* Outworld Destroyer's high intelligence gain and fragility makes him an easy target for a massive Mana Burn, as well as killing him outwards with Nyx Assassin's high burst damage.
* Astral Imprisonment can be easily exploited by Nyx Assassin with his abilities. As long as Astral Imprisonment was not cast on Nyx Assassin, it will make an opportunity for an easy stun, either by Spiked Carapace (if Outworld Destroyer hid his allies or your allies) or Impale (if he hid himself). If Astral Imprisonment was cast on Nyx Assassin, using Spiked Carapace while banished will proc the stun after the disable, since Spike Carapace has a 0 second cast time and Astral Imprisonment deals damage right after the disable ends.
* An ill-timed Sanity's Eclipse and/or well timed Spiked Carapace can deal a lot of damage to Outworld Destroyer and stun him, unless Outworld Destroyer used Black King Bar beforehand.
Additional:
* Outworld Destroyer's high intelligence makes him a good target for Mind Flare.
* If timed correctly, Spiked Carapace will return the full damage from Sanity's Eclipse back to Outworld Destroyer. Even a reflected Arcane Orb can deal significant damage and make him vulnerable to a follow-up from Nyx Assassin.
* Spiked Carapace is also the perfect tool against Astral Imprisonment: if used on Nyx, he can reflect the damage back as he comes out of the prison by casting the ability while imprisoned.
* Like above, supports with reliable stuns can be a massive problem and force Black King Bar in fights unideally, such as Shadow Shaman, Lion, Nyx Assassin.
* Oracle can negate and shut down Primal Beast simply with Fate's Edict, especially in the early game, as a majority of his damage-dealing spells are magic.
* Oracle can interrupt Primal Beast's Onslaught charge with a well-timed Fortune's End.
* Primal Beast's lethal burst damage combos can be further stalled with False Promise; combined with Fate's Edict and regen from Purifying Flames, Oracle can even completely negate Primal Beast's offense.
Additional:
* Fate's Edict completely negates all of Primal Beast's major damage-dealing spells in the early game and can render Primal Beast useless when cast on a target he is focusing, or in Oracle's defense against Primal Beast himself.
* Fortune's End keeps Primal Beast in place, especially while trampling or in the middle of an Onslaught charge.
* False Promise can interrupt Primal Beast's abilities, as well as further delay Primal Beast from dealing lethal burst damage. In combination with Fortune's End, Oracle can potentially save an ally from Primal Beast's spell combos.
* Primal Beast's abilities require movement to deal damage, making Rupture potentially deadly and debilitating. Furthermore, its initial damage based on the target's current health is devastating to a full-health Primal Beast with his high strength gain and thus high HP.
* Due to his reliance on spells, Primal Beast is vulnerable to Blood Rite's powerful silence without items to counter it.
* Power Cogs keeps Primal Beast pinned down, preventing him from doing damage with Trample. Primal Beast's slow attack speed makes it hard for him to break the cogs and get away. In addition, Power Cogs' knockback is forced movement and thus will intercept Primal Beast's Onslaught if placed well.
* Battery Assault on a lone Primal Beast in the early game effectively keeps him from winding up Onslaught or basic attacking.
* Rocket Flare and Jetpack (from purchasing Aghanim's Shard) give Clockwerk many options to scout for Primal Beast, whose kit benefits greatly from ambushing.
* Shukuchi allows Weaver to have faster movement speed and can outrun Primal Beast in most instances, such as while he is trampling.
* Trample disarms Primal Beast, so casting The Swarm can make him vulnerable to ranged attacks. Primal Beast also has an innately slow attack speed and will take a long time destroying the bugs.
* Time Lapse allows Weaver to negate and heal burst damage, which Primal Beast is reliant on.
* Glimpse can prevent Primal Beast from initiating for most of the game with Onslaught.
* While Static Storm is not much of a threat in terms of damage, it does prevent Primal Beast from casting any spells for a long period of time if also trapped in Kinetic Field.
* Overall, Disruptor forces Primal Beast to buy a Black King Bar much earlier than he might like but becomes a major threat to Disruptor once he does.
* Primal Beast is disarmed during Trample so will be unable to destroy a Supernova no matter how close it is to him.
* The same ability can also be used to save allies with the help of an Aghanim's Scepter.
* Sun Ray will do thousands of damage to Primal Beast if surviving a full channel time due to his high health scaling for the ability.
* Icarus Dive is a fantastic way to escape Primal Beast after he has used Onslaught.
* Phoenix has a naturally very high health pool making it hard for Primal Beast to deal with him with his magical damage.
* Rubick can use Spell Steal to steal Astral Imprisonment, and if Rubick gets Aghanim's Scepter he gets 2 charges of it. This can overpower Outworld Destroyer in team fights.
* Rubick can also steal Sanity's Eclipse against Outworld Destroyer's teammates.
