*
Geomagnetic Grip can be used to silence Earthshaker after he blinks in, preventing him from executing his combo.
*
Magnetize does damage over time and thus disables Earthshaker's
Blink Dagger for a long time.
*
Rolling Boulder and
Geomagnetic Grip disable Faceless Void so he cannot escape with Time Walk.
*
Rolling Boulder will allow Earth Spirit to get on top of Faceless Void at all stages of the game.
*
Silencer's
Global Silence and
Doom's
Doom makes Earthshaker temporarily useless.
*
Global Silence has faster-cast animation than Chronosphere, making Silencer can silence Faceless Void before he can cast Chronosphere.
* Outworld Destroyer's pure and magical damage is particularly effective against Earthshaker.
*
Astral Imprisonment catches Earthshaker while he blinks in, preventing him from executing his combo.
* Earthshaker has mana troubles, and Outworld Destroyer's abilities can press this by stealing intelligence comes from
Arcane Orb, therefore depleting his mana pool and mana regeneration.
*
Sanity's Eclipse deals high damage to Earthshaker, due to his low intelligence and mana pool.
* Any hero that can nullify effects of Chronosphere: (
Keeper of the Light with
Aghanim's Scepter during daytime,
Winter Wyvern), banishing him or Faceless Void (
Outworld Destroyer,
Shadow Demon,
Earth Spirit with
Aghanim's Scepter) or protecting him in other ways (
Dazzle,
Oracle,
Abaddon) can greatly limit Chronosphere's potential.
* Earthshaker must be careful not to use
Blink Dagger or
Aghanim's Scepter upgraded
Enchant Totem to blink into
Riki's
Smoke Screen or
Night Stalker's
Crippling Fear, as these field effects will instantly silence Earthshaker and prevent him from initiating.
Additional:
*
Fissure has a short stun and creates an impassable ridge. However, Night Stalker can fly over it during Dark Ascension.
* Night Stalker can find Earthshaker, disable his
Blink Dagger with Void, and then take him out with Crippling Fear.
* Earthshaker may fail his blink combo against Night Stalker's team if he is not careful, as he can blink into the silence.
*
Crippling Fear can silence Faceless Void for a long time, preventing him from using his Time Walk and Chronosphere.
*
Arcane Bolt allows Skywrath Mage to harass Earthshaker out of lane.
*
Ancient Seal is an instant silence that can be pre-cast onto Earthshaker to disrupt his combo, before he uses
Blink Dagger to initiate.
*
Mystic Flare will nuke Earthshaker down while he stands in place during his long cast animations.
* Heroes that can easily kill Faceless Void from outside his Cronosphere;
Sniper,
Skywrath Mage, etc.
*
Silencer's
Global Silence and
Doom's
Doom makes Earthshaker temporarily useless.
* Heroes that can stop Faceless Void from leaping around the fight and controlling its outcome are very strong against him. Heroes such as:
Axe,
Centaur Warrunner,
Doom...
Additional:
* Faceless Void relies on
Time Walk for mobility and survivability but he can be prevented from utilizing it through
Doom.
* Doom has a high cooldown duration for every ability except Infernal Blade, so he is not significantly affected by
Time Dilation.
*
Mist Coil and
Aphotic Shield enable Abaddon to keep an ally alive during Chronosphere.
*
Borrowed Time prevents Faceless Void from killing Abaddon during his Chronosphere.
*
Thunder Clap and
Drunken Brawler prevent Faceless Void from maximising his damage potential in fights.
*
Cyclone disables Faceless Void during Chronosphere or in general.
* Terrorize forces Faceless Void out of
Chronosphere.
*
Shallow Grave can prevent the death of an ally that is trapped inside the Chronosphere.
*
Shadow Wave lets Dazzle heal allies and damage enemies from outside Chronosphere.
* Death Prophet's
Crypt Swarm and
Spirit Siphon can repetively damage Earthshaker, preventing him from using
Blink Dagger.
*
Silence can be used to silence Earthshaker after he blinks in with
Blink Dagger, preventing him from executing his combo.
* Spirits from
Exorcism are completely invulnerable and cannot interact with anything at all, which will greatly weaken damage from
Echo Slam. This can put Earthshaker in a serious disadvantage against Death Prophet.
*
Thunder Strike can be used to cancel Earthshaker's
Blink Dagger.
*
Glimpse brings Earthshaker back after he jumps on
Aghanim's Scepter upgraded Enchant Totem.
*
Static Storm if used on a fight can prevent Earthshaker from executing his combo after blinking in with
Blink Dagger.
*
Soulbind pierces spell immunity and prevents Faceless Void from escaping with Time Walk.
* Both
Ice Path and
Macropyre are the good setup against Earthshaker after he jumps in with
Blink Dagger, and stay out of Echo Slam initiation radius.
* Jakiro's damage over time abilities can potentially disable Earthshaker's
Blink Dagger.
*
Ghostship can stun Faceless Void and give damage reduction to allies that are trapped during Chronosphere.
*
Torrent can stun Faceless Void from outside Chronosphere.
