Axe/Counters

Bad against...

 * 's damage is calculated by percentage of maximum health, meaning that it will hurt Axe more than most normal attacks, negating some of his tankiness.
 * Doom can pick up several different abilities from neutral creeps using, some of which can be annoying to Axe.
 * Mud Golem, Dark Troll Summoner, Harpy Stormcrafter, Satyr Mindstealer or Satyr Tormenter are good examples.
 * makes Axe less disruptive. With, Counter Helix is also disabled.


 * neutralizes initiation attempts with Berserker's Call, and its long area of effect discourages follow-up from Axe's teammates.
 * serves as a large obstacle to stop Axe from chasing down fleeing stragglers to kill with Culling Blade.
 * 's damage over time effect do not proc Counter Helix.


 * Axe cannot use any of his abilities if he is effected by and cannot gain his bonus surivability or initiate during it.
 * Legion Commander has a movement speed advantage over Axe and can be used to remove Battle Hunger or sustain an ally affected by Beserker's Call.


 * 's lifesteal makes it nearly impossible for Axe to initiate and bring Lifestealer's health low enough for Culling Blade, even with many procs of Counter Helix.
 * 's damage is calculated as a percentage of health, turning Axe's high health against him. This allow Lifestealer to hit Axe much harder than most other heroes.
 * Lifestealer should be careful in lane, as Beserker's Call and Counter Helix will deal very heavy damage while he is still a low level with little items.


 * Frequent healing from and  makes it difficult for Axe to finish off targets with Culling Blade.
 * 's instant cast time allows Necrophos to turn ethereal before being initiated on by Berserker's Call. This prevents him from attacking Axe while taunted, thus lowering the chance to proc Counter Helix.
 * Axe's high health is relatively ineffective against 's percentage-based health degeneration.
 * negates Axe's tankiness, and can kill him quickly after initiation.
 * Axe may build items such as to negate your damage output during fights.


 * Outworld Devourer's pure and magical damage is particularly effective against Axe.
 * is an excellent way to defend against an initiating Axe.
 * Axe has mana troubles, and Outworld Devourer's abilities can press this by stealing intelligence, therefore depleting his mana pool and mana regeneration.
 * deals high damage to Axe, due to his low intelligence.


 * can be used on allies to prevent them from attacking Axe and triggering Counter Helix during Berserker's Call. He can also cast it on Axe to prevent anyone from attacking him.
 * can be used to heal himself or allies caught in Berserker's Call, preventing them from dropping low enough for Axe to kill them with Culling Blade.


 * reduces the damage from and Counter Helix to a minimum, forcing Axe to play around Ursa's ultimate ability.
 * and will reduce the damage Ursa takes during Beserker's Call and deals very heavy damage.


 * 's means Axe cannot do anything in lane for his strongest presence, being the laning stage.
 * 's zombies take no damage from Counter Helix, and will continuously put Axe's on cooldown until dealt with. However, they will still cause Counter Helix to trigger.


 * and slows Axe significantly, and puts his  on cooldown, preventing him from initiating.
 * will break Counter Helix should Axe stand within the AoE of the ability.

Others

 * Heroes who can slow and avoid Axe will severely inhibit his presence in fights:, , , , , , . However, Axe usually builds mobility items such as Force Staff and Blink Dagger so it may be difficult to keep controlled.

Items

 * wastes the duration of Berserker's Call when used on Axe.
 * can help dodge a Berserker's Call, or push an ally out of its radius.
 * breaks Counter Helix.
 * depletes Axe's already low mana pool.
 * keeps allies' health above Culling Blade's threshold, and can be used at the last moment to bait Axe into an overly long initiation.
 * 's AoE damage is a good way to stop Axe from initiating with.
 * can be used on an Axe to prevent any allied unit from attacking him.

Good against...

 * Berserker's Call is one of the most reliable ways to lock down Anti-Mage, preventing him from ing away.
 * Anti-Mage's high attack speed, along with illusions from, triggers Counter Helix continuously.
 * Axe's low mana pool and high health pool makes deal very little damage to Axe.


 * Berserker's Call can catch Broodmother in her web, as well as groups of spiderlings. This is particularly effective when Broodmother attempts to push towers with her spiderlings.
 * Counter Helix destroys spiderlings very quickly, and earns Axe a good deal of gold.


 * Berserker's Call and Counter Helix makes short work of Chaos Knight's s.


 * Culling Blade ignores the protection from, and will kill any target whose health is low enough. This makes Axe one of the hardest counters to Dazzle, and he neutralizes one of Dazzle's most important abilities.


