* 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.
* Pugna is very reliant on his abilities for damage which Silencer can take advantage off. But he has to be careful around the Nether Ward as Silencer's abilities cost a lot of mana to use.
* 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.
* While 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.
* On the other hand. 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.
* Both Jakiro's Ice Path and Liquid Frost can be used to cancel Life Drain from either Jakiro or an ally.
* Decrepify only makes Pugna even more vulnerable to Jakiro's magical damage, And it has no adverse effects on Jakiro himself.
* Aghanim's Scepter upgraded Macropyre can deal pure damage-over-time and pierce debuff immunity, which can discourage Pugna from even trying to use Life Drain.
* Bear in mind, however, that Nether Ward can do some considerable damage to Jakiro due to high mana costs on his abilities.
* 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.
* Puck can dodge Nether Blast and Life Drain with his Phase Shift, easily avoiding Pugna's strong burst magic damage.
* Waning Rift's silence allows Puck and its teammates to easily deal with Pugna, which cannot do the same to it, because with Puck it will be easy to avoid such an attack from the Decrepify.
* The Puck's combo: Waning Rift + Illusory Orb + Dream Coil doesn't have a huge amount of damage to feel the damage of the Pugna from Nether Ward, however, it may be quite enough to kill the Pugna solo at an early stage of the game with Witch Blade
Additional:
* Puck easily dodges the Nether Blast and the Pugna Life Drain with his Phase Shift, which is why he can easily avoid his strong magic damage
* The Puck's silence from the Waning Rift ability allows her team to easily cope with the Pugna, which cannot be said about the Pugna, because with the Puck it will be easy to avoid such an attack from the Decrepify
* The Puck's combo: Waning Rift + Illusory Orb + Dream Coil doesn't have a huge amount of damage to feel the damage of the Pugna from Nether Ward, however, it may be quite enough to kill the Pugna solo at an early stage of the game with Witch Blade
* 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 deal constant damage to Pugna through the low-cooldown Lucent Beam and her right clicks.
* Life Drain will be always canceled by Lucent Beam if Pugna does not have Black King Bar.
* Decrepify can be suicide against Luna due to Lucent Beam and Eclipse.
* Nether Ward is rather weak against Luna because unlike other heroes who rely on magical damage to damage or kill enemies, yet their ablities have very high mana costs, Luna does not have abilities that cost a lot of mana and Luna mostly uses her abilities to initiate a teamfight or to finish off fleeing enemy heroes.
* Luna is a common Black King Bar carrier, which allows her to protect herself against Pugna's only-magical damage output.
Additional:
* Luna can deal constant damage to Pugna through the low-cooldown Lucent Beam and her right clicks.
* Life Drain will be always canceled by Lucent Beam if Pugna does not have Black King Bar.
* Decrepify can be suicide against Luna due to Lucent Beam and Eclipse.
* Nether Ward is rather weak against Luna because unlike other heroes who rely on magical damage to damage or kill enemies, yet have very high mana costs, she does not have abilities that cost a lot of mana and Luna mostly uses her abilities to initiate a teamfight or to finish off fleeing enemy heroes.
* Luna is a common Black King Bar carrier, which allows her to protect herself against Pugna's only-magical damage output.
* Heroes who cannot escape from Trample early might be easy first blood. Heroes like Witch Doctor and Omniknight should play very cautiously alone...
* Primal Beast has multiple ways to cancel Life Drain very quickly.
* Pugna has a very low strength gain and as a support does not have much gold to buy health items, making him vulnerable to Primal Beast's onslaught of magical damage.
* Ironically, Decrepify actually just increases Primal Beast's damage on the targeted ally if Trample is activated. However, it can be used to slow him down and prevent any further Trample damage.
* Heroes with channeled abilities which Assassinate may cancel at long range: Witch Doctor, Crystal Maiden, Shadow Shaman, Pugna
* Sniper's huge range makes him an unviable target to use Life Drain on, forcing Pugna to risk playing out of position to use it on Sniper.
* Sniper's Shrapnel can be used to provide vision on Nether Ward, and his range allows him to easily take it out.
