* Decrepify prevents Faceless Void from attacking trapped allies inside
Chronosphere, wasting a large portion of its duration if Faceless Void can't dispel it.
* Arc Warden can't use Magnetic Field to stall the damage of
Nether Blast on towers, but he can buy
Aghanim's Shard to diminish its damage.
* Arc Warden has no innate disables to stop
Life Drain and
Decrepify
* The short cooldown of both Life Drain and Decrepify also means Pugna can deal with Arc Warden and Arc Warden's clone simultaneously most of the time
* A good Pugna looks to end the match early while Arc Warden, a very item reliant hero, thrives in longer matches.
* 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.
* Arc Warden relies on items and abilities, as well as his
Tempest Double, to deal damage to enemies.
Doom effectively denies that and makes Arc Warden useless in fights.
* 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...
* Arc Warden cannot take Centaur Warrunner very easily, and his nukes are not strong enough to deal with Centaur Warrunner.
* Centaur Warrunner deals huge AoE damage and applies an AoE disable through Hoof Stomp, affecting the double as well the main Arc Warden.
*
Magnetic Field is not very effective against melee heroes. And to make things worse,
Magnetic Field also increases Arc Warden and his allies's attack speed, meaning Retaliate will deal more damage.
* Stampede catches Arc Warden easily due to his lack of escape mechanisms. However, Arc Warden can counter this problem with
Gleipnir, which is a common item on Arc Warden.
*
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.
* Song of the Siren stops Arc Warden from acting and allows Naga Siren's team to close in on him, past his
Magnetic Field.
* Mirror Image dispels
Flux. The illusions created from it also disable the slow from Flux if Arc Warden casts it after Mirror Image.
* Arc Warden's playstyle heavily favors split-pushing, which Naga Siren can compete against with her illusions.
Additional:
* Naga Siren's illusions from
Mirror Image can depush the lanes pushed by the Tempest Double, relieving the pressure.
*
Mirror Image can dispel Flux, and the illusions can stop Flux from working to it's full power.
*
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.
* 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.
* Batrider can harass Arc Warden more easily with
Sticky Napalm thanks to it's low cooldown and mana cost and because of Arc Warden's lower durability and mobility.
* Batrider can use
Flamebreak to push Arc Warden and
Tempest Double out of the
Magnetic Field.
* With
Firefly combined with
Blink Dagger, Batrider can move faster while dealing damage to both Arc Warden and
Tempest Double.
*
Flaming Lasso allows Batrider to separate Arc Warden from both
Magnetic Field and
Tempest Double and pull him towards Batrider's team.
Aghanim's Scepter upgraded
Flaming Lasso also allows Batrider to disable both, real Arc Warden and his
Tempest Double and pull them towards Batrider's team. And since Arc Warden is not used to buy
Linken's Sphere, this can be a great problem to him.
* Since Arc Warden is not used to buy
Black King Bar very ofthen In most of the stages of the game, he will be vulnerable to Batrider's magical damage-over-time output in most of the stages of the game.
* However, Batrider needs to approach Arc Warden carefully as Arc Warden can scout Batrider's location with
Spark Wraith. Also, Arc Warden tends to buy
Gleipnir which combined with
Flux's damage over time can be used to prevent Batrider from even using
Blink Dagger.
Additional:
* Batrider can harass Arc Warden more easily with
Sticky Napalm thanks to it's low cooldown and mana cost and because of Arc Warden's lower durability and mobility.
* Batrider can use
Flamebreak to push Arc Warden and
Tempest Double out of the
Magnetic Field.
* With
Firefly combined with
Blink Dagger, Batrider can move faster while dealing damage to both Arc Warden and
Tempest Double.
*
Flaming Lasso allows Batrider to separate Arc Warden from both
Magnetic Field and
Tempest Double and pull him towards Batrider's team.
