Sniper/Counters

Bad against...

 * Anti-Mage can close the gap with . Sniper will struggle to escape once he is jumped on due to the lack of mobility.
 * reduces sniper's magic damage from and . The active component can also reflect the projectile back to sniper if he dares to target Anti-Mage.
 * active is even more dangerous if Anti-Mage purchased . Aghanims scepter allows antimage to bait out snipers range tools like pike or flashbang. Otherwise the illusion will drain his mana
 * Sniper often relies on mana to use items for escaping, and his abilities cost a lot of mana. drains Sniper's mana and takes away Sniper's mean to disengage.
 * Anti-Mage has faster farming speed. He can outfarm and get ahead of sniper easily.


 * Axe can easily close the distance to Sniper with.
 * With in combination with  and, Axe can make short work of Sniper, finishing him off easily with  due to his low HP & high attack speed in the late game.


 * Ember Spirit can close the distance between Sniper easily with his and further keep Sniper in place with.
 * With the help of, Sniper cannot outrun Ember Spirit or chase him, even if Sniper builds mobility items.


 * Invoker's arsenal of magical spells are troublesome for Sniper who has low HP and high armor, which does not benefit him much against Invoker.
 * Besides magical damage, he can be disarmed and repeatedly mini-stunned with, preventing him from reacting.
 * Leveling can allow Invoker to lane effectively against Sniper despite right-click harassment.


 * Lifestealer can close the distance to Sniper by using on a fast or durable creep to tank Sniper's damage.
 * and will reduce Sniper's mobility heavily, and 's movement speed bonus helps in closing the gap to Sniper. It also protects him from Assassinate and Shrapnel.
 * can dodge an incoming Assassinate.


 * Being mostly a physical damage dealer, Sniper's effectiveness is greatly reduced by Omniknight's.
 * Omniknight's allows him to slow sniper and catch him. Sniper has to then use some escape item.
 * Omniknight can also protect an ally from being finished off by Assassinate by using, then using which grants a massive strength boost.


 * and allow Phantom Assassin to close the gap with Sniper and prevent his escape.
 * allows Phantom Assassin to approach Sniper while invisible and dodge much of Sniper's damage. It can also disjoint Assassinate.
 * quickly cuts through Sniper's low health; one or two procs will usually kill him.


 * Pudge's allows him to bring Sniper in the middle of any fight, and the pure damage does well against his high armor and low health.
 * can lock Sniper down, which makes him highly vulnerable and gives enough time for Pudge to kill him alone.


 * Slardar can use with  or  to get close, and  will stun Sniper and slow him, making him vulnerable to Slardar's teammates.
 * lowers Sniper's armor and makes Sniper's useless, easily killing him with a few attacks.


 * instantly allows her to get up and close with Sniper, and makes it difficult to escape from her.


 * Spirit Breaker can charge towards Sniper from anywhere on the map with.
 * deals magical damage, which can prove dangerous to Sniper and his low health.
 * Both previous abilities combined with ensures that Spirit Breaker can easily solo kill Sniper.


 * Storm Spirit can close the distance towards Sniper very easily with his ultimate.


 * allows Tusk to move himself and allies towards Sniper whilst invulnerable and hidden.
 * His may also block pathing for Sniper as he has no means of moving through obstacles. In addition,  can hinder Sniper's escape.


 * breaks Sniper's passives.
 * allows Viper to deal more damage to Sniper than Sniper deals to him when laning, especially by briefly stepping into Shrapnel.
 * together with can slow Sniper and tears through his low health and mobility.


 * allows Weaver to close the gap between himself and Sniper with high speed, and to maneuver through teamfights to get on top of him.
 * A combination of and  tears through Sniper's low armor.

Others

 * As you can see from above, heroes who can close the gap are the biggest nightmare for the Sniper who wants to keep his distance:, and  being the most classic examples because they don't require any item to do it.
 * Heroes who have high health are a problem for Sniper because he likes to attack the closest target and sit at the back, much like a so when that hero doesn't die; he's forced to show his position for a very long time:, ,.
 * Carry heroes who can close the gap reliably are very problematic:, ,.
 * Early game gankers can make life very difficult for a Sniper if he keeps being caught:, ,.
 * Invisible heroes all have the element of surprise. Provided they deal enough damage, Sniper should be vanquished very quickly:, ,.
 * Heroes with high mobility can approach Sniper:, , , , , , and most notably.
 * Heroes with catch to disrupt Sniper's positioning and deliver him into the enemies:, , ,.

