Dota 2

A breakdown of all Riki’s matchups with/against Intelligence heroes.

This is assuming a position 1 Riki

Ancient Apparition

Riki Favored

Pros

  • Extremely frail.
  • Riki can easily break Cold Feet
    • Alternatively, for the early game, you can just use Tricks within the last two seconds and just ignore the stun even if you didn't move enough.
  • You don't rely on healing.
  • Mid-range Frost Blasts are easy to dodge with Tricks if you have vision of AA.

Cons

  • He can contribute to goon squads killing you without needing to put himself at risk.
  • Ice Vortex combos particularly well with nukers to instantly kill you.

As an Ally

  • Riki can't help Cold Feet land directly, but if a third party has a slow Riki can stop them from escaping.
  • Dart sets up wonderfully for Frost Blast as long as you both know the plan
  • Riki follows up well on Frost Blast

Bane

Slightly Bane Favored

Pros

  • Immobile, not very durable
  • High downtime
  • Stands still to channel a spell and can never afford BKB

Cons

  • Good at trading early game
  • A well timed Nightmare can save somebody from a hit Tricks
  • Bane is good at shutting down
  • Grip = Death
  • Buys Glimmer, and Riki doesn't like to carry detection

As an Ally

  • Nightmare > Smoke is a good combo.
  • If somebody is playing Bane, they can't waste their stuns on somebody you Dart like certain less idiot-proof heroes.
  • Nightmare can be a lifesaver, but can also kill you instantly. Don't be afraid to disable help if he's really bad.
  • Grip = Death, and you can drop smoke onto the Bane to stop him from getting interrupted in certain situations (say their only available stun is Walrus Punch).

Batrider

Bat Favored

Pros

  • Blink initiating onto somebody with permanent invis can be difficult.
  • Gives tons of stick charges early game.
  • Garbage attack damage, so you get free last hits.
  • Pre-BKB, smoke can be a good preventative measure for lasso.
  • Low armor

Cons

  • After a few levels, has extremely high magic damage. High kill threat.
  • Stun = Death
  • Post BoT's, it's difficult to outrun him.

As an Ally

  • Your lineup has a worrying lack of pushing cores if your mid is also not the best at hitting towers.
  • Shard Lasso is a great counter to you being bad.
  • Stuns in general work great alongside Riki.

Chen

Slightly Chen Favored, but only if he's good

Pros

  • Good Chen players do not exist
  • Immobile and frail
  • Early laning is abusable if he doesn't get Harpies
  • Falls off extremely hard
  • No innate lockdown (if he's locked in base, he can't do anything to you)
    • Even if he has lockdown creeps, they're a lot easier to work around than lockdown heroes simply because they can't have a Blink Dagger.
  • You kill his army easily.

Cons

  • Push strats counter Riki
  • Global save
  • Harpies can make early laning difficult without giving stick charges

As an Ally

  • Capable of restoring your squishy ass to full in an instant with Mek+HOG.
  • Between Divine Favor, Headdress Aura, Unholy Aura, and your innate/ring regen, you will never be low in lane.
  • With some luck, he has ample CC.
  • Packleader aura is nice.

Crystal Maiden

Slightly Riki Favored

Pros

  • Extremely frail
  • Extremely slow
  • Channels a spell near a fight and can't afford BKB until way later in the game

Cons

  • High nuke damage
  • A lengthy root
  • Buys Glimmer, and Riki doesn't like to carry detection

As an Ally

  • Nuke damage and disables mean high kill potential
  • Riki appreciates a little bit of mana regen pre-void stone

Dark Seer

Slightly Dark Seer Favored

Pros

  • Since you buy mostly raw damage, almost no attack speed, and illusions don't get backstab, your Wall illusion is kinda shit aside from being invisible.
  • Extremely vulnerable to Nullifier
  • Clearing his illusions is pretty easy
  • If you get Vacuumed, you can return to your original position pretty easily.

Cons

  • Lots of magic damage
  • Can save people from smoke with Surge
  • Hard to run down if he gets Surge off
  • Blink+Normal Punch can be dangerous lockdown
  • With Aghs, makes his entire team significantly more durable
  • In low MMR, he can Ion Shell your illusion and slowly kill your less intelligent allies by M-clicking them

As an Ally

  • Makes you more durable
  • INCREDIBLE setup for Aghs+BF Tricks
  • Ion+M-click is useful in low MMR (though you probably don't need it to win as Riki at that level).

