* Spiked Carapace allows Nyx to get an easy long-duration stun on Weaver once he uses Shukuchi, and then he can follow up with
Impale.
* Vendetta works as a great setup for both
Impale and
Spiked Carapace and can deal decent damage to Weaver. Additionally he can neutralize The Swarm beetles due to his invisibility duration.
* Nyx Assassin can simply activate Spiked Carapace while under many Invoker's abilities to stun him.
* Nyx Assassin takes advantage of Invoker's massive intelligence gain to do tons of damage using Mind Flare, as the spell does more damage based on the target's intelligence.
* Vendetta burns a large amount of Invoker's essential mana pool.
* Time Dilation while Shukuchi and
Geminate Attack are on cooldown will make these abilities unusable for a long time, reducing Weaver's escape potential.
* Chronosphere will reveal Weaver during Shukuchi.
Additional:
* The wide range of Chronosphere makes it difficult for Weaver to avoid it with Shukuchi and, once caught, his low survivability makes him an easy kill.
* With no significant source of burst damage, it is easy for Void to survive combat with Weaver using Time Walk.
* Time Dilation will prevent Weaver from using Shukuchi or force him to use Time Lapse to dispel the debuff and re-engage.
* Time Walk can easily avoid Invoker's combo damage if doesn't have disables.
* Chronosphere will reveal Invoker during Ghost Walk.
* All of Invoker's hidden cooldowns are affected by Time Dilation, so Faceless Void can easily slow him down a lot.
Additional:
* Time Dilation prevents Invoker from further invoking for the entire duration of the debuff, as well as massively slowing Invoker based on the large amount of spells he has.
* Time Walk will completely negate Invoker's combo damage.
* If Invoker is caught in Chronosphere, he will most likely be the primary target due to the large teamfight contribution he can provide.
* Weaver relies on Shukuchi to escape and kite enemy heroes. Slardar's Corrosive Haze lowers armor and reveals Weaver, who is already a very frail target.
* Weaver usually builds Linken's Sphere, Corrosive Haze can be used to pop the spell block, additionally the level 25 undispellable talent will prevent Weaver from removing Corrosive Haze with
Time Lapse, allowing allied heroes to use their abilities on Weaver.
Additional:
* Corrosive Haze lowers armor and reveals Weaver during Shukuchi, who is already a frail target. In addition, Weaver usually builds
Linken's Sphere, and
Corrosive Haze can be used to "pop" the spell block. His level 25 talent can also make Corrosive Haze undispellable by Time Lapse, which puts Weaver in an even worse situation.
* Guardian Sprint can dodge Weaver's bugs with the movement speed bonus.
* Invoker's
Ghost Walk can be countered, however,
Invoker could also use abilities like
Tornado or
Ice Wall to escape by other means.
* Smoke Cloud prevents Shukuchi and
Time Lapse, leaving Weaver helpless against Riki.
* The Swarm is ineffective against Riki because invisibility instantly removes the beetles.
* Heroes with silence: Death Prophet,
Riki,
Drow Ranger.
* Shadow Shaman's many disables can lock down Weaver. Even with Linken's Sphere, Weaver might not be able to escape should Shadow Shaman uses Shackles quickly enough following Hex.
* Mass Serpent Wards can make short work of Weaver once he is locked down.
* Heroes with long lockdowns: Shadow Shaman,
Legion Commander.
* Silences and other types of lockdown that prevent Weaver from using his spells: Silencer,
Riki,
Lion,
Legion Commander,
Shadow Shaman,
Bane.
* Invoker is heavily dependent on his spells, making him useless during Global Silence, as well as interrupting Invoker during his combo.
* Arcane Curse is particularly deadly, because Invoker will continuously lose health if he keeps invoking and casting new spells.
* Last Word will silence Invoker when he casts Invoke, interrupting his combo.
* A well-timed Gust will prevent Weaver from escaping, and a silenced Weaver usually dies very quickly.
* Weaver gains a lot of armor, which is bypassed by Marksmanship.
Additional:
* A well-timed Gust followed by
Frost Arrows will prevent Weaver from escaping with Shukuchi. A Weaver silenced for more than 3 seconds usually dies very quickly.
* Due to her high attack speed, Drow Ranger can easily kill The Swarm beetles.
* Heroes with silence: Death Prophet,
Riki,
Drow Ranger.
