* Storm Spirit has multiple AoE abilities to deal with Phantom Lancer, especially with Aghanim's Scepter.
* Ball Lightning destroys illusions, avoids Spirit Lance, and makes Storm Spirit very hard to catch, even with Phantom Rush.
Additional:
* Ball Lightning with or without the Static Remnant talent allows Storm Spirit to destroy Phantom Lancer's illusions quickly. It is also easy to dodge Spirit Lance with Ball Lightning and makes Spirit Storm very hard to catch even with Phantom Rush.
* Ball Lightning allows Storm Spirit to close the gap between him and Weaver in no time. Once locked down with certain items, Weaver is extremely fragile to Storm Spirit and his teammates.
* Stroke of Fate's damage increases the more units are hit by it, making it effective against Phantom Lancer's army of illusions.
* Phantom's Embrace and Ink Swell's stun can prevent Phantom Lancer from escaping with Doppelganger if properly timed.
* If he has already used Doppelganger, Soulbind can tie Phantom Lancer to one of his own illusions to keep him in place, or to ensure a kill if Grimstroke's team is unsure which one is the real hero.
Additional:
* Stroke of Fate clears Phantom Lancer's illusion easily as it deals bonus damage to more targets.
* Ink Swell can be used on an allied hero or Grimstoke himself to stun Phantom Lancer and his illusions.
* Soulbind has an undispellable debuff that can be used to mark the real Phantom Lancer. It also prevents him from using Doppelganger.
* Phantom's Embrace and Soulbind prevent Weaver from using Shukuchi or Time Lapse to escape.
* Ink Swell discourages Weaver from moving through and damaging allies with Shukuchi.
* Heroes who rely on illusions will see them destroyed easily by Overwhelming Odds: Phantom Lancer, Chaos Knight, Terrorblade, Naga Siren
Additional:
* Overwhelming Odds deals high damage to Phantom Lancer's illusions.
* Duel's long duration prevents Phantom Lancer from using Doppelganger.
* Duel's long duration prevents Weaver from activating Time Lapse or escaping with Shukuchi.
* Poof will destroy Phantom Lancer's illusions within a short time.
* Earthbind prevents Phantom Lancer from using Doppelganger.
Additional:
* Poof from multiple Meepos will destroy illusions quickly.
* Earthbind's area root can catch Phantom Lancer in a group of illusions and prevent him from using Doppelganger for a long time.
* Meepo aims to end the game as early as possible, while Phantom Lancer is a lategame hero.
* This also means that, in the late game, Meepo stands no chance against Phantom Lancer.
* Heroes with high mobility can be prevented from using it to their advantage with Earthbind, even if they pack a dangerous arsenal: Earth Spirit, Ember Spirit, Storm Spirit, Nature's Prophet, Phantom Assassin, Riki, Anti-Mage, Weaver.
* See items and abilities disabled by roots
* Phantom Lancer's many illusions increase Echo Slam's damage.
Additional:
* Echo Slam deals tremendous damage when multiplied by Phantom Lancer's illusions.
* Earthshaker's AoE abilities can quickly kill Phantom Lancer's illusions.
* Enchant Totem with Aghanim's Scepter gives Cleave to help destroy illusions.
* Earthshaker's many stuns can lock down slippery heroes like Slark in his Shadow Dance and Weaver in his Shukuchi.
* Lion may upgrade Mana Drain, Hex and Finger of Death through Talent Tree and Aghanim's itens to make them affect secondary targets or turn them into AoE abilities. This can make things difficult for heroes like Phantom Lancer, Naga Siren and Terrorblade, who rely on illusion armies.
* Weaver's exceptional ability to elude and survive through clashes and ganks is hard countered by Lion in every aspect.
* Weaver is very mana dependent and has a rather small mana pool in the beginning of the game, of which Mana Drain can deplete and lessen his early game presence.
* Earth Spike followed by Finger of Death in the huge majority of the time is enough to kill Weaver.
* Earth Spike can be point targeted to hit through Shukuchi.
* Hex's has a fair long duration, by which Weaver will not be able to deal damage, or even survive a coordinated attack, and it is single target, of which cannot be dodged.
* Mana Drain easily breaks Linken's Sphere. Its low cooldown allows Lion to infinitely break it whenever it recharges.
* Earth Spike and Hex when paired for the longer lengths of disables may diminish Time Lapse efficiency, possibly causing Weaver to not undo as much damage as he would.
* Heroes with global nukes will target and hit Phantom Lancer regardless of his illusions: Zeus
* Arc Lightning has a low cooldown can used to pop his Linken's Sphere.
* Lightning Bolt or (Nimbus upgraded from Aghanim's Scepter) detects Weaver during Shukuchi, preventing his ganks.
* Thundergod's Wrath can kill Weaver quickly before he can cast his Time Lapse at low health.
* Heroes who lack burst damage will have a hard time against Mars: Phantom Lancer, Nature's Prophet, Lich.
* 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.
* Jakiro's spells inflict AoE damage, meaning he can take down Phantom Lancer's illusion army very quickly.
* Bear in mind, however, that once Phantom Lancer buys Diffusal Blade which can burn Jakiro's mana, Jakiro will be vulnerable to Phantom Lancer 's counter-attacks if he runs out of mana.
Additional:
* Jakiro's AoE abilities are great against Phantom Lancer:
* Dual Breath slows down and damages Phantom Lancer and his illusions.
* Liquid Fire will not only deal AoE damage but also lowers Phantom Lancer's attack speed.
* Ice Path and Macropyre combo can easily clear all of Phantom Lancer's illusions.
* Jakiro can predict Doppelganger and Ice Path on top.
* Weaver has poor health, relying on Shukuchi and Time Lapse to survive, With Jakiro's considerable arsenal of stuns, Weaver cannot initiate on Jakiro without being punished heavily or even killed in return.
* While difficult, Ice Path can catch Weaver during Shukuchi, And since Shukuchi only lasts 4 seconds while Ice Path's stun lasts 3.5, the stun from Ice Path will strip him of his escape.
* Weaver has to be very careful casting Time Lapse around Jakiro, as it could very easily put him inside of a Macropyre or Ice Path.
* Heroes with good mobility to avoid Jakiro's abilities and with good chase to punish Jakiro from pushing a tower: Bloodseeker, Ember Spirit, Juggernaut, Phantom Assassin, Weaver.
* Heroes the make heavy use of illusions, like Chaos Knight, Phantom Lancer, Terrorblade, or Spectre can suffer from Crystal Maiden, as Freezing Field can quickly kill off the entire horde if not stopped.
* Frostbite will reveal invisible heroes for its duration, making it a good tool against any such hero (Riki, Bounty Hunter, Weaver, or Clinkz for example), or as a soft counter to Shadow Blade, if it is used first. This can be an amazing tool to ensure that Dust of Appearance is used on the unit in question, and not wasted in not catching anything.
* Phantom Lancer's lack of disables makes it hard for him to stop Echo Stomp's channelling.
* However, due to the long cast time of his abilities, a good Phantom Lancer can use Manta Style and/or Doppelganger to dodge the abilities.
* Phantom Lancer's high agility and relatively low strength make him very vulnerable to Natural Order.
* Additionally, Echo Stomp and Earth Splitter can clear his wave of illusions.
* Should Phantom Lancer tries to increase his health by investing for Heart of Tarrasque, Earth Splitter does more damage to him and his illusions.
