* Luna can easily cancel channeling spells with Lucent Beam and 0.25s Eclipse Lucent Ministun talent for
Eclipse, she can also buy
Abyssal Blade in case they decide to buy
Black King Bar:
Enigma's
Black Hole,
Witch Doctor's
Death Ward,
Shadow Shaman's
Shackles,
Lion's
Mana Drain,
Bane's
Fiend's Grip,
Pudge's
Dismember,
Crystal Maiden's
Freezing Field,
Pugna's
Life Drain,
Dawnbreaker's
Solar Guardian, and
Naga Siren's
Reel In from
Aghanim's Scepter.
Additional:
* Lucent Beam interrupts Death Ward from a decent range.
* With Dust of Appearance, Eclipse kills Witch Doctor during Death Ward, even through
Glimmer Cape.
* Luna can easily cancel channeling spells with Lucent Beam and 0.25s Eclipse Lucent Ministun talent for
Eclipse, she can also buy
Abyssal Blade in case they decide to buy
Black King Bar:
Enigma's
Black Hole,
Witch Doctor's
Death Ward,
Shadow Shaman's
Shackles,
Lion's
Mana Drain,
Bane's
Fiend's Grip,
Pudge's
Dismember,
Crystal Maiden's
Freezing Field,
Pugna's
Life Drain,
Dawnbreaker's
Solar Guardian, and
Naga Siren's
Reel In from
Aghanim's Scepter.
* Being a strength hero with a high strength gain means Feast can give her a hard time,especially later in the game.
* However,Starbreaker's physical damage can control him in the laning phase.
* Kraken Shell dispels the stun from Paralyzing Cask. However, it does not dispel the damage from Maledict.
* Once Witch Doctor first uses his Death Ward in team fights, Tidehunter can simply cancel it with Ravage, turning the tables against him, especially if Witch Doctor does not have a
Black King Bar.
* As a precaution, Witch Doctor should let Tidehunter use Ravage first before channeling Death Ward to turn a team fight in his favor.
* It is especially easy for Oracle to negate the damage from Maledict, and even heal through it with Fate's Edict and
Purifying Flames.
* If by some miracle an enemy is still about to die because of Maledict, he can still save him with False Promise.
* Death Ward does little damage against Dragon Knight's armor, and Dragon Knight's high health regeneration minimizes damage from
Maledict.
* Like any hero with a channeled spell, Last Word is a counter to it.
* Global Silence goes through spell immunity and prevents Witch Doctor from casting his spells.
* Vengeful Spirit has two abilities to interrupt Death Ward, even through Black King Bar.
* Kinetic Field prevents Dawnbreaker from escaping with Celestial Hammer.
* Kinetic Field and
Static Storm can pin down Dawnbreaker after she jumps in with Solar Guardian.
* Glimpse can force Dawnbreaker out of a fight right after she uses Solar Guardian.
* Sacred Arrow can be used to interrupt Death Ward from a safe distance, forcing him to cancel it to dodge or get hit.
* Paralyzing Cask is a slow-moving stun, and Mirana can Leap away from her allies to keep it from bouncing.
* Witch Doctor has low health and can easily be killed with an Aghanim's Scepter combo or just when hit with an arrow.
* Wraithfire Blast cancels Death Ward in decent range.
* Death Ward is meaningless while Reincarnation is off cooldown.
* Vampiric Aura can out-heal the {tooltip:DoT|Damage over Time} from Maledict.
* Guardian Angel protects allies from Death Ward's physical damage.
* Purification and
Heavenly Grace will most likely save teammates from dying to Maledict.
* Gust can shut down most of Dawnbreaker's abilities, rendering her useless.
* Frost Arrows followed by a high attack speed, makes it hard for Dawnbreaker to escape.
* Beware of placing the Death Ward if Chronosphere is off cooldown, as it will cancel the effect and leave Witch Doctor vulnerable if he does not react in time.
* Time Walk can easily avoid Dawnbreaker's abilities or to escape her gank attempts and backtrack any damage she deals.
* Time Dilation can prevent Dawnbreaker from using her abilities after initiating, and slowing her down severely.
* Time Lock combined with his high attack speed can lock Dawnbreaker in place, preventing her escape with Celestial Hammer.
