* Reincarnation allows Wraith King to survive Shadow Shaman's initial chain of disables and Serpent Ward attacks.
* Short cooldown of Wraithfire Blast is ideal for interrupting Shackles.
* Wraith King's skeletons from Vampiric Spirit keeps the choke points and rune spawns safe from Proximity Mines.
* Wraith King is not afraid to go into a field of Proximity Mines, wherever he goes as long as Reincarnation is off cooldown .
Additional:
* Wraith King is not afraid to walk into mines, whenever he goes with his Reincarnation ready.
* Mirana can disturb Shadow Shaman's channeling even if he is under the effect of invisibility thanks to Sacred Arrow.
* Mirana armed with an Aghanim's Scepter is known to be able to quickly burst down heroes - especially supports. Together with Ethereal Blade the bullying towards Shadow Shaman can continue for the whole match.
* Techies spends lots of time standing still planting stacks of Land Mines away from creep waves.
* Sacred Arrow can be used to scout hidden Land Mines among trees and at uphill places. It can also be used to catch Techies while he's planting them.
* If Techies is hit with a Sacred Arrow, he can be killed before he has a chance to use Blast Off!.
* Mirana has a high attack range to destroy his traps from a safe distance.
* By simply using Aphotic Shield, Abaddon can easily save his allies from heroes that apply long disables, such as Lion or Shadow Shaman.
* Aphotic Shield makes it less likely for allies to be killed by mines.
* Because they explode in very short intervals, a stack of Remote Mines will always trigger Borrowed Time, making them impossible to kill Abaddon unless his resistances are lowered enough or Abaddon is affected by Break.
* Abaddon can easily dispel the long-lasting root of Stasis Trap on himself and on an ally, while at the same also providing protection against the other mines' damage.
Additional:
* Borrowed Time's automatic activation will help Abaddon survive a field of Proximity Mines or a Blast Off combo. However, the damage from a single mine can kill him if his HP is low enough.
* Aphotic Shield's can easily break Techies' Etheral Blade combo.
* With 4 active abilities, Shadow Shaman is weak against silencing foes such as Silencer, Drow Ranger and Death Prophet.
* Exorcism's ghosts will automatically clear all Proximity Mines revealed when Death Prophet walks near them, provided that the ghosts do not have a specific target at that time.
* Death Prophet is a natural Eul's Scepter of Divinity carrier, meaning she can easily escape a Blast Off initiation.
* Support heroes with low mobility can be slowed further by Incapacitating Bite, and swarmed by Spiderlings for an easy kill: Shadow Shaman, Visage, Dazzle, Rubick, Lich.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* With 4 active abilities, Shadow Shaman is weak against silencing foes such as Silencer, Drow Ranger and Death Prophet.
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Oracle can negate all of Techies' skills with Fate's Edict, as they are all magic damage. Fate's Edict can also be used to search and trigger Proximity Mines when crossing mined territory.
* Oracle can dispel Reactive Tazer off Techies, as well as the silence from Blast Off!, with Fortune's End.
* Oracle can further delay Techies' burst damage capability with False Promise.
Additional:
* Fate's Edict gives 100% magic resistance, which prevents most of Techies' damage.
* Oracle's Fortune's End dispels Reactive Tazer buff from Techies allowing him to be attacked. However, Reactive Tazer will instantly perform the area of effect disarm that is normally applied at the end of the duration.
* Fortune's End will also dispel Blast Off silence, Techies' Etheral Blade, Proximity Mines' magic resistance reduction, and Sticky Bomb's slow. However beware that it will only dispel Sticky Bomb's first or second instance of slow and not the damage, which will trigger as normal.
* Dark Ascension also allows Night Stalker to fly over Proximity Mines without triggering them.
* Crippling Fear is effective in stopping Techies from using Blast Off and Void is effective in stopping them from running to the safety of their mines.
* Rage protects Lifestealer from all of Techies's abilities. Reactive Tazer's disarm will also not work on Lifestealer under Rage.
* Rage can also be used to trigger Techies's Proximity Mines safely.
Additional:
* Lifestealer's Rage lets him clear Proximity Mines without taking damage, and allows him to hit heroes whom Techies has used Reactive Tazer on.
* Juggernaut can trigger Proximity Mines while in Blade Fury, and can walk away from a initiation with Blast Off if Blade Fury is activated before the silence.
