* Mana Break prevents Warlock from casting his spells, particularly in the laning phase.
* Blink allows Anti-Mage to escape from Upheaval.
* Counterspell reduces damage from Shadow Word and Warlock's Golem's
Permanent Immolation passive. Additionally, it can reflect Shadow Word and Fatal Bonds.
* Mana Void deals heavy damage after Anti-Mage has drained Warlock's large mana pool.
* Ogre Magi only deals magical damage, which Anti-Mage is exceptionally resistant due to Counterspell.
* Anti-Mage dispels Ignite with
Manta Style.
* Ogre Magi has a very large mana pool which means Anti-Mage can do large amounts of damage to him with Mana Break and Mana Void.
* Warlock is a very strong hero when positioned correctly, and his long cast range helps him with this. However, some Heroes might disrupt or sneakily pass through his allies and deal with him, preventing him from doing his job. Such heroes include Chaos Knight,
Spirit Breaker,
Riki, and more.
* Phantasm dispels Ignite and makes targeting the real Chaos Knight much harder.
* Supports with useful teamfight or contribution spells will be helpless against Doom: Dazzle,
Oracle,
Warlock.
* Doom makes Ogre Magi less disruptive.
* Infernal Blade effectively negates Ogre Magi's durability.
* With Aghanim's Scepter, he can disable Multicast.
* Heroes who rely on summons will see them destroyed easily by Overwhelming Odds: Lycan,
Arc Warden,
Warlock,
Chen
* Heroes rely on their debuff to control the opponent will have a hard time against Press the Attack: Venomancer,
Earth Spirit,
Ogre Magi
* Because all of Warlock's abilities are active abilities, silences can make his impact in fights minimal. Be cautious of heroes that carry silences like Death Prophet,
Puck, and the aforementioned
Silencer.
* Puck silences Ogre Magi with
Waning Rift, and
Phase Shift makes Puck untargetable for the duration.
* 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.
* Ghostship helps your team soak up damage from Chaotic Offering and hit summons hard.
* Tidebringer clears summons later in the game.
* Most of your spells can interrupt Upheaval.
* Ogre Magi has no undispellable AoE damage or disables and has nothing to deal with Phantom Lancer's illusions.
* Doppelganger disjoints and dispels Ignite.
* Shapeshift allows Lycan to escape from Upheaval with maximum movement speed.
* Warlock doesn't have a good solution to deal with Lycan's wolves from Summon Wolves.
* Impale and
Spiked Carapace interrupts Upheaval with ease.
* Warlock's low health pool, mobility, and high intelligence gain makes him a prime target for Nyx Assassin's burst damage.
* Undying saps strength from heroes with Decay, and Ogre Magi's high strength gain will allow Undying to steal more and more strength, becoming stronger with each use.
* Due to the Strength steal from Decay, Undying is normally very tanky, and has high health, making it harder for Ogre Magi to kill him.
* Heavenly Grace reduces Fireblast stun time and dispels Ignite.
* Purification can heal damaged heroes if needed.
* Ice Blast cancels Warlock's Golem's and Shadow Word's healing.
* Cold Feet stuns Warlock if he stands in place, forcing him to stop channeling Upheaval immediately or be forced to stop channeling it by it's stun.
* Because Warlock's abilities are all active abilities, Silencer can make his impact minimal.
* Arcane Curse prevents Warlock from using his abilities without increasing it's duration, which since all of Warlock's abilities are actives it is very effective against him.
* Last Word can prevent Warlock from casting his Fatal Bonds, Chaotic Offering, and Upheaval combo.
* Global Silence can nullify Warlock's impact in fights by preventing him from casting Fatal Bonds and Chaotic Offering, or by interrupting his Upheaval.
* A pre-placed Fire Remnant allows Ember Spirit to escape Upheaval.
* Flame Guard blocks Shadow Word's damage.
* Sleight of Fist allows Ember Spirit to attack from outside of Upheaval's range, and
Searing Chains lets him interrupt it.
* Spell Steal can easily stealing from Chaotic Offering is a better position. Build
Aghanim's Scepter and
Octarine Core make cooldown reduction abilities from Rubick and addition instanly Warlock's Golem from
Chaotic Offering stollen.
* Telekinesis from Rubick can help stopped from Upheaval chancelled. Telekinesis also stopped from
Upheaval with throw creeps and enemy hero touch down to Warlock. Rubick's can build
Aghanim's Shard save the his allies trapped from
Upheaval.