Items

 * returns all the damage Sniper deals, and the duration of it is often more than enough to either kill Sniper, or leave him low on HP.
 * allows the user to close the gap with Sniper and can disjoint Assassinate; however, Sniper's long range means that he can disable Blink Dagger if he spots the enemy first.
 * can disjoint Assassinate if timed correctly, as you have ~2-3 seconds to react before being hit.
 * blocks Assassinate on impact.
 * reflects Assassinate, which proves especially dangerous if the lotused hero has Aghanim's Scepter, since it will stun Sniper for a lengthy time.
 * disables True Sight from Assassinate on target.
 * allows enemies to sneak up on Sniper and fight him up close.

Good against...

 * Sniper is able to kite Earthshaker with his very long range.
 * Sniper can dodge Earthshaker's stuns like and  with mobility items such as, / and /.
 * Sharpnel can be used to cancel Earthshaker's Blink Dagger and preventing effective use of his in a majority of situations.


 * Sniper has a very long range, so it is rare that Enigma can catch him in a.
 * Assassinate can easily cancel if he is not caught, especially with.
 * Enigma's Eidolons from are useless to push against a Sniper as he will easily kill them, especially with /.


 * Medusa is a fairly immobile hero that deals damage around her with . Sniper should outrange her and should stay out of harm's way from Split Shot.
 * More importantly, Sniper should have enough attack range to fire at Medusa during her without turning to stone, so the ultimate is mostly wasted against him.


 * Sniper is a pure right click carry with a very long range, making it hard for Silencer to cast any of his skills on him in lane. During team-fights, has little impact on Sniper.


 * Shrapnel can be used to cancel Shadow Fiend's Blink Dagger from a huge range.
 * Take Aim and Headshot allow Sniper to harass Shadow Fiend in lane without getting into the range of his.
 * Assassinate when upgraded with can be used to cancel Shadow Fiend's.


 * Sniper can easily destroy from long range


 * Sniper can easily destroy from long range.


 * Sniper can easily destroy from long range.

Others

 * Melee heroes who may struggle to get close to Sniper:, , , , , , and etc.
 * Special mention to as he may not be able to get close, but if he does,  will make very short work of Sniper.
 * Heroes with channeled abilities which Assassinate may cancel at long range:, , ,
 * Silence and root abilities are irrelevant to Sniper.

Works well with...

 * can be cast on Sniper, increasing his attack speed and the damage of his abilities
 * grants True Sight on all enemies under 25% HP, even through Fog of War, providing vision for Sniper to attack or use Assassinate to secure kills.
 * can force one enemy hero to stand still, preventing him from getting closer on Sniper


 * provides a simple setup for
 * Any enemy hero spotted by is an easy target for
 * Shrapnel can spot one potential target for Clockwerk to aim his
 * Overall, Clockwerk has enough tools to keep enemy heroes occupied, while Sniper deals damage from a safe distance


 * Lich's multiple slows allow enemies to be more easily kited.


 * The forced nights from won't be much of a problem for Sniper's 1400 night vision units, instead of the usual 800 units that most heroes have. Also, Sniper likes a tanky frontline hero to soak all the damage, which Night Stalker can provide.
 * can slow enemies and allow Sniper to either escape or damage.
 * can silence any potential spellcasters and prevent them from harming Sniper.


 * 's long duration, potent slow will allow Sniper to kite enemies.
 * increases Sniper's attack speed and movement speed, enabling him to farm faster and output more damage in team-fight.


 * Venomancer's whole kit makes it harder for some team compositions to get close enough to Sniper throughout the game
 * Sniper can deal the finishing blow on an enemy affected by with Assassinate.


 * Sniper being a ranged right click agility carry, can provide a boost to his agility.

Others

 * Sniper appreciates durable front-liners to engage the enemies, allowing him to attack from a safe distance:, , ,
 * Sniper works well with slows, as he already has 2 slows of his own, from Shrapnel and Headshot, potentially allowing Sniper to constantly knock enemies back and not give them chances of retaliation:

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

Sniper/Противостоящие