* Vengeful Spirit has two abilities to interrupt Death Ward, even through Black King Bar.
* Nether Swap can save an ally from the Chronosphere.
Additional:
* With her Nether Swap, a well positioned Vengeful Spirit can save the life of a more important ally who gets caught in Chronosphere.
* Like any hero with a channeled spell, Last Word is a counter to it.
* Global Silence goes through spell immunity and prevents Witch Doctor from casting his spells.
* Global Silence has faster-cast animation than Chronosphere, making Silencer can silence Faceless Void before he can cast 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.
* If Bane is outside Chronosphere, he can use Nightmare or Fiend's Grip to cripple Faceless Void inside.
* Nightmare and Fiend's Grip are long duration disables and can render Time Walk's mobility very unreliable.
* Heroes with long channeling abilities like Witch Doctor are easy targets for Kunkka to interrupt in team fights.
Additional:
* Torrent can cancel Death Ward from a far distance.
* Ghostship can stun Faceless Void and give damage reduction to allies that are trapped during Chronosphere.
* Torrent can stun Faceless Void from outside Chronosphere.
* X Marks the Spot can bring back Faceless Void if he escapes using Time Walk.
* If the timing is right and there are allies to attack, a combination of X Marks the Spot, Ghostship, Torrent and Tidebringer can kill Faceless Void instantly.
* Heroes with slow movement speeds and small health pools (supports like Crystal Maiden or Witch Doctor) are easy targets for Phoenix. Should they be inflicted by its DOT debuffs, they will be very quickly killed without even getting a chance to fight back.
* Fire Spirits does damage over time, preventing Faceless Void from backtracking the full damage with Time Walk.
* Fire Spirits applies a big attack speed slow, stopping Faceless Void from doing many attacks while in Chronosphere.
* Sun Ray can heal allies and damage Faceless Void from outside Chronosphere.
* Supernova can be cast outside of Chronosphere, forcing Faceless Void to step away from it, lest he'll take a lot of damage
* Heroes that have a channeled ability that can be interrupted by Meat Hook: Shadow Shaman, Witch Doctor, Enigma, Bane.
Additional:
* Meat Hook interrupts Death Ward from a decent range, even through Black King Bar & Glimmer Cape.
* Pudge can survive the damage from Maledict because of his Flesh Heap stacks.
* However the damage-over-time from Rot is counteracted by Voodoo Restoration.
* Meat Hook can pull an ally out of Chronosphere.
* Rot will keep damaging Void if he toggled it before Chronosphere, but you can lower your hp for Faceless Void.
* Flesh Heap will help Pudge survive through the Chronosphere with enough stacks, and follow with Dismember.
* Heroes with powerful channeling abilities are easily interrupted by Phantom's Embrace: Bane, Pudge, Witch Doctor, Crystal Maiden, Enigma.
* Soulbind pierces spell immunity and prevents Faceless Void from escaping with Time Walk.
* Heroes with the ability to heal allies will not be able to heal heroes affected by Doom: Chen, Dazzle, Io, Oracle, Omniknight, Witch Doctor, Winter Wyvern, Abaddon, etc.
* Faceless Void relies on Time Walk for mobility and survivability but he can be prevented from utilizing it through Doom.
* Doom has a high cooldown duration for every ability except Infernal Blade, so he is not significantly affected by Time Dilation.
* If Tinker can stay outside of Chronosphere, Laser can cause Faceless Void to miss all his attacks.
* Faceless Void has low health and strongly relies on Time Walk's healing factor to remain alive. Getting caught by Tinker with Scythe of Vyse will almost always spell a quick end for Void.
* Rearm ignores Time Dilation completely.
* Crippling Fear can silence Faceless Void for a long time, preventing him from using his Time Walk and Chronosphere.
* Wraithfire Blast cancels Death Ward in decent range.
* Death Ward is meaningless while Reincarnation is off cooldown.
* Vampiric Aura can out-heal the {tooltip:DoT|Damage over Time} from Maledict.
* Rolling Boulder and Geomagnetic Grip disable Faceless Void so he cannot escape with Time Walk.
* Rolling Boulder will allow Earth Spirit to get on top of Faceless Void at all stages of the game.
* Terrorize forces Faceless Void out of Chronosphere.
