*
Track reveals Clinkz if he tries to escape with Skeleton Walk, allowing Bounty Hunter to gain lots of gold if he kills Clinkz.
*
Jinada with physical damage items can quickly kill Clinkz due to his low health.
* One hit with
Jinada should be sufficient in removing Void Spirit's shield most of the time.
*
Track negates much of Void Spirit's escape abilities by revealing his position and prevents him from rotating effectively.
*
Hex and
Earth Spike can hold Clinkz down, giving him no chance to use
Black King Bar or Skeleton Walk.
*
Finger of Death quickly kills Clinkz due to his low health.
*
Lion's instant cast point shuts down his initiation and buys time for his allies to catch up.
*
Void Spirit has to be cautious when fighting, as he has no protection against
Finger of Death. If caught out in a stun, the high magic damage could end him quickly.
*
Scorched Earth deals damage to Clinkz during Skeleton Walk.
*
Doom shuts down Clinkz entirely, as it prevents him from casting any of his spells and contributing a large amount of damage in teamfights.
*
Doom is effective against every hero, and Void Spirit is no exception. Being unable to cast spells or items during fights for 16 seconds nullifies his impact entirely.
* Doom has a very versatile build and can consume creeps which has abilities that can stun or provide additional magic resistance.
* Doom's high strength gain and versatility in items can be effective against Void Spirit's magical damage.
*
Skeleton Walk is not enough to outrun Bloodseeker, and is detected by Thirst.
* Because of his low health and high damage output, Clinkz will get obliterated by
Blade Mail
Additional:
*
Thirst reveals Clinkz if he tries to escape with Skeleton Walk with low health. It also allows Bloodseeker to match or exceed Clinkz's speed.
*
Rupture negates the mobility provided by Skeleton Walk in any attempt to escape or reposition in fights.
* Bloodseeker can easily build items to counter Clinkz, including
Talisman of Evasion upgrades,
Blade Mail, and armor items.
*
Rupture will fully damage Void Spirit during his ultimate, removing his main escape mechanic during fights and his way to disrupt them heavily.
*
Blood Rite will force Void Spirit to use Dissimilate or Astral Step or be silenced. In the latter's case, it can be dangerous when combined with Rupture.
* The extra damage from
Searing Arrows is largely blocked by Dragon Knight's armor.
* Clinkz has too low health to survive a gank.Getting stunned keeps him down long enough for a reaction.
* Breathe Fire reduces his damage, as he almost exclusively deals physical damage.
* Heroes who can match Void Spirit's mobility (like the aforementioned
Ember Spirit or
Queen of Pain) or tank his spells (
Dragon Knight or
Centaur Warrunner) are very problematic for him.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
*
Fiend's Grip and
Nightmare are very useful to lock down Void Spirit.
*
Brain Sap can be difficult for Void Spirit to deal with in the laning stage.
* Fragile carries with no reliable escaping mechanism can be bursted down in no time:
Sniper,
Drow Ranger,
Clinkz
*
Refraction negates all of Void Spirit's burst damage.
*
Meld quickly burns through
Resonant Pulse.
*
Searing Arrows and Clinkz physical damage items are almost suicidal when used on Legion Commander, as it invites an instant Duel and Legion Commander herself is a natural
Blade Mail carrier.
* Duel locks down Clinkz for a long duration, preventing him from escaping with
Skeleton Walk.
* Special mention to
Legion Commander, as she can lock down Void Spirit for a long amount of time without worrying too much about being killed by him during the
Duel.
* Smoke Cloud prevents the use of
Death Pact,
Searing Arrows and
Skeleton Walk, so Clinkz can neither defend himself against Riki nor fight back effectively.
* It's hard to gank Riki as Clinkz has to find him first.
* Clinkz has no stun and likes to keep his distance from targets, making Marksmanship very deadly.
* Clinkz also has low health, making him a perfect hero to initiate onto with Gust.
