* 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.
*
Crypt Swarm helps clear waves of Treants.
*
Silence prevents Nature's Prophet from using Sprout or Teleportation.
*
Exorcism kills Treants with ease.
Additional:
*
Crypt Swarm helps clear waves of Treants.
*
Silence prevents Nature's Prophet from using Sprout or Teleportation.
*
Exorcism kills Treants with ease.
* 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.
* Heroes with invisibility: (
Riki,
Clinkz,
Nyx Assassin.
*
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.
* Pounce also stops
Nature's Prophet's
Teleportation.
* Heroes with large physical resistance do not counter Muerta's
Pierce the Veil such as
Omniknight or
Tidehunter.
* Nature's Prophet's
Sprout can be broken by Muerta's
Dead Shot.
*
Gunslinger will quickly dispatch of the Treants from
Nature's Call.
*
The Calling will greatly reduce the potential damage Treants can do.
* 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.
* Anti-Mage's high mobility from Blink and tendency to build
Battle Fury makes him strong against split-pushing heroes:
Nature's Prophet,
Tinker, and
Arc Warden.
* Clockwerk's long range initiation and catch makes it incredibly difficult for Nature's Prophet to split push and show on the map alone.
*
Rocket Flare can be used to scout Nature's Prophet if he is hiding in the forest, and can provide vision inside of Sprout.
* Once caught in Bear's Entangle, Nature's Prophet cannot escape with
Teleportation.
* 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.
* Nature's Prophet treants can be cleared by Ignite or Multicast
Hand of Midas
* Fireblast and Unrefined Fireblast prevents Nature's Prophet from using
Teleportation.
* 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.
* 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.
Additional:
* 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.
*
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.
* Starbreaker and Celestial Hammer does high AoE damage which easily clears {U:Treant}, shutting down most of Nature's Prophets damage and pushing power.
* Dawnbreaker can teleport to deal with split-pushing Nature's Prophet and rejoin her team with Solar Guardian when they require it.
* Since Starbreaker clears trees in its path followed by a stun at the end Nature's Prophet will be unable to escape the dangerous situation by using
Sprout on himself and teleporting away with either
Teleportation or
Town Portal Scroll.
Additional:
* Starbreaker and Celestial Hammer does high AoE damage which easily clears {U:Treant}, shutting down most of Nature's Prophets damage and pushing power.
* Dawnbreaker can teleport to deal with split-pushing Nature's Prophet and rejoin her team with Solar Guardian when they require it.
* Since Starbreaker clears trees in its path followed by a stun at the end Nature's Prophet will be unable to escape the dangerous situation by using
Sprout on himself and teleporting away with either
Teleportation or
Town Portal Scroll.
* 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.
* Treants increase Echo Slam's damage.
* Earthshaker's AoE stuns can hit Nature's Prophet through
Sprout, without having direct line of sight, in order to interrupt
Teleportation.
Additional:
*
Echo Slam can do a lot of damage to Nature's Prophet and his teammates if they stand close to his Treants.
*
Astral Spirit can give Elder Titan a lot of damage and movement speed if Nature's Prophet sends all of his Treants together.
* Not only does
Echo Stomp prevent Nature's Prophet from escaping using Teleportation, but
Astral Spirit can be used to bypass Sprout and cancel Teleportation with it's own
Echo Stomp from long distances.
*
Earth Splitter can clear Nature's Prophet's Treants effectively.
*
Sleight of Fist with
Battle Fury deals a lot of damage to Nature's Prophet's team if they stand close to his Treants, as well as killing all the Treants with ease.
* Ember Spirit with
Fire Remnant and
Boots of Travel can be very active around the map, which enables him to quickly teleport and defend the objective Nature's Prophet is attacking whenever he tries to push.