* Ball Lightning allows Storm Spirit to close the gap between him and Weaver in no time. Once locked down with certain items, Weaver is extremely fragile to Storm Spirit and his teammates.
* In the early to mid game, Invoker is defenseless against Storm Spirit's ganking with Ball Lightning and
Orchid Malevolence.
* Heroes with mana burn: Nyx Assassin,
Invoker,
Outworld Destroyer,
Pugna,
Lion
* Low-health, normally mobile carries with a lot of damage are vulnerable to Bane's nukes and disables: Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Luna,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* Heroes that depend on disrupting fights with ability combos or big ultimate abilities are vulnerable to the long stun of Fiend's Grip: Disruptor,
Death Prophet,
Enigma,
Faceless Void,
Invoker,
Lich,
Magnus,
Mars,
Medusa,
Outworld Destroyer,
Phoenix,
Puck,
Queen of Pain,
Shadow Fiend,
Treant Protector,
Underlord,
Winter Wyvern,
Witch Doctor,
Zeus.
* Tidebringer pressures Invoker easily in lane due to Invoker's low health and armor in the early game.
* Sprout with True Sight items (Sentry Ward or
Dust of Appearance) make it possible to trap Weaver in lane, unless he buys
Quelling Blade or until he unlocks
Time Lapse.
* The Swarm beetles can be destroyed with Nature's Prophet's Treants.
* Broodmother can kill Invoker easily in the early game with her Spawn Spiderlings and her spiderlings.
* Broodmother is both an Orchid Malevolence and a
Nullifier carrier. As she can farm it early, she can kill Invoker easily.
* Queen of Pain usually outlanes Invoker, giving her team a significant early game advantage while Invoker is still farming.
* Blink allows Queen of Pain to escape from Invoker's combo if he doesn't have disables.
* Arcane Bolt has a long range and a low cooldown, and is a great spell to waste Linken's Sphere. It also serves as an effective spell to harass Weaver with.
* Ancient Seal prevents Weaver from using Shukuchi or Time Lapse.
* Shukuchi will trigger extra damage from Rupture.
* Shukuchi's invisibility is detected by Thirst.
* Time Lapse cannot dispel Rupture, preventing Weaver from escaping ganks. However, smart Weaver will buy
Linken's Sphere to counter this problem for him.
Additional:
* Rupture is particularly crippling against Weaver, who relies on high movement speed from Shukuchi to fight and escape, and it cannot be dispelled by Time Lapse.
* Thirst detects Weaver through Shukuchi whenever his health is low.
* Blood Rite combined with Rupture forces Weaver to either take damage from the latter, or to get silenced for a long duration.
* Quas-Exort Invoker is also a good matchup due to the fact he has no Wex to run faster due to the movement impairment on his stealth. The
Forge Spirit and
Cold Snap combo doesn't harm her as well since you can drain Invoker's HP with Spirit Siphon which forces him to retreat.
* Silence also prevents Invoker from using Invoke or casting his main spells temporarily. There is no way Invoker can block it unless he has
Eul's Scepter of Divinity to cyclone himself or has help from allies.
* Phantom's Embrace and Soulbind prevent Weaver from using Shukuchi or
Time Lapse to escape.
* Ink Swell discourages Weaver from moving through and damaging allies with Shukuchi.
* Berserker's Call is one of the best ways to lock down Weaver before he has a chance to use Time Lapse. It can also catch Weaver in
Shukuchi.
* Weaver's high attack speed, along with high attack damage from Geminate Attack, triggers Counter Helix continuously and the output damage would be returned by
Blade Mail.
Additional:
* Berserker's Call is one of the best ways to lock down Weaver before he has a chance to use Time Lapse. It can also catch Weaver in Shukuchi.
* Due to his fast attack speed from Geminate Attack and items that give attack speed, Counter Helix will activate a lot, and the damage would be returned by
Blade Mail, which hurts Weaver far more than it hurts Axe.
* Culling Blade can finish off Weaver's low health pool before he escapes with Shukuchi and Time Lapse.
* Battle Hunger is a good tool to pop Weaver's
Linken's Sphere due to its low cooldown.
* 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.
* Because Invoker relies on casting a large amount of spells to contribute to fights, Nether Ward can force him to not cast anything at all or take a large amount of damage to cast spells.