* Sleight of Fist is the natural counter to Phantom Lancer's army of illusions, especially when combined with Battle Fury.
Additional:
* Sleight of Fist, allows Ember Spirit to destroy all of Phantom Lancer's illusions.
* Flame Guard also deals significant damage to illusions, and protects against Spirit Lance.
* Phantom Rush is unable to catch Ember Spirit when he teleports to his Fire Remnants.
* Shadow Shaman's many disables can lock down Weaver. Even with Linken's Sphere, Weaver might not be able to escape should Shadow Shaman uses Shackles quickly enough following Hex.
* Mass Serpent Wards can make short work of Weaver once he is locked down.
* Bloodseeker's Rupture shows a clear red trail effect on the real Phantom Lancer.
* Heroes with undispellable debuffs will help identify the real Phantom Lancer through visual effects or debuff indicators, provided that it was cast on the real Phantom Lancer to begin with:
* Doom's Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* Bloodseeker's Rupture shows a clear red trail effect on the real Phantom Lancer.
* Ancient Apparition's Ice Blast will only debuff Phantom Lancer and not his illusions.
* Grimstroke's Soulbind is undispellable.
* Shadow Demon's Demonic Purge is undispellable.
* Monkey King's Jingu Mastery is undispellable and puts a big yellow Mark over his head.
* Shukuchi will trigger extra damage from Rupture.
* Shukuchi's invisibility is detected by Thirst.
* Time Lapse cannot dispel Rupture, preventing Weaver from escaping ganks. However, smart Weaver will buy Linken's Sphere to counter this problem for him.
Additional:
* Rupture is particularly crippling against Weaver, who relies on high movement speed from Shukuchi to fight and escape, and it cannot be dispelled by Time Lapse.
* Thirst detects Weaver through Shukuchi whenever his health is low.
* Blood Rite combined with Rupture forces Weaver to either take damage from the latter, or to get silenced for a long duration.
* Heroes with illusion and clone abilities may confuse Bloodseeker, causing him to waste time in fights: Phantom Lancer, Chaos Knight, Arc Warden
* All of Sand King's abilities deal AoE damage.
* However, Epicenter is usually a non-issue against Doppelganger.
* His illusions will kill themselves in a few hits because of Retaliate. The nukes from Hoof Stomp and Double-Edge should be enough to clear them for a large portion of the game
* Centaur Warrunner's small mana pool makes Diffusal Blade's damage much lower once Centaur doesn't have any more mana left to burn. Keep in mind that Double Edge does not cost mana.
* Be wary when chasing down Phantom Lancer. Hoof Stomp's terrible cast time makes it quite easy to dodge with Doppelganger.
Additional:
* Hoof Stomp and Double Edge makes short work of Phantom Lancer's illusions.
* Retaliate together with Blade Mail reflects Phanton Lancer's damage and quickly destroys his illusions.
* Tidebringer, Torrent and Ghostship destroys Phantom Lancer's illusion army.
* Phantom Lancer can't escape with Doppelganger under your X Marks the Spot, but can use it to dodge it.
Additional:
* Tidebringer and Kunkka's AoE abilities in general are effective in clearing Phantom Lancer's illusions.
* Astral Step and Dissimilate makes a quick work of Phantom Lancer's illusions.
* Resonant Pulse helps clear illusions and protects Void Spirit from Phantom Lancer's physical damage and with the Aghanim's Scepter upgrade, it prevents Phantom Lancer from casting his abilities.
* Void's Spirit mobility makes it hard for him to chase down with Phantom Rush.
* Leshrac can easily clear Phantom Lancer's illusions with his huge area of effect damage.
Additional:
* Leshrac's AoE abilities destroy Phantom Lancer's illusions.
* Diabolic Edict and Pulse Nova require no targeting, thus hitting Phantom Lancer whenever he's nearby.
* Phoenix's AoE abilities can prove troublesome for Phantom Lancer.
* Fire Spirits dramatically reduces Phantom Lancer and his illusions' attack speed.
* Icarus Dive's movement speed reduction makes retreating difficult.
* Supernova burns away illusions, and is invulnerable to attacks from illusions.
* Kraken Shell and Anchor Smash makes it very difficult for Phantom Lancer's illusions to deal damage to Tidehunter.
* Ravage will stun the real Phantom Lancer while clearing most of his illusions.
* Anchor Smash reduces base damage, which is the majority of Phantom Lancer's auto-attack damage.
* An Aghanim's Scepter upgraded Gush slows down and reduces all of Phantom Lancer's illusions.
Additional:
* A dozen of Phantom Lancer's illusions with all their might can barely hurt Tidehunter at all thanks to Kraken Shell and Anchor Smash. The only way Phantom Lancer can hurt Tidehunter is through the mana burn provided by Diffusal Blade.
* Even with high chasing power from Spirit Lance and Phantom Rush (and even Diffusal Blade), Tide Hunter can shrug it all off with Kraken Shell and escape by using a Town Portal Scroll or just moving away.
* The AoE nukes from Ravage, Anchor Smash, and an Aghanim's Scepter-upgraded Gush can clear Phantom Lancer's illusions easily.
* Smoke Cloud prevents Shukuchi and Time Lapse, leaving Weaver helpless against Riki.
* The Swarm is ineffective against Riki because invisibility instantly removes the beetles.
* Time Dilation while Shukuchi and Geminate Attack are on cooldown will make these abilities unusable for a long time, reducing Weaver's escape potential.
* Chronosphere will reveal Weaver during Shukuchi.
Additional:
* The wide range of Chronosphere makes it difficult for Weaver to avoid it with Shukuchi and, once caught, his low survivability makes him an easy kill.
* With no significant source of burst damage, it is easy for Void to survive combat with Weaver using Time Walk.
* Time Dilation will prevent Weaver from using Shukuchi or force him to use Time Lapse to dispel the debuff and re-engage.
* Illusory Orb and Waning Rift are effective nukes against Phantom Lancer's illusions, especially in the early game.
* Dream Coil limits Phantom Rush and Doppelganger's mobility during teamfights.
* 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.
* The dragon's splash damage wears down his illusions.
* Early harassment with Breath of Fire hinders his farming.
* Fireball stops his pushes and allows for a defence.
Additional:
* Breathe Fire and Elder Dragon Form's splash damage takes out Phantom Lancer's illusions quickly.
* If Dragon Knight can Dragon Tail the real Phantom Lancer, he and his team can quickly kill him before he has a chance to escape.
* Flak Cannon destroys Phantom Lancer's illusions very quickly.
Additional:
* Flak Cannon and Call Down destroy Phantom Lancer's illusions very quickly.
* Bushwhack will stun and make a quick work of Phantom Lancer and his illusion when he's near a tree.
* Sharpshooter breaks Juxtapose and deals hefty damage.
* Sharpshooter ignores Illusions and will only damage and breaks the real phantom lancer, when used right, this will allow you to reveal the real phantom lancer amongst his Illusions
Additional:
* Acorn Shot combined with attack modifiers such as Maelstrom or Daedalus makes a quick work of Phantom Lancer's illusions.
* Bushwhack will stun Phantom Lancer and his illusions if they're near a tree.
* Swashbuckle,Maelstrom or Diffusal Blade allow him to quickly destroy Phantom Lancer's illusions.
* Pangolier's high mobility allows him to easily escape from Phantom Lancer, through both Phantom Rush and Diffusal Blade.
