* Kraken Shell's dispel does not restore mana lost through
Astral Imprisonment, and the stolen mana can really hurt Tidehunter's ability to initiate
*
Arcane Orb high pure damage ignores Tidehunter's Armor, and is barely affected by his Kraken Shell's damage block
* It is also completely unaffected by Anchor Smash, due to it relying on Outworlds Mana pool
*
Sanity's Eclipse is effective on Tidehunter's poor mana pool, While it is reduced by Kraken Shell, the damage reduction is negligible.
*
Arcane Orb deals heavy damage to both Lone Druid and the Spirit Bear.
*
Astral Imprisonment can prevent the Spirit Bear from attacking, which is Lone Druid's main damage output.
*
Sanity's Eclipse deals heavy damage to Lone Druid.
* Heroes with large physical resistance do not counter Muerta's
Pierce the Veil such as
Omniknight or
Tidehunter.
* Heroes that have doubles or clones such as
Arc Warden,
Meepo or
Lone Druid are vulnerable to Muerta's
Gunslinger.
*
Fury Swipes will keep stacking on Tidehunter since it cannot be dispelled by Kraken Shell and its bonus damage cannot be reduced by Anchor Smash.
*
Enrage dispels the slow from Gush, and if upgraded with
Aghanim's Scepter, can even dispel Ravage's stun.
*
Firestorm's percentage damage can quickly demolish the Spirit Bear's high HP
*
Pit of Malice will allow allies to easily kite Lone Druid due to his low mobility
* Tiny can be a serious problem for the distance between Lone Druid and his
Summon Spirit Bear with his
Toss ability, since he will throw one away from the other, giving his team the opportunity to deal with either the
Summon Spirit Bear or Lone Druid himself
* Lone Druid will not always be in his
True Form, since she has her own recharge, which is why Tiny can find him with a
Shadow Blade or
Blink Dagger and kill him in a second with a combination of
Avalanche and
Toss, due to the fact that Lone Druid has a very small health reserve without
True Form
Additional:
* Tiny can be a serious problem for the distance between Lone Druid and his
Summon Spirit Bear with his
Toss ability, since he will throw one away from the other, giving his team the opportunity to deal with either the
Summon Spirit Bear or Lone Druid himself
* Lone Druid will not always be in his
True Form, since she has her own recharge, which is why Tiny can find him with a
Shadow Blade or
Blink Dagger and kill him in a second with a combination of
Avalanche and
Toss, due to the fact that Lone Druid has a very small health reserve without
True Form
* Brewmaster can make the Spirit Bear a much smaller threat with Cinder Brew.
* Cyclone removes the bear from a fight so that his team can easily focus on the hero.
* While most heroes would be worn down by a Spirit Bear
Radiance in the time it takes to kill Lone Druid, Brewmaster is protected in Primal Split.
* Lone Druid and The Spirit Bear cannot burst down Bristleback due to
Bristleback
* Bristleback can easily run to Lone Druid without any hesitation, with
Viscous Nasal Goo to reduce armor and slow the Spirit Bear or Lone Druid and
Quill Spray can deal damage to both Lone Druid and the Spirit Bear at the same time
*
Laser blinds Lone Druid, making his attacks miss.
*
Dark Pact dispels debuffs from Gush, Anchor Smash and even Ravage if timed correctly.
* Kraken Shell cannot restore attributes stolen by
Essence Shift or dispel the leash if he gets
Pounced.
*
Fade Bolt reduces damage output of Anchor Smash.
* Ravage is an easy target to
Spell Steal, so always be sure to use Anchor Smash immediately after Ravage when playing against a Rubick.
* Spells stolen by Rubick are potentially stronger due to the lack of cast animations, his talents, and his passive,
Arcane Supremacy.
* Lone druid's bear attacks on Phoenix's
Supernova Egg don't increase the hit count. Given that Lone Druid's main hero often doesn't have much farm, the
Supernova Egg is less likely to get killed.
