* Heroes with silence: Death Prophet, Riki, Drow Ranger.
* Dragon Knight has no built-in disengage from Frost Arrows, and Marksmanship procs ignore base armor, bypassing Dragon Knight’s durability for the most part, making Drow one of the few heroes that can deal enough sustained damage to solo kill Dragon Knight. * With Aghanim's Shard, Frost Arrows also apply hypothermia stacks, reducing her target’s regen, which is especially potent against tanks like Dragon Knight. (A similar effect can also be achieved with an Eye of Skadi)
* Astral Imprisonment allows Outworld Destroyer to save himself or ally from Invoker's combo, or remove Invoker from a fight temporarily. * Arcane Orb's pure damage will deal a lot of damage against Invoker's mediocre strength gain. * EMP is useless against Outworld Destroyer by activating Equilibrium. * However, be aware that Sanity's Eclipse will most likely not deal any damage at all, due to Invoker's high intelligence gain compared to Outworld Destroyer's.
* Arcane Orb's constant pure damage output is devastating to Dragon Knight. * Dragon Knight's relatively low mana pool leads to heavy damage from Sanity's Eclipse, which also bypasses his armor.
* Any heroes with high intelligence, such as Invoker and Pugna.
* Heroes with abilities which have a built-in spell immunity: Lifestealer, Juggernaut, Pangolier.
* Heroes who rely on skills to become a heavy hitter in a certain amount of time can waste their timing because of a lucky Lucky Shot's disarm: Terrorblade, Sven, Clinkz, Windranger, Alchemist, Dragon Knight, Legion Commander
* Anti-Mage's mobility and magic resistance make him nearly impossible to kill alone. * Invoker's spells cost a lot of mana, and Invoker himself has a lot of mana. This means Invoker and his team are vulnerable to Mana Void's heavy damage. * Blink allows Anti-Mage to escape from Invoker's combo if he doesn't have disables.
* Quas-Exort Invoker is also a good matchup due to the fact he has no Wex to run faster due to the movement impairment on his stealth. The Forge Spirit and Cold Snap combo doesn't harm her as well since you can drain Invoker's HP with Spirit Siphon which forces him to retreat. * Silence also prevents Invoker from using Invoke or casting his main spells temporarily. There is no way Invoker can block it unless he has Eul's Scepter of Divinity to cyclone himself or has help from allies.
* Earth Spirit is a dangerous foe to encounter for Invoker in the early stages of the game. Since Invoker needs to gain levels as fast as possible and is not very strong in the early game, Earth Spirit can use his incredible early game power to gank Invoker and ruin his game plan. * Earth Spirit combines stuns and silences with his spells and can apply them from a great distance. This is bad for Invoker as he is dependent on a smart usage of his spells with Invoke and Earth Spirit can disrupt his combos easily.
* Queen of Pain usually outlanes Invoker, giving her team a significant early game advantage while Invoker is still farming. * Blink allows Queen of Pain to escape from Invoker's combo if he doesn't have disables.
* Time Walk can easily avoid Invoker's combo damage if doesn't have disables. * Chronosphere will reveal Invoker during Ghost Walk. * All of Invoker's hidden cooldowns are affected by Time Dilation, so Faceless Void can easily slow him down a lot. Additional: * Time Dilation prevents Invoker from further invoking for the entire duration of the debuff, as well as massively slowing Invoker based on the large amount of spells he has. * Time Walk will completely negate Invoker's combo damage. * If Invoker is caught in Chronosphere, he will most likely be the primary target due to the large teamfight contribution he can provide.
* Because Invoker relies on casting a large amount of spells to contribute to fights, Nether Ward can force him to not cast anything at all or take a large amount of damage to cast spells. Additional: * Nether Ward on its own can greatly hinder Invoker from casting many of his abilities, at least until he gets a significant amount of HP or is under the protection of spell immunity from Black King Bar * Life Drain provides True sight, revealing Invoker through Ghost Walk, and forcing him or his allies to use an ability or item to interrupt its channeling * Outside of Nether Ward's range, Invoker shall have the advantage, as Invoker has Tornado to purge Pugna's Decrepify when it is used defensively, Tornado or Cold Snap to prevent Pugna from channeling Life Drain * A poorly used Decrepify on Pugna's allies means Invoker's abilities can be used to deal more damage to them.
* Corrosive Skin makes Viper receive less damage from Invoker's spells * Viper can harass Invoker with his Poison Attack in the early game. * Viper Strike and Poison Attack can kill Invoker easily if Ghost Walk is on cooldown.
