*
Fire Spirits greatly reduces Slardar's already low starting attack speed (which Bash of the Deep relies on), making the laning phase very hard for him and discouraging Slardar from aggressively threatening lane kills.
*
Supernova, ignoring Phoenix's lack of armor and Slardar's high damage single hits, is extremely hard for Slardar to take down on his own, especially after being hit by Fire Spirits.
*
Icarus Dive is one of the longest distance escape spells in the game, and can help a good Phoenix escape from Slardar before he gets a
Blink Dagger. However, the high cooldown means Phoenix is vulnerable to backstabs from any roamers after said spell is used.
* Slardar can interrupt an Icarus Dive from completing the flight with both of his stuns, however, likely leading to death if Supernova is on cooldown.
* A lot of the items a Phoenix builds throughout the game naturally counter Slardar.
Shiva's Guard,
Heaven's Halberd and
Eul's Scepter of Divinity all stall Slardar's normal attacks in some way, while
Spirit Vessel's percentage-based damage is good against his innate durability.
* Clockwerk being confined in his own Power Cogs means Clockwerk is unable to quickly escape from Phoenix's
Sun Ray and
Supernova.
*
Sun Ray will also heal the enemy Clockwerk is fighting, making it unlikely for Clockwerk to take an enemy down with him.
* For the same reasons, Phoenix also makes a powerful ally for Clockwerk when the situation is reversed.
*
Terrorblade starts out with and gains a lot of armor from his agility growth. His illusions also make it difficult for Slardar to focus down the real Terrorblade.
*
Conjure Image and
Reflection illusions may give Clockwerk a hard time to find an angle for Hookshot.
* Because Clockwerk lack burst damage, Terrorblade can often save himself with
Sunder.
* Abaddon can cast
Aphotic Shield on any of his allies to immediately dispel Corrosive Haze and/or the stun and the slow components of Slithereen Crush.
* All of Slardar's debuffs are also removed if Abaddon's
Borrowed Time triggers.
* 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.
* Illusion heroes like the aforementioned
Phantom Lancer or
Naga Siren, or heroes that tend to buy
Manta Style, like
Luna or
Juggernaut, will give Slardar a hard time, as his damage is single-targeted.
* Juggernaut is invulnerable while using
Omnislash, meaning that neither
Blade Mail or Power Cogs will save Clockwerk, this is especially common during the early laning phase.
*
Blade Fury will also ignore any damage dealt by Battery Assault, as well as dealing heavy damage. As long as Juggernaut has mana to cast it.
* Overall, any attempt for Clockwerk to trap Juggernaut with Power Cogs will hurt him a lot more than the other way around.
* Morphling can escape from
Power Cogs with Waveform.
* Even if Morphling is trapped in
Power Cogs, Morphling can use Attribute Shift (Strength Gain) to survive the duration.
Additional:
*
Waveform allows Morphling to easily escape Power Cogs.
* Clockwerk's lack of burst damage makes it nearly impossible for him to kill a Morphling using
Attribute Shift (Strength Gain).
*
Purification does great damage to Clockwerk when fighting an enemy inside Power Cogs.
* Due to Clockwerk's very low damage output, Omniknight will have more than enough time to
Purification and
Heavenly Grace any enemy hero Clockwerk initiates on.
* For the same reasons, Omniknight also makes a powerful ally for Clockwerk when the situation is reversed.
*
Fortune's End applies a basic dispel which can be used to dispel Corrosive Haze, or even Slardar's own Guardian Sprint.
*
False Promise is able to dispel Corrosive Haze and Slithereen Crush stun/slow from any allies Oracle chooses to cast it on.
*
Fate's Edict can also be cast on Slardar to prevent him from proccing his Bash of the Deep.
*
Blink allows Quen of Pain to easily escape ganking or initiating attempts with Hookshot and Power Cogs.
* Due to Clockwerk's very low damage output, Chen can often save a trapped enemy hero with
Hand of God.