*
X Marks the Spot can bring back Faceless Void if he escapes using Time Walk.
* If the timing is right and there are allies to attack, a combination of
X Marks the Spot,
Ghostship,
Torrent and
Tidebringer can kill Faceless Void instantly.
* Luna's
Lucent Beams and
Eclipse will prevent Earthshaker from initiating or re-initiating.
*
Aghanim's Scepter upgraded
Eclipse can be used to counter-initiate against Earthshaker after he uses
Aghanim's Scepter upgraded
Enchant Totem.
* Skilled Luna can buy either {I|Gleipnir
Additional:
* Luna's
Lucent Beams and
Eclipse will prevent Earthshaker from initiating or re-initiating.
*
Aghanim's Scepter upgraded
Eclipse can be used to counter-initiate against Earthshaker after he uses
Aghanim's Scepter upgraded
Enchant Totem.
* Skilled Luna can buy either {I|Gleipnir
* Luna's
Eclipse can be used for counter-attacks and interception against gap-closing heroes who use their blinking abilities without protection or who recklessly jump on her, provided that Luna is able to cast it in time. Examples include:
Queen of Pain,
Riki,
Phantom Assassin,
Faceless Void and pretty much any hero who relies on
Blink Dagger to close the gap.
* Frail heroes who lack mobility can also be an easy target to lock down with Chronosphere, such as
Drow Ranger,
Luna,
Sniper,
Terrorblade.
* Ignite can prevent Earthshaker from escaping and/or initiating with
Blink Dagger.
* Fireblast and Unrefined Fireblast may help prevent Earthshaker follow through with his combo after landing an
Echo Slam.
*
Guardian Angel can negate all the physical damage output during Chronosphere.
* When Faceless Void Time Walk's on top of an enemy it becomes a perfect target for
Purification
Additional:
* Guardian Angel can negate all the physical damage output from Faceless Void during
Chronosphere.
* If Faceless Void
Time Walks on top of an ally Purification + Heavenly Grace can turn the fight around.
*
Disruption can banish Faceless Void or an ally in Chronosphere, making it a less effective ability.
* Faceless Void's illusions created by
Disruption will not get stunned by Chronosphere, allowing Shadow Demon to attack Faceless Void in his Chronosphere.
* Casting
Disruption after releasing
Shadow Poison charges will make Time Walk unable to backtrack the damage.
*
Shadow Poison is a good way to deal damage as the initial damage and the release damage can't both be Time Walked at the same time.
*
Demonic Purge is a great slow, useful to force out a Time Walk early and can break Time Lock with
Aghanim's Scepter.
*
Mortimer Kisses can deal a large amount of damage to Void during
Chronosphere, either outright killing him or forcing him out before he can kill any allies caught in his ultimate.
*
Shrapnel can be used to disable Earthshaker's
Blink Dagger from long range.
*
Take Aim allows Sniper to harass Earthshaker in lane, and stay out of Echo Slam initiation radius.
Additional:
* Sniper is able to kite Earthshaker with his very long range.
* Sniper can dodge Earthshaker's stuns like
Fissure and
Enchant Totem with mobility items such as
Blink Dagger,
Force Staff/
Hurricane Pike and
Shadow Blade/
Silver Edge.
* Sharpnel can be used to cancel Earthshaker's Blink Dagger and preventing effective use of his
Echo Slam in a majority of situations.
* Heroes that can easily kill Faceless Void from outside his Cronosphere;
Sniper,
Skywrath Mage, etc.
* Frail heroes who lack mobility can also be an easy target to lock down with Chronosphere, such as
Drow Ranger,
Luna,
Sniper,
Terrorblade.
*
Spectral Dagger can be used to traverse past Fissure.
*
Haunt will usually disable Earthshaker's
Blink Dagger prior to a teamfight, preventing him from initiating.
* On the other hand,
Haunt will amplify damage done from Echo Slam. Use this to your advantage.
Additional:
* Spectre can use
Haunt to intercept and disrupt Earthshaker's initiation attempts.
*
Spectral Dagger can be used to traverse past
Fissure.
* Earthshaker often travels alone when he is trying to initiate, so
Desolate can be very effective against him.
* Beware that the
Haunt illusions amplify the damage done from
Echo Slam, which can prove fatal for Spectre's own team.
* Her
Psionic Traps will usually disable Earthshaker's
Blink Dagger prior to a teamfight, preventing him from initiating.
*
Refraction blocks all of Earthshaker's abilities.
* If Tinker can stay outside of
Chronosphere, Laser can cause Faceless Void to miss all his attacks.
* Faceless Void has low health and strongly relies on
Time Walk's healing factor to remain alive. Getting caught by Tinker with
Scythe of Vyse will almost always spell a quick end for Void.
* Rearm ignores
Time Dilation completely.
* With her Nether Swap, a well positioned Vengeful Spirit can save the life of a more important ally who gets caught in
Chronosphere.
Additional:
*
Nether Swap can save an ally from the Chronosphere.
* Venomancer's slows and magical damage-over-time works well against Earthshaker's which completes lack of mobility.
