* Doom is generally tanky and has naturally high health, allowing him to survive Puck's onslaught in any stage of the game.
* His namesake ultimate Doom is one of the best solutions to counter Puck, as it will silence Puck for a lengthy duration. A Puck silenced for more than 3 seconds usually ends up dead.
* In addition, if Doom chooses the Level 25 talent Doom applies Mute, Puck will not be able to use items altogether, most especially Blink Dagger and Eul's Scepter of Divinity, making Doom a nightmare to deal with as Puck.
* 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.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King, Doom: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* 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.
* 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 rely on invisibility, such as Bounty Hunter, Clinkz, Mirana, Nyx Assassin and Riki, as they will be revealed if caught by Chronosphere.
* Heroes that depend on disrupting fights with ability combos or big ultimate abilities are vulnerable to the long stun of Fiend's Grip: Disruptor, Death Prophet, Enigma, Faceless Void, Invoker, Lich, Magnus, Mars, Medusa, Outworld Destroyer, Phoenix, Puck, Queen of Pain, Shadow Fiend, Treant Protector, Underlord, Winter Wyvern, Witch Doctor, Zeus.
* 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.
* Riki and Disruptor: Smoke Screen and Static Storm, respectively, can be thrown wherever Puck used Phase Shift, making Puck an easy target if it doesn't have Blink Dagger or is on cooldown. Puck is also very susceptible to Riki's high attack damage when attacking from the back. Glimpse also prevents Puck from escaping altogether.
* 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.
* 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.
* 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.
* Stone Form's long stun duration may prevent Puck from using escape abilities.
* Visage frequently builds Rod of Atos for the root that will make Puck unable to move and use his escape abilities. Alternatively, Visage can also build Bloodthorn to prevent Puck from using his escape abilities and make him more vulnerable to damage.
* 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.
* Lone Druid has a huge reserve of health on the Summon Spirit Bear and a quick regeneration of his health with the help of Spirit Link, which makes the Puck's magical abilities useless, since they cannot break through such a large pool of health
* The ability of the Summon Spirit Bear and in the True Form of the Lone Druid Entangling Claws allows you to catch Puck when he released the Illusory Orb, since Puck will not be able to apply Ethereal Jaunt during the root action
Additional:
* Lone Druid has a huge reserve of health on the Summon Spirit Bear and a quick regeneration of his health with the help of Spirit Link, which makes Puck's magical abilities almost useless, since they cannot break through such a large pool of health.
* The ability of the Summon Spirit Bear and in the True Form of the Lone Druid, Entangling Claws, allows him to catch Puck when it releases the Illusory Orb, since Puck will not be able to apply Ethereal Jaunt during the root.
* Waning Rift's silence is almost completely worthless against Wraith King, due to him having only 1 active ability.
* Wraith King's only active ability, Wraithfire Blast, is strong against Puck if it hits, because it applies a damage over time on top of stunning and doing impact damage, disabling Puck for a while, and Blink Dagger for even longer. It is very important to avoid getting hit by this spell when playing against Wraith King.
* Even if Puck succeeds to burst down Wraith King, Reincarnation will ensure that Wraith King can fight back against him while leaving Puck exhausted and nearly unable to defend itself against Wraith King. And to make things worse, Puck is not a common Diffusal Blade nor Disperser wielder to counter this problem at all.
* 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.
* Heroes who are strong against mobile heroes: Disruptor, Bloodseeker, Kunkka, Keeper of the Light.
* 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.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw.
* Illusory Orb is easy to reflect with Spiked Carapace, either stunning Puck and setting up an easy Impale or forcing a premature Phase Shift.
* Puck is an intelligence hero that tends to build intelligence items, making it vulnerable to Mana Burn.
* An ill-timed Phase Shift can easily set Puck up to be stunned by Impale.
* Puck's low base armor and below average agility gain mean it is always susceptible to Vendetta.
Additional:
* Nyx Assassin can take advantage of every one of Puck's weaknesses. His entire skill set is very effective in countering Puck.
* Because Illusory Orb is such a slow moving projectile, Nyx Assassin can simply walk into the orb and activate Spiked Carapace, stunning Puck and setting up an easy Impale. This can be circumvented by using Phase Shift while the orb is traveling, however, that means that Puck cannot use Phase Shift to dodge any other skill nor use it to safely blink away from a fight.