* Juggernaut ignores Reactive Tazer when he uses Omnislash, whether Techies used it to protect an ally or themselves.
* Shadow Demon's spammable illusions can be used to scout Techies' Proximity Mines.
* He can send wolves to defuse Proximity Mines, and he can catch up Techies and kill him before they can deny themselves. Even if the suicide is successful, Lycan can still survive because of his tankiness.
* Plague Wards may reveal a hiding Techies. If there's a sentry nearby, they may also reveal a stack of mines hidden in a juking spot.
* As a caster, Anti-Mage's Mana Break and Mana Void are highly effective against him.
* Thanks to Counterspell's magic resistance, Anti-Mage has a good chance of surviving a Blast Off combo.
* Anti-Mage is a natural Manta Style carrier, meaning he can dispel the silence from Blast Off and blink away when Techies initiates on him.
* Heroes with abilities or items that can silence or disable Anti-Mage for long periods of time will prevent him from Blinking away: Lion, Silencer, Shadow Shaman, Grimstroke, Witch Doctor, Riki, Faceless Void, Skywrath Mage, Puck.
* Dragon Knight can simply tank and destroy all Shadow Shaman's Serpent Wards.
* Sniper can easily destroy Mass Serpent Wards from long range.
* Ether Shock is a great farming ability as a handy short-cooldown nuke.
* Hex and Shackles gives Rubick extra lockdown potential in ganks and teamfights.
* Mass Serpent Ward, should Rubick steal, serves as a powerful source for teamfighting, pushing, and acquring Roshan.
* Arcane Supremacy allows Rubick to cast Hex and Shackles at a further distance, which keeps Rubick at a safer position compared to Shadow Shaman.
* Rubick can interrupt Shackles by casting Telekinesis.
Additional:
* All abilities from Shadow Shaman can very vulnearble steal from Spell Steal.
* Rubick can interrupt Shackles by casting Telekinesis.
* As long as Batrider is under the effect of Firefly, he can safely fly over Proximity Mines (He does not receive vision over the mines).
* Slow heroes that have a hard time escaping the Echo Stomp radius: Crystal Maiden, Pudge, Techies.
* Omniknight can dispel Hex or Shackles with Heavenly Grace. He can also heal teammates who you disabled. The same goes for Abaddon's Aphotic Shield.
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden, Enchantress, Gyrocopter, Lion, Riki, Techies, Terrorblade, Necrophos, Invoker.
* Pudge, Legion Commander and Axe will make the match a living hell for Shadow Shaman, since they are known for surprise attacks from the fog and quickly killing low HP heroes. They can also interrupt Shadow Shaman's channeling, Legion being especially problematic, as she can use Press the Attack on an ally who is hexed as well.
* Heroes with low health will die easily during Duels, and can be farmed for damage in the early game: Crystal Maiden, Lich, Techies, Rubick
* Heroes with long or multiple disables will prevent Legion Commander from winning Duels: Shadow Shaman, Lion
* Arc Warden with his Magnetic Field will protect allies from Mass Serpent Ward.
* With 4 active abilities, Shadow Shaman is weak against silencing foes such as Silencer, Drow Ranger and Death Prophet.
* Pudge, Legion Commander and Axe will make the match a living hell for Shadow Shaman, since they are known for surprise attacks from the fog and quickly killing low HP heroes. They can also interrupt Shadow Shaman's channeling, Legion being especially problematic, as she can use Press the Attack on an ally who is hexed as well.
* Lone Druid's early game is good against slow, squishy supports since his bear is very strong early game and an Entangling Claws proc almost always guarantees a kill: Ancient Apparition, Crystal Maiden, Shadow Shaman, etc.
* Heroes that have a channeled ability that can be interrupted by Meat Hook: Shadow Shaman, Witch Doctor, Enigma, Bane.
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Heroes with channeling spells are very easy targets for Jakiro's abilities: Crystal Maiden, Dawnbreaker, Enigma, Pudge, Shadow Fiend, Shadow Shaman, Warlock.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Nyx Assassin, Bounty Hunter and Slark can all sneak up and kill Shadow Shaman, Nyx being particularly deadly. Shadow Shaman must watch out for Slark carefully, as he can break either (but not both unless he makes a mistake) of Shadow Shaman's disables, with Dark Pact and leap out of a serpent ward ring. These heroes, however, rely heavily on escape and are themselves not very durable and none of them can survive a full lockdown with Mass Serpent Ward. Having Sentry Wards can turn Shadow Shaman from prey to predator.
