Primal Beast/Counters

Bad against...

 * completely negates all of Primal Beast's major damage-dealing spells in the early game and can render Primal Beast useless when cast on a target he is focusing, or in Oracle's defense against Primal Beast himself.
 * keeps Primal Beast in place, especially while trampling or in the middle of an Onslaught charge.
 * can interrupt Primal Beast's Pulverize, as well as further delay Primal Beast from dealing lethal burst damage. In combination with, Oracle can potentially save an ally from Primal Beast's spell combos.


 * Primal Beast's abilities require movement to deal damage, making potentially deadly and debilitating. Furthermore, its initial damage based on the target's current health is devastating to a full-health Primal Beast with his high strength gain and thus high HP.
 * Due to his reliance on spells, Primal Beast is vulnerable to 's powerful silence without items to counter it. While silenced, Primal Beast cannot retaliate effectively with his spells.


 * can be used to interrupt Primal Beast while he is channeling Pulverize.
 * can whittle down Primal Beast's health and can potentially heal back any burst damage he deals to Death Prophet.
 * can shed Primal Beast's health down while he attempts to complete any skill combos during a fight with it active.


 * can simply send Primal Beast back after using Onslaught to close the gap, as well as interrupt him while he is pulverizing.
 * While is not much of a threat in terms of damage, it does prevent Primal Beast from casting any spells. It could also interrupt him from pulverizing.
 * can hinder Primal Beast's reliance on movement while trampling or charging and can even keep him trapped.
 * Overall, Disruptor forces Primal Beast to buy a much earlier than he might like but becomes a major threat to Disruptor once he does.


 * completely stops any initiation attempt and sets up his apocalyptic combo.
 * and help to kite Primal Beast, while keeping it at a distance.
 * disintegrates Primal Beast's low mana pool.


 * and allows Earth Spirit to easily stun, silence and interrupt Primal Beast in fights.
 * The Beast doesn't much like the slow or push from, because it denies it of staying on top of heroes and deal damage.Even worse,it allows for the enemy to respond and kite it.


 * and Combo will do an insane amount of damage against Primal Beast and prevent him from using any of his spells effectively during the fight.
 * as you'd expect, completely counters a hero who needs to move to deal damage. It also prevents Uproar from being an issue, since he can't use it during the disable.
 * Even during the laning stage Enigma can get away from Primal Beast very reliably while denying the solid experience start that he needs.


 * is a very good spell against Trample, as it has a long duration of stun time and can be used to stun Primal Beast as he charges towards Sven or his allies.
 * will make very short work of Primal Beast in the right circumstances (like if he has no allies nearby) due to its increased damage.
 * can be used to outrun Trample and make it hard for Primal Beast to get on top of Sven and his allies to deal damage with Trample or cast other abilities.


 * The ensare from melee can prevent Primal Beast from dealing much Trample damage and can allow Troll Warlord to relentlessly build  on him.
 * can slow down Primal Beast while trampling and allow Troll Warlord to better control him from range.
 * can blind Primal Beast if he attempts to auto-attack Troll Warlord after a fully charged Uproar.
 * Casting if Primal Beast fails to kill him with his skill combos can potentially prove lethal to Primal Beast, as he will have nothing consequential to answer back with while it is active.


 * makes it impossible for Primal Beast to stay on top of Faceless Void with his abilities and allows him to backtrack almost all damage taken during any burst damage dealt against him.
 * Once Faceless Void has an, Onslaught can be easily escaped. He could also choose to get a lower cooldown on Time Walk, making it even harder for Primal Beast to catch him in fights or stop his initiations.
 * will make Primal Beast useless for an extended time after casting his abilities if he does not have a dispel.
 * stops Primal Beast from casting abilities or stopping Faceless Void from damaging allies within.


 * allows Weaver to have faster move-speed and can outrun Primal Beast in most instances, such as while he is trampling.
 * Trample disarms Primal Beast, so when he uses it Weaver can cast to make him vulnerable to physical damage. Primal Beast also has slow attack speed, and will take long to kill any Swarm parasites latched onto him.
 * allows Weaver to negate and heal burst damage, which Primal Beast is reliant on.


 * Necrophos' high healing, increases his durability and counters Primal Beast's burst damage.
 * His ability to prolong fights hurts Primal Beast. Because of its high strength gain, it becomes increasingly vulnerable to and  as the game progresses.