*
Penitence's attack speed amplification allows Chen and his allies to kill Clockwerk quickly after his initiation.
* Chen's creeps can be used to block Hookshot initiation from all sides, as well as distribute Battery Assault's damage.
Additional:
* Due to Clockwerk's slow damage output, Chen can often save a trapped ally with Hand of God.
* Clockwerk does not have any source of damage to deal with Chen Creeps.
* Chen can use his creeps to block Clockwerk's attempts to use
Hookshot.
*
Spirit Siphon can deal some serious damage to Clockwerk while he is in
Power Cogs while healing Death Prophet in process.
Exorcism can also be used to take down Clockwerk faster while he is in
Power Cogs.
* Death Prophet usually buys a
Hurricane Pike or
Eul's Scepter of Divinity which allows her to easily escape from
Power Cogs or save her allies from Clockwerk.
*
Silence can prevent Clockwerk from using his ablities during teamfight, especially since Clockwerk is an easy target for it while in
Power Cogs.
Additional:
*
Spirit Siphon can deal some serious damage to Clockwerk while he is in
Power Cogs while healing Death Prophet in process.
Exorcism can also be used to take down Clockwerk faster while he is in
Power Cogs.
* Death Prophet usually buys a
Hurricane Pike or
Eul's Scepter of Divinity which allows her to easily escape from
Power Cogs or save her allies from Clockwerk.
*
Silence can prevent Clockwerk from using his ablities during teamfight, especially since Clockwerk is an easy target for it while in
Power Cogs.
*
Glimpse moves Clockwerk away from allies struck by Hookshot, or under attack by Battery Assault.
*
Static Storm can turn Power Cogs into Clockwerk's own grave, and if Disruptor has
Aghanim's Scepter, then Clockwerk will not be able to use
Blade Mail to return damage at all.
* Nether Swap gives Vengeful Spirit a way to save an ally from Clockwerk's Power Cogs.
* Magic Missile will interrupt Clockwerk trying to run down Vengeful Spirit's allies with Battery Assault.
* Ember Spirit's
Fire Remnant is an easy way to escape from Clockwerk's Power Cogs.
*
Flame Guard blocks most of the magical damage Clockwerk does.
* Single-target disablers will have difficulty locking down a Chaos Knight with Phantasm active:
Bane,
Beastmaster,
Bloodseeker,
Clockwerk,
Doom,
Shadow Shaman.
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying
Dagon and
Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying
Dagon and
Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
*
Skywrath Mage's
Mystic Flare can deal huge damage to Clockwerk inside his Power Cogs.
* 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.
*
Ancient Apparition's
Cold Feet will freeze Clockwerk in place if he stays inside his Power Cogs. His immobility while in his cogs also makes him a very easy target to
Ice Vortex and
Ice Blast.
*
Tidehunter's
Kraken Shell dispels Corrosive Haze and Bash of the Deep's stun if enough damage is taken.
Anchor Smash and Kraken Shell's damage block also reduces Slardar's damage.
* Heroes that have a weak laning stage:
Spectre,
Nyx Assassin,
Clockwerk,
Spirit Breaker,
Omniknight,
Pudge.
*
Bloodseeker's
Rupture forces Slardar to stay still during fights, preventing Slardar from using Guardian sprint to move in and out of fights. This takes away the ability to initiate and re-initiate with Slithereen Crush's low cooldown. Due to the increased move speed from Guardian Sprint, Slardar can lose health at about 160% the rate of normal heroes while under
Rupture. Bloodseeker's
Thirst also gives him enough move speed so that he's one of the few heroes who can outrun or catch up to a Slardar during Guardian Sprint.
* Shadow Wave will hit Clockwerk every time when he's fighting with an enemy inside
Power Cogs.
* Due to Clockwerk's steady damage output, Dazzle has plenty of time to Shallow Grave anyone Clockwerk initiates on.
