* Abaddon can cast Aphotic Shield on any of his allies to immediately dispel Corrosive Haze and/or the stun and the slow components of Slithereen Crush.
* All of Slardar's debuffs are also removed if Abaddon's Borrowed Time triggers.
* Slardar has high priority on building moblity items such as Blink Dagger rather than tank items. Zeus can easily deal large amount of damage to him if not caught out of position first.
* False Promise will not save an ally from Culling Blade if their health is low enough.
* Fate's Edict, offensively or defensively, does little to protect Oracle's allies from the majority of Axe's damage.
* Disruption can protect Shadow Demon's allies from Fortune's End, preserving healing or buffs. It can also catch Oracle's allies, allowing
Shadow Poison to be used without being dispelled.
* Demonic Purge prevents over-time healing during False Promise, such as Purifying Flames and
Urn of Shadows. If he has
Aghanim's Scepter, this issue can persist for longer or on multiple allies.
* It will not, however, prevent healing from instant abilities, items, or auras, making Mekansm a good choice against him.
* Oracle cannot easily deal with swarms of units, making him weak against heroes like Phantom Lancer or
Broodmother.
* Elder Titan's
Echo Stomp can turn into a 5 second stun on an ally under the effect of False Promise, as it delays all damage and makes it impossible to break the damage threshold of Echo Stomp.
* Illusion heroes like the aforementioned Phantom Lancer or
Naga Siren, or heroes that tend to buy
Manta Style, like
Luna or
Juggernaut, will give Slardar a hard time, as his damage is single-targeted.
* Heroes with long disables, like Lion,
Night Stalker, or
Legion Commander, can prevent Oracle from using spells or items.
* Illusion heroes like the aforementioned Phantom Lancer or
Naga Siren, or heroes that tend to buy
Manta Style, like
Luna or
Juggernaut, will give Slardar a hard time, as his damage is single-targeted.
* Bloodseeker's
Rupture forces Slardar to stay still during fights, preventing Slardar from using Guardian sprint to move in and out of fights. This takes away the ability to initiate and re-initiate with Slithereen Crush's low cooldown. Due to the increased move speed from Guardian Sprint, Slardar can lose health at about 160% the rate of normal heroes while under
Rupture. Bloodseeker's
Thirst also gives him enough move speed so that he's one of the few heroes who can outrun or catch up to a Slardar during Guardian Sprint.
* Enigma can be a perfect counter-initiator with his ultimate. A perfectly timed Black Hole will turn the tide of any initiation, especially from heroes like; Spirit Breaker,
Legion Commander,
Axe,
Puck, and
Slardar.
* Tidehunter's
Kraken Shell dispels Corrosive Haze and Bash of the Deep's stun if enough damage is taken.
Anchor Smash and Kraken Shell's damage block also reduces Slardar's damage.
* Terrorblade starts out with and gains a lot of armor from his agility growth. His illusions also make it difficult for Slardar to focus down the real Terrorblade.
* 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.
* Slardar does not do well against multiple targets, as his only way to damage multiple targets is Slithereen Crush.
* Meepo's Earthbind will root Slardar, making him unable to chase/escape for the time being. Also,
Poof's low cooldown and high damage can burst Slardar down rather quickly.
* Heroes who can stun multiple units at once: Dark Willow,
Spirit Breaker,
Slardar,
Invoker, and
Tidehunter.
* Oracle's burst damage is ineffective against Dispersion.
* Disarm provided by Fate's Edict is not as significant debilitation for Spectre as it might be for other carries since She can do damage even without landing attacks.
Additional:
* Oracle's burst damage is not enough to take down Spectre due to Dispersion.
* Disarm from Fate's Edict does not hinder Spectre that much, since she can deal damage even without landing a single attack.
* Slardar's
Slithereen Crush allows him to stun Spectre and illusions, and
Corrosive Haze prevents her from juking with
Spectral Dagger.
* Time Walk and
Backtrack allow Faceless Void to easily negate Oracle's burst damage.
* Time Dilation is effective against Oracle's low-cooldown spells. Although dispellable with Fortune's End, it can still catch Oracle off guard if Fortune's End is on cooldown.
* However, False Promise is one of the best abilities in the game to delay or even potentially save any ally caught in Chronosphere. Combined with Fate's Edict, a well-positioned Oracle denies Faceless Void and his team from attempts at solo-Chronosphering key targets to open up a teamfight.
