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Official Dota Allstars 6.54b Map Free Download and Changelog

Saturday, August 9th, 2008

Dota Allstars Image DotA Allstars 6.54b officially released. It shortly replaced v6.54 because of an serious exploit with Abaddon. There’s quite a large number of nice tweaks with heroes and graphic design. Enjoy it :)

You can download map at

Here’s DotA Allstar 6.54b changelog:

* Added extra dynamic replay data to help replay parsers present in-game data (see below)
* Rebalanced Invoker (see below)
* Reworked Shadow Priest (see below)
* Various changes to Phantom Lancer and Spirit Lance (see below)
* Changes to Aphotic shield and Borrowed Time (see below)

* Improved hero selection process in RD
* Added hotkeys for recipe stores
* Changed Elder Dragon Form MS Bonus from 10/35/60 to a constant 25
* Changed Freezing Field mechanics a bit. The slow now comes from the area rather than the explosions. Changed the distribution method on Freezing Field as well
* First Blood bounty is shared with the team if Sent/Scourge get the last hit
* Untouchable now triggers off being targeted by attacks or spells
* Rewrote Avalanche to fix various minor bugs
* Decreased Inner Vitality cooldown from 30 to 25 seconds
* Lowered Clockwerk’s strength gain
* Lowered early damage on Rocket Flare
* Added Internationalized text support for GameScore Board, EndScore Board and Observer Board
* Added extra data to end of replay (Player Gold, Assists, Neutral CS, Items)
* Improved Bloodrage a little
* Lowered base armor on Lycan’s Wolves from 5 to 2
* Minor reduction to Clockwerk’s base armor
* Rewrote Maledict for some optimizations
* Toss no longer uses manacost/cooldown if you make an invalid cast
* Toss now seeks its target
* You can now only -kickafk allied afk players
* Temporarily undid the movability of items in cooldown while some issues are being fixed
* Phantom Lancer’s images now create a dummy Spirit Lance effect when the primary casts it
* Player turn indicator for RD is made clearer
* Added extra orb effect notations to items and abilities (228748)
* Blur visual effect is now applied only to enemies (190092)
* Changed the name and icon for Flask of Sapphire Water (206885)
* Illuminate wave now gives vision (226661)
* Rewrote Devour. It now shows progress bar overhead and doesn’t reveal you (217291)
* Sentinel Ancients buildings are now in rooted model form (216494)
* Added a new fun mode -mi(miniheroes) that creates the hereos at half size
* Added a new command to customize water color for local player (-water red, -water blue, -water green or -water default)
* Displayed gold animation for First Blood bounty
* Winners are now displayed in Warcraft’s score screen (234657)
* Dummy lineup units in RD now show player name
* Improved Acid Spray visual effect
* Increased Spin Web visual transparency
* Increased the size of the recently added $ symbol for observers and replays
* New Sonic Wave visual effect
* New Maledict visual effect
* New Freezing Field visual effect
* New Black Hole visual effect
* New Spirit Lance visual effect
* New Flask of Sapphire Water visual effect
* New visual effect for units with Poison Nova buff
* New Weave cast visual effect
* Updated Hookshot tooltip
* Fixed a bug with casting March of the Machines on a cliff (DonTomaso)
* Fixed a bug with Feral Heart and swapping or repicking
* Fixed a minor bug with Grow
* Fixed a bug with Infest and Refresher-Necronomicon
* Fixed a bug with Melting Strike on Invoker
* Fixed a bug with Timewalk and Power Cogs
* Fixed a minor bug with Expulsion
* Fixed a rare glitch with Time Walk
* Fixed Armlet typo
* Fixed a rare bug with Borrowed Time where it sometimes doesn’t use cooldown when triggered
* Fixed Battle Hunger buff tooltip
* Fixed Bottle activating Mana Leak
* Fixed Enchant on neutral creeps with initially reduced mana
* Fixed Feral Heart buff level tooltip
* Fixed -fs text bug introduce last version
* Fixed -kickafk warning text not showing up
* Fixed some issues with Hookshotting someone near trees
* Fixed some targetting bugs with Lucifer
* Fixed Stifling Dagger not working properly when it hits a fogged unit
* Fixed various other tooltip errors

++ Invoker Changes:
- Invoke levels at 2/7/12/17 with cooldown from 30/30/15/5 to 30/25/12/5 and manacost from 20/40/60/80 to 20/50/80/110
- Sunstrike: cooldown 60->30, manacost 250->175
- Deafening Blast: cooldown 25->40
- Chaos Meteor: cooldown 30->70
- Forge Spirit: cooldown 70->30, manacost 200->75, casting with ones already on field kills old ones. Improved visual look slightly. If both elements are level 4 or higher, double spawn.
- Tornado: Airtime from 0.4/0.7/1.0/1.3/1.6/1.9/2.2 -> 0.6/0.85/1.1/1.35/1.6/1.85/2.2 Same final damage, 120 starting damage instead of 190
- Alacrity: Is now WWE, cooldown 20->15 Duration 5->6, manacost 125->50, Original IAS: 40/60/80/100/120/140/160. New IAS: 30/40/50/60/70/80/90. It now gives damage as well: 20/30/40/50/60/70/80.
- EMP: changed to pure Wex ability, WWW. 0.5 HP lost for each mana drained. Tweaked various other aspects such as cast range and manacost.
- Ice Wall: Rescaled duration from 4->10 to 3->12. Improved Exort based damage from 5/10/15/20/25/30/35 to 6/12/18/24/30/36/42

++ Shadow Priest:
- Changed Shallow Grave completely. It is now a basic ability
- Changed how Weave works. It is now an ultimate
- Reduced Shadow Priest’s cast point
- Shadow Wave can now bounce back to you at the last wave if you are in range. Also added an extra bounce at level 3 and 4

++ Phantom Lancer:
- Reworked Spirit Lance
- Phantom Lancer images now create a dummy Spirit Lance effect when the real one casts it
- Lowered Doppelwalk invisibility duration from 12 to 8
- Increased and Standardized all Phantom Lancer images’ percentage of damage taken
- Lowered maximum image count

++ Abaddon:
- Improved how Borrowed Time works and increased cooldown
- Reworked Aphotic Shield stats