* Soulbind prevents Primal Beast from being able to use Onslaught or his abilities to great effect for a lengthy amount of time.
* Phantom's Embrace is very difficult for Primal Beast to remove due to his slow attack speed and Trample preventing him from attacking.
* Doppelganger and Juxtapose allow Phantom Lancer to initiate on Outworld Destroyer, and, although Arcane Orb will normally destroy his illusions instantly, Phantom Lancer will spawn too many to deal with without using Sanity's Eclipse.
* Outworld Destroyer has very little AOE ability; His Astral Imprisonment with Aghanim's Scepter is his primary AOE, and it does too little damage to eliminate Phantom Lancer's illusions.
Additional:
* Although Outworld Destroyer will typically destroy Phantom Lancer's illusions in one shot, Phantom Lancer spawns too many of them for Outworld Destroyer to deal with. However, be careful about initating on Outworld, as Sanity's Eclipse will erase your illusions and deal massive damage to you. He can then follow up with Astral Imprisonment and Meteor Hammer.
* Tinker's Laser is useful against Outworld Destroyer, as the blind prevents him from landing Arcane Orbs.
* Heroes who can do scaling health damage to Primal Beast are very threatening for the hero. Such as: Phoenix, Tinker etc.
* Heroes with unorthodox escapes will struggle against Primal Beast, such as Nature's Prophet, Tinker, and Templar Assassin.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output: Death Prophet, Night Stalker, Drow Ranger, Doom .
* Like above, supports with reliable stuns can be a massive problem and force Black King Bar in fights unideally, such as Shadow Shaman, Lion, Nyx Assassin.
* Supports who can slow him to the point Trample does very little damage in the lane are also not fun: Lich, Ogre Magi, Winter Wyvern.
* Any ganking heavy support can be a big problem for Primal Beast, such as: Earth Spirit, Grimstroke before he has a Black King Bar.
* Supports who can slow him to the point Trample does very little damage in the lane are also not fun: Lich, Ogre Magi, Winter Wyvern.
* Heroes who take a long time to become strong are in for a rough mid game, such as Outworld Destroyer, Magnus, Medusa, and Anti-Mage.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output: Death Prophet, Night Stalker, Drow Ranger, Doom .
* Primal Beast really suffers against supports he cannot bully in the lane: this includes Dazzle, Shadow Demon and Dark Willow since they can use their respective abilities to stop Primal Beast from dealing burst damage, or make it hard for him to stay in range.
* Like above, supports with reliable stuns can be a massive problem and force Black King Bar in fights unideally, such as Shadow Shaman, Lion, Nyx Assassin.
* Any heroes with high intelligence, such as Invoker and Pugna.
* Invoker's numerous area-of-effect abilities can interrupt Primal Beast, especially while he is in the middle of a team fight, where Primal Beast thrives. (Tornado, Cold Snap, and Ice Wall all help to disable Primal Beast and control him from a distance.
* E.M.P. disintegrates Primal Beast's low mana pool.
* However, Invoker is quite a slow-paced hero and not particularly known for being survivable against a rampaging Primal Beast with Black King Bar.
* 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.
* Pit of Malice is very good at preventing Primal Beast from entering the fight and stopping Trample damage at all stages of the game.
* Tanky melee heroes that can easily be kited, which allows Outworld Destroyer to deal heavy damage with Arcane Orb from a distance: Sven, Underlord, Bristleback.
Additional:
* Arcane Orb's pure damage can do great damage to Underlord.
* Sanity's Eclipse can tear down Underlord's health by a large amount, since his mana pool is very low compare to Outworld Destroyer's high mana pool.
* The ensnare from melee Berserker's Rage can prevent Primal Beast from dealing further Trample damage and can allow Troll Warlord to relentlessly build Fervor on him.
* Whirling Axes (Ranged) can slow down Primal Beast while trampling and allow Troll Warlord to better control him from range.
* Whirling Axes (Melee) can blind Primal Beast if he attempts to auto-attack Troll Warlord after a fully charged Uproar.
* Battle Trance will make Primal Beast a sitting duck should he be rooted and attacked to death.
* Any heroes with low mana pools will die quickly or even instantly to Sanity's Eclipse: Doom, Phantom Assassin, Troll Warlord.
Additional:
* Outworld Destroyer's pure damage from Arcane Orb is very effective at killing Troll Warlord quickly.
* Astral Imprisonment removes Troll Warlord from a fight for four seconds, minimizing his contribution to a teamfight, and potentially wasting over half of Battle Trance's duration.
* Troll Warlord gains a measly 1 intelligence point per level, meaning Sanity's Eclipse is especially effective, often instantly killing him.
* Silencer's Intelligence Steal will heavily reduce Outworld Destroyer's damage output, particularly from Sanity's Eclipse.
