* Heroes who relies on illusions and summons (Beastmaster, Chaos Knight, etc.).
* 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.
* Skywrath Mage should have the upper hand against Vengeful Spirit with Ancient Seal.
* Vengeful is highly dependant on her abilities and has no natural means to deal against silences.
* Her low attack range allows Skywrath Mage to easily bully her out of the lane.
* 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.
* Frail heroes who lacks mobility: Crystal Maiden, Enigma, Dark Willow, Vengeful Spirit.
* 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.
* 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
* 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.
* 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.
* Nether Swap triggers extra damage from Rupture.
* Blood Rite sets up while Vengeful Spirit using her Nether Swap within a timed correctly.
* 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.
* Nethertoxin disables Vengeance Aura.
* Vengeful Spirit has no mobility spells aside from Nether Swap, which Viper can take advantage of with his slows.
* Viper can easily bully Vengeful Spirit out of a lane with Poison Attack.
Additional:
* Viper Strike can disable the attack damage bonus from Vengeance Aura and the components of Nether Swap.
* Both Magic Missile and Wave of Terror are counteracted by Corrosive Skin, making Vengeful Spirit's fighting harder against Viper.
* 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.
* Magic Missile has a considerably long cast time, making it difficult to stop Charge of Darkness with it.
* Other than Magic Missile, Vengeful Spirit has no way of canceling Nether Strike.
* 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.
* 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.
* Vendetta disables Vengeance Aura and allows him to attack Vengeful Spirit with Impale and Mind Flare.
* Spiked Carapace is easy to use against a Wave of Terror or Magic Missile.
* 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.
* Magic Missile is a solid damage source and lockdown that fits nicely with Rubick's kit.
* Rubick also acquires the secondary Magic Missile with Aghanim's Shard.
* Wave of Terror can be used to scout an area to prevent juking or initiate with Telekinesis, as well as reducing the armor of enemy team during a teamfight.
* Nether Swap does what it does - saving an ally from danger, initiating on an enemy, or helping with caughting a fleeing hero.
* With Aghanim's Shard, Rubick can lift himself up and drop quickly to a place of safety after the swap. Note that Rubick can only choose to either disable the enemy or save himself at one time with Telekinesis.
Additional:
* All of Vengeful Spirit abilities are very good for Rubick to Spell Steal:
* Magic Missile provides an additional nuke/disable to pair with Fade Bolt and Telekinesis, respectively.
* Wave of Terror serves as a good scouting/armor reduction skill that Rubick and his team can benefit from.
* Nether Swap complements Rubick's mobility and pairs well with other mobility items he usually builds. He can also use it to save an ally from danger.
* Past the mid game, an isolated Vengeful Spirit makes for an easy kill for Anti-Mage.
* Magic Missile is the only disable Vengeful Spirit has against Anti-Mage, but he can either Blink away to disjoint the stun or reflect it back against Vengeful Spirit with Counterspell.
* Nether Swap isn't very effective against Anti-Mage - if used offensively, Anti-Mage can simply blink away to safety, and if used defensively, Blink's low cooldown allows him to persistently chase as well.
* 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
* 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
* 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
* 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.
* 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.
* Heroes who have a high mobility (Queen of Pain, Storm Spirit, Slark, etc.).
* Heroes who have a high mobility (Queen of Pain, Storm Spirit, Slark, etc.).
* Pugna: Decrepify prevent the Spirit bear from attacking or protect allies from it.
* Timbersaw: Lone Druid will have a hard time dealing with Timbersaw due to his tankiness and high Armor from Reactive Armor
* Heroes who relies on illusions and summons (Beastmaster, Chaos Knight, etc.).
* Lina can burst Vengeful Spirit down, provided she can land Light Strike Array before Vengeful Spirit lands her Magic Missile.
* Laguna Blade deals massive damage, often being enough to kill a squishy Vengeful Spirit.
* Heroes with abilities that can pull Lina out of position can easily bring her to their team mates, like Batrider with Flaming Lasso, Pudge with Meat Hook and Vengeful Spirit with Nether Swap.