* Kraken Shell dispels the stun from Paralyzing Cask. However, it does not dispel the damage from Maledict.
* Once Witch Doctor first uses his Death Ward in team fights, Tidehunter can simply cancel it with Ravage, turning the tables against him, especially if Witch Doctor does not have a Black King Bar.
* As a precaution, Witch Doctor should let Tidehunter use Ravage first before channeling Death Ward to turn a team fight in his favor.
* Death Ward can be easily canceled by Jakiro, or even turned against him with Macropyre, due to it's attack range being smaller then Jakiro's cast range. And Crystal Maiden, his Scepter does not allow him to move while using it. Voodoo Switcheroo is even easier to land Jakiro's Macropyro/Ice Path combo. And unlike Crystal Maiden, Witch Doctor's Aghanim's Scepter upgraded Death Ward does not allow him to move while using it.
* While Maledict can be quite effective on Jakiro, along with repetitive stuns from Paralyzing Cask, it is very difficult to get a strong Maledict on him. Although Witch Doctor's Paralizying Cask, Maledict and Death Ward combo will still quickly eliminate Jakiro.
* On the other hand. Voodoo Restoration will partly protect his allies from Jakiro spells, as it heals based on their Max Health once he gets his Talent (Level 25). Before then though, it won't make a dent in the damage Jakiro deals.
* Decrepify prevents Faceless Void from attacking trapped allies inside Chronosphere, wasting a large portion of its duration if Faceless Void can't dispel it.
* Shallow Grave can prevent the death of an ally that is trapped inside the Chronosphere.
* Shadow Wave lets Dazzle heal allies and damage enemies from outside Chronosphere.
* Death Ward does little damage against Dragon Knight's armor, and Dragon Knight's high health regeneration minimizes damage from Maledict.
* Paralyzing Cask's short stun rarely prevents Monkey King from ambushing Witch Doctor.
* Death Ward's long channel is easily interrupted by Boundless Strike.
* Monkey King’s clones from Wukong’s Command and Aghanim’s Scepter are immune to Chronosphere, so it is a very bad idea to Chronosphere Monkey King with his clones around.
Additional:
* Monkey King’s clones from Wukong’s Command and Aghanim’s Scepter are immune to Chronosphere, so it is a very bad idea to Chronosphere Monkey King with his clones around.
* If Monkey King's himself is not caught inside Chronosphere, he can cast Wukong Command's next to it to force Faceless Void to scatter
* Another hero that should not leave a special circle for his ultimate. The only thing to be afraid is Boundless Strike.
* Mortimer Kisses can deal a large amount of damage to Void during Chronosphere, either outright killing him or forcing him out before he can kill any allies caught in his ultimate.
* Abaddon's constant heals and protection can save himself and his allies from burst-focused heroes, such as Legion Commander, Faceless Void, and Pudge.
Additional:
* Mist Coil and Aphotic Shield enable Abaddon to keep an ally alive during Chronosphere.
* Borrowed Time prevents Faceless Void from killing Abaddon during his Chronosphere.
* It is especially easy for Oracle to negate the damage from Maledict, and even heal through it with Fate's Edict and Purifying Flames.
* If by some miracle an enemy is still about to die because of Maledict, he can still save him with False Promise.
* Any hero that can nullify effects of Chronosphere: (Keeper of the Light with Aghanim's Scepter during daytime, Winter Wyvern), banishing him or Faceless Void (Outworld Destroyer, Shadow Demon, Earth Spirit with Aghanim's Scepter) or protecting him in other ways (Dazzle, Oracle, Abaddon) can greatly limit Chronosphere's potential.
* Time Walk and Backtrack allow Faceless Void to easily negate Oracle's burst damage.
* Time Dilation is effective against Oracle's low-cooldown spells. Although dispellable with Fortune's End, it can still catch Oracle off guard if Fortune's End is on cooldown.
* However, False Promise is one of the best abilities in the game to delay or even potentially save any ally caught in Chronosphere. Combined with Fate's Edict, a well-positioned Oracle denies Faceless Void and his team from attempts at solo-Chronosphering key targets to open up a teamfight.
* Arc Warden's Magnetic Field dodges all damage from Death Ward.
* Stone Form can easily interrupt heroes with long channeling spells, like Crystal Maiden, Bane, Witch Doctor, or Enigma.