Aghanim's Scepter upgraded
Flaming Lasso also allows Batrider to disable both, real Arc Warden and his
Tempest Double and pull them towards Batrider's team. And since Arc Warden is not used to buy
Linken's Sphere, this can be a great problem to him.
* Since Arc Warden is not used to buy
Black King Bar very ofthen In most of the stages of the game, he will be vulnerable to Batrider's magical damage-over-time output in most of the stages of the game.
* However, Batrider needs to approach Arc Warden carefully as Arc Warden can scout Batrider's location with
Spark Wraith. Also, Arc Warden tends to buy
Gleipnir which combined with
Flux's damage over time can be used to prevent Batrider from even using
Blink Dagger.
*
Thunder Clap and
Drunken Brawler prevent Faceless Void from maximising his damage potential in fights.
*
Cyclone disables Faceless Void during Chronosphere or in general.
* None of Arc Warden's abilities are very effective against Broodmother and her spiderlings.
* A good Broodmother looks to end the match early while Arc Warden, a very item reliant hero, thrives in longer matches.
* Arc Warden has no innate disables to stop Broodmother from lifestealing with
Insatiable Hunger and shredding through his relatively lower armor.
* Chen in the early game is a faster pusher than Arc Warden until Arc Warden buys Maelstrom.
*
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.
*
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.
*
Soulbind pierces spell immunity and prevents Faceless Void from escaping with Time Walk.
*
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.
* Chain Frost can deliver high amounts of damage to Arc Warden and his double if they do not separate fast from each other.
* Because of his weak laning phase, Lone Druid absolutely overpowers him in the early to mid game. Lone Druid also directly counters most of his abilities.
*
Flux is nullified when the Spirit Bear is nearby.
*
Spark Wraith can get soaked by the bear.
* Lone Druid can easily go inside
Magnetic Field and punish Zet.
* 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
*
Crippling Fear can silence Faceless Void for a long time, preventing him from using his Time Walk and Chronosphere.
*
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.
* One of Arc Warden's hardest counters, Arc Warden, who has primarily single target damage, will struggle tremendously against Phantom Lancer:
*
Flux is paused if even one illusion remains near Phantom Lancer. It can also be dispelled with
Doppelganger.
* Phantom Lancer can also easily dodge an activated
Spark Wraith, or use his illusions to trigger it safely.
*
Phantom Rush allows Lancer to quickly close gap to get inside of Arc Warden's
Magnetic Field.
* Phantom Lancer and his clones are able to quickly drain Arc Warden of his mana with a
Diffusal Blade. This means Warden's
Tempest Double will also be summoned without mana.
Additional:
*
Doppelganger dispels Flux.
*
Phantom Rush closes the distance between Phantom Lancer and Arc Warden.
*
Juxtapose can overwhelm Arc Warden and nullify his kit which is only effective against isolated enemies.
*
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.
* Heroes with summons or illusions can counter Flux, such as
Beastmaster ,
Chen, or
Shadow Demon.
*
Chaos Knight,
Lone Druid,
Meepo and
Arc Warden can be hard targets since Shadow Demon's spells are ill-suited to fight many enemies at once.
*
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.
* 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.
* 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.
* Heroes with gap-closing abilities will be easy targets for Berserker's Call:
Phantom Assassin,
Faceless Void,
Slark,
Chaos Knight,
Morphling,
Queen of Pain
* Heroes who rely on fast attack speed will also trigger Counter Helix frequently:
Faceless Void,
Troll Warlord,
Anti-Mage,
Juggernaut,
Arc Warden,
Morphling
Additional:
* Magnetic Field doesn't provide a protection against
Berserker's Call and
Counter Helix and his high attack speed together with Tempest Double will often trigger
Counter Helix.
* The threat of a blink and
Berserker's Call may make the real Arc Warden stay further back, thus effectively halving the team's damage output for a while.
* 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 summons or illusions can counter Flux, such as
Beastmaster ,
Chen, or
Shadow Demon.