Dark Willow

Dark Willow Favored

Pros

  • Terrify, Shadow Realm, and Cursed Crown are very easy to dodge with Tricks
  • Smoke can cancel Terrify even during Shadow Realm
  • If you can get to her before she uses Shadow Realm, she's extremely frail

Cons

  • Shard can pose a threat post-tricks if you're not careful.
  • Placing a Bramble directly under Tricks guarantees a root if you don't have Blink Dagger or BKB.
  • If she gets off Shadow Realm, and she doesn't have an ally nearby to cleave off of, she's safe from you.
  • Using tricks with a Crown on you will hide the effect from your allies, but won't stop it from hitting them. If they aren't super aware, this can be lethal.
  • Riki's primary escape is blinking to an ally, which can be punished via Crown if you panic.
  • Scepter with Attack Speed allows her to kill you easily if you get locked down.

As an Ally

  • Ample damage, CC, and disengage for when things go south. Not half bad.
  • Perhaps more importantly, having a Dark Willow on your team means you don't have to play against Dark Willow.

Dazzle

Slightly Riki Favored

Pros

  • Extremely squishy
  • No lockdown whatsoever
  • Needs to remain close to the fight
  • Riki doesn't care much about slows

Cons

  • As a core, has Necro 3.
  • Forces you to jump him rather than his allies due his high save potential.
  • Even if you dodge his dust, it will be up in 15 seconds due to Bad Juju.
  • Not a great pusher by himself, but greatly enables allied pushers with his AOE healing.

As an Ally

  • Allows you to run people down without needing to invest in an Orb of Corrosion.
  • Saves you if you fuck up.
  • I'd rather have an Oracle.

Death Prophet

Heavily DP Favored

Pros

  • Can break Siphon (once or twice)
  • Low innate armor
  • High downtime
  • No hard lockdown

Cons

  • She's just busted as hell right now
  • Extremely fast
  • High nuke damage
  • Push strats counter Riki
  • Long silence
  • Naturally builds a lot of Armor

As an Ally

  • Shard reducing enemy armor is great.
  • DP makes up for your lack of tower pushing.
  • You might have too much silence.

Disruptor

Slightly Disruptor Favored

Pros

  • Can dodge Glimpse with Tricks
  • Very vulnerable to being jumped

Cons

  • Static Storm is brutal, and with Kinetic field it's legitimately scary lockdown.
  • Innate tracking
  • Riki needs to be able to run away, so Glimpse landing likely means his death.

As an Ally

  • Incredible for bullying people. Thunder Strike gives high kill potential in some matchups, and Disruptor can double down on a frag with a fountain glimpse.
  • Smoke+Kinetic Field like a budget Storm+Field. For supports that can't afford BKB, it's not a much better situation.
  • Thunder Strike makes it very hard to juke Riki.
  • With Shard, Riki carries your nukes/slows with him in Tricks.

Enchantress

Extremely Riki Favored

Pros

  • Extremely squishy
  • Untouchable does not matter even a little bit due to Tricks
  • High armor+regen early lets you survive the few minutes where her Creeps are genuinely a threat
  • Doesn't survive long enough for Attendants to really do anything
  • Riki closes the gap too well for Impetus to do anything
  • Cannot use Impetus while silenced
  • You have two separate ways to disjointing Impetus (entering stealth or using tricks).
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Cons

  • The first few minutes are somewhat rough.
  • Can have lockdown.
  • Can prevent you from going ham off of a DD.
  • Riki can struggle against push strats
  • Depending on her creep, can provide some crowd control

As an Ally

  • With a few points in Enchant allowing for a creep and a slow simultaneously, you have high kill threat early on.

Enigma

Slightly Riki Favored

Pros

  • Killing Eidolons is easy for Riki, especially later on.
    • This means the XP he denies from you is limited in lane, and that he can't push HG with the 25 talent late game.
  • You have high enough base damage and a good enough animation to contest last hits with Eidolons before they multiply (especially if you use Blink Strike to secure creeps).
  • High armor/regen stops you from taking much Eidolon harass.
  • You can easily interrupt any early game Black Holes if you aren't the one caught in them.
  • You naturally build Basher/Abyssal to counter him late game, and can even break linkens beforehand with Blink Strike if you have to.
  • Blink initiating onto a Riki can be hard.
  • You can ignore a Malefice tick with Tricks.
  • High downtime.