* A clumsy Pugna may accidentally boost Sniper's Shrapnel and Assassinate damages if he recklessly uses Decrepify on himself or his allies.
* 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.
* Fragile heroes: Bounty Hunter has decent nuking capabilities with Shiruken Toss and Jinada thus making fragile heroes easy picks for ganking. Few examples of such heroes are:Crystal Maiden, Pugna, Skywrath Mage, Io, Witch Doctor, etc.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* 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 build a Black King Bar (or have any sources of spell immunity) to channel abilities/items can still get interrupted by Dismember: Enigma, Juggernaut, Phantom Assassin, Pugna, Elder Titan.
* Heroes who rely on channeling abilities can be interrupted in teamfights by Rolling Thunder: Crystal Maiden, Pugna, Witch Doctor
* Heroes who rely on channeling abilities can be interrupted in teamfights by Rolling Thunder: Crystal Maiden, Pugna, Witch Doctor
* Pugna's squishiness and lack of mobility make him easy prey for a Hookshot initiation.
* Clockwerk's high health, low mana costs, and lack of reliance on Blink Dagger make Nether Ward ineffective.
* Battery Assault shuts down Aghanim's Scepter upgraded Life Drain, as the repeated ministuns prevent Pugna from channeling for an extended length of time.
Additional:
* Clockwerk loves to Hookshot low health, immobile targets like Pugna.
* Pugna's Life Drain gets immediately and repeatedly (if an Aghanim's Scepter was purchased) cancelled due to Battery Assault, especially if Pugna is trapped inside Power Cogs.
* Clockwerk also loves to build Blade Mail, which will deal more damage to Pugna than Clockwerk due to Pugna's low health pool.
* Finally, both Hookshot and Rocket Flare can allow him to finish off Pugna out of range of his Nether Ward.
* 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.
* Vengeful Spirit has two abilities to interrupt Death Ward, even through Black King Bar.
* Guardian Angel protects allies from Death Ward's physical damage.
* Purification and Heavenly Grace will most likely save teammates from dying to Maledict.
* Earth Spirit does not fly a small distance on Rolling Boulder using Stone Remnant, which will be a big problem for Life Drain, since Pugna will stop receiving health from breaking the distance of the ability, which will give the Earth Spirit team a chance to kill Pugna, by the way, this also works well with Boulder Smash, which pushes the enemy and can annoy the distance
* Earth Spirit has excellent control with a small recharge on Rolling Boulder and Geomagnetic Grip, which can knock down Pugna`s Life Drain, as well as completely turn him off in a fight, because he is very dependent on his abilities
* Magic damage from Earth Spirit's abilities can be disastrous for Decrepify, as it will kill him very quickly, and if Earth Spirit collects Ethereal Blade in such a game, it can easily destroy Pugna in one Rolling Boulder hit
* Earth Spirit also turns out to be a strong decision against Nether Ward, because he experiences it with his large amount of health, and if he collects Heart of Tarrasque(and Bracerin early game)in such a game, he may not feel it at all and calmly control Pugna with his abilities
Additional:
* Earth Spirit does not fly a small distance on Rolling Boulder using Stone Remnant, which will be a big problem for Life Drain, since Pugna will stop receiving health from breaking the distance of the ability, which will give the Earth Spirit team a chance to kill Pugna, by the way, this also works well with Boulder Smash, which pushes the enemy and can annoy the distance
* Earth Spirit has excellent control with a small recharge on Rolling Boulder and Geomagnetic Grip, which can knock down Pugna`s Life Drain, as well as completely turn him off in a fight, because he is very dependent on his abilities
* Magic damage from Earth Spirit's abilities can be disastrous for Decrepify, as it will kill him very quickly, and if Earth Spirit collects Ethereal Blade in such a game, it can easily destroy Pugna in one Rolling Boulder hit
* Earth Spirit also turns out to be a strong decision against Nether Ward, because he experiences it with his large amount of health, and if he collects Heart of Tarrasque(and Bracerin early game)in such a game, he may not feel it at all and calmly control Pugna with his abilities
* If Ursa uses Enrage, Pugna's Life Drain is next to worthless against him, due to Ursa taking 80% less damage, therefor Pugna heals by only 20% of the damage that the spell normally deals.