++ New real-time replay data:
- When a hero dies: Hero<d>,<k> where d=dead player id and k=kill player id
- When a chicken dies: Courier<d>,<k> where d=dead player id and k=kill player id
- When tower dies: Tower<a><l><s>,<k> where a=alliance (0,1 0=sent, 1=scourge) l=level (1,2,3,4) s=side (0=top,1=mid,2=bot) and k=kill player id. for level 4 towers, s=1
- When rax dies: rax<a><s><t>,<k> where a=alliance (0,1 0=sent, 1=scourge) s=side (0=top,1=mid,2=bot) t=rax type (0,1 0=melee, 1=range) k=kill player id
- When Throne gets hurt: Frozen Throne,<p> where p=current percentage hp (75/50/25/10)
- When Tree gets hurt: World Tree,<p> where p=current percentage hp (75/50/25/10)
- When a player gets disconnected: CK<k>D<d>N<n>,<p> where k=creep kills, d=creep denies, n=neutral kills, p=player id of leaver

6.54b: Fixed an exploit with Borrowed Time

Hero Counter Guide by ECKsO

Thursday, May 29th, 2008

Author of this great guide is ECKsO


DotA Allstars is a game with many layers of strategy, and like any well balanced game it features a paper-rock-scissors system. This guide has evolved significantly since it’s first incarnation, but has remained focused on the first decision made in every game of DotA Allstars: hero selection. This choice is often far more important than people give it credit, and can frequently make or break your team’s effectiveness over the course of the game. Taking the liberty to modify Sun Tzu’s proverb from the Art of War: “If you know both your heroes and your enemy heroes, you will come out of one hundred battles with one hundred victories.”
The first of the two major components of this time honored concept, is knowing your teams heroes. A team should be balanced, and if you and your allies choose a team of heroes that heavily leans to one end of the spectrum you are likely hindering your effectiveness. As an example, if I see an ally select Stealth Assassin and another select Bounty Hunter, it would be unwise for me to choose Nerubian Weaver or Clinkz. This is due to the fact that the opposing team will likely get a Gem or Sentry Wards to counter my allies, and I will be at a significant disadvantage from the start. The same principle applies to a majority of spell dependent heroes. If your team selects all spell casters against a competent team, you will see HoD and BKB which again, lowers your team effectiveness. In summary, know your ally heroes strengths and weaknesses and try to compensate for them in your own. In this guide you’ll see which heroes to choose.

The second part of Sun Tzu’s concept is to know your enemy. Generally speaking, DotA is balanced by having a counter-hero or item for every hero or skill/spell. Please understand that the largest factor in deciding the outcome of a DotA Allstar game is not the fact that one hero has an advantage against another, its player skill and team work. Even with a hero that is best equipped as the “counter-hero” for your enemy, you may still lose to your opponent if they have a higher skill level than yourself. By choosing your hero wisely, you are successfully approaching the first layer of strategy, but that alone will not warrant you a victory.

That said, there are cases where (all skill levels considered equal) one hero or item will have a significant advantage against a specific enemy hero. A classic example of this is Medusa against Omniknight. Her Purge ability instantly removes all of Purist’s buffs, rendering his Repel and Guardian Angel useless when she is around. Can a team with a skilled Omniknight player excel against a mediocre Medusa player? Of course, but there was always a slight advantage in base effectiveness for Medusa when teamed up against an Omniknight player.

Hero Selection

The initial minute of every game is critical for this kind of strategy. Ideally, you will want to wait to select your hero until around the 60 second mark, or until the other team has selected most of their heroes. This will leave you with at least 30 seconds to buy your starting items and get to a lane, which is more than enough for the average player. For -random games, consider a repick if you find yourself facing 2 or more of your “counter” heroes, or your team is too skewed in one direction or another. This guide is to help you know which hero to select, and what item build to begin working toward by that 60 second mark.

I understand that some people hate the idea of “counter-picking” but the fact of the matter is, it is a part of DotA and if you choose to ignore it you will often find yourself at a disadvantage. To limit the impact of this kind of strategy being used against you, you can simply play -ar or -rd games, or wait even longer to select your hero.

Without further ado, here is my current alphabetical list of heroes and their significant counters. While there are thousands of possible counter combinations of heroes and items, they all vary in effectiveness and I will attempt to capture only the best. Please feel free to add your own suggestions after you’ve read the note at the bottom of the guide.

Heroes & Their Counters

.:Dota Allstars Magin the Antimage:.

{Tiny} Tiny has one of the smallest natural mana pools in the game, which lowers the effectiveness of Magina’s Mana Break & Mana Void. Grow greatly enhances Tiny’s physical damage output, which the low health Magina is very susceptible to. Additionally, should the Anti-Mage stay and fight, Craggy Exterior causes his fast attacks to work against him as he will be stunned and damaged frequently. As usual against an Anti-Mage player, it’s usually best to unleash all of your spells early in the fight before you’ve lost the necessary mana.
{Rhasta} Like most fragile blink heroes, Magina suffers greatly from chain disables. Between Shackle (4.75 seconds), Voodoo (4 seconds) and a Guinsoo (3 seconds), you can near permanently ground him. Additionally, his Wards deal physical (piercing to be exact) damage, so his Spell Shield won’t benefit him from any of this. Especially with a teammate nearby, there’s little chance he’ll survive.
{Bane} Nightmare can set Magina up for a team kill, or allow for an easy escape from him should he attempt an ambush. Fiend’s Grip gives you (and your team) 5 seconds of free shots at him, and if you went with Necronomicon then your summons can potentially drain his mana below Void or Blink levels. Lastly, Brain Sap is an exact exchange of life and is not reduced by his Spell Shield.

.:Dota Allstar Mighul Khan the Axe avatar:.

{Ursa Warrior} Ursa is most deadly when he is allowed to land multiple consecutive hits thanks to Fury Swipes. Axe’s primary mode of operation is to force enemies to attack him, which means Ursa’s damage will surpass any Helix damage by a significant margin. Culling Blade also loses effectiveness against high health enemies, and any proficient Ursa player will mass strength/health items in mid-late game. Lastly, Helix deals physical damage and Ursa is an AGI based hero so his relatively high armor will even further reduce Axe’s damage output.
{2x Bracer} If you’ve only got 600 health, a Level 1 Culling Blade will kill you when you reach 50% health. However if you have 600 base health and 2x Bracers (~ 830 health) Axe needs to drop you to about 35% health to kill you. On some heroes, a Vitality/Soul Booster or HoT may be a better choice, but the idea here is that health boosting items render Culling Blade less effective.

.:IPB Image:.

