's treants with
Earthbind and then
Poof them, putting an end to his pushing.
* Skilled
Meepos can rival and even exceed Nature's Prophet's global presence by combining
Poof with
Boots of Travel, meaning that he can not only stop his push, but also can kill him if he is not careful.
* 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.
*
Ball Lightning can be used to clear Nature's Prophet's Treants and easily destroys Sprout.
*
Electric Vortex prevents Nature's Prophet's escaping using Teleportation.
* 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 Walk can get out to Sprout.
*
Chronosphere will interupt his Teleportation and Faceless Void's can attack kill him within
Chronosphere.
* Heroes with silences and hard stuns such as
Doom,
Silencer, and
Lion can keep Mirana from Leaping away.
Additional:
*
Doom completely takes Mirana out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
* Doom can eats Nature's Prophet's treants with
Devour and gains lots of gold.
* Doom can buy
Radiance or use his
Scorched Earth to quickly wipe out a swarm of Treants.
*
Doom and a ministun from
Infernal Blade's prevents Nature's Prophet from escaping with Sprout and Teleportation.
* 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.
* Pounce also stops
Nature's Prophet's
Teleportation.
* 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.
* Mass summoning heroes:
Broodmother,
Nature's Prophet and
Enigma all have summons Puck can clear with Illusory Orb and Waning Rift instantly, due to their summons having low health.
*
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.
Additional:
*
Moonlight Shadow does little good against Dragon Slave and Light Strike Array.
* Lina's damage burst can quickly kill Mirana's teammates before she saves them with
Moonlight Shadow.
* Heroes with summons and illusions can find themselves easily bested by Lina, like
Broodmother,
Nature's Prophet,
Chen,
Terrorblade,
Naga Siren,
Visage,
Wraith King,
Lycan,
Phantom Lancer,
Shadow Shaman.
Additional:
* Lina can easily prevent Nature's Prophet's Teleportation escape attempts with
Light Strike Array, and can clear Sprout's trees instantly.
* Lina's
Dragon Slave and
Light Strike Array can kill Nature's Prophet's Treants.
*
Track detects Mirana and her allies during Moonlight Shadow.
* Heroes who can provide True Sight or semi-reveal enemy heroes as Nature's Prophet is prone to buying
Shadow Blade:
Bounty Hunter,
Slardar,
Spectre,
Zeus,
Spirit Breaker.
* Heroes with spells that negate invisibility such as
Bounty Hunter,
Zeus and
Slardar prevent her from saving her allies with Moonlight Shadow.
* Heroes who can provide True Sight or semi-reveal enemy heroes as Nature's Prophet is prone to buying
Shadow Blade:
Bounty Hunter,
Slardar,
Spectre,
Zeus,
Spirit Breaker.
* 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 invisibility: (
Riki,
Clinkz,
Nyx Assassin.
* Heroes with spells that negate invisibility such as
Bounty Hunter,
Zeus and
Slardar prevent her from saving her allies with Moonlight Shadow.
* Heroes who can provide True Sight or semi-reveal enemy heroes as Nature's Prophet is prone to buying
Shadow Blade:
Bounty Hunter,
Slardar,
Spectre,
Zeus,
Spirit Breaker.
* 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.
*
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.
* Berserker's Call and Counter Helix will still hit targets inside of a defensive
Sprout.
* Counter Helix clears treants in no time.
* Nature's Prophet's low damage is unlikely to hurt Axe until the very late game.
* Nature's Prophet's low mobility makes him very easy for Axe to chase down or initiate, especially when affected by Battle Hunger.
*
Firefly can be used to clear Nature's Prophet's Treants and allows Batrider destroy Sprout's trees.
*
Flaming Lasso prevents Nature's Prophet from escaping using Teleportation.
* 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.
* Clockwerk's long range initiation and catch makes it incredibly difficult for Nature's Prophet to split push and show on the map alone.
*
Rocket Flare can be used to scout Nature's Prophet if he is hiding in the forest, and can provide vision inside of Sprout.
* Starbreaker and Celestial Hammer does high AoE damage which easily clears {U:Treant}, shutting down most of Nature's Prophets damage and pushing power.
* Dawnbreaker can teleport to deal with split-pushing Nature's Prophet and rejoin her team with Solar Guardian when they require it.