* Last Word and Global Silence will take Outworld Destroyer out of the fight unless he has built Black King Bar.
Additional:
* Silencer's intelligence steal will heavily reduce Outworld Destroyer's damage output, especially if Destroyer dies a lot near Silencer and loses intelligence permanently.
* Global Silence and Last Word will render Outworld Destroyer helpless unless he has an item/ally to dispel silence.
* Any hero with low mobility and max healthsuch as Silencer, Crystal Maiden etc.
* Time Walk makes it impossible for Primal Beast to stay on top of Faceless Void with his abilities and allows him to heal burst damage dealt to him.
* Once Faceless Void has an Aghanim's Shard, Onslaught can be easily escaped. He could also choose to get a lower cooldown on Time Walk, making it even harder for Primal Beast to catch him in fights or stop his initiations.
* Time Dilation will make Primal Beast useless for an extended time after casting his abilities if he does not have a dispel.
* Chronosphere has many uses such as stopping Primal Beast from casting abilities on him or allies or even on a teammate, since Primal Beast has no way to assist allies trapped within the sphere.
* Any hero that can nullify effects of Chronosphere: (Keeper of the Light with Aghanim's Scepter during daytime, Winter Wyvern), banishing him or Faceless Void (Outworld Destroyer, Shadow Demon, Earth Spirit with Aghanim's Scepter) or protecting him in other ways (Dazzle, Oracle, Abaddon) can greatly limit Chronosphere's potential.
* Refraction blocks most of the damage dealt with Arcane Orb and Sanity's Eclipse if used correctly, and is difficult for Outworld Destroyer to deal with.
* If Astral Imprisonment is on cooldown, then an Outworld Destroyer slowed by Psionic Trap is an easy kill for Templar Assassin, especially during the laning stage.
* Any hero who lanes very poorly will struggle with Primal Beast's potential snowball in the very early levels, like Keeper of the Light, Luna, Templar Assassin...
* Batrider prevents sharp and brazen attacks of the opponent. First he catches him in a Flaming Lasso, and then causes huge damage, in some cases even incompatible with life.
Additional:
* Batrider prevents sharp and brazen attacks of the opponent. First he catches him in a Flaming Lasso, and then causes huge damage, in some cases even incompatible with life.
* Shadow Demon, Outworld Destroyer and Tusk can all save a Lasso'd teammate with their defensive spells.
* Astral Imprisonment allows Outworld Destroyer to waste over half of Pierce the Veil, or protect an ally from Dead Shot's fear while also reducing Muerta's maximum mana.
* Sanity's Eclipse will deal massive damage to Muerta if her maximum mana gets too low. And even if she survives it, Sanity's Eclipse's Mana Allergy debuff will discourage her from using abilities as that will result in healing Outworld Destroyer.
* Pierce the Veil does not prevent Primal Beast from using any of his spells to their fullest and is one of the few heroes that can disable her during her ultimate and a common Black King Bar purchase. She will also likely be fatal to herself if Primal Beast has a Blade Mail active.
* Gunslinger will be disabled if Primal Beast buys an Aghanim's Scepter.
* Outworld Destroyer can disrupt Slark's attacks with Astral Imprisonment either by banishing Slark or his target.
* Slark's low heathpool means he will die quickly to Arcane Orb if he is directly attacked by Outworld Destroyer
* Slark has low intelligence gain, making him easy to finish with Sanity's Eclipse if he tries to run with Shadow Dance
Additional:
* Arcane Orb deals pure damage, which ignores the armor granted from permanent agility stacks.
* Astral Imprisonment can disrupt any Pounce attempt by banishing the leashed ally.
* Slark's low mana pool makes him more susceptible to Sanity's Eclipse.
* Dark Pact, Shadow Dance and Depth Shroud will do nothing against Onslaught and Trample, as they are both ground area-of-effect spells.
* Primal Beast has a gigantic hitbox, which could be difficult for Slark to escape with Pounce should Primal Beast choose to block him. Pounce also does not completely prevent Primal Beast from trampling offensively, as he still has some room to move.
* Primal Beast has a huge health pool making it difficult to shed it with Essence Shift and may allow Primal Beast to build Uproar stacks against him very rapidly.
* If Primal Beast buys an Aghanim's Scepter he can also break Essence Shift from working on attacks which is a big part of Slark's damage output.
* Outworld Destroyer doesn't care if Razor steals his damage because he does most of his damage through Arcane Orb.
* Astral Imprisonment can prevent Razor from using the stolen damage from Static Link or chasing with Eye of the Storm.
* Sanity's Eclipse will do a ton of damage to Razor due to his low mana pool.
* Onslaught prevents all of Razor's abilities from being effective against him, especially in the laning stage.
* Most Illusion based heroes (like Chaos Knight and Terrorblade) can't use their illusion beneficially against Sanity's Eclipse's high AoE burst damage.