* Gust can also prevent Clinkz from using
Burning Barrage.
* Queen of Pain can
Blink to both escape and initiate onto Void Spirit.
* She is also a very common
Orchid Malevolence carrier, which can prevent Void Spirit from contributing much in fights.
*
Untouchable prevents Clinkz from harassing Enchantress in lane by lowering his attack speed.
*
Nature's Attendants helps Enchantress to sustain through Clinkz's harassment in lane.
* Void Spirit can easily be bursted down by Puck's high magic damage spells in early game.
* Wanning Rift and Dream Coil prevent him from using two of his important mobility abilities:
Dissimilate and
Astral Step.
Additional:
*
Dream Coil prevents the usage of Void Spirit's escape abilities and limits his damage output in fights almost entirely.
* Killing Puck in the late game becomes difficult when they obtain a
Eul's Scepter of Divinity,
Blink Dagger, and
Phase Shift.
* The long silence at night prevents Clinkz from escaping with invisibility if Night Stalker can sneak up on him. He also has really low base health, so Night Stalker can usually kill him alone during one cast of Crippling Fear at night.
* Lina's damage burst can quickly kill Clinkz before he saves them with
Skeleton Walk.
* Fiery Soul attack speed bonus removes
Burning Army easily in all stages of the game.
*
Cold Embrace can heal herself or an ally, as well as protecting them from Clinkz's physical attacks and wasting his mana if Searing Arrows is on autocast.
*
Winter's Curse allows Winter Wyvern to turn Clinkz's high damage and high attack speed against his allies, or take advantage of Clinkz's fragility if he can't use Skeleton Walk.
* Clinkz will often roam the map alone, and Treant Protector's
Nature's Guise allows him to set up kills with his allies on Clinkz from invisibility.
* Treant Protector's very high damage allowing him to trade hits or contest last hits with Clinkz, while
Living Armor can be used to sustain the harass.
*
Living Armor protects any of Treant's allies ganked by Clinkz.
* In teamfights, Treant Protector's
Overgrowth can disarm Clinkz, preventing him from turning invisible and holding him in place even if he has a
Black King Bar.
*
Leech Seed slows Clinkz, preventing him from repositioning or fleeing away from danger.
* Possibly Clinkz's worst enemy. He has many tools to utterly destroy Clinkz.
*
Charge of Darkness can be used on Clinkz if Spirit Breaker's team spots him anywhere. This charge will track his location through Skeleton Walk's invisibility and movement speed bonuses.
* When Spirit Breaker charges onto Clinkz, he can easily use
Dust of Appearance to guarantee a reveal on him while stunned.
* All three of Spirit Breaker's spells help him and his team quickly close the gap to Clinkz even at the edge of his attack range or when running away with Skeleton Walk.
* Spirit Breaker's high strength and above average armor makes him able to endure Clinkz's onslaught, meanwhile Clinkz will be heavily threatened if Spirit Breaker procs a
Greater Bash.
Additional:
* Once caught with dust, Clinkz could be locked down for a long time by Spirit Breaker and has nowhere to escape.
* Charge of Darkness provides shared vision over its target, showing Clinkz even when he is in
Skeleton Walk.
* Wins on the central line, thanks to its strong nukes
Shadowraze, because of which Void Spirit cannot approach the creeps to farm gold and overtake Shadow Fiend by level
Additional:
* Wins on the central line, thanks to its strong nukes
Shadowraze, because of which Void Spirit cannot approach the creeps to farm gold and overtake Shadow Fiend by level
* Zeus can reveal Clinkz with
Lightning Bolt.
* He is vulnerable to Zeus's magical nukes, due to his low health pool.
*
Spirit Siphon and
Exorcism can damage through his
Resonant Pulse shields.
*
Silence can prevent Void Spirit escape or contributing much in fights.
* Heroes that can purge his slow and disables are very difficult to go on and their team:
Abaddon,
Oracle.