* 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.
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Illusions can be sent out to destroy Techies mines.
* Luna's high magical damage burst from Lucent Beam and Eclipse can take advantage of Shadow Shaman's low health and strength gain.
* Without Black King Bar, Luna's Lucent Beam and 0.25 Eclipse Mini-stun talent for Eclipse can be used to disable Shadow Shaman while he is channeling Shackles.
* Aghanim's Scepter upgraded Eclipse combined with 0.25 Eclipse Mini-stun can repetively stun Shadow Shaman, and can even discourage him from even trying to use Shackles.
* Luna is a natural Black King Bar wielder, and almost none of Shadow Shaman's spells can bypass spell immunity, except for Mass Serpent Ward.
* Bear in mind, however, that if Shadow Shaman gets a jump on Luna first, he will be able to use Hex to disable Luna and burst her down before she can use Black King Bar, Lucent Beam or Eclipse. In addition, Moon Glaives cannot bounce on Mass Serpent Wards at all.
Additional:
* Luna's high magical damage burst from Lucent Beam and Eclipse can take advantage of Shadow Shaman's low health and strength gain.
* Without Black King Bar, Luna's Lucent Beam and 0.25 Eclipse Mini-stun talent for Eclipse can be used to disable Shadow Shaman while he is channeling Shackles.
* Aghanim's Scepter upgraded Eclipse combined with 0.25 Eclipse Mini-stun can repetitively stun Shadow Shaman, and can even discourage him from even trying to use Shackles.
* Luna is a natural Black King Bar wielder, and almost none of Shadow Shaman's spells can bypass spell immunity, except for Mass Serpent Ward.
* Bear in mind, however, that if Shadow Shaman gets a jump on Luna first, he will be able to use Hex to disable Luna and burst her down before she can use Black King Bar, Lucent Beam or Eclipse. In addition, Moon Glaives cannot bounce on Mass Serpent Wards at all.
* A couple of nukers and disablers on the same lane can finish a squishy Luna efficiently despite a teammate's assistance: Sven + Shadow Shaman.
* Corrosive Skin will protect Viper from Techies' magical damage.
* Even though Reactive Tazer will disarm Viper if he attacks Techies with Poison Attack, he does lots of damage with his other abilities that can still kill Techies.
* Viper cannot interrupt heroes with powerful channeling abilities: Bane, Enigma, Shadow Shaman, Warlock
* Riki is known for being a successful support killer, something Shadow Shaman is very vulnerable to.
* Smoke Screen is particularly devastating to Shadow Shaman. With neither his various disables nor a solid health pool Shadow Shaman is usually dead. This forces Shadow Shaman to buy a Force Staff if he finds himself in this scenario and buy Sentry Wards if you have the money.
* 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.
* Shackles prevents Chen from acting, and damages him while healing Shadow Shaman, also allowing Shadow Shaman's allies to kill him faster. Aghanim's Shard upgraded Shackles can also summon four more Mass Serpent Wards to attack Chen while he is disabled. And to make things worse, Chen has no way to cancel Shackles on his own, and must rely on outside from {U:Centaur Conqueror} or {U:Mud Golem} under his control.
* Ether Shock and Mass Serpent Ward can often not only kill Chen's allies before he can save them with Hand of God, but they can also be used to destroy Chen's creeps easily thanks to their high damage and area-of-effect.
* Hex will prevent Chen from any attempt to save himself or his allies with Hand of God.
Additional:
* Shackles prevents Chen from acting, and damages him while healing Shadow Shaman, also allowing Shadow Shaman's allies to kill him faster. Aghanim's Shard upgraded Shackles can also summon four more Mass Serpent Wards to attack Chen while he is disabled. And to make things worse, Chen has no way to cancel Shackles on his own, and must rely on {U:Centaur Conqueror} or {U:Mud Golem} creeps under his control to be able to do so.
* Ether Shock and Mass Serpent Ward can often not only kill Chen's allies before he can save them with Hand of God, but they can also be used to destroy Chen's creeps easily thanks to their high damage and area-of-effect.
* Hex will prevent Chen from any attempt to save himself or his allies with Hand of God.