* Any hero that can nullify effects of Chronosphere: (Keeper of the Light with
Aghanim's Scepter during daytime,
Winter Wyvern), banishing him or Faceless Void (
Outworld Destroyer,
Shadow Demon,
Earth Spirit with
Aghanim's Scepter) or protecting him in other ways (
Dazzle,
Oracle,
Abaddon) can greatly limit Chronosphere's potential.
* Slardar can use Guardian Sprint with
Blink Dagger or
Shadow Blade to get close, and
Slithereen Crush will stun Sniper and slow him, making him vulnerable to Slardar's teammates.
* Corrosive Haze lowers Sniper's armor and makes Sniper's
Shadow Blade useless, easily killing him with a few attacks.
* Fortune's End can catch out or impair position-based heroes with low mobility, such as Sniper or
Razor.
* The brutal physical damage of Slithereen Crush and
Bash of the Deep can quickly remove Void Spirit's shield and stun him for a while.
* Corrosive Haze provides vision of Void Spirit while he is running away and
Guardian Sprint allows Slardar to quickly close the gap
* Heroes that can purge his slow and disables are very difficult to go on and their team: Abaddon,
Oracle.
* Corrosive Haze provides True Sight on its target, exposing Bounty Hunter's position regardless of Shadow Walk.
* Guardian Sprint gives a very high movement speed bonus, allowing him to chase Bounty Hunter even if Slardar is tracked.
Additional:
* Bounty Hunter's Shadow Walk is rendered useless with Corrosive Haze and makes Bounty Hunter an easy target for Slardar and his team.
* Oracle with
Fortune's End and
False Promise
* 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 long disables, like Lion,
Night Stalker, or
Legion Commander, can prevent Oracle from using spells or items.
* With armor items like Solar Crest or
Assault Cuirass combined with Bash of the Deep, Slardar can easily tank the
Duel, If not dueled himself, he can drop
Legion Commander's armor during duel and/or buff his teammate and save them, leaving her only the choice of dueling supports which can also be saved with fast Blink into Slithereen Crush.
* Fate's Edict prevents Legion Commander from attacking for a few seconds, potentially saving Oracle's ally.
* Fortune's End dispels Press the Attack's healing and attack speed buff, as well as the movement speed bonus from Overwhelming Odds.
* False Promise protects allies and prevents Legion Commander from winning Duels and gaining bonus damage.
Additional:
* Provided that the enemy team does not have an Axe, Oracle can guarantee that his ally survives for the duration of the Duel with False Promise and has decent nuke potential to help ally to win a Duel. He can also disarm Legion Commander with Fate's Edict.
* Oracle can dispel enemy buffs like Overwhelming Odds and
Press the Attack with Fortune's End.
* Heroes with spells that negate invisibility such as Bounty Hunter,
Zeus and
Slardar prevent her from saving her allies with Moonlight Shadow.
* Heroes that can protect or dispel stunned allies such as Legion Commander,
Outworld Destroyer,
Shadow Demon and
Oracle can reduce the effectiveness of Sacred Arrow.
* Crystal Maiden's already low armor and easily interruptible ultimate,
Freezing Field can make Slardar her worst nightmare.
Crystal Maiden also often builds
Glimmer Cape which is revealed by Corrosive Haze.
* Heroes with little health or magic resistance are easily picked off with Oracle's magic burst, such as Skywrath Mage,
Crystal Maiden, or
Enchantress.
* Slardar can attack through Plague Wards and gain
Bash of the Deep charges, and
Templar Assassin can spill
Psi Blades through Plague Wards too.
* Fortune's End and False Promise easily dispel many crippling debuffs, such as Venomancer's
Venomous Gale, or
Skywrath Mage's
Ancient Seal.
Additional:
* Fortune's End can dispel Venomous Gale and Poison Sting from allies.
* Fate's Edict grants 100% magic resistance to target, inhibiting the damage from Venomancer abilities.
* False Promise dispels Flaming Lasso.
* Fortune's End can root Batrider after he uses Flaming Lasso. It can also dispel Sticky Napalm and Flamebreak.
* Fate's Edict when used on a Lasso'd target will leave them immune to magical damage, making it difficult to burst them quickly before the Lasso ends.
* Oracle can shut down both of Ember's early game abilities. Fortune's End can dispel Flame Guard on Ember Spirit and
Searing Chains on allies.
* When Ember Spirit is affected by Fortune's End, his Fire Remnants move at 0 movement speed.