Additional:
* Arcane Orb deals pure damage against the real Terrorblade, which allows it to bypass his high base armor.
* Arcane Orb and Sanity's Eclipse will make very short work of Terrorblade and his illusions.
* Aghanim's Shard upgraded Astral Imprisonment can be used to save an ally on which Terrorblade has used Sunder.
* Terrorblade has no stun and is vulnerable to Primal Beast's spell comboes due to his low health points in the laning stage and mid game.
* Reflection can be dispelled using Primal Beast's level 15 left talent.
* Sunder is the only real threat Terrorblade has against Primal Beast but he may die before he can even use it.
* Arcane Orb allows Outworld Destroyer's attacks to deal pure damage that can bypass Naga Siren's armor, and which can clear her illusions in no time.
* Astral Imprisonment can be used to harass Naga Siren by reducing her maximum mana and to prevent Naga Siren from escaping with Song of the Siren. Outworld Destroyer can also use Astral Imprisonment to protect himself from Naga Siren.
* Sanity's Eclipse will most likely instantly kill Naga Siren along with her illusions. Even if Naga Siren survives Sanity's Eclipse, it's mana allergy debuff will discourage Naga Siren from using her abilities as the mana allergy will heal Outworld Destroyer if she uses them for it's duration.
* Illusion heroes will struggle against Primal Beast's area damage capability, such as Chaos Knight, Naga Siren, Terrorblade.
* Every hero that can withstand or prevent Eclipse at level 7: Juggernaut, Riki, Clockwerk, Drow Ranger, Abaddon, Faceless Void, Weaver, Outworld Destroyer.
* Primal Beast has a massive healthpool making it very difficult to get through it with a nuke such as Eclipse or Lucent Beam.
* Primal Beast is faster than Luna, as one of her main ways to escape danger, is very problematic for her in the laning stage especially.
* His ultimate goes through debuff immunity, making Luna's Black King Bar less effective.
* Primal Beast commonly buys Blade Mail which is a big problem for a single target bursting hero like Luna.
* Astral Imprisonment can be used to protect allies by imprisoning either them or Spirit Breaker.
* Arcane Orb will heavily drain Spirit Breaker's maximum mana, rendering him almost useless and unable to cast spells. And considering how Spirit Breaker's intelligence is very low, Sanity's Eclipse will deal a lot of damage to him.
* Even if Spirit Breaker survives Sanity's Eclipse, mana allergy applied by the Sanity's Eclipse will discourage Spirit Breaker from using his abilities as it will cause him to lose health and heal Outworld Destroyer.
* Heroes who rely on burst damage with magical damage will struggle to kill Primal Beast: Spirit Breaker, Gyrocopter, Leshrac
* Any heroes with low mana pools will die quickly or even instantly to Sanity's Eclipse: Doom, Phantom Assassin, Troll Warlord.
* Phantom Assassin is known to be weak against bursts of magical damage, something Primal Beast excels at from the beginning of the game. He can use this to his advantage by constantly hunting Phantom Assassin down, especially if she is left alone to farm.
* Primal Beast is a good carrier of Ethereal Blade, Vanguard and Shiva's Guard all of which are very good against Coup de Grace and Phantom Strike.
* Even though Primal Beast does a lot of physical damage early on, later once Blur becomes more potent, she may find herself being overwhelmed by Trample and Onslaught instead.
* Primal Beast's ultimate goes through spell immunity and his level 25 talent makes it even more devistating against Phantom Assassin.
* Primal Beast can dispel Stifling Dagger and any attack modifers it applies with his left level 15 talent.
* Outworld Destroyer's pure and magical damage is particularly effective against Axe.
* Astral Imprisonment is an excellent way to defend against an initiating Axe.
* Sanity's Eclipse deals high damage to Axe due to his low mana pool.
Additional:
* Berserker's Call bonus armor doesn't block Arcane Orb's pure damage.
* Astral Imprisonment can be used to prevent an ally or Outworld Destroyer himself from an Axe initiation.
* Axe's low mana means he's susceptible to a powerful Sanity's Eclipse.
* Long lockdown is a great way to deal with Axe to prevent Berserker's Call from being used, heroes such as Legion Commander, Beastmaster and Primal Beast are good examples of this.
Additional:
* Berserker's Call will be a stun for Primal Beast and not much else due to Trample making him unable to attack.
* Battle Hunger is neglitable because Primal Beast has a much bigger health than Axe, so he does not need to fear being slowed, or his other abilities including Counter Helix or even a Blade Mail.
* Getting Primal Beast low enough to use a successful Culling Blade can be very difficult due to his massive health advantage over most heroes.
* Not ability related but Primal Beast does not need to fear Axe in lane, as Trample, combined with Uproar and Onslaught will do a ton of damage even if Axe has a Vanguard.
