Primal Beast/Counters

Bad against...

 * Primal Beast's skills require movement such as and, so  can damage Primal Beast while he is casting these spells.


 * can be used to interrupt Primal Beast while channelling.
 * can be used to abuse Primal Beast's high health pool, dealing large amounts of damage while healing Death Prophet substantially.
 * Moreover, does too little damage per instance to trigger, making it a very effective harassment tool during the laning phase.
 * is also highly potent against Primal Best due to his naturally low armor.


 * and allow Earth Spirit to easily stun, silence and interrupt.


 * can protect from spells, since all of Primal Beast's active spells don't pierce spell immunity.
 * can deal lots of damage as Primal Beast is a strength hero with high health.


 * A natural carrier, it's suicidal to go near Troll Warlord. All of Troll's skills will make short work of Primal Beast up close.


 * makes it impossible to stay on top of Darkterror with your spells and he can regain a lot of his health back.
 * Once he has a Shard Onslaught will no longer be a threat. He could also choose to get a lower cooldown on Time Walk, making it even harder for the Beast to catch him in fights.
 * will make Primal Beast useless for a very extensive period of time after casting his spells.
 * both keep Primal Beast in place to be focused down without being able to react with Uproar or an ally, since the Beast has no way to stop his allies from being hit within it.


 * allows Weaver to escape from.
 * disarms Primal Beast, Weaver can cast to him.
 * Primal Beast has slow attack speed, making it harder for him to kill beetles.
 * is blocked by, which is a common item for Weaver.


 * All of Zeus' abilities, especially, disables the use of for initiation

Others

 * Any Hero with a Root ability significantly hampers Primal Beast's damage from, as well as stopping in it's tracks.
 * On top of Roots, Slows greatly reduce the effectiveness of, and completely negating 's charge.
 * Heroes with damage-over-time (DoT) abilities which prevent Primal Beast from initiating with his Blink Dagger:, ,.
 * and provides true sight and vision to allies, making it difficult for Primal Beast to strike at enemies from fog.

Items

 * as mentioned above, Roots put Primal Beast at a significant disadvantage since he needs to move around to make the most of his spells.
 * Protects the user from all of Primal Beast's spells.
 * Most of Primal Beast spells need a good initiation, good vision can protect you from Primal Beast's initiation.

Works well with...

 * can pull enemies back that are trying to escape from.
 * works well with, because both skills will damage near enemies.
 * give Primal Beast maximum movement speed and cannot be slowed, increasing the effectiveness of to the maximum.


 * can bring back enemies to known place. Giving Primal Beast enough time to cast on that place.
 * traps enemies in one place and can't escape. This will ensure enemies hit by or.
 * and can keep enemies silenced and stunned for longer time, and also the silenced effect makes enemies can't interrupt Primal Beast from channeling.


 * sucks nearby enemies, this will ensure can hit them all.
 * Because sucks nearby enemies into one place, after the end of  duration, Primal Beast can cast  to further damage the enemies.


 * keep enemies in the area from escaping, provide a good setting for.
 * also damages the enemies that are in the edge of the arena. Primal Beast can cast to all enemies caught by, knocking them into the edge of the arena, damages them more.

Others

 * Any Hero with slow abilities:, , can make enemy hard to escape from.

Items

 * roots enemy, allow can hit them for longer duration.
 * roots all enemies in a place, making sure or  or  can hit them all.