* Puck is an intelligence hero that likes to build intelligence items such as Eul's Scepter of Divinity, Scythe of Vyse, and Dagon. This makes Mind Flare that much more deadly against Puck.
* An ill-timed Phase Shift can turn into an easy setup for Impale.
* Jakiro has 3 damage over time spells, 2 of which are from debuffs on Puck (Dual Breath and Liquid Fire) and 1 affecting an entire area (Macropyre), making it easy for him to disable the Blink Dagger.
* Ice Path is also strong against Puck, as he can cast it towards Puck during Phase Shift, who then gets instantly stunned once Phase Shift ends.
Additional:
* Jakiro has 3 damage over time spells, 3 of which are from debuffs on Puck: Dual Breath, Liquid Fire and Liquid Frost from Aghanim's Shard from and 1 affecting an entire area (Macropyre), making it easy for him to disable the blink dagger.
* Ice Path is also strong against Puck, as he can cast it towards Puck during Phase Shift, who then gets instantly stunned once Phase Shift ends.
* Generally strong against lots of spellcaster-themed heroes, Puck fully relies on its skill set and cannot do almost anything when silenced.
* Arcane Curse disables Blink Dagger for quite some time, and is also effective against Puck as it tends to use its spells a lot.
* Glaives of Wisdom can do a lot of damage against Puck due to Puck's low agility gain and armor.
* Last Word can prevent Puck from getting a full combo off, limiting its effectiveness in team fights or ganks.
* Global Silence can take Puck out of fights entirely because of its long-duration silence.
* 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.
* 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.
* None of Puck's abilities have any damage-over-time components, meaning that Refraction is a valuable form of defense against Puck's lane harassment.
* Psi Blades deals pure damage and spills over instantly. Puck cannot reliably dodge the damage with Phase Shift.
Additional:
* Puck high magical burst is almost completely useless against Refraction. Templar Assassin often buys Orchid Malevolence to render Puck useless in teamfights.
* Fragile carries with no reliable escaping mechanism can be bursted down in no time: Sniper, Drow Ranger, Clinkz
* Heroes that have disposable area-targeted spells can force her to undo her Meld: Leshrac, Puck, Tiny, Jakiro,. An experienced Templar Assassin could try to use Refraction before Meld so she can tank through those damage without getting her Blink disabled.
* 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.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King, Doom: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* 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.
* Sand King is a strong ganker, allowing him to shut down squishy heroes in the early game: Phantom Assassin, Clinkz, Sniper, Enchantress.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King, Doom: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* 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.
* 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.
* Backline supports (Lion,Crystal Maiden) can keep Puck pinned long enough for a kill.
* 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.
* Waning Rift silences and damages enemies affected by the ability, diminishing Lion's punishing powers.
* High burst damage potential plus mobility and disable through Illusory Orb, Waning Rift, and Dream Coil allows Puck to effortlessly chase, lock and/or kill Lion, as the Demon Witch lacks proper ways to avoid so.
* Phase Shift allows Puck to dodge Earth Spike, Finger of Death and breaks Mana Drain's link.
* 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.
* 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.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King, Doom: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* Heroes with spell immunity or pseudo-blinks which provide invulnerability: Lifestealer, Juggernaut, Omniknight, Huskar, and Tusk have spells which allow them to easily escape Dream Coil.
* 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.
* A Lycan with Shapeshift can always run down Puck for a very quick kill due to its low armor. It is important to abuse as many cliffs and trees as possible to escape from a Lycan.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw.
* 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
* Zeus can reveal Clinkz with Lightning Bolt.
* He is vulnerable to Zeus's magical nukes, due to his low health pool.
* Heroes with long range abilities are also able to touch Zeus, such as Clockwerk, Kunkka, Puck, Skywrath Mage, Spirit Breaker, Tusk and others.
* Unless Puck is facing the direction he wants to blink while in Phase Shift, the Venomous Gale and Noxious Plague combo consistently ticks many times over several seconds, making it very difficult to use Blink Dagger towards the other direction. Puck's slow turning rate makes this even worse.