Additional:
*
Aghanim's Shard upgraded
Poison Touch can be used to hex Clockwerk, silencing him, disarming him, slowing him, and muting him, and thus rendering him unable to use
Blade Mail to return damage or to do anything at all.
*
Shadow Wave will hit Clockwerk every time when he's fighting with an enemy inside Power Cogs.
* Due to Clockwerk's very low damage output, Dazzle will have more than enough time to
Shallow Grave any enemy hero Clockwerk initiates on.
* Some heroes with extreme range, like
Zeus,
Invoker or
Clockwerk, can snipe your allies from anywhere after your Grave has expired.
* Slardar has high priority on building moblity items such as
Blink Dagger rather than tank items. Zeus can easily deal large amount of damage to him if not caught out of position first.
* Heroes with long range abilities are also able to touch Zeus, such as
Clockwerk,
Kunkka,
Puck,
Skywrath Mage,
Spirit Breaker,
Tusk and others.
*
Firesnap Cookie can be fed to Snapfire herself or to an ally caught inside
Power Cogs.
* A badly placed Power Cog makes it easier for Snapfire to aim
Mortimer Kisses on Clockwerk
* Heroes with mobility spells (such as
Queen of Pain's
Blink and
Clockwerk with
Hookshot) can easily avoid
Lil' Shredder and
Mortimer Kisses.
* Heroes with high movement speeds like
Pugna and
Meepo can run around, to, or away from Snapfire during
Mortimer Kisses and dodge the projectiles easily due to their slow speed.
* With
Feast and
Rage, Lifestealer is nearly impossible for Clockwerk to bring down, and is the last hero Clockwerk wants to be trapped with in Power Cogs.
* Heroes with high physical damage can damage Lifestealer more than he can heal:
Bristleback,
Clinkz,
Luna,
Shadow Fiend,
Slardar,
Terrorblade
* {U:Familiar}s can spot Clockwerk, allowing Visage's allies to dodge or block Hookshot attempts.
* Familiars will not be damaged by
Blade Mail or Clockwerk's abilities, dealing dangerous amounts of damage to him.
Additional:
* Familiars can scout for Clockwerk's location allowing Visage to dodge or block
Hookshot attempts.
* Gravekeeper's Cloak greatly absorbs damage from
Hookshot.
* Heroes with armor reducing abilities greatly hinder Visage's defense like
Slardar and
Dazzle.
*
Corrosive Haze reveals Pudge's location, making it hard for him to use Meat Hook from the fog of war on Slardar's teammates or Slardar himself.
*
Slithereen Crush interrupts Pudge while he is using Dismember.
*
Guardian Sprint allows Slardar to avoid Meat Hook.
Additional:
* While Slardar has Guardian Sprint activated,
Rot cannot slow him and
Meat Hook is easier to avoid.
* Slithereen Crush allows Slardar to interrupt
Dismember at close range (when Slardar is not a target).
* Corrosive Haze reveals Pudge's location, making it very difficult for him to land hooks from the fog.
*
Meat Hooking a Clockwerk can backfire for Pudge, as Battery Assault and
Blade Mail will hurt Pudge more than he hurts Clockwerk.
* With armor items like
Solar Crest or
Assault Cuirass combined with Bash of the Deep, Slardar can easily tank the
Duel, If not dueled himself, he can drop
Legion Commander's armor during duel and/or buff his teammate and save them, leaving her only the choice of dueling supports which can also be saved with fast Blink into Slithereen Crush.
* Battery Assault's mini-stuns can severely disrupt Legion Commander's attack animation when she enters a
Duel, potentially saving Clockwerk (or his allies) and possibly even giving him an edge in securing a win himself.
* Power Cogs pushes Legion Commander away from Clockwerk's allies when she enters a
Duel.
*
Crystal Maiden's already low armor and easily interruptible ultimate,
Freezing Field can make Slardar her worst nightmare.
