Warlock

Popularity: #41

Leaderboard: #31

Ban Rank: #63

KDA Rank: #50

Warlock counter and synergy picks

Pick Warlock with Vengeful Spirit to increase win-rate from 51.2% to 57.1% or against Terrorblade to increase win-rate to 57.9% in Patch 7.39c.

Good with...

...based on stats [7.39c]

Hero Change in Win Rate

6.0%

4.6%

4.0%

3.8%

3.7%

3.5%

3.4%

3.2%

2.9%

2.7%

2.7%

2.6%

2.5%

2.4%

2.4%

...based on gameplay [7.39c]

Chronosphere allows Warlock to channel Upheaval safely and guarantees a perfect Chaotic Offering follow-up. Once the stun ends, Golems land, Fatal Bonds spread damage, and Void mops up survivors.

Arena of Blood traps enemies for guaranteed Fatal Bonds and Chaotic Offering. Mars soaks up front-line damage while Warlock punishes clumped heroes. Together, they dominate mid-game teamfights.

Warlock heals Phoenix during Supernova, ensuring it goes off. Both thrive in chaotic 5v5 fights. A well-placed Upheaval stops enemies from escaping Supernova or Chaotic Offering.

Tide’s Ravage sets up perfect Chaotic Offering. Both punish grouped enemies and offer massive AoE control. Warlock can heal Tide during sieges and teamfights to keep him in the fray longer.

Black Hole + Chaotic Offering deletes entire enemy teams. If Warlock holds his ult for counter-initiation or drops it right after Black Hole, the synergy guarantees devastating wipes.

Warlock enables Spectre’s greedy farm by protecting her lane with healing and dissuading dives with Golem threat. Later, Haunt combines with Fatal Bonds and Offering to wreak havoc in the backline.

Doom silences one key target, and Warlock disables the rest with Bonds and Golems. Their ultimates ensure strong initiation and follow-up. Doom can front-line while Warlock casts from safety.

Underlord keeps enemies trapped in Pit of Malice, giving Warlock time to land Upheaval and Fatal Bonds. Both stall fights, and Dark Rift lets them disengage after committing their ults.

Warlock’s sustain and AoE lockdown let Sven get full value from God’s Strength. Fatal Bonds ensures Sven’s cleave deals maximum damage across enemy heroes. Warlock helps Sven win drawn-out engagements.

Shadow Wave and Shallow Grave extend teamfights, letting Warlock land long-channel Upheaval or follow-up Golems. Both heroes are strong in healing-based deathball lineups and synergize well in sustain-heavy comps.

...core items [7.39c]

A core Boots of Speed upgrade to have some mana sustain to spam your spells for fighting and farming. Can be upgraded to Guardian Greaves later in the game.

A core defensive item that lets you or a teammate become invisible and get out of trouble. Can also be cast on yourself while channeling Upheaval to become untargetable without detection. Also provides a damage barrier on cast that works well against heavy magic damage lineups.

An early to mid game item to buff one of your cores against physical damage while boosting their attack speed and mobility. Can also be cast on yourself to gain a physical damage barrier.

A core item to spawn Imps with Upheaval to do more damage in teamfights as well as clear creep waves from a distance.

A core item that significantly increases your damage output in teamfights with two golems when you cast Chaotic Offering.

A core item that makes you extremely potent in teamfights with double Chaotic Offering. Be careful about your mana pool when you are looking to cast your ultimate twice with Refresher.

A core item that maintains your teamfight prowess on the map more often by reducing the cooldown of Chaotic Offering.

Good against...

...based on stats [7.39c]

Hero Change in Win Rate

6.7%

6.5%

6.1%

5.9%

5.5%

5.0%

4.9%

4.6%

4.4%

3.8%

3.6%

3.5%

3.4%

3.4%

3.3%

...based on gameplay [7.39c]

Warlock’s Fatal Bonds and Chaotic Offering punish illusions heavily. Even though he lacks AoE damage, Bonds causes any cleave or nuke to melt PL’s clones. Warlock also doesn’t rely on targeting the real hero directly, which is ideal against PL.

Warlock doesn’t mind the extra life from Reincarnation since his Fatal Bonds and Golems apply constant teamfight pressure. His heal keeps allies alive during WK's all-ins, and he scales better into 5v5 engagements.

Warlock punishes Chaos Knight’s illusions via Fatal Bonds. CK has no dispel or sustain against a teamfight-oriented Warlock lineup. Upheaval ruins CK's ability to stick to targets in drawn-out fights.

Warlock is a natural counter to Enigma with Chaotic Offering, which cancels Black Hole instantly even through bkb. Even if caught in the ult, Warlock can cast his Golem from outside. He also provides team sustain with Shadow Word against Enigma's AoE damage.

Warlock’s Fatal Bonds shreds illusions when combined with AoE. Golems and Upheaval interrupt TB’s positioning and prevent him from safely using Sunder. Shadow Word mitigates Terrorblade’s poke in fights.

Arc Warden’s clone strategy struggles against Golems and fatal teamfight pressure. Warlock’s team can walk through Spark Wraith traps with heal sustain, and Bonds can tie both the clone and hero together for shared punishment.