Additional:
* Nether Ward on its own can greatly hinder Invoker from casting many of his abilities, at least until he gets a significant amount of HP or is under the protection of spell immunity from
Black King Bar
* Life Drain provides True sight, revealing Invoker through Ghost Walk, and forcing him or his allies to use an ability or item to interrupt its channeling
* Outside of Nether Ward's range, Invoker shall have the advantage, as Invoker has Tornado to purge Pugna's Decrepify when it is used defensively, Tornado or Cold Snap to prevent Pugna from channeling
Life Drain
* A poorly used Decrepify on Pugna's allies means Invoker's abilities can be used to deal more damage to them.
* Templar Assassin can easily counter Invoker's last hitting process in the early game with Refraction.
Refraction also negates the stun from Cold Snap, since it will need to deal damage in order to apply its stun.
* Additionally, Refraction completely blocks damage from Sun Strike should Invoker try to finish her off, provided she activate Refraction beforehand.
* Juggernaut's instant spell immunity from Blade Fury. helps him dodge Invoker's combos. He can dispel the disables from
Cold Snap and
Deafening Blast and dodge the damage from
Chaos Meteor, as well as walk through
Ice Wall.
* Juggernaut's high DPS allows him to kill split pushing Forge Spirit(s) effortlessly, and his high armor prevents them from being a threat to him.
* However, Invoker can hit Juggernaut with Sun Strike through
Blade Fury, making the
Tornado and
Sun Strike combo a threat if he does not dodge
Tornado.
Additional:
* Blade Fury, similar to Rage, grants immunity to Invoker's spells and can dispel some debuffs as well.
* Omnislash renders Juggernaut invulnerable to Invoker's spells and can easily take Invoker down.
* Weaver's exceptional ability to elude and survive through clashes and ganks is hard countered by
Lion in every aspect.
* Weaver is very mana dependent and has a rather small mana pool in the beginning of the game, of which
Mana Drain can deplete and lessen his early game presence.
* Earth Spike followed by
Finger of Death in the huge majority of the time is enough to kill
Weaver.
* Earth Spike can be point targeted to hit through
Shukuchi.
* Hex's has a fair long duration, by which
Weaver will not be able to deal damage, or even survive a coordinated attack, and it is single target, of which cannot be dodged.
* Mana Drain easily breaks
Linken's Sphere. Its low cooldown allows
Lion to infinitely break it whenever it recharges.
* Earth Spike and
Hex when paired for the longer lengths of disables may diminish
Time Lapse efficiency, possibly causing
Weaver to not undo as much damage as he would.
* Heroes that avoid damage by coming in and out of invisibility in teamfights such as Weaver,
Templar Assassin, and
Riki will be easy for Zeus to reveal with Lightning Bolt and Thundergod's Wrath, but these heroes usually have other ways to avoid his damage or kill him, so he is not a perfect counter alone.
Additional:
* Arc Lightning has a low cooldown can used to pop his
Linken's Sphere.
* Lightning Bolt or (
Nimbus upgraded from
Aghanim's Scepter) detects Weaver during Shukuchi, preventing his ganks.
* Thundergod's Wrath can kill Weaver quickly before he can cast his Time Lapse at low health.
* Bounty Hunter has a cheap way to break Linken's Sphere and keep track of Weaver while he is using Shukuchi, though both can be dispelled with Time Lapse.
* Bounty Hunter and
Slardar both have ultimates (
Corrosive Haze and
Track) that reveal Invoker through Ghost Walk.
* Weaver with
Time Lapse
* 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.
* Heroes with abilities which have a built-in spell immunity: Lifestealer,
Juggernaut,
Pangolier.
* Frostbite will reveal invisible heroes for its duration, making it a good tool against any such hero (Riki,
Bounty Hunter,
Weaver, or
Clinkz for example), or as a soft counter to
Shadow Blade, if it is used first. This can be an amazing tool to ensure that
Dust of Appearance is used on the unit in question, and not wasted in not catching anything.
* Techies has both a silence and a powerful nuke in
Blast Off!, root from
Stasis Trap and even more magical damage in
Proximity Mines and
Remote Mines.
* Astral Imprisonment allows Outworld Destroyer to save himself or ally from Invoker's combo, or remove Invoker from a fight temporarily.
* Arcane Orb's pure damage will deal a lot of damage against Invoker's mediocre strength gain.
* E.M.P. is useless against Outworld Destroyer by activating Equilibrium.
* However, be aware that Sanity's Eclipse will most likely not deal any damage at all, due to Invoker's high intelligence gain compared to Outworld Destroyer's.