Cons

  • Buys Necro 3
  • If Black Hole lands on you, you're likely dead.
  • Riki struggles against Push strats.

As an Ally

  • Groups people up for Tricks incredibly.
  • Malefice is great for chasing people down.
  • Midnight Pulse destroying trees works wonders against juking.
  • Can push.

Grimstroke

Grimstroke Favored

Pros

  • Very frail
  • Ghost/Swell are easily dodged if there is no setup

Cons

  • If Ghost lands, Riki lacks the attack speed to deal with it.
  • If Riki gets Soulbound, as either a primary or secondary target, the leash means he is most likely dead (even if there are no stuns or nukes replicated).
  • With setup, provides large amounts of crowd control.
  • Can contribute from such a long distance that he's not necessarily putting himself in danger.

As an Ally

  • Riki is great at carrying Ink Swell into the enemy team via Tricks.
  • Soulbind+Blink Strike is fucky.

Invoker

Riki Favored

Pros

  • Easy to jump
  • Forge Spirit dies instantly
  • Has lockdown, but nothing Riki can't deal with unless he gets Orchid/Sheep
    • You can often get off a blink/tricks between Cold Snap procs, Ice Wall doesn't stop your blinks, and Tornado doesn't prevent you from moving afterwards unless he has help.
  • Being silenced for even a moment while he's in the process of invoking a spell can cause him to accidentally invoke the wrong spell
  • Disarms mean nothing to Riki.
  • Due to his spells being heavily delayed, Riki can dodge a lot of them.

Cons

  • SO much nuke damage
  • Has stealth, and Riki hates carrying detection.
  • If EMP lands you're just completely out of mana.

As an Ally

  • Alacrity makes you passable at pushing post-fight.
  • Tornado is good setup for Tricks.
  • +100 damage is great for Tricks.
  • Cold Snap lets you run people down really well.
  • Dart > Sunstrike+Meteor is great if you can communicate it.

Jakiro

Jakiro Favored

Pros

  • Slow as hell, low armor.
  • Low burst damage
  • Riki doesn't care about attack speed slows
  • Riki can easily blink over/out of Macropyre.
  • It's easy to dodge his Q in the early game with Tricks.

Cons

  • Can lay Ice Path on top of Tricks to guarantee a stun.
  • Is a pusher.
  • While he lacks burst, his raw damage is pretty high early on.
  • Euls+Path is great for picking you off

As an Ally

  • Good crowd control
  • Good damage
  • Good pushing
  • Good depushing, meaning he mitigates your weakness against push strats

Keeper of the Light

Matchup Varies Heavily

  • If they draft an Ogre, Underlord, Zeus, or Lion with him, he's annoying as hell.
  • If they fail to draft stuns, rundown, and nukes, he's easy pickings.

Pros

  • Blinks don't care about Solar Bind's slow (at least, not immediately).
  • No real lockdown early game
  • With vision, dodging Illuminate is easy
  • Easily jumped/killed
  • You can escape/dodge Will o Wisp easily if they lack other lockdown.

Cons

  • If he can control vision in the jungle next to the lane, Illuminate harass leaves Riki dangerously low.
  • Blinding Light's debuff persists into Tricks, which can cost you kills pre-rapier.
  • Solar Bind plus dust is extremely threatening if he's getting a gank (blinking will leave you slowed to a crawl with reduced magic resistance).
  • Heavily enables any nukers on his team with mana and damage amp.
  • Great at disrupting your jungling, as he can simply bring the deathball to him.
    • If the enemy Lion is showing on the other side of the map, you likely won't expect him to pop up right next to you.
  • Riki struggles against pushers.
  • KotL's high ground defense is strong and low-risk.

As an Ally

  • Reducing the CD of tricks is incredibly strong.
  • Will o Wisp combos great with tricks
  • Solar Bind is great for running people down.
  • Incredible depushing helps against push strats.

Lich

Slightly Lich Favored

Pros

  • Very Frail, easy to jump
  • Easy to avoid Chain Frost with Tricks
  • Slows don't really mean much to you.

Cons

  • If you jump somebody else, Frost Shield keeps them alive.
  • High nuke damage.
  • Sinister Gaze is an instant stun and Lich gets a lot of bonus cast range.

As an Ally

  • Great for running people down early on.
  • Armored towers can make up for Riki's weakness to push strats.

