Mars is a melee hero who starts fights and controls space with Arena of Blood. Spear of Mars stuns a target if it pins them against an obstacle, while Bulwark protects him from attacks from the front. This article covers Mars's strengths and weaknesses, counters by role, useful items, and ways to play against his combo at different stages of the match.
Hero Overview
Mars is dangerous when he gets into a good position and separates one or more opponents from their team. Spear of Mars and God’s Rebuke deal damage and disrupt enemy positioning, while Arena of Blood blocks some attacks from outside and prevents heroes from leaving the area. Bulwark helps him withstand physical damage when opponents attack from the front.
Mars struggles when enemies attack him from the flank, keep their distance, or can leave the arena. His initiation depends on Blink Dagger: damage to a hero disables the item and prevents a surprise jump. Mobility and abilities that let heroes cross the Arena of Blood wall also reduce the ultimate's value. Don't stand in front of Mars or try to attack him through his shield if there's an easier target nearby.
Best Heroes Against Mars
Mars most often plays position 3, the offlane, but can also play mid. He also appears as an initiator in other core positions. The counters below can escape Arena of Blood, get around Bulwark, or disrupt the start of a fight.
Carry
- Juggernaut can cross Arena of Blood with Blade Fury and return to the fight after the dangerous effect ends. Healing Ward helps the team recover, while Omnislash punishes Mars if he is left without allies nearby.
- Phantom Lancer creates illusions and attacks Mars from multiple directions, making Bulwark less effective. Doppelganger helps him dodge Spear of Mars and get out of a bad position.
Mid
- Queen of Pain can cross the arena wall with Blink and keep attacking from a favorable angle. She changes position quickly and doesn't have to approach Mars from the front.
- Puck dodges Spear of Mars with Phase Shift and quickly leaves dangerous areas with Illusory Orb. Puck can disrupt the initiation and keep Mars under control while the team takes the flank.
Offlaner
- Timbersaw can withstand Mars's physical attacks and quickly leave the arena with Timber Chain. Whirling Death reduces the enemy's primary attribute, while Chakram makes it difficult for him to retreat safely.
- Underlord helps the team escape an unfavorable fight through Fiend’s Gate and limits Mars with Pit of Malice. He can hold the lane and prevent the enemy from preparing an attack on the tower without interference.
Support
- Hoodwink can stun Mars with Bushwhack and attack from the flank. Scurry helps her move through trees and take a position where Bulwark won't block most of her damage.
- Rubick can steal Spear of Mars or Arena of Blood and use them against the enemy team. Telekinesis can also disrupt the initiation and save an ally from the rest of the combo.
Hard Support
- Vengeful Spirit helps an ally leave the arena with Nether Swap and can stun Mars with Magic Missile. Wave of Terror reduces armor and makes it easier for the team to counterattack.
- Winter Wyvern protects an ally from physical attacks with Cold Embrace. Winter’s Curse can stop Mars's team if the enemies group up after his initiation.
What to Buy Against Mars
- Force Staff helps you escape Arena of Blood or push an ally away from a dangerous position.
- Hurricane Pike provides attack range and helps you get out of melee range of Mars.
- Black King Bar protects against some magical damage and disables when you need to get through the arena.
- Silver Edge lets you attack from the flank and temporarily disable passive defenses if its Break effect applies to Bulwark.
- Glimmer Cape helps conceal an ally and survive focus fire after Spear of Mars.
How to Play Against Mars at Different Stages
Laning
In lane, don't stand near trees or walls if Mars can pin you with Spear of Mars. Watch the direction of his attacks and keep your distance from allies so he can't hit both of you with his abilities. If Mars misses his spear or uses God’s Rebuke, you can trade briefly and back off. Don't try to break through Bulwark with regular attacks from the front if you can change your angle.
Mid Game
In the mid game, damage Mars to disable Blink Dagger and place vision on possible flanks. Don't enter narrow passages as a full team without knowing his position. If he uses Arena of Blood, use mobility and save items rather than staying inside and taking his full set of abilities.
Late Game
In the late game, one well-placed Arena of Blood can decide the fight. Spread out before the engagement and agree in advance on who will save a hero caught by Spear of Mars. Attack Mars from the side or behind so Bulwark doesn't absorb the damage. If his ultimate is on cooldown, the team can use the window to take Roshan or push a lane.