* Any heroes with high intelligence, such as Invoker and
Pugna.
* Weaver has poor health, relying on Shukuchi and
Time Lapse to survive, With Jakiro's considerable arsenal of stuns, Weaver cannot initiate on Jakiro without being punished heavily or even killed in return.
* While difficult, Ice Path can catch Weaver during Shukuchi, And since Shukuchi only lasts 4 seconds while Ice Path's stun lasts 3.5, the stun from Ice Path will strip him of his escape.
* Weaver has to be very careful casting Time Lapse around Jakiro, as it could very easily put him inside of a Macropyre or Ice Path.
* Heroes with good mobility to avoid Jakiro's abilities and with good chase to punish Jakiro from pushing a tower: Bloodseeker,
Ember Spirit,
Juggernaut,
Phantom Assassin,
Weaver.
* Earth Spirit is a dangerous foe to encounter for Invoker in the early stages of the game. Since Invoker needs to gain levels as fast as possible and is not very strong in the early game, Earth Spirit can use his incredible early game power to gank Invoker and ruin his game plan.
* Earth Spirit combines stuns and silences with his spells and can apply them from a great distance. This is bad for Invoker as he is dependent on a smart usage of his spells with Invoke and Earth Spirit can disrupt his combos easily.
* Heroes who can dodge Earth Spirit's abilities: Ember Spirit,
Puck,
Weaver
* Anti-Mage's mobility and magic resistance make him nearly impossible to kill alone.
* Invoker's spells cost a lot of mana, and Invoker himself has a lot of mana. This means Invoker and his team are vulnerable to Mana Void's heavy damage.
* Blink allows Anti-Mage to escape from Invoker's combo if he doesn't have disables.
* A well-timed use of The Swarm provides vision over heroes with high mobility: Anti-Mage,
Arc Warden,
Dark Seer.
* Shukuchi cannot help Weaver escape from Arena of Blood, and can most likely die if detected through invisibility.
* If pinned to the arena's walls, Time Lapse tends to not be enough to save Weaver, as God's Rebuke can keep him burst down thanks to its damage scaling.
* The Swarm and
Geminate Attack are not enough to pierce through Bulwark.
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Doom completely takes Invoker out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
Additional:
* Doom is a good way to shut down Invoker, preventing from casting spells and using items for a lengthy time, thus forcing him to invest on
Linken's Sphere.
* Heroes with one single-target abilities such as Wraith King,
Necrophos, or
Doom will struggle against Weaver's Linken Sphere.
* Silences and other types of lockdown that prevent Weaver from using his spells: Silencer,
Riki,
Lion,
Legion Commander,
Shadow Shaman,
Bane.
Additional:
* Duel's long duration prevents Weaver from activating Time Lapse or escaping with
Shukuchi.
* Heroes with long lockdowns: Shadow Shaman,
Legion Commander.
* Invoker's spells will disable and destroy Legion Commander while she's locked in a Duel.
* Shukuchi allows Weaver to close the gap between himself and Sniper with high speed, and to maneuver through teamfights to get on top of him.
* A combination of The Swarm and
Desolator tears through Sniper's low armor.
* Invoker's arsenal of magical spells are troublesome for Sniper who has low HP and high armor, which does not benefit him much against Invoker.
* Besides magical damage, he can be disarmed and repeatedly mini-stunned with Cold Snap, preventing him from reacting.
* Leveling Quas can allow Invoker to lane effectively against Sniper despite right-click harassment.
* Shukuchi allows Weaver to have faster movement speed and can outrun Primal Beast in most instances, such as while he is trampling.
* Trample disarms Primal Beast, so casting The Swarm can make him vulnerable to ranged attacks. Primal Beast also has an innately slow attack speed and will take a long time destroying the bugs.
* Time Lapse allows Weaver to negate and heal burst damage, which Primal Beast is reliant on.
* Invoker's numerous area-of-effect abilities can interrupt Primal Beast, especially while he is in the middle of a team fight, where Primal Beast thrives. (Tornado,
Cold Snap, and
Ice Wall all help to disable Primal Beast and control him from a distance.
* E.M.P. disintegrates Primal Beast's low mana pool.
* However, Invoker is quite a slow-paced hero and not particularly known for being survivable against a rampaging Primal Beast with Black King Bar.
* Weaver can run away after killing Wraith King once thanks to Shukuchi.