 * Huskar is often played at low health to maximize the bonuses from, and also because his abilities cost health to use. This makes him especially vulnerable to Culling Blade.
 * gives Huskar no protection against the pure damage of Culling Blade. Its attack speed bonus also means that Counter Helix will proc more often.
 * Axe's tankiness and base health regeneration makes it hard for Huskar to take him down with s.


 * Berserker's Call and Counter Helix will still hit targets inside of a defensive.
 * Counter Helix clears treants in no time.
 * Nature's Prophet's low damage is unlikely to hurt Axe until the very late game.
 * Nature's Prophet's low mobility makes him very easy for Axe to chase down or initiate on, especially when affected by Battle Hunger.


 * 's extra attack speed causes Phantom Assassin to proc Counter Helix more often. Using it on Axe also makes Phantom Assassin an easy target for a counter-initiation with Berserker's Call and.
 * Most of Axe's abilities pierce, allowing him to lock down Phantom Assassin at any time.
 * Berserker's Call greatly reduces Phantom Assassin's ability to crit hard against Axe, and may cause her to kill herself when used with.


 * Berserker's Call catches Phantom Lancer when he is hidden among his illusions.
 * Counter Helix quickly destroys Phantom Lancer's illusion army. The more illusions there are, the more often Counter Helix is triggered.
 * Phantom Lancer's low early game health makes him an easy target for Culling Blade.


 * Berserker's Call allows to lock down Queen of Pain preventing her from ing away.
 * Queen of Pain's high attack speed from, triggers Counter Helix continuously.
 * Axe's tankiness and base health regeneration makes it hard for Queen of Pain to kite him down with and . Additionally, Queen of Pain can kill herself by Blade Mail while she uses.


 * Berseker's Call catches Slark in, wasting its duration and preventing him from escaping to regenerate.
 * Unlike most disables, cannot dispel Berserker's Call, and the output damage would be returned by.


 * Terrorblade's low base health and lack of mobility make him an easy target for Axe to initiate on and kill.
 * Counter Helix will trigger from, and destroy many of Terrorblade illusions.


 * Troll Warlord's high attack speed means Counter Helix will proc extremely frequently even without creeps near him. This, combined with a means Axe can easily solo kill Troll Warlord even in later stages of the game.
 * Culling Blade ignores the protection from.


 * Berserker's Call is one of the best ways to lock down Weaver before he has a chance to use . It can also catch Weaver in.

Others

 * Melee heroes who rely on summons, illusions or clones will trigger Counter Helix more often, thus taking more damage:, , ,
 * Melee heroes who rely on fast attack speed will also trigger Counter Helix frequently:, , ,
 * Heroes with low health and high attack damage can easily kill themselves against the Berserker's Call and combo.
 * Heroes with gap closing abilities will be easy targets for Berserker's Call:, , ,

Items

 * is nearly useless against Axe, as his abilities go through spell immunity.
 * 's illusions will trigger Counter Helix more often.

Works well with...

 * sets up enemies for Berserker's Call.
 * helps Axe deal more damage when enemies are taunted and attacking him.
 * helps Axe chase down enemies during the early game for a Berserker's Call.


 * Axe is the only one who can remove, making it a very good ability for keeping your allies alive or Axe alive himself.


 * Axe's initiation will give Enigma enough time and room to set up and, dealing massive damage to his enemies and disabling them for a very long duration. This also works against spell immune enemies, as the mentioned abilities all pierce spell immunity.


 * Berserker's Call sets up an easy and  combo for Disruptor, locking down mobile heroes like  or.


 * puts all affected enemies onto a single point, giving Axe the perfect opportunity to use Berserker's Call.


 * Berserker's Call allows Phoenix to easily land all of it's abilities, particularly Sun Ray and Supernova.


 * Berserker's Call gives Sand King the time to channel and land.


 * Berserker's Call prevents enemies from moving out of 's small radius, forcing them to take full damage.


 * Tiny can Axe into a group of enemies for instant initiation. This is especially useful before Axe has a.


 * Venomancer's numerous slows and damage over time can turn multiple enemy heroes into vulnerable targets for Culling Blade.


 * Berserker's Call makes it much easier to target 's small AoE, and usually ensures at least one kill with.

Items

 * reveals enemies so Axe can get creep aggro, helping proc Counter Helix to clear waves.
 * 's Static Charge has higher chance to proc on Axe after Berserker's Call.

List of heroes that counter Axe, and list of heroes that work well with Axe.

Axe/Combinações Axe/Противостоящие