* 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.
* With
Aghanim's Scepter, Broodmother will gain access to
Spinner's Snare, which will allow her to create invisible lines on her webs from
Spin Web that will root, deal damage over time, and reveal enemy heroes if they unwittingly step on them. This allows Broodmother to keep her allies alerted on heroes who rely on invisibility-themed and movement-themed abilities and items to surprise enemy heroes and disrupt ganking attempts of enemy heroes:
Phantom Assassin,
Nyx Assassin,
Mirana,
Bounty Hunter,
Templar Assassin,
Riki,
Spirit Breaker,
Anti-Mage,
Tusk,
Ursa,
Nature's Prophet,
Enigma,
Void Spirit,
Magnus etc.
* 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.
* Durable heroes can stand against Tusk during 1v1:
Axe,
Dragon Knight,
Night Stalker,
Centaur Warrunner,
Wraith King and more.
* 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.
*
Mana Break is very effective against Tusk, as he has a very low mana pool.
*
Blink allows Anti-Mage to escape from an incoming Snowball.
*
Counterspell can reflect the Snowball back onto Tusk.
*
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 makes it difficult for Tusk to hold his own on lane.
* An ill-timed and ill-positioned
Snowball will give Batrider a free counter-initiation with
Flaming Lasso if Batrider is far enough to avoid the stun from the
Snowball.
Additional:
*
Sticky Napalm makes it difficult for Tusk to hold his own on lane.
* An ill-timed and ill-positioned
Snowball will give Batrider a free counter-initiation with
Flaming Lasso if Batrider is far enough to avoid the stun from the
Snowball.
*
Shadow Demon,
Outworld Destroyer and
Tusk can all save a Lasso'd teammate with their defensive spells.
* 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.
* Queen Of Pain can similliar abilities from Anti-Mage
Blink allows Queen of Pain to escape from an incoming Snowball and Ice Shards.
*
Static Link drains Tusk's base damage, and it also reduces the critical damage output from
Walrus PUNCH!.
*
Plasma Field and
Eye of the Storm allow Razor to chase Tusk after he uses Snowball.
* 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.
* 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
* 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.
*
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.
*
Boulder Smash can return Tusk after his initiation.
*
Geomagnetic Grip prevents Tusk from using Snowball to escape.
*
Astral Spirit can give Elder Titan a lot of damage and movement speed if Nature's Prophet sends all of his Treants together.
* Not only does
Echo Stomp prevent Nature's Prophet from escaping using Teleportation, but
Astral Spirit can be used to bypass Sprout and cancel Teleportation with it's own
Echo Stomp from long distances.
*
Earth Splitter can clear Nature's Prophet's Treants effectively.
*
Sleight of Fist with
Battle Fury deals a lot of damage to Nature's Prophet's team if they stand close to his Treants, as well as killing all the Treants with ease.
* Ember Spirit with
Fire Remnant and
Boots of Travel can be very active around the map, which enables him to quickly teleport and defend the objective Nature's Prophet is attacking whenever he tries to push.
Additional:
* Ember Spirit can easily deal with
Nature's Call by using his Flame Guard and with
Battle Fury. He also has multiple ways of escaping
Sprout. Additionally, Ember Spirit can break
Sprout's trees with Activate Fire Remnant and interrupt
Teleportation with Searing Chains.
* 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.
*
Time Walk can get out to Sprout.
*
Chronosphere will interupt his Teleportation and Faceless Void's can attack kill him within
Chronosphere.
*
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.
* 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.
* 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.
*
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.
* Once caught in Bear's Entangle, Nature's Prophet cannot escape with
Teleportation.
*
Sprout can't stop her to Rebound.
* Treants can be used as targets for Rebound and Dispose as well.
* 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.
* 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 treants can be cleared by Ignite or Multicast
Hand of Midas
* Fireblast and Unrefined Fireblast prevents Nature's Prophet from using
Teleportation.
* 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.
*
Doppelganger allows Phantom Lancer to dodge an incoming snowball.
* Phantom Lancer usually buys a
Diffusal Blade, which is very effective against Tusk's low mana pool.
* Phantom Lancer usually buys
Manta Style which can also dodge an incoming snowball, much like
Doppelganger.
* 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.
* 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.
* 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.
* Heroes that have AoE damage:
Lina,
Keeper of the Light,
Timbersaw,
Leshrac,
Bristleback,
Axe.
* Heroes who produce many summons will have a hard time against Storm's Dispel Magic during teamfight:
Broodmother,
Enigma,
Nature's Prophet.
* Durable heroes can stand against Tusk during 1v1:
Axe,
Dragon Knight,
Night Stalker,
Centaur Warrunner,
Wraith King and more.
* 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 cleave damage:
Sven,
Magnus,
Kunkka.
* Heroes with invisibility: (
Riki,
Clinkz,
Nyx Assassin.
