Underlord/Counters

Bad against...

 * and deal percentage-based damage, ignoring Underlord's high health.
 * protects Necrophos from Underlord's damage from Atrophy Aura, and also amplifies all the healing Necrophos receives.


 * greatly reduces Underlord damage, while benefits Razor himself, even when in Atrophy Aura's range.
 * Underlord is a slow and low mobility hero, and cannot outrun Razor's high movement speed, easily for Razor to absorb his damage with to the maximum and burst him down from the bonus damages, combine with the armor reduction from.


 * gives allies bonus damage required to endure against Atrophy Aura early on.
 * can be devastating for Underlord's team when they're grouped up for Fiend's Gate, it can also be used to intercept arrivals with Fiend's Gate. And Pit of Malice does not prevent Luna from using it.
 * To make things even worse, upgraded  can finish off Underlord or any of his teammates escape attempts with Fiend's Gate if timed correctly.


 * will return Underlord or any of his teammates attempting to escape with Dark Rift if timed correctly.
 * Underlord is a slow and low mobility hero, easy to set up and, preventing him from using his abilities as well as preventing him using Fiend's Gate to escape.


 * will return Underlord or his teammate if they escape with Fiend's Gate.


 * does damage based on percentage health, and is useful against high health pool hero like Underlord.
 * can prevent Underlord from spamming his abilities and most important is to prevent him from using Fiend's Gate to escape.


 * Sniper's very long range allows him to stay out of Firestorm and Pit of Malice as well as Atrophy Aura range.


 * 's pure damage can do great damage to Underlord.
 * can tear down Underlord's health by a large amount, since his mana pool is very low compare to OD's high mana pool.


 * and can devastate Underlord's team when they're grouped up for Dark Rift.


 * All of Underlord's abilities are useful for Rubick to.


 * Shadow Fiend can still dish out heavy damage with and  while caught in Pit of Malice.


 * damage is not reduced by Atrophy Aura, essentially bypassing Underlord's only natural defense.
 * can quickly dispel the root of Pit of Malice.

Others

 * In general, heroes that provide vision will see Fiend's Gate coming:, ,
 * In general, heroes with spell immunity abilities won't be caught inside by Pit of Malice:,.

Items

 * will push enemies out of Firestorm, Pit of Malice, and Atrophy Aura's effective range. It can even push Underlord's teammates away from him before Dark Rift's teleport goes off. Later it can be upgraded into which will allow ranged heroes who rely on direct attacks to damage Underlord without getting in range of Atrophy Aura.
 * and it's upgrade punish Underlord for his low mana, and its active reduces his mobility further.
 * catches Underlord's team when they gather for Dark Rift, and can be used to deal damage if caught in his Pit of Malice.
 * and will negate pretty much all of Underlord's magical damage.
 * can be used to defend or counter push after Underlord uses Fiend's Gate.
 * can be a useful defense tool against Underlord if he has lots of stacks from Atrophy Aura and if he is played as Carry. Later it can be upgraded into that can be used to disarm Underlord and make him more vulnerable to magic damage. But bear in mind that entering ethereal state will amplify Underlord's magical damage.
 * will make Underlord think twice before engaging the hero affected by it as Underlord has nothing to counter debuff immunity.

Good against...

 * Atrophy Aura reduces Drow Ranger's damage significantly, as she relies on agility to be effective.


 * Atrophy Aura makes it hard for Legion Commander to win s.
 * can be used to save Underlord and his allies from a or to intercept Legion Commander, because outside from, Legion Commander has no other area-of-effect abilities.


 * Firestorm is very useful for clearing multiple illusions swiftly.
 * Pit of Malice will continuously disrupt many illusions, drastically reducing their damage and potency.
 * Athropy Aura reduces damage of both Phantom Lancer and his illusions.


 * Pit of Malice prevents Phantom Assassin from either escaping or engaging with.
 * Phantom Assassin's damage output is entirely physical, therefore is very hazardous for her in most of the stages, particularly since it also affects  Coup de Grace, hindering Phantom Assassin's main source of damage.
 * Without proper items and any area-of-effect ability/item, Phantom Assassin cannot stop Underlord and his team to escape with, nor she can intercept them if Underlord chooses to teleport on any area of the map.


 * reduces Terrorblade's damage significantly, even during Metamorphosis.
 * deals significant damage to Terrorblade and his illusions from a safe distance.
 * can keep Terrorblade and his illusions under control.
 * can either bail out Underlord's team away from a bad engagement against a Terrorblade under Metamorphosis or caught Terrorblade off guard if he is not careful, and besides, Terrorblade has no other abilities to intercept Underlord nor his team when they use it to start a teamfight.
 * Likewise, Fiend's Gate can be used to quickly move Underlord's team to the frontlines, to strike Terrorblade and his allies during Metamorphosis's 150 seconds of cooldown.


 * Firestorm will destroy charges very quickly.
 * Firestorm will hit Templar Assassin while under the effects of Meld.
 * Templar Assassin has a hard time maneuvering around Pit of Malice.

Others

 * In general, melee heroes without blink mechanisms or spell immunity will have a hard time positioning against Pit of Malice:, , , , , , , , , ,.
 * In general, heroes with long cooldowns on their abilities or ultimate will struggle against the relentless pressure provided by Dark Rift or (Requires ):, ,.
 * In general, attacks of the melee heroes who are entirely reliant on dealing physical damage and/or have very little to no area-of-effect abilities will make Underlord tickle and will have no effect against him, and will be unable to ambush Underlord and his team if Underlord chooses to use to get to a designated point of the map:, , , , , , , , , , , ,.

Works well with...

 * and, combined with Firestorm and Pit of Malice will lock down or zone out large areas of the map during a teamfight.


 * with Atrophy Aura reduces enemy damage significantly.
 * The splash attacks from Elder Dragon Form will hit multiple enemies stuck in Pit of Malice.


 * combined with Atrophy Aura renders enemies quite helpless.


 * Pit of Malice holds enemies in place for Leshrac to deal heavy damage with and.


 * gives an extra layer of stealth after using Dark Rift.


 * Pit of Malice locks down enemies for Riki to attack with.


 * combined with Atrophy Aura will reduce enemy damage even further.
 * Pit of Malice's long duration allows Rubick to pick up enemies and drop them inside with.


 * Pit of Malice helps lock down enemies for Timbersaw to attack them with any ability.


 * and combined with Atrophy Aura makes enemies weak in both defense and offense.
 * Vengeful Spirit can enemies into Pit of Malice.

Others

 * In general, heroes that provide vision through a summoned unit helps Underlord target Dark Rift:, , , ,.
 * In general, heroes with area nukes work well with Underlord's Pit of Malice:, , ,.
 * In general, heroes with long stuns or roots will set Underlord up for a Pit of Malice into Firestorm combo:, , , , , , ,.

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

Underlord/Противостоящие 孽主/克制