* Heroes with burst damage of their own won't be afraid to go toe to toe with Void Spirit, like
Ursa,
Lifestealer, or
Axe.
* Heroes that excel at grouping up with their team very early will be able to take advantage of a Clinkz that tries to pick off heroes that are alone:
Brewmaster,
Dazzle,
Tidehunter.
* Heroes who can match Void Spirit's mobility (like the aforementioned
Ember Spirit or
Queen of Pain) or tank his spells (
Dragon Knight or
Centaur Warrunner) are very problematic for him.
* Heroes that excel at grouping up with their team very early will be able to take advantage of a Clinkz that tries to pick off heroes that are alone:
Brewmaster,
Dazzle,
Tidehunter.
* Heroes who rely on invisibility, such as
Bounty Hunter,
Clinkz,
Mirana,
Nyx Assassin and
Riki, as they will be revealed if caught by Chronosphere.
* Nukers who have set amounts of damage will really struggle against Lone Druid especially in True Form:
Puck,
Void Spirit,
Mars.
* Heroes who cannot fight back during Arena of Blood in the early and mid game:
Abaddon,
Anti-Mage,
Broodmother,
Luna,
Sniper,
Troll Warlord,
Weaver,
Clinkz.
* Side lanes with disables will greatly reduce the likeliness Void Spirit will be willing to rotate:
Sven,
Tiny,
Wraith King,
Ogre Magi.
* Sand King is a strong ganker, allowing him to shut down squishy heroes in the early game:
Phantom Assassin,
Clinkz,
Sniper,
Enchantress.
* Even though
Linken's Sphere will block your silence, you can cast Arcane Bolt to break it or wait until someone on your team breaks it. In addition,
Linken's Sphere builders are usually squishy targets vulnerable to silences:
Weaver,
Queen of Pain,
Morphling,
Clinkz, etc. Don't forget that Ancient Seal also increases the magical damage these enemies take, along with silencing them.
* Side lanes with disables will greatly reduce the likeliness Void Spirit will be willing to rotate:
Sven,
Tiny,
Wraith King,
Ogre Magi.
* Heroes that excel at grouping up with their team very early will be able to take advantage of a Clinkz that tries to pick off heroes that are alone:
Brewmaster,
Dazzle,
Tidehunter.
* Heroes with high armor like
Dragon Knight, or with abilities to cause attacks to miss like
Phantom Assassin,
Riki and
Tinker will be hard to deal with, as Clinkz relies almost entirely on physical attacks.
* Heroes with burst damage of their own won't be afraid to go toe to toe with Void Spirit, like
Ursa,
Lifestealer, or
Axe.
* Side lanes with disables will greatly reduce the likeliness Void Spirit will be willing to rotate:
Sven,
Tiny,
Wraith King,
Ogre Magi.
*
Poison Attack makes it hard for Void Spirit to lane against him.
*
Corrosive Skin reduces the magical damage from Void Spirit's spells.
* Heroes who do not have nor rely on passive abilities make Nethertoxin much less effective:
Clinkz,
Pugna,
Nature's Prophet,
Dark Seer,
Lycan,
Tusk
Additional:
* Clinkz does not have any passive abilities at all, making
Nethertoxin nearly useless.
* Viper's
Corrosive Skin provides no protection against Clinkz's physical damage output.
* Meepo's
Earthbind can easily lockdown Void Spirit.
* Meepo and his clones can easily burst Void Spirit's
Resonant Pulse.
*
Void Spirit can dodge Earthbind with
Dissimilate and
Astral Step, giving him a good chance to escape. If he gets caught anyways,
Resonant Pulse allows him to retaliate.
*
Strafe,
Tar Bomb and
Burning Barrage from
Aghanim's Shard allow Clinkz to quickly kill Io due to its low armor.
