* 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.
* Clockwerk's
Battery Assault disables Earth Spirit's Rolling Boulder, while his
Power Cogs ensure, that Earth Spirit can't move away from it.
* His
Hookshot allows him to chase after Earth Spirit, while using
Rocket Flare to gain vision.
*
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.
* Storm Spirit outlanes Earth Spirit wins by having a ranged attack type, and also deals damage to the Earth Spirit every time he approaches the creeps with his ability
Static Remnant, which is why he overtakes Earth Spirit in level and gold
* Storm Spirit has the ability to quickly kill Earth Spirit under his ability
Electric Vortex, which Earth Spirit cannot do if Storm Spirit buys
Falcon Blade at the liner stage, because Storm Spirit will have too much health for Earth Spirit`s abilities and will survive Earth Spirit`s damage.
Additional:
* Storm Spirit outlanes Earth Spirit wins by having a ranged attack type, and also deals damage to the Earth Spirit every time he approaches the creeps with his ability
Static Remnant, which is why he overtakes Earth Spirit in level and gold
* Storm Spirit has the ability to quickly kill Earth Spirit under his ability
Electric Vortex, which Earth Spirit cannot do if Storm Spirit buys
Falcon Blade at the liner stage, because Storm Spirit will have too much health for Earth Spirit`s abilities and will survive Earth Spirit`s damage.
* 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 with high mobility can be prevented from using it to their advantage with Earthbind, even if they pack a dangerous arsenal:
Earth Spirit,
Ember Spirit,
Storm Spirit,
Nature's Prophet,
Phantom Assassin,
Riki,
Anti-Mage,
Weaver.
* See items and abilities disabled by roots
* 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.
* 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.
* Pounce also stops
Nature's Prophet's
Teleportation.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
Additional:
*
Pounce's root prevents Earth Spirit from using Rolling Boulder to escape, making it easier for Slark to shut him down especially in the laning phase.
*
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.
* 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.
* Broodmother can destroy Nature's Prophet's Treants with
Spawn Spiderlings and summon spiderlings in their place.
* Broodmother loves buying
Orchid Malevolence, which can prevent Nature's Prophet from escaping with Sprout and Teleportation.
Additional:
*
Sprout cannot protect Nature's Prophet if Broodmother puts down a web.
* Nature's Prophet's low mobility means he is defenseless against Silken Bola.
* Spiderlings can absorb much of the damage from
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.
* 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.
* 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.
*
Aphotic Shield is a strong dispel, meaning it can save allies from Earth Spirit's stun, slow, silence, and Magnetize.
*
Borrowed Time makes it nearly impossible for Earth Spirit to kill Abaddon.
*
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.
*
Shapeshift allows Lycan to chase down Earth Spirit.
*
Sprout can't stop her to Rebound.
* Treants can be used as targets for Rebound and Dispose as well.
* 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.
* 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.
*
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.
* 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.
*
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.
* 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
* 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.
* 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 who produce many summons will have a hard time against Storm's Dispel Magic during teamfight:
Broodmother,
Enigma,
Nature's Prophet.
*
Broodmother,
Nature's Prophet,
Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
* Heroes that have AoE damage:
Lina,
Keeper of the Light,
Timbersaw,
Leshrac,
Bristleback,
Axe.
* 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 that have AoE damage:
Lina,
Keeper of the Light,
Timbersaw,
Leshrac,
Bristleback,
Axe.
* Heroes with cleave damage:
Sven,
Magnus,
Kunkka.
* Heroes with fast movement abilities will suffer huge damage when afflicted by Rupture:
Spirit Breaker,
Earth Spirit,
Dark Seer.
* Heroes who lack burst damage will have a hard time against Mars:
Phantom Lancer,
Nature's Prophet,
Lich.
*
Legion Commander's
Overwhelming Odds deals damage for every Treant it hits, which allows it to easily wipe out large waves of them.
* Heroes rely on their debuff to control the opponent will have a hard time against Press the Attack:
Venomancer,
Earth Spirit,
Ogre Magi
* 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 who summon multiple units that are not spell immune.
Nature's Prophet,
Lycan,
Beastmaster
* 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 invisibility: (
Riki,
Clinkz,
Nyx Assassin.
* 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.