* Phantom Rush will cause Phantom Lancer to be stunned by Rolling Thunder, or set himself up for a Shield Crash.
Additional:
* Pangolier's AoE abilities especially Shield Crash, are very effective against Phantom Lancer's illusions.
* Dead Shot passes through all of Phantom Lancer's illusions, allowing her to separate him from the illusions easily.
* However, Phantom Lancer's high mobility can still pose a threat to Muerta's limited movement.
* Snapfire's AoE abilities in general are effective in clearing Phantom Lancer's illusions.
* Heroes that require burst damage to kill will be difficult for Phantom Lancer to take down: Timbersaw, Axe, Bristleback, Alchemist and Underlord
Additional:
* Firestorm is very useful for clearing multiple Phantom Lancer's illusions swiftly.
* Pit of Malice will continuously disrupt many of Phantom Lancer's illusions, drastically reducing their damage and potency.
* Atrophy Aura reduces damage of both Phantom Lancer and his illusions.
* Phantom Lancer has nothing to stop Underlord and his team to escape with Fiend's Gate, nor to intercept them if Undelord chooses to use Fiend's Gate to get to the designated points of the map.
* Broodmother, Nature's Prophet, Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
* Heroes that require burst damage to kill will be difficult for Phantom Lancer to take down: Timbersaw, Axe, Bristleback, Alchemist and Underlord
* As long as Windranger is able to identify the real hero among the illusions, heroes relying on them can be easily tagged with Focus Fire: Chaos Knight, Terrorblade, Phantom Lancer, Naga Siren.
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,Beastmaster ,Lycan).
* Laser prevents Juxtapose from triggering, as it only triggers on successful attacks
* Laser does high splash, and upgrading it with Aghanim's Scepter makes it deal twice as much damage due to the bounce. Combined with Rearm, Tinker can rapidly deplete Phantom Lancer's illusion army
* However, if Phantom Lancer ambushes Tinker, Tinker will not survive versus Phantom Lancer.
* Illusion heroes, such as Naga Siren, Phantom Lancer, Chaos Knight, Terrorblade will become strong against Tinker in the late game. Without Aghanim's Scepter Tinker is forced to defensively disarm heroes with Laser, leaving illusions free to deal physical damage which Tinker's low armor makes highly effective. In addition, Mjollnir or Battle Fury, two common pickups against illusion heroes, don't work well on Tinker at all.
* Charge of Darkness provides shared vision over its target, keeping track of heroes who rely on invisibility, mobility, or illusions: Riki, Broodmother, Phantom Lancer
* Shukuchi vision can easily target Charge of Darkness before Weaver purchase Linken's Sphere.
Additional:
* Spirit Breaker's strong escape combo abilities from Charge of Darkness and Bulldoze can easily catch Shukuchi from Weaver.
* Time Lapse cannot dispel neither Charge of Darkness nor Nether Strike.
* However, Weaver is a common Linken's Sphere wielder. And if he has it, Spirit Breaker will not be able to catch up with Weaver neiter with Charge of Darkness nor with Nether Strike.
* 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.
* Heroes that usually build Linken's Sphere as either a core or situational item: Weaver, Medusa, Morphling, Queen of Pain, Storm Spirit, Luna, Naga Siren.
* Spiked Carapace allows Nyx to get an easy long-duration stun on Weaver once he uses Shukuchi, and then he can follow up with Impale.
* Vendetta works as a great setup for both Impale and Spiked Carapace and can deal decent damage to Weaver. Additionally he can neutralize The Swarm beetles due to his invisibility duration.
* Nyx Assassin's skillset is mostly single-targeted, therefore he will have difficulties against heroes with illusions and summons: Naga Siren, Broodmother, Lycan, Visage, Phantom Lancer. And to make things worse, Nyx Asassin is not a common Battle Fury, Maelstrom, Mjollnir, Gleipnir or Radiance wielder to counter this problem.
* All Timbersaw's abilities deal AoE pure damage and can easily deal with Phantom Lancer's illusions.
* Reactive Armor highly negates Phantom Lancer's physical damage, making him having a hard time killing Timbersaw.
Additional:
* Phantom Lancer's lack of burst damage and constant attacks will increase Reactive Armor to max level immediately.
* Coupled with Timber Chain, it makes an easy escape and almost impossible for Timbersaw to be killed by Phantom Lancer.
* Whirling Death and Chakram can instantly destroy large groups of illusions, negating Phantom Lancer's advantage, although Phantom Lancer usually builds Diffusal Blade. It can be a problem in late game.
* In general, Timbersaw struggles against highly mobile heroes that can avoid his abilities: Puck, Weaver, Ember Spirit and others.
* Empower helps Magnus' allies clear out illusions.
* Reverse Polarity and Skewer will pull Phantom Lancer along with his illusions, and reposition them together for easy nuking.
* Shockwave deals significant area damage in the early game,destroys phantoms and may even indicate the real Phantom Lancer.
* Any hero who can survive Magnus's initiations and manfight him: Huskar, Faceless Void, Weaver, Abaddon, Troll Warlord, Alchemist, Dragon Knight, Night Stalker, Viper.
* Doppelganger dispels Sticky Napalm and Flamebreak.
* There are usually way too many illusions for Batrider to lasso the real Phantom Lancer, since the illusions' hitboxes also body block the real Phantom Lancer.
* Time Lapse with Aghanim's Scepter dispels Flaming Lasso when used on allied hero.
* Linken's Sphere is core item for a Weaver making him a hard target for Lasso during entire game.
* Although Viper Strike cannot be dispelled by Doppelganger, Viper's lack of mobility and AoE damage makes him an easy target for Phantom Lancer.
* Viper's various slows do not work against Phantom Rush.
* Although Phantom Lancer should be wary due to Nethertoxin applying Break.
Additional:
* Phantom Lancer can overwhelm Viper with spawned illusions from Spirit Lance and Doppelganger. In addition, Diffusal Blade, a core item on Phantom Lancer, burns Viper's limited mana pool, reducing his potential poison damage.
* Viper's various slows do not work against Phantom Rush. Additionally, it is almost impossible to keep Lancer inside Nethertoxin's radius in order to disable the passive.
* Shukuchi ignores slows and allows Weaver to escape Viper's onslaught.
* Time Lapse dispels Poison Attack and Corrosive Skin and undoes poison damage.
* Weaver's high burst damage allows him to kill Viper before being killed.
* Phantom Lancer's many illusions will easily destroy Tombstone, provided he has sufficient farm.
* He also has no ways of dealing with the illusions, since Decay doesn't steal strength from illusions.
* Geminate Attack works on Tombstone, allowing Weaver to kill it quickly.
* Zombies attacking Weaver disappear once he goes invisible with Shukuchi.
* Undying has no way to catch a mobile Weaver.
* Lifestealer will struggle to deal with Phantom Lancer's illusions and will either be forced to use his abilities too quickly, or itemize too heavily for them.
* Phantom Lancer commonly builds Diffusal Blade, which poses a large problem to Lifestealer and his low mana pool, and can shut him down from even casting his abilities.
Additional:
* Aside from his ultimate, Lifestealer has no AoE abilities to deal with Phantom Lancer's illusions, nor does he have the mobility to escape Phantom Rush.
* Doppelganger dispels Open Wounds.
* Phantom Lancer usually builds Diffusal Blade, which a problem for a low already mana hero like Lifestealer.
