* 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.
Additional:
* 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.
* Broodmother can kill Invoker easily in the early game with her Spawn Spiderlings and her spiderlings.
* Broodmother is both an Orchid Malevolence and a
Nullifier carrier. As she can farm it early, she can kill Invoker easily.
* 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.
* Quas-Exort Invoker is also a good matchup due to the fact he has no Wex to run faster due to the movement impairment on his stealth. The
Forge Spirit and
Cold Snap combo doesn't harm her as well since you can drain Invoker's HP with Spirit Siphon which forces him to retreat.
* Silence also prevents Invoker from using Invoke or casting his main spells temporarily. There is no way Invoker can block it unless he has
Eul's Scepter of Divinity to cyclone himself or has help from allies.
* Time Walk can get out to Sprout.
* Chronosphere will interupt his Teleportation and Faceless Void's can attack kill him within
Chronosphere.
* Time Walk can easily avoid Invoker's combo damage if doesn't have disables.
* Chronosphere will reveal Invoker during Ghost Walk.
* All of Invoker's hidden cooldowns are affected by Time Dilation, so Faceless Void can easily slow him down a lot.
Additional:
* Time Dilation prevents Invoker from further invoking for the entire duration of the debuff, as well as massively slowing Invoker based on the large amount of spells he has.
* Time Walk will completely negate Invoker's combo damage.
* If Invoker is caught in Chronosphere, he will most likely be the primary target due to the large teamfight contribution he can provide.
* 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.
* Doom completely takes Invoker out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
Additional:
* Doom is a good way to shut down Invoker, preventing from casting spells and using items for a lengthy time, thus forcing him to invest on
Linken's Sphere.
* 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.
Additional:
* 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.
* Heroes with long lockdowns: Shadow Shaman,
Legion Commander.
* 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.
* Anti-Mage's mobility and magic resistance make him nearly impossible to kill alone.
* Invoker's spells cost a lot of mana, and Invoker himself has a lot of mana. This means Invoker and his team are vulnerable to Mana Void's heavy damage.
* Blink allows Anti-Mage to escape from Invoker's combo if he doesn't have disables.
* Heroes with invisibility: (Riki,
Clinkz,
Nyx Assassin.
* Nyx Assassin can simply activate Spiked Carapace while under many Invoker's abilities to stun him.
* Nyx Assassin takes advantage of Invoker's massive intelligence gain to do tons of damage using Mind Flare, as the spell does more damage based on the target's intelligence.
* Vendetta burns a large amount of Invoker's essential mana pool.
* 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 Outlanes Invoker with his abilities: Illusory Orb,
Waning Rift finishing off all creeps on the line and getting a higher level than him
* Puck dodges Invoker's magic attacks with his abilities: Illusory Orb,
Phase Shift in a fight, preventing Invoker from doing damage
Additional:
* Puck Outlanes Invoker with his abilities: Illusory Orb,
Waning Rift finishing off all creeps on the line and getting a higher level than him
* Puck dodges Invoker's magic attacks with his abilities: Illusory Orb,
Phase Shift in a fight, preventing Invoker from doing damage
* 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.
* Tidebringer pressures Invoker easily in lane due to Invoker's low health and armor in the early game.
* 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.
* Zeus greatly hinders Invoker on the line with his long-range abilities. QW- and QE-Invoker have a very long recharge on abilities, and Zeus' Arc Lightning ability recharges too quickly, which is why he quickly kills a pack of creeps and drives Invoker under his tower, punching and not letting finish off creeps
* Lightning Bolt and
Thundergod's Wrath abilities reveal invisibility of enemies, for example Invoker invisibility from
Ghost Walk ability
Additional:
* Zeus greatly hinders Invoker on the line with his long-range abilities. QW- and QE-Invoker have a very long recharge on abilities, and Zeus' Arc Lightning ability recharges too quickly, which is why he quickly kills a pack of creeps and drives Invoker under his tower, punching and not letting finish off creeps
* Lightning Bolt and
Thundergod's Wrath abilities reveal invisibility of enemies, for example Invoker invisibility from
Ghost Walk ability
* 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.
* In the early to mid game, Invoker is defenseless against Storm Spirit's ganking with Ball Lightning and
Orchid Malevolence.
* Heroes with mana burn: Nyx Assassin,
Invoker,
Outworld Destroyer,
Pugna,
Lion
* 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.
* Bounty Hunter and
Slardar both have ultimates (
Corrosive Haze and
Track) that reveal Invoker through Ghost Walk.
* 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.
