* Voodoo Restoration heals to counter damage over time of Poison Nova and Poison Sting.
* Heroes with channeling abilities: Enigma, Witch Doctor, Crystal Maiden.
* 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.
* Pugna easily copes on the line with the Keeper of the Light push with his Nether Blast, and in addition to Nether Ward, the Keeper of the Light is not able to throw Illuminate on creeps for a long time, so Pugna earns more gold and a level on the line
Additional:
* Pugna easily copes on the line with the Keeper of the Light push with his Nether Blast, and in addition to Nether Ward, the Keeper of the Light is not able to throw Illuminate on creeps for a long time, so Pugna earns more gold and a level on the line
* Venomancer's damage-over-time abilities do little damage against Counterspell.
* Blink helps Anti-Mage get away from Venomancer's slows.
Additional:
* Counterspell provides magic resistance, diminishing the effectiveness of Venomancer's spells.
* Venomancer's lack of hard disable allows Anti-Mage to use Blink, circumventing the slows Venomancer depends on.
* Being an intelligence caster hero, Ezalor usually has a high mana pool and low health and armor, making him a prime target for Mana Void
* Ezalor's Illuminate damage and Solar Bind's magic resistance reduction are greatly reduced thanks to Counterspell. Counterspell can also block and reflect Solar Bind if timed properly.
* Anti-Mage usually is not hampered by Solar Bind or Will-O-Wisp thanks to Blink.
* However, despite all of this, if Keeper of the Light is played carefully and tops off his team's mana at all times, Anti Mage will not be able to get off a good Mana Void.
* By the same token once Keeper of the Light gets a Octarine Core, he can spam Charka Magic to keep his own mana ful
* Keeper of the Light can stall pushes with Illuminate. This makes him strong against pushing heroes: Terrorblade Naga siren Nature's Prophet and Anti-Mage
* Fortune's End and False Promise easily dispel many crippling debuffs, such as Venomancer's Venomous Gale, or Skywrath Mage's Ancient Seal.
Additional:
* Fortune's End can dispel Venomous Gale and Poison Sting from allies.
* Fate's Edict grants 100% magic resistance to target, inhibiting the damage from Venomancer abilities.
* Heroes with dispels: Legion Commander, Oracle, Slark, Phantom Lancer
* Vulnerable spellcasters with no escape mechanisms are easy targets for Huskar: Lich, Crystal Maiden, Silencer, Keeper of the Light, Venomancer, etc.
Additional:
* Huskar can easily regenerate lost health from DoT spells through Berserker's Blood rendering them ineffective
* Venomancer has little armor and mobility, and rarely builds Linken's Sphere, so he is quite vulnerable to Life Break.
* Vulnerable spellcasters with no escape mechanisms are easy targets for Huskar: Lich, Crystal Maiden, Silencer, Keeper of the Light, Venomancer, etc.
* 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.
* With Bloodthorn, Clinkz becomes a strong counter to heroes who rely on evasion and blind such as Windranger, Phantom Assassin, Troll Warlord and Keeper of the Light.
* Squishy heroes or heroes without hard disables or silences: Shadow Demon, Shadow Fiend, Venomancer, Ancient Apparition etc.
* Heroes with teleports to escape Solar Blind and Will-O-Wisp: Phantom Assassin, Puck, Queen of Pain, Storm Spirit
* Crippling Fear prevents Keeper of the Light from using his spells to keep his team alive during team-fights.
* Dark Ascension is very strong against Keeper of the Light, as it allows Night Stalker to jump the backline and quickly kill the squishy Ezalor, especially when combined with the slow from Void.
Additional:
* Keeper of the Light's Aghanim's Scepter upgrade loses much of its power, due to Night Stalker being able to reduce the duration of daytime by a lot.
* Rage allows him to be immune to all of Ezalor's abilities. Also, the increased movement speed combined with the slow from Ghoul Frenzy and the squishy nature of Ezalor allows Lifestealer to take him down very quickly.