* Since Starbreaker clears trees in its path followed by a stun at the end Nature's Prophet will be unable to escape the dangerous situation by using
Sprout on himself and teleporting away with either
Teleportation or
Town Portal Scroll.
Additional:
* Starbreaker and Celestial Hammer does high AoE damage which easily clears {U:Treant}, shutting down most of Nature's Prophets damage and pushing power.
* Dawnbreaker can teleport to deal with split-pushing Nature's Prophet and rejoin her team with Solar Guardian when they require it.
* Since Starbreaker clears trees in its path followed by a stun at the end Nature's Prophet will be unable to escape the dangerous situation by using
Sprout on himself and teleporting away with either
Teleportation or
Town Portal Scroll.
*
Crypt Swarm helps clear waves of Treants.
*
Silence prevents Nature's Prophet from using Sprout or Teleportation.
*
Exorcism kills Treants with ease.
Additional:
*
Crypt Swarm helps clear waves of Treants.
*
Silence prevents Nature's Prophet from using Sprout or Teleportation.
*
Exorcism kills Treants with ease.
* Treants increase Echo Slam's damage.
* Earthshaker's AoE stuns can hit Nature's Prophet through
Sprout, without having direct line of sight, in order to interrupt
Teleportation.
Additional:
*
Echo Slam can do a lot of damage to Nature's Prophet and his teammates if they stand close to his Treants.
*
Astral Spirit can give Elder Titan a lot of damage and movement speed if Nature's Prophet sends all of his Treants together.
* Not only does
Echo Stomp prevent Nature's Prophet from escaping using Teleportation, but
Astral Spirit can be used to bypass Sprout and cancel Teleportation with it's own
Echo Stomp from long distances.
*
Earth Splitter can clear Nature's Prophet's Treants effectively.
*
Sleight of Fist with
Battle Fury deals a lot of damage to Nature's Prophet's team if they stand close to his Treants, as well as killing all the Treants with ease.
* Ember Spirit with
Fire Remnant and
Boots of Travel can be very active around the map, which enables him to quickly teleport and defend the objective Nature's Prophet is attacking whenever he tries to push.
Additional:
* Ember Spirit can easily deal with
Nature's Call by using his Flame Guard and with
Battle Fury. He also has multiple ways of escaping
Sprout. Additionally, Ember Spirit can break
Sprout's trees with Activate Fire Remnant and interrupt
Teleportation with Searing Chains.
*
Sprout will not protect Nature's Prophet from Huskar if he has already locked on with Life Break.
* Even a farmed Nature's Prophet is usually not durable enough to fight Huskar alone.
* Jakiro's
Macropyre can help him to escape from Sprout and quickly clears Treants.
* Jakiro can disrupt Nature's Prophet's escape attempt with Sprout and Teleportation by using
Ice Path.
Additional:
* Jakiro's skill arsenal can ruin Nature's Prophet's gameplay: Dual Breath and Liquid Fire can clear treants from
Nature's Call while simultaneously slowing Nature's Prophet, Ice Path can disrupt Nature's Prophet's escaping attempt with
Teleportation, and Macropyre can easily clear treants from
Nature's Call.
* Jakiro is a common
Hurricane Pike wielder, which allows him to escape from
Sprout.
* Once caught in Bear's Entangle, Nature's Prophet cannot escape with
Teleportation.
* Mirana's Leap is ineffective if Lycan uses
Shapeshift. It also allows him to dodge Sacred Arrow.
*
Sprout can't stop her to Rebound.
* Treants can be used as targets for Rebound and Dispose as well.
* Nature's Prophet's
Sprout can be broken by Muerta's
Dead Shot.
*
Gunslinger will quickly dispatch of the Treants from
Nature's Call.
*
The Calling will greatly reduce the potential damage Treants can do.
* Naga Siren is a natural split-pusher. With a
Radiance equipped, she will easily keep the lanes pushed out, therefore keeping backdoor protection enabled and preventing Nature's Prophet from dealing building damage.
*
Ensnare can prevent Teleportation.
Aghanim's Scepter upgraded
Ensnare can also affect Nature's Prophet even if he is spell immune. And
Reel In from
Aghanim's Scepter can also be used to separate Nature's Prophet from his treant and bring him close to Naga Siren and her team to burst him down.
