Primal Beast/Counters

Bad against...

 * allows him to both exit his stuns prematurely and turn Trample into healing for himself. His Aghanim Scepter only prevents the automation of the spell, Abaddon himself can still manually activate it.
 * will immediately debuff any stuns Primal Beast has put on allies but won't stop him from being stunned if casted on Abaddon.


 * completely negates all of Primal Beast's major damage-dealing spells in the early game and can render Primal Beast useless when cast on a target he is focusing, or in Oracle's defense against Primal Beast himself.
 * keeps Primal Beast in place, especially while trampling or in the middle of an Onslaught charge.
 * can interrupt Primal Beast's abilities, as well as further delay Primal Beast from dealing lethal burst damage. In combination with, Oracle can potentially save an ally from Primal Beast's spell combos.


 * keeps Primal Beast pinned down, preventing him from doing damage with Trample. Primal Beast's slow attack speed makes it hard for him to break the cogs and get away. In addition, Power Cogs' knockback is forced movement and thus will intercept Primal Beast's Onslaught if placed well.
 * on a lone Primal Beast in the early game effectively keeps him from winding up Onslaught or basic attacking.
 * and (from purchasing ) give Clockwerk many options to scout for Primal Beast, whose kit benefits greatly from ambushing.


 * 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.


 * can prevent Primal Beast from initiating for most of the game with Onslaught.
 * While is not much of a threat in terms of damage, it does prevent Primal Beast from casting any spells for a long period of time if also trapped in.
 * Overall, Disruptor forces Primal Beast to buy a much earlier than he might like but becomes a major threat to Disruptor once he does.


 * Invoker's numerous area-of-effect abilities can interrupt Primal Beast, especially while he is in the middle of a team fight, where Primal Beast thrives. (,, and all help to disable Primal Beast and control him from a distance.
 * disintegrates Primal Beast's low mana pool.
 * However, Invoker is quite a slow-paced hero and not particularly known for being survivable against a rampaging Primal Beast with.


 * prevents Primal Beast from being able to use Onslaught or his abilities to great effect for a lengthy amount of time.
 * is very difficult for Primal Beast to remove due to his slow attack speed and Trample preventing him from attacking.


 * will prevent Primal Beast from doing anything for a long duration even in the early game when at his strongest.
 * will scale with his max health so will do a ton of damage combined with any generic stun or Enigma's own abilities.
 * Primal Beast relies completely on mobility to do damage, makes sure he cannot use any abilities or threaten heroes he is typically good against.


 * The ensnare from melee can prevent Primal Beast from dealing further Trample damage and can allow Troll Warlord to relentlessly build  on him.
 * can slow down Primal Beast while trampling and allow Troll Warlord to better control him from range.
 * can blind Primal Beast if he attempts to auto-attack Troll Warlord after a fully charged Uproar.
 * will make Primal Beast a sitting duck should he be rooted and attacked to death.


 * makes it impossible for Primal Beast to stay on top of Faceless Void with his abilities and allows him to heal burst damage dealt to him.
 * Once Faceless Void has an, 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.
 * has many uses such as stopping Primal Beast from casting abilities on him or allies or even on a teammate, since Primal Beast has no way to assist allies trapped within the sphere.


 * is very good at preventing Primal Beast from entering the fight and stopping Trample damage at all stages of the game.


 * Primal Beast is disarmed during Trample so will be unable to destroy a no matter how close it is to him.
 * The same ability can also be used to save allies with the help of an.
 * will do thousands of damage to Primal Beast if surviving a full channel time due to his high health scaling for the ability.
 * is a fantastic way to escape Primal Beast after he has used Onslaught.
 * Phoenix has a naturally very high health pool making it hard for Primal Beast to deal with him with his magical damage.


 * allows Weaver to have faster movement speed and can outrun Primal Beast in most instances, such as while he is trampling.
 * Trample disarms Primal Beast, so casting can make him vulnerable to ranged attacks. Primal Beast also has an innately slow attack speed and will take a long time destroying the bugs.
 * allows Weaver to negate and heal burst damage, which Primal Beast is reliant on.

Others

 * Heroes who can do scaling health damage to Primal Beast are very threatening for the hero. Such as:, etc.
 * 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 burst damage, or make it hard for him to stay in range.
 * Supports who can slow him to the point Trample does very little damage in the lane are also not fun:, ,.
 * Like above, supports with reliable stuns can be a massive problem and force in fights unideally, such as, ,.
 * Any ganking heavy support can be a big problem for Primal Beast, such as:, before he has a.
 * Carry heroes with a form of mobility are usually very good against Primal Beast.
 * 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.
 * and provide vision on Primal Beast, making it difficult for him to strike at Slardar, Bounty Hunter, or their allies from the fog (this is assuming he already showed for the said spell to be placed on him).