Warlock’s healing keeps allies alive through Haunt, and Fatal Bonds amplifies return damage on Spectre's illusions. Spectre doesn’t want prolonged fights against Upheaval and Golems, which limit her mobility.

Axe dives into grouped heroes, making him a prime target for Fatal Bonds. When Axe initiates, Warlock can counter-initiate with Chaotic Offering to win the fight. Shadow Word also delays dunk thresholds.

Ogre has no answer to Warlock’s scaling damage. He’s too slow to stop Bonds or Upheaval and can’t interrupt Offering. Ogre becomes ineffective if Warlock gets off a good Fatal Bonds or team heal.

Naga’s illusion spam backfires into Fatal Bonds. Song of the Siren can't stop Golems once dropped, and Warlock punishes her illusions in grouped fights. She also can't handle Upheaval slow during retreats.

Bad against...

...based on stats [7.39c]

Hero Change in Win Rate

-4.0%

-3.2%

-3.1%

-3.0%

-3.0%

-2.9%

-2.8%

-2.8%

-2.7%

-2.6%

-2.5%

-2.5%

-2.5%

-2.4%

-2.4%

...based on gameplay [7.39c]

Tide shrugs off Fatal Bonds and Upheaval with Kraken Shell. He wins teamfights with Ravage before Warlock can impact the fight, and Golems can’t pierce his tankiness. He scales better in 5v5s.

Bounty thrives on hunting supports like Warlock, who lacks escape or armor. Track ensures Warlock gets deleted first in fights, and his constant harassment keeps Warlock from safely warding or channeling.

ET negates Warlock’s sustain by reducing magic resistance. His spirit combo and Echo Stomp can zone Warlock and stop his channeled abilities. Bonds are useless if Warlock dies before casting.

Morphling's mobility and sustain shrug off Bonds and Upheaval. He quickly kills Warlock in the backline and survives Mystic Flare-level bursts. Warlock has no way to lock Morphling down.

Bristle thrives in long fights and shrugs off Warlock's harassment. Fatal Bonds doesn't deter him, and Golems do little unless the whole team commits. He’s too tanky for Warlock to influence meaningfully.

Underlord punishes grouped-up heroes, and Warlock’s entire spell kit relies on clustering. Pit of Malice and Firestorm zone Warlock out of teamfights, while Dark Rift can nullify Offering follow-up.

Shadow Fiend’s AoE and quick right-click damage punish Warlock’s slow casting and low armor. He can burst Warlock before Offering lands. If SF gets BKB, Warlock becomes helpless during engagements.

Sand King can blink-stun Warlock before he casts. His Epicenter + Caustic combo melts supports grouped under Fatal Bonds. Warlock also struggles to position safely against invis or blink initiation.

Keeper’s blinding light and high mobility make it hard for Warlock to land Upheaval. He can interrupt channeling with Will-o-Wisp and push lanes faster than Warlock can defend.

Phoenix’s Fire Spirits reduce right-click effectiveness of Golems. Supernova zones Warlock out and punishes his low attack speed. Warlock can’t cancel Supernova unless massively ahead.

...counter items [7.39c]

Helps you sustain HP and mana as Warlock frequently uses his spells to harass and set up kills.

Gives you HP sustain to stay in the lane and not get zoned by Warlock's constant damage from spells and right clicks.

Gives HP sustain to you and your ally to stay in the lane and not get zoned by Warlock's constant damage from Fatal Bonds, Upheaval, and the summoned imps.

Lets you dispel Fatal Bonds and Shadow Word off yourself or an ally. Also lets you dispel the lingering slow of Upheaval outside its AoE.

Lets you dispel Fatal Bonds and Shadow Word off yourself. Also lets you dodge the Chaotic Offering stun and interrupt Upheaval by Cycloning Warlock.

Gives you and your team magic resistance and barrier to significantly reduce the damage taken from Warlock's Fatal Bonds, Upheaval, and the summoned imps.

Gives you magic resistance to significantly reduce the damage taken from Warlock's Fatal Bonds, Upheaval, and the summoned imps.

Gives you debuff immunity and magic resistance to avoid the Upheaval slow as well as reduce the damage taken from Warlock's Fatal Bonds, Upheaval, and the summoned imps.

Lets you dispel Fatal Bonds and Shadow Word off yourself.

Gives you an invisibility tool to kite the Chaotic Offering Golem and save yourself or an ally stuck inside the Upheaval AoE.

Gives you a repositioning tool to kite the Chaotic Offering Golem and push yourself or an ally out of the Upheaval AoE.

Lets you dispel Fatal Bonds and Shadow Word off yourself as well as use the massive lifesteal to fight and kill the Chaotic Offering Golem.

Bad with...

...based on stats [7.39c]

Hero Change in Win Rate

-7.4%

-6.9%

-6.7%

-6.6%

-5.7%

-5.4%

-5.3%

-4.8%

-4.7%

-4.4%

-4.4%

-4.2%

-4.1%

-4.0%

-3.8%

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