Crystal Maiden also often builds
Glimmer Cape which is revealed by Corrosive Haze.
*
Battery Assault,
Power Cogs, and
Hookshot can interrupt Freezing Field, the latter two being able to go through invisibility should Crystal Maiden use
Glimmer Cape.
*
Rocket Flare can be used to find Crystal Maiden should she try to hide in the trees to try to safely cast Freezing Field.
*
Hookshot allows
Clockwerk to easily close in on Crystal Maiden and kill her.
*
Slardar with
Corrosive Haze.
* Heroes with True Sight can be a problem for Windranger once she has upgraded Windrun with
Aghanim's Scepter, but do take note that the invisibility it provides is not broken upon moving, casting abilities or using items, so it is vital to cast these abilities beforehand to be able to provide vision on Windranger:
*
Bounty Hunter with
Track.
*
Bloodseeker with
Thirst.
*
Slardar with
Corrosive Haze.
Additional:
* While Slardar has Guardian's Sprint activated,
Powershot cannot slow him and is easier to avoid.
* Slithereen Crush and Bash of the Deep help Slardar put Windranger in place, even when she uses
Windrun to escape.
* Corrosive Haze from Slardar is very effective against Windranger's already low armor. This becomes even worse if she has
Aghanim's Scepter-upgraded
Windrun, because it also reveals her position and allowing his allies to use their abilities on Windranger.
* Note that the invisibility provided by
Aghanim's Scepter-upgraded
Windrun is not broken upon attacking, casting abilities or using items, so it's vital to cast Corrosive Haze beforehand.
* Windranger cannot escape with
Windrun when she is trapped inside
Power Cogs.
*
Battery Assault repeatedly interrupts
Focus Fire, disrupting Windranger's damage output.
Additional:
* Power Cogs prevent Windranger from fleeing with
Windrun.
* Battery Assault repeatedly interrupts
Focus Fire, disrupting Windranger's damage output.
* Heroes who can provide True Sight or semi-reveal enemy heroes as Nature's Prophet is prone to buying
Shadow Blade:
Bounty Hunter,
Slardar,
Spectre,
Zeus,
Spirit Breaker.
* Clockwerk's long range initiation and catch makes it incredibly difficult for Nature's Prophet to split push and show on the map alone.
*
Rocket Flare can be used to scout Nature's Prophet if he is hiding in the forest, and can provide vision inside of Sprout.
* Slardar can use
Guardian Sprint with
Blink Dagger or
Shadow Blade to get close, and
Slithereen Crush will stun Sniper and slow him, making him vulnerable to Slardar's teammates.
*
Corrosive Haze lowers Sniper's armor and makes Sniper's
Shadow Blade useless, easily killing him with a few attacks.
* Heroes who can close the gap are the biggest nightmare for the Sniper who wants to keep his distance:
Spirit Breaker,
Clockwerk and
Tusk being the most classic examples because they don't require any item to do it.
Additional:
* Clockwerk is also the least optimal target for Sniper to attack in a teamfight, although more experienced players will rarely make this mistake.
* With no mobility or disable skills, getting trapped in Power Cogs is a death sentence for Sniper.
*
Corrosive Haze will reveal Treant Protector even when he is under the effects of Nature's Guise.
* Clockwerk can easily catch a split pushing Tinker with his
Hookshot and prevent him from escaping with
Power Cogs and
Battery Assault. Clockwerk can also find a Tinker hiding in trees with his
Rocket Flare.
* Clockwerk usually buys a
Blade Mail, which does lots of damage to Tinker if he gets hit by his abilities (especially March of the Machines).
Additional:
* Rocket Flare can find Tinker if he blinks into the treeline, and Hookshot will prevent him from teleporting out.
* Battery Assault makes Tinker unable to
Rearm by stunning him repeatedly.
* Clockwerk's
Battery Assault disables Earth Spirit's Rolling Boulder, while his
Power Cogs ensure, that Earth Spirit can't move away from it.
