Mars/Counters

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Release Illuminate icon.png
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Counters
 
 
 
 
 
 
 
 
 
 
 

Bad against...[edit]

Batrider icon.png
  • Sticky Napalm slows turn rate, making it difficult for Mars to control the direction he is facing to activate Bulwark.
  • Flaming Lasso disables Mars while enemies re-position themselves behind Mars to avoid Bulwark.
  • Firefly allows Batrider to fly over Arena Of Blood's walls.
Faceless Void icon.png
  • Time Walk allows Faceless Void to escape or enter Arena Of Blood, and helps him recover from Mars' burst damage.
  • Time Lock's magical damage ignores Bulwark.
  • Chronosphere allows Faceless Void to reposition behind Mars, ignoring his Bulwark while he is helplessly frozen in time.
Huskar icon.png
  • Burning Spear's magical damage is very troublesome for Mars in the laning stage.
  • Life Break's percentage-based magical damage bypasses Bulwark, and can also be used to jump in or out of Arena Of Blood.
Lina icon.png
Necrophos icon.png
  • Necrophos' largely magical damage completely ignores Bulwark.
  • Ghost Shroud protects Necrophos from God's Rebuke but more importantly stops Mars from being a threat in lane.
Ogre Magi icon.png
  • Mars has no way to trade with Ogre Magi in the early game thanks to his high base health, resistance and Ignite.
  • Once Ogre Magi gets level 2 he may also have Bloodlust, which makes him even harder to deal with in lane.
  • Fireblast can be ridiculously strong later on in the game for controlling Mars.
  • Spear of Mars cannot guarantee kills early on Ogre Magi, which is Mars' main source of damage in the early game.
Oracle icon.png
  • Fortune's End can dispel Spear of Mars' long stun duration, which is Mars' main contribution to the early game.
  • Fate's Edict can disable Mars from attacking for long periods of time.
  • Purifying Flames deals magical damage which can finish Mars off.
  • False Promise can save victims inside the Arena of Blood or stunned by Spear of Mars.
  • Oracle is usually ahead in games due to the nature of the heroes' kill potential, so items such as Glimmer Cape icon.png Glimmer Cape can be a big problem for Mars.
Outworld Devourer icon.png
Pugna icon.png
  • Nether Blast, Decrepify and Life Drain deals high magical damage and bypasses Bulwark.
  • Nether Ward reduces the amount of abilities Mars can use during fights and forces Mars to be careful about his heavy mana cost on Arena Of Blood.
  • Pugna is one of few heroes that can contest Mars' ability to push and defend towers early on.
Shadow Fiend icon.png
  • If Mars lanes middle, Shadow Fiend can keep the lane pushed against him.
  • Shadow Fiend can go an entirely magical based build, which is very effective against Mars.
Storm Spirit icon.png
  • Ball Lightning makes it almost impossible to catch Storm Spirit without someone else initiating for you.
  • Overload is not reduced by Bulwark and the magical damage spam can wear down Mars quickly.
Underlord icon.png
  • Firestorm and Pit of Malice are very disruptive in team fights, completely matching Mars especially since it can all be cast inside Arena Of Blood and also does percentage-based magical damage, negating Bulwark.
  • Dark Rift can save any allies of Underlord trapped in Arena Of Blood.
  • Atrophy Aura allows Underlord to lane against Mars quite well since he does not have the best base damage during the early game.
  • Underlord is a common carrier of both Pipe of Insight icon.png Pipe of Insight and Mekansm icon.png Mekansm/Guardian Greaves icon.png Guardian Greaves, allowing his team to combat Mars in the mid to late game.
Undying icon.png
  • Decay, Soul Rip and Flesh Golem all deal magical damage which ignores Bulwark.
  • Decay reduces Mars' natural strength, and therefore his health pool which is what he relies on to trade effectively in lane.
Ursa icon.png
  • Ursa is one of the few heroes that can trade well against Mars during the laning phase.
  • Fury Swipes can be very deadly (if enough stacks are built up), even if Mars is attacked from the front.
  • Enrage allows Ursa to dispel Spear of Mars' long stun duration.
  • Ursa may not be the best target to be trapped alone with in an arena.
Venomancer icon.png
  • Venomancer's spells all deal magical damage, ignoring Bulwark.
  • Venomancer's multiple slows are especially effective at kiting Mars.
  • Plague Wards can attack through Arena Of Blood.
Viper icon.png
Zeus icon.png
  • Mars' own father is a formidable foe because Zeus deals mostly magical damage. The high damage, low cooldown nukes of Arc Lightning and Lightning Bolt combined with the percent health magic damage of Static Field will shred Mars' health because it bypasses Bulwark completely.