* 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.
* Heroes who depends on illusions and summons:
Naga Siren,
Arc Warden,
Broodmother will struggle against Great Cleave.
* 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.
* 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 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.
*
Flux is dispelled by Dark Pact.
* Pounce allows Slark to avoid
Spark Wraiths.
*
Tempest Double allows Slark to build up Essence Shift stacks, especially when it is being used for split pushing.
* 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.
* 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 that can easily kill Faceless Void from outside his Cronosphere;
Sniper,
Skywrath Mage, etc.
* 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.
*
Arc Warden's Flux is meaningless against Meepo who loves to group up. Meepo is also a very good gap closer, so Arc Warden's Magnetic Field becomes useless.
Additional:
* Flux is severely impaired against Meepo because of
Divided We Stand.
* Meepo's farming speed and early powerspikes allows him to pressure Arc Warden before he is capable of fighting effectively.
* Without
Black King Bar,
Earthbind and
Poof can finish Arc Warden quickly before he has time to do much.
*
Smoke Screen combined with
Diffusal Blade leaves Arc Warden effectively useless for a while as he struggles to escape the silence with low mobility.
* With Arc Warden's low mobility,
Tricks of the Trade often deal decent damage to him before he moves out of it.
* Heroes who rely on invisibility, such as
Bounty Hunter,
Clinkz,
Mirana,
Nyx Assassin and
Riki, as they will be revealed if caught by Chronosphere.
* Anti-Mage Blinks directly into
Magnetic Field, bypassing its protection.
* Anti-Mage's high mobility allows him to deal with
Tempest Double while it is split-pushing.
Additional:
* Arc Warden's high reliance on casting abilities leads him to be dependent on mana, which Anti-Mage can quickly burn with
Mana Break.
*
Blink mitigates the threat of Flux slow and allows Anti-Mage to close the distance between himself and Arc Warden.
* Anti-Mage's ability to farm quickly allows him keep up with Arc Warden's farm while also de-pushing the lanes Arc Warden shoves in with his Tempest Double.
* Anti-Mage also frequently buys
Manta Style, and can use it so dispel Arc Warden's items that can threaten an Anti-Mage like
Bloodthorn.
*
Counterspell significantly reduces the effectiveness of Arc Warden's magical damage.
* However, do keep in mind that when Arc Warden has a
Black King Bar, jumping on him alone may not be the best idea for Anti mage as it could put him in a bad position, while Arc Warden summons his doubles and rain damage into him.
* 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.
* 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.
* Luna's Moon Glaives allow her to clear Arc Warden's
Tempest Double.
* Luna's short range and fast movement speed allow her to fight Arc Warden inside his
Magnetic Field.
Additional:
* Luna's Moon Glaives allow her to clear Arc Warden's
Tempest Double.
* Luna's short range and fast movement speed allow her to fight Arc Warden inside his
Magnetic Field.
* Frail heroes who lack mobility can also be an easy target to lock down with Chronosphere, such as
Drow Ranger,
Luna,
Sniper,
Terrorblade.
* Heroes that create illusions:
Spectre,
Shadow Demon,
Phantom Lancer,
Naga Siren,
Chaos Knight,
Terrorblade) or bring other units into the fight (such as
Nature's Prophet,
Lone Druid,
Chen,
Enchantress,
Meepo and
Arc Warden) can cause Eclipse to strike the illusions/summons unintentionally. However, in many cases Moon Glaives can resolve this issue and eliminate them before activating Eclipse, but that will require lots of farming for right-click items.
*
Magnetic Field is useless against melee heroes, so Lycan can attack Arc Warden without missing.
*
Flux doesn't affect Lycan that much, because Shapeshift grants immunity to slows and because he is never alone.
* If their
Tempest Double has been called, Lycan can still kill Arc Warden before the double expires.
*
Faceless Void can lock Lycan down with his
Chronosphere pinning him down as long as his ultimate is up.