* Arcane Orb's pure damage penetrates Guardian Angel's defense.
* Astral Imprisonment's mana steal is devastating to Omniknight's already low mana pool.
* Heroes who cannot escape from Trample early might be easy first blood. Heroes like Witch Doctor and Omniknight should play very cautiously alone...
* Heroes with built-in spell immunity can become immune to all of Outworld Destroyer's spells: Lifestealer's Rage and Juggernaut's Blade Fury.
* Astral Imprisonment allows Outworld Destroyer to save himself or his teamates during Omnislash.
* Juggernaut's low mana from his low intelligence gain means that he'll take a lot of damage from Sanity's Eclipse.
* Primal Beast can use Uproar to tank a portion of Omnislash, making him much more likely to survive it. Primal Beast can also charge away from Omnislash using Onslaught as the spell ends.
* Blade Fury will never do more damage than Uproar once the stacks are activated.
* Primal Beast is very commonly buying items that are good against Juggernaut, such as Ethereal Blade and Heart of Tarrasque.
* Primal Beast has one of the few ultimates that can prevent Juggernaut from spinning away with a teleport.
* Most Illusion based heroes (like Chaos Knight and Terrorblade) can't use their illusion beneficially against Sanity's Eclipse's high AoE burst damage.
* Illusion heroes will struggle against Primal Beast's area damage capability, such as Chaos Knight, Naga Siren, Terrorblade.
* Arcane Orb deals pure damage, effectively bypassing Morphling's high armor from Attribute Shift (Agility Gain).
* Sanity's Eclipse is more effective against a low health and mana pool Morphling, enabling Outworld Destroyer to burst Morphling down before he can shift to Strength.
Additional:
* Arcane Orb deals high damage regardless of Morphling's high armor from Attribute Shift (Agility Gain).
* Because of Morphling's very low intelligence gain and base intelligence, Sanity's Eclipse will almost always be effective against Morphling.
* Arcane Orb and Sanity's Eclipse can often kill Chen or his allies before he can save them with Hand of God.
* Arcane Orb, Astral Imprisonment and Sanity's Eclipse can clear waves of Chen's converted creeps.
* Astral Imprisonment protects an ally for much of Rolling Thunder's duration, especially at the lower levels. As Rolling Thunder has a considerable cast animation, an Outworld Destroyer with Blink Dagger can initiate on him and destroy his timing.
* Outworld Destroyer's high burst damage is not negated by Bristleback's passive. So, even if Bristleback turns his back on Outworld, he can decimate Bristleback quickly.
* If Bristleback attempts to flee, or tries to close the gap, Outworld can banish him with Astral Imprisonment, both reducing Bristlebacks much needed mana and allowing Outworld to move in front of him, forcing him to take the full damage from his spells. This will also allow Outworld to land a devasting Sanity's Eclipse, without it being reduced by Bristleback's passive.
* 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.
* Magnus is not tanky and struggles against burst damage, something Primal Beast excels at in the early-to-mid game. Primal Beast is also able to out-damage Magnus's Empower and can even contribute to his Uproar stacks.
* Using Skewer to drag Primal Beast while he is trampling will count as movement and will trigger a rapid number of slams, which could prove lethal to Magnus.
* Arcane Orb's constant pure damage output is devastating to Dragon Knight.
* Dragon Knight's relatively low mana pool leads to heavy damage from Sanity's Eclipse, which also bypasses his armor.
* Sprout gets destroyed by Trample and Onslaught.
* Dispersion reduces damage based on a percentage, which is very minimal against large amounts of small instances of damage such as Trample. It reduces each tick by about 14 at the maximum level, which is very small.
* Desolate is never a threat to Primal Beast due to his large health pool and Uproar is still out-damaging the ability.
* Onslaught can allow Primal Beast to chase Spectre fleeing with Spectral Dagger, as both skills phase through trees and terrain.
* Primal Beast can also dispel Spectral Dagger's slow with his left level 15 talent, making it completely useless against him.
* Primal Beast excels at early aggression, pushing weak carries out of lane and farming areas he wants to control. Overall just not a pleasant matchup for Spectre.
* Should Primal Beast buy an Aghanim's Scepter he can also break both passive abilities.
* Arcane Orb's pure damage, making Counterspell ineffective.
* Sanity's Eclipse will hit Anti-Mage while he is disabled from Astral Imprisonment, and forces him to take heavy damage due to his low intelligence.
* Essence Flux keeps Outworld Destroyer at high mana, thus greatly reducing the damage from Mana Void.
Additional:
* Counterspell doesn't work versus Arcane Orb because it does pure damage.
* Anti-Mage cannot burn all of Outworld Destroyer's mana without disables due to Essence Flux.
* Anti-Mage's Manta Style illusions are quickly destroyed by Arcane Orb.