* Clinkz iz a hero that very often goes for
Orchid Malevolence, and its upgrade
Bloodthorn. Alternatively, Clinkz also loves to buy
Gleipnir. And if Clinkz has both of them, he will be able to root and silence Io and prevent him from escaping with either
Tether or
Relocate.
* Heroes with either magical, physical or pure damage burst:
Bane,
Ember Spirit,
Leshrac,
Lina,
Luna,
Nyx Assassin,
Phantom Assassin,
Skywrath Mage,
Tinker,
Ursa,
Void Spirit.
* Clinkz's
Skeleton Walk allows him to easily sneak on Chen and bypass his creeps. It also allows him to escape from them.
* Clinkz can easily kill Chen's creeps with
Death Pact and gain gold, health, damage and abilities from them when upgraded with
Death Pact Steal creep abilities talent.
* Clinkz naturally loves buying
Gleipnir, which allows him to easily root Chen and his creeps and to kill them more easily with
Burning Barrage from
Aghanim's Shard.
* Clinkz can kill Chen or any of his allies with his physical damage burst from
Strafe,
Tar Bomb and
Burning Barrage from
Aghanim's Shard before he can use Hand of God. Especially when Clinkz has
Gleipnir and
Daedalus. Clinkz can also buy
Bloodthorn to prevent Chen from even trying to use Hand of God.
* Heroes that can easily bypass Chen's creeps to get to Chen:
Riki,
Tusk,
Clinkz,
Sniper,
Slark,
Phantom Assassin,
Void Spirit,
Storm Spirit,
Ember Spirit,
Earth Spirit,
Spirit Breaker.
* Ancient Apparition has no escape or reliable control and is very fragile, which makes him an easy target for anyone who can get on top of him, like
Phantom Assassin or
Clinkz.
*
Dissimilate and
Astral Step allow Void Spirit to quickly escape from Cold Feet.
* Void Spirit deals both magical and physical damage, which makes Ancient Apparition an easy target to ambush.
* If Void Spirit purchases
Aghanim's Scepter, the silence provided by
Resonant Pulse can disrupt Ancient Apparition during fights, as he is entirely reliant upon spells to contribute.
* With
Bloodthorn, Clinkz becomes a strong counter to heroes who rely on evasion and blind such as
Windranger,
Phantom Assassin,
Troll Warlord and
Keeper of the Light.
* Void Spirit deals entirely magical damage in the early game, ignoring her evasion from
Windrun.
* A Void Spirit with fast reaction time can use Dissimilate or Astral Step to dodge
Powershot.
Additional:
* Void Spirit deals entirely magical damage in the early game, ignoring her evasion from
Windrun.
* A Void Spirit with fast reaction time can use Dissimilate or Astral Step to dodge
Powershot.
* Huskar's
Berserker's Blood provides no protection against Clinkz's physical damage output.
* Huskar has no way to disrupt Clinkz's attacks and no way to kill Clinkz alone, as Clinkz can easily go invisible, teleport away, or even fight back.
* Clinkz will often build the items that counter Huskar and the items he usually builds. These include
Black King Bar or
Monkey King Bar for
Heaven's Halberd, or a disable item like
Scythe of Vyse or
Bloodthorn to prevent him from using
Inner Fire to disarm.
* Clinkz's high damage output and insane attack speed late-game can take Kunkka out of the fight before it begins.
*
Burning Barrage and
Searing Arrows together can kill allies easily even under Ghostship's buff.
*
Skeleton Walk can allow Clinkz to make a quick escape after Kunkka's combo, or even avoid it all together.
* Heroes who build mana boosting items but have low mana regeneration are especially vulnerable against Mana Break and Mana Void:
Timbersaw,
Slark,
Shadow Fiend,
Clinkz,
Bristleback
Nyx Assassin,
Magnus
* Anti-Mage's
Counterspell provides no protection against Clinkz's physical damage output.
* Clinkz can easily rush an
Orchid Malevolence to prevent
Blinking, although Anti-Mage can easily dispel it via
Manta Style.