* Though The Swarm can be blocked by Rage, it can be used to lower Lifestealer's already low armor, making him even more vulnerable to physical damage while Rage is on cooldown.
* Lifestealer has no strong disables on his own and thus cannot catch up with nor escape from Weaver's Shukuchi.
* Lifestealer's reliance on meticulous auto-attacks will not help against Time Lapse, which can undo Lifestealer's already slow build-up of damage. Aghanim's Scepter upgraded Time Lapse can also be used to save allies from getting killed by Lifestealer, but that will require targeting the allied hero rather than just pressing the button that will trigger the Time Lapse.
Additional:
* Open Wounds's slow is ignored by Shukuchi.
* Lifestealer has no other lockdown and relies on being on top of enemies; Weaver can kite him with ease.
* Diffusal Blade lets Phantom Lancer drain Wraith King's mana, preventing Reincarnation from triggering until he buys an Aghanim's Shard.
* Wraith King is bad against illusions-based heroes, as Wraithfire Blast is his only single-target disable and can get overwhelmed easily.
* Doppelganger can disjoint Wraithfire Blast.
Additional:
* Doppelganger disjoints Wraithfire Blast.
* Wraith King is not good at handling illusion-based heroes, as his only disable is single-target.
* Phantom Lancer tends to get Diffusal Blade, leaving Wraith King no mana to reincarnate until he has Aghanim's Shard.
* Wraithfire Blast is easy to disjoint with Shukuchi or Time Lapse, and it's the only way to break Weaver's Linken Sphere.
* Wraith King has no other disables and no mobility, allowing Weaver to chase or escape Wraith King as he wishes.
* With the Mana Break talent and Diffusal Blade, Weaver can prevent Reincarnation from triggering until Wraith King gets his shard.
Additional:
* Weaver can run away after killing Wraith King once thanks to Shukuchi.
* Wraithfire Blast is quite predictable. If Weaver is quick, he will disjoint it with Shukuchi and proceed to chase Wraith King down.
* Shukuchi does have a fade time. They cannot disjoint it if you use it right next to them. They will be stunned and take damage; however they will still become invisible if they used Shukuchi before the stun hits.
* Weaver can easily harass Wraith King out of his lane thanks to his high base damage and Geminate Attack.
* Weaver can burn Wraith King's mana quickly with his {ValueColor:1|Mana Break|15tal} {Symbol:Talent} talent or Diffusal Blade, until Wraith King purchases Aghanim's Shard to remove Reincarnation's manacost.
* Ursa has no sustained AoE to deal with illusions, it becomes worse since Phantom Lancer can create more illusions in a matter of seconds.
* Diffusal Blade can be used to drain Ursa mana. This is a standard item for Phantom Lancer in every match.
* Doppelganger applies basic dispel on Phantom Lancer, which will remove the slow from Earthshock. It also resets fights with more illusions, making hard for Ursa to hit the real Phantom Lancer.
* Manta Style creates two more illusions and also applies a basic dispel, further complicating the problem for Ursa to deal with.
* The swarm beetle can waste Ursa's Overpower attacks.
* Ursa has no inherent way of disabling a slippery Weaver by preventing him from Shukuchiing or Time Lapseing away, as the slow from Earthshock is useless against Shukuchi's haste effect.
Additional:
* Earthshock's slow is ignored by Shukuchi.
* Ursa can be kited with Shukuchi and his burst damage will be negated with Time Lapse as long as Weaver survives it.
* The Swarm breaks Ursa's Blink Dagger, forcing him to deal with the beetles.
* Illusion and heroes with summons are difficult to kill with Chen's single-target offensive spells: Terrorblade, Phantom Lancer, Chaos Knight, Broodmother, Naga Siren, Lycan, Visage, Beastmaster, Warlock, Wraith King. And even though Chen can convert enemy summons with Holy Persuasion, their much greater numbers will often overwhelm Chen and his creeps.
* Weaver can easily kill Chen's creeps and kite Chen with The Swarm and Shukuchi.
* Neither Chen nor his converted creeps have burst damage at all, so Weaver will always have plenty of time to save himself with Time Lapse or his allies with Aghanim's Scepter upgraded Time Lapse.
* Carry heroes who can close the gap reliably are very problematic: Phantom Lancer, Ember Spirit, Phantom Assassin.
* Shukuchi allows Weaver to close the gap between himself and Sniper with high speed, and to maneuver through teamfights to get on top of him.
* A combination of The Swarm and Desolator tears through Sniper's low armor.
* Phantom Lancer has higher mobility and the ability to reset any fights with Doppelganger can be a nuisance for spectre to fight against.
* Phantom Lancer is a natural carrier of Diffusal Blade and Manta Style, which is outright nullify Desolate. In fact, Phantom Lancer will always have illusions with him at anytime, thus further exacerbated the problem.
* Although Spectre is largely AoE oriented, unfortunately, they are damage-over-time (DoT) rather than burst AoE damage. Without any effective ways to quickly destroy illusion and reveal the real hero, Spectre has little availability to manfight Phantom Lancer at any points in the game.
* Spectre often relies on Spectral Dagger as a pseudo-mobility skill. With her low mana pool and complete dependence on it to catch enemy team, she will soon find herself unable to do anything significant once her mana pool is completely drained.
* Doppelganger can be used to dispel the slow from Spectral Dagger, thus completely render it useless.
* Heroes with good escapes can usually outmaneuver and escape from Spectre: Slark, Clinkz, Weaver
* Diffusal Blade is a core item on Phantom Lancer. And when combined with his numerous illusions, it allows him to rapidly deplete Necrophos's mana, rendering Necrophos incapable of doing anything.
* It can be difficult to single out the true Phantom Lancer among his army, giving Necrophos a hard time with aiming his ultimate.
* Even if his illusions are defeated, Phantom Lancer can simply create more of them at his disposal with almost no issues.
* Heroes with one single-target abilities such as Wraith King, Necrophos, or Doom will struggle against Weaver's Linken Sphere.
* Any heroes that naturally buy Diffusal Blade like Phantom Lancer or have a mana break talent is a big issue for Pudge because of his low mana pool.
* Shukuchi grants Weaver invisibility and a high degree of mobility for a short time, which can make him a difficult target to hook.
* The Swarm beetles are difficult for Pudge to remove, due to his low base attack time and poor agility. Additionally, it can be used to can scout out Pudge's location.
* Should an ally get snagged by Meat Hook, Weaver can use Aghanim's Scepter upgraded Time Lapse on them to send them back to where they were before hooked, even if Pudge has already started to Dismember them.
Additional:
* While Weaver is in Shukuchi, Rot doesn't slow him and Meat Hook is easy to avoid.
* Even when hooked, Weaver can use Time Lapse, negating both the damage and displacement.
* Pudge has low armor and low attack speed, making him susceptible to The Swarm and physical attacks.
* Dismember is easy to block with Linken's Sphere and it's the only way to break Weaver's Linken Sphere.
* However, the long duration stun of Dismember can be dangerous for Weaver.
* Battery Assault's damage is dispersed against Phantom Lancer's illusions.
* Phantom Lancer can blink out of Power Cogs with Doppelganger.
* When chasing, a Phantom Lancer can close in with Phantom Rush and burn down Clockwerk's mana with Diffusal Blade, rendering him helpless before he has a chance to erect a defensive Power Cogs.