*
Global Silence has faster-cast animation than Chronosphere, making Silencer can silence Faceless Void before he can cast Chronosphere.
* Ranged heroes will have a hard time hitting enemies inside Magnetic Field:
Silencer,
Viper.
* 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.
* Phase Shift is not an advantage against Arc Warden at all because Arc Warden can turn Puck's Phase Shift ability against him by using
Spark Wraith, ensuring it to hit. To make this worse, Arc Warden can do it twice with his
Tempest Double.
*
Flux is also an instant spell (and therefore unavoidable) with a heavy slow and damage over time, which disables Blink Dagger for a certain period of time.
*
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.
*
Magnetic Field evades most of Gyrocopter's attacks.
*
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.
* Sonic Wave is a bad choice in abilities if he and the
Tempest Double both use
Blade Mail to reflect the damage to Queen of Pain, potentially killing her outright if her health is low enough.
*
Magnetic Field protects himself or his ally from Queen of Pain's attacks unless she has
Monkey King Bar.
* One more advantage of
Tempest Double is that he can deny himself if he is close to death with Shadow Strike's debuff.
*
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.
*
Flux along with
Spark Wraith allows Arc Warden to quickly burst down Drow Ranger due to her low health.
* However, Drow Ranger can bypass
Magnetic Field's evasion bonus thanks to Marksmanship.
Additional:
* Magnetic Field protects Arc Warden and allies from Drow Ranger's ranged attacks. She most likely will not enter the field since she will lose
Marksmanship's bonus agility.
* Beware however, as
Marksmanship procs will still hit since they have True Strike, so the most damaging arrows will still hit you inside Magnetic Field.
* Heroes who rely on invisibility, such as
Bounty Hunter,
Clinkz,
Mirana,
Nyx Assassin and
Riki, as they will be revealed if caught by Chronosphere.
*
Flux will slow and damage Mirana even after she Leaps, since she will likely not be near allies.
* Arc Warden can place
Magnetic Field on an ally who has been hit by Sacred Arrow to protect them.
Additional:
* Arc Warden can use his summons to prevent
Sacred Arrow from hitting himself or his allies.
* Mirana doesn't build items that give armor often, so she usually can't fight against a late game Arc Warden.
* 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.
*
Arc Warden's
Magnetic Field dodges all damage from Death Ward.
* Frail heroes who lack mobility can also be an easy target to lock down with Chronosphere, such as
Drow Ranger,
Luna,
Sniper,
Terrorblade.
* Arc Warden’s Magnetic Field allows him to defend against Terrorblade if he used
Metamorphosis.
* Arc also buys a
Bloodthorn or a
Scythe of Vyse, which can prevent Terrorblade from using his abilities.
* Heroes with good escape mechanisms are a nuisance to deal with in the early phase of the game:
Slark,
Lifestealer,
Morphling
* 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.
* Arc Warden can counter Morphling's strong pushing capabilities by using
Magnetic Field to protect buildings.
* Arc Warden also often builds an
Orchid Malevolence or
Bloodthorn, which can prove dangerous for Morphling.
* Arc Warden can easily break
Linken's Sphere with
Flux and then slow him with
Spark Wraith, making Arc Warden's
Tempest Double a legitimate threat as well.
* Carries that can out damage Huskar will do well against him:
Legion Commander,
Faceless Void,
Troll Warlord,
Phantom Assassin.
* Heroes with illusions can overwhelm Huskar:
Phantom Lancer,
Anti-Mage,
Arc Warden,
Chaos Knight.
*
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 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.
*
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 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.
*
Time Walk can get out to Sprout.
*
Chronosphere will interupt his Teleportation and Faceless Void's can attack kill him within
Chronosphere.
* 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.
* He can use either his own or his double's
Flux to bypass the spellblock from Linken's Sphere, using the leftover Flux +
Spark Wraith to slow Medusa's already low move speed to a crawl.
