* Vengeful Spirit has two abilities to interrupt Death Ward, even through Black King Bar.
*
Wave of Terror can reveal a Tinker attempting to hide in the trees and then
Nether Swap and
Magic Missile will both serve to interrupt/lock him down, should he attempt to town portal or reload.
*
Lucent Beam interrupts Death Ward from a decent range.
* With Dust of Appearance,
Eclipse kills Witch Doctor during Death Ward, even through
Glimmer Cape.
* Even though Luna has a hard time laning against Tinker because of
Heat-Seeking Missile and
Laser, she can win against him in late game once she buys
Black King Bar, as none of Tinker's spells can bypass spell immunity.
*
Lucent Beam and 0.25
Eclipse Lucent Mini-stun talent for
Eclipse can be used to cancel
Rearm and prevent Tinker's escape attempts with
Boots of Travel. Luna can also use
Lucent Beam and
Eclipse if she is blinded with
Laser.
* An ill-timed and ill-positioned
Blink Dagger will make Tinker a very easy target for Luna's
Eclipse that can quickly tear him to shreds. This can get even better if Luna buys
Aghanim's Scepter and combines it with 0.25
Eclipse Lucent Mini-stun talent for
Eclipse.
* However, Luna needs to approach Tinker carefully, as Tinker is a natural
Scythe of Vyse wielder, and if he gets a jump on Luna first, he will be able to use it to disable and burst down Luna before she can use
Black King Bar,
Lucent Beam or
Eclipse.
Additional:
* Even though Luna has a hard time laning against Tinker because of
Heat-Seeking Missile and
Laser, she can win against him in late game once she buys
Black King Bar, as none of Tinker's spells can bypass spell immunity.
*
Lucent Beam and 0.25
Eclipse Lucent Mini-stun talent for
Eclipse can be used to cancel
Rearm and prevent Tinker's escape attempts with
Boots of Travel. Luna can also use
Lucent Beam and
Eclipse if she is blinded with
Laser.
* An ill-timed and ill-positioned
Blink Dagger will make Tinker a very easy target for Luna's
Eclipse that can quickly tear him to shreds. This can get even better if Luna buys
Aghanim's Scepter and combines it with 0.25
Eclipse Lucent Mini-stun talent for
Eclipse.
* However, Luna needs to approach Tinker carefully, as Tinker is a natural
Scythe of Vyse wielder, and if he gets a jump on Luna first, he will be able to use it to disable and burst down Luna before she can use
Black King Bar,
Lucent Beam or
Eclipse.
* 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.
* Tinker is heavily reliant on casting his spells and
Doom can disable all of his abilities and items. An
Aghanim's Scepter only makes it harder for Tinker to survive.
Additional:
* Tinker is heavily dependent on his abilities and
Doom prevents him from using any of them.
* This becomes even worse if Doom chooses the level 25 talent {ValueColor:1|Doom applies Mute|25tal} {Symbol:Talent}, which will prevent Tinker from using items such as
Blink Dagger.
* 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.
* Meat Hook can be used to pull Tinker to Pudge while he is hiding in the trees, and a follow up with Dismember and Rot can lead to a valuable kill, as Tinker doesn't buy many survivability items.
* Flesh Heap makes it hard for Tinker to deal serious damage.
Additional:
* Pudge can
Meat Hook a Tinker hiding in the trees and follow it up with
Dismember and
Rot for an easy solo kill, as Tinker doesn't tend to buy survivability items.
* Many stacks of
Flesh Heap combined with items that give Pudge high strength and health will make it hard for Tinker to deal serious damage to Pudge.
*
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.
* Tinker's
Laser has very little effect on Jakiro.
* Tinker has to sit still for a short period of time due to
Rearm, not only making it easy to catch him with Ice Path, but also by stunning him while he is Rearming, Jakiro generally spell Tinker's doom.
* With s high area-of-effect and strong damage-over-time capabilties, Jakiro can quickly burn through his
Defense Matrix, and at the same time lock down his Blink Dagger. Both of which he relies heavily to survive on.