* Dazzle easily breaks the position of Lone Druid and his
Summon Spirit Bear with his
Poison Touch, As it always hits from afar and prolongs the slowdown on the
Summon Spirit Bear, which is why he cannot catch up with Dazzle and treat his master with
Spirit Link
* Dazzle helps his team survive the physical attacks of the
Summon Spirit Bear thanks to the treatment from
Shadow Wave and armor from
Bad Juju, which can enable his team to kill Lone Druid
* The Lone Druid
Summon Spirit Bear has a small amount of armor at the start of the game, because of Mid Dazzle, it can very much break through it and prevent Lone Druid from gaining an advantage at the very beginning of the game, giving his team the opportunity to overtake Lone Druid on items for killing him, by type:
Spirit Vessel
Additional:
* Dazzle easily breaks the position of Lone Druid and his
Summon Spirit Bear with his
Poison Touch, As it always hits from afar and prolongs the slowdown on the
Summon Spirit Bear, which is why he cannot catch up with Dazzle and treat his master with
Spirit Link
* Dazzle helps his team survive the physical attacks of the
Summon Spirit Bear thanks to the treatment from
Shadow Wave and armor from
Bad Juju, which can enable his team to kill Lone Druid
* The Lone Druid
Summon Spirit Bear has a small amount of armor at the start of the game, because of Mid Dazzle, it can very much break through it and prevent Lone Druid from gaining an advantage at the very beginning of the game, giving his team the opportunity to overtake Lone Druid on items for killing him, by type:
Spirit Vessel
* Kraken Shell neither dispels nor provides damage reduction against
Spirit Siphon. This ability also drains health based on percentage damage, making Tidehunter's large healthpool a very appealing target. Furthermore, the health gained from the Siphon is independent from the amount of damage dealt, so Death Prophet will always heal a large amount of from Tidehunter's pool even if Tidehunter has magic reduction items or abilities on him, which makes her an untargetable enemy for you as this easily outweights any damage output you can provide.
*
Exorcism is yet another ability from which Kraken Shell provides no useful protection, as the spirits completely ignore the damage block and are unaffected by the dispel. This ability also creates an unfriendly area where your blink will be constantly cancelled, reducing your ability to land a good Ravage.
* Ravage does not stop neither
Spirit Siphon nor
Exorcism, making the ability mostly ineffective against her. Additionally, Death Prophet usually builds
Eul's Scepter of Divinity, which can be used to dodge the stun entirely.
* In the mid-game, Tidehunter relies on
Kraken Shell to stay alive and get his
Ravage off. Apart from Thunder Strike, none of Disruptor's abilities can be dispelled, so it's rather easy to trap him inside Kinetic Field and Static Storm.
* Be mindful, however, that Kraken Shell still makes Tidehunter very tanky, so be sure that you can kill him with your combo or your partners while he is silenced and trapped.
*
Cold Embrace can protect allies from Lone Druid and the Spirit bear, who mainly deal physical damage
*
Winter's Curse can turn Lone Druid and the Spirit Bear against his teammates.
* Both
Gush and
Ravage do little damage against Counterspell.
* Blink helps Anti-Mage escape through
Anchor Smash.
* Tidehunter's small mana pool can be eated by Mana Break, preventing to spam his abilities and ignores the protection from
Kraken Shell.
Additional:
*
Mana Break quickly burns Tidehunter's mana pool, preventing him from spamming his abilities, and Kraken Shell does not mitigate the bonus damage component.
*
Blink allows Anti-Mage to enter combat quickly and safely after Ravage.
* A well-timed
Counterspell can reflect Gush back at Tidehunter.
* Ravage's travel time allows Nyx Assassin to easily stun Tidehunter with
Spiked Carapace.
*
Vendetta can instantly deplete Tidehunter's low mana pool, especially in the early game, potentially preventing Tidehunter from casting Ravage.
* Grimstroke's
Soulbind will always reliably connect onto both of them if they are close together.
* Unless Lone Druid purchases a
Black King Bar for his Spirit Bear, Ensnare will easily kite the Spirit Bear.
* Song of the Siren allows Naga Siren and her team to completely bypass the Spirit Bear and hunt for the Lone Druid himself when starting a fight.
* Lone Druid's lack of innate AoE capabilities mean that Naga Siren's illusions have no problem against him.