* Puck can forbid the opportunity to avoid trouble for Earth Spirit on his own
Rolling Boulder, using
Dream Coil and
Waning Rift.
Additional:
* Puck can forbid the opportunity to avoid trouble for Earth Spirit on his own
Rolling Boulder, using abilities:
Dream Coil,
Waning Rift
* Earth Spirit eliminates the possibility of Puck to hide with Phase Shift and avoid an attack by
Geomagnetic Grip with its AoE silence, which is why it can help the team kill it.
* Puck can't throw off the effects of
Magnetize with any of its abilities, making it constantly receive damage if Earth Spirit extends this ability with his
Stone Remnant.
Additional:
* Earth Spirit Eliminates the possibility of the Puck to hide in
Phase Shift and avoid an attack by
Geomagnetic Grip with its AOE-silence, which is why it can help the team kill him
* Puck can't throw off the effect of
Magnetize any of his abilities, which is why he will constantly receive damage if Earth Spirit extends this ability with his
Stone Remnant
* 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 with invisibility: (
Riki,
Clinkz,
Nyx Assassin.
* 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.
* 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.
* 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.
*
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.
* 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.
* 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.
* Heroes with abilities that can close the gap can easily kill Muerta:
Storm Spirit,
Earth Spirit,
Ember Spirit,
Void Spirit,
Lycan,
Chaos Knight,
Tusk.
* 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.
*
Earth Spirit's useful kit of Slows, Stuns, and Silences can set up kills on Ogre Magi and the silence can stop him from using his abilities.
* 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.
* Heroes that can gank Shadow Fiend in the early game:
Earth Spirit,
Nyx Assassin,
Riki,
Spirit Breaker.
* 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.
* 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.
*
Rolling Boulder and
Geomagnetic Grip prevent Terrorblade from using
Sunder.
*
Magnetize Does heavy magic damage to Terrorblade and his illusions that bypasses his high base armor.
* Heroes with many summons or illusions are much harder to catch with Meat Hook:
Nature's Prophet,
Phantom Lancer,
Chen.
* Earth Spirit can easily disrupt
Dismember because he can disable from a long distance with a Stone Remnant and Rolling Boulder. With talent he can even pull his teammates out of Dismember and also silence Pudge with Geomagnetic Grip.
* Heroes with high mobility can approach Sniper:
Anti-Mage,
Earth Spirit,
Io,
Nature's Prophet,
Pangolier,
Puck,
Queen of Pain and most notably
Riki.
* Heroes with high mobility can approach Sniper:
Anti-Mage,
Earth Spirit,
Io,
Nature's Prophet,
Pangolier,
Puck,
Queen of Pain and most notably
Riki.
*
Black Hole is a channeling ability and Earth Spirit has at least two possibilities which can interrupt these kind of spells. Enigma is exposed and cannot move while using Black Hole, thus making it easy for Earth Spirit to stop the feared ability with the huge range of Rolling Boulder and forcing Enigma to quickly rush a
Black King Bar to prevent this.
* Enigma is level dependant, squishy and relativly defenseless in the early game and therefore vulnerable to aggressive roam maneuvers in this stage of the game. Earth Spirit excels at ganking, shutting down a jungling or otherwise solo farming Enigma.
* 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.
* Nature's Prophet's Nature's Call can destroy trees that Treant Protecter is hiding in, revealing him.
*
Geomagnetic Grip is not blocked by
Linken's Sphere and can silence Morphling, preventing Morphling from using Waveform or Attribute Shift to escape from ganks.
* In addition,
Boulder Smash and
Rolling Boulder provide a solid lockdown if used together.
*
Boulder Smash can return Tusk after his initiation.
*
Geomagnetic Grip prevents Tusk from using Snowball to escape.
* Earth Spirit is a dangerous foe to encounter for Invoker in the early stages of the game. Since Invoker needs to gain levels as fast as possible and is not very strong in the early game, Earth Spirit can use his incredible early game power to gank Invoker and ruin his game plan.
* Earth Spirit combines stuns and silences with his spells and can apply them from a great distance. This is bad for Invoker as he is dependent on a smart usage of his spells with
Invoke and Earth Spirit can disrupt his combos easily.