* Clinkz does heavy damage to towers, and can take map control away from Anti-Mage to limit the space he has to farm early game. If Clinkz is ahead he is capable of ending the game before Anti-Mage becomes a threat. He can also match Anti-Mage's ability to split push.
* Heroes who take a long time to become strong are in for a rough mid game, such as
Outworld Destroyer,
Magnus,
Medusa, and
Anti-Mage.
* A good choice against Invoker, as it has some advantage with the help of abilities.
* With the
Dissimilate, Voidspirit can evade Invoker's skills, going to another world where he does not receive damage. The same ability to run away or attack quickly.
*
Astral Step moves quickly from point to point, which also reduces the Invoker's probability that he will hit him with skills and cause at least some damage.
Additional:
* A good choice against Invoker, as it has some advantage with the help of abilities.
* With the
Dissimilate, Voidspirit can evade Invoker's skills, like
Chaos Meteor or
E.M.P., going to another world where he does not receive damage. The same ability to run away or attack quickly.
*
Astral Step moves quickly from point to point, which also reduces the Invoker's probability that he will hit him with skills and cause at least some damage.
* Considering Rubick's abysmal armor, Rubick is a squishy target for Clinkz to gank on his own.
* None of his spells are useful except for
Skeleton Walk.
* Clinkz usually builds
Orchid Malevolence, which disables Rubick's ability to retaliate.
* Vast numbers of
Sentry Wards are needed to deal with Clinkz because of
Skeleton Walk, making it harder for Rubick to buy more expensive and more useful support items like
Glimmer Cape or
Mekansm.
* Clinkz's item build often counters Hoodwink, including
Black King Bar,
Monkey King Bar,
Heaven's Halberd, and
Scythe of Vyse.
*
Skeleton Walk can quickly escape Hoodwink abilities.
*
Searing Arrows makes Clinkz one of the hardest heroes for Clockwerk to lane against.
* Keeping Void Spirit inside
Wukong's Command is a very tricky task, especially in the early and mid game. In addition, if Monkey King is in a bad position, a well placed Aether Remnant can easily pull him out of the ring.
* Getting stacks of
Jingu Mastery can be difficult when attacking Void Spirit.
* Void Spirit can easily dodge Gyrocopter's {Ability ID:Homing Missile|gyrocopter} with the help of Dissimilate.
* Void Spirit can partly dodge
Call Down via Dissimilate or move out of its range with Astral Step.
* Gyrocopter has no escape abilities, which benefits Void Spirit's high mobility.
* Despite Clinkz's fragility, his harassment in the early game can be devastating; as he can kite Enigma and his Eidolons and claim their bounty with
Burning Barrage and
Tar Bomb.
* Clinkz often goes for a disabling item like
Bloodthorn or
Gleipnir, which allows him to cancel Enigma's
Black Hole until Enigma gets
Black King Bar.
Gleipnir can also root Enigma, preventing him from using
Blink Dagger to escape from Clinkz.
* Even with
Black King Bar, Clinkz can still easily kill Enigma as all of his abilities ingore spell immunity, and Enigma is a very easy target for
Burning Barrage, which means Clinkz can solo Enigma at any stage of the game unless Clinkz is caught in
Black Hole.
*
Astral Step and
Dissimilate makes a quick work of Phantom Lancer's illusions.
*
Resonant Pulse helps clear illusions and protects Void Spirit from Phantom Lancer's physical damage and with the
Aghanim's Scepter upgrade, it prevents Phantom Lancer from casting his abilities.
* Void's Spirit mobility makes it hard for him to chase down with Phantom Rush.
* Heroes that can summon units will have their summons destroyed very quickly if badly micro-managed, like
Chen,
Lycan, and
Phantom Lancer.
* With
Bloodthorn, Clinkz becomes a strong counter to heroes who rely on evasion and blind such as
Windranger,
Phantom Assassin,
Troll Warlord and
Keeper of the Light.