* Bounty Hunter and
Slardar both have ultimates (
Corrosive Haze and
Track) that reveal Invoker through Ghost Walk.
* Heroes with invisibility: (Riki,
Clinkz,
Nyx Assassin.
* Heroes with silence: Death Prophet,
Riki,
Drow Ranger.
* Heroes who have summons, which can be quickly cleared by his powerful area of effect skill: Nature's Prophet,
Enigma,
Lycan
* Heroes with abilities which have a built-in spell immunity: Lifestealer,
Juggernaut,
Pangolier.
* 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.
* 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.
* 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.
* Templar Assassin can easily counter Invoker's last hitting process in the early game with Refraction.
Refraction also negates the stun from Cold Snap, since it will need to deal damage in order to apply its stun.
* Additionally, Refraction completely blocks damage from Sun Strike should Invoker try to finish her off, provided she activate Refraction beforehand.
* 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.
* Invoker is heavily dependent on his spells, making him useless during Global Silence, as well as interrupting Invoker during his combo.
* Arcane Curse is particularly deadly, because Invoker will continuously lose health if he keeps invoking and casting new spells.
* Last Word will silence Invoker when he casts Invoke, interrupting his combo.
* 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.
* 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.
* 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.
* Nether Ward on its own can greatly hinder Invoker from casting many of his abilities, at least until he gets a significant amount of HP or is under the protection of spell immunity from
Black King Bar
* Life Drain provides True sight, revealing Invoker through Ghost Walk, and forcing him or his allies to use an ability or item to interrupt its channeling
* Outside of Nether Ward's range, Invoker shall have the advantage, as Invoker has Tornado to purge Pugna's Decrepify when it is used defensively, Tornado or Cold Snap to prevent Pugna from channeling
Life Drain
* A poorly used Decrepify on Pugna's allies means Invoker's abilities can be used to deal more damage to them.
Additional:
* Because Invoker relies on casting a large amount of spells to contribute to fights, Nether Ward can force him to not cast anything at all or take a large amount of damage to cast spells.
* 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.
* Crippling Fear is a good way to shut down and gank Invoker in the early game..
* Void deals good damage to Invoker and makes escaping harder.
* With Hunter in the Night and
Void, Invoker can't get away from Night Stalker and won't be able to catch him with Sun Strike during the night.
* 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.
* A good choice against Invoker, as it has some advantage with the help of abilities.
* With the Dissimilate, Voidspirit can evade Invoker's skills, going to another world where he does not receive damage. The same ability to run away or attack quickly.
* Astral Step moves quickly from point to point, which also reduces the Invoker's probability that he will hit him with skills and cause at least some damage.
Additional:
* A good choice against Invoker, as it has some advantage with the help of abilities.
* With the Dissimilate, Voidspirit can evade Invoker's skills, like
Chaos Meteor or
E.M.P., going to another world where he does not receive damage. The same ability to run away or attack quickly.
* Astral Step moves quickly from point to point, which also reduces the Invoker's probability that he will hit him with skills and cause at least some damage.
* 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.
Additional:
* 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.
* Queen of Pain usually outlanes Invoker, giving her team a significant early game advantage while Invoker is still farming.
* Blink allows Queen of Pain to escape from Invoker's combo if he doesn't have disables.
* 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.
* Sand King's Caustic Finale combined with
Sand Storm will kill Treants easily.
* Sand King can interrupt Teleportation with Burrowstrike, even through Sprout.
Additional:
* 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.
* 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 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.
Additional:
* 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.
* 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.
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* Tinker is relatively helpless against Invoker, as his Rearm and
Boots of Travel can be easily interrupted by Invoker's long range disables, even if he blinks 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.
* 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.
* Heroes who summon multiple units that are not spell immune. Nature's Prophet,
Lycan,
Beastmaster
* Heroes with silence: Death Prophet,
Riki,
Drow Ranger.
* Heroes that have AoE damage: Lina,
Keeper of the Light,
Timbersaw,
Leshrac,
Bristleback,
Axe.
* Pounce also stops Nature's Prophet's
Teleportation.
* Keeper of the Light can stall pushes with
Illuminate. This makes him strong against pushing heroes:
Terrorblade
Naga siren
Nature's Prophet and
Anti-Mage
* Heroes who produce many summons will have a hard time against Storm's Dispel Magic during teamfight: Broodmother,
Enigma,
Nature's Prophet.
* Rage grants immunity from Invoker's spells and can dispel most of the disables such as the armor loss from Forge Spirit and the constant stuns of Cold Snap.