* Because Clockwerk does not like to buy items to deal with multiple enemies at once, like Battle Fury, Maelstrom and Mjollnir, he will be unable to deal with Phantom Lancer's illusions coming from Juxtapose.
Additional:
* Doppelganger. lets Phantom Lancer jump in and out of Power Cogs.
* Clockwerk's low mobility makes him an easy target for Phantom Lancer to rush on, and overwhelm with clones.
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying Dagon and Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage: Faceless Void, Terrorblade, Ursa, Weaver, Broodmother, Slark, Abaddon, Wraith King, Lifestealer.
* Doppelganger dispels Flux.
* Phantom Rush closes the distance between Phantom Lancer and Arc Warden.
* Juxtapose can overwhelm Arc Warden and nullify his kit which is only effective against isolated enemies.
Additional:
* One of Arc Warden's hardest counters, Arc Warden, who has primarily single target damage, will struggle tremendously against Phantom Lancer:
* Flux is paused if even one illusion remains near Phantom Lancer. It can also be dispelled with Doppelganger.
* Phantom Lancer can also easily dodge an activated Spark Wraith, or use his illusions to trigger it safely.
* Phantom Rush allows Lancer to quickly close gap to get inside of Arc Warden's Magnetic Field.
* Phantom Lancer and his clones are able to quickly drain Arc Warden of his mana with a Diffusal Blade. This means Warden's Tempest Double will also be summoned without mana.
* A well-timed use of The Swarm provides vision over heroes with high mobility: Anti-Mage, Arc Warden, Dark Seer.
* Ancient Apparition's Ice Blast will only debuff Phantom Lancer and not his illusions.
* Heroes with undispellable debuffs will help identify the real Phantom Lancer through visual effects or debuff indicators, provided that it was cast on the real Phantom Lancer to begin with:
* Doom's Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* Bloodseeker's Rupture shows a clear red trail effect on the real Phantom Lancer.
* Ancient Apparition's Ice Blast will only debuff Phantom Lancer and not his illusions.
* Grimstroke's Soulbind is undispellable.
* Shadow Demon's Demonic Purge is undispellable.
* Monkey King's Jingu Mastery is undispellable and puts a big yellow Mark over his head.
* Phantom Lancer can dispel or escape from Cold Feet with Doppelganger and Phantom Rush, respectively. Phantom Lancer also frequently builds a Manta Style which dispels Cold Feet.
* Ancient Apparition has trouble dealing with Phantom Lancer's illusions due to a lack of Area of Effect damage other than Ice Blast.
* Phantom Lancer tends to build a Diffusal Blade, which greatly amplifies his damage against Ancient Apparition due to Ancient Apparition's high mana pool.
* Ancient Apparition has no escape/mobility mechanisms, making him an easy target for Phantom Lancer at any stage of the game.
* Time Lapse allows Weaver (or an ally if upgraded with Aghanim's Scepter) to regain HP while affected by Ice Blast.
* Shukuchi completely ignores the slow from Ice Vortex and helps him escape the freeze range of Cold Feet.
Additional:
* Cold Feet is extremely easy to nullify with Shukuchi.
* Ice Vortex does not slow Weaver in Shukuchi.
* Time Lapse will still affect his health, even when hit by Ice Blast.
* Ancient Apparition has no escapes or saves and is very squishy, making him an easy target for Weaver to get on top of.
* Heroes with single-target abilities and low-mobility are all an exceptionally easy targets for Phantom Rush: Terrorblade, Chaos Knight, Wraith King
Additional:
* With no wave clear and mostly focus on dealing single target damage, Terrorblade will be overwhelmed in no time due to Juxtapose. And to make things worse, Terroblade is not a common Battle Fury nor Mjollnir wielder to counter this problem.
* Reflection can be dispeled instantly with Doppelganger.
* As Phantom Lancer is a natural Diffusal Blade carrier, he can drain Terrorblade's mana, leaving Terrorblade with no chance to use Sunder to save himself.
* Besides Reflection that can be used to detect real Phantom Lancer, Terrorblade has no other ways to deal with Phantom Lancer's illusions. And what's worse is that Phantom Lancer can much easily detect the real Terrorblade due to Conjure Image having illusions having different colors.
* Heroes whose core item builds includes Monkey King Bar: Faceless Void, Windranger, Weaver, Juggernaut.
* Phantom Lancer can effortlessly overwhelm Morphling with a large number of illusions. It becomes even more effective with {Item ID:Diffusal Blade}, which takes away his mana in the process.
* Doppelganger can be used to dodge Adaptive Strike combo and create confusion with two additional illusions.
* Eye of Skadi can be bought to slow and negate the health regeneration from Attribute Shift, and a common item for Phantom Lancer.
* Doom's Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* Heroes with undispellable debuffs will help identify the real Phantom Lancer through visual effects or debuff indicators, provided that it was cast on the real Phantom Lancer to begin with:
* Doom's Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* Bloodseeker's Rupture shows a clear red trail effect on the real Phantom Lancer.
* Ancient Apparition's Ice Blast will only debuff Phantom Lancer and not his illusions.
* Grimstroke's Soulbind is undispellable.
* Shadow Demon's Demonic Purge is undispellable.
* Monkey King's Jingu Mastery is undispellable and puts a big yellow Mark over his head.
* Phantom Lancer's illusions can make it difficult to Doom the real hero. Should Doom figure out the real hero, the illusions can make it difficult to cast any abilities, as their hitboxes can be used to body-block the real Phantom Lancer.
* Phantom Lancer is an ideal Diffusal Blade carrier. With it, he can quite easily deplete Doom's already poor mana pool, potentially making him unable to cast his abilities to escape, retaliate or heal.
* Doom lacks any effective ability to clear waves of creeps and illusions, as the vast majority of his abilities are single-target. Without an answer, Doom may find it difficult to deal with Phantom Lancer's presence.
* Heroes who often build Linken's Sphere: Weaver, Morphling, Medusa.
* 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.
* Phantom Lancer's illusions destroy Refraction charges very quickly.
* Diffusal Blade, his core item, drains Templar Assassin's small mana pool, rendering her unable to save herself with Meld.
Additional:
* Phantom Lancer's illusions destroy Refraction charges very quickly.
* Diffusal Blade, his core item, drains Templar Assassin's small mana pool, rendering her unable to save herself with Meld.
* Juxtapose and Doppelganger conjures too many illusions for Dazzle to deal with, given he has no inherent movement- or AoE-abilities.
* However, this can be partially solved with Aghanim's Shard-upgraded Poison Touch, as the hex instantly destroys illusions in an area as well as revealing the real Phantom Lancer when he's hiding among his army of illusions.
* Phantom Rush and Spirit Lance allow Phantom Lancer to trivially catch Dazzle even in the back line of a fight.
* Phantom Lancer has high base armor which counters Dazzle's physical damage based spells in lane.
* Diffusal Blade a natural item from Phantom Lancer can drains mana, which can be a problem for Dazzle, as all of his abilities have a high mana cost.
* Juxtapose allows Phantom Lancer to overwhelm Chaos Knight due to his single-target abilities.
* Phantom Lancer often builds a Manta Style, which can be used to disjoint Chaos Bolt or dispel Reality Rift.
* Doppelganger can be used to dodge Chaos Bolt.
* Diffusal Blade, another common item on Phantom Lancer, can quickly drain Chaos Knight's low mana pool, leaving him unable to cast spells.