Additional:
* Ember Spirit can easily deal with
Nature's Call by using his Flame Guard and with
Battle Fury. He also has multiple ways of escaping
Sprout. Additionally, Ember Spirit can break
Sprout's trees with Activate Fire Remnant and interrupt
Teleportation with Searing Chains.
*
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.
*
Time Walk can get out to Sprout.
*
Chronosphere will interupt his Teleportation and Faceless Void's can attack kill him within
Chronosphere.
*
Sprout will not protect Nature's Prophet from Huskar if he has already locked on with Life Break.
* Even a farmed Nature's Prophet is usually not durable enough to fight Huskar alone.
* Berserker's Call and Counter Helix will still hit targets inside of a defensive
Sprout.
* Counter Helix clears treants in no time.
* Nature's Prophet's low damage is unlikely to hurt Axe until the very late game.
* Nature's Prophet's low mobility makes him very easy for Axe to chase down or initiate, especially when affected by Battle Hunger.
*
Firestorm makes quick work of Treants and
Atrophy Aura gives him temporary damage for every Treant killed.
*
Pit of Malice can stop Teleportation channeling.
*
Atrophy Aura greatly reduces Nature's Prophet's damage and he has no other good way to deal damage.
*
Fiend's Gate can counter split-pushing, which is something that Nature's Prophet relies on a lot.
Fiend's Gate can also be used to either escape from Nature's Prophet or to prepare an ambush on Nature's Prophet, and outside from Nature's Wrath, Nature's Prophet has no other ways to intercept arrivals with
Fiend's Gate.
* Tinker has great map presence because of
Keen Conveyance and
Rearm, which means he can always teleport and defend towers whenever Nature's Prophet tries to push.
*
Laser prevents Nature's Prophet from attacking. Additionally, even with
Monkey King Bar, Nature's Prophet cannot hit towers and buildings during the effect.
* All three of Timbersaw’s abilities give him an easy way out of Sprout, and can also destroy nearby trees so Nature's Prophet can’t spawn Treants.
* If Prophet tries to escape with a self Sprout/Teleport, Timbersaw can easily cut down all its trees to get to him and deal increased
Whirling Death damage as well.
*
Chakram heavily discourages teleports.
* Timbersaw is quite well suited to clearing massive waves of Treants almost instantly with all of his area of effect pure damage abilities, preventing Nature's Prophet from pushing.
* Treants can give Reactive Armor many charges quite quickly.
Additional:
* Timbersaw can easily cut down trees from
Sprout, making it very difficult for Nature's Prophet to teleport away or trap enemies.
* Timbersaw's abilities quickly clear out treants.
*
Reactive Armor negates most of the damage of Nature's Prophet's treants, and Timbersaw can often allow himself to be attacked in order to heal himself.
* Naga Siren is a natural split-pusher. With a
Radiance equipped, she will easily keep the lanes pushed out, therefore keeping backdoor protection enabled and preventing Nature's Prophet from dealing building damage.
*
Ensnare can prevent Teleportation.
Aghanim's Scepter upgraded
Ensnare can also affect Nature's Prophet even if he is spell immune. And
Reel In from
Aghanim's Scepter can also be used to separate Nature's Prophet from his treant and bring him close to Naga Siren and her team to burst him down.
*
Song of the Siren will stop Nature's Prophet from escaping even if he has hidden inside of Sprout.
Aghanim's Shard upgraded
Song of the Siren can also heal her allies and save them from Nature's Prophet.
Additional:
* Naga Siren is a natural split-pusher. With Rip Tide, she will easily out-push Nature's Prophet, farming his treants in the process.
*
Ensnare prevents
Teleportation. Even if he hides inside
Sprout, Song of the Siren lasts long enough to prevent him from escaping.
*
Ball Lightning can be used to clear Nature's Prophet's Treants and easily destroys Sprout.
*
Electric Vortex prevents Nature's Prophet's escaping using Teleportation.
*
Sprout can't stop her to Rebound.
* Treants can be used as targets for Rebound and Dispose as well.
