* Nether Swap gives Vengeful Spirit a way to save an ally from Clockwerk's Power Cogs.
* Magic Missile will interrupt Clockwerk trying to run down Vengeful Spirit's allies with Battery Assault.
*
Nether Swap can forcibly reposition
Sharpshooter.
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying
Dagon and
Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
* Slark's
Pounce can be used to dodge Hoodwink's abilities or lock her down.
*
Shadow Dance makes Slark unhittable from
Acorn Shot.
*
Dark Pact removes all slows from Hoodwink's abilities.
* Hoodwink's already low health output is a great target for Slark's
Essence Shift.
*
Glimpse moves Clockwerk away from allies struck by Hookshot, or under attack by Battery Assault.
*
Static Storm can turn Power Cogs into Clockwerk's own grave, and if Disruptor has
Aghanim's Scepter, then Clockwerk will not be able to use
Blade Mail to return damage at all.
* Heroes that can negate Hoodwink's mobility:
Kunkka,
Disruptor,
Mars.
* Nyx's
Spiked Carapace can reflect the damage of
Sharpshooter, instantly killing hoodwink. Nyx can also use
Vendetta to position himself in such a way to screen allies from Sharpshooter and catch Hoodwink by surprise.
*
Wild Axes destroys large amounts of trees specially upgraded with
Aghanim's Scepter,
*
Spirit Siphon can deal some serious damage to Clockwerk while he is in
Power Cogs while healing Death Prophet in process.
Exorcism can also be used to take down Clockwerk faster while he is in
Power Cogs.
* Death Prophet usually buys a
Hurricane Pike or
Eul's Scepter of Divinity which allows her to easily escape from
Power Cogs or save her allies from Clockwerk.
*
Silence can prevent Clockwerk from using his ablities during teamfight, especially since Clockwerk is an easy target for it while in
Power Cogs.
Additional:
*
Spirit Siphon can deal some serious damage to Clockwerk while he is in
Power Cogs while healing Death Prophet in process.
Exorcism can also be used to take down Clockwerk faster while he is in
Power Cogs.
* Death Prophet usually buys a
Hurricane Pike or
Eul's Scepter of Divinity which allows her to easily escape from
Power Cogs or save her allies from Clockwerk.
*
Silence can prevent Clockwerk from using his ablities during teamfight, especially since Clockwerk is an easy target for it while in
Power Cogs.
* Treant can give chase should Hoodwink attempt to
Scurry away, and
Nature's Grasp can slow her down so Treant Protector's teammates can pin Hoodwink down.
* Timbersaw’s reliance on nearby trees means he’ll usually be close to Hoodwink.
* More significantly, Timbersaw's tree destroying abilities cut off Hoodwink's escape options, passive and easily foil
Acorn Shot or
Bushwhack combos.
* While channeling
Sharpshooter, Timbersaw can simply sit his
Chakram on top of her and unleash his full combo, forcing her to cancel and disengage.
*
Timber Chain can be used to dodge
Sharpshooter.
*
Remote Mines are frequently placed in trees, and can thus kill an unwary Hoodwink should she
Scurry away due to her low HP pool.
*
Blast Off! can clear out trees, denying the tactical advantages from
Scurry.
* Storm Spirit can easily make his way to Hoodwink with his ultimate
Ball lightning, and coupled with Hoodwink's low health and magic resistance, she can be nuked easily.
* Additionally,
Ball lightning can destroy a small amount of trees in its destination. Combined with Storm Spirit's frequent usage of his ultimate, he can clear out an area of trees while simultaneously attacking him and dodging incoming attacks.
* Ember Spirit's
Fire Remnant is an easy way to escape from Clockwerk's Power Cogs.
*
Flame Guard blocks most of the magical damage Clockwerk does.
* Shadow Fiend usually buys a
Hurricane Pike allowing him to easily escape from
Power Cogs.
* Shadow Fiend can farm Clockwerk's
Power Cogs to gain Necromastery stacks.
*
Blink allows Quen of Pain to easily escape ganking or initiating attempts with Hookshot and Power Cogs.
* Juggernaut is invulnerable while using
Omnislash, meaning that neither
Blade Mail or Power Cogs will save Clockwerk, this is especially common during the early laning phase.