* Chronosphere locks down Dawnbreaker in place right after she uses Solar Guardian.
* On the other hand, if Solar Guardian is cast beforehand from afar, it may discourage Faceless Void from casting Chronosphere in its location
* Solar Guardian can heal allies that trapped inside Chronosphere.
* Without Dust of Appearance or Sentry Wards, Riki is able to silence Witch Doctor with Smoke Screen, and is likely to build a Diffusal Blade, leaving Witch Doctor without mana to cast Voodoo Restoration, as well as Skull Basher to interrupt Death Ward.
* Witch Doctor's iconic
Death Ward is a perfect spell for Rubick to output high damage.
* Death Ward requires channeling which makes Witch Doctor a clear tagret for stealing. Rubick can steal the spell outside of Death Ward's attack range most of the times.
* Note that an skilled Witch Doctor player can cast
Voodoo Restoration to disrupt their last spell for Rubick to steal.
* Telekinesis can interrupt a channeling
Death Ward. With
Death Ward's high burst damage, combining
Death Ward and
Telekinesis to hold enemy in place can result in a solo kill in the early game.
* Paralyzing Cask provides an additional disable. The ability also helps moderately with farming.
* Voodoo Restoration provides some utility by healing Rubick and his team.
* Maledict is a damage-over-time nuke that amplifies the damage enemy taken.
* Telekinesis can reposition the enemy within the range of
Maledict.
Additional:
* Rubick can steal Death Ward easily as it is a channeled ability and then use it to turn teamfight to his advantage.
* However, a skilled Witch Doctor will toggle Voodoo Restoration immediately after placing his Death Ward to prevent that.
* Morphling can Attribute Shift to strength after being hit by Maledict. Since Maledict deals its damage based on the difference between HP on cast and HP after two seconds, odds are Morphling will have more HP than when Maledict was cast, thus resulting in no damage.
* On the upside, players prone to panicked reactions may Morph to agility, making Maledict even more efficient than intended.
* Adaptive Strike (Strength) can interrupt Death Ward at a decent range.
* Stone Form can easily interrupt heroes with long channeling spells, like Crystal Maiden,
Bane,
Witch Doctor, or
Enigma.
* Heroes like Slark,
Witch Doctor and others also tend to suffer in Ice Blast's heal denial.
* Heroes with plenty of summons, such as Broodmother or
Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
* Generally, any fragile heroes will have a hard time dealing with Undying's tankiness, and even more so if Decay is used on them. Some examples are Crystal Maiden and
Witch Doctor.
* 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.
* Heroes with slow movement speeds and small health pools (supports like Crystal Maiden or
Witch Doctor) are easy targets for Phoenix. Should they be inflicted by its DOT debuffs, they will be very quickly killed without even getting a chance to fight back.
* Low mobility heroes: Heroes with no/little means of traveling fast have difficulty getting to/away from Bounty Hunter due to his slowing Jinada and hastening Track. Few examples of such heroes are: Crystal Maiden,
Sniper,
Ursa,
Witch Doctor, etc.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden,
Witch Doctor,
Bane,
Pugna,
Pudge.
* 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.
* Low health spellcasters: Lina,
Witch Doctor,
Tinker,
Keeper of the Light, all rely heavily on their spells and are fragile heroes. They all also have avoidable spells, allowing Puck to get to them and quickly burst them down.
* Heroes with powerful channeling abilities are easily interrupted by Phantom's Embrace: Bane,
Pudge,
Witch Doctor,
Crystal Maiden,
Enigma.
* 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.
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion,
Crystal Maiden ,
Venomancer etc.
* Heroes with channeled abilities which Assassinate may cancel at long range: Witch Doctor,
Crystal Maiden,
Shadow Shaman,
Pugna
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion,
Crystal Maiden ,
Venomancer etc.
* Heroes with long channeling abilities like Witch Doctor are easy targets for Kunkka to interrupt in team fights.
Additional:
* Torrent can cancel Death Ward from a far distance.
* Heroes that have a channeled ability that can be interrupted by Meat Hook: Shadow Shaman,
Witch Doctor,
Enigma,
Bane.