* Venomancer can use Plague Wards to reveal Puck's position before he even gets a chance to initiate.
* 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.
* 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.
* Heroes with silencing abilities that are not blocked by Linken's Sphere, like Puck's Waning Rift, Death Prophet's Silence or Silencer's Global Silence.
* Mass summoning heroes: Broodmother, Nature's Prophet and Enigma all have summons Puck can clear with Illusory Orb and Waning Rift instantly, due to their summons having low health.
* 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.
* Sniper has no spells to disable Puck. He lacks a silence to prevent spell casting and a stun to disable, allowing Puck to act instantly against Sniper.
* Sniper's main strategy is to attack his enemies from a safe distance. Illusory Orb, combined with Blink Dagger makes it easy for Puck to get close to Sniper. Due to his low health, he is also easily nuked down by Puck.
* The status debuff placed by Assassinate on its target makes it very easy to avoid it. Puck has 2 (3 when having Blink Dagger, 4 when having Eul's Scepter of Divinity, 5 when having Linken's Sphere) methods to disjoint or dodge the projectile, making it a bad spell for finishing off Puck.
* Invisible heroes all have the element of surprise. Provided they deal enough damage, Sniper should be vanquished very quickly: Clinkz, Riki, Bounty Hunter.
* Although Phoenix has many ways to disable a Blink Dagger, the high cooldown of all of its spells makes them not as reliable for this. Also, its spells cost a lot of health to use, making it easy to get nuked down.
* Waning Rift prevents Phoenix from using Supernova to refresh itself, giving Puck's team time to finish it off, or allow Puck to burst Phoenix down.
* Dream Coil prevents Phoenix from using Icarus Dive without consequences. Waning Rift and Dream Coil are also able to cancel Sun Ray, which is its main source of damage in the late game.
* 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.
* Phase Shift allows Puck to effectively dodge Powershot, and even Shackleshot if timed correctly.
* Waning Rift prevents Windranger from casting all her abilities, most especially Windrun and Focus Fire .
* Windranger cannot escape with Windrun when she's affected by Dream Coil, as she will be instantly stunned when she tries to break away from the coil, allowing Puck's teammates to focus her down.
* 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.
* 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.
* Heroes with invisibility and high mobility can jump on and focus down Earthshaker before he has a chance to initiate: Clinkz, Slark, Storm Spirit
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw.
* Ember Spirit's Flame Guard provides no protection against Clinkz's physical damage output.
* Ember Spirit's low armor and health make him easy to kill quickly if a teammate can hold him down.
* If Clinkz has farmed an item that can disable, he can sneak up to and hunt down Ember Spirit while he farms or split pushes alone.
* Heroes who 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
* Waning Rift silences Anti-Mage, preventing him from blinking away.
* However, Waning Rift can be dispelled by Manta Style.
* Dream Coil stops Anti-Mage from blinking, with Aghanim's Scepter also locks down Anti-Mage for long duration.
* 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.
* Melee heroes that get kited easily have hard times dealing with Puck without any lockdowns, as Puck is one of the most mobile heroes. Heroes like Sven, Lifestealer, Ursa and Alchemist may have problems to get to Puck without proper initiation items. They also lack reliable lockdowns, as their disables are easily avoidable for Puck, or are just a soft disable.
* Clinkz can use Burning Army in teamfights which will cause a problem for Alchemist.
* Illusory Orb and Waning Rift are effective nukes against Phantom Lancer's illusions, especially in the early game.
* Dream Coil limits Phantom Rush and Doppelganger's mobility during teamfights.
* 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.
* All of Puck's damaging spells deal AoE magic damage, which focuses on Terrorblade's low health pool and ignores his armor.
* Puck's spells are also great at quickly clearing all of Terrorblade's illusions. Even a single Illusory Orb is enough to drop their health very low, allowing creeps, towers or allies to finish them off very quickly. Waning Rift and Illusory Orb together are usually enough to clear his illusions.
* Waning Rift prevents Terrorblade from casting Sunder at low health.
* Puck is a common Dagon carrier, making it possible to finish off Terrorblade before he has a chance to Sunder.
* Puck can initiate on Mirana with Waning Rift to prevent her from going invisible or Leaping.