* Dragon Knight is easily harassed by Poison Attack after the laning stage ends. * Corrosive Skin protects Viper from Breathe Fire and returns damage. * Nethertoxin mitigates Dragon Blood, Dragon's Knight main source of armor and health regeneration. * Between Poison Attack and Viper Strike, Viper can keep Dragon Knight permanently slowed even in Elder Dragon Form. Additional: * In the early game, a Dragon Knight without Black King Bar is basically defenseless against Viper. * Viper can harass Dragon Knight at any time with his Poison Attack. * Corrosive Skin reduces damage from Dragon Fire and inflicts damage to him. * Nethertoxin disables Dragon Blood, negating his main survivability. * Viper Strike and Poison Attack can severely slow him down even with his Elder Dragon Form.
* Ice Wall and Ghost Walk can be used to kite and escape from Viper. * Chaos Meteor and Sun Strike deal heavy damage and can quickly bring Viper down. * Cold Snap, Tornado, and Deafening Blast are powerful disables that reduce Viper's effectiveness. * EMP burns Viper's limited mana pool, reducing his potential poison damage. * Forge Spirits can melt Viper's armor and reduce his durability.
* Doom completely takes Invoker out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights. Additional: * Doom is a good way to shut down Invoker, preventing from casting spells and using items for a lengthy time, thus forcing him to invest on Linken's Sphere.
* Heroes 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.
* In general, heroes with long cooldowns on their abilities or ultimate will struggle against the relentless pressure provided by Dark Rift or Fiend's Gate (Requires Aghanim's Scepter): Terrorblade, Dragon Knight, Omniknight.
* Durable heroes relied a lot on their main passive effects and items' effects such as Bristleback, Underlord, Spectre and Dragon Knight can be disabled easily with Sharpshooter's break, reducing their potential in teamfights.
* Heroes who relies on high armor such as Dragon Knight, Tidehunter, and Pudge can be melted by Eye of the Storm.
Additional: * Static Link saps Dragon Knight of his already low base damage, making him even more useless in a fight if he gets kited. * Storm Surge makes Razor much faster than Dragon Knight, and hard to catch. * Eye of the Storm melts Dragon Knight's armor and bypasses Black King Bar, his core item.
* Heroes that lose a great amount of their tankiness and become easier to finish off: Bristleback, Spectre, Phantom Assassin, Enchantress, Dragon Knight. * Once you have an Aghanim's Scepter, Shadow Demon instantly reaches a new power spike and becomes a counter for a variety of heroes that have strong passives. * Heroes that lose a great amount of their tankiness and become easier to finish off: Bristleback, Spectre, Phantom Assassin, Enchantress, Dragon Knight. * Heroes that lose a great amount of damage output and become less threatening: Phantom Assassin, Sven, Slark, Phantom Lancer. * You can always stack camps and farm the scepter with Shadow Poison.
* Broodmother can kill Invoker easily in the early game with her Spawn Spiderlings and her spiderlings. * Broodmother is both an Orchid Malevolence and a Nullifier carrier. As she can farm it early, she can kill Invoker easily.
* Broodmother's spiderlings and spiderites do almost nothing against Dragon Knight.
Additional: * Breathe Fire will clear Broodmother's spiderites while significantly damaging her spiderlings and decreasing their damage output. * Dragon Blood's added armor and regen mitigates the damage done by Broodmother and her spiders. * Elder Dragon Form at level 2 and above applies splash damage to Dragon Knight's auto attacks.
* Crippling Fear is a good way to shut down and gank Invoker in the early game.. * Void deals good damage to Invoker and makes escaping harder. * With Hunter in the Night and Void, Invoker can't get away from Night Stalker and won't be able to catch him with Sun Strike during the night.
* Heroes that are hard to gank: Dragon Knight, Mars, Centaur Warrunner.
* Juggernaut's instant spell immunity from Blade Fury. helps him dodge Invoker's combos. He can dispel the disables from Cold Snap and Deafening Blast and dodge the damage from Chaos Meteor, as well as walk through Ice Wall. * Juggernaut's high DPS allows him to kill split pushing Forge Spirit(s) effortlessly, and his high armor prevents them from being a threat to him. * However, Invoker can hit Juggernaut with Sun Strike through Blade Fury, making the Tornado and Sun Strike combo a threat if he does not dodge Tornado. Additional: * Blade Fury, similar to Rage, grants immunity to Invoker's spells and can dispel some debuffs as well. * Omnislash renders Juggernaut invulnerable to Invoker's spells and can easily take Invoker down.
* Heroes with high armor and/or durability can handle Juggernaut's ultimate, such as Sven and Dragon Knight.
* Rage protects Lifestealer nearly from all of Invoker's spells. Additional: * Rage grants immunity from Invoker's spells and can dispel most of the disables such as the armor loss from Forge Spirit and the constant stuns of Cold Snap.