* It also dispels Decrepify, Even if you wait until he casted it, he can still dispel it with Shard upgraded Earthshock
* Ursa also commonly builds Skull Basher. With his high Attack Speed from Overpower. he can easily cancel Life Drain
* If Decrepify is defensivly casted, Ursa can still cast Earthshock both to slow you, and to deal amplified magic damage. He also commonly builds a Nullifier
* If Ursa jumps on you with a Blink Dagger he can easily wipe you out with Overpower.
* Ursa's Overpower can destroy a full health Nether Ward and still have a few swipes leftover, Also Ursa's low mana spells means he takes negligible damage from the Nether ward anyway.
* Ursa is also a common Diffusal Blade carrier, using it to both amplify his damage, but as his primary way to catch fleeing heroes
* Pugna is also the primary target of Ursa, due to him being both quite squishy, and a serious threat to his team, Ursa prioritizes the weakest link as Fury Swipes stacking damage will quickly demolish them, allowing Ursa to safely switch heroes
* Death Ward does little damage against Dragon Knight's armor, and Dragon Knight's high health regeneration minimizes damage from Maledict.
* 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.
* 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.
* Pugna's low health and reliance on channeled abilities make him very vulnerable to Tusk, although Pugna can win in a straight up 1v1 later in the game.
* Phantom Lancer creates way too many illusions for Pugna's Life Drain to destroy, overwhelming him easily.
* Doppelganger can dodge Nether Blast or dispel Decrepify.
* Diffusal Blade is a common item for Phantom Lancer to burn Pugna's large mana pool and deals a large amount of damage in the process.
Additional:
* Though Life Drain instantly destroys illusions, Phantom Lancer creates way too many for Pugna to handle.
* A good Phantom Lancer will also dodge your Nether Blast with Doppelganger.
* Phantom Lancer is the most natural Diffusal Blade carrier to burn Pugna's very large pool of mana away and deal a large amount of damage in the process.
* 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.
* Stone Form can easily interrupt heroes with long channeling spells, like Crystal Maiden, Bane, Witch Doctor, or Enigma.
* Heroes with plenty of summons, such as Broodmother or Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
* Pugna's Nether Ward doesn't really hurt Meepo since he usually buys attribute items to tank up and can be killed very quickly by 4 clones. Decrepify can amplify Poof's damage should Pugna use it to avoid Meepo's right clicking.
* 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.
* 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 like Slark, Witch Doctor and others also tend to suffer in Ice Blast's heal denial.
* 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.
* Spirit Siphon does a lot of magical damage, especially in the early game. This allows her to demolish low health heroes such as Zeus, Pugna, especially when combined with her other spells.
* 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 with powerful channeling abilities are easily interrupted by Phantom's Embrace: Bane, Pudge, Witch Doctor, Crystal Maiden, Enigma.
* 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.
* Heroes with plenty of summons, such as Broodmother or Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
* Death Ward's first target (before it bounces) can evade it, therefore Windranger and Phantom Assassin are poor choices to use it on.
* 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.
* Heroes who are reliant on physical damage will be nullified by Decrepify: Riki, Wraith King, Juggernaut.
* Nether Blast's animation makes it easy to time Spiked Carapace for a stun.
* Pugna has the largest intelligence gain in the game, making him a prime target for Mana Burn.
* Pugna needs to channel Life Drain, making him easy to hit with Impale.
Additional:
* Due to Pugna's incredible intelligence growth and terrible strength growth, Nyx should always be able to take you out with his combo, with or without an added Dagon. Mind Flare will deal a large amount of damage in particular, especially in the late game.
* Spiked Carapace is also a great tool versus Pugna. A good player will wait for you in Vendetta until you farm a creep wave with Nether Blast and reflect it back at you as their initiation and setup for Impale.
* 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.
* Pugna is a very fragile hero who can easily get caught and killed by Storm Spirit's long range initiation.
* This is especially true if he has Orchid Malevolence or Scythe of Vyse.
* Pugna has no disables that can prevent Storm Spirit from escaping.
* Even though Ball Lightning requires high amount of mana, Nether Ward is ineffective since Storm Spirit is invulnerable while using it.
