*
Feast will deal a enormous amount of damage because of Tiny's huge health pool.
*
Rage protects Lifestealer from Tiny's magical burst damage.
* 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.
*
Chaos Bolt and
Reality Rift makes Tiny's low mobility non existent.
*
Chaos Strike means Chaos Knight will most likely survive longer in a duel between the two because Tiny has much lower attack speed.
* Chaos Knight has a 3.2 strength growth, making him one of the most tanky heroes and a very difficult target for Tiny to burst.
* Single-target disablers will have difficulty locking down a Chaos Knight with Phantasm active:
Bane,
Beastmaster,
Bloodseeker,
Clockwerk,
Doom,
Shadow Shaman.
* Heroes that are able to slow Tiny's attack speed, like
Tusk and
Phoenix, will greatly limit his Physical damage output.
* 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.
* Heroes with high base damage (
Morphling,
Tiny,
Drow Ranger), heroes with mana burning abilities (
Anti-Mage), and
Diffusal Blade users (
Juggernaut or
Riki) will suffer from Reflection's illusions.
*
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.
* Due to Tiny's non-existent agility gain, high physical damage heroes are more effective against him (
Clinkz,
Templar Assassin,
Ursa,
Wraith King etc).
*
Searing Arrows makes Clinkz one of the hardest heroes for Clockwerk to lane against.
* Due to Tiny's non-existent agility gain, high physical damage heroes are more effective against him (
Clinkz,
Templar Assassin,
Ursa,
Wraith King etc).
* 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.
* Tiny has low movement speed and attack speed, making him vulnerable to Viper's slows.
*
Corrosive Skin provides magic resistance to lower Tiny's magic burst damage.
*
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.
* Due to Tiny's non-existent agility gain, high physical damage heroes are more effective against him (
Clinkz,
Templar Assassin,
Ursa,
Wraith King etc).
* 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.
* 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).
*
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.
*
Reaper's Scythe will turn Tiny's high health against him.
*
Heartstopper Aura does substantial damage to Tiny as a result of his high max health.
*
Ghost Shroud protects Necrophos from Tiny's physical damage with Tree Grab and Tree Volley.
* 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.
* Primal Roar and the slow from Boars make kiting Tiny very easy.
* Tiny's nonexistent armor in the early game makes him very vulnerable to
Quill Spray's large amounts of physical damage.
*
Bristleback decreases Tiny's high burst damage against Bristleback.
*
Viscous Nasal Goo can slow Tiny to a crawl and allows Bristleback to easily kite him with his high movement speed and Quill Spray's long range, as Tiny has no ability to escape.
* Familiars will easily be able to kite heroes with a short range or with low attack speed. For example,
Tiny and
Undying have a very hard time killing Familiars.
* {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.
* Tiny can deal with
Visage's
Gravekeeper's Cloak quickly, as Avalanche deals damage in enough instances to completely remove all 4 layers of the passive. With Visage's lower than average Armor, a well positioned stun can allow Tiny to kill Visage easily.
Additional:
*
Tiny's
Avalanche removes a significant number of layers from Gravekeeper's Cloak. When combined with
Toss burns through all of Gravekeeper's Cloak while doing triple times Toss damage to Visage in midair.
* Tiny's already high damage coupled with
Tree Grab's attack modifier will make short work of Visage's Familiars.
* 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.
* 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.
* 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.
* Invoker is a big problem for Tiny the whole game because of its multiple disables. For example, such as
Tornado +
E.M.P. create unrealistic conditions for Tiny with mana, which is very necessary for Tiny at least for some attacks in a fight. The
Cold Snap ability can catch an attack from Tiny's hand by surprise, because it becomes slower with the pumping of
Grow. has a giant deceleration, creating a condition for the kite, which Tiny is very afraid of. In addition, Invoker has a
Deafening Blast that disables Tiny's main weapon - strong blows from the hand
Additional:
* Invoker is a big problem for Tiny the whole game because of its multiple disables. For example, the
Cold Snap ability can catch an attack from Tiny's hand by surprise, because it becomes slower with the pumping of
Grow. has a giant deceleration, creating a condition for the kite, which Tiny is very afraid of. In addition, Invoker has a
Deafening Blast that disables Tiny's main weapon - strong blows from the hand
* 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.