*
Blade Fury will also ignore any damage dealt by Battery Assault, as well as dealing heavy damage. As long as Juggernaut has mana to cast it.
* Overall, any attempt for Clockwerk to trap Juggernaut with Power Cogs will hurt him a lot more than the other way around.
* Clockwerk being confined in his own Power Cogs means Clockwerk is unable to quickly escape from Phoenix's
Sun Ray and
Supernova.
*
Sun Ray will also heal the enemy Clockwerk is fighting, making it unlikely for Clockwerk to take an enemy down with him.
* For the same reasons, Phoenix also makes a powerful ally for Clockwerk when the situation is reversed.
*
Purification does great damage to Clockwerk when fighting an enemy inside Power Cogs.
* Due to Clockwerk's very low damage output, Omniknight will have more than enough time to
Purification and
Heavenly Grace any enemy hero Clockwerk initiates on.
* For the same reasons, Omniknight also makes a powerful ally for Clockwerk when the situation is reversed.
* With
Feast and
Rage, Lifestealer is nearly impossible for Clockwerk to bring down, and is the last hero Clockwerk wants to be trapped with in Power Cogs.
*
Chaotic Offering's vast area-effect can destroy trees and stun Hoodwink.
*
Upheaval makes retreating with
Scurry difficult.
* {U:Familiar}s can spot Clockwerk, allowing Visage's allies to dodge or block Hookshot attempts.
* Familiars will not be damaged by
Blade Mail or Clockwerk's abilities, dealing dangerous amounts of damage to him.
Additional:
* Familiars can scout for Clockwerk's location allowing Visage to dodge or block
Hookshot attempts.
* Gravekeeper's Cloak greatly absorbs damage from
Hookshot.
* Anti-Mage can Blink into or out of
Power Cogs, negating Clockwerk's initiation and bypassing his defenses.
Additional:
* Anti-Mage can easily
Blink out of Power Cogs, escaping any ganking or initiation attempts.
*
Mana Break depletes Clockwerk's much-needed mana.
*
Counterspell makes Clockwerk's very low damage output only tickle Anti-Mage.
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying
Dagon and
Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
*
Skywrath Mage's
Mystic Flare can deal huge damage to Clockwerk inside his Power Cogs.
* Single-target disablers will have difficulty locking down a Chaos Knight with Phantasm active:
Bane,
Beastmaster,
Bloodseeker,
Clockwerk,
Doom,
Shadow Shaman.
*
Ancient Apparition's
Cold Feet will freeze Clockwerk in place if he stays inside his Power Cogs. His immobility while in his cogs also makes him a very easy target to
Ice Vortex and
Ice Blast.
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying
Dagon and
Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying
Dagon and
Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
* With
Normal Punch from
Aghanim's Scepter, Dark Seer can gain an advantage against heroes who rely on evasion as
Normal Punch has true strike:
Phantom Assassin,
Windranger,
Hoodwink.
* Abilities that can destroy trees can give Hoodwink a disadvantage:
Timbersaw,
Windranger,
Lina.
* Heroes that can negate Hoodwink's mobility:
Kunkka,
Disruptor,
Mars.
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying
Dagon and
Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
* Heroes that can negate Hoodwink's mobility:
Kunkka,
Disruptor,
Mars.
* Heroes that have a weak laning stage:
Spectre,
Nyx Assassin,
Clockwerk,
Spirit Breaker,
Omniknight,
Pudge.
* Due to Hoodwink's low health and Zeus's high magic damage from
Arc Lightning,
Lightning Bolt and
Static Field as well as global abilities from
Thundergod's Wrath and
Nimbus, he can easily kill her throughout the game and also reveal where Hoodwink is positioned or when she's in trees.
* Heroes with long range abilities are also able to touch Zeus, such as
Clockwerk,
Kunkka,
Puck,
Skywrath Mage,
Spirit Breaker,
Tusk and others.
* Due to Clockwerk's very low damage output, Chen can often save a trapped enemy hero with
Hand of God.
*
Penitence's attack speed amplification allows Chen and his allies to kill Clockwerk quickly after his initiation.
* Chen's creeps can be used to block Hookshot initiation from all sides, as well as distribute Battery Assault's damage.
Additional:
* Due to Clockwerk's slow damage output, Chen can often save a trapped ally with Hand of God.