*
Plague Wards are useful for slowing and kitting down Earthshaker, revealing him from initiating and re-initiating and putting his
Blink Dagger on cooldown if Venomancer has vision over Earthshaker.
Additional:
* Earthshaker can be kited by Venomancer's slows, which is lack of mobility.
* Plague Wards is very useful for slowing and kitting down Earthshaker, revealing him from initiating and re-initiating and putting his
Blink Dagger on cooldown.
*
Poison Attack and
Viper Strike allowing to kite and slow Earthshaker significally, putting
Blink Dagger on cooldown and preventing him from initiating or re-initiating.
*
Nethertoxin breaks Aftershock. The silence from Level 25 talent also prevents Earthshaker from initiating or re-initiating.
Additional:
* Being a melee hero, Earthshaker's movement is liable to suppression by
Poison Attack and
Viper Strike.
* Earthshaker's kit, with the exception of
Enchant Totem, deals magic damage.
Corrosive Skin effectively blunts his killing potential with a standard Blink combo among other things.
*
Viper Strike can disable
Aftershock, which removes the stun and bonus damage from
Enchant Totem and
Echo Slam.
* Heroes that can stop Faceless Void from leaping around the fight and controlling its outcome are very strong against him. Heroes such as:
Axe,
Centaur Warrunner,
Doom...
* Any hero that can nullify effects of Chronosphere: (
Keeper of the Light with
Aghanim's Scepter during daytime,
Winter Wyvern), banishing him or Faceless Void (
Outworld Destroyer,
Shadow Demon,
Earth Spirit with
Aghanim's Scepter) or protecting him in other ways (
Dazzle,
Oracle,
Abaddon) can greatly limit Chronosphere's potential.
* Long range disables are really effective against dangerous area controllers and channeling Heroes, like
Enigma,
Faceless Void or
Crystal Maiden, as it may cancel them or prevent enemies from doing further damage while keeping
Lion in a relatively safe distance in the warzone.
* Heroes with gap-closing abilities will be easy targets for Berserker's Call:
Phantom Assassin,
Faceless Void,
Slark,
Chaos Knight,
Morphling,
Queen of Pain
*
Static Link drains the damage bonus from Enchant Totem, until he purchase
Aghanim's Scepter or
Force Staff to break it.
*
Storm Surge with Razor's high mobility items can easily avoid all of Earthshaker abilities.
*
Plasma Field &
Eye of the Storm prevents Earthshaker escaping from
Blink Dagger.
Additional:
* Static Link drains Earthshaker's bonus damage from
Enchant Totem until he purchases an
Aghanim's Scepter or
Force Staff to break it.
* Eye of the Storm and Plasma Field can disable Earthshaker's
Blink Dagger, preventing him from initiating or re-initiating.
* Heroes who can proc their respective passives while inside Chronosphere can still be a problem for Darkterror:
Axe,
Abaddon,
Razor...
* Time Walk can break
Static Link very quickly, preventing Razor from building up to attack damage.
* Heroes with no mobility will take some good damage from Sand King's spells:
Dragon Knight,
Jakiro,
Pugna,
Earthshaker.
* Any hero that can nullify effects of Chronosphere: (
Keeper of the Light with
Aghanim's Scepter during daytime,
Winter Wyvern), banishing him or Faceless Void (
Outworld Destroyer,
Shadow Demon,
Earth Spirit with
Aghanim's Scepter) or protecting him in other ways (
Dazzle,
Oracle,
Abaddon) can greatly limit Chronosphere's potential.
*
Warlock often stays back and counter-initiates by dropping his
Chaotic Offering on Earthshaker and his allies.
* Techies is very good against roaming supports and gankers such as
Bounty Hunter,
Riki,
Weaver,
Earthshaker,
Nyx Assassin, etc. that are constantly moving around the map.
* Heroes that have an escape that doesn't disjoint projectiles:
Mirana,
Faceless Void,
Magnus
* If Bane is outside
Chronosphere, he can use Nightmare or Fiend's Grip to cripple Faceless Void inside.
* Nightmare and Fiend's Grip are long duration disables and can render
Time Walk's mobility very unreliable.
* Heroes with channeled abilities can be interrupted by a long-range Fissure:
Crystal Maiden,
Witch Doctor,
Bane,
Pugna,
Pudge.
*
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.
* 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.
* Earthshaker's stuns will rarely save him once Huskar has initiated on him with Life Break.
* A full initiation combo will not kill Huskar, only lower his health and increase his attack speed.
* Carries that can out damage Huskar will do well against him:
Legion Commander,
Faceless Void,
Troll Warlord,
Phantom Assassin.
* Decrepify prevents Faceless Void from attacking trapped allies inside
Chronosphere, wasting a large portion of its duration if Faceless Void can't dispel it.
* Heroes with channeled abilities can be interrupted by a long-range Fissure:
Crystal Maiden,
Witch Doctor,
Bane,
Pugna,
Pudge.
* Monkey King’s clones from Wukong’s Command and Aghanim’s Scepter are immune to Chronosphere, so it is a very bad idea to Chronosphere Monkey King with his clones around.