* His
Hookshot allows him to chase after Earth Spirit, while using
Rocket Flare to gain vision.
*
Battery Assault's continuous mini-stun makes it hard for Elder Titan to cast his spells due to his poor cast animation.
* Elder Titan's channelling with Echo Stomp makes a good setup for
Hookshot if timed correctly.
*
Guardian Sprint allows Slardar to outrun Bristleback, even when slowed by Viscous Nasal Goo.
*
Corrosive Haze's armor reduction makes Bristleback much less tanky.
* Clockwerk can use Power Cogs to repel Spirit Breaker when he charges in with
Charge of Darkness.
* Spirit Breaker's slow 0.6 second attack animation attacks do little damage against Clockwerk. It can also constantly be interrupted by Battery Assault.
*
Nether Strike's 1.2 second charge time gives Clockwerk plenty of time to activate
Blade Mail and for Battery Assault to cancel it.
Additional:
*
Battery Assault will continuously prevent Spirit Breaker from using Nether Strike, Charge of Darkness and even right clicking because of his slow base attack speed.
* The brutal physical damage of
Slithereen Crush and
Bash of the Deep can quickly remove Void Spirit's shield and stun him for a while.
*
Corrosive Haze provides vision of Void Spirit while he is running away and
Guardian Sprint allows Slardar to quickly close the gap
* Corrosive Haze makes Riki completely vulnerable to Slardar and his allies, as Riki has no easy way of dispelling it.
* Slardar's physical damage with Slithereen Crush and Bash of the Deep amplified by Corrosive Haze can easily kill Riki.
Additional:
*
Corrosive Haze works much like
Track, giving the enemy team vision over Riki. While it doesn't give a movement speed or gold bonus, it instead can melt Riki's armor and Slardar can use
Guardian Sprint to catch up to him.
* Slardar's
Aghanim's Shard, causes
Slithereen Crush to apply Corrosive Haze even if Slardar does not have vision over him.
* Clockwerk loves to
Hookshot low health, immobile targets like Pugna.
* Pugna's Life Drain gets immediately and repeatedly (if an
Aghanim's Scepter was purchased) cancelled due to
Battery Assault, especially if Pugna is trapped inside
Power Cogs.
* Clockwerk also loves to build
Blade Mail, which will deal more damage to Pugna than Clockwerk due to Pugna's low health pool.
* Finally, both
Hookshot and
Rocket Flare can allow him to finish off Pugna out of range of his Nether Ward.
Additional:
* Pugna's squishiness and lack of mobility make him easy prey for a Hookshot initiation.
* Clockwerk's high health, low mana costs, and lack of reliance on Blink Dagger make
Nether Ward ineffective.
* Battery Assault shuts down
Aghanim's Scepter upgraded
Life Drain, as the repeated ministuns prevent Pugna from channeling for an extended length of time.
*
Corrosive Haze followed by
Slithereen Crush takes advantage of Alchemist's main weakness, being physical damage before he has the change to improve his surviability with items.
*
Bash of the Deep will deal lots of damage during the laning phase.
*
Hookshot lets Clockwerk close the gap to Drow Ranger, disabling her Marksmanship bonus.
*
Power Cogs and
Battery Assault keep Drow Ranger from escaping.
* Power Cogs and Battery Assault also keep Drow Ranger close, nullifying Marksmanship.
Additional:
* Getting trapped in Power Cogs usually means the end for Drow Ranger.
* Bounty Hunter's
Shadow Walk is rendered useless with Corrosive Haze and makes Bounty Hunter an easy target for Slardar and his team.
Additional:
*
Corrosive Haze provides True Sight on its target, exposing Bounty Hunter's position regardless of Shadow Walk.
*
Guardian Sprint gives a very high movement speed bonus, allowing him to chase Bounty Hunter even if Slardar is tracked.