* Huskar jumps on the hero without any problems, throwing the
Summon Spirit Bear away from him and forbidding him to beat, which knocks down the regeneration of Lone Druid from the
Spirit Link ability, in addition, Huskar instantly deals fatal damage to Lone Druid, in some cases he does not even have time to squeeze the
True Form
Additional:
* Huskar jumps on the hero without any problems, throwing the
Summon Spirit Bear away from him and forbidding him to beat, which knocks down the regeneration of Lone Druid from the
Spirit Link ability, in addition, Huskar instantly deals fatal damage to Lone Druid, in some cases he does not even have time to squeeze the
True Form
* Chain Frost can deliver high amounts of damage to Lone Druid itself and his bear if they do not separate fast from each other.
Additional:
*
Chain Frost will bounce between Lone Druid and his bear, forcing them to separate or suffer high amounts of damage.
*
Viper STrike cancels out
Kraken Shell and stops the hard dispel from passively activating, preventing Tidehunter from functioning as a frontline tank.
*
Anchor Smash is mostly irrelevant against a ranged hero like Viper.
* Tidehunter relies on the threat of
Ravage, which has an obscenely long cooldown. Viper can exploit the downtime with his short cooldowns.
* Melee heroes who may struggle to get close to Sniper:
Wraith King,
Kunkka,
Doom,
Tidehunter,
Underlord,
Troll Warlord, and etc.
* Infernal Blade deals scaling damage and is useful against high HP targets such as Tidehunter.
*
Doom prevents Tidehunter from casting his
Gush,
Anchor Smash and
Ravage, making him useless in team fights.
* If Doom chooses the Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, he can also disable
Kraken Shell, reducing his survivability.
* Besides
Lone Druid and
Meepo, Doom is potentially good versus every hero since Doom will render any hero helpless for up to 16 seconds. This is particularly true for fragile heroes that heavily rely on mobility to stay alive.
* Lone Druid is essentially two heroes. Dooming one over the other still leaves Lone Druid or his bear able to do their job during a fight. Additionally, Lone Druid is not hindered as much as other heroes by the silence and mute of Doom since the hero relies more on attacks than abilities.
Additional:
* Doom will be very hestitant to use
Doom on the Spirit Bear, and using it on Lone Druid himself will not stop the bear from attacking him especially if True Form has already been used.
*
Devour does not work on the Spirit Bear and pushes the lane so Lone Druid can safely farm under tower.
* Positioning-reliant heroes (
Windranger,
Tidehunter,
Ursa...), since Earth Spirit can disrupt positioning with his Boulder Smash.
*
Pugna:
Decrepify prevent the Spirit bear from attacking or protect allies from it.
* Heroes who relies on high armor such as
Dragon Knight,
Tidehunter, and
Pudge can be melted by Eye of the Storm.
Additional:
* Kraken Shell's dispel does not restore damage stolen by
Static Link, and the stolen damage easily offsets Anchor Smash's damage reduction. Razor can keep attacking Tidehunter from afar, denying his chance to use Anchor Smash.
*
Eye of the Storm melts Tidehunter's armor and makes him much less tanky.
* Razor can chase Tidehunter by himself without relying on actual crowd control ability, so the strong dispel from Kraken Shell is less useful.
*
Timbersaw: Lone Druid will have a hard time dealing with Timbersaw due to his tankiness and high Armor from
Reactive Armor
*
Clinkz,
Sniper,
Lone Druid,
Troll Warlord,
Legion Commander and
Wraith King are some of the Heroes that base themselves on attacks with little or no spell power, so they suffer in the grassy hands of Overgrowth.
*
Mystic Flare can be used to effectively ignore the Spirit Bear entirely and burst Lone Druid during the early mid game.
*
Concussive Shot and
Arcane Bolt will provide vision of Lone Druid allowing for better chase in teamfights before the Spirit Bear can do too much damage.
*
Ancient Seal denies the ability to transform into
True Form and receive bonus HP from the skill.
* 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.
* Morphling can ignore Spirit Bear and shorten the distance to Lone Druid with Waveform.
* Morphling can use his nukes to burst Lone Druid down, provided he is not rooted/disabled by Spirit Bear beforehand.
* Heroes who just want to farm and avoid Lone Druid early will find it very hard to do so when he starts knocking on towers:
Templar Assassin,
Phantom Assassin,
Ember Spirit,
Morphling.
* Luna often builds
Black King Bar, and none of Tidehunter's spells can bypass spell immunity.