* A Mirana caught in Dream Coil will stun herself if she tries to Leap away.
* Puck's Burst damage takes advantage of Mirana's below average health.
* Puck can easily dodge Sacred Arrow and Starstorm with Phase Shift.
Additional:
* Mirana's spells are laid out to assassinate enemies. Puck can easily avoid the slow moving Sacred Arrow, and also can avoid Starstorm with Phase Shift, since the meteors have a delay.
* If Puck casts either Waning Rift or Dream Coil in the area, Mirana cannot Leap away.
* Phase Shift can easily disjoint Phantom Embrace and waste half of the Soulbind's duration.
* Puck is very mobile hero who can jump backsides and burst Grimstroke before he can cast anything.
* Puck Outlanes Invoker with his abilities: Illusory Orb, Waning Rift finishing off all creeps on the line and getting a higher level than him
* Puck dodges Invoker's magic attacks with his abilities: Illusory Orb, Phase Shift in a fight, preventing Invoker from doing damage
Additional:
* Puck Outlanes Invoker with his abilities: Illusory Orb, Waning Rift finishing off all creeps on the line and getting a higher level than him
* Puck dodges Invoker's magic attacks with his abilities: Illusory Orb, Phase Shift in a fight, preventing Invoker from doing damage
* 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.
* Illusory Orb serves as a good scouting tool whenever Magnus is hiding in the trees, allowing Puck to warn its allies and disrupt his initiation attempts.
* Phase Shift allows Puck to dodge Shockwave when timed correctly.
* Even after Magnus successfully uses Reverse Polarity and Skewer Puck's teammates, Puck can usually counter-initiate using both Waning Rift and Dream Coil.
* Magnus cannot use Skewer when he is affected by Dream Coil, making him vulnerable to follow-up disables.
* Puck usually gets its own Blink Dagger as well, which makes it harder to lock down unless Magnus commits Reverse Polarity only for Puck.
* Puck's area of effect nukes in the form of Illusory Orb and Waning Rift clears Phantasm illusions from the early game to mid game.
* Phase Shift can be used to disjoint Chaos Bolt.
* Puck can dodge Nether Blast and Life Drain with his Phase Shift, easily avoiding Pugna's strong burst magic damage.
* Waning Rift's silence allows Puck and its teammates to easily deal with Pugna, which cannot do the same to it, because with Puck it will be easy to avoid such an attack from the Decrepify.
* The Puck's combo: Waning Rift + Illusory Orb + Dream Coil doesn't have a huge amount of damage to feel the damage of the Pugna from Nether Ward, however, it may be quite enough to kill the Pugna solo at an early stage of the game with Witch Blade
Additional:
* Puck easily dodges the Nether Blast and the Pugna Life Drain with his Phase Shift, which is why he can easily avoid his strong magic damage
* The Puck's silence from the Waning Rift ability allows her team to easily cope with the Pugna, which cannot be said about the Pugna, because with the Puck it will be easy to avoid such an attack from the Decrepify
* The Puck's combo: Waning Rift + Illusory Orb + Dream Coil doesn't have a huge amount of damage to feel the damage of the Pugna from Nether Ward, however, it may be quite enough to kill the Pugna solo at an early stage of the game with Witch Blade
* All of Puck's abilities are area-targeted, and will hit Dark Willow when she uses Shadow Realm.
* Illusory Orb allows Puck to bypass Bramble Maze, close the gap and silence Dark Willow with Waning Rift.
* Phase Shift helps Puck dodge attacks charged by Shadow Realm, and is easily timed against Terrorize's long cast time.
* 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.
* Void Spirit can easily be bursted down by Puck's high magic damage spells in early game.
* Wanning Rift and Dream Coil prevent him from using two of his important mobility abilities: Dissimilate and Astral Step.
Additional:
* Dream Coil prevents the usage of Void Spirit's escape abilities and limits his damage output in fights almost entirely.
* Killing Puck in the late game becomes difficult when they obtain a Eul's Scepter of Divinity, Blink Dagger, and Phase Shift.
* 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.
* Puck relies mainly on magical burst damage, which Phantom Assassin is most vulnerable against.