* However, if the enemy has multiple means of removing mana, Mana Void becomes a threat to Outworld Destroyer, Anti-Mage has better mobility than Outworld Destroyer with Blink, and Counterspell blocks a large portion of the damage from Sanity's Eclipse.
* Outworld Destroyer has a huge damage from Arcane Orb, which is why in a 1 on 1 skirmish Storm Spirit simply cannot defeat him in damage. Since Outworld Destroyer will stop gank Storm Spirit with his Astral Imprisonment, and then kill him if he decides to fight
Additional:
* Outworld Destroyer has a huge damage from Arcane Orb, which is why in a 1 on 1 skirmish Storm Spirit simply cannot defeat him in damage. Since Outworld Destroyer will stop gank Storm Spirit with his Astral Imprisonment, and then kill him if he decides to fight
* Outworld Destroyer is not exceptionally dangerous to Necrohpos because of his Ghost Shroud, but his Astral Imprisonment can save his allies from Necrophos's Reaper's Scythe, though only if he uses it at the right time, If an Outworld Destroyer is nearby, Necrophos should not use Reaper's Scythe unless he has banished himself, or has banished two heroes within 15 seconds
* Arcane Orb's pure damage ignores Timbersaw's Reactive Armor.
* Astral Imprisonment, if timed correctly, can interrupt Timber Chain, preventing him from escaping.
Additional:
* Arcane Orb deals constant pure damage, which bypasses Timbersaw's Reactive Armor.
* Sanity's Eclipse can hit targets inside Astral Imprisonment, which helps Outworld Destroyer finish off Timbersaw before he escapes with Timber Chain. It can also drain his mana, limiting his ability to escape should he survive.
* Sanity's Eclipse deals more damage the less max mana the heroes hit by it have, making Pudge an ideal target.
* Outworld Destroyer can save allies or himself caught by Dismember or Meat Hook with Astral Imprisonment.
* Astral Imprisonment can be used to protect allies from Jakiro's various abilities, It can also be cast on Jakiro to break his combos (Macropyre into Ice path into Dual Breath), while at the same time, stealing his much needed mana.
* Aghanim's Shard upgraded Astral Imprisonment allows Outworld Destroyer and his allies to move while imprisoned, which allows them to leave the area of Jakiro's abilities.
* As Outworld Destroyer is prone to buying Meteor Hammer, he can combine it with Astral Imprisonment and Arcane Orb's high pure damage that can quickly decimate Jakiro, And unlike most heroes, Outworld doesn't particularly care who he targets.
* Outworld is also a common Black King's Bar carrier, and Jakiro's only tool to counter it is the Aghanim's Scepter upgraded Macropyre
* Kraken Shell's dispel does not restore mana lost through Astral Imprisonment, and the stolen mana can really hurt Tidehunter's ability to initiate
* Arcane Orb high pure damage ignores Tidehunter's Armor, and is barely affected by his Kraken Shell's damage block
* It is also completely unaffected by Anchor Smash, due to it relying on Outworlds Mana pool
* Sanity's Eclipse is effective on Tidehunter's poor mana pool, While it is reduced by Kraken Shell, the damage reduction is negligible.
* Outworld Destroyer's pure damage will mop up Primal Split's units very quickly.
* Since Primal Beast is highly mobile with Onslaught alone, he will be difficult to catch with both Cold Feet and Ice Blast.
* Ice Blast is less effective due to Primal Beast's massive health pool and resistance to taking damage.
* While Chilling Touch can be used to slow Primal Beast briefly, it is not enough to beat him back, and can also contribute to his Uproar stacks.
* Primal Beast has a dispel talent at level 15 that will remove Cold Feet immediately when Uproar is used.
* Outworld Destroyer can steal more mana with Astral Imprisonment from Skywrath Mage with Shield of the Scion (granted by Aghanim's Shard). Shield of the Scion grants Skywrath Mage bonus intelligence every time he deals magic damage to an enemy hero with his abilities. The higher his intelligence, the larger his mana pool. Since Astral Imprisonment steals based on the target's max mana, Outworld Destroyer can steal much more mana from Skywrath Mage.
* Astral Imprisonment can allow Outworld Destroyer to save himself or allies from Kunkka's full kit.
* Sanity's Eclipse deal a large amount of damage, as Kunkka's mana pool is much smaller than Outworld Destroyer's.
* Arcane Orb deals pure damage, shredding through Kunkka and his team even with Ghostship's buff.
* Outworld Destroyer's pure and magical damage is particularly effective against Earthshaker.
* Astral Imprisonment catches Earthshaker while he blinks in, preventing him from executing his combo.
* Earthshaker has mana troubles, and Outworld Destroyer's abilities can press this by stealing intelligence comes from Arcane Orb, therefore depleting his mana pool and mana regeneration.
