* 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.
* It is difficult for Mars to trade blows with Ogre Magi in the early game thanks to his high base health, resistance and
Ignite.
*
Bloodlust can assist Ogre Magi or an ally in repositioning against Mars for its move speed bonus.
*
Fireblast can interrupt and mitigate Mars from performing his skill combos, especially in combination with
Multicast.
*
Sprout can't stop her to Rebound.
* Treants can be used as targets for Rebound and Dispose as well.
* Rebound allows her to jump in or out of the
Arena Of Blood. She can save her allies from the Arena with Dispose as well.
* 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.
*
Berserker's Call forces Mars to face in the direction choosen.
*
Counter Helix deals pure damage and can go through Bulwark.
* 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.
* Solar Guardian can save allies caught inside
Arena of Blood.
*
Time Walk can get out to Sprout.
*
Chronosphere will interupt his Teleportation and Faceless Void's can attack kill him within
Chronosphere.
* Time Dilation while
Spear of Mars and
God's Rebuke are on cooldown will make these abilities unusable for a long time, rendering Mars nearly useless.
* Mars cannot turn inside the Chronosphere, which makes it easy to attack him from the back, bypassing
Bulwark completely.
Additional:
*
Time Walk allows Faceless Void to escape or enter Arena Of Blood, and helps him recover from Mars' burst damage.
*
Time Lock's magical damage ignores Bulwark.
*
Chronosphere allows Faceless Void to reposition behind Mars, ignoring his Bulwark while he is helplessly frozen in time.
*
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.
*
Burning Spear's magical damage is very troublesome for Mars in the laning stage.
*
Life Break's percentage-based magical damage bypasses Bulwark, and can also be used to jump in or out of Arena Of Blood.
* 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
*
Decay,
Soul Rip and
Flesh Golem all deal magical damage which ignores Bulwark.
*
Decay reduces Mars' natural strength and therefore his health pool, which is what he relies on to trade effectively in lane.
*
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's abilities all do magical damage, which can bypass
Bulwark.
*
Ball Lightning can escape through
Arena of Blood and it is easy to dodge
Spear of Mars.
Additional:
*
Ball Lightning makes it almost impossible to catch Storm Spirit without someone else initiating for you.
*
Overload is not reduced by Bulwark and the magical damage spam can wear down Mars quickly.
*
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.
*
Sticky Napalm slows turn rate, making it difficult for Mars to face frontwards, where Spear of Mars and Bulwark are effective. In combination with
Firefly, which deals magic damage, Batrider can make quick work of Mars.
*
Flaming Lasso disables Mars while enemies re-position themselves behind Mars to avoid Bulwark.
* Heroes who have summons, which can be quickly cleared by his powerful area of effect skill:
Nature's Prophet,
Enigma,
Lycan
*
Swashbuckle is an auto attack and therefore ignores Mars' Bulwark.
*
Shield Crash upgraded with Aghanim is an auto attack and therefore ignores Mars' Bulwark.
*
Rolling Thunder makes him immune to magic, making Pangolier able to roll in and out of Mars' Arena Of Blood.
* 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.
*
Dragon Slave deals reliable magic damage during the laning phase against Mars.
* Lina's
Eul's Scepter of Divinity and
Light Strike Array combo can interrupt Mars from being disruptive for a decent amount of time and leave him vulnerable for follow up stuns.
*
Laguna Blade deals massive magical damage, and pure damage with
Aghanim's Scepter.
* Once caught in Bear's Entangle, Nature's Prophet cannot escape with
Teleportation.
* Nukers who have set amounts of damage will really struggle against Lone Druid especially in True Form:
Puck,
Void Spirit,
Mars.
* 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.
* Mars' own father is a formidable foe because Zeus deals massive amounts of magical damage. The high damage, low cooldown nukes of
Arc Lightning and
Lightning Bolt combined with the percent health magic damage of
Static Field will shred Mars' health because it bypasses Bulwark completely.
* 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.
* Heroes with high magical or pure damage will bypass Bulwark:
Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* 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.
* Heroes with high magical or pure damage will bypass Bulwark:
Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
*
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.
*
Firestorm and
Pit of Malice are very disruptive in team fights, completely matching Mars especially since it can all be cast inside Arena Of Blood and also does percentage-based magical damage, negating Bulwark.