Additional:
* Rage protects Lifestealer from all of Invoker's spells (except for Sun Strike).
* Heroes with summons: Lycan,
Broodmother,
Visage,
Nature's Prophet,
Warlock.
* Astral Imprisonment allows Outworld Destroyer to save himself or ally from Invoker's combo, or remove Invoker from a fight temporarily.
* Arcane Orb's pure damage will deal a lot of damage against Invoker's mediocre strength gain.
* E.M.P. is useless against Outworld Destroyer by activating Equilibrium.
* However, be aware that Sanity's Eclipse will most likely not deal any damage at all, due to Invoker's high intelligence gain compared to Outworld Destroyer's.
* Any heroes with high intelligence, such as Invoker and
Pugna.
* 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
* Invoker's multiple spells can lock down Undying and disable him from doing much.
* 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.
* Invoker's
E.M.P. is extremely effective against Earthshaker due to his low natural mana.
* 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 with long animations can be frequently interrupted with Cold Snap: Earthshaker,
Monkey King,
Shadow Fiend
Lina
* 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.
* Sprout can't stop her to Rebound.
* Treants can be used as targets for Rebound and Dispose as well.
* Heroes that can keep Marci for a long time in one place so she can't pursue her targets, like Bane,
Lion,
Shadow Shaman,
Invoker,
Disruptor and
Kunkka.
* 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 with high mobility can approach Sniper: Anti-Mage,
Earth Spirit,
Io,
Nature's Prophet,
Pangolier,
Puck,
Queen of Pain and most notably
Riki.
* Invoker's arsenal of magical spells are troublesome for Sniper who has low HP and high armor, which does not benefit him much against Invoker.
* Besides magical damage, he can be disarmed and repeatedly mini-stunned with Cold Snap, preventing him from reacting.
* Leveling Quas can allow Invoker to lane effectively against Sniper despite right-click harassment.
* 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 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.
* Invoker is a big problem for Tiny the whole game because of its multiple disables. For example, the Cold Snap ability can catch an attack from Tiny's hand by surprise, because it becomes slower with the pumping of
Grow. has a giant deceleration, creating a condition for the kite, which Tiny is very afraid of. In addition, Invoker has a
Deafening Blast that disables Tiny's main weapon - strong blows from the hand
Additional:
* Invoker is a big problem for Tiny the whole game because of its multiple disables. For example, such as Tornado +
E.M.P. create unrealistic conditions for Tiny with mana, which is very necessary for Tiny at least for some attacks in a fight. The
Cold Snap ability can catch an attack from Tiny's hand by surprise, because it becomes slower with the pumping of
Grow. has a giant deceleration, creating a condition for the kite, which Tiny is very afraid of. In addition, Invoker has a
Deafening Blast that disables Tiny's main weapon - strong blows from the hand
* Nature's Prophet's Nature's Call can destroy trees that Treant Protecter is hiding in, revealing him.
* 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.
* 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.
* Invoker's Forge Spirit can negate
Flux.
* Provided he does a right combo with Chaos Meteor, Invoker can easily burst down Arc Warden (plus his clone if he spawns it.)
* An early Orchid Malevolence can shut down Arc Warden pretty hard, especially when Invoker has a good lane against him if he kills him early on.
* Deafening Blast and
Ice Wall limit's Arc Wardens mobility and damage, crippling him greatly.
* Tornado allows Invoker to purge Necrophos's Ghost Shroud, nullifying any benefits he could get out of it
* E.M.P. allows Invoker to burn Necrophos's mana, preventing him from using his abilities constantly
* 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.
* E.M.P. allows Invoker to burn Medusa's mana to weaken Mana Shield.
* Medusa's lack of mobility makes her easy to kite with Invoker's spells.
Additional:
* E.M.P. is a large mana burn nuke which can hit Medusa's Mana shield with enough damage to lose even more mana.
* Deafening Blast disarms Medusa's ability to deal pseudo-AOE damage during teamfights.
* Cold Snap allows the opposing team to repeatedly stun Medusa in short succession, preventing her from successfully casting her ultimate due to its long cast time.
* E.M.P. allows Invoker to burn Wraith King's mana to prevent Reincarnation from triggering (only until Wraith King gets his Aghanim's Shard).
* Ice Wall and Cold Snap are particularly crippling for Wraith King as they allow to kite him very effectively, preventing him from dealing melee attack damage.
Additional:
* Invoker can drain Wraith King's mana with E.M.P., preventing him from reincarnating unless Wraith King has his Aghanim's Shard.