* Techies can easily catch Chen off guard and kill him quickly with Blast Off! and Ethereal Blade combo, especially because Blast Off! can silence Chen and stun him when upgraded with Aghanim's Shard.
* However, Chen's converted creeps can trigger Proximity Mines, wasting them.
* Shackles and Hex can both be used on Muerta while in Pierce the Veil, potentially wasting it until she gets Black King Bar.
* Ether Shock and Shackles can deal high damage to Muerta while she is affected by Pierce the Veil.
* However, Mass Serpent Ward cannot hurt Muerta while Pierce the Veil is active.
* Heroes that commonly attack ethereal units will not have any problems against Muerta's Pierce The Veil: Tinker, Jakiro, Lina, Luna, Pugna or Ogre Magi, Enigma, Batrider, Techies, Broodmother, Dawnbreaker, Shadow Shaman, Bane, Tinker, Venomancer, Arc Warden.
* 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.
* 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.
* In general, squishy heroes that rely on escape often struggle against the amount of disables Shadow Shaman can bring. Queen of Pain, Anti-Mage and Storm Spirit are among these.
* If Storm Spirit isn't careful, he could fall into a trap set by Techies and another hero acting as bait.
* Stasis Trap roots Storm Spirit for 2/3/4/5 seconds and Blast Off! silences for 4/5/6/7 seconds, which effectively prevents Storm Spirit from using Ball Lightning to escape for a lengthy duration.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* All of Shadow Shaman's abilities totally ruin Terrorblade: Ether Shock destroys his illusions, Hex prevents him from using Sunder or Manta Style in bad situations, Shackles not only that prevent him from using Sunder, but he has no way to cancel it and Mass Serpent Ward can help Shadow Shaman push faster than Terrorblade even in Metamorphosis.
Additional:
* Ether Shock, Mass Serpent Wards summoned from both, Mass Serpent Ward and Aghanim's Shard upgraded Shackles can do great damage to both, Terrorblade and his illusions.
* Hex prevents Terrorblade from using Sunder or Manta Style in bad situations. Hex can also destroy one of his illusions.
* Shackles can damage Terrorblade and prevent him from using his abilities and items, whether to fight, survive, or dispel it in any way while also healing Shadow Shaman in process. In addition, Terrorblade has no solutions to cancel it. Aghanim's Shard upgraded Shackles can also summon four more Mass Serpent Wards to attack Terrorblade while he is disabled.
* Techies deals lots of magical damage with Sticky Bomb, Blast Off! and Proximity Mines that bypasses Terrorblade's high armor and can punish his low max life.
* Sticky Bomb is easy to land on a large clump of Terrorblade illusions and will damage and slow Terrorblade and all of his illusions if he can't quickly move the right one away.
* Reactive Tazer upgraded with Aghanim's Scepter can be used to protect an ally getting attacked by Terrorblade. Further, it disarms all of his illusions even while he has activated Black King Bar, greatly decreasing his damage.
* Blast Off! stuns Terrorblade, preventing him from casting Sunder.
* Heroes with break can disable Untouchable for a while: Doom and Shadow Demon (via Aghanim's Scepter), Viper, Shadow Shaman with Hex Breaks talent.
* Heroes with nukes that can jump her: Clockwerk, Snapfire, Spirit Breaker, Techies
Additional:
* Techies does huge amounts of magical damage, which will bypass Untouchable.
* Enchantress depends on abilities to do damage and heal, which Blast Off's silence prevents.
* Proximity Mines can be placed near trees to detect Monkey King.
* Follow up with Blast Off! to destroy the tree, causing Monkey King to take high damage, fall from the tree, and become stunned.
Additional:
* Techies can turn his tree jumping ability against him, by placing Proximity Mines that will detect him near trees, and then destroying the trees around him with Blast Off, stunning him and dealing high damage, on top of him being silenced when the stun expires.
* Monkey King's mobility is also severely limited around Techies' mines as he will almost always trigger them due to the cooldown time between tree jumps. Monkey King will be forced to take mine damage or escape with Primal Spring.
* Remote Mines are frequently placed in trees, and can thus kill an unwary Hoodwink should she Scurry away due to her low HP pool.
* Blast Off! can clear out trees, denying the tactical advantages from Scurry.