* Heroes with good counter-push abilities to clear creep waves can hinder Jakiro's early pushing ability:
Death Prophet,
Sniper,
Tinker,
Windranger.
* 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.
* 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 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.
* Similarly, heroes with low cooldown teleports can be afraid to split push against X Marks the Spot, such as
Tinker and
Nature's Prophet.
* In general, highly mobile heroes like
Earth Spirit or
Storm Spirit are at a disadvantage against X Marks the Spot.
* Similarly, heroes with low cooldown teleports can be afraid to split push against X Marks the Spot, such as
Tinker and
Nature's Prophet.
Additional:
*
X Marks the Spot can be used to prevent Tinker from escape with
Blink Dagger or
Keen Conveyance, discourage him from snapping farm and snapping gank. However, in later game, it'll be much more difficult because Tinker can buy
Black King Bar or
Linken's Sphere to prevent Kunkka from placing X on him, or
Eul's Scepter of Divinity to prevent the recall.
*
Rage will dispel Laser's blind and turns him spell immune for the duration so Tinker cannot damage him.
*
Feast will quickly bring down Tinker due to being so fragile.
Additional:
* Lifestealer's Rage makes him immune to all of Tinker's damage and debuffs.
* Lifestealer can infest a mobile ally (teams usually pick one against Tinker), which may ensure that Tinker will die if he is caught.
* 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.
*
Nether Ward discourages Tinker from using abilities and items due to its high damage against heavy mana usage.
* Skywrath Mage stands perfectly on the center line against Tinker, thanks to his nuke and silence. Also, thanks to his abilities, he can quickly kill a victim, and Tinker is one of the most subtle heroes in the game
Additional:
* Skywrath Mage stands perfectly on the center line against Tinker, thanks to his nuke and silence. Also, thanks to his abilities, he can quickly kill a victim, and Tinker is one of the most subtle heroes in the game
* Clockwerk can easily catch a split pushing Tinker with his
Hookshot and prevent him from escaping with
Power Cogs and
Battery Assault. Clockwerk can also find a Tinker hiding in trees with his
Rocket Flare.
* Clockwerk usually buys a
Blade Mail, which does lots of damage to Tinker if he gets hit by his abilities (especially March of the Machines).
Additional:
* Rocket Flare can find Tinker if he blinks into the treeline, and Hookshot will prevent him from teleporting out.
* Battery Assault makes Tinker unable to
Rearm by stunning him repeatedly.
*
Shadow Wave provides good sustain against Tinker's spammable abilities.
*
Shallow Grave can stop Tinker from bursting down a target.
*
Pounce prevents Tinker from blinking away.
* Slark frequently builds
Shadow Blade, which allows him to approach Tinker unnoticed. Since Tinker's farming usually covers a significant amount of area on the map, Sentry Wards may not be cost effective.
*
Shadow Dance allows Slark to detect both common and unusual wards. Eliminating common ward causes Tinker trouble farming many lanes if he does not know who may be waiting to jump on him. Slark is also uniquely able to identify some of the less common wards used by Tinker, such as those placed on the cliffs at map edges which Tinker uses to give him vision over the trees he uses to hide in.
* Slark's extremely high move speed from
Shadow Dance, potentially stacked with
Shadow Blade, allows him to easily follow Tinker between lanes, especially if Tinker has pushed the lanes out.
*
Dark Pact dispels Laser's blind.
*
Death Ward does little damage against Dragon Knight's armor, and Dragon Knight's high health regeneration minimizes damage from
Maledict.
* 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.
* Due to Tinker's low health pool, Zeus can easily burst Tinker down, while also cancelling
Rearm.
* Once Zeus gets
Aghanim's Scepter, he will gain
Nimbus, which allows him to scout out Tinker on the map, especially when he is pushing lanes while hiding in the trees.
Additional:
* Zeus can easily reveal Tinker's location in the trees with
Thundergod's wrath.
* When Zeus has an
Aghanim's Scepter, he can use his
Nimbus, together with
Lightning Bolt to interrupt Tinker's
Keen Conveyance channelling and cancel Tinker's
Blink Dagger.