Additional:
* Meat Hook interrupts Death Ward from a decent range, even through
Black King Bar &
Glimmer Cape.
* Pudge can survive the damage from Maledict because of his Flesh Heap stacks.
* However the damage-over-time from Rot is counteracted by Voodoo Restoration.
* Heroes who rely on channeling abilities can be interrupted in teamfights by Rolling Thunder: Crystal Maiden,
Pugna,
Witch Doctor
* Heroes who have channeled abilities can be stunned by Light Strike Array, like Witch Doctor with
Death Ward and
Bane's
Fiend's Grip.
Additional:
* Light Strike Array cancels out Death Ward from a long distance.
* Arc Warden's
Magnetic Field dodges all damage from Death Ward.
* Heroes with the ability to heal allies will not be able to heal heroes affected by Doom:
Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Death Ward's first target (before it bounces) can evade it, therefore Windranger and
Phantom Assassin are poor choices to use it on.
* Paralyzing Cask will repetively bounce between Chen and his converted creeps every single time. This can get even worse if Witch Doctor buys
Aghanim's Scepter that will allow his
Death Ward to bounce between Chen and his converted creeps.
* Paralyzing Cask,
Maledict and
Death Ward combination will often kill Chen's allies before he can save them with
Hand of God. And to make things worse, Chen has no way to cancel
Death Ward on his own, and must rely on outside from {U:Centaur Conqueror} or {U:Mud Golem} under his control.
* Voodoo Switcheroo from
Aghanim's Shard cannot be interrupted by Chen's creeps at all because Witch Doctor is hidden for it's duration.
Additional:
* Paralyzing Cask will repetively bounce between Chen and his converted creeps every single time. This can get even better if Witch Doctor buys
Aghanim's Scepter that will allow his
Death Ward to bounce between Chen and his converted creeps.
* Paralyzing Cask,
Maledict and
Death Ward combination will often kill Chen's allies before he can save them with
Hand of God. And to make things better, Chen has no way to cancel
Fiend's Grip on his own, and must rely on outside from {U:Centaur Conqueror} or {U:Mud Golem} under his control.
* Voodoo Switcheroo from
Aghanim's Shard cannot be interrupted by Chen's creeps at all because Witch Doctor is hidden for it's duration.
* Starbreaker can deal huge damage to Chen and clear waves of his creeps.
* Celestial Hammer can deal damage over time to both, Chen and his creeps, which may force Chen to use
Hand of God prematurely.
* Solar Guardian allows Dawnbreaker to counter Chen's pushing attempts and to rejoin her team with Solar Guardian when they require it.
Aghanim's Scepter upgraded
Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, wasting much of
Penitence's power.
Additional:
* Starbreaker can deal huge damage to Chen and clear waves of his creeps.
* Celestial Hammer can deal damage over time to both, Chen and his creeps, which may force Chen to use
Hand of God prematurely.
* Solar Guardian allows Dawnbreaker to counter Chen's pushing attempts and to rejoin her team with Solar Guardian when they require it.
Aghanim's Scepter upgraded
Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, wasting much of
Penitence's power.
* Paralyzing Cask can save ally from Legion Commander Duel's until she purchases
Aghanim's Scepter.
* Voodoo Restoration can heal Witch Doctor allies from Duel's.
* Death Ward can help Witch Doctor allies from winning Duel's, if, he is not a target.
* Solar Guardian can save allies who are being dueled and will interrupt her Duel initiation.
* Heroes with long-lasting, undispellable debuffs will pinpoint the true Naga Siren: Spirit Breaker,
Bloodseeker,
Witch Doctor.
* Dawnbreaker can easily clear waves of Naga Siren's illusions from Mirror Image with
Starbreaker,
Celestial Hammer and
Solar Guardian.
* Aghanim's Shard upgraded
Starbreaker will allow Dawnbreaker to dispel
Ensnare and freely attack Naga Siren during
Song of the Siren when combined with
Black King Bar, a common item on Dawnbreaker.
* Solar Guardian allows Dawnbreaker to counter any attempts of Naga Siren and rejoin her team with Solar Guardian when they require it.
Aghanim's Scepter upgraded
Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, as Naga Siren mainly relies on direct attacks in order to deal damage.