* Arc Warden has a farming advantage with double
Hand of Midas, and can generally bully Medusa with other items that benefit from duplication.
* Flux removes
Refraction charges very quickly, and Arc Warden can hit her freely with his better attack animation, speed and range. If she tries to mute in her creep wave, Spark Wraith can quickly kill the ranged creep, forcing her to stay near the melee creeps, again, allowing for easy right clicks.
* With Tempest Double, Arc Warden can easily output 1000 damage (with the stacking of Flux and Spark Wraith and kill Templar Assassin within seconds. She cannot avoid this combo as Spark Wraith will still hit her in
Meld.
* A good Arc Warden can destroy the item timings of a Templar Assassin, and mitigate her impact during the mid-game, when she is the strongest.
* In the late game, if Templar Assassin tries to split push with
Aghanim's Scepter, Arc Warden's double can always threaten to kill her if equipped with a
Bloodthorn and a
Blink Dagger , or a
Hurricane Pike, forcing her to have to use
Black King Bar to survive.
* Quick reactions can also protect Arc Warden and his allies from
Meld strike with Magnetic Field, and if equipped with a
Hurricane Pike, Arc Warden can double force himself away from the attacking Templar Assassin to safety, where after her
Black King Bar ends, she can die to Arc Warden's right clicks.
*
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.
* 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.
* Heroes with illusion and clone abilities may confuse Bloodseeker, causing him to waste time in fights:
Phantom Lancer,
Chaos Knight,
Arc Warden
* 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.
* Magnetic Field's evasion completely negates Sniper's attacks unless he has True Strike.
* Sniper always positions himself far away from battles, which makes him especially vulnerable for Flux and Spark Wraith.
* 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 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.
* 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.
* 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.
* 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.
* 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 who rely on invisibility, such as
Bounty Hunter,
Clinkz,
Mirana,
Nyx Assassin and
Riki, as they will be revealed if caught by Chronosphere.
* Heroes that can slow Charge of Darkness by a huge amount:
Venomancer,
Viper,
Dazzle,
Arc Warden,
Lion,
Huskar,
Shadow Shaman,
Visage,
Undying,
Jakiro.
* Heroes who rely on invisibility, such as
Bounty Hunter,
Clinkz,
Mirana,
Nyx Assassin and
Riki, as they will be revealed if caught by Chronosphere.
* Any hero who can survive Magnus's initiations and manfight him:
Huskar,
Faceless Void,
Weaver,
Abaddon,
Troll Warlord,
Alchemist,
Dragon Knight,
Night Stalker,
Viper.
*
Arc Warden with his Magnetic Field will protect allies from Mass Serpent Ward.
* 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.
* 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.
* Rolling Thunder hits Arc Warden, his
Tempest Double and any allies through
Magnetic Field.
* Rolling Thunder also causes Pangolier to take no damage from existing stacks of
Flux as well as clear all
Spark Wraiths on the way.
*
Chronosphere's large obstacle denies Pangolier the room to roll around during teamfights, as well as wasting his ultimate's duration.
* Powerful physical hitters that can destroy Pangolier during his rolling from afar:
Drow Ranger,
Sniper,
Templar Assassin,
Arc Warden
* Ranged heroes will have a hard time hitting enemies inside Magnetic Field:
Silencer,
Viper.
*
Arc Warden's
Tempest Double is helpful for killing Ogre Magi who lacks AoE damage and disables.
* 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 damage-over-time abilities easily allow Bristleback to turn his back in order to proc
Bristleback continuously and to massively reduce to damage dealt to him:
Arc Warden,
Venomancer,
Luna.
Additional:
* Arc Warden has relatively lower armor and mobility, which makes him an easy target to apply
Quill Spray and
Viscous Nasal Goo stacks.
* Arc Warden also does not like to build a
Silver Edge as it takes a long time to build up and may slow down the timings for other important items needed in the game like
Gleipnir.
