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Many hands make light work.
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Bad against...[]
- Lone Druid and The Spirit Bear cannot burst down Bristleback due to Bristleback
- Bristleback can easily run to Lone Druid without any hesitation, with Viscous Nasal Goo to reduce armor and slow the Spirit Bear or Lone Druid and Quill Spray can deal damage to both Lone Druid and the Spirit Bear at the same time
- Dazzle easily breaks the position of Lone Druid and his Summon Spirit Bear with his Poison Touch, As it always hits from afar and prolongs the slowdown on the Summon Spirit Bear, which is why he cannot catch up with Dazzle and treat his master with Spirit Link
- Dazzle helps his team survive the physical attacks of the Summon Spirit Bear thanks to the treatment from Shadow Wave and armor from Bad Juju, which can enable his team to kill Lone Druid
- The Lone Druid Summon Spirit Bear has a small amount of armor at the start of the game, because of Mid Dazzle, it can very much break through it and prevent Lone Druid from gaining an advantage at the very beginning of the game, giving his team the opportunity to overtake Lone Druid on items for killing him, by type: Spirit Vessel
- Huskar jumps on the hero without any problems, throwing the Summon Spirit Bear away from him and forbidding him to beat, which knocks down the regeneration of Lone Druid from the Spirit Link ability, in addition, Huskar instantly deals fatal damage to Lone Druid, in some cases he does not even have time to squeeze the True Form
- Ghost Shroud can be use both offensively to slow Lone Druid or Defensively to prevent Lone Druid and The Spirit Bear from attacking him.
- Heartstopper Aura burns the Spirit bear High HP over time. Additionally, it can deal decent damage to Lone Druid during his True Form.
- Mystic Flare can be used to effectively ignore the Spirit Bear entirely and burst Lone Druid during the early mid game.
- Concussive Shot and Arcane Bolt will provide vision of Lone Druid allowing for better chase in teamfights before the Spirit Bear can do too much damage.
- Ancient Seal denies the ability to transform into True Form and receive bonus HP from the skill.
- Tiny can be a serious problem for the distance between Lone Druid and his Summon Spirit Bear with his Toss ability, since he will throw one away from the other, giving his team the opportunity to deal with either the Summon Spirit Bear or Lone Druid himself
- Lone Druid will not always be in his True Form, since she has her own recharge, which is why Tiny can find him with a Shadow Blade or Blink Dagger and kill him in a second with a combination of Avalanche and Toss, due to the fact that Lone Druid has a very small health reserve without True Form
- Grimstroke's Soulbind will always reliably connect onto both of them if they are close together.
- Arcane Orb deals heavy damage to both Lone Druid and the Spirit Bear.
- Astral Imprisonment can prevent the Spirit Bear from attacking, which is Lone Druid's main damage output.
- Sanity's Eclipse deals heavy damage to Lone Druid.
- Firestorm's percentage damage can quickly demolish the Spirit Bear's high HP
- Pit of Malice will allow allies to easily kite Lone Druid due to his low mobility
- Cold Embrace can protect allies from Lone Druid and the Spirit bear, who mainly deal physical damage
- Winter's Curse can turn Lone Druid and the Spirit Bear against his teammates.
- Chain Frost will bounce between Lone Druid and his bear, forcing them to separate or suffer high amounts of damage.
- Laser blinds Lone Druid, making his attacks miss.
- Lone druid's bear attacks on Phoenix's Supernova Egg don't increase the hit count. Given that Lone Druid's main hero often doesn't have much farm, the Supernova Egg is less likely to get killed.
Others[]
- Riki: Smoke Screen can prevent Lone Druid from using True Form and Savage Roar, additionally it cause the spirit bear to miss on attacks which reduce the chances of getting rooted from it, with diffusal Blade, he can keep Lone Druid or the Spirit Bear inside the Smoke.
- Pugna: Decrepify prevent the Spirit bear from attacking or protect allies from it.
- Timbersaw: Lone Druid will have a hard time dealing with Timbersaw due to his tankiness and high Armor from Reactive Armor
Items[]
- Ghost Scepter protects from Lone Druid's and his bear's attacks while he has no dispels or magic damage.
- Heaven's Halberd prevent the spirit bear from attacking, reducing Lone Druid's main damage output for a decent time.
Good against...[]
- Alchemist likes to farm fast and be ahead, unfortunately Lone Druid likes to do the same by taking towers.
- Acid Spray will never prove a threat to Lone Druid or his Spirit Bear.
- Chemical Rage may not prove so useful once Lone Druid procs entangled keeping him in place.
- Monkey King Bar is a very good choice on Lone Druid's Spirit Bear and it directly counters any potential Radiance from Alchemist.
- Assault Cuirass is another very good Spirit Bear item that further makes Alchemist vulnerable to physical damage, which is all Lone Druid does.