{Bristleback} Rigwarl’s Bristleback ability passively reduces all damage that is taken from behind (including Rupture if it’s cast from behind). This fact, coupled with his run speed and slow spell makes him tough to kill… even when being chased by Strygwyr. Offensively, constant goo-spam will bring Bloodseeker to a crawl and allow you and your team to catch a fleeing BS, even with Thirst activated.
{Enchantress} Few heroes work as well as Enchantress as a defensive counter to Bloodseeker. If Ruptured, Wisps greatly aids in her survivability while she stands there waiting out the duration of the spell. Bloodseeker’s attacks are few and far between against her thanks to Untouchable, and her Enchant spell can save her or her ally’s life when being chased with Thirst. Lastly, Impetus is an amazing early game harassment tool against him to keep his levels down.

Bounty Hunter
.:IPB Image:.

{Doombringer} Doom’s ultimate not only prevents Wind Walk and Shuriken, it actually nullifies Jinada throughout the duration of the spell. This means no crits, no dodge, no stealth-escape, and without those traits Bounty Hunter will fall quickly to your LVL? and Doom. *See “Stealth Heroes” for more counters.*

.:IPB Image:.

{Axe} Berserker’s Call forces Rigwarl to face Axe throughout the duration which allows your team to land their spells/attacks against his front, making his Bristleback ability less effective. Also, Culling Blade is not effected by the Bristleback. (To give you an idea of how powerful that is, a late-game 600 hp fleeing Rigwarl would require ~1,400 worth of spell damage from behind to kill, versus a single Culling Blade from Axe.) Lastly, Axe is difficult to chase with Rigwarl as his attacks are fast causing multiple Helixes, which he takes from the front.

.:IPB Image:.

{Juggernaut} Yunero’s bladefury allows him to not only escape the damage & slow of a rot-chase, but it also damages Pudge as long as he tries to chase. Pudge’s hooks most often come from secluded locations (in the woods, up a cliff, etc.) which basicaly just set him up for a full damage Omnislash if Jugg can survive the Dismember (not too difficult if you manage your hp carefully).
{Doombringer} If Doom is cast on Pudge while he has Rot on, it will prevent him from turning it off for the full duration of the spell. This can easily total over 2,000 damage without a Scepter, though you may not get the kill if the last damage dealt is from his Rot. Additionally, Luci’s large strength gain means he will have more than enough health to survive the Hook->Rot->Dismember combo mid-late game.

.:IPB Image:.

{Lord of Avernus} Abaddon’s ultimate will remove Doom when he reaches 400 health, which severely limits Doom to when he can cast his ultimate effectively. Abaddon’s Frostmourne helps to counter Scorched Earth when chasing, and his shield provides excellent lane harassment against a melee hero like Luci.
{Tide Hunter} Kraken Shell periodically removes negative buffs, including Doom, and it is a passive ability to boot. Currently, a level 4 Kraken Shell removes negative buffs every 8 seconds, which means on average you will only take 4 seconds worth of damage. Doom’s speed buff from Scorched Earth is also countered by his Gush spell which has a decent slow.

.:IPB Image:.

{Silencer} Earthshaker is one of the few non-INT based heroes that rely on the power of multiple spells being fired off in quick succession. Putting a 4 second delay in between his spells royally screws him over in both 1v1 and team battles. A well timed Global Silence can prevent his ultimate from wrecking your team as soon as you see him charge in. As a bonus, a kill with Glaives of Wisdom will steal one of his already few INT points… and your ranged advantage makes laning against him easy. I’d suggest at least one point in Curse for early game harassment as keeping his mana low will prevent Fissure spam/blockage.

.:IPB Image:.

{Tinker} Enchantress fairs well against heroes that deal steady physical damage, thanks to her heal over time and her physical attack speed reduction. On the other side of the coin, her low health and lack of an instant-heal make her weak to heavy spell casters. Tinker is famous for his potentially endless onslaught of high damage nukes… especially when coupled with a Dagon. Some harassment and a launch of his Laser and Missiles in quick succession can end her before she can even click her Nature’s Attendants.
{Nerubian Assassin} NA breaks the mold as Enchantress usually does well against melee heroes, but his primary source of damage is his three active abilities. As with Tinker, near instant burst damage makes NA an amazing counter, and the damage output from Vendetta->Mana Burn->Impale will be more than she can handle early-mid game. What sets NA apart from other nukers is that his Mana Burn wrecks Enchantress as her spells are relatively costly (Nature’s Attendant’s is 170 mana at level 4). The key is to keep Mana Burn at level 1 and spam it whenever you see her get close to 40-55 mana to prevent Impetus harassment when laning against her.

Faceless Void
.:IPB Image:.

{Mangix} Panda is one of the best late-game perma-bash counters in the game, as his Drunken Haze can be coupled with his passive Drunken Brawler to achieve a dodge rating of ~80%. Faceless Void’s effectiveness is almost entirely dependent on being able to land his attacks and Mangix takes that away from him.

.:IPB Image:.

{Axe} Meepo and his three low-health clones simply give Axe 4 times the number of Helixes and a good selection of Culling Blade targets. You are almost guaranteed 3 helixes during your 3 second Berserker’s Call, coupled with a few normal attacks and you’ll have easily done 700+ damage to one of his clones. Culling Blade and watch the other 3 Meepos fall to the ground.
{Doombringer} We know Doom serves as a counter to many heroes, but it’s so easy to kill a Meepo clone it’s almost silly. With Aghanim’s Scepter, a LvL ? and Doom will kill a clone guaranteed, even if Meepo’s running around with a Mek. Killing him before you’ve gotten a Scepter is still so easy it’s almost not any fun… almost.
{Earthshaker} All of Eartshaker’s spells can have a point blank AoE stun associated with them, allowing him to keep Meepo and his clones locked down for several seconds while you focus on single target. Finishing with his ultimate causes his clones to take bonus damage from each other and his Fissure is also great for sniping low health Meepos on the run.
{Lich} Aside from his excellent early-game harassment against melee heroes, Lich’s ultimate requires multiple heroes to reach full effectiveness. Meepo is multiple heroes. Also, Lich’s Frost Armor works very well against his multiple attackers.
{Dagon} This certainly doesn’t go for every hero in the game, but many heroes can make good use of a Dagon against Meepo. While usually considered a sub-par item, focus firing your spells on a single clone and finishing with a Dagon can be an effective way of killing Geomancer.

Goblin Techies
.:IPB Image:.

{Image Heroes} If you’ve played as Techies before, you know how frustrating it can be to burn 5 Remote Mines on an image. Heroes like PL, Silithice and Terrorblade can make it difficult for Techies to decide when and where to detonate their mines. Regular mines can be cleared by simply sending the image into their vicinity, and this applies to Statis Traps as well.
{Gem} Techies is nothing without his invisible mines and traps. While it helps to avoid damage on Melee heroes, they really can’t do anything to get rid of the hazards. Thus, ranged heroes make better use of the item as they can destroy the mines and traps without consequence.
{Sentry Wards} Especially early game, these wards will make it much easier to lane against him. Through last-hitting and denying, try to keep the combat location of the creeps in range of your ward so that one ward at a time will suffice.
{Necronomicon} An item that grants vision of mines, extra health to survive them, and mana burn? Sounds like a custom tailored-item against Techies. Not all, but many heroes can use this much more effectively than a Gem or Wards so consider it an option.