*
Dark Rift can save any allies of Underlord trapped in Arena Of Blood.
*
Atrophy Aura allows Underlord to lane against Mars quite well since he does not have the best base damage during the early game.
* Underlord is a common carrier of both
Pipe of Insight and
Mekansm/
Guardian Greaves, allowing his team to combat Mars in the mid to late game.
* Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate:
Luna's
Aghanim's Scepter upgraded
Eclipse,
Dawnbreaker's
Solar Guardian,
Axe's
Berserker's Call,
Mars's
Arena of Blood,
Jakiro's
Macropyre,
Dual Breath and
Ice Path,
Naga Siren's
Song of the Siren,
Razor's
Eye of the Storm and
Plasma Field,
Lina's
Light Strike Array,
Broodmother's
Spinner's Snare from
Aghanim's Scepter,
Elder Titan's
Earth Splitter and
Echo Stomp,
Alchemist's
Unstable Concoction and
Acid Spray,
Queen of Pain's
Sonic Wave,
Dark Seer's
Wall of Replica and
Vacuum,
Venomancer's
Noxious Plague and
Poison Nova from
Aghanim's Scepter,
Oracle's
Fortune's End and
Rain of Destiny from
Aghanim's Shard,
Bloodseeker's
Blood Rite,
Enigma's
Black Hole and
Midnight Pulse,
Shadow Fiend's
Requiem of Souls,
Batrider's
Aghanim's Scepter upgraded
Flaming Lasso,
Firefly,
Flamebreak and
Sticky Napalm,
Ancient Apparition's
Ice Blast,
Sand King's
Epicenter,
Sand Storm and
Burrowstrike,
Gyrocopter's
Call Down,
Ember Spirit's
Sleight of Fist,
Death Prophet's
Exorcism and
Silence,
Monkey King's
Wukong's Command,
Crystal Maiden's
Freezing Field,
Muerta's
The Calling,
Medusa's
Stone Gaze,
Zeus's
Nimbus from
Aghanim's Scepter.
Dark Willow's
Bramble Maze,
Pangolier's
Swashbuckle,
Grimstroke's
Soulbind,
Ink Swell and
Stroke of Fate,
Earthshaker's
Echo Slam and
Fissure,
Puck's
Dream Coil and
Waning Rift,
Winter Wyvern's
Winter's Curse,
Magnus's
Reverse Polarity.
* 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.
*
Kunkka's
Ghostship and
Torrent disrupt fights in Arena Of Blood.
*
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.
*
Snowball can protect Tusk and his teammates from a Spear of Mars' stun after an Arena of Blood, and with proper targeting, even bring them out of the Arena. This is especially noticeable in the earlier stages of the game before allies buy
Black King Bar and rely on this less. Even during the late-game, Tusk can purchase a
Blink Dagger to save allies that are caught before Black King Bars can be used by Blinking in and Snowballing out.
*
Tag Team is a constant threat to Mars in-lane, as it deals significant damage and slow, making Bulwark slightly ineffective.
* It is worth noting that
Ice Shards can be detrimental to Tusk's own team by creating terrain that Spear of Mars can latch on, though using it conservatively is a good enough solution in most cases.
* 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.
*
Arcane Orb's pure damage ignores Mars' Bulwark.
*
Astral Imprisonment can be used to stop Mars from being disruptive or save allies from his abilities.
*
Sanity's Eclipse deals high damage to Mars, due to his low intelligence pool.
*
Nether Blast,
Decrepify and
Life Drain deal high magical damage and bypasses Bulwark.
*
Nether Ward reduces the amount of abilities Mars can use during fights and forces Mars to be careful about the heavy mana cost of Arena Of Blood.
* Pugna is one of few heroes that can contest Mars' ability to push and defend towers early on.
* Necrophos' largely magical damage completely ignores Bulwark.
*
Ghost Shroud protects Necrophos from God's Rebuke but more importantly stops Mars from being a threat in lane.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
*
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.
* Heroes with invisibility: (
Riki,
Clinkz,
Nyx Assassin.
*
Bulwark is generally irrelevant against Riki as he primarily deals bonus damage from behind.
Additional:
*
Blink Strike gives bonus backstab damage and can bypass Bulwark. Defensively, it could be used to teleport away from Mars, especially while inside Arena of Blood.