Lina

Slightly Riki Favored

Pros

  • Extremely frail
  • Smoke throws off both her attacks and her spell casting
  • Pre-Euls, LSA is very easy to dodge with tricks
  • Dart makes for easy kills on her
  • Laguna can be dodged with Tricks (though with some difficulty)

Cons

  • Euls>LSA probably means an easy kill on you.
  • Extreme burst damage.
  • Lina players will have a good sense of when to time their W to hit you out of Tricks, so you will need to cancel it one hit early much of the time.

*As an Ally

  • Stuns and nuke damage. It works. It just works.

Lion

Lion Favored

Pros

  • Immobile and Frail, so he's easy to jump
  • Finger and Earth Spike can be dodged with Tricks (with some difficulty/luck)
  • Low cost spells mean that even if he drains you, a stick gives you all the reserve mana you need in lane

Cons

  • Lots of disable, including an instant hex (which can't be countered by Linkens late game)
  • Finger can kill you from half HP.

As an Ally

  • Stun. Nuke. Slow.

Nature's Prophet

Slightly NP Favored

Pros

  • Sprout does nothing to you (either offensively or defensively).
  • After BF, Trees are cleared extremely easily.
  • Immobile
  • No real early lockdown
  • If you hear it coming, the ult can be dodged

Cons

  • Rat Dota counters Riki
  • Commonly buys Orchid/Sheep
  • Can pop up out of nowhere to act as a +1 and disrupt Riki's jungling
  • The ult root can be annoying.
  • NP doesn't stand next to people.

As an Ally

  • Can act as a +1 to you ganking people.
  • Makes up for your lack of push potential.
  • Treants are good blink targets.
  • Teleportation is a global taxi service if you pocket him.

Necrophos

Slightly Riki Favored

Pros

  • Death Pulse can be dodged with Tricks
  • Riki has a low HP pool and high HP regen, so Heartstopper doesn't really do much net damage.
  • Smoke stops him from using Shroud at all (even if he has BKB to get rid of the silence, using shroud during BKB does absolutely nothing).
  • If you have nullifier, he's an easy kill.
  • Short ranged, but not particularly tanky.

Cons

  • Radiance will melt Riki if he can't run away
  • Lockdown and Magic Damage
  • If he gets Shroud off before Smoke, and you don't have nullifier, you can't touch him.
  • If you die to Scythe, you will fall incredibly far behind
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As an Ally

  • While both of you suck at pushing, Scythe gives you more than enough time to do so after winning a teamfight.
  • You do enough damage in a short enough period of time that if you both go simultaneously, Necro can ult somebody at full HP and they will still die.

Ogre Magi

Slightly Ogre Favored

Pros

  • He can be jumped like anyone else later in the game
  • Ignite can be dodged with Tricks
  • Your regen and armor are comparable to his, so he doesn't have a massive advantage on you in lane.

Cons

  • You can't necessarily run him down like other supports
  • If he gets levels, he's pretty tanky.
  • If he gets a Midas early enough, he gets an easy Sheepstick later.
  • Stun+Magic damage.
  • If he's flat-out lucky enough, he can single-handedly delete you from a teamfight with Aghs.

As an Ally

  • Stun, damage, and a steroid. Nice.
  • You waste Bloodlust's attack speed in teamfights, but it's still good early on and for farming.
  • Bloodlusted towers somewhat make up for Riki's weakness to push strats.

Oracle

Riki Favored

Pros

  • Fortune's End can be dodged easily, not only negating the damage/root but potentially causing Oracle to accidentally heal you.
  • You can easily jump him to stop him from ulting his carry.
  • You couldn't care less about either being disarmed or your target having magic resist.
  • Dart cannot be dispelled, and it stops him from even targeting his ult.

Cons

  • You have to jump him first.
  • Buys Glimmer, and his ult can give invis. Riki doesn't like to carry detection.
  • You lack stuns, so pre-basher he can always TP out if you gank him alone and he manages to pop R.

As an Ally

  • Purges dust.
  • If he channels Q on you, and you blink onto an enemy, they get rooted.
  • Lots of nuke damage and an OK disable.
  • Riki doesn't care if he's disarmed, but greatly appreciates the magic resist.
  • Oracle counters his carry trying to kill themselves.

Outworld Devourer

OD Favored

Pros

  • Low armor
  • Frail
  • Poor HP sustain even with Meme Hammer, so you can chip him down with half-Tricks>Blink before fights.
  • If his Meteor Hammer combo is off slightly, you can dodge with Tricks
  • Smoke screws with his early combo quite a bit.
    • He wants to W > Hammer > Q > R. Smoking him when he combos an ally will delay the second half enough that they might get away.