*
Song of the Siren will stop Nature's Prophet from escaping even if he has hidden inside of Sprout.
Aghanim's Shard upgraded
Song of the Siren can also heal her allies and save them from Nature's Prophet.
Additional:
* Naga Siren is a natural split-pusher. With Rip Tide, she will easily out-push Nature's Prophet, farming his treants in the process.
*
Ensnare prevents
Teleportation. Even if he hides inside
Sprout, Song of the Siren lasts long enough to prevent him from escaping.
* 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.
* Nature's Prophet treants can be cleared by Ignite or Multicast
Hand of Midas
* Fireblast and Unrefined Fireblast prevents Nature's Prophet from using
Teleportation.
* With Caustic Finale, Sand King can easily kill the treants from
Nature's Call.
* Burrowstrike allows Sand King to prevent Nature's Prophet from using
Teleportation inside of his
Sprout.
Additional:
* Sand King's
Caustic Finale combined with
Sand Storm will kill Treants easily.
* Sand King can interrupt Teleportation with
Burrowstrike, even through Sprout.
* Shadow Fiend can easily farm his treants and get easy Necromastery Stacks.
* If Shadow Fiend buys
Boots of Travel and
Shadow Blade, he can counteract Nature's Prophet's split-push.
*
Shadow Step's low cooldown allows Spectre to teleport to him whenever he decides to push.
*
Spectral Dagger allows Spectre to go through Sprout's trees and stun Nature's Prophet if she has a
Skull Basher or
Abyssal Blade.
* Spectre loves buying
Radiance, which can kill Nature's Prophet's Treants easily.
Additional:
* Spectre can get to him anywhere on the map with
Haunt.
* Spectre can pass through his trees with
Spectral Dagger.
*
Desolate's damage will melt him quickly, as he's alone most of the time.
* Heroes that rely on invisibility can be tracked with Charge of Darkness opening them to team attacks:
Bounty Hunter,
Mirana,
Riki
* Spirit Breaker can chase Nature's Prophet from anywhere on the map with
Charge of Darkness, making it hard for Nature's Prophet to split-push.
*
Charge of Darkness and
Nether Strike gives vision of Nature's Prophet when he tries to Sprout himself and teleport away.
Additional:
* Charge of Darkness allows Spirit Breaker to catch Nature's Prophet out when he tries to split push.
* Nature's Prophet can't hide in his
Sprout against Spirit Breaker, as his Charge of Darkness provides vision on its target.
* Spirit Breaker can easily cancel Nature's Prophet's
Teleportation.
* Heroes with summons and illusions as Spirit Breaker has no strong AoE capabilities to deal with them:
Chaos Knight,
Phantom Lancer,
Terrorblade,
Naga Siren,
Broodmother,
Warlock,
Visage,
Nature's Prophet,
Shadow Shaman,
Lycan,
Wraith King.
* All three of Timbersaw’s abilities give him an easy way out of Sprout, and can also destroy nearby trees so Nature's Prophet can’t spawn Treants.
* If Prophet tries to escape with a self Sprout/Teleport, Timbersaw can easily cut down all its trees to get to him and deal increased
Whirling Death damage as well.
*
Chakram heavily discourages teleports.
* Timbersaw is quite well suited to clearing massive waves of Treants almost instantly with all of his area of effect pure damage abilities, preventing Nature's Prophet from pushing.
* Treants can give Reactive Armor many charges quite quickly.
Additional:
* Timbersaw can easily cut down trees from
Sprout, making it very difficult for Nature's Prophet to teleport away or trap enemies.
* Timbersaw's abilities quickly clear out treants.
*
Reactive Armor negates most of the damage of Nature's Prophet's treants, and Timbersaw can often allow himself to be attacked in order to heal himself.
* Tinker has great map presence because of
Keen Conveyance and
Rearm, which means he can always teleport and defend towers whenever Nature's Prophet tries to push.
*
Laser prevents Nature's Prophet from attacking. Additionally, even with
Monkey King Bar, Nature's Prophet cannot hit towers and buildings during the effect.
*
Firestorm makes quick work of Treants and
Atrophy Aura gives him temporary damage for every Treant killed.
*
Pit of Malice can stop Teleportation channeling.
*
Atrophy Aura greatly reduces Nature's Prophet's damage and he has no other good way to deal damage.