Additional:
* Dawnbreaker can easily clear waves of Naga Siren's illusions from Mirror Image with
Starbreaker,
Celestial Hammer and
Solar Guardian.
* Aghanim's Shard upgraded
Starbreaker will allow Dawnbreaker to dispel
Ensnare and freely attack Naga Siren during
Song of the Siren when combined with
Black King Bar, a common item on Dawnbreaker.
* Solar Guardian allows Dawnbreaker to counter any pushing attempts of Naga Siren and rejoin her team with Solar Guardian when they require it.
Aghanim's Scepter upgraded
Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, as Naga Siren mainly relies on direct attacks in order to deal damage.
Solar Guardian can also be used after Naga Siren uses
Song of the Siren near her allies to either escape from or counter-initiate against them.
* Paralyzing cask bounces between him and his wolves, keeping him stunned for long amounts of time.
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,
Beastmaster ,
Lycan).
* Heroes with magical or pure damage output will not have any problems against Atrophy Aura at all: Luna,
Lina,
Jakiro,
Pugna,
Bane,
Snapfire,
Muerta,
Nyx Assassin,
Enigma,
Tinker,
Witch Doctor,
Zeus,
Crystal Maiden.
* 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.
* Maledict cannot be dispelled by Phantasm, and can be used to tag the real Chaos Knight hiding within his illusions.
* If Witch Doctor has an Aghanim's Scepter,
Death Ward will bounce between Chaos Knight's illusions, destroying them quickly.
* However, Death Ward is easily interrupted by Chaos Bolt until Witch Doctor buys
Glimmer Cape or
Black King Bar.
* Solar Guardian can save allies caught inside Arena of Blood.
* Dawnbreaker can use Solar Guardian to help her team against Muerta whenever they are in distress against her, especially when trapped in the radius of the
The Calling.
Aghanim's Scepter upgraded
Solar Guardian can also give Dawnbreaker's allies evasion against Muerta's attacks from
Gunslinger while Dawnbreaker is airborne for it's duration.
* Solar Guardian and
Starbreaker can disable Muerta even through both,
Pierce the Veil and
Black King Bar, though
Starbreaker will not deal any damage to Muerta as it's damage output is physical instead of magical.
* Celestial Hammer and
Solar Guardian deal magical damage which allows Dawnbreaker to fightback against Muerta whenever she has
Pierce the Veil. Dawnbreaker can also buy
Revenant's Brooch to attack Muerta through
Pierce the Veil with
Starbreaker.
* Dawnbreaker is also common Black King Bar wielder which allows her to protect herself against Muerta's abilities.
Aghanim's Shard upgraded
Starbreaker can also give Dawnbreaker debuff immunity against Muerta's abilities.
* Spectre has no innate disables or silence to stop any of Dawnbreaker's abilities
* Solar Guardian allows Dawnbreaker to quickly stand next to one of her allies, denying Spectre any of Desolate's bonus.
* Luminosity outheals the damage dealt by Dispersion.
Additional:
* Spectre has no innate disables or silence to stop any of Dawnbreaker's abilities
* Solar Guardian allows Dawnbreaker to quickly stand next to one of her allies, denying Spectre any of Desolate's bonus
* Luminosity outheals the damage dealt by Dispersion
* Solar Guardian can save an ally getting targeted and focused by Spirit Breaker.
* Death Ward with
Aghanim's Scepter makes quick work of the spawned illusions from Disruption.
* However, it can be cancelled by Disruption until Witch Doctor buys Linken's Sphere or
Black King Bar.
* All of Witch Doctor's abilities are active, making Demonic Purge break from Aghanim's Scepter useless.
* Voodoo Restoration can out-heal the damage from Shadow Demon's abilities.
* An attempt to save an ally using Disruption can easily become a perfect setup for a Maledict or
Paralyzing Cask for the enemy.
* Voodoo Restoration heals to counter Bloodseeker's Thirst.
* Rupture is generally useless against Witch Doctor while he is staying on Death Ward.
* Although Witch Doctor needs to be careful as Blood Rite can interrupt Death Ward.
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,
Beastmaster ,
Lycan).
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,
Beastmaster ,
Lycan).
* 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.
* Heroes with channeling abilities: Enigma,
Witch Doctor,
Crystal Maiden.