* Wraithfire Blast is quite predictable. If Weaver is quick, he will disjoint it with Shukuchi and proceed to chase Wraith King down.
* Shukuchi does have a fade time. They cannot disjoint it if you use it right next to them. They will be stunned and take damage; however they will still become invisible if they used Shukuchi before the stun hits.
* Weaver can easily harass Wraith King out of his lane thanks to his high base damage and Geminate Attack.
* Weaver can burn Wraith King's mana quickly with his Mana Break or
Diffusal Blade, until Wraith King purchases Aghanim's Shard to remove
Reincarnation's manacost.
Additional:
* Wraithfire Blast is easy to disjoint with Shukuchi or Time Lapse, and it's the only way to break Weaver's Linken Sphere.
* Wraith King has no other disables and no mobility, allowing Weaver to chase or escape Wraith King as he wishes.
* With the Mana Break talent and Diffusal Blade, Weaver can prevent
Reincarnation from triggering until Wraith King gets his shard.
* Invoker can drain Wraith King's mana with E.M.P., preventing him from reincarnating unless Wraith King has his Aghanim's Shard.
* Even if Wraith King survives and reincarnates, Invoker still has an arsenal of spells to lockdown Wraith King, including an easily setup Ice Wall.
* Tornado applies an area dispel to clear skeletons.
Additional:
* E.M.P. allows Invoker to burn Wraith King's mana to prevent Reincarnation from triggering (only until Wraith King gets his Aghanim's Shard).
* Ice Wall and Cold Snap are particularly crippling for Wraith King as they allow to kite him very effectively, preventing him from dealing melee attack damage.
* In general, Timbersaw struggles against highly mobile heroes that can avoid his abilities: Puck,
Weaver,
Ember Spirit and others.
* Cold Snap can prevent Timbersaw from using both Timber Chain and Chakram due to the frequent stuns interrupting the lengthy cast animations, as well as stopping him mid-chain. This can negate Timbersaw's attempts to escape or dole out extra ability damage.
* Later in the game, Invoker's heavy magical and pure damage can be difficult to avoid, meaning Timbersaw's armor is less useful.
* Marci's Dispose is blocked by Linken's Sphere which is a common item for Weaver.
* Shukuchi allows Weaver to escape from
Rebound slow.
* The swarm beetle require 4 hits to kill. Weaver can use it on her when she use Unleash. This give Marci a hard choice: ignore
The swarm and her armor keep decreasing or kill the beetle and wasting 4 attacks of Unleash.
* Heroes that can keep Marci for a long time in one place so she can't pursue her targets, like Bane,
Lion,
Shadow Shaman,
Invoker,
Disruptor and
Kunkka.
* Heroes with one single-target abilities such as Wraith King,
Necrophos, or
Doom will struggle against Weaver's Linken Sphere.
* Tornado allows Invoker to purge Necrophos's Ghost Shroud, nullifying any benefits he could get out of it
* E.M.P. allows Invoker to burn Necrophos's mana, preventing him from using his abilities constantly
* Cold Feet is extremely easy to nullify with Shukuchi.
* Ice Vortex does not slow Weaver in Shukuchi.
* Time Lapse will still affect his health, even when hit by Ice Blast.
* Ancient Apparition has no escapes or saves and is very squishy, making him an easy target for Weaver to get on top of.
Additional:
* Time Lapse allows Weaver (or an ally if upgraded with
Aghanim's Scepter) to regain HP while affected by Ice Blast.
* Shukuchi completely ignores the slow from Ice Vortex and helps him escape the freeze range of Cold Feet.
* Heroes with silence and mana drain abilites, as Ancient Apparition relies entirely on his abilities: Invoker,
Silencer,
Nyx Assassin,
Skywrath Mage,
Shadow Shaman,
Lion and etc.
* Sven can be easily kited since Weaver is a natural Linken's Sphere carrier and Sven relies on
Storm Hammer to disable and kill a hero.
* Heroes with naturally low mana can be easily shut down by E.M.P.: Sven,
Tiny,
Wraith King,
Omniknight
* Heroes that rely on slows or low-duration stuns have trouble catching Weaver: Omniknight,
Lich.
* Tornado dispels Heavenly Grace and Guardian Angel from multiple targets.
* Guardian Angel is generally useless against Invoker as he primarily relies on magical damage.
* E.M.P. depletes Omniknight's already small mana pool.