* Though
Anchor Smash can weaken Luna's physical damage, it does not weaken her magical damage, which means that
Lucent Beam and
Eclipse deal a lot of magic damage in the early and mid-game, which can bypass Tidehunter's
Kraken Shell.
Additional:
* Luna often builds
Black King Bar, and none of Tidehunter's spells can bypass spell immunity.
* Though
Anchor Smash can weaken Luna's physical damage, it does not weaken her magical damage, which means that
Lucent Beam and
Eclipse deal a lot of magic damage in the early and mid-game, which can bypass Tidehunter's
Kraken Shell.
* 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).
* Heroes that rely on base damage:
Luna,
Phantom Lancer are easily countered with Anchor Smash.
* Heroes that create illusions:
Spectre,
Shadow Demon,
Phantom Lancer,
Naga Siren,
Chaos Knight,
Terrorblade) or bring other units into the fight (such as
Nature's Prophet,
Lone Druid,
Chen,
Enchantress,
Meepo and
Arc Warden) can cause Eclipse to strike the illusions/summons unintentionally. However, in many cases Moon Glaives can resolve this issue and eliminate them before activating Eclipse, but that will require lots of farming for right-click items.
*
Gush can make Crystal Maiden's already weak armor even weaker.
*
Kraken Shell can dispel Frostbite, preventing him from getting stuck inside Freezing Field.
*
Ravage is very useful for interrupting Freezing Field, even while Crystal Maiden is under the effects of
Glimmer Cape. Crystal Maiden must purchase a
Black King Bar, which is far more costly.
* 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.
* Most summons and illusions can barely hurt Tidehunter at all, after their attacks get reduced by Anchor Smash and blocked by Kraken Shell:
Nature's Prophet,
Enigma
* Also Ravage's large area of effect and damage can easily damage all those units at once, or just straight up clear them.
* Once caught in Bear's Entangle, Nature's Prophet cannot escape with
Teleportation.
* Heroes such as
Lone Druid,
Tidehunter and
Viper can be very problematic for Phantom Assassin because they give her very little time to farm and become scary.
* Heroes such as
Lone Druid,
Tidehunter and
Viper can be very problematic for Phantom Assassin because they give her very little time to farm and become scary.
*
Tidehunter is a core builder of
Pipe of Insight. Along with natural high health pool, it's tough to burst the Leviathan down.
*
Kraken Shell thwarts long disables attempts if
Tidehunter receives enough damage.
*
Gush and
Ravage long cast and reach ranges will effortlessly hit
Lion, either bursting him down or making him extremely vulnerable and worn in matter of seconds.
* Visage's Familiars cannot penetrate
Kraken Shell and will do almost no damage to
Tidehunter even with
Medallion of Courage or
Solar Crest.
*
Anchor Smash's bonus damage has the potential to kill Familiars.
* Because of his weak laning phase, Lone Druid absolutely overpowers him in the early to mid game. Lone Druid also directly counters most of his abilities.
*
Flux is nullified when the Spirit Bear is nearby.
*
Spark Wraith can get soaked by the bear.
* Lone Druid can easily go inside
Magnetic Field and punish Zet.
* Vengeful Spirit should carefully consider whether to use her Nether Swap on Tidehunter, as it can easily position him for a
Ravage on Vengeful Spirit and her allies.
* Due to Magic Missile's high damage,
Kraken Shell will often proc and clear Tidehunter's debuffs.
*
Kraken Shell dispels Fiend's Grip, wasting it easily. Additionally, in late game, it secures premature dispell of a level 4 Nightmare, in case of continuous Bane's rightclicks.
* Enfeeble only reduces distance of
Gush, but not of
Anchor Smash or
Ravage, and thanks again to
Kraken Shell, is easily dispellable for him in team fights.
*
Ravage affects large area, effectively reaching Bane's spot for applying Fiend's Grip, even with Glimmer Cape, Aether Lens and/or Aghanim's Scepter.
Additional:
* Kraken Shell dispels
Fiend's Grip, wasting it easily.
* Tidehunter takes close to no damage from Undying's zombies once he maxes out his
Kraken Shell, especially if he gets the level 20 Kraken Shell upgrading talent. This might allow him to blink away to safety.
* Kraken Shell is very useful against
Sticky Napalm and
Flamebreak, easily dispelling them regularly.