Cons

  • Buys Force.
  • Euls > Blink or BKB > W > Blink will get him out of most situations.
  • If he combos you correctly early game, you die 100%.
  • Late game he can simply W > R and you die instantly if you don't buy Mana.
    • This punishes Riki for upgrading to Aghs blessing and forces him to buy items like Skadi or Linkens.

As an Ally

  • Creates a lot of space for you.
  • Somewhat good at pushing with Hammer
  • Smoke is good follow up for imprisonment

Puck

Highly Volatile. Both of you are Hard Counters to each other.

Pros

  • Puck is vulnerable to silences.
  • You are just about mobile enough to keep up with a fleeing Puck if you can maintain vision.
  • Puck is squishy as hell.
  • Riki can easily slot in/afford Abyssal to lock Puck down.

Cons

  • If Riki gets Dream Coiled, he dies.
  • Riki is vulnerable to silences.
  • Riki is squishy as hell.
  • Puck has uptime almost as high as Riki.
  • Puck can easily slot in/afford

As an Ally

  • Dream Coil keeps people in smoke/tricks.
  • If you have a Puck on your team, you don't need to play against Puck.

Pugna

Slightly Riki Favored

Pros

  • Extremely frail
  • Vulnerable to Nullifier
  • Has to stand still and channel
  • Blast can be dodged
  • Tricks cancels Life Drain and Blink Strike breaks it.
  • Your spells don't cost enough mana for Nether Ward to be much of a problem.
  • Dart screws with Pugna's ability to save people.

Cons

  • If you can't avoid it, Pugna does a stupid amount of damage.
  • Push strats counter Riki.
  • Decrep is a great save against Riki.

As an Ally

  • He makes up for your inability to push safely.
  • He punishes enemy nukers for casting spells, so he can avenge you if a core Skywrath presses R.
  • You don't care if he disarms you.

Queen of Pain

Slightly Riki Favored

Pros

  • If she hits 25, takes spell block, and somebody on her team Lotuses her, you can forcibly teleport her to you.
    • This also works for Mirror Shield and a regular Linkens+Lotus (but not Anti-mage).
  • Extremely frail, even with the limited bulk from Aghs+BKB.
  • Vulnerable to silences once BKB is blown.
  • Your high HP regen counteracts Shadow Strike.
  • Shadow Strike can be easily dodged with Tricks.
  • No innate lockdown.

Cons

  • Orchid is a pain.
  • Extremely high burst damage, especially if you fail to dodge Sonic Wave with Tricks.
  • You can't usually kill her on your first attempt due to BKB+Blink.

Rubick

Rubick Favored. Degree depends on your teammates.

Pros

  • Squishy (unless you have a TA), and Immobile (unless you have a QOP, or he steals your spells)
  • Not the best nuke damage (unless your team gives him one)
  • Not the best disabler (unless your team gives him one)

Cons

  • At base, has a small amount of the things that counter you (nukes+disable).
  • He also naturally buys blink for an instant disable in lift.
  • Can easily become more of a threat with the right spells.
  • Can steal Smoke to screw you over.
  • Can steal Tricks to become more difficult to pin down.
  • Can steal Blink Strike to move even further than you (+250 range on Supremacy, +100 range from talent, +250 from Aether, and has a lower cast time to boot).
  • With shard, can save allies from smoke/tricks.

As an Ally

  • Can move people back into smoke after they almost leave it.
  • Blink+Lift gives you some good pick potential later on.

Shadow Demon

Riki Favored

Pros

  • Easily jumped
  • Illusions are easily cleared
  • Illusions of you are pretty weak
  • Riki doesn't mind being slowed
  • Purge's damage can be easily dodged with Tricks
  • A well-timed Tricks will dodge Shadow Poison Release
  • His only lockdown also makes you invulnerable, so you can queue a blink dagger immediately after and escape regardless.
  • Can recoup from Shadow Poison harass in lane and easily dodge it in teamfights

Cons

  • Can save people you try to jump.
  • If you don't have blink dagger, he can set up for a gank pretty well.

Shadow Shaman

Shaman Favored

Pros

  • Squishy
  • Channel reliant/doesn't buy BKB
  • Slow

Cons

  • Riki is countered by pushers
  • Riki can't kill serpent wards
  • Instahex into Shackles with a +1 kills Riki every time

As an Ally

  • Nuke damage, disables, pushing.