* Heroes with gap-closing abilities will be easy targets for Berserker's Call: Phantom Assassin, Faceless Void, Slark, Chaos Knight, Morphling, Queen of Pain
* Any hero that can nullify effects of Chronosphere: (Keeper of the Light with Aghanim's Scepter during daytime, Winter Wyvern), banishing him or Faceless Void (Outworld Destroyer, Shadow Demon, Earth Spirit with Aghanim's Scepter) or protecting him in other ways (Dazzle, Oracle, Abaddon) can greatly limit Chronosphere's potential.
* Heroes with plenty of summons, such as Broodmother or Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
* Any hero that can nullify effects of Chronosphere: (Keeper of the Light with Aghanim's Scepter during daytime, Winter Wyvern), banishing him or Faceless Void (Outworld Destroyer, Shadow Demon, Earth Spirit with Aghanim's Scepter) or protecting him in other ways (Dazzle, Oracle, Abaddon) can greatly limit Chronosphere's potential.
* Generally, any fragile heroes will have a hard time dealing with Undying's tankiness, and even more so if Decay is used on them. Some examples are Crystal Maiden and Witch Doctor.
* Heroes that can stop Faceless Void from leaping around the fight and controlling its outcome are very strong against him. Heroes such as: Axe, Centaur Warrunner, Doom...
* Channeling heroes will not go well against Warlock, especially those who build Black King Bar as Warlock's ultimate ability stun goes through spell immunity. E.g.: Crystal Maiden, Witch Doctor, Enigma, etc.
* Heroes with channeled abilities can be interrupted by a long-range Fissure: Crystal Maiden, Witch Doctor, Bane, Pugna, Pudge.
* Heroes that can easily kill Faceless Void from outside his Cronosphere; Sniper, Skywrath Mage, etc.
* Fragile support heroes are all ideal targets for the Phantom Assassin. Heroes such as Lina and Witch Doctor are all prime targets that may not be able to react quickly and fight back due to Phantom Assassin's sudden appearance.
* Heroes like Slark, Witch Doctor and others also tend to suffer in Ice Blast's heal denial.
* In general, Brewmaster's Cinder Brew and Thunder Clap makes him good against physical damage carries: Ursa, Clinkz, Faceless Void, Troll Warlord, Templar Assassin, Phantom Assassin.
Additional:
* Thunder Clap and Drunken Brawler prevent Faceless Void from maximising his damage potential in fights.
* Cyclone disables Faceless Void during Chronosphere or in general.
* Luna can easily cancel channeling spells with Lucent Beam and 0.25s Eclipse Lucent Ministun talent for Eclipse, she can also buy Abyssal Blade in case they decide to buy Black King Bar: Enigma's Black Hole, Witch Doctor's Death Ward, Shadow Shaman's Shackles, Lion's Mana Drain, Bane's Fiend's Grip, Pudge's Dismember, Crystal Maiden's Freezing Field, Pugna's Life Drain, Dawnbreaker's Solar Guardian, and Naga Siren's Reel In from Aghanim's Scepter.
Additional:
* Lucent Beam interrupts Death Ward from a decent range.
* With Dust of Appearance, Eclipse kills Witch Doctor during Death Ward, even through Glimmer Cape.
* Luna's Eclipse can be used for counter-attacks and interception against gap-closing heroes who use their blinking abilities without protection or who recklessly jump on her, provided that Luna is able to cast it in time. Examples include: Queen of Pain, Riki, Phantom Assassin, Faceless Void and pretty much any hero who relies on Blink Dagger to close the gap.
* Frail heroes who lack mobility can also be an easy target to lock down with Chronosphere, such as Drow Ranger, Luna, Sniper, Terrorblade.
* Long range disables are really effective against dangerous area controllers and channeling Heroes, like Enigma, Faceless Void or Crystal Maiden, as it may cancel them or prevent enemies from doing further damage while keeping Lion in a relatively safe distance in the warzone.
* Heroes with channeled abilities which Assassinate may cancel at long range: Witch Doctor, Crystal Maiden, Shadow Shaman, Pugna
* Heroes that can easily kill Faceless Void from outside his Cronosphere; Sniper, Skywrath Mage, etc.