* Tidehunter is probably the worst hero to target with
Flaming Lasso, as Kraken Shell will remove it and Tidehunter often survives long enough to cast Ravage in the middle of Batrider's team. At the same time, if Batrider initiates on his teammate, Tidehunter will have the perfect opportunity to counter-initiate.
Additional:
*
Kraken Shell can dispel Flaming Lasso.
* If Batrider drags Tidehunter back towards his team, it can be setup for a well placed
Ravage.
*
Kraken Shell makes Tidehunter take nearly no damage from Spiderlings.
*
Anchor Smash kills Spiderlings in one or two casts, should Broodmother try to swarm Tidehunter with them.
* True Form gives Lone Druid a huge amount of health that no amount of
Ball Lightning will chip through.
*
Entangling Claws can mean a very quick end to the Storm Spirit as it prevents him from using
Ball Lightning all together.
* Storm Spirit is a single target nuker, with the Shard Lone Druid can always fear him away from himself or the bear, defending the target he does not go on. This is assuming he cannot try and proc his entangle or a potential
Skull Basher.
* Alchemist likes to farm fast and be ahead, unfortunately Lone Druid likes to do the same by taking towers.
*
Acid Spray will never prove a threat to Lone Druid or his Spirit Bear.
*
Chemical Rage may not prove so useful once Lone Druid procs entangled keeping him in place.
*
Monkey King Bar is a very good choice on Lone Druid's Spirit Bear and it directly counters any potential
Radiance from Alchemist.
*
Assault Cuirass is another very good Spirit Bear item that further makes Alchemist vulnerable to physical damage, which is all Lone Druid does.
* Alchemist is not the kind of hero who wants to go on single target summon units, by the time he has killed the Spirit Bear his teammates might had already been slayed by his teammates. Not to mention Lone Druid can just resummon it, even if he is successful.
*
Kraken Shell dispels both Shadowraze's damage amplification stacks and Requiem of Soul's damage reduction (provided Tidehunter has taken enough damage).
*
Ravage cancels Requiem of Souls if Shadow Fiend isn't protected by
Black King Bar.
Additional:
* Kraken Shell dispels the damage amplification stacks of
Shadowraze as well as the damage reduction from
Requiem of Souls (provided he has taken enough damage).
* Anchor Smash reduces Shadow Fiend's large attack damage, Kraken Shell makes Tidehunter the last target Shadow Fiend wants to attack.
* Ravage can easily cancel
Requiem of Souls if Shadow Fiend isn't protected by
Black King Bar.
*
Ravage, being an AoE disable, cancels Epicenter's channeling from a long range, limiting his potential to counter-initiate.
* This can be remedied, however, by first using a
Black King Bar, then channel Epicenter, then finally initiate with
Blink Dagger.
*
Kraken Shell can easily dispel Shackleshot after he has taken a certain threshold of damage.
*
Ravage provides excellent lockdown against Windranger, allowing his teammates to kite her throughout the game.
* When Tidehunter has
Aghanim's Shard, he will gain access to
Dead in the Water, allowing him to lock down Windranger at any time. When Windranger tries to move away from the anchor with Windrun, she will be effectively slowed, preventing her from escaping.
Additional:
* Kraken Shell easily dispels the lengthy stun from
Shackleshot.
* Kraken Shell (and possibly Anchor Smash) blocks huge amount of damage from
Focus Fire.
* Anchor Smash is one of the few sources of True Strike, which means Tidehunter can deal significant damage through
Windrun, while also reducing Windranger's damage output.
*
Kraken Shell can dispel Dismember after reaching a certain threshold of damage.
* Tidehunter's naturally high health, strength gain, and common itemization for survivability through magic resistance makes Tidehunter a poor target.
* Lone Druid has a huge reserve of health on the
Summon Spirit Bear and a quick regeneration of his health with the help of
Spirit Link, which makes Puck's magical abilities almost useless, since they cannot break through such a large pool of health.
* The ability of the
Summon Spirit Bear and in the
True Form of the Lone Druid,
Entangling Claws, allows him to catch Puck when it releases the
Illusory Orb, since Puck will not be able to apply
Ethereal Jaunt during the root.