*
Battery Assault interrupts Earthshaker's long cast animations, preventing him from using any abilities apart from Echo Slam.
*
Power Cogs often separate the battlefield so that both enemies and allies are unlikely to cluster.
*
Rocket Flare allows Clockwerk to scout Earthshaker before a fight starts and potentially cancel his
Blink Dagger.
*
Hookshot enables Clockwerk to catch Earthshaker before he gets a chance to initiate a fight.
Additional:
* Battery Assault will continuously interrupt Earthshaker's long cast animations.
* Power Cogs can also trap Earthshaker after he initiates.
* Power Cogs pushes Monkey King out of
Wukong's Command, ending his ultimate.
* Rocket Flare allows Clockwerk to scout Monkey King in the trees, and chase him with Hookshot.
*
Slardar can attack through Plague Wards and gain
Bash of the Deep charges, and
Templar Assassin can spill
Psi Blades through Plague Wards too.
* Ursa's high physical burst damage combined with his big attack speed and durability makes him a very bad target for Power Cogs.
* Even with
Blade Mail, Ursa's
Enrage will negate most of the reflected damage.
* Slardar is one of the few meele heroes who can lane against Ursa in the early game, out harassing him with Bash of the Deep, and running away from a bad engagement with Guardian Sprint
* Corrosize Haze can force Ursa to cast
Enrage defensively instead of offensively
* With Corrosize Haze, Slardar's team can quickly dispatch of Roshan, denying one of Ursa's greatest advantages
* Heroes who can provide constant vision inside the Roshan Pit can negate one of the strongest advantages of Ursa, which is the possibility of quickly killing Roshan at the early game, with minimum itemization needed (
Clockwerk,
Beastmaster, etc).
* Heroes who can provide True Sight are always credible threats:
Slardar,
Bounty Hunter, especially
Zeus since his
Lightning Bolt provides True Sight without the need to detect her beforehand to apply the debuff. So even a late-coming Zeus can easily scout a large area to reveal her, and she cannot purge herself from his sight with the dispel talent.
* Heroes who can stun Sven even with an activated
Black King Bar can be an issue:
Clockwerk,
Beastmaster.
*
Slardar's
Slithereen Crush allows him to stun Spectre and illusions, and
Corrosive Haze prevents her from juking with
Spectral Dagger.
*
Nyx Assassin's
Vendetta can be revealed easily by Corrosive Haze
Additional:
*
Corrosive Haze hinders Nyx Assassin's ganking attempts with
Vendetta, as well as reducing his armor and make him very vulnerable due to his low health pool.
*
Guardian Sprint allows Slardar to catch up with Nyx Asssassin and finish him off if he has vision over him.
* Heroes with spells that negate invisibility such as
Bounty Hunter,
Zeus and
Slardar prevent her from saving her allies with Moonlight Shadow.
* Heroes with long cast animations can be continuously interrupted by Battery Assault:
Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
Additional:
* Clockwerk naturally builds
Blade Mail, reflecting Leshrac's high magic damage output back at him.
*
Power Cogs will prevent Leshrac from reaching Clockwerk's team and dealing large AOE damage to them.
* Power Cogs will also keep Leshrac close, wasting his Diabolic Edict on just Clockwerk.
*
Battery Assault interrupts Leshrac's long cast times of Split Earth and Lightning Storm.
* Heroes with long cast animations can be continuously interrupted by Battery Assault:
Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
Additional:
*
Battery Assault prevents Jakiro from casting spells as all his spells have very long cast times.
* Jakiro is also an easy target for Clockwerk's Hookshot + Power Cogs combo, as he has little mobility and no escape without items.
* Alternatively, if the enemy Clockwerk traps one of his own allies or Jakiro's allies in the cogs, it gives Jakiro an ideal setup to punish Clockwerk and his ally or to save Jakiro's ally, respectively.
*
Invoker's
Ghost Walk can be countered, however,
Invoker could also use abilities like
Tornado or
Ice Wall to escape by other means.