*
Shadow Step's low cooldown allows Spectre to teleport to him whenever he decides to push.
*
Spectral Dagger allows Spectre to go through Sprout's trees and stun Nature's Prophet if she has a
Skull Basher or
Abyssal Blade.
* Spectre loves buying
Radiance, which can kill Nature's Prophet's Treants easily.
Additional:
* Spectre can get to him anywhere on the map with
Haunt.
* Spectre can pass through his trees with
Spectral Dagger.
*
Desolate's damage will melt him quickly, as he's alone most of the time.
* 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.
*
Moon Glaives and
Lunar Blessing help Luna quickly kill Nature's Prophet's treants.
* Luna can easily cancel Teleportation with her
Lucent Beam.
* Even though Nature's Prophet can evade all of Luna's abilities with
Shadow Blade, a smart Luna will always buy
Dust of Appearance to provide vision on Shadow Fiend to her and her team.
Additional:
*
Moon Glaives and
Lunar Blessing help Luna quickly kill Nature's Prophet's treants.
Aghanim's Shard upgraded
Moon Glaives can also reduce damage Nature's Prophet will inflict on Luna while they are active.
* Luna can easily cancel Teleportation with her
Lucent Beam.
* Even though Nature's Prophet can evade all of Luna's abilities with
Shadow Blade, a smart Luna will always buy
Dust of Appearance to provide vision on Nature's Prophet to her and her team.
* 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.
* 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 that rely on summons will suffer against Ion Shell, which kills them very quickly:
Beastmaster,
Broodmother,
Enigma,
Nature's Prophet,
Visage,
Warlock,
Wraith King.
* Heroes who summon multiple units that are not spell immune.
Nature's Prophet,
Lycan,
Beastmaster
* Heroes with low mana pools (eg.
Doom and
Tidehunter) will feel the effects of Silencer's Intelligence Steal far more than others.
* 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.
* Heroes who lack burst damage will have a hard time against Mars:
Phantom Lancer,
Nature's Prophet,
Lich.
* Positioning-reliant heroes (
Windranger,
Tidehunter,
Ursa...), since Earth Spirit can disrupt positioning with his Boulder Smash.
* 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.
Additional:
* Lina can easily prevent Nature's Prophet's Teleportation escape attempts with
Light Strike Array, and can clear Sprout's trees instantly.
* Lina's
Dragon Slave and
Light Strike Array can kill Nature's Prophet's Treants.
* Heroes who have summons, which can be quickly cleared by his powerful area of effect skill:
Nature's Prophet,
Enigma,
Lycan
* Heroes that have AoE damage:
Lina,
Keeper of the Light,
Timbersaw,
Leshrac,
Bristleback,
Axe.
* Heroes that have AoE damage:
Lina,
Keeper of the Light,
Timbersaw,
Leshrac,
Bristleback,
Axe.
* Similarly, heroes with low cooldown teleports can be afraid to split push against X Marks the Spot, such as
Tinker and
Nature's Prophet.
* In general, highly mobile heroes like
Earth Spirit or
Storm Spirit are at a disadvantage against X Marks the Spot.
* Similarly, heroes with low cooldown teleports can be afraid to split push against X Marks the Spot, such as
Tinker and
Nature's Prophet.
* Mass summoning heroes:
Broodmother,
Nature's Prophet and
Enigma all have summons Puck can clear with Illusory Orb and Waning Rift instantly, due to their summons having low health.
*
Broodmother,
Nature's Prophet,
Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
* Heroes who produce many summons will have a hard time against Storm's Dispel Magic during teamfight:
Broodmother,
Enigma,
Nature's Prophet.
* Meepo can net Nature's Prophet's treants with
Earthbind and then
Poof them, putting an end to his pushing.
* Skilled
Meepos can rival and even exceed Nature's Prophet's global presence by combining
Poof with
Boots of Travel, meaning that he can not only stop his push, but also can kill him if he is not careful.