Others

 * Primal Beast really suffers against supports he cannot bully in the lane; this includes, and  since they can use their respective abilities to stop Primal Beast from dealing damage, or make it hard for him to stay in range.
 * Supports who can slow him to the point Trample does very little damage in lane are also not fun:, ,.
 * Like above, supports with reliable stuns can be a massive problem and force in fights unideally, such as, ,.
 * Special mention to who can do a lot of damage with, but really suffer if caught with Pulverise since it wastes most of 's duration. Primal Beast is also quite common to buy items to counter the hero and has a reliable escape.
 * Special mention to as he has magic immunity in  which protects agaisnt Primal Beast. However, if he doesn't use it the long chain stun potential can be deadly, denying him to use  for a lengthy time.
 * Heroes that force Primal Beast to buy an early can be a real problem in the laning stage.
 * Primal Beast is mostly played in the offlane role, so picking a carry who can escape from him is essential. Heroes such as, and , or generally any carry with a stun, slow or ability to fight back will stop him from having the good start he needs.
 * Any Hero with a Root ability significantly hampers Primal Beast's damage from Trample, as well as stopping Onslaught in its tracks.
 * On top of Roots, Slows greatly reduce the effectiveness of Trample.
 * and provide vision on Primal Beast, making it difficult for him to strike at Slardar, Bounty Hunter, or their allies from the fog (this is assuming he already showed for the said spell to be placed on him).

Items

 * roots Primal Beast, putting him at a significant disadvantage since he needs to move around to deal damage with Trample.
 * Protects the user from all of Primal Beast's abilities.
 * , as most of Primal Beast's abilities need a good initiation, good vision can protect you from Primal Beast's attempt to do so.
 * reduces his magical damage and also hides you from being targeted for Pulverise.
 * can get you out of range from all of Primal Beast's abilities.
 * is a great way to fight back against Trample if you have the attack speed to proc it.
 * negates Primal Beast's magical damage by a large amount.
 * can put Primal Beast in a really weird circumstance and stop Pulverise from continuing its channel.
 * prevents Onslaught, Trample, Aghanim upgraded Uproar, and Pulverise from dealing damage or being able to be cast on the holder. Since you can hear Onslaught coming, it makes this item extremely easy to counter Primal Beast with.

Good Against...

 * Primal Beast is a very tanky hero, without immediate follow-up, has no chance of finishing him off or doing significant damage.
 * can be escaped very easily with Onslaught and is not a good defence against Trample.
 * will only give Uproar stacks and not do a whole lot.
 * In short, Ancient Apparition is very vulnerable to Primal Beast at all stages of the game and has no immediate way to defend himself.


 * can be cleared super easily with Trample.
 * and does not keep Broodmother alive against Primal Beast's heavy magical damage and disables.
 * also does very little because Primal Beast is almost entirely magical damage based in the early stages of the game. (His third ability, Uproar, is used in conjunction with Trample to do massive amounts of magical damage).


 * Onslaught can be used to cancel, and can escape Juggernaut's.
 * Uproar will do more damage than once activated.
 * If you do cast Onslaught, try to cast it towards the end of Omnislash so if you survive it, Juggernaut will be too far away to finish you off with Blade Fury.
 * is also not threatening enough to kill a Primal Beast from full health to zero, as his strength gain is too high. It makes it very difficult for Juggernaut to stop Primal Beast from initiating on his allies.
 * Primal Beast is very commonly buying items that are good against Juggernaut, such as and.


 * Primal Beast is one of Sniper's greatest counters, as he has no real means of escape and is very squishy - especially in the early game.
 * Sniper's isn't much of a threat due to Primal Beast's high health pool and armor. Plus, purposefully sitting in Shrapnel can be a good way to gain Uproar stacks.
 * Primal beast can easily dominate Sniper in the mid-lane. First off, your high base damage (and his low base damage) should allow you to get denies and last hits relatively easily - buy a bottle as soon as you can to soak up Sniper's damage. Skill Uproar and allow Sniper to harass with his long range and Shrapnel, and as soon as you get Trample and 5 stacks of Uproar, it's very possible to get an early first blood if he isn't expecting it. Once you get Level 3 and have Onslaught, all it takes is an Onslaught plus Trample combo to massacre Sniper virtually anytime he's alone. If he's fed you at least 3 or 4 kills, you should be able to overpower just about any hero in the side lanes; grab a power rune and gank the enemy carry to further pulverize enemy morale into the ground.


 * Onslaught prevents all of Razor's abilities from being effective against him during the laning stage.


 * , and  will do nothing against Onslaught and Trample's combo.
 * Primal Beast has a huge health pool, trying to get through it with will take a very long time and not do as much damage as Primal Beast can do to Slark.
 * Pulverise is very strong against slippery heroes like slark, if he manages to get it off.


 * Morphling relies on to the last hit, Primal Beast can not only match this damage but also threaten Morphling if he sits on low health.
 * is not very useful if played as a carry, since Primal Beast rarely right-clicks later on.