*
Blink allows Quen of Pain to easily escape ganking or initiating attempts with Hookshot and Power Cogs.
*
Doppelganger. lets Phantom Lancer jump in and out of
Power Cogs.
* 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
Doppelganger.
* When chasing, a Phantom Lancer can close in with
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.
* Because Clockwerk does not like to buy items to deal with multiple enemies at once, like
Battle Fury,
Maelstrom and
Mjollnir, he will be unable to deal with Phantom Lancer's illusions coming from
Juxtapose.
* 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).
* He can quickly take out heroes with low armor (
Tiny) with his great physical damage.
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying
Dagon and
Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
* Heroes that are able to slow Tiny's attack speed, like
Tusk and
Phoenix, will greatly limit his Physical damage output.
* 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.
* Heroes with Evasion or abilities that cause Tiny to miss like
Phantom Assassin and
Tinker are very effective because of Tiny's low attack speed. Additionally,
Monkey King Bar is not a good item for Tiny because of its reliance on high attack speed to proc for magical damage.
*
Skywrath Mage's
Mystic Flare can deal huge damage to Clockwerk inside his Power Cogs.
* Heroes that have a weak laning stage:
Spectre,
Nyx Assassin,
Clockwerk,
Spirit Breaker,
Omniknight,
Pudge.
* 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.
*
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.
* Dual Breath and Liquid Fire reduces Tiny's already abysmal Attack Speed.
* If Tiny
Tosses a hero onto Jakiro, he can react with Ice Path, and potentially Macropyre.
* Tiny's
Avalanche is easily countered with Ice Path.
* As Tiny has a very high Health, Liquid Frost is particularly effective against him.
* 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.
* Lion can continuously
Mana Drain Tiny in the early game, depleting his small mana pool for his abilities.
* Squishy heroes, usually supports, like
Lion,
Ancient Apparition,
Keeper of the Light etc can die quickly to Tiny's magic burst.
*
Avalanche and
Toss will never be enough damage to take out Sven in a clean way.
* Tiny is very slow with low armour growth and does not buy items to sustain Sven's damage output.
* Heroes who can stun Sven even with an activated
Black King Bar can be an issue:
Clockwerk,
Beastmaster.
* Avalanche and Toss combo makes short work of
Mirror Image's illusions.
* Tiny's cleave with Tree Grab and area of effect damage with Tree Volley will easily wipe out illusions.
* Heroes with long cast animations can be continuously interrupted by Battery Assault:
Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
* Avalanche and Toss prevents Meepo's from using
Poof to escape.
* Tiny doesn't need to target the weakest clone while he is affected by Tree Grab.
* 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.
* 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.
* 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.
*
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.
*
Battery Assault interrupts Earthshaker's long cast animations, preventing him from using any abilities apart from Echo Slam.
*
Power Cogs often separate the battlefield so that both enemies and allies are unlikely to cluster.
*
Rocket Flare allows Clockwerk to scout Earthshaker before a fight starts and potentially cancel his
Blink Dagger.
*
Hookshot enables Clockwerk to catch Earthshaker before he gets a chance to initiate a fight.
Additional:
* Battery Assault will continuously interrupt Earthshaker's long cast animations.
* Power Cogs can also trap Earthshaker after he initiates.
* Clockwerk'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.
* 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.
*
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.
* 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.
