1. | Introduction |
2. | Winning the Lane |
3. | Aggressive Carries |
4. | Priorities |
5. | Dewarding your Pull Camp |
6. | Bounty Hunter |
7. | Broodmother |
8. | Dark Seer |
9. | Timbersaw |
10. | Windranger |
11. | Clinkz |
12. | Clockwerk |
13. | Mirana |
14. | Weaver |
15. | Bristleback |
16. | Nature's Prophet |
17. | Lone Druid |
18. | Slark |
There's a very limited pool of popular solo offlane heroes - with good reason, not many can survive the difficulties of handling up to three enemies on their own.
There are a variety of styles and tactics that offlaners employ that make them effective in their role. Most have great escapes, or some kind of health regeneration or invisibility. However, each can be countered effectively by making the right hero choices to stop them.
Minimising their impact on the game will make it much easier for your carry to farm, and also make them less of a threat to the rest of your team.
This guide will be looking at the most common offlaners and focusing on safe lane support hero picks that you can make to counter them.
I've already talked about this at length here - essentially there are two ways to win your lane - either aggressively trying to take out the opposition player(s) or slowly wearing them down and making them play passively. Each has a right time and place to use.
The biggest thing to bear in mind when we're discussing these heroes and counters is that quite a lot depends on your carry hero - whether they have a stun, nuke or other useful abilities to get early kills or not. You might also have a mid player with early global reach like Invoker's Sunstrike...or be running with a roamer or defensive trilane. These combinations will allow you to be far more aggressive, and also to play other support heroes we don't mention much.
For example, I don't think the likes of Vengeful Spirit, Crystal Maiden and Shadow Demon really get a mention - what gives? Well, they are fantastic aggressive supports, but they require their lane partner(s) to be capable of following up to secure kills, which we're not assuming here.
Each offlaner has a counter-support marked with a * in either Green or Red. The Green represents the best hero for a harassment role - wearing down your opponent and keeping them passive when your laning partner isn't up for early kills. The Red hero is usually best when you have an aggressive carry or trilane and want to go for kills.
Some carries have much more early game killing ability than others - although even a carry with just an auto-attack can get kills with a trilane, these heroes are the dual lane partners you want if you're playing aggressive.
With Stun/Nukes:
With Slows:
With Silences:
With Great Damage:
While this guide will talk about which support heroes are most effective against particular offlaners, there are a bunch of other things to be aware of. First of all, DOTA is a skill based game, so simply selecting the right counter doesn't just mean you're going to stomp all over them easily, it just gives you the best chance.
The other thing to bear in mind when selecting supports is what else your team needs - yes, it's very important that you win your lane as well as possible, but you have to consider if you're going to have to hard support (buy wards, etc), whether your picks are weak on team fight and how your hero stacks up against the rest of their team. There's no point picking someone to counter only a single hero if the others will have you for breakfast.
Considerations:
- Will I need to hard support? Will that be ok with this hero?
- Is the team badly lacking in team fight? Are there any other reasonable counter-picks that have better team fight powers?
- Are we running a trilane, do we need a setup stun, or can I get away with an unreliable one?
- Have they got another potential offlane hero who they might swap with when they see your pick?
Blocking pull camps is a common tactic used by offlaners at intermediate and above level play. By planting an Observer Ward within the spawn checking area of a neutral camp, no creeps appear, so they can't be used for pulling the lane back.
This allows the offlaner much easier access to farm and experience, and from much safer lane positions. It also denies some gold and experience to the opposition support hero(es). Knowing how to deal with this is very important for support heroes.
Hanging around near your pull camp before the creeps spawn can be quite a useful tactic - I've got first blood more than once by lying in wait for enemy heroes trying to ward on their own. If nothing else, you can drive them back, or at least know they're trying to ward it.
Wait to see if the creep camp spawns at 00:30, if it doesn't then there's a chance it has been warded. Some heroes can go invisible and stand nearby to block it (e.g. Bounty Hunter), got an illusion rune and used one to block, or used a minion to do it.
If you're pretty convinced the camp has been blocked, you're going to need Sentry Wards to get rid of it. There are two key things here:
- You remove the ward quickly, giving you a chance to stack and use the camp
- You place your sentry carefully, so you don't accidently block the camp with it
If you know your blocking placements, you simply need to keep your sentries just out of them, while still providing as much true sight coverage as possible. On the pictures below I've shown good sentry placements with the bright green circles, labelled 1 and 2.
*************PICS**********
1 is the first place you should place a sentry - covering the most ground over the likely warding spots. This means you hopefully don't need to place your 2nd ward and can keep it for other uses. 2 should cover all other possible locations.