 * makes Trample do a ton of damage if Primal Beast gets in front of Magnus, making his only escape mechanism deadly.
 * Magnus cannot handle the aggression of Primal Beast in the laning stage, his damage is much more powerful than that of.


 * Phantom Assassin is famously known to be weak against bursts of magical damage, and Primal Beast does exactly that with the ability to close long distances.
 * Primal Beast is also a great, and  carrier which all can weaken physical damage carries like Phantom Assassin who rely on critical strikes and fast kills in the mid and late game.


 * Trample and Pulverize can be used to cancel very quickly.
 * Pugna has a very low strength gain and as a support does not have much gold to buy health items, making him vulnerable to Primal Beasts' onslaught of magical damage.
 * Ironically, actually just increases Primal Beasts' damage on the targeted ally if Trample is activated. Though, it can be used to slow him down and hopefully stop Trample from hitting Pugna's allies.

Others

 * Supports in lane without a slow or stun will struggle with Primal Beast's high damage and mobility.
 * Heroes with low base damage will struggle to out-last hit Primal Beast, should he be playing a core role.
 * Heroes with no escape will struggle against Primal Beast, such as, , and should play very carefully.
 * Illusion heroes will struggle against the area damage, such as, , ...
 * Hard carries who just want to farm and be left alone will not appreciate Primal Beast, heroes such as, ...
 * Any hero who lanes very poorly will struggle with Primal Beast's potential snowball in the very early levels, like, , ...
 * Heroes who cannot escape from Trample early might be easy first blood. Heroes like and  should play very cautiously alone...
 * Late-game heroes who can lose the game early due to Primal Beast's fast game style can be very vulnerable to the hero.
 * Any hero with low mobility and max health.(, etc.)

Works well with...

 * can pull enemies back that are trying to escape from Trample.
 * works well with Trample, as they both deal area damage and can close the back the gap to Primal Beast's trample area in case they are able to outrun him.
 * give Primal Beast maximum movement speed and cannot be slowed, increasing the effectiveness of Trample to the maximum.


 * not only silences Primal Beast's potential target; it also reduces their magic damage resistance, augmenting Primal Beast's skillset.
 * disables Primal Beast's potential target from outrunning him while trampling. It can also allow Primal Beast to close the gap to the target without needing Onslaught.
 * Skywrath Mage can combo with Pulverize for lethal burst damage, as it keeps the target in place about the same time as the flare's duration.


 * Landing a on Primal Beast's potential target can help him start Trample without needing Onslaught. Landing it on multiple heroes while Primal Beast tramples them can prove to be even more lethal.
 * can allow Primal Beast to initiate against the target without fear of reprisal, as well as potentially save his Onslaught for later use, or once the target has destroyed the attached phantom.
 * is a powerful skill that further helps Primal Beast in initiating, giving him a stun that combos well with Onslaught and allows him to save Pulverize. If timed properly, Primal Beast can stun multiple heroes right after charging at them and trample uninterrupted. If augmented with an, Primal Beast can also potentially survive any punishment he receives from initiating.
 * While does not multiply most of Primal Beast's skills, it can keep them in place to be more easily trampled or pulverized.


 * backtrack enemies to where they were four seconds ago, making it very hard to escape Primal Beast's reach while he is using.
 * traps enemies in a closed space and prevents them from escaping. This will ensure Primal Beast can easily hit enemies with Trample and Pulverize.
 * keeps enemies silenced, ensuring they can't use abilities to escape his Kinetic Field and Pulverize.


 * stuns all enemies it's used on in a small area, this ensures Trample can damage all enemies trapped inside.
 * Because upgraded  sucks nearby enemies toward it, after the end of its duration Primal Beast can cast Pulverize to further mini-stun and damage the surviving enemies, preventing them from using some escape abilities.


 * keeps enemies in the area from escaping, and provides a good set-up for Trample and Pulverize.
 * Because damages the enemies that are on the edge of the arena, Primal Beast can cast Onslaught to knock back all enemies it catches, sending them to the edge of the Arena of Blood and dealing more damage.

Others

 * Any hero with slow abilities:, , can make it hard for an enemy to escape from Trample.
 * Carry heroes who need a distraction to pick their ideal targets such as, , or  really benefit from Primal Beast's durability and ability to enter the fights very quickly.

Items

 * will significantly help Primal Beast from running out of mana due to his low intelligence gain.
 * and help to lock down enemies so that Primal Beast can deal more damage with.
 * decreases the magic resistance of enemies, making Primal beast deal more damage with all three of his magical abilities. Additionally, it has an area of effect similar to, which means all units inside of it can be affected by Veil of Discord.

Primal Beast/Противостоящие