* Tinker is an easy target for Earth Spirit to initiate on. He likes to split push lanes once he acquires
Boots of Travel and Earth Spirit can jump him with his Rolling Boulder and disable him to buy enough time for his teammates to come and assist Earth Spirit.
* The huge range of Stone Remnant and Rolling Boulder enables Earth Spirit to stop Tinker from teleporting to his fountain since Tinker tends to buy
Blink Dagger most of the time to escape.
*
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.
* Beastmaster's Hawk can find Tinker easily while he is pushing or blinking into trees.
* Night Stalker can easily find Tinker in the trees during
Dark Ascension.
*
Void's mini-stun will stop Rearm and
Keen Conveyance
*
Crippling Fear's silence will prevent Tinker from fighting back, as Tinker relies on his spells.
Additional:
* Night Stalker is one of the best heroes to find (and silence) Tinker in the trees during Dark Ascension.
* Storm Spirit destroys trees and ignores impassable terrains with
Ball Lightning, rendering them dangerous places for Tinker to hide within.
*
Ball Lightning disjoints projectile from
Heat-Seeking Missile and damage from
March of the Machines.
*
Electric Vortex prevents Tinker from teleporting away, and
Static Remnant and
Overload can easily burst him down.
Additional:
* He can easily catch Tinker in the trees with
Ball Lightning and kill him with
Orchid Malevolence and his abilities, which deal both physical and magical damage, making them difficult for Tinker to itemize against.
* Tinker relies on his high mobility from
Keen Conveyance and
Blink Dagger to survive. Those items don't help him if Spirit Breaker manages to cast Charge of Darkness on him.
* Spirit Breaker can easily cancel
Rearm and
Keen Conveyance.
*
Guardian Angel protects allies from Death Ward's physical damage.
*
Purification and
Heavenly Grace will most likely save teammates from dying to 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.
* 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.
Additional:
*
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.
* Heroes like
Slark,
Witch Doctor and others also tend to suffer in Ice Blast's heal denial.
* 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 plenty of summons, such as
Broodmother or
Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
* 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.
* Stone Form can easily interrupt heroes with long channeling spells, like
Crystal Maiden,
Bane,
Witch Doctor, or
Enigma.
* 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 with channeled abilities can be interrupted by a long-range Fissure:
Crystal Maiden,
Witch Doctor,
Bane,
Pugna,
Pudge.
*
Arc Warden's
Magnetic Field dodges all damage from Death Ward.
* 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 that can gain vision over trees to catch Tinker:
Invoker,
Shadow Demon,
Batrider.
* Heroes with global spells that can reach
Tinker anywhere on the map:
Spectre
Additional:
* His global teleportation with
Boots of Travel and
Rearm is easily countered with
Haunt, and Spectre can reach him anywhere on the map.
* He is squishy, and if alone
Desolate will kill him very fast.
*
Dispersion can reflect and reduce his burst damage.
* 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.
*
Tinker who can't fight multiple heroes will suffer greatly against Ransack and Earthbind.
* 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.
* Heroes who rely on channeling abilities can be interrupted in teamfights by Rolling Thunder:
Crystal Maiden,
Pugna,
Witch Doctor
* Nyx Assassin's whole skillset is good against Tinker:
*
Impale prevents Tinker from blinding Nyx Assassin or fighting back, while giving Nyx' allies time to catch up to Tinker's position.
*
Mind Flare generally deals more damage to intelligence based heroes like Tinker.
*
Spiked Carapace can stun Tinker at a moment of Nyx Assassin's choosing if March of the Machines has been cast. It is also quite easy to time Spiked Carapace against Heat Seeking Missiles.
*
Vendetta allows Nyx to approach Tinker in the trees or wait for him in common hiding spots and deal heavy damage to his low armor.
Additional:
*
Heat-Seeking Missile allow easy Spiked Carapace stuns.
* As a fragile hero that relies on mana and intelligence items, Tinker is vulnerable to Mana Burn.