.:IPB Image:.

{Anti-Mage} Magina’s Mana Break passive drops Medusa’s mana shield and health faster than any other melee attack. Magina’s Mana Void ultimate can then be used to the fullest potential. When slowed by Purge, Magina has Blink to escape or catch up in a chase.
{Nerubian Assassin} NA’s level 4 mana burn may only do 100 damage to her with her mana shield on, but it will burn almost 325 mana every time it’s cast. With a such a fast cooldown, her mana pool can be depleted very quickly. She has relatively low health so once her mana’s gone, just perform the usual Vendetta->Impale combo for the kill.

Holy Knight
.:IPB Image:.

{Enchantress} The Enchant ability can be used to instantly convert one of Chen’s creeps to fight for her, essentially making Chen do the hard work of creeping for stompers for her. Additionally, Enchantress provides similar healing abilities to her team (especially when coupled with Mekansm) which will offset the effectiveness of his healing spells for his team.
{Hand of Midas} This almost needs no explanation, but Midas allows you to instantly kill one of Chen’s creeps… which are usually high gold value creeps to begin with.
{Helm of the Dominator} This item works like Enchantress’ Enchant ability, allowing you to instantly convert one of Chen’s creeps to an ally. Be warned that Chen can simply re-convert the creep if the cooldown is ready, but you can definitely turn the tides by using his own stomper against him.

.:IPB Image:.

{Omniknight} Purist has Guardian Angel to not only counter Omnislash for himself, but for his whole team. Juggernaut’s melee attacks require he be in range for Purify damage, and Degen Aura helps prevent Bladefury chasing. Bladefury is also magic damage, so one point in Repel is enough to last the full duration, allowing you to whack on him without his AoE DPS chewing on your health bar.
{Blink Heroes} Juggernaut has no way of dealing with Blink heroes. Both his Omnislash and his Bladefury require the enemy to stay within range of his attacks, and he has no means of disable on them.

.:IPB Image:.

{Nerubian Assassin} Few heroes can go toe-to-toe with Lich in an early game lane, and the real downside to Mana Burn is that often times it will drain all of the opponent’s mana… ceasing to do damage. Lich however has an endless supply with his Dark Ritual, and Mana Burn’s low mana cost and cooldown allow you to spam it indefinitely. As soon as you see Dark Ritual cast, follow up with an immediate Mana Burn and you’ll keep Lich in check. Mid-Late game, should you be caught in a bad situation with Lich’s ultimate creeping toward you, simply Vendetta to dodge it and finish the low hp hero off.

Life Stealer
.:IPB Image:.

{Medusa} Mana Shield prevents N’aix from leeching health. Early game use of Chain Lightning and ranged harass can keep him at a level deficit. Her Purge slows him to the point that she can escape even when under his Open Wounds ability.
{Silithice’s} Her Net goes through Rage, and his life leech does not work on her images. Splitting into her images removes his Open Wounds, and with her superior DPS she should have no problem taking him down at any point in the game, especially in 1v1 situations.

Lone Druid
.:IPB Image:.

{Lich} The Lich is often chosen as a counter for Syllabear for several reasons. First, Nova Spam while laning against him is an excellent harassment, and it can hit both Sylla and his pet. Second, Sylla virtually always has his pet with him, providing two targets to bounce his ultimate between. The bear will usually have more health than Sylla so you should either get the maximum number of bounces, or a dead Syllabear as long as there are no creeps around. Third, Lich’s frost armor significantly slows down his pet’s attack speed mid-late game, providing for fewer Entangles.
{Bane} Nightmare lasts longer on Sylla’s pet than it does on heroes, making it a good target for the spell. Sleeping the bear allows his Fiend’s Grip to last it’s full duration without worry. Brain Sap can nullify any early-game bear harassment that Sylla may attempt. Enfeeble is also a great counter to Rabid on his bear.
{Crystal Maiden} Frostbite’s duration is the same at all levels against Sylla’s pet, and the damage remains constant so a single point in Frostbite will do ~700 damage to his pet and immobilize it for 10 seconds. Sylla’s only form of channel-interrupt is Entangle, and with his bear in Frostbite you can cast your ultimate with nothing to fear.

Lord of Avernus
.:IPB Image:.

{Necrolyte} Reaper Scythe is one of the few spells that can pierce through Abaddon’s ultimate, assuming he has lost enough health for the spell to kill him. Death Pulse spam gives Necro the much needed survivability when laning against Avernus or running from him. One Pulse will destroy his shield and heal you for half the damage it does. The 5 second cooldown on Pulse (compared to 23 seconds on Shield) and your ranged attacks will ensure that your health is always greater than his. When he’s running around with 4k health late-game, just wait until your team gets him to 40% and end him with a single Scythe.
{Lion} As with the above counters, Lion also has the potential to kill Avernus through his Borrowed Time as his Finger of Death spell (starting at lvl 2) will do enough damage to prevent activating it. The catch is to used his Impale+Vodoo when he reaches the 600-700 health range, and then finish him off with Finger before he can activate his Apothic Shield. This requires excellent timing, but his two disables (three with Guinsoo’s) serve as a great way to hold him while your team brings him to a suitable level to finish him off. Lastly, his mana drain keeps Abaddon from spamming his Apothic Sheild during early game. (Lina’s ultimate works as well, but she lacks the disables & mana drain which are crucial)

Lord of Olympia
.:IPB Image:.

{Pugna} A well placed Netherward will completely dominate a spell-spamming Zeus. His mana will not regen and he will damage himself with every spell he casts. Put some thought into your ward placement, as it will make or break your gameplay. The ward should be placed close enough to keep him in the AoE, and yet far enough behind you and/or your creeps to force him to enter into a dangerous position should he attempt to destroy it.
{Keeper of the Light} Mana Leak will cause Zeus to lose 80% of his mana should he cast any spell within that 22 second buff window. While KotL has this advantage against most spell-reliant heroes, Zeus is the definition of “spell spammer” and is absolutely useless without his spells.

Moon Rider
.:IPB Image:.