* Heroes that rely on physical damage are ineffective against Dragon Knight due to his high armor: Phantom Assassin,Bloodseeker, Lifestealer, Troll Warlord
* Spirit Breaker's slow attack speed and moderate damage do very little to harm Dragon Knight, even if ganked with Charge of Darkness.
* Cold Snap allows Invoker to interrupt Charge of Darkness and Nether Strike. * Tornado's long range can be used to cancel Charge of Darkness. * Deafening Blast prevents Spirit Breaker from right clicking and thus proccing his Greater Bash.
* Shadow Fiend's Presence of the Dark Lord reduces Dragon Knight's armor considerably, and his strong base attacks are augmented by his Necromastery.
* Dragon Tail can be used to cancel Requiem of Souls. * Breathe Fire reduces Shadow Fiend's damage even further. * Dragon Knight's high strength and Dragon Blood means that he'll be able to tank Shadow Fiend's right clicks.
* Heroes with long animations can be frequently interrupted with Cold Snap: Earthshaker, Monkey King, Shadow FiendLina
* High armor thanks to Dragon Blood makes it difficult for Phantom Assassin to burst down Dragon Knight, as she deals 100% physical damage. * Dragon Tail stuns Phantom Assassin as soon as she initiates, preventing her from gaining bonus attack speed. * Dragon Knight is one of the few heroes who can safely solo lane against Phantom Assassin alongside a support.
* Quas-Exort Invoker can win the mid lane easily against Alchemist because Quas regeneration will nullify Acid Spray's damage over time and Exort damage bonus will allow Invoker to out last hit Alchemist.
* Invoker's arsenal of magical spells are troublesome for Sniper who has low HP and high armor, which does not benefit him much against Invoker. * Besides magical damage, he can be disarmed and repeatedly mini-stunned with Cold Snap, preventing him from reacting. * Leveling Quas can allow Invoker to lane effectively against Sniper despite right-click harassment.
* EMP allows Invoker to burn Medusa's mana to weaken Mana Shield. * Medusa's lack of mobility makes her easy to kite with Invoker's spells. Additional: * EMP is a large mana burn nuke which can hit Medusa's Mana shield with enough damage to lose even more mana. * Deafening Blast disarms Medusa's ability to deal pseudo-AOE damage during teamfights. * Cold Snap allows the opposing team to repeatedly stun Medusa in short succession, preventing her from successfully casting her ultimate due to its long cast time.
* His Forge Spirit can negate Flux. * Provided he does a right combo with Chaos Meteor, Invoker can easily burst down Arc Warden (plus his clone if he spawns it.) * An early Orchid Malevolence can shut down Arc Warden pretty hard, especially when Invoker has a good lane against him if he kills him early on. * Deafening Blast and Ice Wall limit's Arc Wardens mobility and damage, crippling him greatly.
* Breathe Fire and Elder Dragon Form's splash damage takes out Phantom Lancer's illusions quickly. * If Dragon Knight can Dragon Tail the real Phantom Lancer, he and his team can quickly kill him before he has a chance to escape.
* Invoker can drain Wraith King's mana with EMP, preventing him from reincarnating unless Wraith King has his Aghanim's Shard. * Even if Wraith King survives and reincarnates, Invoker still has an arsenal of spells to lockdown Wraith King, including an easily setup Ice Wall. * Tornado applies an area dispel to clear skeletons. Additional: * EMP allows Invoker to burn Wraith King's mana to prevent Reincarnation from triggering (only until Wraith King gets his Aghanim's Shard). * Ice Wall and Cold Snap are particularly crippling for Wraith King as they allow to kite him very effectively, preventing him from dealing melee attack damage.
* Heroes with cleave abilities and area of effect damage can make quick work of Chen's converted creeps and at same time gain farm: Magnus, Jakiro, Shadow Fiend, Kunkka, Luna, Dragon Knight, Medusa, Alchemist.
* Heroes with summons like Broodmother,Enigma, Invoker, Nature's Prophet, Lycan, Visage;or illusions, like Naga Siren, Phantom Lancer, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity mines in the early game.
* Heartstopper Aura and Reaper's Scythe go right through Dragon Knight's armor.
* Tornado allows Invoker to purge Necrophos's Ghost Shroud, nullifying any benefits he could get out of it * EMP allows Invoker to burn Necrophos's mana, preventing him from using his abilities constantly
* Enemies that possess high defenses through magic resistance, damage reduction, or high regeneration will make it difficult to whittle their health down to get to Reaper's Scythe's threshold. Such heroes include Bristleback (although only from behind), Spectre, Ursa, and Dragon Knight.