* Frail heroes who lack mobility can also be an easy target to lock down with Chronosphere, such as Drow Ranger, Luna, Sniper, Terrorblade.
* Heroes that have an escape that doesn't disjoint projectiles: Mirana, Faceless Void, Magnus
* Without Dust of Appearance or Sentry Wards, Riki is able to silence Witch Doctor with Smoke Screen, and is likely to build a Diffusal Blade, leaving Witch Doctor without mana to cast Voodoo Restoration, as well as Skull Basher to interrupt Death Ward.
* Heroes who rely on invisibility, such as Bounty Hunter, Clinkz, Mirana, Nyx Assassin and Riki, as they will be revealed if caught by Chronosphere.
* Sacred Arrow can be used to interrupt Death Ward from a safe distance, forcing him to cancel it to dodge or get hit.
* Paralyzing Cask is a slow-moving stun, and Mirana can Leap away from her allies to keep it from bouncing.
* Witch Doctor has low health and can easily be killed with an Aghanim's Scepter combo or just when hit with an arrow.
* Heroes who rely on invisibility, such as Bounty Hunter, Clinkz, Mirana, Nyx Assassin and Riki, as they will be revealed if caught by Chronosphere.
* Paralyzing cask bounces between him and his wolves, keeping him stunned for long amounts of time.
* Faceless Void can lock Lycan down with his Chronosphere pinning him down as long as his ultimate is up.
* Heroes with gap-closing abilities who attempt to use them for escaping Bloodseeker will suffer serious damage from Rupture: Phantom Assassin, Anti-Mage, Faceless Void, Riki, Slark, Spirit Breaker.
* Voodoo Restoration heals to counter Bloodseeker's Thirst.
* Rupture is generally useless against Witch Doctor while he is staying on Death Ward.
* Although Witch Doctor needs to be careful as Blood Rite can interrupt Death Ward.
* Time Walk negates Rupture's damage.
* Chronosphere prevents Bloodseeker from running down and picking off weak enemies during teamfights.
Additional:
* Time Walk will not make Rupture deal damage for the distance jumped and can be used to quickly escape from Blood Rite.
* Heroes with abilities or items that can silence or disable Anti-Mage for long periods of time will prevent him from Blinking away: Lion, Silencer, Shadow Shaman, Grimstroke, Witch Doctor, Riki, Faceless Void, Skywrath Mage, Puck.
* Heroes with abilities or items that can silence or disable Anti-Mage for long periods of time will prevent him from Blinking away: Lion, Silencer, Shadow Shaman, Grimstroke, Witch Doctor, Riki, Faceless Void, Skywrath Mage, Puck.
Additional:
* Chronosphere provides excellent lockdown against Anti-Mage, allowing for reliable kills in all stages of the game.
* Time Dilation while Blink and Counterspell are on cooldown will make these abilities unusable for a long time, shutting down his mobility and defensiveness.
* Faceless Void's low mana pool makes him a poor target for Mana Void, although he is very vulnerable should Anti-Mage burn all of his mana.
* Heroes who build Black King Bar as either core or situational item will be able to fight back against Nyx Assassin and freely attack him as Spiked Carapace cannot pierce spell immunity at all: Axe, Broodmother, Dawnbreaker, Enigma, Huskar, Jakiro, Legion Commander, Lina, Luna, Lycan, Slardar, Slark, Troll Warlord, Witch Doctor.
* Heroes who rely on invisibility, such as Bounty Hunter, Clinkz, Mirana, Nyx Assassin and Riki, as they will be revealed if caught by Chronosphere.
* Paralyzing Cask will repetively bounce between Chen and his converted creeps every single time. This can get even worse if Witch Doctor buys Aghanim's Scepter that will allow his Death Ward to bounce between Chen and his converted creeps.
* Paralyzing Cask, Maledict and Death Ward combination will often kill Chen's allies before he can save them with Hand of God. And to make things worse, Chen has no way to cancel Death Ward on his own, and must rely on outside from {U:Centaur Conqueror} or {U:Mud Golem} under his control.
* Voodoo Switcheroo from Aghanim's Shard cannot be interrupted by Chen's creeps at all because Witch Doctor is hidden for it's duration.