* Clockwerk does not have any source of damage to deal with Chen Creeps.
* Chen can use his creeps to block Clockwerk's attempts to use
Hookshot.
* Heroes with evasion will cause Chen and his creeps to struggle in attacking them and will waste much of Penitence's power:
Phantom Assassin,
Windranger,
Hoodwink.
* Shadow Wave will hit Clockwerk every time when he's fighting with an enemy inside
Power Cogs.
* Due to Clockwerk's steady damage output, Dazzle has plenty of time to Shallow Grave anyone Clockwerk initiates on.
Additional:
*
Aghanim's Shard upgraded
Poison Touch can be used to hex Clockwerk, silencing him, disarming him, slowing him, and muting him, and thus rendering him unable to use
Blade Mail to return damage or to do anything at all.
*
Shadow Wave will hit Clockwerk every time when he's fighting with an enemy inside Power Cogs.
* Due to Clockwerk's very low damage output, Dazzle will have more than enough time to
Shallow Grave any enemy hero Clockwerk initiates on.
* Some heroes with extreme range, like
Zeus,
Invoker or
Clockwerk, can snipe your allies from anywhere after your Grave has expired.
*
Firesnap Cookie can be fed to Snapfire herself or to an ally caught inside
Power Cogs.
* A badly placed Power Cog makes it easier for Snapfire to aim
Mortimer Kisses on Clockwerk
* Heroes with mobility spells (such as
Queen of Pain's
Blink and
Clockwerk with
Hookshot) can easily avoid
Lil' Shredder and
Mortimer Kisses.
* Heroes with high movement speeds like
Pugna and
Meepo can run around, to, or away from Snapfire during
Mortimer Kisses and dodge the projectiles easily due to their slow speed.
*
Conjure Image and
Reflection illusions may give Clockwerk a hard time to find an angle for Hookshot.
* Because Clockwerk lack burst damage, Terrorblade can often save himself with
Sunder.
* As Terrorblade's damage output comes mainly from direct attacks, he will struggle greatly against heroes who have abilities that give evasion, trigger on attack or which can disarm an enemy hero:
Centaur Warrunner,
Hoodwink,
Huskar,
Invoker,
Leshrac with
Nihilism from
Aghanim's Scepter,
Lifestealer with
Aghanim's Scepter upgraded
Infest,
Pangolier,
Phantom Assassin,
Pugna,
Techies,
Windranger etc.
* Power Cogs pushes Monkey King out of
Wukong's Command, ending his ultimate.
* Rocket Flare allows Clockwerk to scout Monkey King in the trees, and chase him with Hookshot.
* Monkey King often hides in trees, where he can be easily caught with
Bushwhack.
*
Acorn Shot can target enemies in the fog, including Monkey King when he is on a tree.
*
Sharpshooter provides flying vision along the cast indicator while charging, which can be used to scout the trees for Monkey King.
* Heroes with long cast animations can be continuously interrupted by Battery Assault:
Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
* Durable heroes relied a lot on their main passive effects and items' effects such as
Bristleback,
Underlord,
Spectre and
Dragon Knight can be disabled easily with
Sharpshooter's break, reducing their potential in teamfights.
*
Sharpshooter deals massive damage to Bristleback and applies a high duration disable on his passive.
*
Bushwhack and
Scurry can be used to easily kite Bristleback.
Additional:
*
Bristleback and
Warpath can be disabled by Hoodwink's
Sharpshooter ability for a long period of time, reducing his both offense and defense.
*
Scurry and
Bushwhack can be used to kite bristleback.
*
Battery Assault,
Power Cogs, and
Hookshot can interrupt Freezing Field, the latter two being able to go through invisibility should Crystal Maiden use
Glimmer Cape.
*
Rocket Flare can be used to find Crystal Maiden should she try to hide in the trees to try to safely cast Freezing Field.
*
Hookshot allows
Clockwerk to easily close in on Crystal Maiden and kill her.
*
Hookshot lets Clockwerk close the gap to Drow Ranger, disabling her Marksmanship bonus.
*
Power Cogs and
Battery Assault keep Drow Ranger from escaping.
* Power Cogs and Battery Assault also keep Drow Ranger close, nullifying Marksmanship.
Additional:
* Getting trapped in Power Cogs usually means the end for Drow Ranger.