* After using Snowball, Tusk can't control where he's going, allowing Techies to make him roll onto mines.
* Shadow Shaman's long disables are effective at kiting and wasting the duration of Battle Trance.
* Mass Serpent Ward are especially effective against Troll Warlord during Battle Trance, as trapping him inside them during the duration is effectively another hard disable, as Troll cannot attack the wards or use Phase Boots to escape.
* Hex greatly reduces Timbersaw's mobility.
* The stun and damage over time from Shackles mitigates Reactive Armor's HP and armor regen.
* Shadow Shaman has many disables to lock down Queen of Pain, preventing her from Blinking away, even through Linken's Sphere or her spell block talent.
* Mass Serpent Ward can tear through Queen of Pain's low health pool once she's locked down by Hex & Shackles.
* Mass Serpent Ward rips apart Huskar quickly due to his poor armor.
* As soon as Huskar jumps in, he will be vulnerable to Shadow Shaman's disables if he does not have Black King Bar.
* Hex's instant cast time will force Brewmaster into the awkward situation of needing some form of spell immunity or block to prevent being immediately hex upon blinking in, or wait until Shaman has used all his crowd control before entering a fight.
* Brewmaster also has no defense against Shadow Shaman lockdowns.
* Sven is very vulnerable to chain stun such as Lion, Shadow Shaman or Magnus.
* 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.
* Heroes with long lockdowns: Shadow Shaman, Legion Commander.
* 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.
* Heroes with illusions and summons can be hard for Phantom Assassin to deal with, as she lacks any AoE abilities to deal with them without items: Broodmother, Phantom Lancer, Chaos Knight, Lycan, Naga Siren, Shadow Shaman, Visage, Nature's Prophet, Terrorblade, Warlock, Wraith King.
* Heroes with channeling spells because Shadow Fiend has nothing to cancel channeling outside of Requiem of Souls: Bane, Enigma, Pudge, Shadow Shaman, Dawnbreaker, Warlock, Crystal Maiden.
* 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.
* Hex abilities can cancel the channelling of Fiend's Grip : Lion, Shadow Shaman, Dazzle from Aghanim's Shard with upgraded Poison Touch.
* Heroes with silence and mana drain abilites, as Ancient Apparition relies entirely on his abilities: Invoker, Silencer, Nyx Assassin, Skywrath Mage, Shadow Shaman, Lion and etc.
* Heroes that can keep Marci for a long time in one place so she can't pursue her targets, like Bane, Lion, Shadow Shaman, Invoker, Disruptor and Kunkka.
Additional:
* Shadow Shaman can provide an excellent counter-initiation against her Rebound. His abilities can shut down any of her tower dive attempts in the laning phase.
* Shackles keeps Marci stunned for an extended time, wasting her ultimate. A combo with Mass Serpent Ward only makes things worse for her, as her armor is low.
* Heroes that provide vision will see Fiend's Gate coming: Techies, Templar Assassin, Treant Protector.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Shadow Shaman's Mass Serpent Ward together with Ether Shock can easily kill lots of Treants if played defensively.
* Hex and Shackles can disrupt Nature's Prophet's escape attempts with Teleportation.
Additional:
* Mass Serpent Ward can kill lots of treants if played defensively.
* Mass Serpent Ward, Hex, and Shackles can catch and kill a Nature's Prophet trying to use Teleportation.
* Single-target disablers will have difficulty locking down a Chaos Knight with Phantasm active: Bane, Beastmaster, Bloodseeker, Clockwerk, Doom, Shadow Shaman.
* Techies has great area of effect damage to deal with Phantasm illusions.
* Blast Off silences Chaos Knight, stopping him from using his disables and allowing his teammates to walk away from his heavy damage.
* Reactive Tazer will disarm all of Chaos Knight's illusions even if he has activated his Black King Bar.
* Heroes that are squishy by nature are an easy target for Spirit Breaker: Sniper, Drow Ranger, Shadow Shaman
* Can easily interrupt and disable Spirit Breaker with hex if being charged.
* Spectre's entire ability set is designed to get to and destroy heroes that stay in the backlines, both carries (like the aforementioned Drow Ranger and Sniper) and supports (like Dazzle and Shadow Shaman).
* Hex can be used immediately to destroy Spectre's illusion when she Haunts.
* Shadow Shaman can use Shackles to lock down Spectre for his team.