{Abaddon} Borrowed Time, coupled with Apothic Shield, act as an excellent counter to Eclipse. He should wait until Luna uses her ultimate to cast his (and shield) and will take damage for the first hit, but will heal for the shield damage and remain unscathed for the rest of it. Once her ultimate has been used, Frostmourne and Abaddon’s fast movespeed will allow him to keep up with her.
{Clinkz} All Wind Walk heroes have an excellent counter to Luna’s ultimate, however Clinkz takes the cake against Luna. Like Bounty Hunter, Clinkz’s cooldown on his Wind Walk is lower than it’s duration, so he can break stealth to attack and immediately re-stealth once she ultimates. He far excels above BH in lane control with his orb attack for harassment and he will be far enough back not to be hit by Moon Glaive. Luna’s movespeed is 320, which is significantly above average. Clinkz however can match and exceed that easily by mid game making him one of the few that can actually chase her. Finally, Searing Arrows and Strafe wreck Luna’s low HP from mid game on.
{Templar Assassin} Lanya has several advantages over Luna throughout the game. Obviously her Meld work like wind-walk as an effective counter to Eclipse, with the added bonus damage/armor reduction attack when its over. Her traps also work wonderfully against Luna’s insane movement speed when chasing/fleeing. Finally, Refraction will absorb the first few Eclipse beams while you reach for your Meld key, and also functions as early game anti-harassment from Lucent Beams.

.:IPB Image:.

{Bane} Enfeeble reduces damage based on stats by 120% at level 4, making Bane an amazing counter to Morph’s high agility damage output. Also, Bane serves as a poor hero to Replicate so don’t have to worry about his ultimate too much.

Naga Siren
.:IPB Image:.

{Magnataur} Naga is relatively weak without her images helping her out, and a decent Mag player can ensure that all of her clones are taken out quick and easy. This is done through the low mana cost on the now spammable Shockwave, and the ease at which Reverse Polarity can grab Naga and all her images after she net-surrounds you. Cleave and Shockwave are often enough to kill her images before she’s even unstunned from his ultimate.

.:IPB Image:.

{Enchantress} This has probably been the most hotly debated counter in the thread, so I’m going to post it here with a disclaimer that you may or may not agree with the suggestion. Impetus works as a good counter-harassment to Viper’s Poison Sting when in a lane against each other. Viper’s lack of burst damage allows her Wisps the time needed to do their thing, and the slow from her Enchant ability is on par with his Poison Sting.

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{Morphling} Pugna will have a hard time against an equally skilled Morphling, as Pugna’s Life Drain is interrupted by Waveform. On top of that, Morph is not affected by Nether Ward when using his Waveform. Pugna doesn’t have much health to begin with, and even if he has a BKB and Scepter, his ultimate is useless on Morphling.

Obsidian Destroyer
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{Pugna} Nether Ward works wonders against high mana cost, spammable spells, and Obsidian Destroyer fits that description. His primary orb attack has no cooldown and costs 100 mana per cast (ward deals 150 damage in return). The sweetest part is that his ultimate costs 300/500/700 mana (ward deals 450,750,1050 damage in return), and with Pugna’s +4 INT per level compared to his +2.8 INT, Pugna will likely be unaffected by his Sanity’s Eclipse. Again, proper ward placement is a must and it would be wise to only use Life Drain after you’ve seen Astral cast on someone so as not to interrupt your drain.

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{Gorgon} Omni relies on three abilities to remain effective in battle: Degen Aura, Repel & Guardian Angel. Gorgon’s Purge removes both Repel and GA, which renders his usual god-like survivability down to nothing. His Degen Aura is useful in chasing down enemies or running from them, however his 28% speed reduction is NOTHING in comparison to the 80% reduction from Purge. 5 seconds is more than enough time to catch up to (or run away from) an Omni player.
{Diffusal Blade} In the same way Gorgon’s Purge can make Omni’s life hell, Diffusal Blade’s purge does the same thing. While not necessarily a good choice on all heroes, many heroes can make use of the mana burn and Manta Style later in the game.

Phantom Assassin
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{Doombringer} It seems that most people don’t realize that Doom not only prevents Shadow Strike and Blink Strike, it prevents both Coup de Grace and Blur passives throughout the duration of the spell. This means no crits, no dodge, no blink-escapes, and no slow spell. Without those traits, the fragile Mortred fall quickly to your LVL? and Doom.
{Nerubian Assassin} Mortred is one of the lowest health heroes in the game, and she is extremely weak against chain nuking. NA brings one of the highest damage nuke combos to the table once he hits level 6. Doesn’t he have this advantage against most low hp heroes? Yes, but she is rare in that she has no real disable and no real escape mechanism. Also, the best defense against her critical strikes is a high armor count, and Spiked Carcapace does the trick well for mid-late game. Granted, it doesn’t return critical strike damage, but it will help in survivability.

Phantom Lancer
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{Axe} We know that Axe performs best with many weaker enemies attacking him, and this is the very nature of the Phantom Lancer. In addition to the surplus of Helixes, Berserker’s Call will force PL out of his Dopplewalk should he get caught in the AoE. Care should be taken when using Culling Blade however, as it sucks to find you wasted it on an image.
{Earthshaker} Echo Slam is amplified by each target it hits, including images. This can add up to a serious death toll if PL is walking around with 6+ images. However, most PL players will go for Manta Style which burns mana, so use your ultimate early to get rid of the images and make good use of your stuns.
{Bloodseeker} Strygwyr’s passive works on images (though only granting 20% of the hero’s health) which he can shred through like butter. Killing 2-3 of PL’s images should bring him to near full health every time. In addition, once Bloodthirst activates he can chase and auto-attack PL even after he’s Wind Walked away, partially nullifying that ability. Radiance is also a common item on BS, which works wonders against his images and clues you in on the real one.
{AoE Heroes} As many have pointed out, PL’s images are large in numbers but fall very quickly to AoE spells and attacks. Heroes like Magnataur with Cleave/Shockwave and those like Pugna with Nether Blast can make quick work of his images… which account for 3 of his 4 skills.
{Radiance} Many heroes that can farm relatively well and lack an AoE ability can use a Radiance to chew through PL’s images in no time. Forget trying to attack each image in search of the real hero, Radiance will make it quite obvious by which one is taking the least AoE damage. The evasion doesn’t hurt against a melee hero like him either.