*
Smoke Screen can interrupt Mars' skill combos, especially when cast inside Arena of Blood.
*
Tricks of the Trade can be used to evade Mars' skills, which have a slight delay to them. It could also be used to buy himself time while trapped inside of Arena of Blood.
* Heroes who rely on their target to run away:
Riki,
Bounty Hunter.
* 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.
* Heroes that have AoE damage:
Lina,
Keeper of the Light,
Timbersaw,
Leshrac,
Bristleback,
Axe.
* 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 produce many summons will have a hard time against Storm's Dispel Magic during teamfight:
Broodmother,
Enigma,
Nature's Prophet.
* 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 high magical or pure damage will bypass Bulwark:
Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Heroes that can save their allies can be a big problem for Mars:
Dazzle,
Omniknight.
*
Broodmother,
Nature's Prophet,
Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
* Heroes with high magical or pure damage will bypass Bulwark:
Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Heroes with high magical or pure damage will bypass Bulwark:
Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* 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 with invisibility: (
Riki,
Clinkz,
Nyx Assassin.
* Heroes that can save their allies can be a big problem for Mars:
Dazzle,
Omniknight.
* Heroes with high magical or pure damage will bypass Bulwark:
Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Heroes with high health especially Strength heroes will take more damage on Sun Ray:
Axe,
Pudge,
Bristleback,
Mars.
* 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.
* Heroes with break abilities:
Shadow Demon (with
Aghanim's Scepter),
Viper.
* Heroes with high magical or pure damage will bypass Bulwark:
Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* 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.
*
Ursa is a special mention because despite Bulwark diminishing most of the damage Ursa does, he is quite durable, especially with
Enrage, discouraging the aggressive all-in playstyle of Mars; Ursa can simply not target Mars.
* 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.
* Heroes who cannot fight back during Arena of Blood in the early and mid game:
Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
* 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.
* Heroes who can disable Mars but cannot do any damage to him, meaning he just tanks their abilities:
Doom,
Magnus.
*
Rage, acting as a pseudo-
Black King Bar, completely negates Mars' initiation if used in time.
*
Feast does damage and heals based on max health, perfect against high-health strength heroes like Mars.
*
Infest allows Lifestealer to potentially save allies from Mars' initiation with a quick burst of extra health.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
* Venomancer's poison attacks are all magical damage, ignoring
Bulwark.
* Venomancer's multiple slows are especially effective against Mars' low mobility.
* Plague Wards can attack through
Arena of Blood.
Additional:
* Venomancer's spells all deal magical damage, ignoring Bulwark.
* Venomancer's multiple slows are especially effective at kiting Mars.
*
Plague Ward can attack through Arena Of Blood.
* Any hero that can outrange Plague Ward can neutralize them without putting themselves at risk of receiving Poison Sting:
Arc Warden,
Chen,
Clinkz,
Drow Ranger,
Lina,
Mirana,
Nature's Prophet,
Pugna and
Sniper.
* Special mention to heroes that outrange Plague Ward after obtaining talents that increase attack range.
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.
*
Viper Strike can disable
Bulwark entirely, making Mars far less tanky. Using
Nethertoxin inside
Arena of Blood may discourage enemies from following up with Mars's initiation.
*
Rod of Atos is currently common on Viper and keeps Mars in position long enough to be killed.
* However, Viper is not very tanky earlier in the game, so positioning against Mars is important for Viper since a well-timed
Spear of Mars can be the end of Viper.
Additional:
*
Nethertoxin breaks the damage block from Bulwark.
*
Poison Attack and
Viper Strike's slows make it difficult for Mars to contribute to fights due to his low mobility.
* Heroes who do not have nor rely on passive abilities make Nethertoxin much less effective:
Clinkz,
Pugna,
Nature's Prophet,
Dark Seer,
Lycan,
Tusk
*
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.
*
Bulwark mitigates
Omnislash which deals physical damage, severely reducing its damage.
*
Omnislash switch to opposite direction with each slash, so Mars can easily reduce most of its damage.
* However because {Ability ID:Blade Fury|Juggernaut} gives spell immunity Juggernaut can easily escape from {Ability ID:Arena Of Blood|Mars}.