* Phase Shift and Illusory Orb disjoint Stifling Dagger, also allowing to kite Phantom Assassin.
* Dream Coil will stun Phantom Assassin if she uses Phantom Strike to blink away.
* 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.
* All of Puck's abilities are active making Demonic Purge break from Aghanim's Scepter useless.
* Shadow Demon will find a hard time catching a Puck, as he can get away with Illusory Orb or even Waning Rift;
* Puck can dodge Shadow Poison waves and potentially avoid the damage from Demonic Purge with Phase Shift. Furthermore, after Disruption ended, Puck can use Phase Shift to avoid any further danger and can blink away with Blink Dagger.
* Waning Rift can be used to initiate Shadow Demon, prevent him from using any spells.
* Searing Arrows makes Clinkz one of the hardest heroes for Clockwerk to lane against.
* Enigma can be a perfect counter-initiator with his ultimate. A perfectly timed Black Hole will turn the tide of any initiation, especially from heroes like; Spirit Breaker, Legion Commander, Axe, Puck, and Slardar.
* Heroes who can clear the waves of Enigma's Eidolons: Lina, Luna, Dawnbreaker, Jakiro, Shadow Shaman, Death Prophet, Keeper of the Light, Invoker, Leshrac, Puck.
* 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.
* Heroes with spell immunity or pseudo-blinks which provide invulnerability: Lifestealer, Juggernaut, Omniknight, Huskar, and Tusk have spells which allow them to easily escape Dream Coil.
* Melee heroes that get kited easily have hard times dealing with Puck without any lockdowns, as Puck is one of the most mobile heroes. Heroes like Sven, Lifestealer, Ursa and Alchemist may have problems to get to Puck without proper initiation items. They also lack reliable lockdowns, as their disables are easily avoidable for Puck, or are just a soft disable.
* 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.
* Due to Tiny's non-existent agility gain, high physical damage heroes are more effective against him (Clinkz, Templar Assassin, Ursa, Wraith King etc).
* Heroes who are strong against mobile heroes: Disruptor, Bloodseeker, Kunkka, Keeper of the Light.
* Heroes with silences: Puck, Doom, Riki.
* 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.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw.
* Heroes that are hard to kill without lockdown: Puck, Weaver.
* 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.
* Low health spellcasters: Lina, Witch Doctor, Tinker, Keeper of the Light, all rely heavily on their spells and are fragile heroes. They all also have avoidable spells, allowing Puck to get to them and quickly burst them down.
* 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 who are strong against mobile heroes: Disruptor, Bloodseeker, Kunkka, Keeper of the Light.
* Puck with Phase Shift
* Heroes that can dodge Glimpse:
* Puck with Phase Shift
* Riki with Tricks of the Trade
* Phantom Lancer with Doppelganger
* Ember Spirit with Sleight of Fist and Activate Fire Remnant
* Chaos Knight with Phantasm
* Naga Siren with Mirror Image
* Tusk with Snowball
* Juggernaut with Omnislash
* Brewmaster with Primal Split
* Lifestealer with Infest
* Phoenix with Supernova
* Heroes that can pick you off: Clinkz, Nyx Assassin, Puck, Riki.
* Heroes that can kill Death Prophet with nukes can prevent her from using Exorcism to its full duration or using it at all: Lina, Lion, Puck, Morphling.
* Puck silences Ogre Magi with Waning Rift, and Phase Shift makes Puck untargetable for the duration.
* Because all of Warlock's abilities are active abilities, silences can make his impact in fights minimal. Be cautious of heroes that carry silences like Death Prophet, Puck, and the aforementioned Silencer.
* Heroes with powerful area-of-effect disables can initiate on Meepo and his clones and shut him down, such as Enigma, Invoker, Magnus, Puck, and Sand King.
* 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.
* Mass summoning heroes: Broodmother, Nature's Prophet and Enigma all have summons Puck can clear with Illusory Orb and Waning Rift instantly, due to their summons having low health.
* Melee heroes that get kited easily have hard times dealing with Puck without any lockdowns, as Puck is one of the most mobile heroes. Heroes like Sven, Lifestealer, Ursa and Alchemist may have problems to get to Puck without proper initiation items. They also lack reliable lockdowns, as their disables are easily avoidable for Puck, or are just a soft disable.