Additional:
* Chaos Knight's single target abilities are difficult to target against Phantom Lancer's illusions.
* Chaos Knight's lack of mobility makes him an easy target for Phantom Lancer to Phantom Rush and drain his already low mana pool.
* Illusions and summons are double-edge sword type of matchup for Luna. On one hand, they can tank damage from Eclipse, but on the other hand, she can easily clear them before Eclipse with Moon Glaives. Examples include 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).
* Even though Luna can clear Phantom Lancer's illusions with Moon Glaives, Phantom Lancer can create too many illusions to tank Luna's Eclipse and for Luna to handle overall.
* Doppelganger can be used to dodge a number of Lucent Beams during Eclipse.
* Phantom Lancer can chase Luna effectively regardless of her high movement speed thanks to Phantom Rush and Spirit Lance.
* Luna's low health pool is easily exploited by the sheer damage output from Phantom Lancer's illusions. Additionally, Phantom Lancer can often create more illusions for Luna to handle.
* For the same reasons, Phantom Lancer makes a very powerful ally for Luna when they are in the same team.
* Escape-type carries: Slark, Storm Spirit, Weaver.
* Phantom Lancer creates way too many illusions for Pugna's Life Drain to destroy, overwhelming him easily.
* Doppelganger can dodge Nether Blast or dispel Decrepify.
* Diffusal Blade is a common item for Phantom Lancer to burn Pugna's large mana pool and deals a large amount of damage in the process.
Additional:
* Though Life Drain instantly destroys illusions, Phantom Lancer creates way too many for Pugna to handle.
* A good Phantom Lancer will also dodge your Nether Blast with Doppelganger.
* Phantom Lancer is the most natural Diffusal Blade carrier to burn Pugna's very large pool of mana away and deal a large amount of damage in the process.
* 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.
* Slark has no sustained AoE to fight off Phantom Lancer's illusions as they continually spawn.
* Spirit Lance can give vision of Slark by spawning an illusion, making it harder for him to juke and gain the passive bonus from Shadow Dance.
* Phantom Rush helps Phantom Lancer chase down Slark if he tries to escape with Pounce.
Additional:
* Slark has no sustained AoE damage to deal with a lot of Phantom Lancer's illusions.
* Doppelganger lets Phantom Lancer dodge Dark Pact and Pounce and partially wastes the duration of Shadow Dance.
* Spirit Lance can give vision of Slark via spawning an illusion, making it harder for him to juke and gain the passive bonus from Shadow Dance.
* Phantom Rush helps Phantom Lancer chase down Slark when he jumps away with Pounce.
* Brewmaster is slow and has low armor, making his laning stage very difficult against Geminate Attack.
* Apart from the slow moving Hurl Boulder, which can be disjointed, he has no control to catch Weaver.
* Doppelganger is a very reliable tool against Glimpse, enabling him to dodge it consistently.
* Doppelganger also allows Phantom Lancer to escape from Kinetic Field so long as there isn't a Static Storm on top of him.
Additional:
* Doppelganger lets Phantom Lancer instantly escape from Kinetic Field.
* Doppelganger is one of the most reliable ways to dodge Glimpse, other than spell immunity.
* Doppelganger dispels Thunder Strike.
* However, even with the negation of the rest of his kit, Static Storm (especially when upgraded with Aghanim's Scepter) remains as one of the strongest lockdowns against Phantom Lancer, and as such Disruptor must never be underestimated.
* Weaver's Shukuchi allows him to escape from Warlock's Upheaval with high move speed.
* Time Lapse allows Weaver to ignore damage from Warlock's Golem and escape.
* Marci's Dispose is blocked by Linken's Sphere which is a common item for Weaver.
* Shukuchi allows Weaver to escape from Rebound slow.
* The swarm beetle require 4 hits to kill. Weaver can use it on her when she use Unleash. This give Marci a hard choice: ignore The swarm and her armor keep decreasing or kill the beetle and wasting 4 attacks of Unleash.
* 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.
* Weaver doesn't care much about Lich's slows thanks to Shukuchi.
* If he sees Chain Frost is targeting him, he can easily isolate himself with Shukuchi so that it stops bouncing around.
* Unless Lich bursts Weaver immediately, Lich has no hard disables or silences to prevent him from using Time Lapse.
* Vengeful Spirit has no strong AoE nuke or disable against Phantom Lancer's Illusions.
* Phantom Lancer is a natural Diffusal Blade carrier, which reduces Vengeful Spirit's low mana pool very quickly, leaving her defenseless.
* Doppelganger can dodge Vengeful Spirit's abilites.
* Phantom Rush with his illusions can chase Vengeful Spirit efficiently.
* Lone Druid and his Spirit Bear lack mobility, and are easy overwhelmed after being slowed by Diffusal Blade.
* Savage Roar is useless since Phantom Lancer can return to fight him again with his Phantom Rush.
* Phantom Lancer's illusions will quickly destroy multiple layers of Gravekeeper's Cloak.
* Visage has no mobility mechanisms, making him a prime target for Phantom Rush.
* Phantom Lancer with Diffusal Blade will very quickly burn Medusa's mana, making Mana Shield significantly less effective.
* Doppelganger's 1 second invulnerability can be used to dodge Medusa's petrification from Stone Gaze, as well as Mystic Snake.
* Phantom Lancer's illusions outnumber Medusa's targets from Split Shot, likely shielding his team in the process.
* Doppelganger can dispel Leech Seed. It can also destroy large amounts of trees, counteracting Nature's Guise and Eyes in the Forest.
* Heroes with Linken's Sphere as core item: Weaver, Morphling, Medusa.
* Heroes with haste can negate Enchant's slow: Weaver, Dark Seer, Lycan, Centaur Warrunner.
* Heroes with summons or illusions makes Sacred Arrow harder to land: Shadow Demon, Phantom Lancer, Nature's Prophet.
* A well-timed use of The Swarm provides vision over heroes with high mobility: Anti-Mage, Arc Warden, Dark Seer.
* Heroes with dispels: Legion Commander, Oracle, Slark, Phantom Lancer
* Heroes that are hard to kill without lockdown: Puck, Weaver.
* Illusion-based heroes are effective against Omnislash and Juggernaut's single-targeted damage: Naga Siren, Chaos Knight, Terrorblade,Phantom Lancer.
* 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 with illusions and summons can be hard for Phantom Assassin to deal with, as she lacks any AoE abilities to deal with them without items: Broodmother, Phantom Lancer, Chaos Knight, Lycan, Naga Siren, Shadow Shaman, Visage, Nature's Prophet, Terrorblade, Warlock, Wraith King.
* Heroes who can dodge Earth Spirit's abilities: Ember Spirit, Puck, Weaver
* Shadow Demon's Demonic Purge is undispellable.
* Heroes with undispellable debuffs will help identify the real Phantom Lancer through visual effects or debuff indicators, provided that it was cast on the real Phantom Lancer to begin with:
* Doom's Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* Bloodseeker's Rupture shows a clear red trail effect on the real Phantom Lancer.
* Ancient Apparition's Ice Blast will only debuff Phantom Lancer and not his illusions.
* Grimstroke's Soulbind is undispellable.
* Shadow Demon's Demonic Purge is undispellable.
* Monkey King's Jingu Mastery is undispellable and puts a big yellow Mark over his head.