*
Fiend's Gate can counter split-pushing, which is something that Nature's Prophet relies on a lot.
Fiend's Gate can also be used to either escape from Nature's Prophet or to prepare an ambush on Nature's Prophet, and outside from Nature's Wrath, Nature's Prophet has no other ways to intercept arrivals with
Fiend's Gate.
* Nature's Prophet has no innate way to deal with
Gravekeeper's Cloak or kill {U:Familiar}s effectively.
* Familiars can fly over the trees created by Sprout. They can also use
Stone Form when Nature's Prophet is trying to use Teleportation.
*
Aghanim's Shard upgraded
Stone Form alow allows Visage himself to stun Nature's Prophet whenever he is trying to use Teleportation.
*
Aghanim's Scepter gives Visage
Silent as the Grave ability, which allows him and his {U:Familiar}s to either escape from Nature's Prophet or give him a surprise attack.
Additional:
* Nature's Prophet has no natural method of dealing with Gravekeeper's Cloak and Familiars.
* Familiar's low base attack time can chip away Nature Prophet's health.
* Familiar's Stone Form destroys trees created by
Sprout.
* Familiars can scout woods and foggy areas where Nature's Prophet is trying to use
Teleportation.
*
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.
* 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.
*
Moon Glaives and
Lunar Blessing help Luna quickly kill Nature's Prophet's treants.
* Luna can easily cancel Teleportation with her
Lucent Beam.
* Even though Nature's Prophet can evade all of Luna's abilities with
Shadow Blade, a smart Luna will always buy
Dust of Appearance to provide vision on Shadow Fiend to her and her team.
Additional:
*
Moon Glaives and
Lunar Blessing help Luna quickly kill Nature's Prophet's treants.
Aghanim's Shard upgraded
Moon Glaives can also reduce damage Nature's Prophet will inflict on Luna while they are active.
* Luna can easily cancel Teleportation with her
Lucent Beam.
* Even though Nature's Prophet can evade all of Luna's abilities with
Shadow Blade, a smart Luna will always buy
Dust of Appearance to provide vision on Nature's Prophet to her and her team.
* 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 that create illusions:
Spectre,
Shadow Demon,
Phantom Lancer,
Naga Siren,
Chaos Knight,
Terrorblade) or bring other units into the fight (such as
Nature's Prophet,
Lone Druid,
Chen,
Enchantress,
Meepo and
Arc Warden) can cause Eclipse to strike the illusions/summons unintentionally. However, in many cases Moon Glaives can resolve this issue and eliminate them before activating Eclipse, but that will require lots of farming for right-click items.
* Most summons and illusions can barely hurt Tidehunter at all, after their attacks get reduced by Anchor Smash and blocked by Kraken Shell:
Nature's Prophet,
Enigma
* Also Ravage's large area of effect and damage can easily damage all those units at once, or just straight up clear them.
*
Broodmother,
Nature's Prophet,
Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
* 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 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 who have summons, which can be quickly cleared by his powerful area of effect skill:
Nature's Prophet,
Enigma,
Lycan
* Heroes with summons or illusions makes Sacred Arrow harder to land:
Shadow Demon,
Phantom Lancer,
Nature's Prophet.
* Heroes that have AoE damage:
Lina,
Keeper of the Light,
Timbersaw,
Leshrac,
Bristleback,
Axe.
* Heroes who summon multiple units that are not spell immune.
Nature's Prophet,
Lycan,
Beastmaster
* 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 who produce many summons will have a hard time against Storm's Dispel Magic during teamfight:
Broodmother,
Enigma,
Nature's Prophet.
* Heroes with summons or illusions makes Sacred Arrow harder to land:
Shadow Demon,
Phantom Lancer,
Nature's Prophet.
* Heroes with silences and hard stuns such as
Doom,
Silencer, and
Lion can keep Mirana from Leaping away.
* Heroes that rely on summons will suffer against Ion Shell, which kills them very quickly:
Beastmaster,
Broodmother,
Enigma,
Nature's Prophet,
Visage,
Warlock,
Wraith King.
* Heroes that have AoE damage:
Lina,
Keeper of the Light,
Timbersaw,
Leshrac,
Bristleback,
Axe.
* Heroes who lack burst damage will have a hard time against Mars:
Phantom Lancer,
Nature's Prophet,
Lich.