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.
 * reduces his magical damage and also hides you from being targeted by any of his abilities.
 * can get you out of range from all of Primal Beast's abilities.
 * is a great way to fight back against Trample if you have the attack speed to proc it.
 * negates Primal Beast's magical damage by a large amount.
 * prevents almost all of Primal Beast's disables and abilities from dealing damage or stunning you.

Good Against...

 * will be a stun for Primal Beast and not much else due to Trample making him unable to attack.
 * is neglitable because Primal Beast has a much bigger health than Axe, so he does not need to fear being slowed, or his other abilities including or even a.
 * Getting Primal Beast low enough to use a successful can be very difficult due to his massive health advantage over most heroes.
 * Not ability related but Primal Beast does not need to fear Axe in lane, as Trample, combined with Uproar and Onslaught will do a ton of damage even if Axe has a.


 * Since Primal Beast is highly mobile with Onslaught alone, he will be difficult to catch with both and.
 * is less effective due to Primal Beast's massive health pool and resistance to taking damage.
 * While can be used to slow Primal Beast briefly, it is not enough to beat him back, and can also contribute to his Uproar stacks.
 * Primal Beast has a dispel talent at level 15 that will remove Cold Feet immediately when Uproar is used.


 * While Broodmother can hide in the trees with, Primal Beast's ability to trample trees down can give him an edge in catching her.
 * will not do much vs Primal Beast's onslaught of disables.
 * While can slow Primal Beast down, it's not enough to stop Trample from doing more damage than Broodmother can do back.
 * will be destroyed by Onslaught and Trample very easily.

matchup for Spectre.
 * reduces damage based on a percentage, which is very minimal against large amounts of small instances of damage such as Trample. It reduces each tick by about 14 at the maximum level, which is very small.
 * is never a threat to Primal Beast due to his large health pool and Uproar is still out-damaging the ability.
 * Onslaught can allow Primal Beast to chase Spectre fleeing with, as both skills phase through trees and terrain.
 * Primal Beast can also dispel 's slow with his left level 15 talent, making it completely useless against him.
 * Primal Beast excels at early aggression, pushing weak carries out of lane and farming areas he wants to control. Overall just not a pleasant
 * Should Primal Beast buy an he can also break both passive abilities.


 * Primal Beast can use Uproar to tank a portion of, making him much more likely to survive it. Primal Beast can also charge away from Omnislash using Onslaught as the spell ends.
 * will never do more damage than Uproar once the stacks are activated.
 * Primal Beast is very commonly buying items that are good against Juggernaut, such as and.
 * Primal Beast has one of the few ultimates that can prevent Juggernaut from spinning away with a teleport.


 * Primal Beast is one of Sniper's greatest counters, as he has no real means of escape and is very squishy, especially in the early game. Sniper's potshots and can contribute to Primal Beast's Uproar and further make him tankier than he already is. Onslaught allows him to close the gap on Sniper at his own volition, and Trample can deal serious damage to his meager health pool.


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


 * , and  will do nothing against Onslaught and Trample, as they are both ground area-of-effect spells.
 * Primal Beast has a gigantic hitbox, which could be difficult for Slark to escape with should Primal Beast choose to block him. Pounce also does not completely prevent Primal Beast from trampling offensively, as he still has some room to move.
 * Primal Beast has a huge health pool making it difficult to shed it with and may allow Primal Beast to build Uproar stacks against him very rapidly.
 * If Primal Beast buys an he can also break  from working on attacks which is a big part of Slark's damage output.


 * does not prevent Primal Beast from using any of his spells to their fullest and is one of the few heroes that can disable her during her ultimate and a common purchase.
 * will be disabled if Primal Beast buys an.


 * Magnus is not tanky and struggles against burst damage, something Primal Beast excels at in the early-to-mid game. Primal Beast is also able to out-damage Magnus's and can even contribute to his Uproar stacks.
 * Using to drag Primal Beast while he is trampling will count as movement and will trigger a rapid number of slams, which could prove lethal to Magnus.


 * gets destroyed by Trample and Onslaught.