* Invoker's many disables keep Omniknight's team occupied until Guardian Angel times out.
* Geminate Attack works on Tombstone, allowing Weaver to kill it quickly.
* Zombies attacking Weaver disappear once he goes invisible with Shukuchi.
* Undying has no way to catch a mobile Weaver.
* Invoker's multiple spells can lock down Undying and disable him from doing much.
* A well-timed use of The Swarm provides vision over heroes with high mobility: Anti-Mage,
Arc Warden,
Dark Seer.
* Invoker's Forge Spirit can negate
Flux.
* Provided he does a right combo with Chaos Meteor, Invoker can easily burst down Arc Warden (plus his clone if he spawns it.)
* An early Orchid Malevolence can shut down Arc Warden pretty hard, especially when Invoker has a good lane against him if he kills him early on.
* Deafening Blast and
Ice Wall limit's Arc Wardens mobility and damage, crippling him greatly.
* Enigma lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Enigma finishes his initiation: Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
* Heroes who can clear the waves of Enigma's Eidolons: Lina,
Luna,
Dawnbreaker,
Jakiro,
Shadow Shaman,
Death Prophet,
Keeper of the Light,
Invoker,
Leshrac,
Puck.
* Heroes whose core item builds includes Monkey King Bar:
Faceless Void,
Windranger,
Weaver,
Juggernaut.
* Heroes who can summon illusions and summons because Terrorblade has no abilities to deal with multiple enemies at once outside Reflection: Shadow Shaman,
Naga Siren,
Broodmother,
Lycan,
Enigma,
Chaos Knight,
Phantom Lancer,
Shadow Demon,
Dark Seer,
Nature's Prophet,
Invoker,
Morphling,
Visage,
Grimstroke with
Aghanim's Scepter.
* Any hero who can survive Magnus's initiations and manfight him: Huskar,
Faceless Void,
Weaver,
Abaddon,
Troll Warlord,
Alchemist,
Dragon Knight,
Night Stalker,
Viper.
* 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 that are hard to kill without lockdown: Puck,
Weaver.
* Heroes with long animations can be frequently interrupted with Cold Snap: Earthshaker,
Monkey King,
Shadow Fiend
Lina
* Time Lapse with
Aghanim's Scepter dispels Flaming Lasso when used on allied hero.
* Linken's Sphere is core item for a Weaver making him a hard target for Lasso during entire game.
* E.M.P. allows Invoker to burn Medusa's mana to weaken Mana Shield.
* Medusa's lack of mobility makes her easy to kite with Invoker's spells.
Additional:
* E.M.P. is a large mana burn nuke which can hit Medusa's Mana shield with enough damage to lose even more mana.
* Deafening Blast disarms Medusa's ability to deal pseudo-AOE damage during teamfights.
* Cold Snap allows the opposing team to repeatedly stun Medusa in short succession, preventing her from successfully casting her ultimate due to its long cast time.
* Shukuchi grants Weaver invisibility and a high degree of mobility for a short time, which can make him a difficult target to hook.
* The Swarm beetles are difficult for Pudge to remove, due to his low base attack time and poor agility. Additionally, it can be used to can scout out Pudge's location.
* Should an ally get snagged by Meat Hook, Weaver can use Aghanim's Scepter upgraded
Time Lapse on them to send them back to where they were before hooked, even if Pudge has already started to Dismember them.
Additional:
* While Weaver is in Shukuchi, Rot doesn't slow him and
Meat Hook is easy to avoid.
* Even when hooked, Weaver can use Time Lapse, negating both the damage and displacement.
* Pudge has low armor and low attack speed, making him susceptible to The Swarm and physical attacks.
* Dismember is easy to block with Linken's Sphere and it's the only way to break Weaver's Linken Sphere.
* However, the long duration stun of Dismember can be dangerous for Weaver.
* Shukuchi can break Static Link with little trouble.
* Time Lapse can easily be used to avoid damage from Plasma Field and can recover the damage done from Static Link and Eye of the Storm.
* Eye of the Storm can't kill bugs from The Swarm.
* Shukuchi gets Weaver in front of Bristleback, negating the protection from
Bristleback.
* Weaver's mana break talent depletes Bristleback's mana pool, preventing him from spamming abilities.
* Earthshock's slow is ignored by Shukuchi.
* Ursa can be kited with Shukuchi and his burst damage will be negated with Time Lapse as long as Weaver survives it.