* Even if Wraith King survives and reincarnates, Invoker still has an arsenal of spells to lockdown Wraith King, including an easily setup Ice Wall.
* Tornado applies an area dispel to clear skeletons.
* 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.
* Corrosive Skin makes Viper receive less damage from Invoker's spells
* Viper can harass Invoker with his Poison Attack in the early game.
* Viper Strike and
Poison Attack can kill Invoker easily if Ghost Walk is on cooldown.
* Heroes who do not have nor rely on passive abilities make Nethertoxin much less effective: Clinkz,
Pugna,
Nature's Prophet,
Dark Seer,
Lycan,
Tusk
* Ice Wall and
Ghost Walk can be used to kite and escape from Viper.
* Chaos Meteor and
Sun Strike deal heavy damage and can quickly bring Viper down.
* Cold Snap,
Tornado, and
Deafening Blast are powerful disables that reduce Viper's effectiveness.
* E.M.P. burns Viper's limited mana pool, reducing his potential poison damage.
* Forge Spirits can melt Viper's armor and reduce his durability.
* Heroes with cleave damage: Sven,
Magnus,
Kunkka.
* Sprout is good for trapping melee carries with no escape abilities: Sven,
Alchemist,
Lifestealer etc.
* Heroes with naturally low mana can be easily shut down by E.M.P.: Sven,
Tiny,
Wraith King,
Omniknight
* Heroes with many summons or illusions are much harder to catch with Meat Hook: Nature's Prophet,
Phantom Lancer,
Chen.
* Heroes with plenty of summons, such as Broodmother or
Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
* 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.
* Ice Wall can slow down Charge of Darkness in its tracks at max level, allowing counterplays such as Cold Snap to end the charge, bursting down with Tornado, Meteor, and right clicks, or even teleporting back to spawn to drag Spirit Breaker into the fountain.
* Cold Snap (if timed right) and Invoker's other disables like Tornado can interrupt Charge of Darkness, especially since Charge is telegraphed by the symbol appearing over head.
Additional:
* Cold Snap allows Invoker to interrupt Charge of Darkness and Nether Strike.
* Tornado's long range can be used to cancel Charge of Darkness.
* Deafening Blast prevents Spirit Breaker from right clicking and thus proccing his Greater Bash.
* 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.
* Quas-
Exort Invoker can win the mid lane easily against Alchemist because
Quas regeneration will nullify Acid Spray's damage over time and
Exort damage bonus will allow Invoker to out last hit Alchemist.
* Some heroes with extreme range, like Zeus,
Invoker or
Clockwerk, can snipe your allies from anywhere after your Grave has expired.
* Heroes who can clear the waves of Enigma's Eidolons: Lina,
Luna,
Dawnbreaker,
Jakiro,
Shadow Shaman,
Death Prophet,
Keeper of the Light,
Invoker,
Leshrac,
Puck.
* Heroes with summons or illusions makes Sacred Arrow harder to land: Shadow Demon,
Phantom Lancer,
Nature's Prophet.
* Heroes with naturally low mana can be easily shut down by E.M.P.: Sven,
Tiny,
Wraith King,
Omniknight
Additional:
* Tornado dispels Heavenly Grace and Guardian Angel from multiple targets.
* Guardian Angel is generally useless against Invoker as he primarily relies on magical damage.
* E.M.P. depletes Omniknight's already small mana pool.
* Invoker's many disables keep Omniknight's team occupied until Guardian Angel times out.
* Heroes with silence and mana drain abilites, as Ancient Apparition relies entirely on his abilities: Invoker,
Silencer,
Nyx Assassin,
Skywrath Mage,
Shadow Shaman,
Lion and etc.
* Legion Commander's
Overwhelming Odds deals damage for every Treant it hits, which allows it to easily wipe out large waves of them.
* Heroes with long lockdowns: Shadow Shaman,
Legion Commander.
* 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
* Invoker's spells will disable and destroy Legion Commander while she's locked in a Duel.
* Broodmother,
Nature's Prophet,
Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
* Cold Embrace is the perfect setup for all his nukes - Chaos Meteor,
E.M.P. and especially global
Sun Strike.
* 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.
* Heroes that can destroy trees will deny Monkey King spots to jump on, or cause him to fall: Windranger,
Nature's Prophet,
Phantom Lancer
Additional:
* 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.