* Heroes with nukes that can jump her:
Clockwerk,
Snapfire,
Spirit Breaker,
Techies
*
Slardar can chase Dragon Knight down with
Guardian Sprint and stun him with both
Slithereen Crush and his passive
Bash of the Deep. He can also use
Corrosive Haze to whittle Dragon Knight's armor.
* Heroes with long cast animations can be continuously interrupted by Battery Assault:
Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
Additional:
*
Battery Assault easily interrupts Centaur Warrunner due to his poor cast animation.
*
Power Cogs can negate Stampede.
* Heroes who can stop Axe from getting close will severely inhibit his presence in fights:
Bristleback,
Crystal Maiden,
Batrider,
Arc Warden,
Winter Wyvern,
Clockwerk
* Heroes with long cast animations can be continuously interrupted by Battery Assault:
Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
* 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.
*
Hookshot's stun pierces through spell immunity and Enigma's channeling can be easily cancelled from a safe distance, assuming none of his allies are in the way, and the Black Hole is not centered directly on Enigma.
Additional:
*
Black Hole requires channelling, making it easy to be interrupted with Hookshot.
* Enigma lacks mobility without a Blink Dagger and also is squishy, making him fall easily when ganked by Clockwerk.
* Clockwerk 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.
* Weaver relies on
Shukuchi to escape and kite enemy heroes. Slardar's Corrosive Haze lowers armor and reveals Weaver, who is already a very frail target.
* Weaver usually builds
Linken's Sphere, Corrosive Haze can be used to pop the spell block, additionally the level 25 undispellable talent will prevent Weaver from removing Corrosive Haze with
Time Lapse, allowing allied heroes to use their abilities on Weaver.
Additional:
*
Corrosive Haze lowers armor and reveals Weaver during Shukuchi, who is already a frail target. In addition, Weaver usually builds
Linken's Sphere, and
Corrosive Haze can be used to "pop" the spell block. His level 25 talent can also make Corrosive Haze undispellable by Time Lapse, which puts Weaver in an even worse situation.
*
Guardian Sprint can dodge Weaver's bugs with the movement speed bonus.
* Slardar does not do well against multiple targets, as his only way to damage multiple targets is Slithereen Crush.
* Meepo's
Earthbind will root Slardar, making him unable to chase/escape for the time being. Also,
Poof's low cooldown and high damage can burst Slardar down rather quickly.
* Heroes who can stun multiple units at once:
Dark Willow,
Spirit Breaker,
Slardar,
Invoker, and
Tidehunter.
* Because only one clone needs to be killed in order to kill Meepo, heroes that excel at singling out enemies can also be a detriment to him, such as
Batrider,
Beastmaster,
Pudge and
Clockwerk.
* Shadow Fiend usually buys a
Hurricane Pike allowing him to easily escape from
Power Cogs.
* Shadow Fiend can farm Clockwerk's
Power Cogs to gain Necromastery stacks.
* Shadow Fiend, a normal
Shadow Blade builder often relies on its invisibility to escape fights. Corrosive Haze reveals Shadow Fiend and also weakens his already low armor.
*
Searing Arrows makes Clinkz one of the hardest heroes for Clockwerk to lane against.
* 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.
Additional:
* 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.
* 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.
*
Slardar's level 25 talent makes
Corrosive Haze undispellable, thus providing his allies vision of Slark.
* Clockwerk cannot go head-to-head with Huskar in Power Cogs, as
Berserker's Blood and
Life Break will destroy him faster than the other way around.
Additional:
* Clockwerk's abilities cannot handle Huskar in a one-on-one fight, even if he gets the jump on him.
*
Corrosive Haze and
Bash of the Deep will make short work of Huskar's low armor, even if Slardar is alone.
* Illusion heroes like the aforementioned
Phantom Lancer or
Naga Siren, or heroes that tend to buy
Manta Style, like
Luna or
Juggernaut, will give Slardar a hard time, as his damage is single-targeted.