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{Anti-Mage} No way, Anti-Mage is good against an INT hero? Really? Furion is utterly screwed in comparison to other INT heros when facing Magina… especially mid-late game. Magina’s blink (and all other blinkers) renders Furion’s Sprout spell useless, and his ultimate will do reduced damage to Magina thanks to his Spell Shield. Even his teleport can be interrupted by Magina’s Mana Void, making him the ultimate counter to Furion.
{Priestess of the Moon} Like blink, leap nullifies Furion’s Sprout, and Elune’s Arrow will cancel his teleport. Starfall helps to counter his treant summon pushes as well.
{Spirit Breaker} As with the above counters, there is nothing Furion can do to stop this hero from killing him. His Nether Strike allows him to “blink” out of a Sprout and his Charge allows him to close the distance on him quite easily. Finally, his bashes keep him from Teleporting out of the situation.
{Tangoes} Sprout plays a huge part of Furion’s gameplay, and for a few gold coins you can nullify it with any hero. Be sure to eat a “side” tree, as the other “corner” trees may or may not let you out.

Queen of Pain
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{Anti-Mage} Magina does well against most INT heroes, but very few heroes can keep up with QoP and her ability to blink. She can’t really be played as a physical damage dealer, and all 3 of her offensive abilities are magic damage which is reduced by Spell Shield. Her blink can be countered by a good Magina player, and her short duration slow from Shadow Strike is not very effective against Magina’s already high base movespeed.
{Silencer} As previously stated, QoP has 4 active spells to choose from and the vast majority of her damage stems from their use. Last Word aura will passively prevent her from being able to Blink in and unleash 3 damage spells (and slow) instantly, and blink out. With a 4 second delay between casts, it would take her 12+ seconds to get off all 3 spells and be able to blink out. During that time Nortrom’s Glaives will wreck her low HP with little problem.
{Keeper of the Light} While more of a defensive counter, KotL can render QoP useless mid-late game. One should not solo as KotL against her early game, and when paired with a spell-spamming ally Chakra can keep her underleveled quite easily. Mana Leak should be gotten early, and your fingers should always be ready to hotkey it when she blinks in.

Rogue Knight
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{Gorgon} The spell that makes Sven so powerful is his God’s Strength ability. Medusa’s Purge removes the buff instantly. Sven also lacks a natural escape mechanism, so Purge can set him up for an easy two-man gank. Also, lacking any real damage output without God’s Strength means he will have a hell of a time chewing through Mana Shield.
{Omniknight} Like Purge, even one point in Repel will remove God’s Strength from Sven, not to mention Guardian Angel which renders his team immune to Sven’s primary form of damage: physical attacks.
{Diffusal Blade} Having a Diffusal is like having a mini-Gorgon in your pocket that you can pull out and Purge with. It comes with 10 chances to remove Sven’s God’s Strength and slow him to a crawl. As with the hero counters, Sven simply sucks without his DPS boost.

Sacred Warrior
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{Necrolyte} It’s only fitting that his greatest ally is his worst enemy. Reaper’s Scythe coupled with his Life Break can almost instantly kill any hero, regardless of how much health they have amassed. However, his ultimate and his tendency to run around at half-health (to get the full bonus of his Berserker’s Blood) make him a sitting duck for Necro’s ultimate.

Sand King
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{Juggernaut} The Blademaster does not take Epicenter damage and is unaffected by Impale when he is in Blade Fury, so it’s an easy “out” should he find himself in that situation. His ultimate, Omnislah, also has a “ministun” effect on the first slash so it will stop SK’s channeling ult if timed correctly. If your opponent is foolish enough to use Sandstorm, simply stand right on top of him and Bladefury, you will take no damage and he will suffer the full duration of your spell. It’s advised to get a gem or carry some wards if you see SK use Sandstorm, because it will interrupt your Omnislash if he goes underground.
{Silencer} Another hotly debated counter… Sand King’s play style is often compared to Earthshaker’s, as they are both STR heroes that depend on multiple spells being fired off in quick succession. Silencer has the ability to passively prevent the infamous Impale>Epicenter combo and can effectively use his Global Silence to prevent it at any other time… even from across the map. Finally, his Glaives steal that precious +1 INT from Sand King’s already low INT stat pool upon death.

Skeleton King
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{Anti-Mage} Magina’s Mana Break ability can help reduce Leoric’s mana below his Reincarnation threshold, rendering his ultimate useless. Just make sure you don’t go for the kill until you drop his mana below the 100/150/200 mana count. Leoric is often a high damage output hero late-game, and if you don’t go Bashers, it’s suggested you have a teammate hold him in place while you burn his mana. Your primary role is to waste his mana, so even if he tosses a Storm Bolt at you and you blink away, you’ve succeeded in lowering his mana by that much more.
{Nerubian Assassin} Similarly, NA can use his Mana Burn ability to achieve the same effect. However in his case, Spiked Carcapace helps reduce Skeleton King’s damage output, as well as returning some of the damage to himself. It’s easy to set up a gank with Vendetta, and two Mana Burns should be enough to bring him below the threshold of Reincarnation.
{Manta Style} Again, while not the best item for every hero, there are some heroes that can use it well and it works wonders against Skeleton King’s low mana pool. Phantom Lancer, Naga, Chaos Knight, etc. are among the many that can burn away his mana in a matter of seconds.

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{Pugna} If Lina casts her maxed Laguna Blade in the presence of Pugna’s Netherward, she will deal 950 damage (713 reduced) and receive 1020 damage (765 reduced) from the ward. That’s over 100% damage return instantly. If she tags on another spell or two and she will kill herself in a matter of seconds. As with all Pugna suggestions, ward placement is key to the success of this counter. Wards should be far enough away to prevent easy killing of the unit, but close enough to keep your enemies in range.

Spirit Breaker
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{Centaur} The Return skill damage is doubled against Spirit Breaker. This is because his bonus damage from Empowering Haste is done through a second (instant) attack. Every time Spirit Breaker swings his lanterns he will take 100 damage in return, instead of the usual 50. A Vanguard will show the results more clearly as it will drastically reduce the damage you take while he will get hurt for the damage you blocked in full.
{Tidehunter} Kraken Shell removes 40 damage per hit against him, and like Centaur’s Return it will act twice against SB. Every attack SB makes can be reduced by a whopping 80 damage against Tidehunter, and that doesn’t take into account armor reduction. Additionally, Ravage can be used to stop SB’s Charge of Darkness and his Nether Strike if cast at the right time. Gush also helps to counter SB’s imba movespeed when chasing.