Additional:
* Monkey King’s clones from Wukong’s Command and Aghanim’s Scepter are immune to Chronosphere, so it is a very bad idea to Chronosphere Monkey King with his clones around.
* If Monkey King's himself is not caught inside Chronosphere, he can cast Wukong Command's next to it to force Faceless Void to scatter
* Heroes with wide AoE abilities will reveal Monkey King through Mischief:
Necrophos,
Phoenix,
Alchemist,
Earthshaker,
Razor,
Tinker,
Leshrac,
Queen of Pain
* Treants increase Echo Slam's damage.
* Earthshaker's AoE stuns can hit Nature's Prophet through
Sprout, without having direct line of sight, in order to interrupt
Teleportation.
Additional:
*
Echo Slam can do a lot of damage to Nature's Prophet and his teammates if they stand close to his Treants.
*
Time Walk can get out to Sprout.
*
Chronosphere will interupt his Teleportation and Faceless Void's can attack kill him within
Chronosphere.
* Earthshaker's many stuns can lock down slippery heroes like
Slark in his
Shadow Dance and
Weaver in his
Shukuchi.
* Time Dilation while
Shukuchi and
Geminate Attack are on cooldown will make these abilities unusable for a long time, reducing Weaver's escape potential.
* Chronosphere will reveal Weaver during
Shukuchi.
Additional:
* The wide range of
Chronosphere makes it difficult for Weaver to avoid it with Shukuchi and, once caught, his low survivability makes him an easy kill.
* With no significant source of burst damage, it is easy for Void to survive combat with Weaver using
Time Walk.
*
Time Dilation will prevent Weaver from using Shukuchi or force him to use Time Lapse to dispel the debuff and re-engage.
* Heroes with channeled abilities can be interrupted by a long-range Fissure:
Crystal Maiden,
Witch Doctor,
Bane,
Pugna,
Pudge.
* Beware of placing the Death Ward if
Chronosphere is off cooldown, as it will cancel the effect and leave Witch Doctor vulnerable if he does not react in time.
* A well landed
Fissure can potentially take Lycan out of the fight for several seconds, who heavily relies on precious seconds from Black king bar and Shapeshift to fight.
*
Aftershock reduces the effectiveness of his summons and can prove quite irritating for Lycan.
*
Echo Slam is very powerful with the sheer amount of Lycan's units and will cause him to think twice when pushing towers.
*
Faceless Void can lock Lycan down with his
Chronosphere pinning him down as long as his ultimate is up.
* Fissure does a great job at interrupting
Black Hole immediately, especially with
Blink Dagger and
Aether Lens.
* Echo Slam's damage potential increases due to the eidolons created by
Demonic Conversion.
* Enigma lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Enigma finishes his initiation:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
* Heroes with channeled abilities can be interrupted by a long-range Fissure:
Crystal Maiden,
Witch Doctor,
Bane,
Pugna,
Pudge.
* In general, heroes with AoE or long range disables (such as
Faceless Void with
Chronosphere,
Pudge with
Meat Hook and
Elder Titan with
Echo Stomp) hinder Crystal Maiden, preventing her from using Freezing Field to help her team in a fight.
* 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.
* Frail heroes who lack mobility can also be an easy target to lock down with Chronosphere, such as
Drow Ranger,
Luna,
Sniper,
Terrorblade.
*
Blade Fury will not protect Juggernaut against Chronosphere or Time Lock.
* Faceless Void can Time Walk out of the range of
Omnislash at all points of the game and with ease.
*
Time Dilation is similar to a long duration silence, making Timbersaw useless in team fights, or forcing him to adapt his build.
*
Time Walk negates Timbersaw's burst damage.
*
Time Lock provides magical damage and lock down, and is effective against both Reactive Armor and Timber Chain.
* In conjunction with
Time Lock's magical damage,
Chronosphere can destroy Timbersaw before he has time to react, and creates a large obstacle that obstruct's Timber Chain's mobility.
*
Time Walk makes it hard for Gyrocopter to pin down Faceless Void. With
Backtrack it also negates most of his attacks.
*
Time Dilation will prevent Gyrocopter from using his cooldown spells.
* Fissure interrupts Spirit Breaker during
Charge of Darkness.
*
Echo Slam will deal immense damage due to the amount of creeps Chen will have.
*
Fissure and
Enchant Totem deal large amounts of AOE damage, wearing down non-ancient creeps that Chen converts.
* Echo Slam's damage potential increases phenomenally due to Broodmother's hordes of spiderlings and spiderites.
* Long ranged Fissures can hit Broodmother if she runs into the treeline at the edges of the map.
Additional:
*
Aftershock in combination with
Enchant Totem prevents Broodmother from continuing to attack Earthshaker without being repeatedly stunned.
*
Echo Slam is greatly amplified by Spiderlings, often instantly killing Broodmother, her swarm, and anyone else unfortunate enough to be nearby.
* Earthshaker's vast amount of stuns makes it difficult for Broodmother to continue attacking enemies (to continue lifestealing with Insatiable Hunger) without
Black King Bar.