* Clockwerk can easily catch a split pushing Tinker with his
Hookshot and prevent him from escaping with
Power Cogs and
Battery Assault. Clockwerk can also find a Tinker hiding in trees with his
Rocket Flare.
* Clockwerk usually buys a
Blade Mail, which does lots of damage to Tinker if he gets hit by his abilities (especially March of the Machines).
Additional:
* Rocket Flare can find Tinker if he blinks into the treeline, and Hookshot will prevent him from teleporting out.
* Battery Assault makes Tinker unable to
Rearm by stunning him repeatedly.
*
Battery Assault interrupts Earthshaker's long cast animations, preventing him from using any abilities apart from Echo Slam.
*
Power Cogs often separate the battlefield so that both enemies and allies are unlikely to cluster.
*
Rocket Flare allows Clockwerk to scout Earthshaker before a fight starts and potentially cancel his
Blink Dagger.
*
Hookshot enables Clockwerk to catch Earthshaker before he gets a chance to initiate a fight.
Additional:
* Battery Assault will continuously interrupt Earthshaker's long cast animations.
* Power Cogs can also trap Earthshaker after he initiates.
*
Bushwhack can tear through
Refraction as it does multiple intervals of damage.
* Clockwerk's
Battery Assault disables Earth Spirit's Rolling Boulder, while his
Power Cogs ensure, that Earth Spirit can't move away from it.
* His
Hookshot allows him to chase after Earth Spirit, while using
Rocket Flare to gain vision.
*
Battery Assault's continuous mini-stun makes it hard for Elder Titan to cast his spells due to his poor cast animation.
* Elder Titan's channelling with Echo Stomp makes a good setup for
Hookshot if timed correctly.
*
Hookshot's stun pierces through spell immunity and Enigma's channeling can be easily cancelled from a safe distance, assuming none of his allies are in the way, and the Black Hole is not centered directly on Enigma.
Additional:
*
Black Hole requires channelling, making it easy to be interrupted with Hookshot.
* Enigma lacks mobility without a Blink Dagger and also is squishy, making him fall easily when ganked by Clockwerk.
* Clockwerk loves to
Hookshot low health, immobile targets like Pugna.
* Pugna's Life Drain gets immediately and repeatedly (if an
Aghanim's Scepter was purchased) cancelled due to
Battery Assault, especially if Pugna is trapped inside
Power Cogs.
* Clockwerk also loves to build
Blade Mail, which will deal more damage to Pugna than Clockwerk due to Pugna's low health pool.
* Finally, both
Hookshot and
Rocket Flare can allow him to finish off Pugna out of range of his Nether Ward.
Additional:
* Pugna's squishiness and lack of mobility make him easy prey for a Hookshot initiation.
* Clockwerk's high health, low mana costs, and lack of reliance on Blink Dagger make
Nether Ward ineffective.
* Battery Assault shuts down
Aghanim's Scepter upgraded
Life Drain, as the repeated ministuns prevent Pugna from channeling for an extended length of time.
*
Meat Hooking a Clockwerk can backfire for Pudge, as Battery Assault and
Blade Mail will hurt Pudge more than he hurts Clockwerk.
* Battery Assault's mini-stuns can severely disrupt Legion Commander's attack animation when she enters a
Duel, potentially saving Clockwerk (or his allies) and possibly even giving him an edge in securing a win himself.
* Power Cogs pushes Legion Commander away from Clockwerk's allies when she enters a
Duel.
*
Sharpshooter disables both
Blur and
Coup De Grace, weakening her damage and survivability.
* Because Phantom Assassin is often reliant on critical strikes, Hoodwink can have enough time to simply move near a tree and escape with
Scurry.
Additional:
*
Sharpshooter disables both
Blur and
Coup De Grace, especially with the level 25 talent.
* Because Phantom Assassin is often reliant on critical strikes, Hoodwink can have enough time to simply move near a tree and escape with
Scurry.
*
Hex and
Earth Spike do not cancel
Sharpshooter, making those two abilities ineffective against her.
* Although Hoodwink should be wary of his
Finger of death, as it can possibly kill her.
* Clockwerk's long range initiation and catch makes it incredibly difficult for Nature's Prophet to split push and show on the map alone.