* Upheaval can stollen for Rubick passing positionning area from
Upheaval. Alternative, already from
Chaotic Offering via Spell steal also possible cancelled from
Upheaval with ready build
Aghanim's Scepter capable of stealing two abilities from Warlock's.
* Shadow Word stollen for Rubick can very helpful restore health from his allies. Addictionally, for
Shadow Word stollen can reduction health from enemy heroes.
* Fatal Bonds makes Rubick simplify fighting from target.
Additional:
* Spell Steal can perfect steals all abilities for Warlock primarily Chaotic Offering.
* Rubick always purchase Aghanim's Scepter will additionally Rubick's instanly Chaotic Offering stolen although Warlock's without purchase
Aghanim's Scepter.
* Telekinesis can cancelled Upheaval lift up Warlock's and also can cancel from Upheaval with nearby creeps and enemy hero from
Telekinesis can throw and touch down to Warlock's. Additionally,
Telekinesis can save allies from Upheaval trap will upgrade with
Aghanim's Shard .
* Arc Warden's
Tempest Double is helpful for killing Ogre Magi who lacks AoE damage and disables.
* Heroes with channeling spells are very easy targets for Jakiro's abilities: Crystal Maiden,
Dawnbreaker,
Enigma,
Pudge,
Shadow Fiend,
Shadow Shaman,
Warlock.
* Warlock is a very strong hero when positioned correctly, and his long cast range helps him with this. However, some Heroes might disrupt or sneakily pass through his allies and deal with him, preventing him from doing his job. Such heroes include Chaos Knight,
Spirit Breaker,
Riki, and more.
* 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.
Additional:
* Surge allows for Dark Seer and his allies to escape from Upheaval due to it ignoring any slow.
* Heroes that have small health pools and little to no escape mechanisms are even easier prey for Necrophos. Ghost Shroud's slow will allow him to catch him with them, and get nuked down with his abilities, even preventing retaliation due to Reaper's Scythe's stun. Such heroes include Crystal Maiden,
Witch Doctor,
Warlock or
Shadow Fiend.
* In general, heroes that deal burst in multiple instances will trigger Borrowed Time and heal Abaddon for a large amount, such as Skywrath Mage,
Techies,
Juggernaut,
Shadow Shaman, or
Ogre Magi.
* Because all of Warlock's abilities are active abilities, silences can make his impact in fights minimal. Be cautious of heroes that carry silences like Death Prophet,
Puck, and the aforementioned
Silencer.
* Winter Wyvern's
Winter's Curse works very well against the increased attack speed from Bloodlust.
* Earth Spirit's useful kit of Slows, Stuns, and Silences can set up kills on Ogre Magi and the silence can stop him from using his abilities.
* Ursa can shred Warlock's Golems in a few seconds with
Fury Swipes and
Overpower.
* Nethertoxin breaks Multicast.
* Corrosive Skin minimizes the damage from Ignite and Fireblast.
* Viper cannot interrupt heroes with powerful channeling abilities: Bane,
Enigma,
Shadow Shaman,
Warlock
* Lifestealer's Rage makes him immune to all of Ogre's magical debuffs and also dispels them.
* Ogre's high health pool makes him an ideal target for Feast.
Additional:
* Ogre Magi has nothing against Rage and his high health pool amplifies
Feast.
* Heroes with summons: Lycan,
Broodmother,
Visage,
Nature's Prophet,
Warlock.
* Warlock often stays back and counter-initiates by dropping his
Chaotic Offering on Earthshaker and his allies.
* Ignite can prevent Earthshaker from escaping and/or initiating with Blink Dagger.
* Fireblast and Unrefined Fireblast may help prevent Earthshaker follow through with his combo after landing an Echo Slam.
* 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.
* Fireblast is a good tool to interrupt Io during its escapes through Tether.
* Ignite can be one of the few spells with enough total damage to out-trade the sustained healing Io provides for its fellow laner.
* However, picking other supports that focus less on the laning phase is generally a better choice against Io.
* It is difficult for Mars to trade blows with Ogre Magi in the early game thanks to his high base health, resistance and Ignite.
* Bloodlust can assist Ogre Magi or an ally in repositioning against Mars for its move speed bonus.
* Fireblast can interrupt and mitigate Mars from performing his skill combos, especially in combination with
Multicast.
* Chaotic Offering's spell immunity piercing stun can stop Black Hole's channeling. Due to this ability's large area of effect, it can be cast at a safe distance from the Black Hole. It also goes through
Black King Bar and ignores
Linken's Sphere.