* Heroes who can stun multiple units at once:
Dark Willow,
Spirit Breaker,
Slardar,
Invoker, and
Tidehunter.
*
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.
* Heroes who do not have nor rely on passive abilities make Nethertoxin much less effective:
Clinkz,
Pugna,
Nature's Prophet,
Dark Seer,
Lycan,
Tusk
*
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.
* Heroes with plenty of summons, such as
Broodmother or
Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
*
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.
* Heroes with illusions and summons can swarm and overwhelm Bane, who has no area abilities to deal with them outside from
Aghanim's Shard upgraded
Brain Sap:
Broodmother,
Chaos Knight,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Terrorblade,
Visage,
Warlock,
Wraith King.
*
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.
* Heroes with many summons or illusions are much harder to catch with Meat Hook:
Nature's Prophet,
Phantom Lancer,
Chen.
* Sprout with True Sight items (
Sentry Ward or
Dust of Appearance) make it possible to trap Weaver in lane, unless he buys
Quelling Blade or until he unlocks
Time Lapse.
*
The Swarm beetles can be destroyed with Nature's Prophet's Treants.
*
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.
*
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.
* 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.
* Chain Frost can bounce to the treants that Nature's Prophet summons.
* Nature's Prophet's
Sprout can be used to isolate and burst down the squishy Lich.
Additional:
* His treants can prevent
Chain Frost from jumping to Nature's Prophet or his allies.
* Nature's Prophet's Nature's Call can destroy trees that Treant Protecter is hiding in, revealing him.
*
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.
*
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.
*
Kraken Shell grants him massive physical attack protection
*
Anchor Smash will wipe the area, clearing Lycan's wolves.
*
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.
* 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.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
* Other heroes who has armor and slow debuffs won't allow Medusa to disengage from combat:
Tidehunter,
Bristleback,
Slardar.
* Any hero that can outrange Plague Ward can neutralize them without putting themselves at risk of receiving Poison Sting:
Arc Warden,
Chen,
Clinkz,
Drow Ranger,
Lina,
Mirana,
Nature's Prophet,
Pugna and
Sniper.
* Special mention to heroes that outrange Plague Ward after obtaining talents that increase attack range.
Additional:
* Teleportation allows Natures Prophet to save himself from the damage over time of
Venomous Gale,
Poison Sting and
Poison Nova.
*
Plague Wards can be destroyed with Nature's Prophet's Treants.
* Heroes who can summon illusions and summons because Terrorblade has no abilities to deal with multiple enemies at once outside Reflection:
Shadow Shaman,
Naga Siren,
Broodmother,
Lycan,
Enigma,
Chaos Knight,
Phantom Lancer,
Shadow Demon,
Dark Seer,
Nature's Prophet,
Invoker,
Morphling,
Visage,
Grimstroke with
Aghanim's Scepter.
* 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.
* Heroes with summons or illusions makes Sacred Arrow harder to land:
Shadow Demon,
Phantom Lancer,
Nature's Prophet.
* Spirit Breaker can chase Nature's Prophet from anywhere on the map with
Charge of Darkness, making it hard for Nature's Prophet to split-push.
*
Charge of Darkness and
Nether Strike gives vision of Nature's Prophet when he tries to Sprout himself and teleport away.
Additional:
* Charge of Darkness allows Spirit Breaker to catch Nature's Prophet out when he tries to split push.
* Nature's Prophet can't hide in his
Sprout against Spirit Breaker, as his Charge of Darkness provides vision on its target.
* Spirit Breaker can easily cancel Nature's Prophet's
Teleportation.
* Durable heroes:
Axe,
Dawnbreaker,
Bristleback,
Mars,
Omniknight,
Tidehunter,
Wraith King,
Primal Beast,
Underlord.
