* 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.
* Scorched Earth deals damage to Clinkz during Skeleton Walk.
* Doom shuts down Clinkz entirely, as it prevents him from casting any of his spells and contributing a large amount of damage in teamfights.
* 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.
* Heroes with high armor like Dragon Knight, or with abilities to cause attacks to miss like Phantom Assassin, Riki and Tinker will be hard to deal with, as Clinkz relies almost entirely on physical attacks.
* 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.
* Cold Embrace can heal herself or an ally, as well as protecting them from Clinkz's physical attacks and wasting his mana if Searing Arrows is on autocast.
* Winter's Curse allows Winter Wyvern to turn Clinkz's high damage and high attack speed against his allies, or take advantage of Clinkz's fragility if he can't use Skeleton Walk.
* 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.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables: Anti-Mage, Clinkz, Drow Ranger, Faceless Void, Gyrocopter, Juggernaut, Meepo, Mirana, Monkey King, Morphling, Phantom Assassin, Phantom Lancer, Riki, Shadow Fiend, Slark, Sniper, Terrorblade, Troll Warlord, Weaver.
* 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.
* Hex and Earth Spike can hold Clinkz down, giving him no chance to use Black King Bar or Skeleton Walk.
* Finger of Death quickly kills Clinkz due to his low health.
* 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.
* Heroes that excel at grouping up with their team very early will be able to take advantage of a Clinkz that tries to pick off heroes that are alone: Brewmaster, Dazzle, Tidehunter.
* Heroes that have an escape that doesn't disjoint projectiles: Mirana, Faceless Void, Magnus
* Untouchable prevents Clinkz from harassing Enchantress in lane by lowering his attack speed.
* Nature's Attendants helps Enchantress to sustain through Clinkz's harassment in lane.
* Heroes that can easily kill Faceless Void from outside his Cronosphere; Sniper, Skywrath Mage, etc.
* Even though Linken's Sphere will block your silence, you can cast Arcane Bolt to break it or wait until someone on your team breaks it. In addition, Linken's Sphere builders are usually squishy targets vulnerable to silences: Weaver, Queen of Pain, Morphling, Clinkz, etc. Don't forget that Ancient Seal also increases the magical damage these enemies take, along with silencing them.
* In general, Brewmaster's Cinder Brew and Thunder Clap makes him good against physical damage carries: Ursa, Clinkz, Faceless Void, Troll Warlord, Templar Assassin, Phantom Assassin.
Additional:
* Thunder Clap and Drunken Brawler prevent Faceless Void from maximising his damage potential in fights.
* Cyclone disables Faceless Void during Chronosphere or in general.
* In general, Brewmaster's Cinder Brew and Thunder Clap makes him good against physical damage carries: Ursa, Clinkz, Faceless Void, Troll Warlord, Templar Assassin, Phantom Assassin.
* Clinkz will often roam the map alone, and Treant Protector's Nature's Guise allows him to set up kills with his allies on Clinkz from invisibility.
* Treant Protector's very high damage allowing him to trade hits or contest last hits with Clinkz, while Living Armor can be used to sustain the harass.
* Living Armor protects any of Treant's allies ganked by Clinkz.
* In teamfights, Treant Protector's Overgrowth can disarm Clinkz, preventing him from turning invisible and holding him in place even if he has a Black King Bar.
* Leech Seed slows Clinkz, preventing him from repositioning or fleeing away from danger.
* Nether Swap can save an ally from the Chronosphere.
Additional:
* With her Nether Swap, a well positioned Vengeful Spirit can save the life of a more important ally who gets caught in Chronosphere.
* Searing Arrows and Clinkz physical damage items are almost suicidal when used on Legion Commander, as it invites an instant Duel and Legion Commander herself is a natural Blade Mail carrier.
* Duel locks down Clinkz for a long duration, preventing him from escaping with Skeleton Walk.
* 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.
* 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.
* Terrorize forces Faceless Void out of Chronosphere.
* Possibly Clinkz's worst enemy. He has many tools to utterly destroy Clinkz.
* Charge of Darkness can be used on Clinkz if Spirit Breaker's team spots him anywhere. This charge will track his location through Skeleton Walk's invisibility and movement speed bonuses.