* Heroes with abilities that can lock down Terrorblade and prevent him from using Sunder:
Bane,
Batrider,
Earthshaker,
Elder Titan,
Faceless Void,
Invoker,
Legion Commander,
Mars,
Primal Beast,
Riki,
Shadow Shaman,
Silencer,
Vengeful Spirit,
Void Spirit.
Additional:
* Void Spirit's high mobility becomes a nuisance to Terrorblade.
* Void Spirit's arsenal of magic damage is effective against Terrorblade's low strength.
* Terrorblade has no disables to prevent Void Spirit from escaping.
* Invisible heroes all have the element of surprise. Provided they deal enough damage, Sniper should be vanquished very quickly:
Clinkz,
Riki,
Bounty Hunter.
* Any hero that can outrange Plague Ward can neutralize them without putting themselves at risk of receiving Poison Sting:
Arc Warden,
Chen,
Clinkz,
Drow Ranger,
Lina,
Mirana,
Nature's Prophet,
Pugna and
Sniper.
* Special mention to heroes that outrange Plague Ward after obtaining talents that increase attack range.
*
Clinkz can use
Burning Army in teamfights which will cause a problem for Alchemist.
* Heroes that can pick you off:
Clinkz,
Nyx Assassin,
Puck,
Riki.
* Heroes with invisibility and high mobility can jump on and focus down Earthshaker before he has a chance to initiate:
Clinkz,
Slark,
Storm Spirit
* Heroes with a high degree of mobility and invisibility are hard to catch with Meat Hook:
Ember Spirit,
Riki,
Clinkz,
Queen of Pain.
* Any hero with high attack speed will be a threat to Phoenix when it initiates, as they can easily tear down a
Supernova, perhaps even while debuffed by Fire Spirits:
Juggernaut,
Clinkz,
Troll Warlord,
Beastmaster,
Lina.
* Heroes who take a long time to become strong are in for a rough mid game, such as
Outworld Destroyer,
Magnus,
Medusa, and
Anti-Mage.
* Heroes who can harass Omniknight out of lane will keep him weak in the mid game:
Viper,
Venomancer,
Clinkz.
* With
Bloodthorn, Clinkz becomes a strong counter to heroes who rely on evasion and blind such as
Windranger,
Phantom Assassin,
Troll Warlord and
Keeper of the Light.
* Heroes with invisibility: (
Riki,
Clinkz,
Nyx Assassin.
Additional:
* Nature's Prophet is often by himself. Clinkz can use invisibility to hunt him down and kill him, although a Quelling Blade may be needed to cut through his
Sprout. Orchid Malevolence may also be needed if 3-4 seconds are not enough time to kill him, as he can teleport away.
* Clinkz can match Nature's Prophet's ability to split push.
* Heroes who take a long time to become strong are in for a rough mid game, such as
Outworld Destroyer,
Magnus,
Medusa, and
Anti-Mage.
* Heroes that can reliably kite out Dispose, Unleash and dodge Rebound, like
Ember Spirit,
Void Spirit,
Storm Spirit,
Anti-Mage,
Faceless Void,
Puck or always build items like
Blink Dagger and
Force Staff.
* Heroes who take a long time to become strong are in for a rough mid game, such as
Outworld Destroyer,
Magnus,
Medusa, and
Anti-Mage.
* With
Aghanim's Scepter, Broodmother will gain access to
Spinner's Snare, which will allow her to create invisible lines on her webs from
Spin Web that will root, deal damage over time, and reveal enemy heroes if they unwittingly step on them. This allows Broodmother to keep her allies alerted on heroes who rely on invisibility-themed and movement-themed abilities and items to surprise enemy heroes and disrupt ganking attempts of enemy heroes:
Phantom Assassin,
Nyx Assassin,
Mirana,
Bounty Hunter,
Templar Assassin,
Riki,
Spirit Breaker,
Anti-Mage,
Tusk,
Ursa,
Nature's Prophet,
Enigma,
Void Spirit,
Magnus etc.
