* 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.
* 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.
* 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.
* 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.
* 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.
* Nethertoxin 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. * Tidehunter relies on the threat of Ravage, which has an obscenely long cooldown. Viper can exploit the downtime with his short cooldowns.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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 gets an Aghanim's Scepter, he can also disable Kraken Shell, reducing his survivability.
* 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.
* Heroes with low mana pools (eg.Doom andTidehunter) will feel the effects of Silencer's Intelligence Steal far more than others.
* 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.
* 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.
* 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.
* 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.
* 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.
* Heroes that rely on base damage: Luna, Phantom Lancer are easily countered with Anchor Smash.
* Kraken Shell can dispel Flaming Lasso. * If Batrider drags Tidehunter back towards his team, it can be setup for a well placed Ravage. Additional: * 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.
* 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.
* 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.
* 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.
* 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
* 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.
* 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.
* Heroes with little health or magic resistance are easily picked off with Oracle's magic burst, such as Skywrath Mage, Crystal Maiden, or Enchantress.
* 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 strong dispels can dispel Bane's disables from their allies: Oracle, Legion Commander, Omniknight.
* 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.
* Fortune's End applies a basic dispel which can be used to dispel Corrosive Haze, or even Slardar's own Guardian Sprint. * False Promise is able to dispel Corrosive Haze and Slithereen Crush stun/slow from any allies Oracle chooses to cast it on. * Fate's Edict can also be cast on Slardar to prevent him from proccing his Bash of the Deep.
* 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.
* 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.
* 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 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.
* 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 long disables, like Lion, Night Stalker, or Legion Commander, can prevent Oracle from using spells or items.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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 Pulverize, 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
* Ravage damages and disables Chaos Knight and his illusions. * Anchor Smash deals respectable area damage, especially to Phantasms and lowers Chaos Knight's damage. * Kraken Shell dispels Chaos Bolt and Reality Rift while providing protection from damage.
* 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.
* Heroes with strong team-fight abilities (especially ultimates) like Tidehunter, Brewmaster, Death Prophet, etc.
Additional: * 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.
* 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.
* Heroes with long disables, like Lion, Night Stalker, or Legion Commander, can prevent Oracle from using spells or items.
* 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 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.
* Kraken Shell and Anchor Smash makes it very difficult for Phantom Lancer's illusions to 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.
* 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.
* 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.
* 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.
* Fortune's End can catch out or impair position-based heroes with low mobility, such as Sniper or Razor.
* 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.
* 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.
* 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.
* 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.
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
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
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.
How to interpret this data
Take it with a bit of grain of salt, especially if the recommendation has a low rating (<= 1), some heroes
may win a lane in an early game but would lose in late game (and vice versa). That's why sometimes
you could hero names appearing as a counter and as being countered, as on image:
You can also add your own tips, update old data and fix mistakes by editing page on Dota 2 Wiki (it works like
Wikipedia - anyone can contribute, you don't even need to register) these edits will appear on this website
automatically (data is updated several times per week).
Right now there is no app/overlay that will detect picks automatically (like overwolf dota plus or become the
gamer), instead, you can open web version in a steam in-game browser or use mobile version on your smartphone.
Results now also sorted both by rating and average hero win rate for the chosen rank (data from dotabuff)
There are a lot more features to come including:
importing picks from dotabuff/opendota URL or matchid
sorting by personal win rate after logging via steam
dota overlay(like Overwolf Dota Plus) that will automatically detect picks and bans
this will also bring synergy and ban suggestion based on opponent recent games and most played/highest win
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