* Fatal Bonds and
Aghanim's Shard upgraded
Shadow Word can be used to make Enigma's Eidolons easier to kill, potentially feeding the enemy team. Also,their constant damage will put
Blink Dagger on cooldown, potentially forcing Enigma to prematurely activate
Black King Bar.
Additional:
* Chaotic Offering pierces spell immunity and is an area of effect ability, therefore it doesn't matter if Enigma buys Black King Bar or
Linken's Sphere, Warlock will always be able to cancel the channeling of
Black Hole.
* Enemies often get clumped up around Black Hole to hit your allies, giving you a perfect opportunity to cast Fatal Bonds, Chaotic Offering, and Upheaval on multiple enemies.
* Chaotic Offering's vast area-effect can destroy trees and stun Hoodwink.
* Upheaval makes retreating with
Scurry difficult.
* Fragile supports with low armor are always a good prey, also her Psionic Trap will wear down most attempts to flee with their built-in disables: Silencer,
Crystal Maiden,
Warlock,
Ancient Apparition,
Grimstroke,
Witch Doctor
* Because Templar Assassin does not have escape potential in lane, any support hero with roaming potential and a Dust of Appearance can be great at shutting her down early game:
Earth Spirit,
Spirit Breaker,
Tusk,
Bounty Hunter,
Riki,
Warlock.
Additional:
* Warlock can cast Upheaval when Templar Assassin uses Meld, preventing her from escaping at the right moment.
* Warlock can also send his Warlock Golem near where she used Meld, preventing escape by
Blink Dagger due to the Warlock Golem's
Permanent Immolation.
* Warlock's Golem's Permanent Immolation will burn away
Refraction with its damage over time.
* The damage block instances of Refraction can be burned down with Ignite.
* Fire Shield effectively reduces the burst damage from a Meld-charged ambush from Templar Assassin, provided the spell is cast beforehand.
* Warlock has strong counter initiation which reduces Marci's effectiveness throughout the game.
* Fatal Bonds cancels
Blink Dagger, which means Marci can move in and out of fights less effectively.
* Chaotic Offering paired with
Upheaval provides a ministun, a movement slow and paired with
Fatal Bonds has the potential to deal a lot of damage to Marci while she jumps on a target. The ministun also means that Marci will have a harder time casting Rebound. If Warlock does build
Aghanim's Scepter and
Refresher Orb, the physical damage from Golems will overwhelm Marci, especially when played as a support.
* Warlock Golems do plenty of physical and pure damage to bring down Huskar when he is at low health. Warlock is always a hazard for Huskar to initiate by using Life Break, because Chaotic Offering can stun him instantly, even when
Black King Bar is activated, and allows Warlock's team to gather their wit and retaliate.
* After using Life Break to jump in, Huskar will not have any means to escape Upheaval. Which since he is an attack-dependent hero, this will nullify his impact in fights.
* 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.
* Channeling heroes will not go well against Warlock, especially those who build Black King Bar as Warlock's ultimate ability stun goes through spell immunity. E.g.:
Crystal Maiden,
Witch Doctor,
Enigma, etc.
* While heroes with strong mobility are able to get close or flee from Upheaval, heroes with no escaping abilities or that lack long disables will perish against Warlock. Once the Warlock Golem lands with its stun, its hardly possible to escape when he casts Upheaval. Notable examples: Huskar,
Drow Ranger,
Lion,
Elder Titan, etc.
* While heroes with strong mobility are able to get close or flee from Upheaval, heroes with no escaping abilities or that lack long disables will perish against Warlock. Once the Warlock Golem lands with its stun, its hardly possible to escape when he casts Upheaval. Notable examples: Huskar,
Drow Ranger,
Lion,
Elder Titan, etc.
* Chaotic Offering can stop heroes who like to use spell immunity and teleport scrolls to safely farm during the early to mid game, since it stuns and also goes through spell immunity. Notable examples: Juggernaut,
Lifestealer.
* Side lanes with disables will greatly reduce the likeliness Void Spirit will be willing to rotate: Sven,
Tiny,
Wraith King,
Ogre Magi.
* Heroes with channeling spells because Shadow Fiend has nothing to cancel channeling outside of Requiem of Souls: Bane,
Enigma,
Pudge,
Shadow Shaman,
Dawnbreaker,
Warlock,
Crystal Maiden.