* Void Spirit's AoE damage can make short work of Broodmother's spiderlings
* Even if she is within the range of her spiderwebs from
Spin Web Broodmother cannot escape Void Spirit's mobility.
* However,
Spinner's Snare from
Aghanim's Scepter can be very hazardous for Void Spirit, as it allows Broodmother to create invisible lines on her webs from
Spin Web that will root Void Spirit, deal damage over time to him and reveal him if he unwittingly steps on them, disrupting Void Spirit's ganking or escaping attempts with
Dissimilate and
Astral Step while also alerting Broodmother on his attempts to ambush her and her allies.
Additional:
* Void Spirit's AoE damage can make short work of Broodmother's spiderlings
* Even if she is within the range of her spiderwebs from
Spin Web Broodmother cannot escape Void Spirit's mobility.
* However,
Spinner's Snare from
Aghanim's Scepter can be very hazardous for Void Spirit, as it allows Broodmother to create invisible lines on her webs from
Spin Web that will root Void Spirit, deal damage over time to him and reveal him if he unwittingly steps on them, disrupting Void Spirit's ganking or escaping attempts with
Dissimilate and
Astral Step while also alerting Broodmother on his attempts to ambush her and her allies.
* Heroes with burst damage of their own won't be afraid to go toe to toe with Void Spirit, like
Ursa,
Lifestealer, or
Axe.
* Clinkz relies heavily on the physical damage provided by
Burning Barrage and
Searing Arrows, which completely overrides the capabilities of Rage.
* Lifestealer's lack of disables will struggle to pin Clinkz down while in
Skeleton Walk, and can allow Clinkz to kite him.
* Spectre can instantly escape Burning Army or hunt Clinkz with
Haunt.
* Spectre can catch up to him with
Spectral Dagger, even if he uses Skeleton Walk.
*
Desolate allows Spectre to hit Clinkz through Skeleton Walk.
*
Dispersion makes Spectre tanky and also reflects some damage back to Clinkz.
Additional:
* Spectre can catch Clinkz with
Spectral Dagger, even if he uses
Skeleton Walk.
* Spectre can instantly reach a ratting Clinkz with
Haunt.
*
Desolate's damage will melt him quickly, as he's alone most of the time.
* Heroes with good escapes can usually outmaneuver and escape from Spectre:
Slark,
Clinkz,
Weaver
* Void Spirit is strong against heroes who cannot deal with his rotations due to his mobility. Such heroes include
Spectre,
Gyrocopter,
Morphling, and
Chen.
* By using
Morph, Morphling can use Burning Barrage and Searing Arrows to counter Clinkz himself.
*
Waveform can allow Morphling to easily chase down Clinkz.
* Clinkz's low health pool also makes him vulnerable to Morphling's magical nukes, especially his
Ethereal Blade and
Adaptive Strike combo.
* Void Spirit can greatly pressure Morphling's farm, which is very bad for a hero who needs a large amount of space.
*
Waveform does not provide better mobility than Astral Step.
* If Morphling shifted all of his strength to agility, he can be bursted down by Void Spirit before he can react.
* Doing an Ethereal Blade combo on Void Spirit is incredibly difficult, as Dissimilate and Astral Step can allow him to escape or dodge the projectile.
* Frostbite will reveal invisible heroes for its duration, making it a good tool against any such hero (
Riki,
Bounty Hunter,
Weaver, or
Clinkz for example), or as a soft counter to
Shadow Blade, if it is used first. This can be an amazing tool to ensure that
Dust of Appearance is used on the unit in question, and not wasted in not catching anything.
