Primal Beast/Counters

Bad against...

 * 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 channelling Pulverize.
 * 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 Uproar, making it a very effective harassment tool during the laning phase.
 * is also does a good amount of damage due to Primal Beast being slowed and unable to cast Onslaught.


 * can simply send Primal Beast back after using Onslaught to close the gap.
 * While is not much of a threat in terms of damage, it does prevent Primal Beast from casting any spells.
 * can prevent Primal Beast from leaving a specified area.
 * Overall, Disruptor forces Primal Beast to buy a much earlier than he might like but becomes a major threat to Disruptor once he does.


 * and allows Earth Spirit to easily stun, silence and interrupt Primal Beast in fights.


 * 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 cant use it during the disable.
 * Even during the laning stage Enigma can get away from Primal Beast very reliably while denying his 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 it's 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.


 * should make Primal Beast very careful about how hard he wants to commit with onslaught, with the root making him unalbe to cast it or use Trample to it's fullest.


 * 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 Pulverize if he survives it.
 * Once Faceless Void has a 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 escape from Trample.
 * Trample disarms Primal Beast, so when he uses it Weaver can cast to make him vulnerable to physical damage.
 * Primal Beast has a slow attack speed, making it harder for him to kill beetles.

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 making it hard for him to stay in range.
 * 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.
 * Special mention to who will force Primal Beast to focus him with charges of  or suffer a really long stun duration.
 * 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.

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.

Good Against...

 * 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.


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


 * 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

 * Heroes with low base damage will struggle to out-last hit Primal Beast, should he be playing a core role.
 * 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, , 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.

Works well with...

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


 * 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.