* Nyx Assassin's stuns can interrupt
Rearm and leave Tinker helpless.
* 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.
* 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.
* Any hero with a low HP pool is easy for Tinker to nuke down:
Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* 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 rely on basic attacks will suffer from Laser:
Phantom Assassin,
Wraith King,
Huskar.
* Voodoo Restoration heals to counter damage over time of Viper abilities.
* Viper has no way to cancel Death Ward, even through
Rod of Atos.
* Viper is kind of a mixed package. Tinker is very good against him. but stands a better chance against him than most heroes.
* Viper has a high innate magic resistance, but relies on his primary attacks to really deal damage. making Laser an effective way to save allies from him, and deal damage. Keep in mind that his
Corrosive Skin will prevent Tinker from blinking.
* Viper's
Viper Strike and
Poison Attack will also have a hard time damaging allies through Tinker's constant casting of
Defense Matrix.
* Viper has no solutions to cancel
Rearm nor any of Tinker's escape attempts with
Boots of Travel
* However, if Viper gets a jump on Tinker first. Tinker will unlikely survive versus Viper.
* 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.
*
Laser blinds Lone Druid, making his attacks miss.
* 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.
*
Laser blinds Bloodseeker, preventing him from getting last hits and denies during the laning stage and preventing him from finishing off enemies.
* Tinker always buys
Boots of Travel, helping him escape Bloodseeker's early ganks.
* Tinker's heavy magical damage will burst down Bloodseeker during the early to mid game, as he has little health.
Additional:
* Laser can be very effective against
Bloodrage as the damage will be amplified while the blind prevents Bloodseeker from landing hits.
*
Keen Conveyance guarantees him escape from Rupture.
*
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.
Additional:
*
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.
* Heroes with either magical, physical or pure damage burst:
Bane,
Ember Spirit,
Leshrac,
Lina,
Luna,
Nyx Assassin,
Phantom Assassin,
Skywrath Mage,
Tinker,
Ursa,
Void Spirit.
* Illusion heroes, such as
Naga Siren,
Phantom Lancer,
Chaos Knight,
Terrorblade will become strong against Tinker in the late game. Without
Aghanim's Scepter Tinker is forced to defensively disarm heroes with Laser, leaving illusions free to deal physical damage which Tinker's low armor makes highly effective. In addition,
Mjollnir or
Battle Fury, two common pickups against illusion heroes, don't work well on Tinker at all.
*
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.
* With
Aghanim's Scepter, Tinker's Laser completely stops Chaos Knight's damage, forcing him to buy either a Black King Bar for his own survivability while leaving his illusions still vulnerable, or a Monkey King Bar leaving him still vulnerable to Tinker's nukes, though improving his damage.
* Tinker rarely finds himself in the middle of a fight, which is where Chaos Knight typically thrives, and even in the rare cases of being so, at level 3 Tinker's constant rearm and blink away can kite and dodge Chaos Knight's spells reliably, so Chaos Knight has very little catch against Tinker's mobility. This gives Tinker impunity to create more chaos in a teamfight than Chaos Knight can control, laying down the field with March of the Machines and constantly being hit by rockets and lasers.
* 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.
* Tinker can break Magnus's Blink Dagger using
March of the Machines and
Heat-Seeking Missile, therefore delaying any initiation or making Magnus use Skewer or
Force Staff to initiate. His {Ability ID:Defense Matrix|Tinker} will decrease the duration of Reverse Polarity and can also be cast on all of his teammates with {Ability ID:Rearm|Tinker}. Tinker usually gets his own Blink Dagger as well, which makes him harder to lock down unless Magnus commits Reverse Polarity only for Tinker.
* Voodoo Restoration heals to counter damage over time of
Poison Nova and
Poison Sting.
* Laser can be cast on a initiating Ursa, normally causing him to waste multiple
Overpower attacks, forcing him to either Black King's Bar, or
Enrage to protect himself.
* Ursa will probably carry a Linken's Sphere to counter Tinker's Laser. Popping it with Scythe of Vyse is actually preferable, due to Laser's high Pure damage.