* Time Dilation while
Quill Spray and
Viscous Nasal Goo are on cooldown will make these abilities unusable for a long time, rendering Bristleback nearly useless.
* Bristleback cannot turn inside the Chronosphere, which makes it easy to attack him from the front, completely bypassing his passive damage reduction.
Additional:
*
Time Dilation prevents Bristleback from spamming his low-cooldown abilities, greatly reducing his damage and effectiveness.
*
Chronosphere allows allies to reposition and hit Bristleback from the front, bypassing his defensive bonus from behind.
* Bristleback has no way to prevent Void from using
Time Walk.
* All of his spells can stun Elder Titan and interrupt Echo Stomp's channeling thanks to
Aftershock.
*
Fissure is particularly good for that purpose thanks to its long range.
* Elder Titan relies heavily on his spells and a chain-stun combo will usually be followed by certain death.
*
Time Walk can be used to close the distance within Drow Ranger, hindering her Marksmanship bonus.
* Faceless Void can also lock down Drow Ranger with
Chronosphere before she has the chance to retaliate due to her low health pool.
* Time Dilation, while
Spell Steal with
Aghanim's Scepter is on cooldown will make it unusable for a long time, reducing Rubick's potential.
* Rubick's own Chronosphere stolen with
Spell Steal cannot stun Faceless Void.
*
Time Walk and
Backtrack allows Faceless Void to easily negate Queen of Pain's burst damage.
*
Chronosphere prevents Queen of Pain from escaping with Blink, and her low survivability makes her an easy kill.
*
Time Dilation will prevent Queen of Pain from using her low-cooldown spells or force her to buy
Black King Bar or a
Eul's Scepter of Divinity to dispel the debuff and re-engage.
Additional:
* Time Dilation affects Queen of Pain's low cooldown abilities, making them unusable for a long time, rendering Queen of Pain nearly useless.
* Chronosphere provides excellent lockdown against Queen of Pain, allowing for reliable kills in all stages of the game.
* Phantom Lancer's many illusions increase Echo Slam's damage.
Additional:
*
Echo Slam deals tremendous damage when multiplied by Phantom Lancer's illusions.
* Earthshaker's AoE abilities can quickly kill Phantom Lancer's illusions.
*
Enchant Totem with
Aghanim's Scepter gives Cleave to help destroy illusions.
*
Chronosphere's large obstacle denies Pangolier the room to roll around during teamfights, as well as wasting his ultimate's duration.
* Zombies summoned from Tombstone will amplify the damage of
Echo Slam due to them increasing the echo damage.
* Having many summons out will cause
Echo Slam to deal extra damage.
* Earthshaker's
Aftershock combos and
Fissure can stun Muerta consecutively and minimize
Pierce the Veil's effective duration.
* Time Dilation affects Morphling's low cooldown spells, making them unusable for a long time, rendering Morphling nearly useless.
* Morphling cannot use
Attribute Shift while he is inside Chronosphere which makes it easy to kill him.
* Each of Meepo's clones count as real heroes, meaning that an Echo Slam hitting them will deal catastrophic damage to Meepo and his team.
* Eathshaker's AoE stuns can interrupt Meepo's
Poof cast animation.
Additional:
*
Echo Slam will deal catastrophic damage against a cluster of Meepos and anyone nearby.
*
Aftershock allows Earthshaker's abilities to potentially stun any number of Meepos for a fairly long duration, often enough to finish one off.
* Time Dilation while
Spear of Mars and
God's Rebuke are on cooldown will make these abilities unusable for a long time, rendering Mars nearly useless.
* Mars cannot turn inside the Chronosphere, which makes it easy to attack him from the back, bypassing
Bulwark completely.
Additional:
*
Time Walk allows Faceless Void to escape or enter Arena Of Blood, and helps him recover from Mars' burst damage.
*
Time Lock's magical damage ignores Bulwark.
*
Chronosphere allows Faceless Void to reposition behind Mars, ignoring his Bulwark while he is helplessly frozen in time.
*
Echo Slam is good against Snowball since it bunches everyone up. This can set up some prime opportunities for Blink Echo Slams.
* Faceless Void is one of the best heroes against Ember Spirit, providing a lot of ways of dealing with him. Ember Spirit becomes a lot weaker if affected by
Time Dilation, as he can no longer spam Sleight of Fist.
*
Chronosphere is also a reliable lockdown for Ember Spirit, although it can be evaded sometimes by Activate Fire Remnant. Additionally, Void can easily negate Sleight of Fist damage with
Time Walk.
* And finally, Void is a great
Diffusal Blade carrier. Not only
Manabreak's physical damage not negated by Flame Guard, but it also burns Ember Spirit's mana. That, in turn, prevents him from escaping if he survived
Chronosphere.
*
Time Walk will easily backtrack Lina's burst damage (especially Laguna Blade) if not timed correctly.
* During
Chronosphere, squishy heroes like Lina will be main target of Faceless Void in his ultimate.
* Earthshaker's AoE stuns can save ally against
Duel, forcing Legion Commander to spend
Aghanim's Scepter or
Black King Bar.
