Lone Druid/Counters

Bad against...

 * Stifling Dagger and Phantom Strike allow her to close the distance to Lone Druid quickly and stick on him. Combined with Coup de Grace's large damage output and blur's ability to avoid entangling roots, Phantom Assassin proves to be a formidable foe for Lone Druid.


 * Faceless Void's aggressiveness (Time Walk and Chronosphere) can spell doom for Lone Druid, giving void the chance to lock him down while the Spirit Bear is helpless.


 * Legion Commander has a tendency for rushing Blink Dagger and Blade Mail, making it useless for both of Lone Druid and Spirit Bear to fight back when Dueled.


 * Dark Pact dispels both root and savage roar leaving Syllabear vulnerable to sustained confrontation. Leap tether binds Lone Druid and prevents him from from escaping using Hurricane Pike.


 * Laser blinds Lone druid, making his attacks miss. Furthermore a tinker with Aghanim's Scepter is sure to blind both Lone druid and his bear negating his ability to root or deal physical damage.

Others

 * As of patch 7.00 Lone Druid is predominantly played in his ranged form, building damage as the bear is used mainly for utility, both through Savage Roar and Entangling Claws. Heroes that gap close and stick to him, make short work of him.
 * notable mentions:
 * Magnus: Blinking and then using Reverse Polarity leaves Lone Druid with very little recourse.
 * Monkey King: Leap and his ultimate make him difficult to shake.
 * Rikimaru: Blink strike and the typical diffusal blade are good counters to Syllabear.
 * Weaver: Weaver's swarm reduces Lone Druid's armor and makes losing weaver in the trees difficult. Weaver is also quite sticky and can match Lone Druid's movement speed. Furthermore in a pinch weaver can time lapse our of the bear's root.
 * Anti-Mage: Fast attacks, inbuilt blink, builds a manta and naturally a Abyssal blade, Anti-mage easily stands toe to toe with Lone Druid late game.

Items

 * Blink Dagger
 * Abyssal Blade
 * Scythe of Vyse

Good against...

 * Due to Rabid's movement speed he can outrun Pudge, and conversely hunt him down with his bear easily. His movement speed and Bear's large hitbox make him a difficult target to look late game.


 * Once caught in Bear's Entangle, Nature's Prophet cannot escape with Teleportation.


 * Silencer's disables are useless on Lone Druid since he will be more reliant on physical attacks rather than spells.

Others

 * Lone Druid is a strong hyper-carry that scales well into the late game rivaling the strength of other hyper carries. Furthermore the bear can be given aura-based item to provide Lone Druid with buffs beyond what his 6 slots can offer in the late game.
 * Lone druids early game is good against slow heroes since his bear companion is strong early and a Entangling Claws proc is almost a guaranteed kill on an enemy support.


 * Notable Mentions:
 * Shadow Shaman: Low health, must be close to hex, overpowered by Lone Druid's long range.
 * Rubick: Only CC is an easily dodgeble Telekinesis, and afterwards is susceptible to being chased down and killed.
 * Sniper: Without a Shadow blade is relatively slow and easily hunted down and rooted.
 * Bloodseeker: Easily kited, early game carry a TP scroll to back out when he Ruptures. Late game as Lone Druid outfarms him, Syllabear can man fight him.

Works well with...

 * Ursa's Fury Swipes helps Lone Druid and his Spirit Bear's basic attacks to increase in damage.


 * Reason


 * Medusa's Stone Gaze increases physical damage to units petrified by the gaze.


 * An Omniknight in a team is a great advantage to all tank based carries (erm.. Lone Druid). Purification for healing and dealing damage to nearby enemies, Repel for spell immunity, Degen Aura for slowing down opponents, and Guardian Angel for anti-physical attack based heroes.

Others

 * Heaven's Halberd- does not allow physical attacks on Lone Druid or the Spirit Bear
 * Entry
 * Entry

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