Additional:
* Lone Druid has a huge reserve of health on the
Summon Spirit Bear and a quick regeneration of his health with the help of
Spirit Link, which makes the Puck's magical abilities useless, since they cannot break through such a large pool of health
* The ability of the
Summon Spirit Bear and in the
True Form of the Lone Druid
Entangling Claws allows you to catch Puck when he released the
Illusory Orb, since Puck will not be able to apply
Ethereal Jaunt during the root action
* Savage Roar interrupts
Starbreaker.
* Dawnbreaker is a slow moving hero. Although tanky, Lone Druid can eventually wear her down with his better movement speed.
* Lone Druid becomes unkillable and impenetrable for Ember Spirit on the central line, as it has a huge reserve of health from the
Summon Spirit Bear and a large regeneration from
Spirit Link, which is why
Sleight of Fist practically does not break through either one or the other on the line, and Lone Druid at this time can easily expel Ember Spirit from the line, push and gain gold and level
*
Entangling Claws and
Savage Roar abilities completely disable Ember Spirit's ability to dodge abilities or get out of an unpleasant fight for him on
Fire Remnant, which can give the Lone Druid team the opportunity to kill him
Additional:
* Lone Druid becomes unkillable and impenetrable for Ember Spirit on the central line, as it has a huge reserve of health from the
Summon Spirit Bear and a large regeneration from
Spirit Link, which is why
Sleight of Fist practically does not break through either one or the other on the line, and Lone Druid at this time can easily expel Ember Spirit from the line, push and gain gold and level
*
Entangling Claws and
Savage Roar abilities completely disable Ember Spirit's ability to dodge abilities or get out of an unpleasant fight for him on
Fire Remnant, which can give the Lone Druid team the opportunity to kill him
* Lone Druid has a very large reserve of health against Invoker abilities, this allows him to survive a large number of attacks from Invoker and kill him, also
Entangling Claws reveal invisibility from
Ghost Walk, which allows the Lone Druid team to catch the popular QW-Invoker
Additional:
* Lone Druid has a very large reserve of health against Invoker abilities, this allows him to survive a large number of attacks from Invoker and kill him, also
Entangling Claws reveal invisibility from
Ghost Walk, which allows the Lone Druid team to catch the popular QW-Invoker
* Kraken Shell dispels
Dual Breath,
Ice Path,
Liquid Frost,
Liquid Fire and even
Macropyre's Burn.
* It also completely negates the damage from Liquid Fire and Ice path, while heavily reducing the damage from all of his other abilities
* Jakiro is a naturally slow hero, Gush will allow you to easily catch him, while also reducing his Armor
*
Kraken Shell grants him massive physical attack protection
*
Anchor Smash will wipe the area, clearing Lycan's wolves.
* Heroes who just want to farm and avoid Lone Druid early will find it very hard to do so when he starts knocking on towers:
Templar Assassin,
Phantom Assassin,
Ember Spirit,
Morphling.
* Heroes who can fight back easily are not ideal matchups for Sven, such as
Troll Warlord as mentioned above,
Lone Druid and
Templar Assassin.
*
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.
* Durable heroes:
Axe,
Dawnbreaker,
Bristleback,
Mars,
Omniknight,
Tidehunter,
Wraith King,
Primal Beast,
Underlord.
* Heroes that excel at grouping up with their team very early will be able to take advantage of a Clinkz that tries to pick off heroes that are alone:
Brewmaster,
Dazzle,
Tidehunter.
* 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.
* 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.
* Nukers who have set amounts of damage will really struggle against Lone Druid especially in True Form:
Puck,
Void Spirit,
Mars.
* Other heroes who has armor and slow debuffs won't allow Medusa to disengage from combat:
Tidehunter,
Bristleback,
Slardar.
* Nukers who have set amounts of damage will really struggle against Lone Druid especially in True Form:
Puck,
Void Spirit,
Mars.
* Heroes who can stun multiple units at once:
Dark Willow,
Spirit Breaker,
Slardar,
Invoker, and
Tidehunter.
*
Chaos Knight,
Lone Druid,
Meepo and
Arc Warden can be hard targets since Shadow Demon's spells are ill-suited to fight many enemies at once.
*
Tidehunter with
Kraken Shell when damage received reaches the threshold.
* 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.