* Shadow Shaman's Mass Serpent Ward and Ether Shock help him push lanes and end the game early before Spectre can come online and take over the late game.
* Waveform allows Morphling to escape from Mass Serpent Ward
* Morphling can interrupt Shadow Shaman while he is shackling an ally with Adaptive Strike (Strength).
* With Ethereal Blade Morphling can quickly burst him down before he even has a chance to react.
* Morphling usually has low max health due to shifting strength into agility, which combined with Blast Off's silence will prevent him from using Waveform and Adaptive Strike (Strength), leaving him defenseless and making him an easy target to burst down.
* Refraction can be very useful in safely neutralizing Proximity Mine fields, or absorbing Techies' Blast Off combo.
* Shackles and Mass Serpent Ward instantly destroy Refraction
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Any hero who can counter-initiate in anticipation without getting caught in Reverse Polarity: Sven, Omniknight, Enigma, Luna, Naga Siren, Mars, Jakiro, Venomancer, Elder Titan, Faceless Void, Rubick, Keeper of the Light, Pugna, Invoker, Spectre, Alchemist, Treant Protector, Lina, Oracle, Zeus, Shadow Shaman, Phoenix, Razor, Huskar, Batrider, Kunkka, Tidehunter, Wraith King, Sand King, Medusa, Dawnbreaker.
* With all 5 Meepos available, all of Shaman's wards will be disposed of very quickly.
* All of Shaman's disables are based around single target control, and he can at most only disable two Meepos, allowing the rest to easily lay waste to him, be it during the channel duration of Shackles or by using Earthbind.
* Reactive Tazer can lock multiple Meepos in place and prevent them from Poofing.
* Proximity Mines, Sticky Bomb and Blast Off! can deal heavy magic damage to multiple Meepos.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Heroes who can clear the waves of Enigma's Eidolons: Lina, Luna, Dawnbreaker, Jakiro, Shadow Shaman, Death Prophet, Keeper of the Light, Invoker, Leshrac, Puck.
* Nyx Assassin, Bounty Hunter and Slark can all sneak up and kill Shadow Shaman, Nyx being particularly deadly. Shadow Shaman must watch out for Slark carefully, as he can break either (but not both unless he makes a mistake) of Shadow Shaman's disables, with Dark Pact and leap out of a serpent ward ring. These heroes, however, rely heavily on escape and are themselves not very durable and none of them can survive a full lockdown with Mass Serpent Ward. Having Sentry Wards can turn Shadow Shaman from prey to predator.
* Some abilities deals damage from an independent source and not from the hero itself, so Nyx cannot counter them with Spiked Carapace: illusions or summoning units, Homing Missile, Nimbus, Mass Serpent Ward, Death Ward and especially Techies's mines.
* Nyx Assassin, Bounty Hunter and Slark can all sneak up and kill Shadow Shaman, Nyx being particularly deadly. Shadow Shaman must watch out for Slark carefully, as he can break either (but not both unless he makes a mistake) of Shadow Shaman's disables, with Dark Pact and leap out of a serpent ward ring. These heroes, however, rely heavily on escape and are themselves not very durable and none of them can survive a full lockdown with Mass Serpent Ward. Having Sentry Wards can turn Shadow Shaman from prey to predator.
* 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.
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.
Shadow Shaman
* Due to their high attack speed, Summon Familiars will destroy Mass Serpent Wards quickly, granting Visage a massive amount of gold.
* Visage can use Stone Form of the Familiars to cancel Shackles. Aghanim's Shard upgraded Stone Form also allows Visage to use Stone Form himself to cancel Shackles while restoring his health.
* Grave Chill can make Shadow Shaman's bad movement speed and attack speed even worse.
* Visage is also a natural Bloodthorn wielder, which allows him to silence Shadow Shaman and make him more vulnerable to damage.
Additional:
* Due to their high attack speed, Visage's Summon Familiars will destroy Mass Serpent Ward quickly, granting Visage massive amount of gold.
Techies
* Familiars can fly over the mines, rendering them safe from damage of Techies's mines. Visage can also use Familiars to check for mines on the map.
* Techies's low attack speed and damage will give them a hard time in destroying Visage's Familiars, and that can become even worse if they are affected by Grave Chill.
* Gravekeeper's Cloak allows Visage to survive Damage from Techies's mines.