* When Spirit Breaker charges onto Clinkz, he can easily use Dust of Appearance to guarantee a reveal on him while stunned.
* All three of Spirit Breaker's spells help him and his team quickly close the gap to Clinkz even at the edge of his attack range or when running away with Skeleton Walk.
* Spirit Breaker's high strength and above average armor makes him able to endure Clinkz's onslaught, meanwhile Clinkz will be heavily threatened if Spirit Breaker procs a Greater Bash.
Additional:
* Once caught with dust, Clinkz could be locked down for a long time by Spirit Breaker and has nowhere to escape.
* Charge of Darkness provides shared vision over its target, showing Clinkz even when he is in Skeleton Walk.
* Global Silence has faster-cast animation than Chronosphere, making Silencer can silence Faceless Void before he can cast Chronosphere.
* Decrepify prevents Faceless Void from attacking trapped allies inside Chronosphere, wasting a large portion of its duration if Faceless Void can't dispel it.
* Slardar can reveal Clinkz with Corrosive Haze and make him easy to kill, and his Bash of the Deep also hits hard against Clinkz's naturally low health pool.
* Slardar's Guardian Sprint can catch up with Clinkz's Skeleton Walk.
* The stun and slow from Slardar's Slithereen Crush can hold Clinkz in place.
Additional:
* Clinkz survivability depends entirely on Skeleton Walk. Corrosive Haze not only makes its invisibility useless, but also makes Clinkz even more vulnerable to physical damage.
* 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.
* Soulbind pierces spell immunity and prevents Faceless Void from escaping with Time Walk.
* 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
* 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.
* Abaddon's constant heals and protection can save himself and his allies from burst-focused heroes, such as Legion Commander, Faceless Void, and Pudge.
Additional:
* 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.
* 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 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.
* Skeleton Walk is not enough to outrun Bloodseeker, and is detected by Thirst.
* Because of his low health and high damage output, Clinkz will get obliterated by Blade Mail
Additional:
* Thirst reveals Clinkz if he tries to escape with Skeleton Walk with low health. It also allows Bloodseeker to match or exceed Clinkz's speed.
* Rupture negates the mobility provided by Skeleton Walk in any attempt to escape or reposition in fights.
* Bloodseeker can easily build items to counter Clinkz, including Talisman of Evasion upgrades, Blade Mail, and armor items.
* 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.
* 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.
* Sand King is a strong ganker, allowing him to shut down squishy heroes in the early game: Phantom Assassin, Clinkz, Sniper, Enchantress.
* 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...
* Heroes that excel at grouping up with their team very early will be able to take advantage of a Clinkz that tries to pick off heroes that are alone: Brewmaster, Dazzle, Tidehunter.
* Heroes with high armor like Dragon Knight, or with abilities to cause attacks to miss like Phantom Assassin, Riki and Tinker will be hard to deal with, as Clinkz relies almost entirely on physical attacks.
Additional:
* The extra damage from Searing Arrows is largely blocked by Dragon Knight's armor.
* Clinkz has too low health to survive a gank.Getting stunned keeps him down long enough for a reaction.
* Breathe Fire reduces his damage, as he almost exclusively deals physical damage.
* 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.
* Fragile carries with no reliable escaping mechanism can be bursted down in no time: Sniper, Drow Ranger, Clinkz
* Heroes who rely on physical damage output to be effective will fare badly against Muerta's Pierce the Veil: Phantom Assassin, Terrorblade, Drow Ranger, Lifestealer, Anti-Mage, Alchemist, Lycan, Clinkz, Sniper.
* 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.
* Heroes who can harass Omniknight out of lane will keep him weak in the mid game: Viper, Venomancer, Clinkz.
* 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
* Any hero with high attack speed will be a threat to Phoenix when it initiates, as they can easily tear down a Supernova, perhaps even while debuffed by Fire Spirits: Juggernaut, Clinkz, Troll Warlord, Beastmaster, Lina.
* 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 a high degree of mobility and invisibility are hard to catch with Meat Hook: Ember Spirit, Riki, Clinkz, Queen of Pain.
* Spectre can instantly escape Burning Army or hunt Clinkz with Haunt.
* Spectre can catch up to him with Spectral Dagger, even if he uses Skeleton Walk.