Additional:
* Phantom Lancer's strength is the sheer amount of illusions he can conjure, Dissimulate can be cast on an ally that he is focusing to quickly thin out his ranks
* Landing a upgraded Demonic Purge on the real Phantom Lancer prevents him from making very many illusions (His only source being Doppelganger), You can reapply as needed if you have the Shard
* Disrupting Phantom Lancer allows you to create multiple extra illusions with Juxtapose, As he is a common carrier of Diffusal Blade, you can also drain the mana of any nearby heros
* Although Phantom Lancer will generate strong illusions, and you can also break his Juxtapose with an Aghanim's Demonic Purge, you have a small chance of guessing which is the real Phantom Lancer after he uses Doppelganger.
* You can potentially kill a fragile Weaver by using Disruption during Shukuchi with a well-placed Sentry Ward, wasting the Shukuchi. But odds are he'll wait to get low health, Time Lapse the damage away and Shukuchi away once more.
* Enigma lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Enigma finishes his initiation: Faceless Void, Terrorblade, Ursa, Weaver, Broodmother, Slark, Abaddon, Wraith King, Lifestealer.
* Bounty Hunter has a cheap way to break Linken's Sphere and keep track of Weaver while he is using Shukuchi, though both can be dispelled with Time Lapse.
* Phantom Lancer with Doppelganger
* Heroes that can remove the Track debuff with their skills:
* Abaddon with Aphotic Shield and Borrowed Time
* Huskar with Life Break
* Juggernaut with Blade Fury
* Legion Commander with Press the Attack
* Lifestealer with Rage and Infest
* Naga Siren with Mirror Image
* Omniknight with Heavenly Grace
* Oracle with Fortune's End and False Promise
* Phantom Lancer with Doppelganger
* Slark with Dark Pact
* Ursa with Enrage
* Weaver with Time Lapse
* Tidehunter with Kraken Shell when damage received reaches the threshold.
Additional:
* Doppelganger dispels Track.
* Bounty Hunter also has no area of effect abilities to help with the illusions.
* Weaver with Time Lapse
* Heroes that can remove the Track debuff with their skills:
* Abaddon with Aphotic Shield and Borrowed Time
* Huskar with Life Break
* Juggernaut with Blade Fury
* Legion Commander with Press the Attack
* Lifestealer with Rage and Infest
* Naga Siren with Mirror Image
* Omniknight with Heavenly Grace
* Oracle with Fortune's End and False Promise
* Phantom Lancer with Doppelganger
* Slark with Dark Pact
* Ursa with Enrage
* Weaver with Time Lapse
* Tidehunter with Kraken Shell when damage received reaches the threshold.
* Heroes with no AoE abilities will struggle against Phantom Lancer: Phantom Assassin, Broodmother
* Heroes who are not easily crippled by Fate's Edict or Fortune's End, such as Timbersaw, or those who can dispel them, such as Phantom Lancer, can kill Oracle unhindered.
* Heroes that rely on slows or low-duration stuns have trouble catching Weaver: Omniknight, Lich.
* Silences and other types of lockdown that prevent Weaver from using his spells: Silencer, Riki, Lion, Legion Commander, Shadow Shaman, Bane.
* Due to Phantom Rush and Juxtapose being passives and not affected by silence, a Phantom Lancer with a Diffusal Blade can easily kill Silencer.
* 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.
* Doppelganger can be used to easily dodge Light Strike Array if timed correctly.
* While Lina can clear Phantom Lancer's illusions with her abilities, Phantom Lancer can quickly deplete Lina's mana pool with his illusions and deal massive damage from it simultaneously since Phantom Lancer is a natural Diffusal Blade carrier.
* Weaver cannot Time Lapse out of Huskar's burn damage.
* Heroes with illusions can overwhelm Huskar: Phantom Lancer, Anti-Mage, Arc Warden, Chaos Knight.
* Heroes with abilities that reduce armor will make Huskar very vulnerable: Weaver, Dazzle, Bristleback, Vengeful Spirit.
* Techies is very good against roaming supports and gankers such as Bounty Hunter, Riki, Weaver, Earthshaker, Nyx Assassin, etc. that are constantly moving around the map.
* Illusions can be sent out to destroy Techies mines.
* Monkey King's Jingu Mastery is undispellable and puts a big yellow Mark over his head.
* Heroes with undispellable debuffs will help identify the real Phantom Lancer through visual effects or debuff indicators, provided that it was cast on the real Phantom Lancer to begin with:
* Doom's Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* Bloodseeker's Rupture shows a clear red trail effect on the real Phantom Lancer.
* Ancient Apparition's Ice Blast will only debuff Phantom Lancer and not his illusions.
* Grimstroke's Soulbind is undispellable.
* Shadow Demon's Demonic Purge is undispellable.
* Monkey King's Jingu Mastery is undispellable and puts a big yellow Mark over his head.
* Heroes that lack burst damage will have a difficult time taking down Monkey King, and fare badly against Jingu Mastery: Legion Commander, Lifestealer, Weaver, Wraith King
* Heroes that can destroy trees will deny Monkey King spots to jump on, or cause him to fall: Windranger, Nature's Prophet, Phantom Lancer
* Heroes that can maintain vision on Monkey King can see when he uses Tree Dance: Bloodseeker, Treant Protector with Eyes In The Forest, Sniper, Weaver
* Bristleback's tankiness and damage reduction from the rear makes him very hard for Phantom Lancer to chase and finish off, due to his lack of burst damage.
* Quill Spray quickly destroys Phantom Lancer's illusions.
* Bristleback's passive costs no mana, meaning that it will continue to trigger even if Phantom Lancer drains Bristleback's mana with Diffusal Blade.
Additional:
* Bristleback's tankiness and damage reduction from the rear makes him very hard for Phantom Lancer to chase and finish off, due to his lack of burst damage.
* Quill Spray destroys Phantom Lancer's illusions.
* Bristleback's passive costs no mana, meaning that it will continue to trigger even if Phantom Lancer drains Bristleback's mana with Diffusal Blade.
* Shukuchi gets Weaver in front of Bristleback, negating the protection from Bristleback.
* Weaver's mana break talent depletes Bristleback's mana pool, preventing him from spamming abilities.
* Weaver relies on Shukuchi to escape and kite enemy heroes. Slardar's Corrosive Haze lowers armor and reveals Weaver, who is already a very frail target.
* Weaver usually builds Linken's Sphere, Corrosive Haze can be used to pop the spell block, additionally the level 25 undispellable talent will prevent Weaver from removing Corrosive Haze with Time Lapse, allowing allied heroes to use their abilities on Weaver.
Additional:
* Corrosive Haze lowers armor and reveals Weaver during Shukuchi, who is already a frail target. In addition, Weaver usually builds Linken's Sphere, and Corrosive Haze can be used to "pop" the spell block. His level 25 talent can also make Corrosive Haze undispellable by Time Lapse, which puts Weaver in an even worse situation.
* Guardian Sprint can dodge Weaver's bugs with the movement speed bonus.
* Phantom Lancer's Doppelganger has a low cooldown and applies a basic dispel on PL, making it hard to keep Corrosive Haze on him.
* Phantom Lancer usually purchases Manta Style which provides another basic dispel to remove Corrosive Haze with.
* Besides Slithereen Crush, Slardar does not have another way to deal with illusions and has a low mana pool, which allows Phantom Lancer with Diffusal Blade to quickly build up illusions while draining Slardar's mana.