* Heroes rely on their debuff to control the opponent will have a hard time against Press the Attack: Venomancer, Earth Spirit, Ogre Magi
Additional:
* Press the Attack dispels Venomous Gale and Poison Sting from Legion Commander or her teammates.
* Venomancer is an ideal target for Duel due to his lack of mobility and low starting health.
* Press the Attack can dispel Blinding Light or Solar Bind from a hero.
* Duel can be used to instantly take Keeper of the Light out of a team-fight.
* Heroes with abilities that blind or cause Legion Commander to miss will prevent her from winning Duels: Arc Warden, Keeper of the Light, Riki, Tinker
* Blood Rite makes Ezalor chose between getting off Illuminate or getting silenced for a while, as Illuminate is a channeled ability.
* Blood Rite's silence can completely take Ezalor out of a teamfight, as he relies on his abilities to be useful.
* Keeper of the Light's only mobility source, his high movement speed (via his high base movement speed and through spirit form), is entirely countered by Rupture.
* In the laning stage, making illusions of Venomancer will turn his Poison Sting back at him, making for an easy gank at level one, and for later when your mid comes for ganks.
* Being a cast-oriented hero, Ezalor will suffer from all of Silencer's abilities.
* Global Silence is a guaranteed lengthy silence which will render Ezalor useless in a teamfight.
* Arcane Curse and Last Word are good against any caster, since they are extremely potent.
* However, it should be worth mentioning that a smart Ezalor will buy Eul's Scepter of Divinity to dispel Silencer's abilities. Combined with the level 20 talent (Chakra Magic applies a basic dispel), Ezalor can purge Silencer's abilities off allies and himself alike.
* Dark Pact can dispel Venomous Gale and Poison Sting.
* Shadow Dance allows Slark heightened regeneration when out of vision making DoTs effects less threatening.
* Heroes with dispels: Legion Commander, Oracle, Slark, Phantom Lancer
* Melee carries during the laning phase: Sven, Slark
* Venomancer's damage-over-time abilities are easier to heal through with numerous Shadow Waves than other types of damage, and it's simple to time a Shallow Grave until the last possible second to save a teammate from them.
* Sniper can easily destroy Plague Ward from long range.
* Venomancer has low health, which makes him vulnerable to Lina's heavy magic damage.
* Fiery Soul attack speed bonus removes Plague Wards easily in all stages of the game.
* Venomous Gale is a great ganking and farming skill.
* Plague Ward serves as a flexible ability for pushing, ganking, farming and scouting. The innate Poison Sting also works on the stolen Plague Ward with half the damage.
* Poison Nova, if stolen and cast, puts a huge damage-over-time debuff on the enemy team, even greater than Venomancer himself with the help of Arcane Supremacy.
* Spell Steal has a greater cast distance than the effect area of Poison Nova, allowing Rubick to steal the spell while staying at the back.
* Venomancer suffers from mana pool problems, while Rubick has relatively high intelligence gain and can cast the same set of spells at ease.
Additional:
* All of Venomancer's abilities are decent choices for Rubick's Spell Steal. Stealing Plague Wards makes them apply Poison Sting as well.
* Snowball can be used to save allies or himself during Venomous Gale and Poison Nova.
* Venomancer lacks mobility and has low base health, so he can be killed by Walrus PUNCH!
* Heroes that deal damage over time will also fail to bring down Abaddon and his allies, such as Huskar, Venomancer, or Phoenix.
Additional:
* Borrowed Time & Aphotic Shield can dispel Venomous Gale and Poison Sting.
* 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.
* Heroes with silences: Puck, Doom, Riki.
* 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.
* Heroes with teleports to escape Solar Blind and Will-O-Wisp: Phantom Assassin, Puck, Queen of Pain, Storm Spirit
* Finger of Death can instantly shred many targets, especially fragile Heroes like Keeper of the Light, Ancient Apparition or Bounty Hunter.
* Slardar can attack through Plague Wards and gain Bash of the Deep charges, and Templar Assassin can spill Psi Blades through Plague Wards too.
* Heroes with channeling abilities: Enigma, Witch Doctor, Crystal Maiden.
