Channelled ultimates
“Their ultimate wins the fight on its own.”
Start with
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power — the cheapest answer, at 3,200 souls . 7 more below, by tier.
Items that answer this
8 itemsTier 3 3,200 souls each
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Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry. Watch out: Multiple abilities can be parried in the window, but the heal and buffs only apply from the first -
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. Watch out: Gravity effect increased from +50% to +100% on 6 Mar 2026 -
Silence Wave
Silence Wave +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health Buy to cut off enemy ability combos in a teamfight, or to Silence a channelling ultimate hero before they start — it will not cancel one already being channelled. Watch out: Silence does not interrupt channelling abilities, so it will not cancel an ultimate that is already being channelled
Tier 4 6,400 souls each
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Cursed Relic
Cursed Relic +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty Buy to shut down one enemy carry or to cancel a game-deciding ultimate outright. Watch out: Voice lines still refer to the old name Curse -
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power Buy to survive a telegraphed assassination combo or ultimate — you cannot be hurt for four seconds. Watch out: Interrupts your own channelled abilities on activation -
Focus Lens
Focus Lens +40s Cooldown +4.5s Duration +0.1s Cast Delay +35% Damage On Expire +10% Fire Rate -9% Spirit Resist -30 Spirit Power +12s Resist Reduction Duration Buy to take one enemy caster out of the fight — it silences them for four and a half seconds. Watch out: Damage dealt to a barrier on the target counts toward the banked damage (fixed 30 Oct 2026) -
Silencer
Silencer +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration Buy when an enemy spellcaster is the main damage threat and you can land sustained bullets on them. Watch out: Silence does not apply to a target with Unstoppable active -
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. Watch out: Cannot be used while already stunned or asleep — it must be pre-cast
Hover an item's name for its exact numbers, or open it for the full write-up.
Heroes who cause this
11 heroesIf you are up against one of these, expect to need an item from the list above. Pick a hero for everything else about beating them.
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Baba
Baba Three kinds of control in one kit: silence, a hex and several slows Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) -
Bebop
Bebop Pick potential — a landed Grapple Arm sets up his Sticky Bomb and Exploding Uppercut combo Durability high (2/3) Burst very high (3/3) Mobility low (1/3) Healing low (1/3) -
Dynamo
Dynamo Singularity is a multi-target hard CC long enough to decide a teamfight outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) -
Haze
Haze Single-target sustained DPS ramps up once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) -
Lash
Lash Vertical engage: he converts altitude into damage and pickups. Durability high (2/3) Burst high (2/3) Mobility very high (3/3) Healing high (2/3) -
Mo & Krill
Mo & Krill A layered single-target lockdown package: Sand Blast disarm into Burrow knockup into a multi-second Combo stun. Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
Nurse Harrow
Nurse Harrow Strong, aimed ally healing that ignores falloff Durability high (2/3) Burst low (1/3) Mobility low (1/3) Healing very high (3/3) -
Rem
Rem Tag Along's healing scales with how badly the ally is losing the fight Durability none (0/3) Burst none (0/3) Mobility low (1/3) Healing very high (3/3) -
Seven
Seven Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) -
Victor
Victor Effectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' plan Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
Warden
Warden Binding Word forces a 20m-in-2.8s escape check and silences you through it at T3 Durability high (2/3) Burst low (1/3) Mobility low (1/3) Healing high (2/3)
Get this answered for your actual game
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