* 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
* Heroes with abilities that reduce armor will make Huskar very vulnerable: Weaver, Dazzle, Bristleback, Vengeful Spirit.
Additional:
* Huskar struggles against heroes that output high physical damage due to his low armor. Vengeful Spirit's Wave of Terror and Vengeance Aura help increase the physical damage of her team.
* 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.
* With the exception of Magic Missile (unless the player takes the Level 25 Talent "Magic Missile Pierces Spell Immunity"), all of Vengeful Spirit's spells ignore Spell Immunity. This also makes her good against heroes with built-in Spell Immunity like Lifestealer or Juggernaut or heroes that tend to pick up Black King Bar, like Sven.
* 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.
* Heroes with strong channeling spells like Crystal Maiden's Freezing Field, Bane's Fiend's Grip, and Enigma's Black Hole can easily be interrupted from a long range by Nether Swap, assuming they don't have a Linken's Sphere.
* Lone Druid's early game is good against slow, squishy supports since his bear is very strong early game and an Entangling Claws proc almost always guarantees a kill: Ancient Apparition, Crystal Maiden, Shadow Shaman, etc.
* Heroes with disables that ignore spell immunity will render Phantom Assassin completely useless in teamfights throughout the game: Axe, Enigma, Vengeful Spirit, Doom, Bane, Beastmaster, Pudge, Medusa, Warlock.
* 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.
* Nether Swap breaks Flaming Lasso when used on ally and can break if used on Batrider.
* Vengeful Spirit can disable Batrider's Blink Dagger before a fight with Wave of Terror.
Additional:
* With her Nether Swap, Vengeful Spirit can save the life of an ally who gets caught with Flaming Lasso. Nether Swap also makes it highly dangerous for Batrider to attempt a lasso, as it can lead to his own demise far behind enemy lines.
* Wave of Terror's flying vision allows Vengeful Spirit to spot Batrider trying to close in on his target with Firefly.
* Magic Missile can stun Chen and deal heavy damage to him.
* Wave of Terror weakens durability of Chen and his creeps.
* Nether Swap can be used to separate Chen away from his creeps, often to certain death from Vengeful Spirit's allies.
* Wave of Terror grants flying vision over trees, and its wide effect can hit Monkey King and end Mischief.
* Nether Swap can easily cancel Wukong's Command by swapping him out of the circle.
Additional:
* She can easily cancel Wukong's Command with Nether Swap.
* Wave of Terror can also detect him while he's on the trees.
* 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
* Nether Swap can forcibly reposition Sharpshooter.
* Once caught in Bear's Entangle, Nature's Prophet cannot escape with Teleportation.
* 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
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 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.
* Nether Swap can save an ally from the Chronosphere.
Additional:
* With her Nether Swap, a well positioned Vengeful Spirit can save the life of a more important ally who gets caught in Chronosphere.
* 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.
* Savage Roar interrupts Starbreaker.
* Dawnbreaker is a slow moving hero. Although tanky, Lone Druid can eventually wear her down with his better movement speed.
* 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.
* With Nether Swap, Vengeful Spirit can isolate one of the Meepos, making him an easier kill for the team.
* Her Magic Missile gives her an easy way to cancel Meepo's Poof, preventing isolated Meepos from fleeing.
* Vengeful Spirit can interrupt Black Hole's channeling through Black King Bar by using Nether Swap from a safe distance.
* Vengeful Spirit's Level 25 Talent can make her Magic Missile pierce spell immunity, giving her another option to use in conjunction with Nether Swap to cancel Enigma's Black Hole channeling even through both, Black King Bar and Linken's Sphere.
* 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
* 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.
* Heroes with abilities that can lock down Terrorblade and prevent him from using Sunder: Bane, Batrider, Earthshaker, Elder Titan, Faceless Void, Invoker, Legion Commander, Mars, Primal Beast, Riki, Shadow Shaman, Silencer, Vengeful Spirit, Void Spirit.