*
Rocket Flare can be used to scout Nature's Prophet if he is hiding in the forest, and can provide vision inside of Sprout.
* Clockwerk can use Power Cogs to repel Spirit Breaker when he charges in with
Charge of Darkness.
* Spirit Breaker's slow 0.6 second attack animation attacks do little damage against Clockwerk. It can also constantly be interrupted by Battery Assault.
*
Nether Strike's 1.2 second charge time gives Clockwerk plenty of time to activate
Blade Mail and for Battery Assault to cancel it.
Additional:
*
Battery Assault will continuously prevent Spirit Breaker from using Nether Strike, Charge of Darkness and even right clicking because of his slow base attack speed.
* Durable heroes relied a lot on their main passive effects and items' effects such as
Bristleback,
Underlord,
Spectre and
Dragon Knight can be disabled easily with
Sharpshooter's break, reducing their potential in teamfights.
* Because only one clone needs to be killed in order to kill Meepo, heroes that excel at singling out enemies can also be a detriment to him, such as
Batrider,
Beastmaster,
Pudge and
Clockwerk.
* Heroes with long cast animations can be continuously interrupted by Battery Assault:
Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
Additional:
*
Battery Assault prevents Jakiro from casting spells as all his spells have very long cast times.
* Jakiro is also an easy target for Clockwerk's Hookshot + Power Cogs combo, as he has little mobility and no escape without items.
* Alternatively, if the enemy Clockwerk traps one of his own allies or Jakiro's allies in the cogs, it gives Jakiro an ideal setup to punish Clockwerk and his ally or to save Jakiro's ally, respectively.
* Heroes with long cast animations can be continuously interrupted by Battery Assault:
Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
Additional:
* Clockwerk naturally builds
Blade Mail, reflecting Leshrac's high magic damage output back at him.
*
Power Cogs will prevent Leshrac from reaching Clockwerk's team and dealing large AOE damage to them.
* Power Cogs will also keep Leshrac close, wasting his Diabolic Edict on just Clockwerk.
*
Battery Assault interrupts Leshrac's long cast times of Split Earth and Lightning Storm.
* Heroes who can stun Sven even with an activated
Black King Bar can be an issue:
Clockwerk,
Beastmaster.
* Heroes with long cast animations can be continuously interrupted by Battery Assault:
Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
* Durable heroes relied a lot on their main passive effects and items' effects such as
Bristleback,
Underlord,
Spectre and
Dragon Knight can be disabled easily with
Sharpshooter's break, reducing their potential in teamfights.
* Heroes who can close the gap are the biggest nightmare for the Sniper who wants to keep his distance:
Spirit Breaker,
Clockwerk and
Tusk being the most classic examples because they don't require any item to do it.
Additional:
* Clockwerk is also the least optimal target for Sniper to attack in a teamfight, although more experienced players will rarely make this mistake.
* With no mobility or disable skills, getting trapped in Power Cogs is a death sentence for Sniper.
* Heroes who can stop Axe from getting close will severely inhibit his presence in fights:
Bristleback,
Crystal Maiden,
Batrider,
Arc Warden,
Winter Wyvern,
Clockwerk
* Heroes with long cast animations can be continuously interrupted by Battery Assault:
Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
Additional:
*
Battery Assault easily interrupts Centaur Warrunner due to his poor cast animation.
*
Power Cogs can negate Stampede.
* Heroes with nukes that can jump her:
Clockwerk,
Snapfire,
Spirit Breaker,
Techies
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying
Dagon and
Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
* Abaddon can be killed without triggering his ultimate
Borrowed Time due to the break applied by
Sharpshooter.
* Ursa's high physical burst damage combined with his big attack speed and durability makes him a very bad target for Power Cogs.
* Even with
Blade Mail, Ursa's
Enrage will negate most of the reflected damage.
* Heroes who can provide constant vision inside the Roshan Pit can negate one of the strongest advantages of Ursa, which is the possibility of quickly killing Roshan at the early game, with minimum itemization needed (
Clockwerk,
Beastmaster, etc).
* Heroes with evasions:
Phantom Assassin,
Brewmaster,
Hoodwink,
Windranger.
* Powershot can destroy the trees to prevent
Scurry's passive as well as end
Bushwhack prematurely or prevent it completely.
*
Acorn Shot creates a tree for Windranger to get an easy Shackleshot off.