* Jakiro's reliance on his abilities can cause struggles for heroes who rely on evasion or blinds to get upper hand: Phantom Assassin, Windranger, Riki, Troll Warlord, Keeper of the Light.
* Any hero who lanes very poorly will struggle with Primal Beast's potential snowball in the very early levels, like Keeper of the Light, Luna, Templar Assassin...
* Squishy heroes, usually supports, like Lion, Ancient Apparition, Keeper of the Light etc can die quickly to Tiny's magic burst.
* Heroes with damage-over-time abilities easily allow Bristleback to turn his back in order to proc Bristleback continuously and to massively reduce to damage dealt to him: Arc Warden, Venomancer, Luna.
* Heroes with silences: Puck, Doom, Riki.
* Heroes with dispels: Legion Commander, Oracle, Slark, Phantom Lancer
* 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.
* Dark Rift allows Underlord to transport allies from poison damage-over-time to the fountain.
* Underlord usually buys Pipe of Insight that gives a magic resistance to allies, inhibiting the damage from Venomancer abilities.
* Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: Luna's Aghanim's Scepter upgraded Eclipse, Dawnbreaker's Solar Guardian, Axe's Berserker's Call, Mars's Arena of Blood, Jakiro's Macropyre, Dual Breath and Ice Path, Naga Siren's Song of the Siren, Razor's Eye of the Storm and Plasma Field, Lina's Light Strike Array, Broodmother's Spinner's Snare from Aghanim's Scepter, Elder Titan's Earth Splitter and Echo Stomp, Alchemist's Unstable Concoction and Acid Spray, Queen of Pain's Sonic Wave, Dark Seer's Wall of Replica and Vacuum, Venomancer's Noxious Plague and Poison Nova from Aghanim's Scepter, Oracle's Fortune's End and Rain of Destiny from Aghanim's Shard, Bloodseeker's Blood Rite, Enigma's Black Hole and Midnight Pulse, Shadow Fiend's Requiem of Souls, Batrider's Aghanim's Scepter upgraded Flaming Lasso, Firefly, Flamebreak and Sticky Napalm, Ancient Apparition's Ice Blast, Sand King's Epicenter, Sand Storm and Burrowstrike, Gyrocopter's Call Down, Ember Spirit's Sleight of Fist, Death Prophet's Exorcism and Silence, Monkey King's Wukong's Command, Crystal Maiden's Freezing Field, Muerta's The Calling, Medusa's Stone Gaze, Zeus's Nimbus from Aghanim's Scepter. Dark Willow's Bramble Maze, Pangolier's Swashbuckle, Grimstroke's Soulbind, Ink Swell and Stroke of Fate, Earthshaker's Echo Slam and Fissure, Puck's Dream Coil and Waning Rift, Winter Wyvern's Winter's Curse, Magnus's Reverse Polarity.
* Juggernaut's Healing Ward keeps his team healthy even when pushing against Keeper of the Light's Illuminate.
* Blade Fury can dispel Blinding Light, as well as dodge an incoming Illuminate. Juggernaut can attack towers during Blade Fury, so he can dodge an Illuminate without having to stop pushing.
* Should Keeper of the Light obtain Will-o-Wisp through purchasing an Aghanim's Scepter, Juggernaut can make quick work of Ignis Fatuus without being interrupted by its pull.
* Keeper of the Light has low health, low armor, and no natural defense against Blade Fury.
Additional:
* Blade Fury allows him to be immune to all of Ezalor's abilities.
* Healing Ward heals his entire team, mitigating Ezalor's weak magical burst damage.
* Keeper of the Light's Blinding Light makes Juggernaut miss his attacks. However, it can be dispelled easily with Blade Fury.
* Spiked Carapace can be used to reflect Illuminate damage and stun Keeper of the Light.
* Vendetta allows Nyx Assassin to follow Keeper of the Light around if he tries to split-push.
* Keeper of the Light is very squishy and will very quickly die to Vendetta and it's followup abilities.