* Heroes who can easily harass Crystal Maiden out of lane in the early game (
Clinkz,
Viper) can prevent Crystal Maiden from being able to level effectively, and can ultimately slow down her level 6, 12, and 18 to a point where enemy carries already have items to address her ultimate.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm:
Terrorblade,
Sven,
Clinkz,
Windranger,
Alchemist,
Dragon Knight,
Legion Commander
* Heroes with considerable mobility can easily escape from a rolling Pangolier:
Anti-Mage,
Queen of Pain,
Void Spirit,
Storm Spirit,
Ember Spirit,
Earth Spirit, moreover, if a player is familiar with how Rolling Thunder works, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
* Heroes that can purge his slow and disables are very difficult to go on and their team:
Abaddon,
Oracle.
* Heroes who can take advantage of Oracle's low mobility or catch him out of position, such as
Clinkz and
Anti-Mage, can easily pick him off.
* Side lanes with disables will greatly reduce the likeliness Void Spirit will be willing to rotate:
Sven,
Tiny,
Wraith King,
Ogre Magi.
* Due to Tiny's non-existent agility gain, high physical damage heroes are more effective against him (
Clinkz,
Templar Assassin,
Ursa,
Wraith King etc).
* Ember Spirit has much higher mobility in
Fire Remnant than Void Spirit.
* Ember's
Flame Guard is effective against Void Spirit's spells, as most of them deal magical damage.
* The root from
Searing Chains prevents Void Spirit from using Dissimilate or Astral Step.
* Ember Spirit's
Flame Guard provides no protection against Clinkz's physical damage output.
* Ember Spirit's low armor and health make him easy to kill quickly if a teammate can hold him down.
* If Clinkz has farmed an item that can disable, he can sneak up to and hunt down Ember Spirit while he farms or split pushes alone.
* Heroes who rely on physical damage output to be effective will fare badly against Muerta's
Pierce the Veil:
Phantom Assassin,
Terrorblade,
Drow Ranger,
Lifestealer,
Anti-Mage,
Alchemist,
Lycan,
Clinkz,
Sniper.
* Heroes with abilities that can close the gap can easily kill Muerta:
Storm Spirit,
Earth Spirit,
Ember Spirit,
Void Spirit,
Lycan,
Chaos Knight,
Tusk.
* Heroes with high armor like
Dragon Knight, or with abilities to cause attacks to miss like
Phantom Assassin,
Riki and
Tinker will be hard to deal with, as Clinkz relies almost entirely on physical attacks.
* With
Bloodthorn, Clinkz becomes a strong counter to heroes who rely on evasion and blind such as
Windranger,
Phantom Assassin,
Troll Warlord and
Keeper of the Light.
To start select enemy heroes in the field above. It's intended to be used with multiple heroes. The more enemy heroes you provide the better results you will get.
This website was made to help you in pick stage of online game Dota 2. It calculates rating for each possible counterpicks based on tips from web-based database made up entirely of user contributions Dota 2 wiki.
You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
Take it with a bit of grain of salt, especially if the recommendation has a low rating (<= 1), some heroes
may win a lane in an early game but would lose in late game (and vice versa). That's why sometimes
you could hero names appearing as a counter and as being countered, as on image:
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Clinkz
* Clinkz survivability depends entirely on
Skeleton Walk. Corrosive Haze not only makes its invisibility useless, but also makes Clinkz even more vulnerable to physical damage.
Corrosive Haze and make him easy to kill, and his
Bash of the Deep also hits hard against Clinkz's naturally low health pool.
Guardian Sprint can catch up with Clinkz's Skeleton Walk.
Slithereen Crush can hold Clinkz in place.
Additional:
* Slardar can reveal Clinkz with
* Slardar's
* The stun and slow from Slardar's
Void Spirit
* The brutal physical damage of
Slithereen Crush and
Bash of the Deep can quickly remove Void Spirit's shield and stun him for a while.
Corrosive Haze provides vision of Void Spirit while he is running away and
Guardian Sprint allows Slardar to quickly close the gap
*