* Phantom Rush outruns Guardian Sprint, forcing Slardar to Blink away or use Slithereen Crush defensively to avoid being killed.
* A well-timed Gust will prevent Weaver from escaping, and a silenced Weaver usually dies very quickly.
* Weaver gains a lot of armor, which is bypassed by Marksmanship.
Additional:
* A well-timed Gust followed by Frost Arrows will prevent Weaver from escaping with Shukuchi. A Weaver silenced for more than 3 seconds usually dies very quickly.
* Due to her high attack speed, Drow Ranger can easily kill The Swarm beetles.
* Phantom Rush lets Phantom Lancer get close quickly and disable Marksmanship.
* As Phantom Lancer commonly buys Manta Style, he can easily dispel Gust and then chase after Drow Ranger.
* Because Phantom Lancer is a natural Diffusal Blade carrier, he can easily burn Drow Ranger's mana and render her unable to use Frost Arrow and Gust to save herself.
* Plasma Field can destroy Phantom Lancer's illusions or damage them heavily.
* Static Link cannot be broken even with Doppelganger, serving as a marker for the real Phantom Lancer.
* Storm Surge gives Razor's high mobility to chase down Phantom Lancer making Spirit Lance and Diffusal Blade slow useless.
* Eye of the Storm along with Aghanim's Scepter can quickly reduce Phantom Lancer's armor.
Additional:
* Plasma Field and Eye of the Storm clears most of Phantom Lancer's illusions.
* Static Link is not dispelled by Doppelganger or Manta Style which can be used to mark the real Phantom Lancer while also draining his base damage.
* Razor's high mobility with Storm Surge makes it hard for Phantom Lancer to chase down with Phantom Rush. When upgraded with Aghanim's Shard, it makes a quick work of his illusions.
* Shukuchi can break Static Link with little trouble.
* Time Lapse can easily be used to avoid damage from Plasma Field and can recover the damage done from Static Link and Eye of the Storm.
* Eye of the Storm can't kill bugs from The Swarm.
* Even though Linken's Sphere will block your silence, you can cast Arcane Bolt to break it or wait until someone on your team breaks it. In addition, Linken's Sphere builders are usually squishy targets vulnerable to silences: Weaver, Queen of Pain, Morphling, Clinkz, etc. Don't forget that Ancient Seal also increases the magical damage these enemies take, along with silencing them.
Additional:
* Arcane Bolt has a long range and a low cooldown, and is a great spell to waste Linken's Sphere. It also serves as an effective spell to harass Weaver with.
* Ancient Seal prevents Weaver from using Shukuchi or Time Lapse.
* Skywrath Mage also has a terrible time fighting against anything that isn't a hero. His skills are mostly target-based and he has terrible strength and agility, he can easily be kited or harassed by illusion-based heroes like Chaos Knight and Phantom Lancer, or by Heroes that summon other units like Lone Druid, Lycan and Beastmaster.
* A well-timed Fireblast with Multicast can prevent Weaver from escaping with Shukuchi and even Time Lapse.
* Ignite's high damage early on applies heavy pressure onto Weaver's very small health pool.
* However, the slow from Ignite is generally useless against Shukuchi, and Time Lapse dispels it if needed.
* Ogre Magi has no undispellable AoE damage or disables and has nothing to deal with Phantom Lancer's illusions.
* Doppelganger disjoints and dispels Ignite.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables: Anti-Mage, Clinkz, Drow Ranger, Faceless Void, Gyrocopter, Juggernaut, Meepo, Mirana, Monkey King, Morphling, Phantom Assassin, Phantom Lancer, Riki, Shadow Fiend, Slark, Sniper, Terrorblade, Troll Warlord, Weaver.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables: Anti-Mage, Clinkz, Drow Ranger, Faceless Void, Gyrocopter, Juggernaut, Meepo, Mirana, Monkey King, Morphling, Phantom Assassin, Phantom Lancer, Riki, Shadow Fiend, Slark, Sniper, Terrorblade, Troll Warlord, Weaver.
* 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 who commonly buy Linken's Sphere: Luna, Weaver, Morphling, Queen of Pain, Ember Spirit.
* Heroes that rely on illusions typically spawn very strong illusions inside Dark Seer Wall of Replica that he can use against them or their team: Phantom Lancer, Chaos Knight, Naga Siren, Terrorblade.
Additional:
* Ion Shell helps taking down illusions quickly, making it easy to identify the real Phantom Lancer.
* Surge allows Dark Seer and his teammates to run away from Phantom Lancer, who relies on his Phantom Rush to chase enemies.
* Dark Seer's only disable is Vacuum. Though he starts off with high armor and health, he'll eventually have a hard time dealing with high mobility heroes such as Weaver or Queen of Pain.
* Great Cleave and God's Strength destroys illusions in just a few hits.
* Storm Hammer's AoE stun will hit Phantom Lancer when he's grouped up with illusions.
* Sven's low mana causes him to take less damage from Diffusal Blade. This is further reduced by the armor bonus from Warcry.
Additional:
* Great Cleave and God's Strength cuts through Phantom Lancer's illusions in no time.
* Storm Hammer's AoE stun will hit Phantom Lancer and his illusions.
* Sven can be easily kited since Weaver is a natural Linken's Sphere carrier and Sven relies on Storm Hammer to disable and kill a hero.
* The long silence of Crippling Fear at night prevents Weaver from using his Shukuchi or Time Lapse.
* With Dark Ascension and Gem of True Sight, Night Stalker can easily find and probably kill Weaver.
* Hunter In the Night's attack speed bonus removes The Swarm's beetles very quickly.
* Void's slow is dispelled by Doppelganger or counteracted by Phantom Rush.
* Spirit Lance's and Diffusal Blade's slow reduces Night Stalker's mobility and helps him or his ally escape if they're inflicted by Void or Crippling Fear.
* Night Stalker has no AoE abilites to take out Phantom Lancer's illusions. Even if Night Stalker gets an Aghanim's Scepter, there will be way too many illusions for Night Stalker to handle.
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:
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Phantom Lancer
* Berserker's Call catches Phantom Lancer when he is hidden among his illusions.
* Counter Helix quickly destroys Phantom Lancer's illusion army. The more illusions there are, the more often Counter Helix is triggered.
* Phantom Lancer's low early game health makes him an easy target for Culling Blade.
Additional:
* Berserker's Call helps locking down Phantom Lancer in a group of illusions.
* Counter Helix combined with Blade Mail clears Phantom Lancer's illusions quickly.
* Phantom Lancer's low health in the early game makes him a frequent target for Culling Blade.
Weaver
* Berserker's Call is one of the best ways to lock down Weaver before he has a chance to use Time Lapse. It can also catch Weaver in Shukuchi.
* Weaver's high attack speed, along with high attack damage from Geminate Attack, triggers Counter Helix continuously and the output damage would be returned by Blade Mail.
Additional:
* Berserker's Call is one of the best ways to lock down Weaver before he has a chance to use Time Lapse. It can also catch Weaver in Shukuchi.
* Due to his fast attack speed from Geminate Attack and items that give attack speed, Counter Helix will activate a lot, and the damage would be returned by Blade Mail, which hurts Weaver far more than it hurts Axe.
* Culling Blade can finish off Weaver's low health pool before he escapes with Shukuchi and Time Lapse.
* Battle Hunger is a good tool to pop Weaver's Linken's Sphere due to its low cooldown.