* Heroes who rely on damage over time as Spiked Carapace can block and reflect only one instance of damage: Jakiro, Viper, Venomancer, Huskar, Ember Spirit, Dark Seer, Sand King, Doom, Dawnbreaker. However, this also means they are easily stunned.
* While Reincarnation is off cooldown, Poison Nova poses less of a threat as Wraith King will return with all debuffs cleared.
* Vampiric Spirit can out-heal the slow {tooltip:DoT|Damage over Time} from Poison Sting.
* Heroes which rely exclusively on right clicks will struggle somewhat against Blinding Light: Phantom Assassin, Wraith King, Medusa
* 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.
* Keeper of the Light can stall pushes with Illuminate. This makes him strong against pushing heroes: Terrorblade Naga siren Nature's Prophet and Anti-Mage
* Slardar can attack through Plague Wards and gain Bash of the Deep charges, and Templar Assassin can spill Psi Blades through Plague Wards too.
* Heroes that can jump and kill him: Meepo, Clinkz, Templar Assassin
* Venomancer's entire arsenal deals lingering damage over a long time and therefore burns through her Refraction very quickly. Not only that, his persistent slow from Poison Sting (it can be re-applied again and again with Plague Ward) allows his team to catch up to her even with the disruption from her Psionic Trap.
Additional:
* Venomous Gale and Plague Wards allow to quickly melt through Refraction charges.
* Both Poison Nova and Venomous Gale hit invisible units, so Meld cannot be used defensively.
* Venomancer's magical damage-over-time poisons will constantly put Tree Dance on cooldown, greatly diminishing Monkey King's mobility.
* Venomous Gale and Poison Nova will hit Monkey King when he is perched on a tree, or disguised with Mischief.
* However, Venomancer is also easily ganked by Monkey King if caught by surprise.
Additional:
* Venomancer's magical damage-over-time poisons putting Tree Dance on cooldown, greatly diminishing Monkey King's mobility.
* Venomous Gale and Posion Nova will hit Monkey King when he is perched on a tree, or disguised by Mischief.
* Blinding Light can knock Monkey King outside of his ultimate, Wukong's Command and can blind him.
* Will-O-Wisp will stun Monkey King from Tree Dance by destroying his tree.
Additional:
* Blinding Light can easily push Monkey King out of Wukong's Command, as well as blinding him.
* Monkey King is vulnerable to burst damage, Solar Bind makes him more so
* However, Keeper of the Light can be easily ganked by Monkey King during early-mid game stage.
* Similar to Night Stalker, Venomancer can simultaneously scout Magnus hiding in trees and put Blink Dagger on cooldown with Plague Ward, which gives Magnus problems when trying to blink in and initiate.
Additional:
* Venomancer can simultaneously scout Magnus hiding in trees and putting Blink Dagger on cooldown with Plague Wards, which makes Magnus real problems to blink and initiate.
* Any hero who can counter-initiate in anticipation without getting caught in Reverse Polarity: Sven, Omniknight, Enigma, Luna, Naga Siren, Mars, Jakiro, Venomancer, Elder Titan, Faceless Void, Rubick, Keeper of the Light, Pugna, Invoker, Spectre, Alchemist, Treant Protector, Lina, Oracle, Zeus, Shadow Shaman, Phoenix, Razor, Huskar, Batrider, Kunkka, Tidehunter, Wraith King, Sand King, Medusa, Dawnbreaker.
* Heroes who thrive on teamfights can be a problem, such as Venomancer, Necrophos, Centaur Warrunner...
* Melee carries during the laning phase: Sven, Slark
* Heroes that can slow Charge of Darkness by a huge amount: Venomancer, Viper, Dazzle, Arc Warden, Lion, Huskar, Shadow Shaman, Visage, Undying, Jakiro.
* Heroes that punish mobile heroes: Bloodseeker, Keeper of the Light, Kunkka, Disruptor.
* Plague Wards are very hard for Batrider to play against as they provide a lot of vision as well as disable Blink Dagger for a long duration.
* 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.
* Venomancer's damage over time can force Chen to use Hand of God prematurely, potentially wasting a chance to save his allies during a teamfight.