* Heroes with abilities or items that can silence or disable Anti-Mage for long periods of time will prevent him from Blinking away: Lion,
Silencer,
Shadow Shaman,
Grimstroke,
Witch Doctor,
Riki,
Faceless Void,
Skywrath Mage,
Puck.
* 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 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 abilities can affect multiple enemies at once: Dawnbreaker,
Ember Spirit,
Lina,
Luna,
Jakiro,
Leshrac,
Invoker,
Muerta,
Dazzle.
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion,
Crystal Maiden ,
Venomancer etc.
* Voodoo Restoration heals to counter damage over time of Poison Nova and
Poison Sting.
* Heroes with plenty of summons, such as Broodmother or
Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
* Starbreaker and Celestial Hammer does high AoE damage which easily clears {U:Treant}, shutting down most of Nature's Prophets damage and pushing power.
* Dawnbreaker can teleport to deal with split-pushing Nature's Prophet and rejoin her team with Solar Guardian when they require it.
* Since Starbreaker clears trees in its path followed by a stun at the end Nature's Prophet will be unable to escape the dangerous situation by using Sprout on himself and teleporting away with either
Teleportation or
Town Portal Scroll.
Additional:
* Starbreaker and Celestial Hammer does high AoE damage which easily clears {U:Treant}, shutting down most of Nature's Prophets damage and pushing power.
* Dawnbreaker can teleport to deal with split-pushing Nature's Prophet and rejoin her team with Solar Guardian when they require it.
* Since Starbreaker clears trees in its path followed by a stun at the end Nature's Prophet will be unable to escape the dangerous situation by using Sprout on himself and teleporting away with either
Teleportation or
Town Portal Scroll.
* Witch Doctor's Maledict burst damage can be prevented by Sunder if timed correctly. But it can kill Terrorblade if he has no target to be Sundered with, especially in the early game.
* Death Ward deals physical damage, and Terrorblade's high armor can help him survive against Death Ward. However, Terrorblade has no disable in his skillset at all, and he cannot stop Witch Doctor from channeling Death Ward to maximum. And if Witch Doctor owns
Aghanim's Scepter, attacks from Death Ward will be able to bounce around and wipe out Terrorblade's illusions and his team.
* Terrorblade must be careful as Paralyzing Cask is commonly tricky to dodge for him due to his reliance on illusions.
* Heroes who have channeling abilities because Terrorblade has no disables to cancel them at all besides Terror Wave from
Aghanim's Scepter, and he does not like buying disabling items at all:
Enigma's
Black Hole,
Witch Doctor's
Death Ward,
Shadow Shaman's
Shackles,
Lion's
Mana Drain,
Bane's
Fiend's Grip,
Pudge's
Dismember,
Crystal Maiden's
Freezing Field,
Pugna's
Life Drain,
Dawnbreaker's
Solar Guardian, and
Naga Siren's
Reel In from
Aghanim's Scepter.
* Heroes who have channeling abilities because Terrorblade has no disables to cancel them at all besides Terror Wave from
Aghanim's Scepter, and he does not like buying disabling items at all:
Enigma's
Black Hole,
Witch Doctor's
Death Ward,
Shadow Shaman's
Shackles,
Lion's
Mana Drain,
Bane's
Fiend's Grip,
Pudge's
Dismember,
Crystal Maiden's
Freezing Field,
Pugna's
Life Drain,
Dawnbreaker's
Solar Guardian, and
Naga Siren's
Reel In from
Aghanim's Scepter.
* Spiked Carapace can stop Dawnbreaker's Solar Guardian which will eliminate her global presence and limits her movement around the map.
Additional:
* Spiked Carapace interrupts Starbreaker before Dawnbreaker has her Aghanim's Shard, as well as
Solar Guardian during the initial channel, making her ineffective at joining and dealing damage in teamfights.
* The slow projectile and damage over time effect of Celestial Hammer makes it easy to stun Dawnbreaker if she attemps to engage or chase.
* Heroes who build Black King Bar as either core or situational item will be able to fight back against Nyx Assassin and freely attack him as Spiked Carapace cannot pierce spell immunity at all:
Axe,
Broodmother,
Dawnbreaker,
Enigma,
Huskar,
Jakiro,
Legion Commander,
Lina,
Luna,
Lycan,
Slardar,
Slark,
Troll Warlord,
Witch Doctor.