* The Swarm breaks Ursa's Blink Dagger, forcing him to deal with the beetles.
Additional:
* The swarm beetle can waste Ursa's
Overpower attacks.
* Ursa has no inherent way of disabling a slippery Weaver by preventing him from Shukuchiing or
Time Lapseing away, as the slow from Earthshock is useless against Shukuchi's haste effect.
* Cold Embrace is the perfect setup for all his nukes - Chaos Meteor,
E.M.P. and especially global
Sun Strike.
* Weaver doesn't care much about Lich's slows thanks to Shukuchi.
* If he sees Chain Frost is targeting him, he can easily isolate himself with Shukuchi so that it stops bouncing around.
* Unless Lich bursts Weaver immediately, Lich has no hard disables or silences to prevent him from using Time Lapse.
* Quas-
Exort Invoker can win the mid lane easily against Alchemist because
Quas regeneration will nullify Acid Spray's damage over time and
Exort damage bonus will allow Invoker to out last hit Alchemist.
* 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.
* Brewmaster is slow and has low armor, making his laning stage very difficult against Geminate Attack.
* Apart from the slow moving Hurl Boulder, which can be disjointed, he has no control to catch Weaver.
* Corrosive Skin makes Viper receive less damage from Invoker's spells
* Viper can harass Invoker with his Poison Attack in the early game.
* Viper Strike and
Poison Attack can kill Invoker easily if Ghost Walk is on cooldown.
* Shukuchi ignores slows and allows Weaver to escape Viper's onslaught.
* Time Lapse dispels
Poison Attack and
Corrosive Skin and undoes poison damage.
* Weaver's high burst damage allows him to kill Viper before being killed.
* Ice Wall and
Ghost Walk can be used to kite and escape from Viper.
* Chaos Meteor and
Sun Strike deal heavy damage and can quickly bring Viper down.
* Cold Snap,
Tornado, and
Deafening Blast are powerful disables that reduce Viper's effectiveness.
* E.M.P. burns Viper's limited mana pool, reducing his potential poison damage.
* Forge Spirits can melt Viper's armor and reduce his durability.
* Weaver can easily kill Chen's creeps and kite Chen with The Swarm and
Shukuchi.
* Neither Chen nor his converted creeps have burst damage at all, so Weaver will always have plenty of time to save himself with Time Lapse or his allies with
Aghanim's Scepter upgraded
Time Lapse.
* Heroes with haste can negate Enchant's slow: Weaver,
Dark Seer,
Lycan,
Centaur Warrunner.
* Heroes with naturally low mana can be easily shut down by E.M.P.: Sven,
Tiny,
Wraith King,
Omniknight
* Heroes that lack burst damage will have a difficult time taking down Monkey King, and fare badly against Jingu Mastery: Legion Commander,
Lifestealer,
Weaver,
Wraith King
* Heroes that can maintain vision on Monkey King can see when he uses Tree Dance: Bloodseeker,
Treant Protector with Eyes In The Forest,
Sniper,
Weaver
* Heroes with long animations can be frequently interrupted with Cold Snap: Earthshaker,
Monkey King,
Shadow Fiend
Lina
* Escape-type carries: Slark,
Storm Spirit,
Weaver.
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying Dagon and
Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
* Heroes with Linken's Sphere as core item: Weaver,
Morphling,
Medusa.
* Some heroes with extreme range, like Zeus,
Invoker or
Clockwerk, can snipe your allies from anywhere after your Grave has expired.
* Heroes with long animations can be frequently interrupted with Cold Snap: Earthshaker,
Monkey King,
Shadow Fiend
Lina
* You can potentially kill a fragile Weaver by using Disruption during
Shukuchi with a well-placed
Sentry Ward, wasting the Shukuchi. But odds are he'll wait to get low health,
Time Lapse the damage away and Shukuchi away once more.
* Strong escape combo abilities from Spirit Breaker Charge of Darkness and
Bulldoze can easily catch Shukuchi from Weaver. Since Spirit Breaker build Aghanim's Scepter,
Charge of Darkness is very fast able to reach catch Weaver trying it.
* Time Lapse also affected Charge of Darkness and
Nether Strike.
Additional:
* Shukuchi vision can easily target Charge of Darkness before Weaver purchase
Linken's Sphere.