* Desolate allows Spectre to hit Clinkz through Skeleton Walk.
* Dispersion makes Spectre tanky and also reflects some damage back to Clinkz.
Additional:
* Spectre can catch Clinkz with Spectral Dagger, even if he uses Skeleton Walk.
* Spectre can instantly reach a ratting Clinkz with Haunt.
* Desolate's damage will melt him quickly, as he's alone most of the time.
* Heroes with good escapes can usually outmaneuver and escape from Spectre: Slark, Clinkz, Weaver
* Time Walk can get out to Sprout.
* Chronosphere will interupt his Teleportation and Faceless Void's can attack kill him within Chronosphere.
* Nature's Prophet is often by himself. Clinkz can use invisibility to hunt him down and kill him, although a Quelling Blade may be needed to cut through his Sprout. Orchid Malevolence may also be needed if 3-4 seconds are not enough time to kill him, as he can teleport away.
* Clinkz can match Nature's Prophet's ability to split push.
* 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.
* Considering Rubick's abysmal armor, Rubick is a squishy target for Clinkz to gank on his own.
* None of his spells are useful except for Skeleton Walk.
* Clinkz usually builds Orchid Malevolence, which disables Rubick's ability to retaliate.
* Vast numbers of Sentry Wards are needed to deal with Clinkz because of Skeleton Walk, making it harder for Rubick to buy more expensive and more useful support items like Glimmer Cape or Mekansm.
* Chronosphere provides excellent lockdown against Rage.
* Faceless Void's Time Lock stops Lifestealer from getting health regeneration from auto-attacks
* Clinkz relies heavily on the physical damage provided by Burning Barrage and Searing Arrows, which completely overrides the capabilities of Rage.
* Lifestealer's lack of disables will struggle to pin Clinkz down while in Skeleton Walk, and can allow Clinkz to kite him.
* 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.
* Ember Spirit's Flame Guard provides no protection against Clinkz's physical damage output.
* Ember Spirit's low armor and health make him easy to kill quickly if a teammate can hold him down.
* If Clinkz has farmed an item that can disable, he can sneak up to and hunt down Ember Spirit while he farms or split pushes alone.
* Carries that can out damage Huskar will do well against him: Legion Commander, Faceless Void, Troll Warlord, Phantom Assassin.
* Huskar's Berserker's Blood provides no protection against Clinkz's physical damage output.
* Huskar has no way to disrupt Clinkz's attacks and no way to kill Clinkz alone, as Clinkz can easily go invisible, teleport away, or even fight back.
* Clinkz will often build the items that counter Huskar and the items he usually builds. These include Black King Bar or Monkey King Bar for Heaven's Halberd, or a disable item like Scythe of Vyse or Bloodthorn to prevent him from using Inner Fire to disarm.
* 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.
Additional:
* 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.
* With Bloodthorn, Clinkz becomes a strong counter to heroes who rely on evasion and blind such as Windranger, Phantom Assassin, Troll Warlord and Keeper of the Light.
* 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.
* Searing Arrows makes Clinkz one of the hardest heroes for Clockwerk to lane against.
* 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.
* Despite Clinkz's fragility, his harassment in the early game can be devastating; as he can kite Enigma and his Eidolons and claim their bounty with Burning Barrage and Tar Bomb.
* Clinkz often goes for a disabling item like Bloodthorn or Gleipnir, which allows him to cancel Enigma's Black Hole until Enigma gets Black King Bar. Gleipnir can also root Enigma, preventing him from using Blink Dagger to escape from Clinkz.
* Even with Black King Bar, Clinkz can still easily kill Enigma as all of his abilities ingore spell immunity, and Enigma is a very easy target for Burning Barrage, which means Clinkz can solo Enigma at any stage of the game unless Clinkz is caught in Black Hole.
* Clinkz's Skeleton Walk allows him to easily sneak on Chen and bypass his creeps. It also allows him to escape from them.
* Clinkz can easily kill Chen's creeps with Death Pact and gain gold, health, damage and abilities from them when upgraded with Death Pact Steal creep abilities talent.
* Clinkz naturally loves buying Gleipnir, which allows him to easily root Chen and his creeps and to kill them more easily with Burning Barrage from Aghanim's Shard.