* 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.
* 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
* Multiple attackers thanks to summoned units or clones: Meepo,
Witch Doctor,
Lycan,
Enigma,
Shadow Shaman
* Heroes that can quickly deal damage to her, regardless of how weak they are, can easily break through her Refraction:
* Multiple attackers thanks to summoned units or clones: Meepo,
Witch Doctor,
Lycan,
Enigma,
Shadow Shaman
* Multiple attackers thanks to illusions: Phantom Lancer,
Chaos Knight,
Naga Siren (bonus for her
Ensnare). Also despite the visual effects, Templar Assassin does not spill damage against illusions or buildings, so she is not a really good hero to clean up illusions.
* Weak damage but high tick rate or persist in a long time: Slark,
Gyrocopter,
Queen of Pain,
Shadow Shaman (
Shackles),
Jakiro,
Pugna,
Doom
* Fragile support heroes are all ideal targets for the Phantom Assassin. Heroes such as Lina and
Witch Doctor are all prime targets that may not be able to react quickly and fight back due to Phantom Assassin's sudden appearance.
* Heroes capable of perofrming interceptions who can anticipate and counter-initiate after Phantom Assassin blinks on them with Phantom Strike will often kill her than the other way around: Axe,
Bane,
Dawnbreaker,
Centaur Warrunner,
Luna,
Medusa,
Omniknight,
Pudge,
Razor,
Terrorblade,
Underlord.
* Paralyzing Cask's short stun rarely prevents Monkey King from ambushing Witch Doctor.
* Death Ward's long channel is easily interrupted by Boundless Strike.
* Another hero that should not leave a special circle for his ultimate. The only thing to be afraid is Boundless Strike.
* Nethertoxin disables Dawnbreaker's
Luminosity. Since she's a melee hero, she needs to close gap to attack and Nethertoxin will be bad for her since she cannot heal.
* Viper Strike and
Poison Attack will severely slow her down and combined with
Nethertoxin, it will be her death sentence (unless her Celestial Hammer or Solar Guardian are off cooldown). Besides that, chasing her down will be easy due to the slow.
* Voodoo Restoration heals to counter damage over time of Viper abilities.
* Viper has no way to cancel Death Ward, even through Rod of Atos.
* Savage Roar interrupts Starbreaker.
* Dawnbreaker is a slow moving hero. Although tanky, Lone Druid can eventually wear her down with his better movement speed.
* 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.
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
you could hero names appearing as a counter and as being countered, as on image:
You can also add your own tips, update old data and fix mistakes by editing page on Dota 2 Wiki (it works like Wikipedia - anyone can contribute, you don't even need to register) these edits will appear on this website automatically (data is updated several times per week).
Right now there is no app/overlay that will detect picks automatically (like overwolf dota plus or become the gamer), instead, you can open web version in a steam in-game browser or use mobile version on your smartphone.
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Witch Doctor
*
Death Ward can be easily canceled by Jakiro, or even turned against him with Macropyre, due to it's attack range being smaller then Jakiro's cast range. And
Crystal Maiden, his Scepter does not allow him to move while using it.
Voodoo Switcheroo is even easier to land Jakiro's Macropyro/Ice Path combo. And unlike
Crystal Maiden, Witch Doctor's Aghanim's Scepter upgraded Death Ward does not allow him to move while using it.
Maledict can be quite effective on Jakiro, along with repetitive stuns from Paralyzing Cask, it is very difficult to get a strong Maledict on him. Although Witch Doctor's Paralizying Cask, Maledict and Death Ward combo will still quickly eliminate Jakiro.
Voodoo Restoration will partly protect his allies from Jakiro spells, as it heals based on their Max Health once he gets his Talent (Level 25). Before then though, it won't make a dent in the damage Jakiro deals.
* While
* On the other hand.
Dawnbreaker
* Heroes with channeling spells are very easy targets for Jakiro's abilities:
Crystal Maiden,
Dawnbreaker,
Enigma,
Pudge,
Shadow Fiend,
Shadow Shaman,
Warlock.