* Storm Spirit's other abilities cost very insignificant amount of mana for Nether Ward to be effective.
* Heroes with mana burn: Nyx Assassin, Invoker, Outworld Destroyer, Pugna, Lion
* 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.
* Heroes who are reliant on physical damage will be nullified by Decrepify: Riki, Wraith King, Juggernaut.
* Pugna only deals magical damage, which Anti-Mage is exceptionally resistant due to Counterspell.
* Anti-Mage can dispel Decrepify with Manta Style.
* Pugna has a very large mana pool. This allows Anti-Mage to constantly deal bonus damage to Pugna with Mana Break and devastate Pugna's entire team with Mana Void.
Additional:
* Since Pugna relies on his teammates for protection, it is fairly common for Anti-Mage to get multiple kills with a single use of his Mana Void on Pugna if he's missing a considerable portion of his mana.
* Pugna's massive mana pool will result in Anti-Mage's Mana Break almost always dealing the bonus damage from the mana burn.
* Counterspell negates a large amount of Pugna's damage, as most of Pugna's damage comes from his spells.
* Blink can be used to get out of a bad situation, and Pugna has no way to prevent him from casting it.
* 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.
* 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.
* Nether Blast can deal high damage to Chen and clear waves of his creeps.
* Decrepify can be used to waste the duration of Penitence.
* Nether Ward can discourage Chen from using Penitence, Holy Persuasion and Hand of God due to their fairly high mana costs.
* Life Drain can often kill Chen or any of his allies before he can save them with Hand of God thanks to it's high damage and low cooldown.
* 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.
* All of Pugna's abilities are active, making Demonic Purge break from Aghanim's Scepter useless.
* Nether Ward punishes Shadow Demon's constant mana usage from spamming spells, especially Shadow Poison.
* An attempt to save an ally using Disruption can easily become a perfect setup for a Nether Blast for the enemy.
* Life Drain can be used to heal Pugna or an ally to save them from Shadow Demon's abilities.
* However, it can be cancelled by Disruption unless Pugna buys defensive items.
* Voodoo Restoration heals to counter damage over time of Viper abilities.
* Viper has no way to cancel Death Ward, even through Rod of Atos.
* Pugna's Decrepify allows him to save allies from being ganked by Viper, since Viper mostly relies on direct attacks in order to deal damage.
* Nether Ward can discourage Viper from spamming his abilities.
* Viper's damage over time is not enough to kill Pugna as he will have more than enough time to save himself (or his allies) with Life Drain and Viper has no solutions to cancel it.
* Pugna has no passive abilities, which renders Nethertoxin nearly useless.
* 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.
* Decrepify on either hero stops Legion Commander from completing a Duel, and dissuades her from initiating Duels on ethereal allies.
* Life Drain can help Pugna's teammates win a fight, either by killing Legion Commander or replenishing her target's health.
Additional:
* Decrepify prevents Legion Commander from attacking allies during Duel, regardless if it's used on her or on the ally .
* Pugna can easily cast Decrepify, Nether Blast and Life Drain on Legion during the 4/4.75/5.5/8 seconds of duel
* Voodoo Restoration heals to counter damage over time of Poison Nova 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 channeling abilities: Enigma, Witch Doctor, Crystal Maiden.
* 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
* Paralyzing cask bounces between him and his wolves, keeping him stunned for long amounts of time.
* Pugna's Decrepify prevents the target from taking physical damage or doing damage, which poses a huge problem for Lycan, as he mainly deals physical damage.
* 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.
* Pugna: Decrepify prevent the Spirit bear from attacking or protect allies from it.
* 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 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.
* Amazingly, Enchantress has even lower health than Pugna. Though she does pack quite a punch through Impetus, she can't use it if she is under Decrepify.
* Pugna's Magical DPS is way greater than the heal from Nature's Attendants, which will also harm her quite a bit if she's next to Nether Ward.
* Pugna can save allies with both healing or by making them ethereal but needs to be careful of Sven's Aghanim's Scepter purge.
* 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
* Pugna's Decrepify can render Templar Assassin's physical attacks useless.
* Pugna can also cast Life Drain on Templar Assassin, burning her Refraction instances.