* Clinkz can kill Chen or any of his allies with his physical damage burst from Strafe, Tar Bomb and Burning Barrage from Aghanim's Shard before he can use Hand of God. Especially when Clinkz has Gleipnir and Daedalus. Clinkz can also buy Bloodthorn to prevent Chen from even trying to use Hand of God.
* 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.
Additional:
* 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.
* 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.
* 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.
* 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.
* 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.
Additional:
* 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.
* Heroes who build mana boosting items but have low mana regeneration are especially vulnerable against Mana Break and Mana Void: Timbersaw, Slark, Shadow Fiend, Clinkz, Bristleback Nyx Assassin, Magnus
* 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.
* Anti-Mage's Counterspell provides no protection against Clinkz's physical damage output.
* Clinkz can easily rush an Orchid Malevolence to prevent Blinking, although Anti-Mage can easily dispel it via Manta Style.
* Clinkz does heavy damage to towers, and can take map control away from Anti-Mage to limit the space he has to farm early game. If Clinkz is ahead he is capable of ending the game before Anti-Mage becomes a threat. He can also match Anti-Mage's ability to split push.
* 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.
* 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 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 impossible for Primal Beast to stay on top of Faceless Void with his abilities and allows him to heal burst damage dealt to him.
* Once Faceless Void has an Aghanim's Shard, Onslaught can be easily escaped. He could also choose to get a lower cooldown on Time Walk, making it even harder for Primal Beast to catch him in fights or stop his initiations.
* Time Dilation will make Primal Beast useless for an extended time after casting his abilities if he does not have a dispel.
* Chronosphere has many uses such as stopping Primal Beast from casting abilities on him or allies or even on a teammate, since Primal Beast has no way to assist allies trapped within the sphere.
* 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.
Additional:
* 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.
* 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.
* 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 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.
* Strafe, Tar Bomb and Burning Barrage from Aghanim's Shard allow Clinkz to quickly kill Io due to its low armor.
* Clinkz iz a hero that very often goes for Orchid Malevolence, and its upgrade Bloodthorn. Alternatively, Clinkz also loves to buy Gleipnir. And if Clinkz has both of them, he will be able to root and silence Io and prevent him from escaping with either Tether or Relocate.
* Clinkz does not have any passive abilities at all, making Nethertoxin nearly useless.
* Viper's Corrosive Skin provides no protection against Clinkz's physical damage output.
* 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 who can take advantage of Oracle's low mobility or catch him out of position, such as Clinkz and Anti-Mage, can easily pick him off.
* Frail heroes who lack mobility can also be an easy target to lock down with Chronosphere, such as Drow Ranger, Luna, Sniper, Terrorblade.
* 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.
* 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.
* 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.
* Invisible heroes all have the element of surprise. Provided they deal enough damage, Sniper should be vanquished very quickly: Clinkz, Riki, Bounty Hunter.
* Due to Tiny's non-existent agility gain, high physical damage heroes are more effective against him (Clinkz, Templar Assassin, Ursa, Wraith King etc).
* Frostbite will reveal invisible heroes for its duration, making it a good tool against any such hero (Riki, Bounty Hunter, Weaver, or Clinkz for example), or as a soft counter to Shadow Blade, if it is used first. This can be an amazing tool to ensure that Dust of Appearance is used on the unit in question, and not wasted in not catching anything.
* 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 who can easily harass Crystal Maiden out of lane in the early game (Clinkz, Viper) can prevent Crystal Maiden from being able to level effectively, and can ultimately slow down her level 6, 12, and 18 to a point where enemy carries already have items to address her ultimate.
* Faceless Void can lock Lycan down with his Chronosphere pinning him down as long as his ultimate is up.
* Heroes who rely on invisibility, such as Bounty Hunter, Clinkz, Mirana, Nyx Assassin and Riki, as they will be revealed if caught by Chronosphere.
* With Bloodthorn, Clinkz becomes a strong counter to heroes who rely on evasion and blind such as Windranger, Phantom Assassin, Troll Warlord and Keeper of the Light.
* Ancient Apparition has no escape or reliable control and is very fragile, which makes him an easy target for anyone who can get on top of him, like Phantom Assassin or Clinkz.