* Venomancer's Poison Nova, Venomous Gale and Plague Ward can easily kill Chen's creeps.
* Heroes with summons/illusions/neutral creep armies: Beastmaster, Chen, Naga Siren
* Untouchable won't mitigate Venomancer's magical damage, and Enchantress is vulnerable to magic damage.
* Both Venomous Gale and Poison Nova lower the amount of healing received by Enchantress and her allies from Nature's Attendants.
* Plague Wards may reveal a hiding Techies. If there's a sentry nearby, they may also reveal a stack of mines hidden in a juking spot.
* Venomancer's spells all deal magical damage, ignoring Bulwark.
* Venomancer's multiple slows are especially effective at kiting Mars.
* Plague Ward can attack through Arena Of Blood.
Additional:
* Venomancer's poison attacks are all magical damage, ignoring Bulwark.
* Venomancer's multiple slows are especially effective against Mars' low mobility.
* Plague Wards can attack through Arena of Blood.
* Illuminate clears Beastmaster's summons and is effective against his push.
* Heroes with silences: Puck, Doom, Riki.
* Unless Puck is facing the direction he wants to blink while in Phase Shift, the Venomous Gale and Noxious Plague combo consistently ticks many times over several seconds, making it very difficult to use Blink Dagger towards the other direction. Puck's slow turning rate makes this even worse.
* Venomancer can use Plague Wards to reveal Puck's position before he even gets a chance to initiate.
* Heroes who are strong against mobile heroes: Disruptor, Bloodseeker, Kunkka, Keeper of the Light.
* Venomancer's slows and magical damage-over-time works well against Earthshaker's which completes lack of mobility.
* Plague Wards are useful for slowing and kitting down Earthshaker, revealing him from initiating and re-initiating and putting his Blink Dagger on cooldown if Venomancer has vision over Earthshaker.
Additional:
* Earthshaker can be kited by Venomancer's slows, which is lack of mobility.
* Plague Wards is very useful for slowing and kitting down Earthshaker, revealing him from initiating and re-initiating and putting his Blink Dagger on cooldown.
* Venomancer's poison damage over time is very effective against Spectre, who tends to lack magic resistance during the early to mid game.
* Venomancer's multiple slows greatly reduces Spectre's movement speed and mobility.
* Plague Wards can scout out Spectre while she is hiding in trees.
Additional:
* Venomancer's poison damage-over-time are very effective against Spectre, which is lack of magic resistance from early to mid game.
* Venomancer's multiple slows greatly reduces Spectre's low mobility, even through Spectral Dagger.
* Plague Wards reveals Spectre while she is hiding on trees.
* Due to lack of magic resistance, Venomancer poisons eats through Windranger's health.
Additional:
* Due to lack of magic resistance, Venomancer abilities eats through Windranger's health.
* Venomancer's multiple slows, to an extent, negates Windrun's mobility.
* Venomancer's slows and magical damage-over-time work well against Axe's complete lack of mobility.
* Plague Ward is especially useful for slowing down Axe, and revealing him before he initiates, as well as putting his Blink Dagger on cooldown.
Additional:
* Venomancer's slows and magical damage-over-time work well against Axe's complete lack of mobility.
* Plague Wards is especially useful for slowing down Axe, and revealing him before he initiates, as well as putting his Blink Dagger on cooldown.
* For the same reasons, Venomancer is a good ally for Axe when the situation is reversed.
* Illuminate wipes out Broodmother's spiders and prevents her from pushing the lane. It also gives vision to reveal where broodmother is hiding in the trees.
* Venomous Gale, Poison Sting and Poison Nova deal damage over time and will chip away at Gravekeeper's Cloak in addition to slowing an already sluggish hero.
* Venomancer's normal attacks deal Poison Sting and will chip away at Gravekeeper's Cloak.
* Venomancer's magical damage-over-time poisons greatly reduce Bounty Hunter's mobility.
* Venomous Gale, combined with Plague Wards and Poison Nova with True Sight items can allow Venomancer and his teammates to gank Bounty Hunter while he is roaming alone.
