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Who beats who — and why

Pick the hero that is giving you trouble. You get the heroes that beat them, the items to build against them, and — the part every other site skips — the specific mechanic that makes each answer work.

The tool

Look up a matchup

Or jump straight to a hero page — every one lists its counters.

Most searched

The heroes people are trying to answer

Ranked by how many counter lists name them.

Theory

Six things that make a counter a counter

Learn these and you can read a matchup the site has not written up yet.

Crowd control beats mobility

Dashes and blinks are only escapes while the hero can act. A single reliable stun, suppress or knock-up turns a slippery assassin into a stationary target.

Anti-heal beats sustain

A bruiser who wins by out-healing your damage loses the moment half that healing disappears. This is a one-item problem, not a draft problem.

Range beats melee in lane

If they have to walk to you to deal damage and you do not, you win every trade you choose to take. This flips once they can gap-close through your kite.

Burst beats squishy scaling

A carry who needs six items dies to a hero who is strongest at two. The counter is a tempo counter: end the game before they arrive.

Percentage damage beats stacked HP

Flat damage falls off a cliff into a full-build tank. Percentage penetration and true damage do not care how much armour they bought.

Punishers beat predictable kits

Some heroes are built to punish a specific action — a dash, a channel, a stealth. Against them, the enemy’s own kit is the liability.

The other half

Counter-items

Draft is not the only lever. These are the items that answer a problem directly.

Where this data comes from

Matchup pairings come from the game’s own hero-relationship data. The explanations, severity ratings and counter-items are written by us — they are analysis, not official statistics, and no win-rate figures are claimed anywhere on this site.