* Heroes that can pick you off: Clinkz, Nyx Assassin, Puck, Riki.
* Clinkz can use Burning Army in teamfights which will cause a problem for Alchemist.
* 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 that can reliably kite out Dispose, Unleash and dodge Rebound, like Ember Spirit, Void Spirit, Storm Spirit, Anti-Mage, Faceless Void, Puck or always build items like Blink Dagger and Force Staff.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm: Terrorblade, Sven, Clinkz, Windranger, Alchemist, Dragon Knight, Legion Commander
* Chronosphere's large obstacle denies Pangolier the room to roll around during teamfights, as well as wasting his ultimate's duration.
* Heroes who cannot fight back during Arena of Blood in the early and mid game: Abaddon, Anti-Mage, Broodmother, Luna, Sniper, Troll Warlord, Weaver, Clinkz.
* 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.
* 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.
* 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 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.
* By using Morph, Morphling can use Burning Barrage and Searing Arrows to counter Clinkz himself.
* Waveform can allow Morphling to easily chase down Clinkz.
* Clinkz's low health pool also makes him vulnerable to Morphling's magical nukes, especially his Ethereal Blade and Adaptive Strike combo.
* 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.
* Zeus can reveal Clinkz with Lightning Bolt.
* He is vulnerable to Zeus's magical nukes, due to his low health pool.
* 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.
* 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.
* With Bloodthorn, Clinkz becomes a strong counter to heroes who rely on evasion and blind such as Windranger, Phantom Assassin, Troll Warlord and Keeper of the Light.
* 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.
* Clinkz has no stun and likes to keep his distance from targets, making Marksmanship very deadly.
* Clinkz also has low health, making him a perfect hero to initiate onto with Gust.
* Gust can also prevent Clinkz from using Burning Barrage.
* 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.
* Heroes with high armor like Dragon Knight, or with abilities to cause attacks to miss like Phantom Assassin, Riki and Tinker will be hard to deal with, as Clinkz relies almost entirely on physical attacks.
Additional:
* Smoke Cloud prevents the use of Death Pact, Searing Arrows and Skeleton Walk, so Clinkz can neither defend himself against Riki nor fight back effectively.
* It's hard to gank Riki as Clinkz has to find him first.
* Heroes who rely on invisibility, such as Bounty Hunter, Clinkz, Mirana, Nyx Assassin and Riki, as they will be revealed if caught by Chronosphere.
* 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 high armor like Dragon Knight, or with abilities to cause attacks to miss like Phantom Assassin, Riki and Tinker will be hard to deal with, as Clinkz relies almost entirely on physical attacks.
* With Bloodthorn, Clinkz becomes a strong counter to heroes who rely on evasion and blind such as Windranger, Phantom Assassin, Troll Warlord and Keeper of the Light.
* 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.
* Clinkz's high damage output and insane attack speed late-game can take Kunkka out of the fight before it begins.
* Burning Barrage and Searing Arrows together can kill allies easily even under Ghostship's buff.
* Skeleton Walk can allow Clinkz to make a quick escape after Kunkka's combo, or even avoid it all together.
* Lina's damage burst can quickly kill Clinkz before he saves them with Skeleton Walk.
* Fiery Soul attack speed bonus removes Burning Army easily in all stages of the game.
* 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.
* Invisibility reliant heroes: Heroes with invisibility abilities or those that have invested into invisibility items are hindered by Bounty Hunter's Track. Few examples of such heroes are:Clinkz, Riki, Treant Protector, etc.
Additional:
* Track reveals Clinkz if he tries to escape with Skeleton Walk, allowing Bounty Hunter to gain lots of gold if he kills Clinkz.
* Jinada with physical damage items can quickly kill Clinkz due to his low health.
* Heroes who rely on invisibility, such as Bounty Hunter, Clinkz, Mirana, Nyx Assassin and Riki, as they will be revealed if caught by Chronosphere.
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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.
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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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Faceless Void
* Crippling Fear can silence Faceless Void for a long time, preventing him from using his Time Walk and Chronosphere.
Clinkz
* The long silence at night prevents Clinkz from escaping with invisibility if Night Stalker can sneak up on him. He also has really low base health, so Night Stalker can usually kill him alone during one cast of Crippling Fear at night.