* Earth Spirit does not fly a small distance on
Rolling Boulder using
Stone Remnant, which will be a big problem for
Life Drain, since Pugna will stop receiving health from breaking the distance of the ability, which will give the Earth Spirit team a chance to kill Pugna, by the way, this also works well with
Boulder Smash, which pushes the enemy and can annoy the distance
* Earth Spirit has excellent control with a small recharge on
Rolling Boulder and
Geomagnetic Grip, which can knock down Pugna`s
Life Drain, as well as completely turn him off in a fight, because he is very dependent on his abilities
* Magic damage from Earth Spirit's abilities can be disastrous for
Decrepify, as it will kill him very quickly, and if Earth Spirit collects
Ethereal Blade in such a game, it can easily destroy Pugna in one
Rolling Boulder hit
* Earth Spirit also turns out to be a strong decision against
Nether Ward, because he experiences it with his large amount of health, and if he collects
Heart of Tarrasque(and
Bracerin early game)in such a game, he may not feel it at all and calmly control Pugna with his abilities
Additional:
* Earth Spirit does not fly a small distance on
Rolling Boulder using
Stone Remnant, which will be a big problem for
Life Drain, since Pugna will stop receiving health from breaking the distance of the ability, which will give the Earth Spirit team a chance to kill Pugna, by the way, this also works well with
Boulder Smash, which pushes the enemy and can annoy the distance
* Earth Spirit has excellent control with a small recharge on
Rolling Boulder and
Geomagnetic Grip, which can knock down Pugna`s
Life Drain, as well as completely turn him off in a fight, because he is very dependent on his abilities
* Magic damage from Earth Spirit's abilities can be disastrous for
Decrepify, as it will kill him very quickly, and if Earth Spirit collects
Ethereal Blade in such a game, it can easily destroy Pugna in one
Rolling Boulder hit
* Earth Spirit also turns out to be a strong decision against
Nether Ward, because he experiences it with his large amount of health, and if he collects
Heart of Tarrasque(and
Bracerin early game)in such a game, he may not feel it at all and calmly control Pugna with his abilities
*
Boulder Smash's and
Geomagnetic Grip's (upgraded with
Aghanim's Scepter) repositioning and disables make it very difficult for Razor to keep enemies within range of Static Link and Eye of the Storm.
*
Boulder Smash and
Geomagnetic Grip allow
Earth Spirit to easily disrupt Freezing Field, regardless of where Crystal Maiden is due to their incredible range.
Earth Spirit is quite possibly the best hero for stopping long channeling abilities, and Crystal Maiden is vulnerable to him without a
Black King Bar.
* All of Earth Spirit's spells allow him to easily close in on Crystal Maiden and kill her. Since she is a low health support, she generally stays behind in teamfights, but Earth Spirit can easily close the distance.
* Crystal Maiden has low movement speed and no other escape mechanism, rendering her extremely vulnerable to Earth Spirit's arsenal of long-range, damaging spells.
*
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.
* Windranger tends to fare badly against high mobility heroes that can easily dodge Powershot, close the gap on her when she uses Windrun or escape from Focus Fire's reach. Examples of such heroes include
Spirit Breaker,
Lycan,
Storm Spirit,
Earth Spirit,
Void Spirit,
Slark and others.
*
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 can easily bypass Io's allies to get to Io:
Riki,
Tusk,
Clinkz,
Sniper,
Slark,
Phantom Assassin,
Void Spirit,
Storm Spirit,
Ember Spirit,
Earth Spirit,
Spirit Breaker,
Lifestealer.
* Because Templar Assassin does not have escape potential in lane, any support hero with roaming potential and a
Dust of Appearance can be great at shutting her down early game:
Earth Spirit,
Spirit Breaker,
Tusk,
Bounty Hunter,
Riki,
Warlock.
Additional:
* Templar Assassin is dependant on
Refraction in teamfights. Because Magnetize deals damage per second and Earth Spirit is even able to refresh the duration of his ultimate he is suitable for wasting Refraction and allowing his team to take her down.
* 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.
* Heroes who do not have nor rely on passive abilities make Nethertoxin much less effective:
Clinkz,
Pugna,
Nature's Prophet,
Dark Seer,
Lycan,
Tusk
* Heroes with summons or illusions makes Sacred Arrow harder to land:
Shadow Demon,
Phantom Lancer,
Nature's Prophet.