Additional:
* Paralyzing Cask will repetively bounce between Chen and his converted creeps every single time. This can get even better if Witch Doctor buys Aghanim's Scepter that will allow his Death Ward to bounce between Chen and his converted creeps.
* Paralyzing Cask, Maledict and Death Ward combination will often kill Chen's allies before he can save them with Hand of God. And to make things better, Chen has no way to cancel Fiend's Grip on his own, and must rely on outside from {U:Centaur Conqueror} or {U:Mud Golem} under his control.
* Voodoo Switcheroo from Aghanim's Shard cannot be interrupted by Chen's creeps at all because Witch Doctor is hidden for it's duration.
* Voodoo Restoration heals to counter damage over time of Poison Nova and Poison Sting.
* Time Dilation prevents Bristleback from spamming his low-cooldown abilities, greatly reducing his damage and effectiveness.
* Chronosphere allows allies to reposition and hit Bristleback from the front, bypassing his defensive bonus from behind.
* Bristleback has no way to prevent Void from using Time Walk.
Additional:
* Time Dilation while Quill Spray and Viscous Nasal Goo are on cooldown will make these abilities unusable for a long time, rendering Bristleback nearly useless.
* Bristleback cannot turn inside the Chronosphere, which makes it easy to attack him from the front, completely bypassing his passive damage reduction.
* Time Dilation while Spear of Mars and God's Rebuke are on cooldown will make these abilities unusable for a long time, rendering Mars nearly useless.
* Mars cannot turn inside the Chronosphere, which makes it easy to attack him from the back, bypassing Bulwark completely.
Additional:
* Time Walk allows Faceless Void to escape or enter Arena Of Blood, and helps him recover from Mars' burst damage.
* Time Lock's magical damage ignores Bulwark.
* Chronosphere allows Faceless Void to reposition behind Mars, ignoring his Bulwark while he is helplessly frozen in time.
* Time Walk can easily avoid Invoker's combo damage if doesn't have disables.
* Chronosphere will reveal Invoker during Ghost Walk.
* All of Invoker's hidden cooldowns are affected by Time Dilation, so Faceless Void can easily slow him down a lot.
Additional:
* Time Dilation prevents Invoker from further invoking for the entire duration of the debuff, as well as massively slowing Invoker based on the large amount of spells he has.
* Time Walk will completely negate Invoker's combo damage.
* If Invoker is caught in Chronosphere, he will most likely be the primary target due to the large teamfight contribution he can provide.
* Time Walk makes it hard for Gyrocopter to pin down Faceless Void. With Backtrack it also negates most of his attacks.
* Time Dilation will prevent Gyrocopter from using his cooldown spells.
* Time Dilation can limit Zeus to casting his abilities only once in a fight, effectively serving as a 6/8/10/12 second silence.
* Time Walk negates Zeus's burst damage.
* Chronosphere makes Zeus the best target for Void because of his low mobility.
* Time Dilation while Static Remnant and Electric Vortex are on cooldown will make these abilities unusable for a long time, reducing Storm Spirit's potential.
* Faceless Void can catch Storm Spirit during Ball Lightning with a well-timed Chronosphere or Time Walk.
* Time Dilation is similar to a long duration silence, making Timbersaw useless in team fights, or forcing him to adapt his build.
* Time Walk negates Timbersaw's burst damage.
* Time Lock provides magical damage and lock down, and is effective against both Reactive Armor and Timber Chain.
* In conjunction with Time Lock's magical damage, Chronosphere can destroy Timbersaw before he has time to react, and creates a large obstacle that obstruct's Timber Chain's mobility.
* Time Dilation affects Queen of Pain's low cooldown abilities, making them unusable for a long time, rendering Queen of Pain nearly useless.
* Chronosphere provides excellent lockdown against Queen of Pain, allowing for reliable kills in all stages of the game.
Additional:
* Time Walk and Backtrack allows Faceless Void to easily negate Queen of Pain's burst damage.
* Chronosphere prevents Queen of Pain from escaping with Blink, and her low survivability makes her an easy kill.
* Time Dilation will prevent Queen of Pain from using her low-cooldown spells or force her to buy Black King Bar or a Eul's Scepter of Divinity to dispel the debuff and re-engage.
* Time Walk can be used to close the distance within Drow Ranger, hindering her Marksmanship bonus.