* Heroes that commonly attack ethereal units will not have any problems against Muerta's Pierce The Veil: Tinker, Jakiro, Lina, Luna, Pugna or Ogre Magi, Enigma, Batrider, Techies, Broodmother, Dawnbreaker, Shadow Shaman, Bane, Tinker, Venomancer, Arc Warden.
* 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.
* 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
* In general, heroes that can slow down Dragon Knight's movement speed will do well against him. This includes Venomancer and others in addition to the heroes mentioned above.
* Keeper of the Light can stall pushes with Illuminate. This makes him strong against pushing heroes: Terrorblade Naga siren Nature's Prophet and Anti-Mage
* Heroes with teleports to escape Solar Blind and Will-O-Wisp: Phantom Assassin, Puck, Queen of Pain, Storm Spirit
* Heroes that can apply early pressure before Phantom Assassin has farm are massive threats: Axe, Viper, Meepo, Jakiro, Pugna, Slark, Venomancer etc.
* Heroes which rely exclusively on right clicks will struggle somewhat against Blinding Light: Phantom Assassin, Wraith King, Medusa
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion, Crystal Maiden ,Venomancer etc.
* Heroes with extremely slow movement speed will cripple against Solar Bind: Medusa, Viper
Additional:
* Will-O-Wisp will keep Medusa busy after she got hit by Blinding Light.
* Heroes who can harass Omniknight out of lane will keep him weak in the mid game: Viper, Venomancer, Clinkz.
* Heroes that can jump and kill him: Meepo, Clinkz, Templar Assassin
* Aggressively Poofing and Earthbinding is not going to end well against Venomancer, as he will be an easy target for Noxious Plague.
* Venomancer's constant slows greatly reduce Meepo's mobility.
* Heroes with channeling abilities: Enigma, Witch Doctor, Crystal Maiden.
* Illuminate can wipe the pushing Eidolons in a lane with ease, diminishing Enigma's laning presence by a lot.
* Solar Bind will severely slow down Enigma and make him more vulnerable to magical damage more he moves for it's duration.
* However, Keeper of the Light does not have any way to cancel Black Hole outside from Will-O-Wisp provided by Aghanim's Scepter.
* Sunder can prevent Terrorblade's or an ally's death by swapping health, making damage-over-time abilities inefficient. Heroes that rely on damage-over-time abilities like Venomancer and Huskar will have a hard time against Sunder.
Additional:
* Reflection illusion will apply Poison Sting back towards Venomancer.
* Conjure Image and Metamorphosis will make quick work of Plague Wards.
* While ticking down from Poison Nova, Terrorblade can wait until the last possible moment to Sunder a target, either friend or foe.
* Keeper of the Light can stall pushes with Illuminate. This makes him strong against pushing heroes: Terrorblade Naga siren Nature's Prophet and Anti-Mage
* Corrosive Skin means Viper can often outlast Venomancer in a battle of attrition.
* Venomancer has no mobility without items, which makes him vulnerable to constant slows.
* The Keeper of the Light easily farms on the line against the Viper, due to the fact that it has a long-range Illuminate, and the Viper, in turn, cannot use its advantage of dominance on the center line, due to the fact that it does not reach the Keeper of the Light
Additional:
* The Keeper of the Light easily farms on the line against the Viper, due to the fact that it has a long-range Illuminate, and the Viper, in turn, cannot use its advantage of dominance on the center line, due to the fact that it does not reach the Keeper of the Light
* Heroes with hastes: Dark Seer, Lycan
* Keeper of the Light has a blind, which causes Lycan to miss his attacks.
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Venomancer
* Venomancer is a low health hero and low range hero who is easy to harass with Ion Shell on a creep in the early game.
* Venomancer depends entirely on all his slows to keep distance or chase, but since Surge ignores slows, it is nearly impossible for Venomancer to hunt or run away from Dark Seer or his surged teammates.
Keeper of the Light
* Heroes with hastes: Dark Seer, Lycan