* 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.
* 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.
* Positioning-reliant heroes (
Windranger,
Tidehunter,
Ursa...), since Earth Spirit can disrupt positioning with his Boulder Smash.
* Heroes with plenty of summons, such as
Broodmother or
Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
* Heroes that can easily bypass Chen's creeps to get to Chen:
Riki,
Tusk,
Clinkz,
Sniper,
Slark,
Phantom Assassin,
Void Spirit,
Storm Spirit,
Ember Spirit,
Earth Spirit,
Spirit Breaker.
* Heroes who can dodge Earth Spirit's abilities:
Ember Spirit,
Puck,
Weaver
* 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.
*
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.
* 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.
* Positioning-reliant heroes (
Windranger,
Tidehunter,
Ursa...), since Earth Spirit can disrupt positioning with his Boulder Smash.
* 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.
* Squishy heroes (
Io,
Crystal Maiden,
Lina...), as Earth Spirit can deal tons of damage with Magnetize.
* 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.
*
Geomagnetic Grip can be used to silence Earthshaker after he blinks in, preventing him from executing his combo.
*
Magnetize does damage over time and thus disables Earthshaker's
Blink Dagger for a long time.
* Heroes with cleave damage:
Sven,
Magnus,
Kunkka.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
*
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.
* 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.
* Tinker is an easy target for Earth Spirit to initiate on. He likes to split push lanes once he acquires
Boots of Travel and Earth Spirit can jump him with his Rolling Boulder and disable him to buy enough time for his teammates to come and assist Earth Spirit.
* The huge range of Stone Remnant and Rolling Boulder enables Earth Spirit to stop Tinker from teleporting to his fountain since Tinker tends to buy
Blink Dagger most of the time to escape.
* Heroes who have summons, which can be quickly cleared by his powerful area of effect skill:
Nature's Prophet,
Enigma,
Lycan
* Heroes with considerable mobility can easily escape from a rolling Pangolier:
Anti-Mage,
Queen of Pain,
Void Spirit,
Storm Spirit,
Ember Spirit,
Earth Spirit, moreover, if a player is familiar with how Rolling Thunder works, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
* 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.
*
Boulder Smash will push Sand King out of Sand Storm to reveal his position or an activated Epicenter off of Earth Spirit's allies, potentially wasting his combo
*
Rolling Boulder and
Geomagnetic Grip allow Earth Spirit to easily stun and silence Sand King and interrupt the channeling of Epicenter, completely ruining his initiation.
*
Time Walk can get out to Sprout.
*
Chronosphere will interupt his Teleportation and Faceless Void's can attack kill him within
Chronosphere.
*
Rolling Boulder and
Geomagnetic Grip disable Faceless Void so he cannot escape with Time Walk.
*
Rolling Boulder will allow Earth Spirit to get on top of Faceless Void at all stages of the game.
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.
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Nature's Prophet
*
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.
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.
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.
* Ember Spirit with
Additional:
* Ember Spirit can easily deal with
Earth Spirit
* Ember Spirit easily finishes off all creeps on the line against Earth Sprit, exchanging health with him under his
Flame Guard, which is why Earth Spirit can leave the line for ganks very early and without the necessary amount of gold and levels, which will give the Ember Spirit team an advantage to fight off such ganks
Sleight of Fist ability helps Ember Spirit dodge all of Earth Spirit's abilities, which makes his gank potential practically useless against Ember Spirit, and with the purchase of
Black King Bar, Ember Spirit can use
Sleight of Fist to combine with
Searing Chains to catch and kill Earth Spirit.
Flame Guard, which is why Earth Spirit can leave the line for ganks very early and without the necessary amount of gold and levels, which will give the Ember Spirit team an advantage to fight off such ganks
Sleight of Fist ability helps Ember Spirit dodge all of Earth Spirit's abilities, which makes his gank potential practically useless against Ember Spirit, and with the purchase of
Black King Bar, Ember Spirit can use
Sleight of Fist to combine with
Searing Chains to catch and kill Earth Spirit.
* The
Additional:
* Ember Spirit easily finishes off all creeps on the line against Earth Sprit, exchanging health with him under his
* The