* Disarming him with Fate's Edict does affect Ember's Sleight of Fist ability, possibly making him useless for a few seconds in the late game without a dispel or spell immunity. This is especially good if he has a rapier or two. However, positioning for this is difficult when Ember plays far back.
* Oracle's high magic damage output can easily take down Rubick's low health pool.
* Because Oracle can combo spells in rapid succession (due to low cooldowns), it may be difficult for Rubick to Spell Steal False Promise. This scenario can even be avoided by shift queueing Fortune's End and casting it immediately, as it has no cast point, or by staying in the back line of fights if out of mana.
* As a position based hero, Rubick will have a very hard time against Fortune's End due to its absurd range and very long root duration.
* 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.
* False Promise effectively nullifies Primal Roar's single-target initiation on allies.
* Purifying Flames kills Beastmaster's Hawk instantly and Boar with two casts.
* Fortune's End not being disjointable is almost an ensured disable if Dark Willow tries to escape with Shadow Realm. Dispels Cursed Crown and Terrorize.
* Fate's Edict negates all her magic damage in case she catches a single hero.
* False Promise's strong dispel removes Dark Willow's disables.
Additional:
* Fortune's End can easily dispel Cursed Crown before it times out and stuns. He can also save a stunned ally with False Promise.
* Fate's Edict can easily negate Bedlam's over-time damage, since the spell provides no form of control. Similarly, he can also negate the magic burst from
Shadow Realm.
* Fortune's End can dispel the fear effect from Terrorize, and it can remove the root from
Bramble Maze if cast quick enough. Be mindful that Fortune's End only dispels your allies' debuffs on the primary target.
* Slardar always purchase Blink Dagger can combined Guardian Sprint will catch escaping her with
Windrun and also avoided from
Focus Fire after Slardar's sucessful stunned her with Slithereen Crush.
* Corrosive Haze from Slardar is very effective from low armor Windranger's although build Aghanim's Scepter, invisibility from
Windrun is useless detected true sight against Corrosive Haze and can easily catch Slardar's kill her.
Additional:
* Low armor from Windranger's so the primary target use Corrosive Haze although her get Aghanim's Scepter, Windrun invisibility so useless and accessible by Slardar.
* Slardar's can easily catch her with combinating use Blink Dagger and Guardian Sprint also Slardar's can escaping avoided from Focus Fire.
* Corrosive Haze reveals Pudge's location, making it hard for him to use Meat Hook from the fog of war on Slardar's teammates or Slardar himself.
* Slithereen Crush interrupts Pudge while he is using Dismember.
* Guardian Sprint allows Slardar to avoid Meat Hook.
Additional:
* While Slardar has Guardian Sprint activated, Rot cannot slow him and
Meat Hook is easier to avoid.
* Slithereen Crush allows Slardar to interrupt Dismember at close range (when Slardar is not a target).
* Corrosive Haze reveals Pudge's location, making it very difficult for him to land hooks from the fog.
* Slardar is one of the few meele heroes who can lane against Ursa in the early game, out harassing him with Bash of the Deep, and running away from a bad engagement with Guardian Sprint
* Corrosize Haze can force Ursa to cast Enrage defensively instead of offensively
* With Corrosize Haze, Slardar's team can quickly dispatch of Roshan, denying one of Ursa's greatest advantages
* Shadow Fiend, a normal Shadow Blade builder often relies on its invisibility to escape fights. Corrosive Haze reveals Shadow Fiend and also weakens his already low armor.
* Fortune's End dispels Ion Shell and Surge, making any gank attempt on Dark Seer in the laning phase likely to succeed.
* Fate's Edict prevents all magical damage that comes from Dark Seer's abilities.
* Fortune's End dispels Ion Shell on creeps, which Dark Seer relies on to farm and zone.
Additional:
* Fortune's End can dispel Ion Shell, a skill that helps Dark Seer immensely in the laning phase, as well as
Surge, a move-speed buff, effectively allowing Oracle to control Dark Seer, especially in the laning phase.
* Corrosive Haze followed by
Slithereen Crush takes advantage of Alchemist's main weakness, being physical damage before he has the change to improve his surviability with items.
* Bash of the Deep will deal lots of damage during the laning phase.
* Oracle can negate and shut down Primal Beast simply with Fate's Edict, especially in the early game, as a majority of his damage-dealing spells are magic.
* Oracle can interrupt Primal Beast's Onslaught charge with a well-timed Fortune's End.
* Primal Beast's lethal burst damage combos can be further stalled with False Promise; combined with Fate's Edict and regen from Purifying Flames, Oracle can even completely negate Primal Beast's offense.