* Heroes with long animations can be frequently interrupted with Cold Snap: Earthshaker,
Monkey King,
Shadow Fiend
Lina
* 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 whose abilities can affect multiple enemies at once: Dawnbreaker,
Ember Spirit,
Lina,
Luna,
Jakiro,
Leshrac,
Invoker,
Muerta,
Dazzle.
* 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.
* Heroes with long animations can be frequently interrupted with Cold Snap: Earthshaker,
Monkey King,
Shadow Fiend
Lina
* 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.
* QW-Invoker perfectly resists Batrider in his attacks, since Batrider has a small mana reserve and depends very much on him - E.M.P. perfectly allows Invoker to deprive her, and he also has the abilities of
Tornado and
Cold Snap, which can help him fend off his attack, and possibly even kill along with his team
Additional:
* QW-Invoker perfectly resists Batrider in his attacks, since Batrider has a small mana reserve and depends very much on him - E.M.P. perfectly allows Invoker to deprive her, and he also has the abilities of
Tornado and
Cold Snap, which can help him fend off his attack, and possibly even kill along with his team
* 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.
* Cold Snap can prevent Timbersaw from using both Timber Chain and Chakram due to the frequent stuns interrupting the lengthy cast animations, as well as stopping him mid-chain. This can negate Timbersaw's attempts to escape or dole out extra ability damage.
* Later in the game, Invoker's heavy magical and pure damage can be difficult to avoid, meaning Timbersaw's armor is less useful.
* Heroes who lack burst damage will have a hard time against Mars: Phantom Lancer,
Nature's Prophet,
Lich.
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Heroes who rely on illusions and spawns (Chaos Knight,
Beastmaster,
Nature's Prophet,
Enigma etc.).
* 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.
* 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.
Additional:
* 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.
* Ember Spirit has a small mana pool, which is why QW-Invoker can burn it out very effectively with his own E.M.P., do not give Ember Spirit the opportunity to play with his abilities and cause damage with them in a fight.
* QW-Invoker Destroys Ember Spirit's Flame Guard with his own
Tornado, which is why Ember Spirit cannot defend against Invoker's strong magic damage.
Additional:
* Ember Spirit has a small mana pool, which is why QW-Invoker can burn it out very effectively with his own E.M.P., do not give Ember Spirit the opportunity to play with his abilities and cause damage with them in a fight.
* QW-Invoker Destroys Ember Spirit's Flame Guard with his own
Tornado, which is why Ember Spirit cannot defend against Invoker's strong magic damage.
* 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 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.
* 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.
* Quas Exort Invoker has high physical damage in the form of Cold Snap and Forged Spirits that allows him to trade hits with Huskar.
* Although Huskar can dispel Cold Snap with Life Break.
* Sun Strike deals pure damage and pierces spell immunity, and Huskar tends to drain his HP, making him a susceptible target.
* Blade Fury, similar to Rage, grants immunity to Invoker's spells and can dispel some debuffs as well.
* Omnislash renders Juggernaut invulnerable to Invoker's spells and can easily take Invoker down.
Additional:
* Juggernaut's instant spell immunity from Blade Fury. helps him dodge Invoker's combos. He can dispel the disables from
Cold Snap and
Deafening Blast and dodge the damage from
Chaos Meteor, as well as walk through
Ice Wall.
* Juggernaut's high DPS allows him to kill split pushing Forge Spirit(s) effortlessly, and his high armor prevents them from being a threat to him.
* However, Invoker can hit Juggernaut with Sun Strike through
Blade Fury, making the
Tornado and
Sun Strike combo a threat if he does not dodge
Tornado.
* 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.
* Nature's Prophet is heavily countered by Meepo, not only Meepo can kill the treants with a single Poof, but he can also stop Nature's Prophet from using
Teleportation, and can gain vision inside
Sprout.
Additional:
* 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 powerful area-of-effect disables can initiate on Meepo and his clones and shut him down, such as Enigma,
Invoker,
Magnus,
Puck, and
Sand King.
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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Nature's Prophet
* Once caught in Bear's Entangle, Nature's Prophet cannot escape with
Teleportation.
Invoker
* Lone Druid has a very large reserve of health against Invoker abilities, this allows him to survive a large number of attacks from Invoker and kill him, also
Entangling Claws reveal invisibility from
Ghost Walk, which allows the Lone Druid team to catch the popular QW-Invoker
Entangling Claws reveal invisibility from
Ghost Walk, which allows the Lone Druid team to catch the popular QW-Invoker
Additional:
* Lone Druid has a very large reserve of health against Invoker abilities, this allows him to survive a large number of attacks from Invoker and kill him, also