* Tiny can be a serious problem for the distance between Lone Druid and his
Summon Spirit Bear with his
Toss ability, since he will throw one away from the other, giving his team the opportunity to deal with either the
Summon Spirit Bear or Lone Druid himself
* Lone Druid will not always be in his
True Form, since she has her own recharge, which is why Tiny can find him with a
Shadow Blade or
Blink Dagger and kill him in a second with a combination of
Avalanche and
Toss, due to the fact that Lone Druid has a very small health reserve without
True Form
Additional:
* Tiny can be a serious problem for the distance between Lone Druid and his
Summon Spirit Bear with his
Toss ability, since he will throw one away from the other, giving his team the opportunity to deal with either the
Summon Spirit Bear or Lone Druid himself
* Lone Druid will not always be in his
True Form, since she has her own recharge, which is why Tiny can find him with a
Shadow Blade or
Blink Dagger and kill him in a second with a combination of
Avalanche and
Toss, due to the fact that Lone Druid has a very small health reserve without
True Form
* 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.
*
Meat Hooking a Clockwerk can backfire for Pudge, as Battery Assault and
Blade Mail will hurt Pudge more than he hurts Clockwerk.
* 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.
* Heroes with long range abilities are also able to touch Zeus, such as
Clockwerk,
Kunkka,
Puck,
Skywrath Mage,
Spirit Breaker,
Tusk and others.
* Every hero that can withstand or prevent Eclipse at level 7:
Juggernaut,
Riki,
Clockwerk,
Drow Ranger,
Abaddon,
Faceless Void,
Weaver,
Outworld Destroyer.
* 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.
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 nukes that can jump her:
Clockwerk,
Snapfire,
Spirit Breaker,
Techies
* Side lanes with disables will greatly reduce the likeliness Void Spirit will be willing to rotate:
Sven,
Tiny,
Wraith King,
Ogre Magi.
* 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.
* Squishy heroes, usually supports, like
Lion,
Ancient Apparition,
Keeper of the Light etc can die quickly to Tiny's magic burst.
* Long ranged heroes like
Sniper or
Drow Ranger can kite Tiny effectively if he doesn't get the jump on them first.
*
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.
* 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.
*
Toss and
Avalanche deals heavy damage to Slark in the early game, making Tiny a very dangerous target to gank.
* Tiny has 0 agility, which means Slark's
Essence Shift permanent agility steal does not do much against him.
* Heroes with Evasion or abilities that cause Tiny to miss like
Phantom Assassin and
Tinker are very effective because of Tiny's low attack speed. Additionally,
Monkey King Bar is not a good item for Tiny because of its reliance on high attack speed to proc for magical damage.
* 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 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.
* Tiny can quickly clear Spiderlings with his active abilities and cleave.
* Heroes without blink mechanisms or spell immunity will have a hard time positioning against
Pit of Malice:
Sven,
Tiny,
Wraith King,
Dragon Knight,
Meepo,
Doom,
Bounty Hunter,
Dark Seer,
Undying,
Alchemist,
Legion Commander.
* Heroes with long cast animations can be continuously interrupted by Battery Assault:
Centaur Warrunner,
Jakiro,
Leshrac,
Naga Siren,
Underlord.
* 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 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.
*
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.
* Squishy heroes, usually supports, like
Lion,
Ancient Apparition,
Keeper of the Light etc can die quickly to Tiny's magic burst.
* Long ranged heroes like
Sniper or
Drow Ranger can kite Tiny effectively if he doesn't get the jump on them first.
* 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.
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:
You can also add your own tips, update old data and fix mistakes by editing page on Dota 2 Wiki (it works like Wikipedia - anyone can contribute, you don't even need to register) these edits will appear on this website automatically (data is updated several times per week).
Right now there is no app/overlay that will detect picks automatically (like overwolf dota plus or become the gamer), instead, you can open web version in a steam in-game browser or use mobile version on your smartphone.
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Tiny
*
Blade Fury protects Juggernaut from all of Tiny's magic burst damage.
Clockwerk
* 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.