Stealth Assassin
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{Bristleback} Rigwarl’s Bristleback passive ability heavily reduces all damage taken from behind, which is where SA wants to attack from most often. This reduction applies to Backstab damage as well. Quills can be spammed while being chased and Bristleback will also shoot quills which will stack and wear on your chaser. Lastly, Goo can keep SA in your warded area longer and allow you and your team to finish him quick with the stacked armor reduction. *See “Stealth Heroes” for more counters.*

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{Lion} Terrorblade hates two things, large burst damage, and stuns/disables. The burst damage found in Lion’s Impale and Finger of Death can be used to get TB below his Sunder threshold before he can activate it. The stun from Impale or the disable from Voodoo interrupt him from using his Soul Steal to heal. Lastly, his Conjure Image and Metamorphosis are quite mana intensive, so Mana Drain can work to your advantage.
{Slayer} Lina also has a stun and an arsenal of burst damage. TB must remain still to use his Soul Steal, making him an easy target for a Light Strike Array.
{Necrolyte} Terrorblade’s ultimate requires him to be at <50% health to be useful offensively. This puts him in a dangerous situation when around a Necro player has Reaper’s Scythe can finish him off (or simply drop him below the required health to even cast his Sunder). While he doesn’t have an ability to interrupt Soul Steal when laning against each other, his Death Pulse has a shorter cool down and can be used as soon as TB is done to keep him at low health.

Tormented Soul
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{Anti-Mage} Magina excels against most INT heroes, but Leshrac is at the top of his food list. Aside from the fact that all of Leshrac’s damage is reduced by Spell Shield, most TS players will stockpile on mana so as to allow longer Pulse Nova durations. Pulse Nova drains heavy amounts of mana while turned on, and it’s possible to get Mana Void damage into the 1.5k damage range against him.
{Keeper of the Light} The Mana Leak ability shines against heroes with massive mana pools, and a reliance on spells for damage output. In this case, TS fits both of those. While Mana Leak works effectively against most INT heroes, few will have a mana pool as large as his.

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{Silithice} She can simply cast Mirror Image to remove two of Veno’s primary skills: Poison Nova and Shadow Strike. Additionally, her net allows her crits and images to make quick work of low health AGI heroes like Venomancer. If her Mirror Image is on cooldown, she can always sleep after a Nova and allow her and her team to get away to safety.
{Tidehunter} Venomancer’s damage over time spells are periodically (and passively) removed from Tidehunter through his Kraken Shell. Veno also lacks an escape mechanism from Gush or Ravage.
{Lord of Avernus} Apothic Shield nullifies Shadow Strike as soon as it’s activated, on both Abaddon or his ally. When Veno’s ultimate is used, a Shield and Borrowed Time should leave you unharmed, with potentially more health than when it started. These things work better against Veno than most heroes because his damage is dealt over time, which allows more time for you to react and cast your Shield & Time.
{Nerubian Weaver} Venomancer lacks any burst damage, allowing Weaver plenty of time to hit his Time Lapse and remove every DoT Veno has. Nova has a much longer cooldown than Time Lapse, and Shukuchi + Geminate help Weaver establish lane control over Veno, who has the upper hand against most heroes. It should also be noted that a well timed Shukuchi can dodge a Shadow Strike projectile from Veno.
{Manta Style} In a similar fashion to Silithice listed above, Manta Style works well on many heroes as a quick way to remove all of Veno’s powerful damage over time spells.

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{Diffusal Blade} Heroes that can make use of this item (and Manta Style) can really piss off a Warlock player. 10 insta-kills of his summoned Infernal will also net you a respectable amount of gold in the process… almost making the item pay for itself if you use all the charges.
-I do NOT consider Gorgon a “strong” counter… Purge only deals 600 damage now which is still considerable against a level 1 Infernal, but when I sa

Categorical Counters (Special Cases)
When the opposing team selects a majority of one of these categories:

INT Heroes
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{Anti-Mage} This one may be obvious, but for thoroughness I have included it. Magina is called the “anti-mage” for a reason, every skill he has gives him an advantage over INT heroes. He’s often a good choice when faced with a majority of INT heroes on the opposing team.
{Silencer} Like AM, Silencer is also designed to counter heavy spell casters. If you’re against a majority of INT heroes that rely on firing off spells in quick succession (Lion, Lina, Tinker, Crystal Maiden, etc.), consider Silencer your best team player. His mana pool will be largely unused mid-late game, so consider a Mekansm to further counter the enemies AoE spells against your team.
{Pugna} Netherward is one of the best spells to use against INT based enemies. The AoE is huge, which lets the spell especially shine in team battles when spells are flying left and right. Constant draining of every enemies mana also helps in those prolonged team skirmishes. -Contributed by Harby
{Black King Bar} As with Anti-Mage, I almost feel this should go without saying… but an item that provides limited spell invulnerability works well against spell casters. If just one noob reads this and learns that’s what it’s for then it was worth it… right?
{Hood of Defiance} With an extra 30% magic resistance on top of your inherent 25%, you’ll be cutting all magic damage by more than half. The two RoR required to build it help out early game when trying to hold a lane against a nuker as well.
{Orchid Malevolence} While mostly an item for INT heroes, it provides a nice 5 second silence to a single target in addition to 20% damage amplification. Works as a great interrupt item for those channeling ultimates that could destroy your team in a big battle.

STR Heroes
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{Necrolyte} Reaper Scythe does damage based on a percentage of health remaining, which means it can actually do more damage to enemies with large health pools. If your team is facing a 4k-HP Centaur player, you only need to do ~2.4k damage for a Scythe kill, instead of the full 4,000 damage.
{Terrorblade} Similarly, the Sunder ability also does damage based on a percentage of health, meaning the more (maximum) health his enemy has, the larger the potential to do damage is. TB’s worst enemies are those that can do large bursts of damage (mostly INT heroes) and excells against steady DPS heroes (i.e. most STR heroes).
{Huskar} Again, his ultimate is percentage based and does more damage when the target has more health. He to is a STR hero so he shouldn’t have a problem going toe-to-toe with his enemy well into the late-game.