Silencer

Riki Favored (carry Silencer), Silencer Favored (Support Silencer), Heavily Riki Favored (Either way if you get a Flicker)

Pros

  • Immobile, extremely frail.
  • As a carry, very easy to jump.
  • No stuns
  • You can luck into dodging Global Silence with tricks
  • If you find a flicker, support Silencer becomes useless
  • High downtime on Global
  • If you silence a carry Silencer, Glaives don't work

Cons

  • Tracking (last word)
  • As a support, very difficult to jump (since he can literally be anywhere and kill you by popping Global when Tricks ends).
  • With Scepter, he can shut you down hard with spammed silences, granting vision constantly as a side effect.
    • If you have Flicker, this doesn't matter at all.

As an Ally

  • You really don't need more silences.

Skywrath Mage

Slightly Skywrath Favored

Pros

  • Extremely frail
  • No stuns
    • He buys Atos, sure, but a long range Atos can be dodged with Tricks.
  • Bolt and W can be dodged with Tricks
  • Can't easily deal with being silenced
  • Harass is easily survivable with stick and spammed tricks dodges
  • Global W talent periodically gives away sentries.

Cons

  • Extreme magic damage
  • Instant silence
  • With Shard, tremendously amplifies allied CC
    • Sheepstick is particularly brutal since it's also instant.

As an Ally

  • Damage and the ability to run people down. If your lane opponent doesn't care about physical but is shut down by magic (ie Axe, Timber), he's great.
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Storm Spirit

Riki Favored

Pros

  • Hard to get a long ranged Zip onto somebody you can't see
  • Frail
  • Struggles against silences, especially if Linkens doesn't help.
  • Riki commonly buys Abyssal, which counters this.

Cons

  • Lockdown+magic damage. Big sad.

As an Ally

  • You may struggle to push towers and kill tanks with this combination of cores.
  • Aghs and Electric Rave work wonders with Tricks (especially with the overcharge bounce talent).

Techies

Techies Favored, Team Dependent

Pros

  • The game going late is fine for Riki most of the time.
  • Blast Off is easily dodged.
  • Techies can't necessarily tell if you're next to his Remote Mines.

Cons

  • Your kill potential on Techies doesn't matter because he wants to die.
  • If you try to kill Techies later on, you will die.
  • Blinking into a stasis trap? Death.
  • Walk into a Stasis+Prox+Remote mine stack? Death.
  • You can't kill mines because you're melee.
  • If Blast Off lands in a teamfight, Riki is soooo dead.
  • Riki struggles to push normaly. Against Techies, that isn't ever gonna happen.
  • Certain late game heroes that can outscale Riki (Spectre, Medusa, Luna) will now get a chance to do so.

As a Teammate

  • You don't need much help in lane, so having a techies is… fine, I guess.
  • Techies preventing the enemy from pushing is exactly what you need.
  • Too much stealth.

Tinker

Riki Favored

Pros

  • No early disables
  • Easily jumped at all stages
  • Absolutely screwed over by silences
  • Easily baited into death by a Riki stalking the trees after pushing a sidelane.
  • Cannot deal with Dart.
  • Missiles give away enemy Sentries
  • Constantly shoves in lanes, making it very easy for Riki to scoop up that farm.

Cons

  • Eventual perma-sheep.
  • Laser shuts down Tricks until Riki gets Rapier (or manta if you're lame)
  • High nuke damage.

As an Ally

  • Good depushing.
  • Good nuke damage, eventually provides good lockdown.
  • Sucks at killing towers just as much as you.
  • BoT's are a global taxi when you have Aghs
  • If he gets Shard you can afford to slip up a little bit in teamfights.

Visage

Riki Favored

Pros

  • Burns through Gravekeeper's Cloak very quickly (until Visage hits 25)
  • Visage falls off rather hard
  • Visage's lockdown is unreliable
  • Once Cloak is burned through, can oneshot Birds.

Cons

  • Can't cleave down Birds at the start, as they would still be protected by Visage.
  • Becomes unable to break Cloak when Visage hits 25, and as such you cannot kill birds by yourself anymore at that point
  • Riki is countered by push strats
  • Soul Assumption does a lot of damage. While you can avoid it to an extent, your team will get absolutely pelted.