* Certain heroes can mess up with Pangolier's positioning and timing (especially if he intends to use Rolling Thunder during combat): Vengeful Spirit, Keeper of the Light, Huskar, Dark Seer
* 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.
* Nukers who have set amounts of damage will really struggle against Lone Druid especially in True Form: Puck, Void Spirit, Mars.
* Heroes with catch to disrupt Sniper's positioning and deliver him into the enemies: Batrider, Disruptor, Pudge, Vengeful Spirit.
* Primal Beast is mostly played in the offlane role, so picking a carry who can escape from him is essential. Heroes such as Troll Warlord, Lone Druid and Outworld Destroyer, or generally any carry with a stun, slow or ability to fight back will stop him from having the good start he needs.
* 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.
* Nukers who have set amounts of damage will really struggle against Lone Druid especially in True Form: Puck, Void Spirit, Mars.
* 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.
* Vengeful Spirit can Nether Swap enemies out of Power Cogs.
Additional:
* Nether Swap gives Vengeful Spirit a way to save an ally from Clockwerk's Power Cogs.
* Magic Missile will interrupt Clockwerk trying to run down Vengeful Spirit's allies with Battery Assault.
* Heroes with strong channeling spells like Crystal Maiden's Freezing Field, Bane's Fiend's Grip, and Enigma's Black Hole can easily be interrupted from a long range by Nether Swap, assuming they don't have a Linken's Sphere.
* With the exception of Magic Missile (unless the player takes the Level 25 Talent "Magic Missile Pierces Spell Immunity"), all of Vengeful Spirit's spells ignore Spell Immunity. This also makes her good against heroes with built-in Spell Immunity like Lifestealer or Juggernaut or heroes that tend to pick up Black King Bar, like Sven.
* Fragile supports who die in a few hits against Sven's high physical damage: Crystal Maiden, Vengeful Spirit, Dark Willow.
* With the exception of Magic Missile (unless the player takes the Level 25 Talent "Magic Missile Pierces Spell Immunity"), all of Vengeful Spirit's spells ignore Spell Immunity. This also makes her good against heroes with built-in Spell Immunity like Lifestealer or Juggernaut or heroes that tend to pick up Black King Bar, like Sven.
* Heroes who can fight back easily are not ideal matchups for Sven, such as Troll Warlord as mentioned above, Lone Druid and Templar Assassin.
* 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.
* 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.
* Heroes that have doubles or clones such as Arc Warden, Meepo or Lone Druid are vulnerable to Muerta's Gunslinger.
* Heroes with high physical and magical damage alike are a huge hazard for Muerta, as they can deal serious damage to her even if she has Pierce the Veil active: Luna, Lina, Tusk, Broodmother, Shadow Fiend, Ember Spirit, Gyrocopter, Vengeful Spirit, Arc Warden, Medusa, Shadow Shaman.
* Grimstroke's Soulbind will always reliably connect onto both of them if they are close together.
* Nether Swap breaks one ally out of Soulbind, and can be used to redistribute the shared damage to Vengeful Spirit herself.
* Ball Lightning disjoints an incoming Magic Missile, avoids Wave Of Terror, and allows Storm Spirit to easily escape if he ever gets Nether Swapped.
* 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.
* 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 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.
* 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.
* Vengeful Spirit has two abilities to interrupt Death Ward, even through Black King Bar.
* Laser blinds Lone Druid, making his attacks miss.
* Wave of Terror can reveal a Tinker attempting to hide in the trees and then Nether Swap and Magic Missile will both serve to interrupt/lock him down, should he attempt to town portal or reload.
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Vengeful Spirit
* Vengeful Spirit has no strong AoE nuke or disable against Phantom Lancer's Illusions.
* Phantom Lancer is a natural Diffusal Blade carrier, which reduces Vengeful Spirit's low mana pool very quickly, leaving her defenseless.
* Doppelganger can dodge Vengeful Spirit's abilites.
* Phantom Rush with his illusions can chase Vengeful Spirit efficiently.
Lone Druid
* 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.