Additional:
* Fate's Edict completely negates all of Primal Beast's major damage-dealing spells in the early game and can render Primal Beast useless when cast on a target he is focusing, or in Oracle's defense against Primal Beast himself.
* Fortune's End keeps Primal Beast in place, especially while trampling or in the middle of an Onslaught charge.
* False Promise can interrupt Primal Beast's abilities, as well as further delay Primal Beast from dealing lethal burst damage. In combination with
Fortune's End, Oracle can potentially save an ally from Primal Beast's spell combos.
* 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.
* Fate Edict can completely negate Skywrath Mage's heavy magic damage.
* Fortune End dispels Ancient Seal.
* Oracle's Fate's Edict will protect an ally from Leshrac's nuking damage.
* Oracle's False Promise can dispel Leshrac's stun and slow from his abilities, allowing an ally to escape.
* Fortune's End can stop Leshrac from chasing opponents or running away.
* Fate's Edict gives full immunity from Ogre Magi's mostly magical damage.
* Fortune's End can dispel Ignite (when used on allies) and Bloodlust (when used on enemies).
* False Promise can dispel Ignite and Fireblast.
* Fortune's End's AoE dispel will remove Heavenly Grace and Guardian Angel.
Additional:
* Oracle can dispel Heavenly Grace (which he can also bait out with Fate's Edict).
* With Fortune's End, Oracle can dispel Guardian Angel in an area of effect.
* Fortune's End dispells Marci's
Sidekick, removing additional damage and lifesteal.
* Fate's Edict disarms Marci, preventing her from attacking with
Unleash. Also it is useful against Marci or her ally affected by
Sidekick.
* False Promise is a great tool to save an ally focused by Marci.
* False Promise can dispel the stun from Cold Feet and can save an ally that's about to shatter from Ice Blast, even allowing healing with
Purifying Flames by delaying it until after the debuff expires.
* Purifying Flames allows Oracle to deny his allies if they're affected by Ice Blast. If he brings his allies' health to or below the shatter threshold, it will count as him denying the ally. However, this does not work on Oracle himself.
* Fate's Edict provides 100% magic resistance, making it good against all of Ancient Apparition's abilities at all stages of the game.
* Fortune's End can dispel Cold Feet from allies.
Additional:
* False Promise can prevent the shatter from Ice Blast and Fate's Edict can protect an ally from the magical damage over time for a while.
* Oracle can deny allies who are frostbitten. If he uses Purifying Flames to reach the shatter threshold, it will count as a deny.
* Fortune's End can dispel Cold Feet on affected allies, preventing them from getting frozen.
* During the laning stage, Oracle's Purifying Flames nullifies any damage that Heartstopper Aura might inflict.
* Fate's Edict and
False Promise can protect an ally from Reaper's Scythe.
* Oracle can dispel Ghost Shroud with Fortune's End.
Additional:
* Fortune's End can dispel Ghost Shroud, negating the skill's utility. Also it's worth noting that Necrophos takes additional magic damage when in Ethereal state, which makes Purifying Flames a powerful nuke against him.
* Fate's Edict fully negates the damage from Reaper's Scythe, which its own delayed animation makes it relatively easy to predict and nullify.
* All of Pugna's damage is magical, which can get blocked by Fate's Edict's 100% magic resistance.
* Oracle has two abilities that apply a dispel, which can easily remove Decrepify on his ally or Oracle.
* Corrosive Haze hinders Nyx Assassin's ganking attempts with Vendetta, as well as reducing his armor and make him very vulnerable due to his low health pool.
* Fate's Edict can disarm Troll, rendering him useless in a teamfight, especially if he has already used Battle Trance.
* Fortune's End and
Purifying Flames can provide ample magic damage to help burst down Troll Warlord quickly in the early to mid game.
* False Promise can save an ally from Troll Warlord's initiation, forcing him to switch targets and lose his Fervor stacks, or waste time during Battle Trance.
* Corrosive Haze works much like
Track, giving the enemy team vision over Riki. While it doesn't give a movement speed or gold bonus, it instead can melt Riki's armor and Slardar can use
Guardian Sprint to catch up to him.
* Slardar's Aghanim's Shard, causes
Slithereen Crush to apply Corrosive Haze even if Slardar does not have vision over him.
Additional:
* Corrosive Haze makes Riki completely vulnerable to Slardar and his allies, as Riki has no easy way of dispelling it.