Melee Heroes
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{Nerubian Assassin} For 4 skill points and an easy 3540g, NA can have 80% melee damage return, +30 attack damage, and +18 armor through a few Blade Mails. The armor boost translates into alot of effective health for such a low HP hero. Note that it does not return critical strike damage, but for the most part your opponents will lose health much faster than you in any skirmish.
{Tiny} Craggy Exterior makes it difficult for melee characters to chase or kill Tiny easily. Melee means they have to be in Toss range to attack him, and should any of his opponents attempt a stun lock build, he can act as an effective counter against them.
{Enchantress} Untouchable makes her… well… simply untouchable… when faced with melee characters, as it slows their base attack speed by up to 90%. Additionally, the healing effect of her Nature’s Attendants works best when she takes steady damage (i.e. melee attacks), and not sudden burst damage (i.e. nukes). To top it all off, she is a ranged hero which gives her a large harassment edge when in a lane against melee opponents.
{Axe} One of my personal favorites, Axe is the bane of all melee heroes. This is especially true for low damage and high attack speed heroes, or melee heroes with relatively low strength gain (for easy Culling Blades). Once a Vanguard has been made, Helix will almost always ensure you’re doing more damage than they are and Berserker’s Call maintains it’s utility in team battles through the entire course of the game. -Contributed by mastershan
{Netherdrake} I don’t care what hero you choose, you will have a tough time laning against Viper. This is especially true for melee heroes. However, what makes Viper such a pain is the fact that he can orbwalk slow and kite you across the map. The insane attack speed reduction from Corrosive Skin, Poison Attack and Viper Strike does apply to ranged heroes, but at least they can nuke from a distance. Most melee heroes are dead in the water. -Contributed by Guyoverthere07
{Blade Mail} Assuming you’re not facing alot of heroes with critical strike passives, one or two Blade Mails can help bolster your armor and raise your effective DPS.

Stealth Heroes
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{Slardar} Every stealth hero is serverely weakened when their ability to ambush and escape easily is taken away. Slardar’s ultimate keeps them from using Wind Walk or Invisibility, at very low mana cost to him and with fast cooldown. On top of this, stealthers are usually chasers, but against Slardar they are often the ones being chased with his Sprint, stun, slow and bash abilities. Amplify Damage also reduces the high-armor count on agility heroes up to 15.
{Bounty Hunter} A stealther to counter stealthers? It’s all about Track, which not only allows him to see Rikimaru, Clinkz, Rooftrellan or those Lothar’s users, but gives him the movement speed to keep up with them while he chases them down… the bonus gold and armor reduction are just icing on the cake. Jinada crits work wonders on the low HP heroes and the evade grants him considerable effective HP against their high damage output. -Contributed by disrup3
{Bloodseeker} Bloodrage will prevent them from stealthing in the first place, but at the effect of giving them a huge damage increase so make sure it’s only cast if you know your team can finish them quickly. Also, if any of the stealthers drop below the 40% health mark, Bloodthirst activates and you will be able to continue to chase/auto-attack them (even though you can’t visibly see him on the screen). -Contributed by Genosis and disrup3
{Spiritbreaker} Aside from being able to tank their damage, his Charge of Darkness will give you and your whole team vision of the stealth hero from the second you cast it (even from across the map) until the moment of impact. It’s important that your team tries to finish off the stealther as soon as possible because your opponent can re-stealth after you’ve landed your stun. -Contributed by techplore
{Gem} Another item that should go without saying… but with the changes to Aegis, it becomes a much more difficult item to hold on to. Your team should put this item on the hardest to kill hero (Abaddon, Morphling, etc.) until one of you recieves an Aegis from Roshan. The hero that has the Aegis should carry it until he loses the charge.
{Sentry Wards} Recently nerfed, they still serve as an excellent counter to stealth heroes. Better used defensively, and placed in gank spots early game, or in locations of high traffic during mid-late game.
{Level 3 Necro Book} Not everyone benefits from the book the same, but many heroes can make good use of it. If your facing stealthers, and you have any form of channeling spells, then this item should be a no brainer as reveals hidden enemies and it boosts your DPS while you channel.

The exception to the rule…
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Doombringer is unique in that his ultimate is really the “king of all counters” when you look at things the way we are for the purposes of this guide. Doom silences virtually every spell, skill and item that the target hero has… making it one of the most potent abilities in the game. Instead of making this already long guide even longer by listing him alongside every hero, I am simply providing a link to Guyoverthere’s Guide to Lucifer which has a detailed list of what Doom silences.


If you’ve gotten to this point, I salute you. The guide contains a significant amount of information, but a game like DotA has enough strategy in it to keep the fan base interested and this topic is an extensive one. A big “thanks” to all who have contributed, molded, and shaped the guide into what it is today. Remember, your individual skill and ability to work as a team will always have the most significant impact on your game… but knowing yourself, and knowing your enemies are the key to starting a game off right.


The following forum members provided input to make the guide what it is today:
AmericanDeagle, angryrabbit2, Blaow, Boogiepop!, Chameleon12, disco_john, Dky, EndJ)Storm(, freak_, Genosis, GeraX, harby, Heavens Knight, Himura_Kenshin, jacky817, n00bermicro, neosquad, nukeme!, nwfxyz, peter_tobbermon, physics223, Sick_of_it_all, sp00n, Tfiws dna eliga & usgroup1.

The following forum members have each provided multiple suggestions that made it into the guide and their continued support has been greatly appreciated:
AzureDrag0n1, disrup3, Guyoverthere07, M. E. Winstead, Macmac1990, MrBurninat0r, PieMonger, The Lobotomist, X@!n

Abbreviated Changelog

v4.1 – 4/21/2008 – Minor update to a few things I missed.

- Removed Beastmaster as counter to Furion (axes no longer cut down his trees)
- Added Juggernaut as a counter to Pudge
- Updated Bane’s enfeeble against Morphling (from 80% to 120% reduction)

v4.0 – 3/25/2008 – Major overhaul to update to current version of DotA:

- Removed Dagger of Escape from most entries as it can no longer be used as a reliable escape method
- Added Axe as a counter to Bristleback
- Removed Spectre as a counter to Pudge (Dispersion no longer has a mini-stun)
- Removed PotM as a counter to Enigma (Black Hole now silences her Leap)
- Added Pandaren Brewmaster as a counter to Faceless Void
- Added Earthshaker & Lich as counters to Meepo
- Removed Drow as a counter to Chen (Her ultimate no longer insta-kills his creeps)
- Removed most of N’aix’s counters as he has been completely remade in recent versions.
- Removed Axe as a counter to Abaddon (Axe simply can’t tank his Apothic Sheild spam early game)
- Added Lanya as a counter to Luna
- Added Enchantress as the potential counter to Viper
- Added Spiritbreaker as a counter to Furion
- Added Necrolyte as a counter to Huskar
- Re-added Silencer as a counter to Sand King
- Added Necrolyte as a counter to Terrorblade
- Removed Obsidian Destroyer as a counter to Warlock (his orb no longer deals bonus damage to the Infernal)
- Added Hood of Defiance as a counter to INT heroes
- Added Huskar as a counter to STR heroes

v3.0 – 5/23/2007 – Edited with minor format revision and updated Preface.
v2.0 – 4/11/2007 – Edited with major format revision & removal of several “weak” counters.
v1.0 – 2/1/2007 – Guide posted in it’s original form.