*
Acorn Shot does not grant True Strike, thus making it easy for Windranger to evade it with Windrun.
* Shackleshot stuns Hoodwink for a lengthy duration due to her often reliance on positioning with trees.
Additional:
*
Powershot can destroy the trees to prevent
Scurry's passive as well as end
Bushwhack prematurely or prevent it completely.
*
Acorn Shot does not grant True Strike, thus making it easy for Windranger to evade it with
Windrun.
*
Shackleshot stuns Hoodwink for a lengthy duration due to her often reliance on positioning with trees.
* Windranger cannot escape with
Windrun when she is trapped inside
Power Cogs.
*
Battery Assault repeatedly interrupts
Focus Fire, disrupting Windranger's damage output.
Additional:
* Power Cogs prevent Windranger from fleeing with
Windrun.
* Battery Assault repeatedly interrupts
Focus Fire, disrupting Windranger's damage output.
*
Moon Glaives can ignore certain abilities that either trigger on attack or give evasion under the condition that the heroes who have them are not primary targets. Examples include:
Centaur Warrunner,
Windranger,
Phantom Assassin,
Hoodwink etc.
* Every hero that can withstand or prevent Eclipse at level 7:
Juggernaut,
Riki,
Clockwerk,
Drow Ranger,
Abaddon,
Faceless Void,
Weaver,
Outworld Destroyer.
*
Doppelganger. lets Phantom Lancer jump in and out of
Power Cogs.
* Clockwerk's low mobility makes him an easy target for Phantom Lancer to rush on, and overwhelm with clones.
Additional:
* Battery Assault's damage is dispersed against Phantom Lancer's illusions.
* Phantom Lancer can blink out of Power Cogs with
Doppelganger.
* When chasing, a Phantom Lancer can close in with
Phantom Rush and burn down Clockwerk's mana with
Diffusal Blade, rendering him helpless before he has a chance to erect a defensive Power Cogs.
* Because Clockwerk does not like to buy items to deal with multiple enemies at once, like
Battle Fury,
Maelstrom and
Mjollnir, he will be unable to deal with Phantom Lancer's illusions coming from
Juxtapose.
*
Acorn Shot combined with attack modifiers such as
Maelstrom or
Daedalus makes a quick work of Phantom Lancer's illusions.
*
Bushwhack will stun Phantom Lancer and his illusions if they're near a tree.
Additional:
*
Bushwhack will stun and make a quick work of Phantom Lancer and his illusion when he's near a tree.
*
Sharpshooter breaks
Juxtapose and deals hefty damage.
*
Sharpshooter ignores Illusions and will only damage and breaks the real phantom lancer, when used right, this will allow you to reveal the real phantom lancer amongst his Illusions
* Clockwerk cannot go head-to-head with Huskar in Power Cogs, as
Berserker's Blood and
Life Break will destroy him faster than the other way around.
Additional:
* Clockwerk's abilities cannot handle Huskar in a one-on-one fight, even if he gets the jump on him.
* Huskar’s low health play style put him at extreme risk to
Sharpshooter's extreme damage. In addition, it breaks
Berserker's Blood, nullifying Huskar's power source.
* Morphling can escape from
Power Cogs with Waveform.
* Even if Morphling is trapped in
Power Cogs, Morphling can use Attribute Shift (Strength Gain) to survive the duration.
Additional:
*
Waveform allows Morphling to easily escape Power Cogs.
* Clockwerk's lack of burst damage makes it nearly impossible for him to kill a Morphling using
Attribute Shift (Strength Gain).
*
Sharpshooter can kill easy when Morphling is going on full agility strategy (Only in early and mid game).
*
Scurry can help to catch up Morphling when using
Waveform or for escape.
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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:
You can also add your own tips, update old data and fix mistakes by editing page on Dota 2 Wiki (it works like Wikipedia - anyone can contribute, you don't even need to register) these edits will appear on this website automatically (data is updated several times per week).
Right now there is no app/overlay that will detect picks automatically (like overwolf dota plus or become the gamer), instead, you can open web version in a steam in-game browser or use mobile version on your smartphone.
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Clockwerk
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Searing Arrows makes Clinkz one of the hardest heroes for Clockwerk to lane against.
Hoodwink
* 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.
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