* Heroes who rely strongly on melee physical damage will fare badly against Omniknight's Guardian Angel: Phantom Assassin, Juggernaut, Dragon Knight, Lycan, Ursa, Troll Warlord
* Tornado dispels Guardian Angel from multiple targets. * Guardian Angel is generally useless against Invoker as he primarily relies on magical damage. * EMP depletes Omniknight's already small mana pool. * Invoker's many disables keep Omniknight's team occupied until Guardian Angel times out.
* Huskar can burn down Dragon Knight's health quickly during the early to mid game, but is not as effective during the late game. However, Life Break remains a constant threat due to the slow and percentage-based damage.
Additional: * Huskar can negate Dragon Knight's passive with multiple trades of Burning Spear.
* Quas Exort Invoker has high physical damage in the form of Cold Snap and Forged Spirits that allows him to trade hits with Huskar. * Although Huskar can dispel Cold Snap with Life Break. * Sun Strike deals pure damage and pierces spell immunity, and Huskar tends to drain his HP, making him a susceptible target.
* Timbersaw's pure damage will kill Dragon Knight surprisingly fast, especially if he gets caught in a bad position while laning.
* Cold Snap can prevent Timbersaw from using both Timber Chain and Chakram due to the frequent stuns interrupting the lengthy cast animations, as well as stopping him mid-chain. This can negate Timbersaw's attempts to escape or dole out extra ability damage. * Later in the game, Invoker's heavy magical and pure damage can be difficult to avoid, meaning Timbersaw's armor is less useful.
* Templar Assassin can easily counter Invoker's last hitting process in the early game with Refraction. Refraction also negates the stun from Cold Snap, since it will need to deal damage in order to apply its stun. * Additionally, Refraction completely blocks damage from Sun Strike should Invoker try to finish her off, provided she activate Refraction beforehand.
* The damage over time from Dragon Knight's Elder Dragon Form rapidly burns down Refraction, allowing him to attack her. * Also, Breathe Fire reduces Templar Assassin's damage and Dragon Tail is a stun with a considerable duration, letting him and his team whittle her health down once her defenses wear off. * Templar Assassin will struggle to kill Dragon Knight thanks to his high armor and health regen from Dragon Blood as she deals entirely physical damage. Additional: * Despite the armor reduction from Meld, Templar Assassin's reliance on physical damage and medium attack speed is unlikely to harm Dragon Knight. * Templar Assassin's Refraction charges also get quickly removed by the damage over time from Dragon Knight's ultimate.
* Nyx Assassin takes advantage of Invoker's massive intelligence gain and mana pool to do tons of damage using Mana Burn, as the spell does more damage based on the target's intelligence. * Nyx Assassin can simply activate Spiked Carapace while under many Invoker's abilities to stun him.
* Dragon Knight's heavy armor negates Vendetta's burst physical damage. His large HP pool also gives him a good chance of surviving Nyx Assassin's follow-up nuke damage.
* Invoker is heavily dependent on his spells, making him useless during Global Silence, as well as interrupting Invoker during his combo. * Arcane Curse is particularly deadly, because Invoker will continuously lose health if he keeps invoking and casting new spells. * Last Word will silence Invoker when he casts Invoke, interrupting his combo.
* If Silencer can't prevent Dragon Knight from using Elder Dragon Form, Silencer's spells aren't going to be that effective against him, as Dragon Knight relies on right-clicks and not spells. * Dragon Blood's armor bonus and health regeneration allows Dragon Knight to stay in the lane against Glaives of Wisdom. * Dragon Knight often builds Black King Bar, allowing him to remove Global Silence before engaging.
* 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.
Website has been updated to include all new heroes and items added to the game 😎.
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
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
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 winrate from dotabuff or similar service.
How to interpret this data
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.
Results from the left and right column are partially merged now: the green color shows counterpicks and red
color heroes who are countered by an enemy pick.
Added link next to each hero pointing to wiki hero page
Counterpick suggestions will appear as you type
Total entries in the database: 557, last updated: about 1 month ago
Filtering by role: carry/durable/support - data taken directly from the game (basically the filters which you
see on pick stage in dota)
Filtering by lane: off lane/safe lane/mid lane (dotabuff most played)
Tips now include icons next to the heroes/spells/item names (just like on Dota 2 wiki)
Added item suggestions
Heroes now can be searched by their abbreviations: CM - Crystal Maiden, Kotl - Keeper Of The Light, AM -
Anti Mage etc.
Mobile website version
There are a lot more features to come including:
importing picks from dotabuff/opendota URL or matchid
sorting by personal winrate after logging via steam
dota overlay(like Overwolf Dota Plus) that will automatically detect picks and bans
this will also bring synergy and ban suggestion based on opponent recent games and most played/highest winrate
(but don't expect it soon).
Sharing link to this site is always appreciated.
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