* Heroes with summons and illusions as Spirit Breaker has no strong AoE capabilities to deal with them:
Chaos Knight,
Phantom Lancer,
Terrorblade,
Naga Siren,
Broodmother,
Warlock,
Visage,
Nature's Prophet,
Shadow Shaman,
Lycan,
Wraith King.
* Nature's Prophet's low mobility and health pool allow Phantom Assassin to destroy him in the early game.
* Phantom Strike allows Phantom Assassin to jump in and out of
Sprout, provided she has vision.
* 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 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.
* Nature's Prophet has no innate way to deal with
Gravekeeper's Cloak or kill {U:Familiar}s effectively.
* Familiars can fly over the trees created by Sprout. They can also use
Stone Form when Nature's Prophet is trying to use Teleportation.
*
Aghanim's Shard upgraded
Stone Form alow allows Visage himself to stun Nature's Prophet whenever he is trying to use Teleportation.
*
Aghanim's Scepter gives Visage
Silent as the Grave ability, which allows him and his {U:Familiar}s to either escape from Nature's Prophet or give him a surprise attack.
Additional:
* Nature's Prophet has no natural method of dealing with Gravekeeper's Cloak and Familiars.
* Familiar's low base attack time can chip away Nature Prophet's health.
* Familiar's Stone Form destroys trees created by
Sprout.
* Familiars can scout woods and foggy areas where Nature's Prophet is trying to use
Teleportation.
* 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.
* Undying's
Tombstone will cheerfully chew through treants, incidentally netting you some extra income during fights.
* The above interaction tends to ensure that skirmishes are heavily populated with units, thereby buffing
Soul Rip
* 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.
* Heroes with cleave damage:
Sven,
Magnus,
Kunkka.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
* Melee heroes who may struggle to get close to Sniper:
Wraith King,
Kunkka,
Doom,
Tidehunter,
Underlord,
Troll Warlord, and etc.
* Heroes with high mobility can approach Sniper:
Anti-Mage,
Earth Spirit,
Io,
Nature's Prophet,
Pangolier,
Puck,
Queen of Pain and most notably
Riki.
* 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.
*
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.
* Shadow Fiend can easily farm his treants and get easy Necromastery Stacks.
* If Shadow Fiend buys
Boots of Travel and
Shadow Blade, he can counteract Nature's Prophet's split-push.
*
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.
* With Caustic Finale, Sand King can easily kill the treants from
Nature's Call.
* Burrowstrike allows Sand King to prevent Nature's Prophet from using
Teleportation inside of his
Sprout.
Additional:
* Sand King's
Caustic Finale combined with
Sand Storm will kill Treants easily.
* Sand King can interrupt Teleportation with
Burrowstrike, even through Sprout.
*
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.
* Heroes with invisibility: (
Riki,
Clinkz,
Nyx Assassin.
* 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.
*
Sprout will not protect Nature's Prophet from Tree Dance.
* Boundless Strike will interrupt attempts at
Teleportation, and can reach Nature's Prophet inside the tree line.
* Nature's Prophet's Natures's Call can destroy trees while Monkey King is standing on them with
Tree Dance, which will stun him for a good deal of time.
* Heroes with cleave damage:
Sven,
Magnus,
Kunkka.
* 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.
*
Legion Commander's
Overwhelming Odds deals damage for every Treant it hits, which allows it to easily wipe out large waves of them.
* Heroes with global abilities can give Legion Commander's opponent an edge in Duels from anywhere on the map:
Nature's Prophet,
Ancient Apparition,
Zeus,
Invoker,
Treant Protector
* 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.
*
Nature's Call can be used to tank
Omnislash in the early to mid game due to their high health pool combined.
*
Sprout can trap Juggernaut, even if he is using
Blade Fury. Aghanim's Shard upgraded
Sprout can also prevent Juggernaut from escaping if he buys
Battle Fury.
* Once Nature's prophet reach lv 20 with leash talent on
Sprout, he can stop Juggernaut from escaping with
Blade Fury and TPing away.