* However, do note that in a game where Arc Warden's team has many jumping capabilities or good passives, like a
Tidehunter or
Spectre, a
Silver Edge becomes incredibly valuable on Arc Warden as not only can he run away from the jumps, he effectively gets 2 breaks, and Bristleback may not be the best pick.
* 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.
* 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.
* A well-timed use of The Swarm provides vision over heroes with high mobility:
Anti-Mage,
Arc Warden,
Dark Seer.
* 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.
* 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.
* Heroes with good escape mechanisms are a nuisance to deal with in the early phase of the game:
Slark,
Lifestealer,
Morphling
* Chronosphere provides excellent lockdown against
Rage.
* Faceless Void's Time Lock stops Lifestealer from getting health regeneration from auto-attacks
* Heroes who rely on summons will see them destroyed easily by Overwhelming Odds:
Lycan,
Arc Warden,
Warlock,
Chen
*
Magnetic Field prevents Legion Commander from easily gaining wins with Duel.
Additional:
* Magnetic Field prevents Legion Commander from getting wins with
Duel.
* Heroes that have an escape that doesn't disjoint projectiles:
Mirana,
Faceless Void,
Magnus
* Magnetic Field makes
Impetus miss; if Enchantress decides to enter the field, she is giving up bonus damage since Impetus deals greater damage at higher distance away from targets.
* Invoker's
Forge Spirit can negate
Flux.
* Provided he does a right combo with
Chaos Meteor, Invoker can easily burst down Arc Warden (plus his clone if he spawns it.)
* An early
Orchid Malevolence can shut down Arc Warden pretty hard, especially when Invoker has a good lane against him if he kills him early on.
*
Deafening Blast and
Ice Wall limit's Arc Wardens mobility and damage, crippling him greatly.
* 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.
* Storm Spirit can hunt down Arc Warden with his
Ball Lightning and kill him quickly due to his lack of escape abilities.
* None of his abilities are effective against Storm Spirit, as they can be evaded with
Ball Lightning.
* 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.
* Terrorize forces Faceless Void out of
Chronosphere.
*
Magnetic Field lets Arc Warden or allies evade Dark Willow's shadow realm attacks. The duration of the evasion can be extended with the clone.
*
Spark Wraith also exploits Dark Willow's low mobility.
* Heroes that have doubles or clones such as
Arc Warden,
Meepo or
Lone Druid are vulnerable to Muerta's
Gunslinger.
* Heroes with high physical and magical damage alike are a huge hazard for Muerta, as they can deal serious damage to her even if she has
Pierce the Veil active:
Luna,
Lina,
Tusk,
Broodmother,
Shadow Fiend,
Ember Spirit,
Gyrocopter,
Vengeful Spirit,
Arc Warden,
Medusa,
Shadow Shaman.
*
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
* His
Tempest Double is not an illusion, but rather a full hero unit, which effectively reduces half of the Supernova's health. His
Magnetic Field can tremendously boost his attack speed, allowing him to destroy
Supernova in no time even when he's affected by
Fire Spirits.
Additional:
* Tempest Double, Magnetic Field's attack speed bonus, and Arc Warden's high attack range will easily destroy a Phoenix using
Supernova much faster than usual.
* Phoenix is very weak against pushers, especially those like Arc Warden who can kill him easily, as his skillset works best in teamfights.
*
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
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Faceless Void
* Faceless Void's lack of strong area-of-effect spells makes it difficult for him to fight against Chaos Knight and his
Phantasms.
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.
* From a safe distance and if not caught, Chaos Knight can use
Arc Warden
* Chaos Knight can dispel Flux with
Phantasm.
Reality Rift to pull Arc Warden out of Magnetic Field.
Reality Rift, Arc Warden will struggle to escape due to low mobility and lack of stun.
* Chaos Knight can use
* Once Chaos Knight jumps on Arc Warden with