- Alchemist is not the kind of hero who wants to go on single target summon units, by the time he has killed the Spirit Bear his teammates might had already been slayed by his teammates. Not to mention Lone Druid can just resummon it, even if he is successful.
- Lone Druid becomes unkillable and impenetrable for Ember Spirit on the central line, as it has a huge reserve of health from the Summon Spirit Bear and a large regeneration from Spirit Link, which is why Sleight of Fist practically does not break through either one or the other on the line, and Lone Druid at this time can easily expel Ember Spirit from the line, push and gain gold and level
- Entangling Claws and Savage Roar abilities completely disable Ember Spirit's ability to dodge abilities or get out of an unpleasant fight for him on Fire Remnant, which can give the Lone Druid team the opportunity to kill him
- Omnislash spreads on both the bear and the druid, allowing them to survive.With enough levels,the bear can soak the ability alone and possibly dragging him to a dangerous location.
- Juggernaut cannot manfight the duo in the early game,because of their tankiness. If opposed in lane,Lone Druid can shut him down.
- Savage Roar interrupts Starbreaker.
- Dawnbreaker is a slow moving hero. Although tanky, Lone Druid can eventually wear her down with his better movement speed.
- Doom will be very hestitant to use Doom on the Spirit Bear, and using it on Lone Druid himself will not stop the bear from attacking him especially if True Form has already been used.
- Devour does not work on the Spirit Bear and pushes the lane so Lone Druid can safely farm under tower.
- Lone Druid has a huge reserve of health on the Summon Spirit Bear and a quick regeneration of his health with the help of Spirit Link, which makes the Puck's magical abilities useless, since they cannot break through such a large pool of health
- The ability of the Summon Spirit Bear and in the True Form of the Lone Druid Entangling Claws allows you to catch Puck when he released the Illusory Orb, since Puck will not be able to apply Ethereal Jaunt during the root action
- Lone Druid has a very large reserve of health against Invoker abilities, this allows him to survive a large number of attacks from Invoker and kill him, also Entangling Claws reveal invisibility from Ghost Walk, which allows the Lone Druid team to catch the popular QW-Invoker
- Because of his weak laning phase, Lone Druid absolutely overpowers him in the early to mid game. Lone Druid also directly counters most of his abilities.
- Flux is nullified when the Spirit Bear is nearby.
- Spark Wraith can get soaked by the bear.
- Lone Druid can easily go inside Magnetic Field and punish Zet.
- Once caught in Bear's Entangle, Nature's Prophet cannot escape with Teleportation.
- Silencer's disables are useless on Lone Druid since he is more reliant on physical attacks rather than spells.
- Silencer has poor mobility so Lone Druid can run him down.
- Lone Druid's Shard will remove most of Silencer's spells once used.
- True Form gives Lone Druid a huge amount of health that no amount of Ball Lightning will chip through.
- Entangling Claws can mean a very quick end to the Storm Spirit as it prevents him from using Ball Lightning all together.
- Storm Spirit is a single target nuker, with the Shard Lone Druid can always fear him away from himself or the bear, defending the target he does not go on. This is assuming he cannot try and proc his entangle or a potential Skull Basher.
Others[]
- Nukers who have set amounts of damage will really struggle against Lone Druid especially in True Form: Puck, Void Spirit, Mars.
- Heroes who just want to farm and avoid Lone Druid early will find it very hard to do so when he starts knocking on towers: Templar Assassin, Phantom Assassin, Ember Spirit, Morphling.
- Lone Druid's early game is good against slow, squishy supports since his bear is very strong early game and an Entangling Claws proc almost always guarantees a kill: Ancient Apparition, Crystal Maiden, Shadow Shaman, etc.
Items[]
- Single target disablers ( Orchid Malevolence, Scythe of Vyse, Eul's Scepter of Divinity) are not very effective.That is, if either the Druid or the bear is crowd controlled,the other can still fight with Entangling Claws.
- Monkey King Bar is extremely good on Lone Druid and makes his Spirit Bear very threatening especially to heroes who rely on evasion such as Phantom Assassin.
Works well with...[]
- Inner Beast affects both Lone Druid and his bear and together with Beastmaster's summons they can push incredibly fast.
- Howl affects both Lone Druid and his bear and together with Lycan's summons they can push incredibly fast.
- Bloodlust useful both for Lone Druid and especially for Spirit Bear (due to his low base attack time) increasing their damage output.
- Omniknight in a team is a great advantage to all tanky carries. Purification for healing and dealing damage to nearby enemies, Heavenly Grace for status resistance, Degen Aura for slowing down opponents, and Guardian Angel to protect from physical damage.
Others[]
- Entangling Claws and Savage Roar can be a good setup for several abilities and heroes:
- Ancient Apparition's Cold Feet and Ice Blast.
- Enigma's Midnight Pulse and Black Hole.
- Pugna's Nether Blast and Life Drain and others.