* On the other hand, Pugna generally has low health and armor. Use this to your advantage.
* Nether Ward can punish Timbersaw, as Timbersaw is a spell-caster with low cooldowns. Furthermore, Timbersaw usually appears in the midst of battle, placing himself in range of Nether Ward's Mana Flares.
* Timbersaw has no stuns or silences to stop Life Drain. Since all of Pugna's Spells are magical, the damage can be devastating to Timbersaw.
* Decrepify can further increase all the magical damage done to Timbersaw, bypassing the enhanced physical resistance he can get from Reactive Armor.
Additional:
* Nether Ward can punish Timbersaw, as Timbersaw is a spell-caster with low cooldowns. Furthermore, Timbersaw usually appears in the midst of battle, placing himself in range of Nether Ward's Mana Flares.
* Timbersaw has no stuns or silences to stop Life Drain. Since all of Pugna's Spells are magical, the damage can be devastating to Timbersaw, especially when combined with Decrepify.
* Pugna can turn out to be an effective hero against Dazzle due to the fact that he does not allow him to extend his Poison Touch with his Decrepify, which is why Dazzle cannot keep the enemy under prolonged deceleration.
* Pugna has a very strong ability against casters with a small health reserve - Nether Ward, which is why heroes like Dazzle will not be able to constantly throw their Poison Touch Bad Juju and Shadow Wave at enemies under the action of Nether Ward or will be forced to take a lot of damage
Additional:
* Pugna can turn out to be an effective hero against Dazzle due to the fact that he does not allow him to extend his Poison Touch with his Decrepify, which is why Dazzle cannot keep the enemy under prolonged deceleration.
* Pugna has a very strong ability against casters with a small health reserve - Nether Ward, which is why heroes like Dazzle will not be able to constantly throw their Poison Touch Bad Juju and Shadow Wave at enemies under the action of Nether Ward or will be forced to take a lot of damage
* Nether Blast, Decrepify and Life Drain deal high magical damage and bypasses Bulwark.
* Nether Ward reduces the amount of abilities Mars can use during fights and forces Mars to be careful about the heavy mana cost of Arena Of Blood.
* Pugna is one of few heroes that can contest Mars' ability to push and defend towers early on.
* Nether Blast will still hit Slark even if he is hidden during Shadow Dance.
* Even though Pugna can rarely target Slark directly with Decrepify, he can still use it defensively on an ally to prevent Slark from getting stacks.
* Despite being somewhat easy to break with Pounce, Pugna can damage Slark and provide vision over him with Life Drain.
* Decrepify prevents Shadow Fiend from attacking for its duration, potentially preventing him from getting a kill.
* Nether Ward can do heavy damage to Shadow Fiend if he tries to cast his Requiem of Souls and his Shadowraze.
Additional:
* Decrepify prevents Shadow Fiend from attacking for its duration, potentially preventing him from getting a kill.
* Nether Ward can do heavy damage to Shadow Fiend if he tries to cast his Requiem of Souls or spam Shadowraze.
* Due to the high mana cost of his spells and the low cool down of them, Nether Ward can seriously damage Skywrath Mage if he isn't careful.
* Skywrath Mage's fragility makes him very susceptible to Pugna's high burst damage.
Additional:
* Nether Ward will make Skywrath Mage next to useless in fights, as his low hp pool will not allow him to sustain through the damage of the ward should he choose to cast spells. Be wary though that Skywrath's huge burst will make very quick work of Pugna's low hp should the ward be destroyed, and Decrepify won't help Pugna at all.
* Troll Warlord can't switch targets at will, in order to build Fervor stacks, which makes it easy to use Decrepify in order to save allies
* During Battle Trance, Pugna can easily use Nether Blast, Decrepify and Life Drain on him
* 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.
Additional:
* 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.
* Nether Ward punishes Leshrac's constant mana usage from spamming spells.
* Leshrac needs to be in the thick of the fight to deal damage, and so cannot escape from Nether Blast nor Life Drain easily.
Additional:
* Leshrac needs to be close to target in order to do damage, Pugna can outrun Leshrac with ease due to his superior movement speed.
* Split Earth can also be hard to land on Pugna for the same reason.