*
Broodmother,
Nature's Prophet,
Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
* Durable heroes can stand against Tusk during 1v1:
Axe,
Dragon Knight,
Night Stalker,
Centaur Warrunner,
Wraith King and more.
* Heroes who can provide True Sight or semi-reveal enemy heroes as Nature's Prophet is prone to buying
Shadow Blade:
Bounty Hunter,
Slardar,
Spectre,
Zeus,
Spirit Breaker.
* Heroes that have 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 who summon multiple units that are not spell immune.
Nature's Prophet,
Lycan,
Beastmaster
* 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.
* Durable heroes can stand against Tusk during 1v1:
Axe,
Dragon Knight,
Night Stalker,
Centaur Warrunner,
Wraith King and more.
* 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 invisibility: (
Riki,
Clinkz,
Nyx Assassin.
* Durable heroes can stand against Tusk during 1v1:
Axe,
Dragon Knight,
Night Stalker,
Centaur Warrunner,
Wraith King and more.
* After using Snowball, Tusk can't control where he's going, allowing Techies to make him roll onto mines.
* 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.
*
Glimpse can return Tusk to where he was after using Snowball.
*
Static Storm prevents Tusk from escaping with
Snowball and when upgraded with
Aghanim's Scepter, it will also prevent him from using items.
*
Tusk with
Snowball
* Heroes that can dodge Glimpse:
*
Puck with
Phase Shift
*
Riki with
Tricks of the Trade
*
Phantom Lancer with
Doppelganger
*
Ember Spirit with
Sleight of Fist and
Activate Fire Remnant
*
Chaos Knight with
Phantasm
*
Naga Siren with
Mirror Image
*
Tusk with
Snowball
*
Juggernaut with
Omnislash
*
Brewmaster with
Primal Split
*
Lifestealer with
Infest
*
Phoenix with
Supernova
* 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 high physical and magical damage alike are a huge hazard for Muerta, as they can deal serious damage to her even if she has
Pierce the Veil active:
Luna,
Lina,
Tusk,
Broodmother,
Shadow Fiend,
Ember Spirit,
Gyrocopter,
Vengeful Spirit,
Arc Warden,
Medusa,
Shadow Shaman.
* 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.
* Charge for Leap can Mirana easily faster escaping from
Snowball.
* Heroes with summons or illusions makes Sacred Arrow harder to land:
Shadow Demon,
Phantom Lancer,
Nature's Prophet.
*
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 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.
* 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.
* Snowball can be used to save allies or himself during
Venomous Gale and
Poison Nova.
* Venomancer lacks mobility and has low base health, so he can be killed by Walrus PUNCH!
* Heroes with high mobility can approach Sniper:
Anti-Mage,
Earth Spirit,
Io,
Nature's Prophet,
Pangolier,
Puck,
Queen of Pain and most notably
Riki.
*
Snowball allows Tusk to move himself and allies towards Sniper whilst invulnerable and hidden.
* His
Ice Shards may also block pathing for Sniper as he has no means of moving through obstacles. In addition,
Tag Team can hinder Sniper's escape.
Additional:
* Tusk alone or with his teammates can close Sniper's long range easily with Snowball, even wasting Shrapnel, ending with a very vulnerable Sniper.
* Walrus PUNCH!'s very high physical damage output can easily kill Sniper instantly due to his low health and armor.
* Heroes with many summons or illusions are much harder to catch with Meat Hook:
Nature's Prophet,
Phantom Lancer,
Chen.
*
Tag Team easily overwhelms Pudge, as he has low armor, which when combined with heroes with strong physical damage and Pudge's slow speed, it becomes for Pudge difficult to escape.
*
Snowball can save a Dismembered ally and stop Pudge's Dismember.
*
Walrus PUNCH! will removes a big chunk of Pudge's health and stun him.
* Pudge usually can't stand toe to toe against Tusk and his allies in the early game.
*
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.
* Heroes with abilities that can save teammates are also effective such as
Shadow Demon,
Dazzle,
Oracle,
Bane,
Pugna,
Tusk,
Winter Wyvern,
Io,
Underlord,
Treant Protector and
Keeper of the Light.
* 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 who do not have nor rely on passive abilities make Nethertoxin much less effective:
Clinkz,
Pugna,
Nature's Prophet,
Dark Seer,
Lycan,
Tusk
Additional:
*
Viper Strike can be countered through Snowball, wasting Viper's mana through his ultimate. It's
Viper Strike's break is also useless because he has no passive abilties at all. And to make things worse,
Viper Strike cannot disable
Walrus PUNCH! because it's an auto-cast ability
* As Tusk is a natural
Silver Edge wielder, he can use it to disable Viper's magic resistance from
Corrosive Skin, and make him vulnreable to his other allies.
* 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 hiding abilities can protect disabled allies:
Outworld Destroyer,
Shadow Demon,
Tusk,
Phoenix with
Aghanim's Scepter.
Additional:
* Bane has low mobility and health, making him an easy target for Walrus PUNCH!
* Walrus PUNCH! can be used to cancel
Fiend's Grip if he is not the target.