* Heroes with cleave damage:
Sven,
Magnus,
Kunkka.
* Heroes with invisibility: (
Riki,
Clinkz,
Nyx Assassin.
Additional:
* Nature's Prophet is often by himself. Clinkz can use invisibility to hunt him down and kill him, although a Quelling Blade may be needed to cut through his
Sprout. Orchid Malevolence may also be needed if 3-4 seconds are not enough time to kill him, as he can teleport away.
* Clinkz can match Nature's Prophet's ability to split push.
* Heroes with invisibility: (
Riki,
Clinkz,
Nyx Assassin.
* Nature's Prophet's low mobility and health pool allow Phantom Assassin to destroy him in the early game.
* Phantom Strike allows Phantom Assassin to jump in and out of
Sprout, provided she has vision.
* Heroes with illusions and summons can be hard for Phantom Assassin to deal with, as she lacks any AoE abilities to deal with them without items:
Broodmother,
Phantom Lancer,
Chaos Knight,
Lycan,
Naga Siren,
Shadow Shaman,
Visage,
Nature's Prophet,
Terrorblade,
Warlock,
Wraith King.
* Undying's
Tombstone will cheerfully chew through treants, incidentally netting you some extra income during fights.
* The above interaction tends to ensure that skirmishes are heavily populated with units, thereby buffing
Soul Rip
*
Mirana can destroy Tombstone, and evade zombies using Leap and Moonlight Shadow's invisibility.
* 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.
* Anti-Mage's high mobility from Blink and tendency to build
Battle Fury makes him strong against split-pushing heroes:
Nature's Prophet,
Tinker, and
Arc Warden.
* 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.
* 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 summons like
Broodmother,
Enigma,
Nature's Prophet; or illusions, like
Naga Siren,
Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* 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.
* Heroes with plenty of summons, such as
Broodmother or
Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
* 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 with many summons or illusions are much harder to catch with Meat Hook:
Nature's Prophet,
Phantom Lancer,
Chen.
* 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.
* 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.
Additional:
* 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.
* 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.
* Mirana can build
Eul's Scepter of Divinity and
Sacred Arrow can help her's allies canceled from
Fiend's Grip.
* Heroes with illusions and summons can swarm and overwhelm Bane, who has no area abilities to deal with them outside from
Aghanim's Shard upgraded
Brain Sap:
Broodmother,
Chaos Knight,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Terrorblade,
Visage,
Warlock,
Wraith King.
* 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.
*
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.
*
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.
*
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.
* Sprout with True Sight items (
Sentry Ward or
Dust of Appearance) make it possible to trap Weaver in lane, unless he buys
Quelling Blade or until he unlocks
Time Lapse.
*
The Swarm beetles can be destroyed with Nature's Prophet's Treants.
* Chain Frost can bounce to the treants that Nature's Prophet summons.
* Nature's Prophet's
Sprout can be used to isolate and burst down the squishy Lich.
Additional:
* His treants can prevent
Chain Frost from jumping to Nature's Prophet or his allies.
* 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.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
* 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 who do not have nor rely on passive abilities make Nethertoxin much less effective:
Clinkz,
Pugna,
Nature's Prophet,
Dark Seer,
Lycan,
Tusk
* Mirana can instantly kill creeps with Sacred Arrow, making her decent at crippling the armies of
Chen or
Enchantress.
* Heroes who can summon illusions and summons because Terrorblade has no abilities to deal with multiple enemies at once outside Reflection:
Shadow Shaman,
Naga Siren,
Broodmother,
Lycan,
Enigma,
Chaos Knight,
Phantom Lancer,
Shadow Demon,
Dark Seer,
Nature's Prophet,
Invoker,
Morphling,
Visage,
Grimstroke with
Aghanim's Scepter.
* Heroes with high mobility can approach Sniper:
Anti-Mage,
Earth Spirit,
Io,
Nature's Prophet,
Pangolier,
Puck,
Queen of Pain and most notably
Riki.
* Similarly, heroes with low cooldown teleports can be afraid to split push against X Marks the Spot, such as
Tinker and
Nature's Prophet.
* In general, highly mobile heroes like
Earth Spirit or
Storm Spirit are at a disadvantage against X Marks the Spot.
* Similarly, heroes with low cooldown teleports can be afraid to split push against X Marks the Spot, such as
Tinker and
Nature's Prophet.
