The carrier is less durable than the battlecruiser, however it accelerates much faster. Forcibly recalling its interceptors and releasing them again may extend interceptor life and save resources since interceptors are automatically repaired upon returning. Interceptors self-destruct if their parent carrier is destroyed. If a carrier is disabled (for example, through Lockdown), its interceptors will return to the carrier and only resume attacking once the carrier becomes active again.
Terrans may disable carriers using the ghost's Lockdown. Two battlecruisers with Yamato Gun can destroy a carrier. Valkyries may clear out interceptors with their splash damage attack. When managed correctly, the high damage of goliaths and wraiths can also take down carriers.
Zerg have a wider range of anti-carrier abilities. The defiler's Plague and Dark Swarm are useful as carriers and interceptors tend to bunch up; Plague-affected interceptors return to carriers for repairs and remain docked until Plague wears off. The queen's Ensnare radically reduces interceptor rate of fire, and hampers the withdrawal of both interceptors and carriers. Scourge may be used against small groups of carriers, but are countered by corsairs.
Protoss may use the high templar's Psionic Storm or scouts to counter carriers. When managed correctly, the high damage of dragoons and scouts can also take down carriers.
Carriers may use terrain to kite; this may reduce vulnerability to anti-air structures and units.