* Sanity's Eclipse deals high damage to Earthshaker, due to his low intelligence and mana pool.
* While Broodmother can hide in the trees with Spin Web, Primal Beast's ability to trample trees down can give him an edge in catching her.
* Insatiable Hunger will not do much vs Primal Beast's onslaught of disables.
* While Silken Bola can slow Primal Beast down, it's not enough to stop Trample from doing more damage than Broodmother can do back.
* Spawn Spiderlings will be destroyed by Onslaught and Trample very easily.
* Astral Imprisonment prevents Legion Commander from killing her opponents in Duels.
Additional:
* Outworld Destroyer can save an ally hero caught by Duel with Astral Imprisonment, and he can inflict heavy damage on Legion Commander with Arcane Orb to aid his ally. However, if he gets caught, he is unlikely to survive the duel, due to his lack of durability.
* Sanity's Eclipse does massive damage to Wraith King who naturally has a low mana pool and typically doesn't build items to increase it.
* Wraithfire Blast's slow projectile speed makes it easy to avoid using Astral Imprisonment.
* The pure damage provided by Arcane Orb is a great addition for killing Ember Spirit.
* Astral Imprisonment fully negates all magic damage of Flame Guard and Searing Chains and will temporarily save himself from Sleight of Fist's physical damage, and Ember Spirit is not a hero that can counter these skills.
* Heroes that can protect or dispel stunned allies such as Legion Commander, Outworld Destroyer, Shadow Demon and Oracle can reduce the effectiveness of Sacred Arrow.
* Heroes who rely on burst damage with magical damage will struggle to kill Primal Beast: Spirit Breaker, Gyrocopter, Leshrac
* Any hero with low mobility and max healthsuch as Silencer, Crystal Maiden etc.
* Heroes with pure damage can kill Huskar when he inevitably gets low on health: Outworld Destroyer, Silencer.
Additional:
* Outworld Destroyer can dodge Life Break with Astral Imprisonment, leaving him unharmed while Huskar loses HP.
* Sanity's Eclipse can deal massive damage to Huskar before he builds up his Berserker's Blood stacks due to Huskar's low mana pool.
* Any hero who lanes very poorly will struggle with Primal Beast's potential snowball in the very early levels, like Keeper of the Light, Luna, Templar Assassin...
* Heroes who cannot escape from Trample early might be easy first blood. Heroes like Witch Doctor and Omniknight should play very cautiously alone...
* Heroes who rely on burst damage with magical damage will struggle to kill Primal Beast: Spirit Breaker, Gyrocopter, Leshrac
* Tanky melee heroes that can easily be kited, which allows Outworld Destroyer to deal heavy damage with Arcane Orb from a distance: Sven, Underlord, Bristleback.
* Hard carries who just want to farm and be left alone will not appreciate Primal Beast, heroes such as Medusa, Drow Ranger...
* Ursa struggles against heroes with strong (and especially undispellable) disables (Disruptor, Puck, Shadow Demon, Outworld Destroyer and etc).
* Primal Beast really suffers against supports he cannot bully in the lane: this includes Dazzle, Shadow Demon and Dark Willow since they can use their respective abilities to stop Primal Beast from dealing burst damage, or make it hard for him to stay in range.
* Astral Imprisonment is a versatile nuisance:
* If it is cast on a low-enough-health unit at least 1 second into Shallow Grave's duration, the Shallow Grave will end during the imprisonment, and the target will take lethal damage when released.
* It can be used remove Dazzle from the fight at a time he could have saved someone.
* It lets himself or an ally dodge all of Poison Touch's effects, for long enough to recover their Blink Dagger.
* Any heroes with high intelligence, such as Invoker and Pugna.
* Primal Beast has multiple ways to cancel Life Drain very quickly.
* Pugna has a very low strength gain and as a support does not have much gold to buy health items, making him vulnerable to Primal Beast's onslaught of magical damage.
* Ironically, Decrepify actually just increases Primal Beast's damage on the targeted ally if Trample is activated. However, it can be used to slow him down and prevent any further Trample damage.
* Primal Beast is mostly played in the offlane role, so picking a carry who can escape from him is essential. Heroes such as Troll Warlord, Lone Druid and Outworld Destroyer, or generally any carry with a stun, slow or ability to fight back will stop him from having the good start he needs.
* Arcane Orb deals heavy damage to both Lone Druid and the Spirit Bear.
* Astral Imprisonment can prevent the Spirit Bear from attacking, which is Lone Druid's main damage output.
* Sanity's Eclipse deals heavy damage to Lone Druid.
* Supports who can slow him to the point Trample does very little damage in the lane are also not fun: Lich, Ogre Magi, Winter Wyvern.
* Outworld Destroyer's pure damage from Arcane Orb can go through Cold Embrace.