* While Ursa is a common Blink Dagger carrier, but he otherwise has no way to close the gap, Baiting him into using his Blink, then blinking away, allows Tinker to easily kite Ursa.
* Enrage is generally how Ursa disengages, Due to Tinker's high maneuverability, he can follow him until it runs out. then burst him down with high magic damage.
*
Laser along with
Heat-Seeking Missile allows Tinker to quickly burst down Drow Ranger due to her low health.
*
Heat-Seeking Missile lets Tinker out-range Drow Ranger and hit her in the backline of a teamfight.
* Paralyzing cask bounces between him and his wolves, keeping him stunned for long amounts of time.
* All of Tinker's damage is magical and pure, which makes Cold Embrace a good setup for his nukes.
* Winter's Curse is very hard to cast on Tinker because he usually stays in the back-lines in team-fights. In turn, Tinker has mediocre attack damage and will contribute very little when he is cursed to attack an ally. He can also save his ally under Winter's Curse effect with
Ethereal Blade and
Defense Matrix.
* The blind from
Laser prevents Shadow Fiend from attacking for its duration, potentially preventing him from getting a kill.
*
Scythe of Vyse can be used to prevent Shadow Fiend from casting Requiem of Souls.
* A combination of Tinker's abilities and his items (like the
Dagon 5 and
Ethereal Blade combo) can kill Shadow Fiend quickly.
Additional:
* During the laning stage Laser will reduce Shadow Fiend's last hits, preventing him from getting
Necromastery souls.
* Shadow Fiend has low health and is vulnerable to Tinker's high magic burst.
* All of Tinker's damage is magic/pure and completely ignores Enchantress's
Untouchable. And Tinker's nukes can quickly decimate her small HP pool, sometimes even preventing Enchantress from even responding.
* As Enchantress relies solely on her primary attacks to deal damage, and rarely builds something to dispel it, Laser's Blind is particularly effective.
* However, Enchantress will probably build a Linken's Sphere against Tinker's Laser, so getting an additional disable is highly recommended.
* Heroes who rely on abilities to deal damage (e.g.
Timbersaw,
Tinker) can fight a Razor even after Static Link.
* 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.
* Heroes with high magical or pure damage will bypass Bulwark:
Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Any hero with a low HP pool is easy for Tinker to nuke down:
Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* 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 who rely on basic attacks will suffer from Laser:
Phantom Assassin,
Wraith King,
Huskar.
* Heroes with either magical, physical or pure damage burst:
Bane,
Ember Spirit,
Leshrac,
Lina,
Luna,
Nyx Assassin,
Phantom Assassin,
Skywrath Mage,
Tinker,
Ursa,
Void Spirit.
*
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.
* Heroes with wide AoE abilities will reveal Monkey King through Mischief:
Necrophos,
Phoenix,
Alchemist,
Earthshaker,
Razor,
Tinker,
Leshrac,
Queen of Pain
* Heroes with channeling abilities:
Enigma,
Witch Doctor,
Crystal Maiden.
* Any hero with a low HP pool is easy for Tinker to nuke down:
Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
*
Press the Attack can dispel Laser's blind while providing great attack speed and health regeneration.
* Once caught in a
Duel, Tinker, who completely relies on his spells to be effective, has little chances of survival with his low health pool and armor.
*
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.
* Heroes with abilities that blind or cause Legion Commander to miss will prevent her from winning Duels:
Arc Warden,
Keeper of the Light,
Riki,
Tinker
* Lion has an incredibly fragile health pool, making him weak against nukers like
Tinker or
Oracle.
* Heroes with high armor like
Dragon Knight, or with abilities to cause attacks to miss like
Phantom Assassin,
Riki and
Tinker will be hard to deal with, as Clinkz relies almost entirely on physical attacks.
* Heroes with Evasion or abilities that cause Tiny to miss like
Phantom Assassin and
Tinker are very effective because of Tiny's low attack speed. Additionally,
Monkey King Bar is not a good item for Tiny because of its reliance on high attack speed to proc for magical damage.