* Most summons and illusions can barely hurt Tidehunter at all, after their attacks get reduced by Anchor Smash and blocked by Kraken Shell:
Nature's Prophet,
Enigma
* Also Ravage's large area of effect and damage can easily damage all those units at once, or just straight up clear them.
Additional:
* Tidehunter's
Anchor Smash will cripple all of Enigma's Eidolons, and at a higher level, Tidehunter will be capable to instantly kill the whole group of them for a boost of gold.
*
Kraken Shell negates Eidolons's damage and Enigma's auto attacks, making laning against Tidehunter nearly impossible for Enigma.
*
Ravage has an insane radius, and considering that Enigma is prone to waiting around for a
Blink Dagger and
Black King Bar combo,
Ravage's stun may catch Enigma off guard and put
Blink Dagger on cooldown, limiting him a crucial teamfight time.
* 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.
*
Riki:
Smoke Screen can prevent Lone Druid from using True Form and Savage Roar, additionally it cause the spirit bear to miss on attacks which reduce the chances of getting rooted from it, with diffusal Blade, he can keep Lone Druid or the Spirit Bear inside the Smoke.
* Riki doesn't deal burst damage.Durable heroes (
Axe,
Tidehunter etc.) will usually survive a jump from him,move out of Smoke Screen and potentially retaliate.
* Kraken Shell provides no protection against
Omnislash or
Swiftslash.
* If timed correctly,
Omnislash,
Swiftslash and
Blade Fury are all capable of dodging Ravage, giving Juggernaut several tools to render your strongest ability moot.
*
Blade Fury is an effective way to harass Tidehunter in the laning stage as Tidehunter has no means of getting Juggernaut away from him.
Healing Ward also greatly minimizes Tidehunter's ability to harass Juggernaut.
*
Blade Dance minimizes the effectiveness of Anchor Smash's damage reduction.
*
Omnislash spreads on both the bear and the druid, allowing them to survive.With enough levels,the bear can soak the ability alone and possibly dragging him to a dangerous location.
* Juggernaut cannot manfight the duo in the early game,because of their tankiness. If opposed in lane,Lone Druid can shut him down.
* Paralyzing Cask is likely to bounce between him and his bear every single time.
* Lone Druid's lack of mobility makes him vulnerable to Death Ward and Maledict.
*
Kraken Shell dispels the stun from Paralyzing Cask. However, it does not dispel the damage from Maledict.
* Once Witch Doctor first uses his Death Ward in team fights, Tidehunter can simply cancel it with
Ravage, turning the tables against him, especially if Witch Doctor does not have a
Black King Bar.
* As a precaution, Witch Doctor should let Tidehunter use Ravage first before channeling Death Ward to turn a team fight in his favor.
* 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.
*
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.
* Reality Rift lets Chaos Knight bypass the Spirit Bear and jump onto Lone Druid.
* The Spirit Bear's lack of scaling means it dies quickly to Chaos Knight during the late-game.
*
Ravage damages and disables Chaos Knight and his illusions.
*
Anchor Smash deals respectable area damage, especially to Phantasms and lowers Chaos Knight's damage output.
*
Kraken Shell dispels Chaos Bolt and Reality Rift while providing protection from damage.
* Heroes with low mana pools (eg.
Doom and
Tidehunter) will feel the effects of Silencer's Intelligence Steal far more than others.
* Heroes who rely on passive abilities and attacks, such as
Drow Ranger,
Wraith King, and
Lone Druid, can render Silencer useless. But remember that a smart Silencer will most likely buy
Silver Edge to counter this if he is played as carry.
Additional:
* Silencer's disables are useless on Lone Druid since he is more reliant on physical attacks rather than spells.
* Silencer has poor mobility so Lone Druid can run him down.
* Lone Druid's Shard will remove most of Silencer's spells once used.
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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Tidehunter
* No matter how Tidehunter builds tanky items such as (
Guardian Greaves,
Crimson Guard or
Pipe of Insight), all it needs is for him to fall below a certain percentage of health for him to fall to Reaper's Scythe.
Lone Druid
*
Ghost Shroud can be use both offensively to slow Lone Druid or Defensively to prevent Lone Druid and The Spirit Bear from attacking him.
Heartstopper aura burns the Spirit bear High HP over time. Additionally, it can deal decent damage to Lone Druid during his True Form.
*