* Outworld Destroyer can negate the healing from Cold Embrace using Astral Imprisonment, and steal mana while doing so.
* Outworld Destroyer's damage during Winter's Curse is reduced due to Arcane Orb being unable to target allies.
Additional:
* Winter Wyvern must never put her allies in Cold Embrace against Outworld Destroyer as Arcane Orb will continue to deal damage to the defenseless hero.
* Arcane Orb does not hit his allies when he is taunted by Winter's Curse, making it weak against allies, but strong versus enemies.
* Astral Imprisonment can protect a target inflicted with Winter's Curse.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output: Death Prophet, Night Stalker, Drow Ranger, Doom .
* Any heroes with low mana pools will die quickly or even instantly to Sanity's Eclipse: Doom, Phantom Assassin, Troll Warlord.
* As Outworld Destroyer has short cast ranges, a short attack range, and no gap-closing abilities, Sniper can kite and harass Outworld Destroyer in lane with his long range and zone him out in fights. The continuous area damage from Shrapnel also prevents Astral-Blink escapes.
* However, in the late game, Outworld Destroyer's massive damage can overwhelm Sniper once he obtains Blink Dagger, Force Staff etc. to close the gap.
* Primal Beast is one of Sniper's greatest counters, as he has no real means of escape and is very squishy, especially in the early game. Sniper's potshots and Shrapnel can contribute to Primal Beast's Uproar and further make him tankier than he already is. Onslaught allows him to close the gap on Sniper at his own volition, and Trample can deal serious damage to his meager health pool.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output: Death Prophet, Night Stalker, Drow Ranger, Doom .
* Heroes who have low or high armor but very high health will be difficult for drow to burst down quickly: Primal Beast, Axe, Centaur Warrunner.
* 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 hiding abilities can protect disabled allies: Outworld Destroyer, Shadow Demon, Tusk, Phoenix with Aghanim's Scepter.
* Malefice will prevent Primal Beast from doing anything for a long duration even in the early game when at his strongest.
* Midnight Pulse will scale with his max health so will do a ton of damage combined with any generic stun or Enigma's own abilities.
* Primal Beast relies completely on mobility to do damage, Black Hole makes sure he cannot use any abilities or threaten heroes he is typically good against.
* Astral Imprisonment can save allies from a Black Hole combo. When upgraded with Aghanim's Scepter and Aghanim's Shard, it becomes exceedingly difficult for Enigma to land a good Black Hole against Outworld Destroyer and his team.
* Astral Imprisonment can also cancel Black Hole while Enigma does not have Black King Bar.
* Arcane Orb and Sanity's Eclipse can often make a short work out of Enigma and his Eidolons.
* Heroes with built-in spell immunity can become immune to all of Outworld Destroyer's spells: Lifestealer's Rage and Juggernaut's Blade Fury.
* Special mention to Lifestealer who can use Rage to prevent Trample damage, but Primal Beast's ultimate can still be casted during the spell.
* Borrowed Time allows him to both exit his stuns prematurely and turn Trample into healing for himself. His Aghanim Scepter only prevents the automation of the spell, Abaddon himself can still manually activate it.
* Aphotic Shield will immediately debuff any stuns Primal Beast has put on allies but won't stop him from being stunned if casted on Abaddon.
* Astral Imprisonment wastes Borrowed Time's duration.
* Outworld Destroyer's Sanity's Eclipse can kill Abaddon before Borrowed Time triggers due to the lack of intelligence for Abaddon.
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
you could hero names appearing as a counter and as being countered, as on image:
You can also add your own tips, update old data and fix mistakes by editing page on Dota 2 Wiki (it works like Wikipedia - anyone can contribute, you don't even need to register) these edits will appear on this website automatically (data is updated several times per week).
Right now there is no app/overlay that will detect picks automatically (like overwolf dota plus or become the gamer), instead, you can open web version in a steam in-game browser or use mobile version on your smartphone.
Want to know more? Check FAQ
Latest changes first
Sharing link to this site is always appreciated.
Dota 2 is a registered trademark of Valve Corporation. This site is not affiliated with Valve Corporation. All game images and names are property of Valve Corporation.
Outworld Destroyer
* Shadow Demon's Disruption will allow his allies to maneuver around you. It can also be used to protect an ally from your abilities, or Astral Imprisonment - Meteor Hammer combo.
* Disseminate turns your high damage Arcane Orb and Sanitiy's Eclipse against you and your teammates.
* Scepter upgraded Demonic Purge will break your Essence Flux passive for 7 seconds, preventing you from regaining mana, and severely hindering your damage output.
Primal Beast
* Primal Beast really suffers against supports he cannot bully in the lane: this includes Dazzle, Shadow Demon and Dark Willow since they can use their respective abilities to stop Primal Beast from dealing burst damage, or make it hard for him to stay in range.