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.
 * However, Razor has no way of preventing enemies to escape with . And his only way to counter this is by buying disabling items.


 * 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.


 * Enigma's damage can make Underlord suffer heavy damage due to his high health.
 * Enigma can catch Underlord and his team off guard with and  when they teleport using . And  offers no defense against them.
 * However, Enigma needs to approach Underlord carefully as Underlord can interrupt channeling of the with  and can also use  to scout Enigma's location which can also put Enigma's  on cooldown if Enigma has no  available to use.


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


 * and can devastate Underlord's team when they're grouped up for Fiend's Gate.


 * 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

 * Heroes that provide vision will see Fiend's Gate coming:, ,
 * Heroes with spell immunity abilities won't be caught inside by Pit of Malice:,.
 * Heroes with magical or pure damage output will not have any problems against Atrophy Aura at all:, , , , , , , , , , , ,.
 * Heroes with health-based damage abilities can deal serious damage to Underlord's high health: 's, 's , 's , 's from  etc.
 * Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: 's upgraded, 's , 's , 's , 's ,  and , 's , 's  and , 's , 's  from , 's  and , 's  and , 's , 's  and , 's  and  from , 's  and  from , 's , 's  and , 's , 's  upgraded , ,  and , 's , 's ,  and , 's , 's , 's  and , 's , 's , 's , 's , 's  from . 's , 's , 's ,  and , 's  and , 's  and , 's , 's.

Items

 * will push enemies out of Firestorm, Pit of Malice, and Atrophy Aura's range. It can even push Underlord's teammates away from him before Fiend's Gate'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.
 * can be used to catch Underlord's team off guard when they gather for Fiend's Gate, and can be used to deal damage if caught in his Pit of Malice while also amplifying damage Underlord will take from spells and reducing his attack speed and any heals he receives.
 * 's high magical damage burst will not be weakened by Atrophy Aura at all.
 * can be used to root Underlord and his team when they gather for Fiend's Gate.
 * ,, 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 while also increasing cast range, allowing it's owners to fight against Underlord without getting in range of Atrophy Aura. 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.
 * can disable Underlord's Atrophy Aura, weakening both, his offense and defense. However, cannot be used to escape from Pit of Malice whose root can reveal invisible heroes.
 * can be used to dispel root from Pit of Malice. However, 's illusions can still be easily cleared with Firestorm.

Good against...

 * will easily clear Chen's creeps.
 * will trap Chen and render him helpless.
 * gives bonus damage to Underlord for each killed creep and weakens Chen's damage output.
 * can counter Chen's pushing attempts, and he has nothing to intercept it.


 * Atrophy Aura reduces Drow Ranger's damage significantly, as she relies completely 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.


 * makes it hard or Naga Siren to farm on lane and damage Underlord with in teamfights. And her only way to counter this is by playing Nuker role.
 * is very useful for clearing Naga Siren's illusions from and.
 * However, Naga Siren can catch Underlord and his team unprepared with if he chooses to use  to get to a designated point of the map. Naga Siren can also prevent escaping with {A|Fiend's Gate|Underlord}} with  and  from.


 * is very useful for clearing multiple Phantom Lancer's illusions swiftly.
 * will continuously disrupt many of Phantom Lancer's illusions, drastically reducing their damage and potency.
 * reduces damage of both Phantom Lancer and his illusions.
 * Phantom Lancer has nothing to stop Underlord and his team to escape with Fiend's Gate, nor to intercept them if Undelord chooses to use to get to the designated points of the map.


 * can be used to deal serious damage to Phantom Assassin during laning that ignores evasion from.
 * 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, 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.


 * can be cast in the path of Spirit Breaker's Charge of Darkness to cancel it.
 * Spirit Breaker's damage output is entirely physical, therefore is very hazardous for him in most of the stages, particularly since it also affects, hindering Spirit Breaker's main source of damage.
 * provides a way to escape from a gank for Underlord and his teammates. Likewise, can be used to ambush Spirit Breaker who has little to no ways of intercepting Underlord and his teammates when they use it to move around 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.
 * weakens Templar Assassin's damage output, as she relies on direct attacks to be effective.
 * However, Templar Assassin's s can be used to intercept Underlord and his team, and to keep her team alerted on Underlord if he chooses to use to get to a designated point of the map.

Others

 * Heroes without blink mechanisms or spell immunity will have a hard time positioning against :, , , , , , , , , ,.
 * Heroes with long cooldowns on their abilities or ultimate will struggle against the relentless pressure provided by :, ,.
 * 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 thanks to his, and will also be unable to ambush Underlord and his team if Underlord chooses to use to get to a designated point of the map: , , , , , , , , , , , ,.

Items

 * 's bad damage output will become completely insignificant against Underlord's.
 * 's illusions can be easily cleared with Firestorm. However, can still be used to dispel root from.

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