* Snowball negates
Rupture and protects Tusk allies when Ruptured.
* Pugna's low health and reliance on channeled abilities make him very vulnerable to Tusk, although Pugna can win in a straight up 1v1 later in the game.
* 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.
*
Snowball allows Tusk to easily cancel Freezing Field from a safe distance without putting himself in any danger.
*
Walrus PUNCH! is most certainly a high enough damage nuke to easily kill off Crystal Maiden.
*
Ice Shards can prevent the already immobile Crystal Maiden from escaping, making her an easy kill for either Tusk or a teammate.
Additional:
* Crystal Maiden's low health and armor make her an easy target for Walrus PUNCH!
* Tusk's Snowball can protect allies and cancel
Freezing Field.
* Snowball and Walrus PUNCH! can interrupt Freezing Field.
*
Snowball and
Ice Shards keep Drow Ranger down and preventing her from running away.
*
Snowball also lets Tusk get to Drow Ranger and stop her Marksmanship bonus. It can also be to save allies affected by Gust.
*
Tag Team allows Tusk to slow her down and land a killing blow on her.
*
Walrus PUNCH! slows Drow Ranger and deals a huge amount of damage to her, due to her low health (and low armor without Marksmanship, since Tusk can quickly close the gap to Drow Ranger).
* Nature's Prophet's Nature's Call can destroy trees that Treant Protecter is hiding in, revealing him.
*
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.
* Tusk can
Walrus Kick Monkey King from
Wukong's Command, making his ultimate useless.
*
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 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
* Walrus PUNCH! makes Legion Commander lose
Duel easily, especially when she doesn't have
Blade Mail. Tusk can also snowball dueled allies, preventing them from taking damage for a large portion of the duel's duration.
* 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.
*
Walrus PUNCH! can interrupt
Black Hole and it can pierce spell immunity and neither
Black King Bar nor
Linken's Sphere can protect Enigma from
Walrus PUNCH! as
Walrus PUNCH! is an auto-cast ability.
* In pretty much any phase of the game, Tusk's abilities can easily cancel
Black Hole and disrupt Enigma's positioning.
* Heroes that are able to slow Tiny's attack speed, like
Tusk and
Phoenix, will greatly limit his Physical damage output.
* 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.
* 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 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 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.
*
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.
* Heroes who lack burst damage will have a hard time against Mars:
Phantom Lancer,
Nature's Prophet,
Lich.
*
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.
* Heroes who have summons, which can be quickly cleared by his powerful area of effect skill:
Nature's Prophet,
Enigma,
Lycan
*
Ice Shards can easily interfere with Rolling Thunder, making him stuck inside the arc and wasting his ultimate. Do not panic and use Shield Crash to get out of that position.
*
Snowball helps Tusk and his allies follow a fleeing Pangolier, keep in mind that the Pangolier can always counter-initiate with his Rolling Thunder.
*
Walrus PUNCH! deals heavy damage even during his Rolling Thunder.
* 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 long range abilities are also able to touch Zeus, such as
Clockwerk,
Kunkka,
Puck,
Skywrath Mage,
Spirit Breaker,
Tusk and others.
* Heroes with cleave damage:
Sven,
Magnus,
Kunkka.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
*
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.
* Tusks damage/stun is enough to obliviate Storm Spirit before he can do anything.
* Tusk is a common
Blink Dagger carrier, and once he reaches Level 18,
Walrus PUNCH! deals roughly half of Storm Spirit's health alone, It also stuns for a long enough time for Tusk to
Snowball Storm Spirit, stunning him even more, If that hasn't finished him off, the damage from
Ice Shards probably will. Combined with
Tag Team, which adds bonus damage to Tusks attacks, Storm Spirit is unlikely to survive Tusk initiating on him
* Walrus PUNCH is even more potent if he uses a
Silver Edge instead
* However while Ball Lightning doesn't disjoint Snowball, if used before Tusk hits with Snowball, prevents the stun and damage from being applied
* Shadow Fiend can easily farm his treants and get easy Necromastery Stacks.
* If Shadow Fiend buys
Boots of Travel and
Shadow Blade, he can counteract Nature's Prophet's split-push.
* Shadow Fiend's lack of mobility and low base health make him an easy target for early ganks.
* 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 spell immunity or pseudo-blinks which provide invulnerability:
Lifestealer,
Juggernaut,
Omniknight,
Huskar, and
Tusk have spells which allow them to easily escape Dream Coil.
*
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.
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Nature's Prophet
* Treants increase Echo Slam's damage.
Sprout, without having direct line of sight, in order to interrupt
Teleportation.
Echo Slam can do a lot of damage to Nature's Prophet and his teammates if they stand close to his Treants.
* Earthshaker's AoE stuns can hit Nature's Prophet through
Additional:
*
Tusk
*
Echo Slam is good against Snowball since it bunches everyone up. This can set up some prime opportunities for Blink Echo Slams.