Additional:
* Because Shadow Fiend lacks escaping mechanisms, and is dependent on fair positioning for channeling Requiem of Souls, it's easier for Warlock with his long range crowd control abilities to lock Shadow Fiend down for his team.
* Warlock is a very strong hero when positioned correctly, and his long cast range helps him with this. However, some Heroes might disrupt or sneakily pass through his allies and deal with him, preventing him from doing his job. Such heroes include Chaos Knight,
Spirit Breaker,
Riki, and more.
* 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.
* Heroes that can cancel Charge of Darkness: Ogre Magi,
Earthshaker,
Lion,
Rubick,
Luna.
* Supports who can slow him to the point Trample does very little damage in the lane are also not fun: Lich,
Ogre Magi,
Winter Wyvern.
* Channeling heroes will not go well against Warlock, especially those who build Black King Bar as Warlock's ultimate ability stun goes through spell immunity. E.g.:
Crystal Maiden,
Witch Doctor,
Enigma, etc.
* Heroes that commonly attack etheral units do not have any problems against Muerta (such as Tinker,
Jakiro,
Luna,
Pugna or
Ogre Magi)
* Heroes with illusions and summons can swarm Bane, who has no area abilities outside from Aghanim's Shard upgraded
Brain Sap:
Broodmother,
Chaos Knight,
Naga Siren,
Nature's Prophet,
Phantom Lancer,
Terrorblade,
Visage,
Warlock,
Wraith King.
* While heroes with strong mobility are able to get close or flee from Upheaval, heroes with no escaping abilities or that lack long disables will perish against Warlock. Once the Warlock Golem lands with its stun, its hardly possible to escape when he casts Upheaval. Notable examples: Huskar,
Drow Ranger,
Lion,
Elder Titan, etc.
* 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.
* Illusion and heroes with summons are difficult to kill with Chen's single-target offensive spells: Terrorblade,
Phantom Lancer,
Chaos Knight,
Broodmother,
Naga Siren,
Lycan,
Visage,
Beastmaster,
Warlock,
Wraith King. And even though Chen can convert enemy summons with Holy Persuasion, their much greater numbers will often overwhelm Chen and his creeps.
* Weaver's Shukuchi allows him to escape from Warlock's Upheaval with high move speed.
* Time Lapse allows Weaver to ignore damage from Warlock's Golem and escape.
* A well-timed Fireblast with Multicast can prevent Weaver from escaping with Shukuchi and even
Time Lapse.
* Ignite's high damage early on applies heavy pressure onto Weaver's very small health pool.
* However, the slow from Ignite is generally useless against Shukuchi, and
Time Lapse dispels it if needed.
* With God's Strength, Warlock Golem goes down in a matter of seconds. The two weaker golems granted by Aghanim's Scepter will fare worse due to Great Cleave hitting both.
* Storm Hammer upgraded with Aghanim's Scepter dispels
Shadow Word.
Additional:
* God's Strength combined with
Great Cleave destroys Chaotic Offering golems within seconds.
* Warcry gives Sven and his allies armor to help against Warlock's Golem's heavy physical damage and movement speed to help escape Upheaval.
* Storm Hammer disrupts Upheaval.
* Multicast Fireblasts over the course of fights are a decent nuisance to stall Sven's massive damage output.
* Bloodlust and Ignite gives Ogre Magi's team the movement speed difference needed to chase and/or disengage against a Sven and his Warcry.
* Ignite provides strong damage over time to pressure Sven early on in the laning phase and keep his health low, delaying his transition into the jungle. Ignite is also an easy way to disrupt Blink Dagger, Sven's most popular way of initiation.
* Ogre Magi's presence in the laning phase both in terms of damage and durability keeps high pressure on Sven in lane.
* Purchasing an Aghanim's Shard allows Ogre Magi to greatly reduce the burst damage of Sven, who tends to build items focused on damage per hit instead of attack speed.
* Ogre Magi has single-targeted magical-only damage and disables and is less effective against Meepo's clones.
* Fatal Bonds links the Meepos together, which combined with area of effect damage or Cleave will be devastating.
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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Warlock
*
Upheaval does not interrupt Slark too much, as he can just Pounce out of the area.
Fatal Bonds and
Shadow Word can be dispelled by Dark Pact.
*
Ogre Magi
*
Dark Pact dispels Ignite's slow and Fireblast's stun.
Shadow Dance allows Slark to regenerate HP, even when he is affected by Ignite and Fireblast.
*