* Every hero that can withstand or prevent Eclipse at level 7:
Juggernaut,
Riki,
Clockwerk,
Drow Ranger,
Abaddon,
Faceless Void,
Weaver,
Outworld Destroyer.
*
Medusa cares less than other heroes about armor reduction, since
Mana Shield blocks 70% of all damage without taking armor/magic resistance into consideration. This makes 60% of your Corrosive Haze ineffective until Medusa's mana is drained.
* Other heroes who has armor and slow debuffs won't allow Medusa to disengage from combat:
Tidehunter,
Bristleback,
Slardar.
* Anti-Mage can Blink into or out of
Power Cogs, negating Clockwerk's initiation and bypassing his defenses.
Additional:
* Anti-Mage can easily
Blink out of Power Cogs, escaping any ganking or initiation attempts.
*
Mana Break depletes Clockwerk's much-needed mana.
*
Counterspell makes Clockwerk's very low damage output only tickle Anti-Mage.
* Slardar deals entirely physical damage. He does not have to worry about Counterspell.
*
Slithereen Crush and
Bash of the Deep prevent Anti-Mage from using Blink, the latter even if Anti-Mage activates
Black King Bar.
*
Corrosive Haze allows allies to take down Anti-Mage before he has a chance to Blink, and maintains vision over him even if he does Blink away.
Additional:
* Slithereen Crush and Bash of the Deep deals physical damage, bypassing the magic resistance bonus from
Counterspell
* Corrosize Haze significantly increases the damage dealt against Anti-Mage, and makes it harder for him to flee with
Blink, although Anti-mage can block its casting with with Counterspell
* Illusion heroes like the aforementioned
Phantom Lancer or
Naga Siren, or heroes that tend to buy
Manta Style, like
Luna or
Juggernaut, will give Slardar a hard time, as his damage is single-targeted.
* Heroes with long cast animations can be continuously interrupted by Battery Assault:
Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
To start select enemy heroes in the field above. It's intended to be used with multiple heroes. The more enemy heroes you provide the better results you will get.
This website was made to help you in pick stage of online game Dota 2. It calculates rating for each possible counterpicks based on tips from web-based database made up entirely of user contributions Dota 2 wiki.
You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
Take it with a bit of grain of salt, especially if the recommendation has a low rating (<= 1), some heroes
may win a lane in an early game but would lose in late game (and vice versa). That's why sometimes
you could hero names appearing as a counter and as being countered, as on image:
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Slardar
* Phantom Lancer's
Doppelganger has a low cooldown and applies a basic dispel on PL, making it hard to keep Corrosive Haze on him.
Manta Style which provides another basic dispel to remove Corrosive Haze with.
Diffusal Blade to quickly build up illusions while draining Slardar's mana.
Phantom Rush outruns Guardian Sprint, forcing Slardar to Blink away or use Slithereen Crush defensively to avoid being killed.
* Phantom Lancer usually purchases
* Besides Slithereen Crush, Slardar does not have another way to deal with illusions and has a low mana pool, which allows Phantom Lancer with
*
Clockwerk
*
Doppelganger. lets Phantom Lancer jump in and out of
Power Cogs.
Doppelganger.
Phantom Rush and burn down Clockwerk's mana with
Diffusal Blade, rendering him helpless before he has a chance to erect a defensive Power Cogs.
Battle Fury,
Maelstrom and
Mjollnir, he will be unable to deal with Phantom Lancer's illusions coming from
Juxtapose.
* Clockwerk's low mobility makes him an easy target for Phantom Lancer to rush on, and overwhelm with clones.
Additional:
* Battery Assault's damage is dispersed against Phantom Lancer's illusions.
* Phantom Lancer can blink out of Power Cogs with
* When chasing, a Phantom Lancer can close in with
* Because Clockwerk does not like to buy items to deal with multiple enemies at once, like