The pink circles show most of the blocking zone, with smaller circles for other potential ward locations. Be aware that players will sometimes place wards between trees, making them very difficult to discover without using Tangoes or a Quelling Blade to find them.
Strengths: Invisible, High Base Armour, High Damage
Weaknesses: No Anti-Push, Low Hitpoints, Melee
Bounty Hunter is one of the easier offlaners to counter - most support heroes can stand up to him pretty well, on the strict condition that they buy Sentry Wards so that he can be monitored and harassed effectively. If you have a kill-capable carry then pretty much any support with a good stun/slow will work.
This is a necessary investment in getting maximum farm for your carry, and minimum farm for Bounty. Ideally you can even get a kill or assist on him to payback your gold. Dust of Appearance is also an option, but will only for kills rather than lane control. He can dodge many abilities with invisibility.
Bounty is not particularly tanky, although he does have high base armour, and often carries a Stout Shield or Poor Man's Shield to minimise auto-attack damage. He's particularly vulnerable to nukes, stuns and slows as long as you have vision.
So how do you deal with him?
Bounty Hunter doesn't have a lot of lane presence, but can still be dangerous if you allow him to run around for too long without Sentry Wards. Depending on how passively he plays, you may not get many opportunities to go on him, in which case, starve him as much as possible.
If he does try to be more active, wait for the right moment to strike, and ensure you have adequate detection. You generally need at least 2 slows/stuns to take him down, and bear in mind that nukes are much more effective than autoattacks against him.
Strengths: Invisible, Health Regeneration, Cross Impassable Terrain, Block Pull Camps, Movement Boost
Weaknesses: Low Hitpoints, Melee, Low Base Damage
Broodmother is one of the most difficult offlaners to kill effectively - you need a lot of stun/slow/damage to take her down, as well as detection in the form of Dust of Appearance or Sentry Wards.
The difficulty arises from her high movement speed and ability to pass any terrain which has her webs on it - allowing her to reach parts of the map that are completely inaccessible to most heroes.
However, if you have vision of her then this ability is disabled, giving you a chance of taking her down. Be aware that she will know if you have placed Sentry Ward if this ability isn't working, so try to get the timing right if you want to go on her.
Harassing her effectively is also difficult due to her health regeneration from [[
Spin Webs]], and mass spiderlings can be a threat to many heroes in sufficient numbers.
So how do you deal with her?
You've either got to make a full commitment as a team to killing her (trilane, detection and disables), or have heroes with "proper" AOE damage and look to contain her.
If you're looking at our standard dual lane that either means an appropriate carry (e.g. Kunkka, Gyrocopter etc) who can actively benefit from the spiderlings, or you need "proper" AOE damage. What do I mean by this? Basically a spell or ability that will hit ALL targets in the area, not just a limited number. (e.g. compare Ether Shock to Anchor Smash).
Ideally you want this spell to be cheap and spammable so you can use it regularly to pressure and control the Brood.
Strengths: Movement Boost, Long Range Nuke
Weaknesses: Bad attack animation, Melee
Dark Seer is a strong pushing presence, and is especially difficult for melee heroes to deal with due to Ion Shell. Meanwhile Surge allows him to temporarily move at maxiumum speed, overriding slows that you might throw out, and allowing him to escape dangerous situations with ease.
While he can find it difficult to be directly aggressive, he's very capable of killing you if you overextend or make a mistake against him. He combines extremely well with several aggressive mid heroes, so you also have to be sure to keep an eye on potential gankers.
So how do you deal with him?
First of all, forget about slows unless you can combine them with Silence - you really need stuns or mobility impairment skills if you're going to maintain a threat to him. Secondly, you really want a ranged hero so that you can effectively harass and deny him.
Like most of these guys you need to make a decision based on your lane mate(s) about whether you just want to minimise him, or think you can actually kill him. There are specific heroes who excel at doing this, see below.
One of the keys to dealing with Dark Seer is to draw out his Surge before stunning him, effectively wasting it's duration at low levels.
Strengths: Movement Boost, Long Range Nuke, Health Regeneration, Cross Impassable Terrain
Weaknesses: Needs some farm for mana regeneration, Melee
Timbersaw is an extremely difficult hero to both kill and harass, with Timber Chain giving him a good escape from level 1, and Reactive Armor boosting his tankiness and health regeneration substantially.
While he does need some farm to get his mana regeneration going, he's more level dependent than anything. His fast nuking power also makes him a threat to both squishy supports and carries, perfectly capable of turning around a misguided gank attempt with pure damage from Whirling Death. Especially once he reaches level 6 and unlocks Chakram then he's very dangerous.
So how do you deal with him?
Low impact attacks are nearly worthless against him due to Stout Shield and Reactive Armor - each hit boosts his armour and health regeneration temporarily. If you're going to hit him, you've got to do it hard.