* Any hero who can survive Magnus's initiations and manfight him:
Huskar,
Faceless Void,
Weaver,
Abaddon,
Troll Warlord,
Alchemist,
Dragon Knight,
Night Stalker,
Viper.
* Heroes who rely on invisibility, such as
Bounty Hunter,
Clinkz,
Mirana,
Nyx Assassin and
Riki, as they will be revealed if caught by Chronosphere.
* Heroes who rely on invisibility, such as
Bounty Hunter,
Clinkz,
Mirana,
Nyx Assassin and
Riki, as they will be revealed if caught by Chronosphere.
* Heroes with abilities or items that can silence or disable Anti-Mage for long periods of time will prevent him from Blinking away:
Lion,
Silencer,
Shadow Shaman,
Grimstroke,
Witch Doctor,
Riki,
Faceless Void,
Skywrath Mage,
Puck.
Additional:
* Chronosphere provides excellent lockdown against Anti-Mage, allowing for reliable kills in all stages of the game.
* Time Dilation while
Blink and
Counterspell are on cooldown will make these abilities unusable for a long time, shutting down his mobility and defensiveness.
* Faceless Void's low mana pool makes him a poor target for
Mana Void, although he is very vulnerable should Anti-Mage burn all of his mana.
* 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 with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate:
Luna's
Aghanim's Scepter upgraded
Eclipse,
Dawnbreaker's
Solar Guardian,
Axe's
Berserker's Call,
Mars's
Arena of Blood,
Jakiro's
Macropyre,
Dual Breath and
Ice Path,
Naga Siren's
Song of the Siren,
Razor's
Eye of the Storm and
Plasma Field,
Lina's
Light Strike Array,
Broodmother's
Spinner's Snare from
Aghanim's Scepter,
Elder Titan's
Earth Splitter and
Echo Stomp,
Alchemist's
Unstable Concoction and
Acid Spray,
Queen of Pain's
Sonic Wave,
Dark Seer's
Wall of Replica and
Vacuum,
Venomancer's
Noxious Plague and
Poison Nova from
Aghanim's Scepter,
Oracle's
Fortune's End and
Rain of Destiny from
Aghanim's Shard,
Bloodseeker's
Blood Rite,
Enigma's
Black Hole and
Midnight Pulse,
Shadow Fiend's
Requiem of Souls,
Batrider's
Aghanim's Scepter upgraded
Flaming Lasso,
Firefly,
Flamebreak and
Sticky Napalm,
Ancient Apparition's
Ice Blast,
Sand King's
Epicenter,
Sand Storm and
Burrowstrike,
Gyrocopter's
Call Down,
Ember Spirit's
Sleight of Fist,
Death Prophet's
Exorcism and
Silence,
Monkey King's
Wukong's Command,
Crystal Maiden's
Freezing Field,
Muerta's
The Calling,
Medusa's
Stone Gaze,
Zeus's
Nimbus from
Aghanim's Scepter.
Dark Willow's
Bramble Maze,
Pangolier's
Swashbuckle,
Grimstroke's
Soulbind,
Ink Swell and
Stroke of Fate,
Earthshaker's
Echo Slam and
Fissure,
Puck's
Dream Coil and
Waning Rift,
Winter Wyvern's
Winter's Curse,
Magnus's
Reverse Polarity.
* Heroes who rely on invisibility, such as
Bounty Hunter,
Clinkz,
Mirana,
Nyx Assassin and
Riki, as they will be revealed if caught by Chronosphere.
* Melee carries who usually buy an early
Black King Bar, and have gap closing abilities can be good against the Arc Warden, such as
Slark,
Riki,
Earthshaker with
Aghanim's Scepter,
Sven with
Aghanim's Scepter etc.
* 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 blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
* Earthshaker's many stuns can lock down slippery heroes like
Slark in his
Shadow Dance and
Weaver in his
Shukuchi.
Additional:
* Earthshaker's many AoE stuns help lock down Slark and will often waste the duration of Shadow Dance.
* As a frequent
Force Staff buyer, he can later on escape or save teammates from Pounce.
* Time Dilation while
Dark Pact and
Pounce are on cooldown will make these abilities unusable for a long time, reducing his escape potential. However, Time Dilation is dispellable with
Dark Pact so it needs to be timed well.
* Chronosphere will not reveal Slark during
Shadow Dance but covers the whole duration of Shadow Dance making him unable to use it to attack or escape. Slark still receives the regeneration benefit from Shadow Dance.
* Heroes with gap-closing abilities who attempt to use them for escaping Bloodseeker will suffer serious damage from Rupture:
Phantom Assassin,
Anti-Mage,
Faceless Void,
Riki,
Slark,
Spirit Breaker.
*
Time Walk negates Rupture's damage.
*
Chronosphere prevents Bloodseeker from running down and picking off weak enemies during teamfights.
Additional:
* Time Walk will not make
Rupture deal damage for the distance jumped and can be used to quickly escape from
Blood Rite.
*
Invoker's
E.M.P. is extremely effective against Earthshaker due to his low natural mana.