*
Tinker's
Laser is useful against Outworld Destroyer, as the blind prevents him from landing Arcane Orbs.
* Death Ward's first target (before it bounces) can evade it, therefore
Windranger and
Phantom Assassin are poor choices to use it on.
* Tinker can use Laser to save an ally or himself from Phantom Assassin's initiate
Phantom Strike due to the blind, forcing her to use a Black King Bar to effectively initiate, Tinker can also use Warp Flare one he buys
Aghanim's Shard to reverse Phantom Strike's blinking with
Phantom Strike.
* Tinker almost never uses his physical attack, relying on his spell-spamming to deal damage which ignores
Blur's Evasion
* Defense Matrix prevents
Coup de Grace from triggering.
* Heroes with plenty of summons, such as
Broodmother or
Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
* Tinker has great map presence because of
Keen Conveyance and
Rearm, which means he can always teleport and defend towers whenever Nature's Prophet tries to push.
*
Laser prevents Nature's Prophet from attacking. Additionally, even with
Monkey King Bar, Nature's Prophet cannot hit towers and buildings during the effect.
* Timbersaw's ability to destroy trees can be a serious problem for some heroes that use them, as either a way of enhancing their spells like
Treant Protector, or heroes that tend to hide inside of them like
Tinker and
Monkey King.
* All Tinker's damage is magic/pure and completely ignores Timbersaw's
Reactive Armor.
* Timbersaw very rarely builds
Black King Bar, making him very vulnerable if Tinker builds
Scythe of Vyse.
* Heroes with channeled abilities which Assassinate may cancel at long range:
Witch Doctor,
Crystal Maiden,
Shadow Shaman,
Pugna
* Tinker is one of the few characters in Dota 2 who is able to defeat a Sniper on the center line – Tinker. On the center line, he gains an advantage over his opponent, and later acquires additional control. It is these abilities that the enemy should have in the game against the Sniper.
Additional:
* Tinker is one of the few heroes who is able to defeat a Sniper on the center line thanks to his long-ranged abilities.
*
Laser allow Tinker to deal damage to Sniper and blind him, causing him to miss attacks more often.
*
Heat-Seeking Missile can deal heavy damage to Sniper on lane.
*
Defense Matrix allow Tinker to save himself or allies from
Assassinate.
*
Warp Flare from
Aghanim's Shard allows Tinker to teleport Sniper away from himself, while also reducing both his attack range and cast range. If Sniper is teleported near Tinker's allies with
Warp Flare, he will be bursted down in no time.
* Heroes that can gain vision over trees to catch Tinker:
Invoker,
Shadow Demon,
Batrider.
*
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.
* Illusion heroes, such as
Naga Siren,
Phantom Lancer,
Chaos Knight,
Terrorblade will become strong against Tinker in the late game. Without
Aghanim's Scepter Tinker is forced to defensively disarm heroes with Laser, leaving illusions free to deal physical damage which Tinker's low armor makes highly effective. In addition,
Mjollnir or
Battle Fury, two common pickups against illusion heroes, don't work well on Tinker at all.
* Laser prevents
Juxtapose from triggering, as it only triggers on successful attacks
* Laser does high splash, and upgrading it with Aghanim's Scepter makes it deal twice as much damage due to the bounce. Combined with Rearm, Tinker can rapidly deplete Phantom Lancer's illusion army
* However, if Phantom Lancer ambushes Tinker, Tinker will not survive versus Phantom Lancer.
* Death Ward's first target (before it bounces) can evade it, therefore
Windranger and
Phantom Assassin are poor choices to use it on.
* Since Windranger is bad against magical damage, heroes with continuous magical damage or magical nukes can blast her:
Zeus,
Tinker,
Leshrac,
Viper,
Skywrath Mage,
Lion,
Lina,
Venomancer.
* 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.