Timber Chain has a very low cooldown, so it's very difficult to stop him getting away without a substantial amount of stun or silence. He's very mana dependent however, so any abilities which drain or burn it are pretty unpleasant for him.
Strengths: Movement Boost, Long Range Nuke, Auto-attack Dodge
Weaknesses: Squishy, Escape relies on movement speed
Windranger is a tricky opponent for many heroes, able to harass effectively and then dodge out of trouble quickly. She's ranged with pretty good base damage and animation, making her able to compete for last hits and denies if not dealt with effectively.
Over time she levels up both a potent long range AOE nuke and a two target stun, while her escape allows her to both slow chasers and completely avoid auto-attacks.
So how do you deal with her?
While WR can dodge auto-attacks, it's quite expensive for her to do so, and she can't afford to keep doing it. Her escape Windrun is also effected by her movement speed - so slows will work on her, as they also effect her escape speed. Forcing a Windrun and then immediately stunning is usually necessary to secure kills.
She's reasonably squishy so can be nuked effectively, although you need to have follow up damage for it.
Strengths: Movement Boost, Invisible, High Damage
Weaknesses: Squishy
Clinkz can be a difficult hero to lane against, he has considerable hitting power thanks to Searing Arrows, and his Wind Walk provides invisibility and increased movement speed.
Even with only a few levels to his name he can be a threat to squishy supports, getting into position behind them and unleashing a Strafe of Searing Arrows. As he levels up, Death Pact reinforces both his meagre health pool and his damage, while providing easy farm and experience.
He'll usually want to farm up a fast Orchid Malevolence so he gank lone heroes effectively and snowball from there.
So how do you deal with him?
While Clinkz is fast and dangerous, he's also squishy as hell and very reliant on Wind Walk for his escape. He's also farm reliant, as without equipment he'll find it difficult to start ganking effectively, so this means that he can't play as passively as many other offlaners.
Detection equipment is obviously at a premium here, with Dust of Appearance and Sentry Wards both offering different strengths. Dust slows him down a little, while sentries allow you to keep constant tabs on him in case he gets out of position.
Strengths: Long Range Nuke, Tanky
Weaknesses: Melee, Reliant on Power Cogs for escape
Clockwerk is a tough little box of tricks, with an unusual but effective escape. His Rocket Flare provides an easy way for him to farm, as well as steal gold from the pull camp and scout dangerous areas for him.
Meanwhile Power Cogs serves him well for multiple jobs - creep blocking, harassment and escape. Combined with Battery Assault it can also let him punish careless supports and pickup easy kills.
It's very difficult to minimise his income or kill him.
So how do you deal with him?
First of all, you must not give him the chance to get next to you, as you're unlikely to survive a Battery Assault/ Power Cogs combo if you have a squishy ranged support. Feeding him will really hurt your carry and make him considerably more dangerous.
Actually killing Clockwerk isn't easy as he's quite tanky, and Power Cogs can make it very difficult to go on him, blocking the lane and draining your health/mana if you get too close. However, they can be used against him too, and often the best time to go on him is after he's just used them to harass your carry and has them on cooldown - giving you a 10 second window to go on him. He's also very vulnerable to slows as he has no movement boost.
Strengths: Strong AOE Nuke, Movement Boost, Cross Impassable Terrain, Invisible
Weaknesses: Squishy, poor base damage
Mirana is a tricky and evasive hero to bring down due to her high movement speed and Leap, which can take her swifty out of dangerous situations, and allow her to dodge many spell projectiles.
She has a dangerous nuke/stun in Sacred Arrow, and can rapidly clear creep waves and cause damage with Starstorm. She has a long range attack and will try to harass your carry and steal farm where possible. She can make her entire team invisible from level 6.
So how do you deal with her?
Mirana can be tricky to take down while Leap is available, as it allows her to cross impassable terrain and dodge spells like Magic Missile. However, it has a long cooldown, so go on her if she gets out of position while it's unavailable.
Without considerable disabling power you're going to struggle to take down a smart Mirana, making magical harassment a good option for keeping her quiet.
Strengths: Strong AOE Nuke, Movement Boost, Invisible
Weaknesses: Squishy, Mana Dependent
Weaver can be incredibly difficult to deal with if you have the wrong heroes, with Shukuchi giving him a burst of nuke damage, max movement speed and invisibility. This can be easily enough to take down a squishy support when combined with Geminate Attack.
Later on Time Lapse allows him to easily shake off debuffs like Dust of Appearance, while restoring his health/mana and letting him escape.
So how do you deal with him?