* Nature's Prophet can farm and push much faster than Juggernaut, acquiring map control before he can do much.
* Jakiro's
Macropyre can help him to escape from Sprout and quickly clears Treants.
* Jakiro can disrupt Nature's Prophet's escape attempt with Sprout and Teleportation by using
Ice Path.
Additional:
* Jakiro's skill arsenal can ruin Nature's Prophet's gameplay: Dual Breath and Liquid Fire can clear treants from
Nature's Call while simultaneously slowing Nature's Prophet, Ice Path can disrupt Nature's Prophet's escaping attempt with
Teleportation, and Macropyre can easily clear treants from
Nature's Call.
* Jakiro is a common
Hurricane Pike wielder, which allows him to escape from
Sprout.
* 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
*
Io can use
Relocate with an ally to gank Nature's Prophet whenever he tries to push.
Additional:
* Nature's Prophet is extremely easy to gank with Relocate while he's split pushing.
* Tether on a friendly unit can destroy Nature Prophet's trees should he surround himself with
Sprout as a defense.
* Heroes with both illusions and summons, for Io has nothing to deal with multiple enemies at once outside from Spirits's weak area-of-effect:
Beastmaster,
Broodmother,
Chaos Knight,
Lycan,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Shadow Shaman,
Terrorblade,
Visage,
Warlock,
Wraith King.
* Heroes with invisibility: (
Riki,
Clinkz,
Nyx Assassin.
Additional:
* Nature's Prophet is often by himself. Clinkz can use invisibility to hunt him down and kill him, although a Quelling Blade may be needed to cut through his
Sprout. Orchid Malevolence may also be needed if 3-4 seconds are not enough time to kill him, as he can teleport away.
* Clinkz can match Nature's Prophet's ability to split push.
* 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.
* Broodmother can destroy Nature's Prophet's Treants with
Spawn Spiderlings and summon spiderlings in their place.
* Broodmother loves buying
Orchid Malevolence, which can prevent Nature's Prophet from escaping with Sprout and Teleportation.
Additional:
*
Sprout cannot protect Nature's Prophet if Broodmother puts down a web.
* Nature's Prophet's low mobility means he is defenseless against Silken Bola.
* Spiderlings can absorb much of the damage from
Wrath of Nature.
*
Aghanim's Scepter gives Broodmother access to
Spinner's Snare, which allows her to create invisible lines on her webs from
Spin Web that will root Nature's Prophet, deal damage over time to Nature's Prophet and reveal Nature's Prophet if he unwittingly steps on them, disrupting his attempts to perform surprise attacks on Broodmother's allies with
Silver Edge and also prevent him from using
Silver Edge to esacape, while also alerting Broodmother on his attempts to ambush her and her allies.
*
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.
* 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.
*
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.
*
Firefly can be used to clear Nature's Prophet's Treants and allows Batrider destroy Sprout's trees.
*
Flaming Lasso prevents Nature's Prophet from escaping using Teleportation.
* 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.
*
Alchemist gets a huge amount of additional gold from killing Nature's Prophet's treants thanks to
Greevil's Greed.
Additional:
* Acid Spray and Greevil's Greed will quickly destroy pushes with treants.
* Because of his poor movement speed,Alchemist can catch up and kill him with Chemical Rage.
* Sprout is good for trapping melee carries with no escape abilities:
Sven,
Alchemist,
Lifestealer etc.
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.
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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.
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Tidehunter
* 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.
Kraken Shell, reducing his survivability.
*
* If Doom chooses the Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, he can also disable
Nature's Prophet
* Doom can eats Nature's Prophet's treants with
Devour and gains lots of gold.
Radiance or use his
Scorched Earth to quickly wipe out a swarm of Treants.
Doom and a ministun from
Infernal Blade's prevents Nature's Prophet from escaping with Sprout and Teleportation.
* Doom can buy
*