* Leshrac uses huge amounts of mana to do damage, Nether Ward forces him to either not contribute in a fight or kill himself in the process.
* Nether Ward discourages Tinker from using abilities and items due to its high damage against heavy mana usage.
* Nether Ward can do a ton of damage to Disruptor because of his high mana costs.
* Life Drain can be used to heal an ally trapped by Static Storm-Kinetic Field combo (if Pugna is not a target).
* Even though Pugna's low HP means that he can be quickly burst down, his Nether Ward heavily punishes casters whose spells cost a lot of mana, like Zeus. Casting 4 of his active spells, including Nimbus, close to an enhanced level 4 Nether Ward, can make the ward deal up to 1750 magical damage.
* Decrepify can further increase the damage dealt by Nether Ward upon Zeus. However, if used on Pugna himself or on one of his allies, it will amplify the damage done by Zeus' abilities.
* Nether Blast is one of the best tower pushing abilities in the game, with a low cooldown. A competent Pugna will (at the very least) destroy tier 2 towers and make space for his team before Spectre can finally come online.
* Spectre's spells, while not spammable, have a fairly high mana cost, so Nether Ward can be fairly damaging to Spectre early game. The mana degen will also dampen Spectre's early game power significantly.
* Once Pugna gets Aghanim's Scepter, he can spam Life Drain on any illusion Spectre summons, whether it'd be from Haunt, Manta Style, or some other means.
* In addition, Pugna can disable Spectre's Desolate ability (although its damage is pure, it requires physical attacks) with his Decrepify ability, leaving Spectre only with Spectral Dagger.
* 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.
* Enigma's abilities have a huge mana cost, meaning that Nether Ward will deal a lot of damage to Enigma.
* Pugna can heal allies trapped inside Black Hole thanks to Life Drain, Pugna can also damage multiple of Enigma's allies around him with Life Drain when he casts it on Aghanim's Shard upgraded Nether Ward during teamfight.
* Nether Blast can easily kill Eidolons, especially when Enigma is pushing.
* Even though Pugna cannot cancel Black Hole on his own, smart Pugna can buy Orchid Malevolence to stop Enigma from channeling Black Hole and make him more vulnerable to counter-attacks with Decrepify and Life Drain.
Additional:
* Enigma's abilities have a huge mana cost, meaning that Nether Ward will deal a lot of damage to Enigma.
* Pugna can heal allies trapped inside Black Hole thanks to Life Drain.
* Nether Blast can easily kill Eidolons, especially when Enigma is pushing.
* Decrepify prevents Omnislash damage, until Juggernaut gets a Nullifier.
* Without a disable, Pugna's high movement speed makes it harder to chase him with Blade Fury.
* Juggernaut has low mana and his skills cost large amount of mana. Nether Ward will hurt him more and even worse, the damage from the ward is inflicted before the Spell immunity provided by Blade Fury.
Additional:
* Decrepify is the perfect tool against Omnislash until he gets a Nullifier, and even then he will probably waste a couple of slashes before he uses it.
* Without an extra disable, Pugna's high movement speed makes it impossible to chase him with Blade Fury.
* Unlike some other carries like Slark or Phantom Assassin, Juggernaut's spells cost a hefty amount of mana and he will seriously get hurt by Nether Ward. Don't forget the damage from the ward is inflicted before the spell immunity is provided by Blade Fury.
* Cold Embrace is a death sentence against Pugna, since its the perfect setup for all his abilities, especially Life Drain.
* Decrepify can be cast to save the ally under Winter's Curse effect, wasting most of its duration.
* Winter Wyvern's abilities require a lot of mana, allowing Nether Ward to deal lots of damage.
* Decrepify can be used on allies to prevent them from attacking Axe and triggering Counter Helix during Berserker's Call. He can also cast it on Axe to prevent anyone from attacking him.
* Life Drain can be used to heal himself or allies caught in Berserker's Call, preventing them from dropping low enough for Axe to kill them with Culling Blade.
* Heroes with high movement speeds like Pugna and Meepo can run around, to, or away from Snapfire during Mortimer Kisses and dodge the projectiles easily due to their slow speed.