As always, there are two effective approaches here - harassment and nuking/stuns. Another thing to bear in mind is that he's much more vulnerable at lower levels - this is due to the relatively long cooldown on Shukuchi, giving you a window of opportunity to get to him. Detection is still necessary
Strengths: AOE Nuke, Tanky
Weaknesses: Melee, Reliant on rear armour
Bristleback is a tough nut to crack. His passive allows him to soak up considerable amounts of damage from the back and side, and retaliate with free Quill Sprays. He's extremely difficult to kill under these conditions, and can even turn ganks around completely if enemies are too aggressive. His slowing Nasal Goo can let him take down squishy supports, and he's a considerable threat once he has his ultimate.
So how do you deal with him?
Actually killing him can be difficult, but you do have some opportunities. Most Bristlebacks will level Quill Spray straight away, so don't have the extra rear/side protection at level 1. This gives you a chance of a firstblood if you have a tri or kill lane and he gets out of position.
His next weakest point is his mana - for a tanky strength hero he's actually quite mana reliant, so any heroes with abilities that can drain it can be a real problem for him. Always make sure you get an early Magic Stick to soak up charges from his abilities.
Finally, armour reduction can work to make him considerably easier to kill.
Strengths: Minions, Teleportation
Weaknesses: Squishy, escape can be stunned
Nature's Prophet is an unusual offlaner in many ways - he's relatively squishy, with no escape other than a slow Teleport that can take him back to base or other lanes. However, his treants from Nature's Call are his main way of securing farm and screwing your pull camps.
He'll generally stay near the tower and try to block the pull camps with treants, and then use them to "steal" your creepwave, running them through the jungle to his tower where he can safely farm them.
So how do you deal with him?
First of all, you need stuns, as otherwise he can just Teleport out, laughing all the way. Generally he won't want to take any risks by moving far from his tower, and will use his treants to provide him with farm. You need to deal with those treants as a priority and starve him of gold and experience from the beginning. He may well decide to go jungle then, but he'll still have lost valuable time and farm, and will leave your lane uncontested.
Dealing with the treants can be tricky, you need to spot them early and get plenty of damage on them before they can work their mischief. If you can stop him getting any experience early on you can severely impact his game, if he gets even a few levels it's easy for him to go to where the farm is and be back in time to defend his tower.
Strengths: Minion, Effectively 2 heroes in one
Weaknesses: Druid is squishy, no escape
Lone Druid is a potentially frustrating opponent, his Summon Spirit Bear is incredibly tanky right from the start, and it's difficult to wear it down or kill it without considerably more farm and levels. He can use it to pull your creeps through the jungle to his tower, effectively "equalising" the lane as both sets of creeps avoid each other.
Druid himself has a ranged attack, and fast movement speed which means he's not easy to pick off if his positioning is right.
So how do you deal with him?
Despite the frustrations, there are multiple ways of dealing with him. First up, kill him - he doesn't have an escape, and a good blast of stuns/slows can be enough to pick him off fairly easily.
However, to do this, you need to get him out of position or risk fighting underneath his tower. Tower diving is very risky without the right heroes, so much better to draw him out. He needs both levels and farm, so if you can prevent him pulling with his bear you've got a good chance.
Preventing bear pulls requires having the right abilities/damage to make it really unpleasant for him. You can also "cancel" his pull using the neutral camps, as you being attacked nearby has a higher priority than following the bear. However, good LD players will try to block the pull camps early on, and will still hang around to try and grab the creeps if possible.
Strengths: Strong AOE Nuke, Movement Boost, Invisible, Health Regeneration, Cross Impassable Terrain
Weaknesses: Pretty Squishy, Melee
A good Slark player can be tricky to go up against, even though offlane is probably not his best position. His Pounce gives him a useful escape that can take him over impassable terrain, or even just away from the gank quickly enough. A well timed Dark Pact can almost instantly remove the effects of most spells, and that's before we even get to his ultimate...
Yes, he can heal, move faster when out of sight, and even go completely invisible (even to true sight)...just remember that well targeted AOE spells can still hit him!
So how do you deal with him?
Despite the difficulties of killing him, there are several weaknesses that can be exploited. The first is that at level 1 he can only have Pounce OR Dark Pact, so is at his most vulnerable. The escape from Pounce can be somewhat nullified with good positioning - if you stand in the way he won't get as far as he will latch to you instead.
Ideally you want to try and bait out Dark Pact instead of just throwing stuff at him and let him clear it all in one go - hit him just after the pact has ended and you're guaranteed a proper effect on him for at least 8 seconds.
Most damage over time spells are useless against him due to Dark Pact, so forget about Ignite and Dual Breath. Really you want to get a kill on him ASAP, as once he has Shadow Dance he's much more challenging to get at. If your lane isn't capable of dealing with his escapes, you need to harass and zone him out whenever possible. He's somewhat farm dependent, and making life difficult for him should make it much more difficult for him to snowball out of control.
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