* 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.
* Melee heroes that get kited easily have hard times dealing with Puck without any lockdowns, as Puck is one of the most mobile heroes. Heroes like Sven, Lifestealer, Ursa and Alchemist may have problems to get to Puck without proper initiation items. They also lack reliable lockdowns, as their disables are easily avoidable for Puck, or are just a soft disable.
* 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.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm: Terrorblade, Sven, Clinkz, Windranger, Alchemist, Dragon Knight, Legion Commander
* Illusory Orb and Waning Rift provides great mobility, allowing Puck to catch up Pangolier when he is attempting to disengage with his own skills.
* Dream Coil's leash act almost as a literal silence to Pangolier, disabling half of his arsenal and also piercing his spell immunity during Rolling Thunder. Also Dream Coil's very long duration will make Pangolier wasting his entire ultimate rolling in place.
Additional:
* Dream Coil and Wanning Rift prevent Pangolier from using Swashbuckle and Rolling Thunder. If Puck has Aghanim's Scepter, Dream coil will stop Rolling Thunder from moving entirely.
* Heroes with mobility spells like Queen of Pain, Anti-Mage, Phantom Assassin, Riki, Puck, and Spirit Breaker that are cancelled by Frostbite can suffer greatly from the presence of Crystal Maiden. It is absolutely critical, however, to have followup from teammates, as all of the above heroes can make quick work of the squishy Crystal Maiden after they are released from her grip.
* 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.
* Puck has both Waning Rift and Dream Coil to stop Freezing Field's channel regardless of whether or not Crystal Maiden has a Glimmer Cape, as both spells fully affect invisible units.
* 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.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King, Doom: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* 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.
* 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.
* Illusory Orb and Phase Shift allows Puck to avoid most ganking attempts.
* Waning Rift and Dream Coil makes it very hard for Slark to escape bad situations.
* Puck's abilities used together also deals significant magical nuke damage, none of which are targeted and thus cannot be avoided by Shadow Dance.
* Heroes who are strong against mobile heroes: Disruptor, Bloodseeker, Kunkka, Keeper of the Light.
* 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.
* All of Puck's abilities are good for Rubick to Spell Steal:
* Illusory Orb and Waning Rift are all great wave-clear abilities.
* If Rubick manages to steal Waning Rift, he can silence Puck, disabling all its abilities including Phase Shift, Puck's main survivability tool.
* Dream Coil is a powerful teamfight ultimate that leashes enemies and disables their movement.
* As an elusive hero who requires constant repositioning, Puck is greatly countered by its own ultimate as it disables all its mobile abilities and items (especially Blink Dagger), forcing it to either stay in the danger zone or latches and stuns for a long time.
* Although Phase Shift does not provide extra damage or lockdown on its own, it does grant Rubick invulnerability, and enables him to use Blink Dagger with full duration similar to Puck's escaping combos.
* Rubick can initiate on Puck relatively fast as Telekinesis only has a 0.15 second cast animation.
Additional:
* Illusory Orb and Waning Rift are all great wave-clear abilities.
* Waning Rift can silence Puck, disabling all her abilities including Phase Shift.
* Dream Coil is a powerful teamfight ultimate that leashes enemies and disables their movement.
* As an elusive hero who requires constant repositioning, Puck is greatly countered by her own ultimate as it disables all her mobile abilities and items (especially Blink Dagger), forcing Puck to either stay in the danger zone or latches and stuns for a long time.
* Although Phase Shift does not provide extra damage or lockdown on its own, it does grant Rubick invulnerability, and enables him to use Blink Dagger with full duration similar to Puck's escaping combos.
* Rubick can initiate on Puck relatively fast as Telekinesis only has a 0.15 second cast animation.
* 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.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King, Doom: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* Heroes with a high degree of mobility and invisibility are hard to catch with Meat Hook: Ember Spirit, Riki, Clinkz, Queen of Pain.
* Once you farm up an Orchid Malevolence or a Scythe of Vyse, you're suddenly a lot more fearsome to elusive heroes like Storm Spirit or even that pesky Puck.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw.