As an Ally

  • Buys Solar Crest, which you like
  • Pushes
  • Has disables
  • Has nukes

Void Spirit

Slightly Riki Favored

Pros

  • Relatively squishy
  • Vulnerable to silences
  • Astral Step detonation damage can be dodged
  • You can match his mobility

Cons

  • His Euls+Q combo is threatening lockdown.
  • Spammed AOE silences.
  • He can place his Q on Tricks to stun you when you come out.
  • Detection talent.

As an Ally

  • You are both countered by the same things, so make sure your other heroes can fill your weaknesses.
    • Neither of you can deal with getting locked down.
    • Neither of you kills tanks.
    • Neither of you can push.

Warlock

Heavily Riki Favored

Pros

  • Immobile
  • Frail
  • His only nuke is slow, and therefore counteracted by your high regen.
  • Stands still to channel a spell, but doesn't buy BKB
  • His heal is too slow to save people from you later on.
  • His only stun is on an extremely long CD.
  • You can burst the golem down very quickly
  • Riki doesn't care much about being slowed
  • You can use Tricks to dodge the Golem stun

Cons

  • You will likely get stunned by the golem anyways.
  • Buys Glimmer, and you don't like to carry detection.

As an Ally

  • Makes you basically immune to poke in lane.
  • Golem, Upheaval, and Fatal Bonds all play nice with Riki's skill set.

Windranger

Slightly Windranger Favored

Pros

  • You can easily escape Focus Fire if you aren't stunned and you have allied units nearby.
  • Shackleshot and Powershot can be dodged with Tricks.
  • She's extremely squishy without Windrun, so if you catch her on CD (or post-Rapier) she just kinda dies.
    • You can also use Nullifier if her BKB is down.

Cons

  • Evasion. Massive pain.
  • She rushes MKB/Maelstrom, so she doesn't give a single fuck about Smokescreen's miss chance.
  • You have no nukes or stuns innately.
  • If Shackleshot lands you are SO dead.

As an Ally

  • No special synergy, but she'll do.
  • If she's your pos 2, though, you might struggle due to lacking any kind of frontline in your two most farmed players.

Winter Wyvern

Riki Favored (Core), Wyvern Favored (Support)

Pros

  • Dogshit movespeed, armor, health, and base damage (while Arctic Burn is inactive). Get orb of corrosion and run her down.
  • Riki can jump over Winter's Curse
  • Long CD's
  • Splinter Blast is easy to dodge at long ranges

Cons

  • Strong lockdown
  • Makes you kill teammates
  • Splinter Blast is a large nuke
  • Strong physical protection

As an Ally

  • Great setup for Tricks (though she can also grief it)
  • Slows are good for running people down
  • Make sure not to drop smoke until Curse is about to end, or you might save the target with miss chance

Witch Doctor

Riki Favored

Pros

  • Needs to channel, but doesn't buy BKB
  • Squishy and immobile
  • Riki can dodge cask with Tricks.
  • Riki can dodge the last tick of Maledict with Tricks.

Cons

  • If he lands a good cask, you are dead.
  • Can dodge tricks with Voodoo Switcheroo.
  • Buys Glimmer.

As an Ally

  • No synergies, just a whole lot of murder. Hard to survive long when you take 1200 Tricks damage at the start of a Maledict.

Zeus

Heavily Zeus Favored

Pros

  • Squishy and immobile
  • Completely shut down by silence
  • Ult will not damage you if you were invis and not under a sentry
  • If you get lucky, you can dodge Zeus' ult.
  • You can recover from ult chip damage in lane with your innate regen.

Cons

  • Detection
  • Insane amounts of magic damage
  • If you get brought low in lane, Zeus just kills you from across the map rather than allow you to recover with your ring of health and base regen.
  • Nimbus can be placed on top of tricks to nuke/stun you as soon as you come out
  • Does not need to be on the same side of the map as you to kill you, meaning he can be impossible to jump at the start of a fight.

As an Ally

  • With Aghs, he can be a +1 to any gank you do.
  • He can bust tanks for you, but you lack a pusher as either pos 1 or 2 with this lineup.
  • Smoke can stop people from leaving Nimbus as quickly, or can stop them from killing the Nimbus if that's what they're after.
  • Zeus finds sentries just by existing, saving your life indirectly.
  • Nimbus gives a lot of money, so people will sometimes greed to try and kill it. Sounds like perfect bait to me.

Source

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