* Heroes with mobility spells (such as Queen of Pain's Blink and Clockwerk with Hookshot) can easily avoid Lil' Shredder and Mortimer Kisses.
* Heroes with high movement speeds like Pugna and Meepo can run around, to, or away from Snapfire during Mortimer Kisses and dodge the projectiles easily due to their slow speed.
* Heroes with long-lasting, undispellable debuffs will pinpoint the true Naga Siren: Spirit Breaker, Bloodseeker, Witch Doctor.
* 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 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.
* Nether Ward will be problematic for heavy nukers and spammers like Skywrath Mage, Lina, Lion and Invoker, but Pugna must not use Decrepify defensively against them as he will be helping them out more than anything.
* Pugna's Decrepify makes sure that either Alchemist is unable to hit anyone while also being slowed and susceptible to magical damage, or can protect an ally from physical attacks. Besides, Pugna can push early on, when Alchemist is not strong enough to repel it, so by the time Alchemist comes online, he might be forced to sit in base.
* Any heroes with high intelligence, such as Invoker and Pugna.
* Heroes that can punish aggressive heroes, such as: Leshrac, Shadow Demon, Pugna, Death Prophet.
* 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.
* Nether Ward causes Death Pulse to actually damage Necrophos rather than heal him. Meanwhile, Reaper Scythe's gigantic mana cost while Necrophos is near the Nether Ward can often instantly kill him.
* Nether Blast and Life Drain both make quick work of Necrophos's small healthpool, especially during Ghost Shroud. The latter also makes him an unappealing target for Reaper's Scythe, and can often force Necrophos to use it defensively as he has no other means of interrupting his channeling.
* Arc Warden's Magnetic Field dodges all damage from Death Ward.
* Arc Warden can't use Magnetic Field to stall the damage of Nether Blast on towers, but he can buy Aghanim's Shard to diminish its damage.
* Arc Warden has no innate disables to stop Life Drain and Decrepify
* The short cooldown of both Life Drain and Decrepify also means Pugna can deal with Arc Warden and Arc Warden's clone simultaneously most of the time
* A good Pugna looks to end the match early while Arc Warden, a very item reliant hero, thrives in longer matches.
* 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.
* As Terrorblade's damage output comes mainly from direct attacks, he will struggle greatly against heroes who have abilities that give evasion, trigger on attack or which can disarm an enemy hero: Centaur Warrunner, Hoodwink, Huskar, Invoker, Leshrac with Nihilism from Aghanim's Scepter, Lifestealer with Aghanim's Scepter upgraded Infest, Pangolier, Phantom Assassin, Pugna, Techies, Windranger etc.
* 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.
* Decrepify prevents Faceless Void from attacking trapped allies inside Chronosphere, wasting a large portion of its duration if Faceless Void can't dispel it.
* 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.
* Life Drain does not instantly kill the illusions from Phantasm
* Chaos Bolt and Reality Rift can easily interrupt the channeling from Life Drain.
* Reality Rift makes it harder for Pugna to keep his distance between Chaos Knight.
* Nether Ward barely deals any significant damage on Chaos Knight as Chaos Knight's abilities do not cost a lot of mana
* The overwhelming damage of Chaos Knight and his illusions will do a quick work on Pugna's poor HP pool, or safely remove the Nether Ward from the battlefield.
* 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.
* 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 that can apply early pressure before Phantom Assassin has farm are massive threats: Axe, Viper, Meepo, Jakiro, Pugna, Slark, Venomancer etc.
* 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.
* Nether Ward will be problematic for heavy nukers and spammers like Skywrath Mage, Lina, Lion and Invoker, but Pugna must not use Decrepify defensively against them as he will be helping them out more than anything.
* Heroes with no mobility will take some good damage from Sand King's spells: Dragon Knight, Jakiro, Pugna, Earthshaker.
* Pugna's Nether Ward damages Sand King when he channels Epicenter, preventing him from using Blink Dagger afterward.
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Witch Doctor
* 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.
Pugna
* All of Pugna's damage is magical, which can get blocked by Fate's Edict's 100% magic resistance.
* Oracle has two abilities that apply a dispel, which can easily remove Decrepify on his ally or Oracle.