* Heroes that usually builds Linken's Sphere as a core item:
Weaver,
Medusa,
Morphling,
Queen of Pain,
Storm Spirit
* Cold Snap allows Invoker to interrupt Charge of Darkness and Nether Strike.
* Tornado's long range can be used to cancel Charge of Darkness.
* Deafening Blast prevents Spirit Breaker from right clicking and thus proccing his Greater Bash.
Additional:
* Ice Wall can slow down Charge of Darkness in its tracks at max level, allowing counterplays such as Cold Snap to end the charge, bursting down with Tornado, Meteor, and right clicks, or even teleporting back to spawn to drag Spirit Breaker into the fountain.
* Cold Snap (if timed right) and Invoker's other disables like Tornado can interrupt Charge of Darkness, especially since Charge is telegraphed by the symbol appearing over head.
* Heroes with good escapes can usually outmaneuver and escape from Spectre: Slark,
Clinkz,
Weaver
* Dark Seer's only disable is Vacuum. Though he starts off with high armor and health, he'll eventually have a hard time dealing with high mobility heroes such as Weaver or
Queen of Pain.
* Heroes whose abilities can affect multiple enemies at once: Dawnbreaker,
Ember Spirit,
Lina,
Luna,
Jakiro,
Leshrac,
Invoker.
* Weaver cannot Time Lapse out of Huskar's burn damage.
* Heroes with abilities that reduce armor will make Huskar very vulnerable: Weaver,
Dazzle,
Bristleback,
Vengeful Spirit.
* Quas Exort Invoker has high physical damage in the form of Cold Snap and Forged Spirits that allows him to trade hits with Huskar.
* Although Huskar can dispel Cold Snap with Life Break.
* Sun Strike deals pure damage and pierces spell immunity, and Huskar tends to drain his HP, making him a susceptible target.
* Rage protects Lifestealer from all of Invoker's spells (except for Sun Strike).
Additional:
* Rage grants immunity from Invoker's spells and can dispel most of the disables such as the armor loss from Forge Spirit and the constant stuns of Cold Snap.
* Though The Swarm can be blocked by Rage, it can be used to lower Lifestealer's already low armor, making him even more vulnerable to physical damage while Rage is on cooldown.
* Lifestealer has no strong disables on his own and thus cannot catch up with nor escape from Weaver's Shukuchi.
* Lifestealer's reliance on meticulous auto-attacks will not help against Time Lapse, which can undo Lifestealer's already slow build-up of damage.
Aghanim's Scepter upgraded
Time Lapse can also be used to save allies from getting killed by Lifestealer, but that will require targeting the allied hero rather than just pressing the button that will trigger the
Time Lapse.
Additional:
* Open Wounds's slow is ignored by Shukuchi.
* Lifestealer has no other lockdown and relies on being on top of enemies; Weaver can kite him with ease.
* Heroes with high mobility can be prevented from using it to their advantage with Earthbind, even if they pack a dangerous arsenal: Earth Spirit,
Ember Spirit,
Storm Spirit,
Nature's Prophet,
Phantom Assassin,
Riki,
Anti-Mage,
Weaver.
* See items and abilities disabled by roots
* Heroes with powerful area-of-effect disables can initiate on Meepo and his clones and shut him down, such as Enigma,
Invoker,
Magnus,
Puck, and
Sand King.
* Earthshaker's many stuns can lock down slippery heroes like Slark in his
Shadow Dance and
Weaver in his
Shukuchi.
* Invoker's
E.M.P. is extremely effective against Earthshaker due to his low natural mana.
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* Heroes that can gain vision over trees to catch Tinker: Invoker,
Shadow Demon,
Batrider.
Additional:
* Tinker is relatively helpless against Invoker, as his Rearm and
Boots of Travel can be easily interrupted by Invoker's long range disables, even if he blinks away.
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.
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 user contributions 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.
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
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Weaver
* The long silence of
Crippling Fear at night prevents Weaver from using his Shukuchi or Time Lapse.
Dark Ascension and
Gem of True Sight, Night Stalker can easily find and probably kill Weaver.
Hunter In the Night's attack speed bonus removes The Swarm's beetles very quickly.
* With
*
Invoker
*
Crippling Fear is a good way to shut down and gank Invoker in the early game..
Void deals good damage to Invoker and makes escaping harder.
Hunter in the Night and
Void, Invoker can't get away from Night Stalker and won't be able to catch him with Sun Strike during the night.
*
* With