* Slardar's physical damage with Slithereen Crush and Bash of the Deep amplified by Corrosive Haze can easily kill Riki.
* It is especially easy for Oracle to negate the damage from Maledict, and even heal through it with Fate's Edict and
Purifying Flames.
* If by some miracle an enemy is still about to die because of Maledict, he can still save him with False Promise.
* Fate's Edict allows Oracle to make allies spell immune, allowing him to save allies from Jakiro's spells.
* Fate's Edict can be cast onto Jakiro to disarm him and prevent him from pushing with his Liquid Fire.
* False Promise allows Oracle to free allies from Jakiro's Ice Path.
* Corrosive Haze and
Bash of the Deep will make short work of Huskar's low armor, even if Slardar is alone.
* Corrosive Haze will reveal Treant Protector even when he is under the effects of Nature's Guise.
* Heroes with little health or magic resistance are easily picked off with Oracle's magic burst, such as Skywrath Mage,
Crystal Maiden, or
Enchantress.
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Slardar can chase Dragon Knight down with
Guardian Sprint and stun him with both
Slithereen Crush and his passive
Bash of the Deep. He can also use
Corrosive Haze to whittle Dragon Knight's armor.
* Fate's Edict cripples many heroes who rely on attacks, such as Phantom Assassin,
Sven, or
Enchantress, without a dispel or a
Black King Bar.
* Fate's Edict cripples many heroes who rely on attacks, such as Phantom Assassin,
Sven, or
Enchantress, without a dispel or a
Black King Bar.
* Fortune's End can catch out or impair position-based heroes with low mobility, such as Sniper or
Razor.
* 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.
* Heroes with dispels: Legion Commander,
Oracle,
Slark,
Phantom Lancer
* Slardar's level 25 talent makes
Corrosive Haze undispellable, thus providing his allies vision of Slark.
* Bounty Hunter and
Slardar both have ultimates (
Corrosive Haze and
Track) that reveal Invoker through Ghost Walk.
* Heroes who can provide True Sight or semi-reveal enemy heroes as Nature's Prophet is prone to buying Shadow Blade:
Bounty Hunter,
Slardar,
Spectre,
Zeus,
Spirit Breaker.
* Heroes with high physical damage can damage Lifestealer more than he can heal: Bristleback,
Clinkz,
Luna,
Shadow Fiend,
Slardar,
Terrorblade
* Heroes with strong dispels can dispel Bane's disables from their allies: Oracle,
Legion Commander,
Omniknight.
* Heroes with area dispel can kill multiple skeletons at once: Brewmaster,
Oracle.
* Anti-Mage can withstand magical burst damage much better than other carries, making him effective against nukers: Lich,
Necrophos,
Oracle, and
Leshrac.
Additional:
* Oracle has minimal damage potential against Anti-Mage due to Counterspell, and may even have some ability damage reflected at himself.
* Anti-Mage can easily overwhelm Oracle with Mana Break and
Mana Void.
* Blink allows Anti-Mage to easily chase and take advantage of Oracle's low mobility.
* Slardar deals entirely physical damage. He does not have to worry about Counterspell.
* Slithereen Crush and
Bash of the Deep prevent Anti-Mage from using Blink, the latter even if Anti-Mage activates
Black King Bar.
* Corrosive Haze allows allies to take down Anti-Mage before he has a chance to Blink, and maintains vision over him even if he does Blink away.
Additional:
* Slithereen Crush and Bash of the Deep deals physical damage, bypassing the magic resistance bonus from Counterspell
* Corrosize Haze significantly increases the damage dealt against Anti-Mage, and makes it harder for him to flee with Blink, although Anti-mage can block its casting with with Counterspell
* Heroes who can take advantage of Oracle's low mobility or catch him out of position, such as Clinkz and
Anti-Mage, can easily pick him off.
* Slardar can reveal Clinkz with Corrosive Haze and make him easy to kill, and his
Bash of the Deep also hits hard against Clinkz's naturally low health pool.
* Slardar's Guardian Sprint can catch up with Clinkz's Skeleton Walk.
* The stun and slow from Slardar's Slithereen Crush can hold Clinkz in place.
Additional:
* Clinkz survivability depends entirely on Skeleton Walk. Corrosive Haze not only makes its invisibility useless, but also makes Clinkz even more vulnerable to physical damage.
* Supports with useful teamfight or contribution spells will be helpless against Doom: Dazzle,
Oracle,
Warlock.