*
Leap allows Mirana to easily escape Torrent and Ghostship.
* 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.
* Nature's Prophet's Nature's Call can destroy trees that Treant Protecter is hiding in, revealing him.
* 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's
Overwhelming Odds deals damage for every Treant it hits, which allows it to easily wipe out large waves of them.
* 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 global abilities can give Legion Commander's opponent an edge in Duels from anywhere on the map:
Nature's Prophet,
Ancient Apparition,
Zeus,
Invoker,
Treant Protector
* Heroes with cleave damage:
Sven,
Magnus,
Kunkka.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
* Mass Serpent Ward can kill lots of treants if played defensively.
* Mass Serpent Ward, Hex, and Shackles can catch and kill a Nature's Prophet trying to use Teleportation.
Additional:
* Shadow Shaman's
Mass Serpent Ward together with
Ether Shock can easily kill lots of Treants if played defensively.
*
Hex and
Shackles can disrupt Nature's Prophet's escape attempts with Teleportation.
* 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.
*
Sprout will not protect Nature's Prophet from Tree Dance.
* Boundless Strike will interrupt attempts at
Teleportation, and can reach Nature's Prophet inside the tree line.
* Nature's Prophet's Natures's Call can destroy trees while Monkey King is standing on them with
Tree Dance, which will stun him for a good deal of time.
*
Io can use
Relocate with an ally to gank Nature's Prophet whenever he tries to push.
Additional:
* Nature's Prophet is extremely easy to gank with Relocate while he's split pushing.
* Tether on a friendly unit can destroy Nature Prophet's trees should he surround himself with
Sprout as a defense.
* Heroes with both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect:
Beastmaster,
Broodmother,
Chaos Knight,
Lycan,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Shadow Shaman,
Terrorblade,
Visage,
Warlock,
Wraith King.
* Heroes 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.
*
Alchemist gets a huge amount of additional gold from killing Nature's Prophet's treants thanks to
Greevil's Greed.
Additional:
* Acid Spray and Greevil's Greed will quickly destroy pushes with treants.
* Because of his poor movement speed,Alchemist can catch up and kill him with Chemical Rage.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
* 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.
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.
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Mirana
* 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.
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.
Aghanim's Scepter gives Broodmother access to
Spinner's Snare, which allows her to create invisible lines on her webs from
Spin Web that will root Mirana, deal damage over time to Mirana and reveal Mirana if she or any of her allies unwittingly step on them while affected by
Moonlight Shadow, disrupting her attempts to initiate with
Moonlight Shadow and
Sacred Arrow, prevent her to use
Leap while also alerting Broodmother on her attempts to ambush her and her allies.
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.
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.
Aghanim's Scepter gives Broodmother access to
Spinner's Snare, which allows her to create invisible lines on her webs from
Spin Web that will root Mirana, deal damage over time to Mirana and reveal Mirana if she or any of her allies unwittingly step on them while affected by
Moonlight Shadow, disrupting her attempts to initiate with
Moonlight Shadow and
Sacred Arrow, and prevent her to use
Leap while also alerting Broodmother on her attempts to ambush her and her allies.
* Broodmother commonly buys
*
Additional:
* Though Mirana can clear waves of Broodmother's spiderlings with
* Broodmother commonly buys
*
Nature's Prophet
* Broodmother can destroy Nature's Prophet's Treants with
Spawn Spiderlings and summon spiderlings in their place.
Orchid Malevolence, which can prevent Nature's Prophet from escaping with Sprout and Teleportation.
Sprout cannot protect Nature's Prophet if Broodmother puts down a web.
Wrath of Nature.
Aghanim's Scepter gives Broodmother access to
Spinner's Snare, which allows her to create invisible lines on her webs from
Spin Web that will root Nature's Prophet, deal damage over time to Nature's Prophet and reveal Nature's Prophet if he unwittingly steps on them, disrupting his attempts to perform surprise attacks on Broodmother's allies with
Silver Edge and also prevent him from using
Silver Edge to esacape, while also alerting Broodmother on his attempts to ambush her and her allies.
* Broodmother loves buying
Additional:
*
* Nature's Prophet's low mobility means he is defenseless against Silken Bola.
* Spiderlings can absorb much of the damage from
*