* Time Walk can easily avoid Invoker's combo damage if doesn't have disables.
* Chronosphere will reveal Invoker during
Ghost Walk.
* All of Invoker's hidden cooldowns are affected by Time Dilation, so Faceless Void can easily slow him down a lot.
Additional:
*
Time Dilation prevents Invoker from further invoking for the entire duration of the debuff, as well as massively slowing Invoker based on the large amount of spells he has.
*
Time Walk will completely negate Invoker's combo damage.
* If Invoker is caught in
Chronosphere, he will most likely be the primary target due to the large teamfight contribution he can provide.
* Any hero that can nullify effects of Chronosphere: (
Keeper of the Light with
Aghanim's Scepter during daytime,
Winter Wyvern), banishing him or Faceless Void (
Outworld Destroyer,
Shadow Demon,
Earth Spirit with
Aghanim's Scepter) or protecting him in other ways (
Dazzle,
Oracle,
Abaddon) can greatly limit Chronosphere's potential.
*
Time Walk and
Backtrack allow Faceless Void to easily negate Oracle's burst damage.
*
Time Dilation is effective against Oracle's low-cooldown spells. Although dispellable with Fortune's End, it can still catch Oracle off guard if Fortune's End is on cooldown.
* However, False Promise is one of the best abilities in the game to delay or even potentially save any ally caught in
Chronosphere. Combined with Fate's Edict, a well-positioned Oracle denies Faceless Void and his team from attempts at solo-Chronosphering key targets to open up a teamfight.
*
Ensnare prevents using any kind of movement abiilties, Making Naga Siren good against heroes who rely on gap-closing abilities to escape:
Phantom Assassin,
Magnus,
Slark,
Riki,
Faceless Void,
Storm Spirit.
*
Mirror Image's illusions increase Echo Slam's damage.
Additional:
* Earthshaker's strong AoE abilities can clear Naga Siren's illusions, or at least make it easier to distinguish the real one by the damage they take.
*
Echo Slam deals more damage against more enemies, which can be devestating against Naga Siren and her illusions.
* Heroes with invisibility and high mobility can jump on and focus down Earthshaker before he has a chance to initiate:
Clinkz,
Slark,
Storm Spirit
* Time Dilation while
Static Remnant and
Electric Vortex are on cooldown will make these abilities unusable for a long time, reducing Storm Spirit's potential.
* Faceless Void can catch Storm Spirit during
Ball Lightning with a well-timed Chronosphere or Time Walk.
* Heroes who recklessly jump on Pudge with their gap-closing abilities will be easy targets for Pudge's Meat Hook and Dismember Combo:
Phantom Assassin,
Faceless Void,
Queen of Pain etc.
Additional:
*
Meat Hook can pull an ally out of Chronosphere.
*
Rot will keep damaging Void if he toggled it before Chronosphere, but you can lower your hp for Faceless Void.
*
Flesh Heap will help Pudge survive through the Chronosphere with enough stacks, and follow with
Dismember.
* Heroes with channeled abilities can be interrupted by a long-range Fissure:
Crystal Maiden,
Witch Doctor,
Bane,
Pugna,
Pudge.
*
Phase Shift allows Puck to dodge all of Earthshaker's abilites.
*
Waning Rift disables Earthshaker's stuns, leaving him and his team vulnerable.
*
Dream Coil takes a stun from Earthshaker if he tries to escape from
Blink Dagger or Enchant Totem upgraded from
Aghanim's Scepter.
* Hard lockdowns such as
Chronosphere can be used to quickly take down Puck. Whenever Puck is disabled for longer than 3 seconds, he will usually end up dead.
* As the type of hero that spams spells,
Time Dilation counters Puck very effectively. Phase Shift is Puck's main ability for survivability, and Time Dilation effectively triples its cooldown.
* If not silenced, Faceless Void can use
Time Walk can easily undo the damage dealt by Illusory Orb, Dream Coil and Dagon.
Additional:
* Puck cannot use spells if affected by Time Dilation, especially
Phase Shift for main survivability as it effectively triples its cooldown.
* Chronosphere can end Puck's life quickly, as stun, more than 3 seconds will be a death sentence to Puck.
* If not silenced, Faceless Void can just Time Walk to undo Puck's Burst damage.
*
Solar Guardian can heal allies that trapped inside Chronosphere.
*
Time Walk can easily avoid Dawnbreaker's abilities or to escape her gank attempts and backtrack any damage she deals.
*
Time Dilation can prevent Dawnbreaker from using her abilities after initiating, and slowing her down severely.
*
Time Lock combined with his high attack speed can lock Dawnbreaker in place, preventing her escape with Celestial Hammer.
*
Chronosphere locks down Dawnbreaker in place right after she uses Solar Guardian.
* On the other hand, if Solar Guardian is cast beforehand from afar, it may discourage Faceless Void from casting Chronosphere in its location
* 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 who rely on invisibility, such as
Bounty Hunter,
Clinkz,
Mirana,
Nyx Assassin and
Riki, as they will be revealed if caught by Chronosphere.