* Illusion heroes, such as
Naga Siren,
Phantom Lancer,
Chaos Knight,
Terrorblade will become strong against Tinker in the late game. Without
Aghanim's Scepter Tinker is forced to defensively disarm heroes with Laser, leaving illusions free to deal physical damage which Tinker's low armor makes highly effective. In addition,
Mjollnir or
Battle Fury, two common pickups against illusion heroes, don't work well on Tinker at all.
* 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.
* Tinker can single-handedly stop Terrorblade's early-push and quickly clear his illusions with Laser (especially with
Aghanim's Scepter).
* Tinker has perfect tools to reveal Terrorblade from his illusions as well as to burst him down if he is low-health before he will be able
Sunder.
Additional:
* An
Aghanim's Scepter upgraded
Laser allows Tinker to blind Terrorblade and his illusions.
* Tinker deals incredible amounts of pure and magical damage with
Laser and
Heat-Seeking Missile combined with
Rearm, which will ignore Terrorblade's armor and be devastating to his low health pool.
* Tinker is a hero who very often goes for
Blink Dagger, and because Terrorblade has no disable to lock down Tinker, he will be unable to catch up with him nor to prevent him from escaping with
Boots of Travel.
* Even if Terrorblade manages to catch up to Tinker, Tinker can simply teleport Terroblade away from him with
Warp Flare provided by
Aghanim's Shard, which can also weaken Terrorblade's attack range and cast range.
* 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
* 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.
* 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.
* 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 with powerful channeling abilities are easily interrupted by Phantom's Embrace:
Bane,
Pudge,
Witch Doctor,
Crystal Maiden,
Enigma.
* Heroes with powerful spammable abilities will prove problematic for Grimstroke as Ink Swell does not protect him from them:
Zeus,
Skywrath Mage,
Tinker,
Lina
* 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.
* If Tinker can stay outside of
Chronosphere, Laser can cause Faceless Void to miss all his attacks.
* Faceless Void has low health and strongly relies on
Time Walk's healing factor to remain alive. Getting caught by Tinker with
Scythe of Vyse will almost always spell a quick end for Void.
* Rearm ignores
Time Dilation completely.
* Anti-Mage's high mobility from Blink and tendency to build
Battle Fury makes him strong against split-pushing heroes:
Nature's Prophet,
Tinker, and
Arc Warden.
Additional:
* Tinker is fragile and vulnerable against carries like Anti-Mage.
*
Mana Break burns away his mana pool and deals bonus physical damage.
* Tinker's massive mana pool makes
Mana Void deal large amount of damage, and can be used to cancel a
Keen Conveyance teleport.
*
Blink gives Anti-Mage many options, like disjointing Heat Seeking Missiles. He can use Blink to wait out of sight for a split pushing Tinker or chase a blinking Tinker into trees.
* Tinker doesn't want any of his spells reflected back at him through
Counterspell.
* 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.
* Illusion heroes, such as
Naga Siren,
Phantom Lancer,
Chaos Knight,
Terrorblade will become strong against Tinker in the late game. Without
Aghanim's Scepter Tinker is forced to defensively disarm heroes with Laser, leaving illusions free to deal physical damage which Tinker's low armor makes highly effective. In addition,
Mjollnir or
Battle Fury, two common pickups against illusion heroes, don't work well on Tinker at all.
* Heroes with long-lasting, undispellable debuffs will pinpoint the true Naga Siren:
Spirit Breaker,
Bloodseeker,
Witch Doctor.
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:
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Witch Doctor
* 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.
*
Tinker
* As Tinker relies heavily on his spells to be effective,
Last Word and
Global Silence will render him largely useless.
Arcane Curse effectively prevents Tinker from casting spells during its duration, as he will otherwise suffer heavy damage.
Glaives of Wisdom deal pure damage, which make quick work of fragile heroes like Tinker.
Rearm, preventing Tinker from spamming his abilities/items or escaping.
*
*
* Silencer's intelligence steal permanently weakens Tinker since he's a hero who requires lots of mana to be effective.
Additional:
* Silencer can stop
* Tinker heavily relies on his mana pool and has mana issues throughout the entire game and Silencer's intelligence steal does not help with that.