Additional:
* Puck will make a game of dodging as many Shadow Strikes as he can with Phase Shift. If he's a good player, he will also dodge Sonic Wave. If he's a great player, he will also dodge Scream of Pain, and it's all thanks to this single spell.
* Puck also has a silence in Waning Rift to prevent Queen of Pain from blinking away.
* Puck can provide vision to hunt her down if she blinks into the trees with Illusory Orb.
* If Queen of Pain is under the effect of Dream Coil, she will be unable to blink out.
* Heroes with spell immunity or pseudo-blinks which provide invulnerability: Lifestealer, Juggernaut, Omniknight, Huskar, and Tusk have spells which allow them to easily escape Dream Coil.
* Heroes with escaping and disjointing abilities can be good against Juggernaut:Anti-Mage Riki, Queen of Pain, Puck, Storm Spirit, Ember Spirit, Slark etc.
* Viper wins on the central line of Puck, because he has a huge damage from the Poison Attack ability, which Puck is not able to constantly avoid using Phase Shift, which will give Viper an advantage in the possible damage inflicted on each other
* Puck takes more damage than it does due to the passive Corrosive Skin ability of the Viper, which makes it unprofitable for the Puck to fight against the Viper at an early stage of the game, when the Puck has a very small pool of health.
Additional:
* Viper wins on the central line of Puck, because he has a huge damage from the Poison Attack ability, which Puck is not able to constantly avoid using Phase Shift, which will give Viper an advantage in the possible damage inflicted on each other
* Puck takes more damage than it does due to the passive Corrosive Skin ability of the Viper, which makes it unprofitable for the Puck to fight against the Viper at an early stage of the game, when the Puck has a very small pool of health
* 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.
* Earth Spirit Eliminates the possibility of the Puck to hide in Phase Shift and avoid an attack by Geomagnetic Grip with its AOE-silence, which is why it can help the team kill him
* Puck can't throw off the effect of Magnetize any of his abilities, which is why he will constantly receive damage if Earth Spirit extends this ability with his Stone Remnant
Additional:
* Earth Spirit eliminates the possibility of Puck to hide with Phase Shift and avoid an attack by Geomagnetic Grip with its AoE silence, which is why it can help the team kill it.
* Puck can't throw off the effects of Magnetize with any of its abilities, making it constantly receive damage if Earth Spirit extends this ability with his Stone Remnant.
* Puck can forbid the opportunity to avoid trouble for Earth Spirit on his own Rolling Boulder, using abilities: Dream Coil, Waning Rift
Additional:
* Puck can forbid the opportunity to avoid trouble for Earth Spirit on his own Rolling Boulder, using Dream Coil and Waning Rift.
* 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.
* Puck can dodge Lina's Dragon Slave and Light Strike Array with his Phase Shift skill, which helps him avoid combining these abilities with Laguna Blade and avoid burst damage from Lina.
* Puck forbids Lina to use her abilities with the Waning Rift ability, which will help her teammates survive and even give them the opportunity to kill her.
Additional:
* Puck can dodge Lina's Dragon Slave and Light Strike Array with Phase Shift. A good Puck player can even dodge Laguna Blade, as it has an invisible projectile, therefore avoiding all the burst damage from Lina.
* Puck forbids Lina to use her abilities with Waning Rift, which will help Puck's teammates survive and even give them the opportunity to kill her.
* Heroes with spell immunity or pseudo-blinks which provide invulnerability: Lifestealer, Juggernaut, Omniknight, Huskar, and Tusk have spells which allow them to easily escape Dream Coil.
* Heroes who can harass Omniknight out of lane will keep him weak in the mid game: Viper, Venomancer, Clinkz.
* 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.
* Low health spellcasters: Lina, Witch Doctor, Tinker, Keeper of the Light, all rely heavily on their spells and are fragile heroes. They all also have avoidable spells, allowing Puck to get to them and quickly burst them down.
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.
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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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Puck
* Puck cannot use any of its normal means to survive should Night Stalker catch it within Crippling Fear, and goes down quickly.
Additional:
* Void is a potent nuke that is devastating to Puck's low health pool.
* Crippling Fear silence can prevent Puck from casting spells, leaving it vulnerable.
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.