* Faceless Void's lack of strong area-of-effect spells makes it difficult for him to fight against Chaos Knight and his
Phantasms.
* From a safe distance and if not caught, Chaos Knight can use
Reality Rift to pull Faceless Void out of the
Chronosphere which combined with
Chaos Bolt can expose him to being bursted down by Chaos Knight's team before Void even succeeds to escape with
Time Walk.
* Echo Slam's damage potential increases due to Chaos Knight's
Phantasm illusions.
Additional:
*
Echo Slam will deal a colossal amount of damage to your Phantasms, as will
Fissure at lower levels.
* The area stuns from
Aftershock will always stun Chaos Knight's illusions, since they can't use
Black King Bar.
* However, Earthshaker should not attempt to fight a farmed Chaos Knight, since he will be completely obliterated by Chaos Knight's colossal damage output, even if he managed to land an
Echo Slam
* Frequent healing from
Death Pulse and
Mekansm/
Guardian Greaves or
Pipe of Insight makes it difficult for Earthshaker to execute his combo with Echo Slam.
* Necrophos usually buys
Radiance to improve their burning aura damage from
Heartstopper Aura will usually disable Earthshaker's
Blink Dagger prior to a teamfight, preventing him from initiating or re-initiating.
*
Reaper's Scythe allows to kill Earthshaker while he blinks in, preventing him from executing his combo (although Earthshaker is rarely a primary target).
* Time Dilation while
Death Pulse and
Reaper's Scythe are on cooldown will make these abilities unusable for a long time, rendering Necrophos nearly useless.
* Necrophos cannot use
Ghost Shroud while he is inside Chronosphere which makes it easy to kill him.
*
Thundergod's Wrath will often disable Earthshaker's
Blink Dagger before a fight starts.
*
Time Dilation can limit Zeus to casting his abilities only once in a fight, effectively serving as a 6/8/10/12 second silence.
*
Time Walk negates Zeus's burst damage.
*
Chronosphere makes Zeus the best target for Void because of his low mobility.
* Windrun can be used to dodge Earthshaker's abilities if Windranger has a quick reaction time.
* Focus Fire and Windrun allows Windranger to kite Earthshaker.
* A Windranger with fast fingers can prevent Earthshaker from using
Fissure with Shackleshot.
*
Time Dilation affects Windranger's low cooldown abilities, making them unusable for a long time, reducing Windranger's escape potential.
* The high mobility provided by
Time Walk makes it hard for Windranger to find a good position to land Shackleshot or a full duration of Focus Fire.
*
Chronosphere provides excellent lockdown against Windranger, allowing for reliable kills in all stages of the game.
* Faceless Void tends to go for items that require
Javelin, such as
Maelstrom,
Mjollnir and
Monkey King Bar, allowing him to bypass the evasion from Windrun.
Additional:
* Time Dilation while renders
Windrun movement speed useless slow.
* Time Walk fast cooldown can escaping avoided to Focus Fire. Additionally, Time Walk can dodge to
Powershot
* Chronosphere trap can attacking Windranger can not escaping with
Windrun.
* Earthshaker must be careful not to use
Blink Dagger or
Aghanim's Scepter upgraded
Enchant Totem to blink into
Riki's
Smoke Screen or
Night Stalker's
Crippling Fear, as these field effects will instantly silence Earthshaker and prevent him from initiating.
* Heroes who rely on invisibility, such as
Bounty Hunter,
Clinkz,
Mirana,
Nyx Assassin and
Riki, as they will be revealed if caught by Chronosphere.
*
Rage prevents Earthshaker from damaging and stunning Lifestealer.
*
Feast is very effective against Earthshaker, because of him being a strength hero, allowing Lifestealer to heavily harass and kill him.
*
Open Wounds prevents Earthshaker from escaping after he initiated.
*
Infest gives Lifestealer an easy way to escape should he get caught out by Earthshaker. And against carry Earthshaker,
Aghanim's Scepter upgraded
Infest can be used to disarm Earthshaker and attack him from within, rendering him unable to attack with
Enchant Totem.
* Chronosphere provides excellent lockdown against
Rage.
* Faceless Void's Time Lock stops Lifestealer from getting health regeneration from auto-attacks
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
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Earthshaker
* Supernova allows Phoenix to save himself (or an ally, with
Aghanim's Scepter) through
Echo Slam. Earthshaker will also have a difficult time destroying the supernova, due to his low base attack time and poor agility.
Fissure.
Blink Dagger for a good period of time due to the damage-over-time nature of its spells.
* Icarus Dive can pass through Earthshaker's
* Most of Phoenix's abilities disable Earthshaker's
Faceless Void
*
Fire Spirits does damage over time, preventing Faceless Void from backtracking the full damage with Time Walk.
Fire Spirits applies a big attack speed slow, stopping Faceless Void from doing many attacks while in Chronosphere.
Sun Ray can heal allies and damage Faceless Void from outside Chronosphere.
Supernova can be cast outside of Chronosphere, forcing Faceless Void to step away from it, lest he'll take a lot of damage
*
*
*