 * Terrorblade has no stun and is vulnerable to Primal Beast's spell comboes due to his low health points in the laning stage and mid game.
 * can be dispelled using Primal Beast's level 15 left talent.
 * is the only real threat Terrorblade has against Primal Beast but he may die before he can even use it.


 * Phantom Assassin is known to be weak against bursts of magical damage, something Primal Beast excels at from the beginning of the game. He can use this to his advantage by constantly hunting Phantom Assassin down, especially if she is left alone to farm.
 * Primal Beast is a good carrier of, and  all of which are very good against  and.
 * Even though Primal Beast does a lot of physical damage early on, later once becomes more potent, she may find herself being overwhelmed by Trample and Onslaught instead.
 * Primal Beast's ultimate goes through spell immunity and his level 25 talent makes it even more devistating against Phantom Assassin.
 * Primal Beast can dispel and any attack modifers it applies with his left level 15 talent.


 * Primal Beast has multiple ways 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 Beast's onslaught of magical damage.
 * Ironically, actually just increases Primal Beast's damage on the targeted ally if Trample is activated. However, it can be used to slow him down and prevent any further Trample damage.

Others

 * Special mention to who can use  to prevent Trample damage, but Primal Beast's ultimate can still be casted during the spell.
 * Heroes who rely on burst damage with magical damage will struggle to kill Primal Beast:, ,
 * Supports in lane without a slow or stun will struggle with Primal Beast's high damage and mobility.
 * Heroes with low base damage will struggle to out-last hit Primal Beast, should he be playing a core role.
 * Heroes with unorthodox escapes will struggle against Primal Beast, such as, , and.
 * Illusion heroes will struggle against Primal Beast's area damage capability, 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 and  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.
 * Any hero with low mobility and max healthsuch as, etc.

Works well with...

 * works well with Trample, as they both deal area damage and can close back the gap to Primal Beast's trample area in case they are able to outrun him.
 * Primal Beast is a good ally to buff with due to the close-ranged nature of his skills and his mobility with Onslaught.
 * give Primal Beast maximum movement speed and cannot be slowed, increasing the effectiveness of Trample to the maximum.


 * Both Centaur Warrunner and Primal Beast are tanky strength heroes who dole out magic damage, which can prove deadly to other strength heroes vulnerable to magic damage, and squishy heroes who struggle taking down tanks.
 * can help set Primal Beast up for his Trample without needing Onslaught.
 * synergizes with Trample for its move-speed bonus, allowing Primal Beast to slam more often and move unhindered.


 * not only silences Primal Beast's potential target; it also reduces their magic damage resistance, augmenting Primal Beast's skillset.
 * disables Primal Beast's potential target from outrunning him while trampling. It can also allow Primal Beast to close the gap to the target without needing Onslaught.


 * Landing a on Primal Beast's potential target can help him start Trample without needing Onslaught. Landing it on multiple heroes while Primal Beast tramples them can prove to be even more lethal.
 * can allow Primal Beast to initiate against the target without fear of reprisal, as well as potentially save his Onslaught for later use, or once the target has destroyed the attached phantom.
 * is a powerful skill that further helps Primal Beast in initiating, giving him a stun that combos well with Onslaught. If timed properly, Primal Beast can prolongedly stun multiple heroes right after charging them and trample uninterrupted. If augmented with an, Primal Beast can also potentially survive any punishment he receives from initiating.


 * can backtrack escaping targets for Primal Beast to catch without having to use Onslaught.
 * traps enemies in a closed space and makes it very easy for Primal Beast to continue to deal damage.
 * keeps enemies silenced, ensuring they can't answer back against Primal Beast's assault.


 * Timbersaw and Primal Beast can do huge amounts of area damage together in short bursts.
 * Primal Beast has many stuns which gives Timbersaw a good opportunity to use his spells to their maximum.
 * Both of these heroes are strong at a similar timing (not to mention incredibly hard to kill!), going against both can be a very quick loss if you play into their hands.


 * synergizes with Primal Beast's skill set, as they force his targets to scatter. Onslaught can also potentially push targets into the arena's edges with its knockback.

Others

 * Any hero with slow abilities:, , and , to name a few, 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.
 * In general, Primal Beast is really good with heroes that can force fights with him and stay alive. Such as:, or.
 * Carry heroes who love an early strong offlaner (to apply pressure) will fair very well Primal Beast:, ,.
 * Heroes with strong teamfight abilities will really appreciate Primal Beast's initiations:, ,.

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.

Primal Beast/Противостоящие