Additional:
* Juggernaut deals mostly physical damage, which is easily mitigated with Bulwark.
* Juggernaut's
Omnislash switches to opposite directions which each slash, so Mars can mitigate most of its damage since he only takes full damage from one direction: his back.
* 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.
*
Shukuchi cannot help Weaver escape from Arena of Blood, and can most likely die if detected through invisibility.
* If pinned to the arena's walls,
Time Lapse tends to not be enough to save Weaver, as God's Rebuke can keep him burst down thanks to its damage scaling.
*
The Swarm and
Geminate Attack are not enough to pierce through Bulwark.
* 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.
* Heroes who lack burst damage will have a hard time against Mars:
Phantom Lancer,
Nature's Prophet,
Lich.
* Heroes with high mobility can approach Sniper:
Anti-Mage,
Earth Spirit,
Io,
Nature's Prophet,
Pangolier,
Puck,
Queen of Pain and most notably
Riki.
* Even if he can slow Mars down with
Shrapnel and
Headshot, Mars can tank Sniper's physical damage simply by facing him with Bulwark, allowing him to endure his auto-attacks into the late-game. Should Sniper choose to attack someone else, Mars can redirect his projectiles with Bulwark's active ability.
* Sniper's poor mobility makes him very vulnerable to Arena of Blood, especially in the early game. Mars can also take advantage of this by pushing him closer to the front line with Spear of Mars.
* Nature's Prophet's Nature's Call can destroy trees that Treant Protecter is hiding in, revealing him.
* Heroes with the capability of removing or destroying trees greatly hinders the effectiveness of Treant Protector's abilities:
Batrider,
Nature's Prophet,
Lina,
Enigma,
Mars
* 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 with forced movement abilities or non-interrupting forced movement, such as
Lion,
Drow Ranger,
Magnus,
Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* 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 abilities that can lock down Terrorblade and prevent him from using Sunder:
Bane,
Batrider,
Earthshaker,
Elder Titan,
Faceless Void,
Invoker,
Legion Commander,
Mars,
Primal Beast,
Riki,
Shadow Shaman,
Silencer,
Vengeful Spirit,
Void Spirit.
Additional:
* Bulwark negates most of the physical damage from Terrorblade and his illusions.
* God's Rebuke and Spear of Mars can decimate Terrorblade's illusions quickly.
*
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.
* Monkey King's natural reliance on trees makes him an exceptionally prime target for
Spear of Mars. Should Monkey King use Mischief to disguise himself, it will still hit him, stunning him in the process.
*
God's Rebuke easily pushes Monkey King out of Wukong's Command.
Additional:
* If visible, Mars can knock Monkey King off his
Tree Dance with God's Rebuke, as well as Spear of Mars. Arena of Blood also destroys a large swath of trees, which can disrupt Monkey King's positioning and turn him vulnerable should he choose to hide in trees.
* Mars can endure
Jingu Mastery attacks simply by facing him with Bulwark.
* Mars can end
Wukong's Command early by displacing Monkey King with a well-thrown Spear of Mars. Mars can also endure most of his clones with Bulwark.
* As long as Mars is facing her with Bulwark, even if pushed away with
Gust, Drow Ranger will do no effectual damage against him. Mars' ability to endure her onslaught usually gives him enough time to cast Arena of Blood, of which she has a very slim chance surviving without Gust.
* With Bulwark's active ability, Mars can protect allies pursued by Drow Ranger by redirecting her projectiles to his shield instead.
* Arena Of Blood prevents Bloodseeker from attacking a
Ruptured target.
* Bulwark helps Mars survive
Rupture ganks simply by turning towards Bloodseeker without moving.
* Spear of Mars and God's Rebuke can push Bloodseeker from Ruptured targets.
* Heroes with plenty of summons, such as
Broodmother or
Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
* Heroes who cannot fight back during Arena of Blood in the early and mid game:
Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
* Heroes with many summons or illusions are much harder to catch with Meat Hook:
Nature's Prophet,
Phantom Lancer,
Chen.
* Heroes who lack burst damage will have a hard time against Mars:
Phantom Lancer,
Nature's Prophet,
Lich.
* 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.
* Phantom Assassin's high physical damage is greatly reduced by Bulwark.
* God's Rebuke has true strike, ignoring the evasion from
Blur.