* Heroes with the ability to heal allies, or those with good defensive abilities: Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Medusa cares less than other heroes about armor reduction, since
Mana Shield blocks 70% of all damage without taking armor/magic resistance into consideration. This makes 60% of your Corrosive Haze ineffective until Medusa's mana is drained.
* Other heroes who has armor and slow debuffs won't allow Medusa to disengage from combat: Tidehunter,
Bristleback,
Slardar.
* Heroes with long disables, like Lion,
Night Stalker, or
Legion Commander, can prevent Oracle from using spells or items.
* Lion is extremely dependent on his abilities. Silences like
Silencer's
Last Word, magic resistance like
Oracle's
Fate's Edict, and dispels like
Legion Commander's
Press the Attack all make his abilities less effective.
* Because Oracle uses few, powerful instances of damage to kill enemies, Templar Assassin's
Refraction and
Visage's
Gravekeeper's Cloak can absorb his burst damage.
* Heroes who can provide True Sight are always credible threats: Slardar,
Bounty Hunter, especially
Zeus since his
Lightning Bolt provides True Sight without the need to detect her beforehand to apply the debuff. So even a late-coming Zeus can easily scout a large area to reveal her, and she cannot purge herself from his sight with the dispel talent.
* Fortune's End cannot dispel Warpath stacks on Bristleback or
Quill Spray stacks on allies.
* Bristleback can heavily reduce Oracle's damage output. With it, Oracle may accidentally heal Bristleback with Purifying Flames, especially if Bristleback has bonus magic resistance.
* Guardian Sprint allows Slardar to outrun Bristleback, even when slowed by Viscous Nasal Goo.
* Corrosive Haze's armor reduction makes Bristleback much less tanky.
* Illusion heroes like the aforementioned Phantom Lancer or
Naga Siren, or heroes that tend to buy
Manta Style, like
Luna or
Juggernaut, will give Slardar a hard time, as his damage is single-targeted.
* Heroes with abilities that can save teammates are also effective such as Shadow Demon,
Dazzle,
Oracle,
Bane,
Pugna,
Tusk,
Winter Wyvern,
Io,
Underlord,
Treant Protector and
Keeper of the Light.
* Oracle's reliance on spamming his spells can be easily hindered by Silencer's Arcane Curse.
* Last Word and Global Silence negates Oracle's attempt to save his allies with his spells.
* Fate's Edict is useless against Glaives of Wisdom's pure damage.
* Fortune's End can nullify Arcane Curse,
Last Word, and
Global Silence, if cast at the right time with the right targets.
* Fate's Edict can prevent Silencer from attacking, which he relies on with Glaives of Wisdom, for a lot of his damage.
* Fire Spirits greatly reduces Slardar's already low starting attack speed (which Bash of the Deep relies on), making the laning phase very hard for him and discouraging Slardar from aggressively threatening lane kills.
* Supernova, ignoring Phoenix's lack of armor and Slardar's high damage single hits, is extremely hard for Slardar to take down on his own, especially after being hit by Fire Spirits.
* Icarus Dive is one of the longest distance escape spells in the game, and can help a good Phoenix escape from Slardar before he gets a
Blink Dagger. However, the high cooldown means Phoenix is vulnerable to backstabs from any roamers after said spell is used.
* Slardar can interrupt an Icarus Dive from completing the flight with both of his stuns, however, likely leading to death if Supernova is on cooldown.
* A lot of the items a Phoenix builds throughout the game naturally counter Slardar. Shiva's Guard,
Heaven's Halberd and
Eul's Scepter of Divinity all stall Slardar's normal attacks in some way, while
Spirit Vessel's percentage-based damage is good against his innate durability.
* Phoenix does significant magic damage over time which can either be dispelled or negated by Fate's Edict.
* Oracle's burst damage potential can prove lethal to Phoenix, as they already have to sacrifice health to cast their basic skills.
* Because Oracle uses few, powerful instances of damage to kill enemies, Templar Assassin's
Refraction and
Visage's
Gravekeeper's Cloak can absorb his burst damage.
* Heroes with armor reducing abilities greatly hinder Visage's defense like Slardar and
Dazzle.
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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Slardar
* Phantom Lancer's
Doppelganger has a low cooldown and applies a basic dispel on PL, making it hard to keep Corrosive Haze on him.
Manta Style which provides another basic dispel to remove Corrosive Haze 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.
* Phantom Lancer usually purchases
* Besides Slithereen Crush, Slardar does not have another way to deal with illusions and has a low mana pool, which allows Phantom Lancer with
*
Oracle
* 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.