Others[edit]

Items[edit]

Good against...[edit]

Bloodseeker icon.png
  • Arena Of Blood blocks out Bloodseeker from attacking a Ruptured target.
  • Bulwark helps Mars survive Rupture ganks simply by turning towards Bloodseeker without moving.
  • Spear of Mars and God's Rebuke can push Bloodseeker from Ruptured targets.
Bristleback icon.png
  • Bulwark reduces most of Bristleback's physical damage.
  • Mars can knock back Bristleback to prevent him from chasing down allies with Viscous Nasal Goo.
  • Bristleback is a weaker laner than Mars.
Juggernaut icon.png
  • Juggernaut deals mostly physical damage, which is easily mitigated with Bulwark.
  • Juggernaut's Omnislash switches to opposite directions which each slash, so Mars can mitigate most of its damage since he only takes full damage from one direction: his back.
  • Mars is one of few heroes where Blade Fury is not a consistent threat, due to Mars having a big HP pool.
Legion Commander icon.png
  • Duel forces Mars to face Legion Commander, causing most of her damage to be blocked by Bulwark.
  • Spear of Mars and God's Rebuke pushes Legion Commander away during Duels against allies.
Nature's Prophet icon.png
  • Nature's Call will be cleared by God's Rebuke after a few levels are obtained.
  • Using Sprout defensively isn't viable against Mars as it guarantees a Spear of Mars stun.
  • Nature's Prophet is a squishy split pusher that Mars loves to prey on.
  • Should Nature's Prophet build items that increase physical damage, it will be greatly reduced by Bulwark.
Phantom Assassin icon.png
  • Phantom Assassin's high physical damage is greatly reduced by Bulwark.
  • God's Rebuke has true strike, ignoring the evasion from Blur.
Phantom Lancer icon.png
  • Phantom Lancer and his illusions deal physical damage, which is greatly reduced by Bulwark.
  • God's Rebuke clears Phantom Lancer illusions very quickly.
Slark icon.png
  • Bulwark blocks much of Slark's basic attack damage, even after Essence Shift and during Shadow Dance.
  • Slark finds it very difficult to have a good early/mid game when pressured in the early game by Spear of Mars and God's Rebuke.
  • Slark builds items such as Shadow Blade icon.png Shadow Blade and Echo Sabre icon.png Echo Sabre, so his health pool stays low for much of the early/mid game, when Mars is very strong.
  • A successful Spear of Mars is very likely going to be the death of Slark in most stages of the game.
  • Should Pounce be on cooldown, Slark is very vulnerable inside Blood Of Arena.
  • Dark Pact will make Slark lose a lot of his own health if attacking Mars, forcing out his own Shadow Dance faster.
Spectre icon.png
  • Spectre cannot have a good game if she is pressured heavily in lane, which is something Mars can do.
  • Spectre can use Haunt and Spectral Dagger inside and outside from Arena of Blood, but it doesn't really matter since Mars does best during the early and mid game.
  • Should Spectre get to the late game, Mars can block a large amount of her damage and split the teamfights in his advantage.
Terrorblade icon.png
  • Bulwark negates most of the physical damage from Terrorblade and his illusions.
  • Mars' AoE abilities kill Terrorblade's illusions quickly.
Weaver icon.png
  • Shukuchi cannot help Weaver escape from Arena of Blood, so with vision, Weaver is an easy kill.
  • Time Lapse will also not save Weaver in a large amount of situations inside Arena of Blood, especially if he's pinned to the walls with Spear of Mars.
  • The Swarm and Geminate Attack is not very useful against a hero that can tank 70% of his main damage source.

Others[edit]

Works well with...[edit]

Huskar icon.png
  • Due to how Berserker's Blood works, it makes it very ideal for Huskar when allies can separate heroes like Mars can.
  • Huskar can push enemies into the Arena of Blood corners with Inner Fire.
  • Huskar can also get large amounts of Burning Spear stacks very quickly if enemies are trapped in Arena of Blood.
Crystal Maiden icon.png
Disruptor icon.png
Keeper of the Light icon.png
  • Chakra Magic helps with Mars' low mana pool.
  • Blinding Light knocks enemies into Arena of Blood's walls.
  • Arena Of Blood allows Keeper of the Light to easily hit enemies with Illuminate.
Kunkka icon.png
  • Torrent and Ghostship are easy to land against enemies trapped in Arena Of Blood.
Lich icon.png
  • Frost Shield allows Mars to tank even more damage with Bulwark.
  • Arena Of Blood keeps heroes closer together for more guaranteed Chain Frost bounces.
Monkey King icon.png
Phoenix icon.png
  • Supernova and Sun Ray work well on enemies trapped inside Arena Of Blood.
  • A well-placed Arena Of Blood can also protect Phoenix's Supernova from both melee and ranged attacks.
Riki icon.png
Sven icon.png
  • Sven's Storm Hammer can prolong the stun from Spear of Mars.
  • Warcry's shield enhances Mars' already impressive durability against physical attacks, making him nearly unkillable in team fights.
  • Arena Of Blood will help Sven catch an easy target with his Great Cleave and God's Strength.

Others[edit]