* Heroes that are hard to gank:
Dragon Knight,
Mars,
Centaur Warrunner.
* Heroes with summons or illusions makes Sacred Arrow harder to land:
Shadow Demon,
Phantom Lancer,
Nature's Prophet.
*
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 are hard to gank:
Axe,
Death Prophet,
Phantom Lancer,
Slark,
Centaur Warrunner,
Bristleback,
Medusa,
Mars.
* Heroes that can negate Hoodwink's mobility:
Kunkka,
Disruptor,
Mars.
* Heroes who cannot fight back during Arena of Blood in the early and mid game:
Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
*
Medusa's
Stone Gaze forces Mars to choose between getting petrified, or turning his vulnerable back on Medusa.
*
Bulwark can make each of Medusa's attacks target him instead, reducing Medusa's contribution on team fights.
*
Spear of Mars stuns Medusa and also pushes her away from teamfights, taking advantage of Medusa's low mobility.
*
Arena Of Blood blocks Medusa's attacks from outside the arena.
* Pounce also stops
Nature's Prophet's
Teleportation.
* Bulwark blocks much of Slark's basic attack damage, even during
Shadow Dance.
* Slark finds it very difficult to have a good early/mid game when pressured in the early game by Spear of Mars and God's Rebuke.
* Spear of Mars and God's Rebuke can hit Slark through
Shadow Dance and
Depth Shroud.
* Should
Pounce be on cooldown, Slark is very vulnerable inside Arena of Blood.
*
Legion Commander's
Overwhelming Odds deals damage for every Treant it hits, which allows it to easily wipe out large waves of them.
*
Legion Commander is both good and bad vs Mars, on the plus side she can dispel Spear of Mars with
Press the Attack and is a good
Silver Edge carrier. However, Mars is not an ideal
Duel target, as Bulwark will force her to 1: Buy Silver Edge, and 2: Hit Mars with it before the Duel, allowing a skilled Mars to react, especially with
Eul's Scepter of Divinity. In teamfights, Mars will happily draw attention after using his abilities, and tank the Duel with all spells on cooldown.
* Heroes 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
* Because Duel requires both combatants to face each other,
Bulwark's effectiveness will be increased by a huge margin, which makes it much more difficult for Legion Commander to win any duels against him.
*
Spear of Mars and
God's Rebuke pushes Legion Commander away during Duels against allies.
Additional:
* Bulwark immensely mitigates
Duel, even with bonus physical damage, as Bulwark scales by percentage. Mars can also buy time for a dueled ally by pushing Legion Commander away with Spear of Mars.
* 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.
* Durable heroes:
Axe,
Dawnbreaker,
Bristleback,
Mars,
Omniknight,
Tidehunter,
Wraith King,
Primal Beast,
Underlord.
*
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.
* Heroes who cannot fight back during Arena of Blood in the early and mid game:
Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
* Heroes that 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.
* Heroes with cleave damage:
Sven,
Magnus,
Kunkka.
* 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.
*
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 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 rely on their target to run away:
Riki,
Bounty Hunter.
*
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.
* Spectre cannot have a good game if she is pressured heavily in lane, which is something Mars can do. He may even force her to cast
Haunt as an escape, putting it on a long cooldown.
* Should Spectre get to the late game, Mars can block a large amount of her damage with Bulwark and can mitigate some of the chaos caused by her
Haunt illusions with God's Rebuke.
* 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.
* Heroes who cannot fight back during Arena of Blood in the early and mid game:
Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
* Heroes with cleave damage:
Sven,
Magnus,
Kunkka.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
* 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.
*
Bulwark blocks the attack from Meepo and his clones.
*
Spear of Mars &
God's Rebuke prevents Meepo and his clones from initiation or escaping.
* Heroes with 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 who cannot fight back during Arena of Blood in the early and mid game:
Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
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.
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Nature's Prophet
* Shadow Fiend can easily farm his treants and get easy Necromastery Stacks.
Boots of Travel and
Shadow Blade, he can counteract Nature's Prophet's split-push.
* If Shadow Fiend buys
Mars
*
Shadowraze deals magic damage and ignores Bulwark.
Requiem of Souls deals magic damage and can fear Mars away, forcing him to turn around and therefore become vulnerable.
*