* Faceless Void can also lock down Drow Ranger with Chronosphere before she has the chance to retaliate due to her low health pool.
* Blade Fury will not protect Juggernaut against Chronosphere or Time Lock.
* Faceless Void can Time Walk out of the range of Omnislash at all points of the game and with ease.
* Time Dilation while Shukuchi and Geminate Attack are on cooldown will make these abilities unusable for a long time, reducing Weaver's escape potential.
* Chronosphere will reveal Weaver during Shukuchi.
Additional:
* The wide range of Chronosphere makes it difficult for Weaver to avoid it with Shukuchi and, once caught, his low survivability makes him an easy kill.
* With no significant source of burst damage, it is easy for Void to survive combat with Weaver using Time Walk.
* Time Dilation will prevent Weaver from using Shukuchi or force him to use Time Lapse to dispel the debuff and re-engage.
* Voodoo Restoration heals to counter damage over time of Viper abilities.
* Viper has no way to cancel Death Ward, even through Rod of Atos.
* Chronosphere provides excellent lockdown against Rage.
* Faceless Void's Time Lock stops Lifestealer from getting health regeneration from auto-attacks
* Paralyzing Cask can save ally from Legion Commander Duel's until she purchases Aghanim's Scepter.
* Voodoo Restoration can heal Witch Doctor allies from Duel's.
* Death Ward can help Witch Doctor allies from winning Duel's, if, he is not a target.
* Faceless Void is one of the best heroes against Ember Spirit, providing a lot of ways of dealing with him. Ember Spirit becomes a lot weaker if affected by Time Dilation, as he can no longer spam Sleight of Fist.
* Chronosphere is also a reliable lockdown for Ember Spirit, although it can be evaded sometimes by Activate Fire Remnant. Additionally, Void can easily negate Sleight of Fist damage with Time Walk.
* And finally, Void is a great Diffusal Blade carrier. Not only Manabreak's physical damage not negated by Flame Guard, but it also burns Ember Spirit's mana. That, in turn, prevents him from escaping if he survived Chronosphere.
* Paralyzing Cask is likely to bounce between him and his bear every single time.
* Lone Druid's lack of mobility makes him vulnerable to Death Ward and Maledict.
* Any hero who can survive Magnus's initiations and manfight him: Huskar, Faceless Void, Weaver, Abaddon, Troll Warlord, Alchemist, Dragon Knight, Night Stalker, Viper.
* In general, heroes with AoE or long range disables (such as Faceless Void with Chronosphere, Pudge with Meat Hook and Elder Titan with Echo Stomp) hinder Crystal Maiden, preventing her from using Freezing Field to help her team in a fight.
* Carries that can out damage Huskar will do well against him: Legion Commander, Faceless Void, Troll Warlord, Phantom Assassin.
* 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.
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying Dagon and Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage: Faceless Void, Terrorblade, Ursa, Weaver, Broodmother, Slark, Abaddon, Wraith King, Lifestealer.
* Heroes who rely on invisibility, such as Bounty Hunter, Clinkz, Mirana, Nyx Assassin and Riki, as they will be revealed if caught by Chronosphere.
* Enigma lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Enigma finishes his initiation: Faceless Void, Terrorblade, Ursa, Weaver, Broodmother, Slark, Abaddon, Wraith King, Lifestealer.
* Heroes with magical or pure damage output will not have any problems against Atrophy Aura at all: Luna, Lina, Jakiro, Pugna, Bane, Snapfire, Muerta, Nyx Assassin, Enigma, Tinker, Witch Doctor, Zeus, Crystal Maiden.
* Heroes who rely on channeling abilities can be interrupted in teamfights by Rolling Thunder: Crystal Maiden, Pugna, Witch Doctor
* Chronosphere's large obstacle denies Pangolier the room to roll around during teamfights, as well as wasting his ultimate's duration.
* Heroes with plenty of summons, such as Broodmother or Nature's Prophet can have their minions soak up most of your Paralyzing Cask.
* Time Walk can get out to Sprout.
* Chronosphere will interupt his Teleportation and Faceless Void's can attack kill him within Chronosphere.
* 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.
* 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 that have small health pools and little to no escape mechanisms are even easier prey for Necrophos. Ghost Shroud's slow will allow him to catch him with them, and get nuked down with his abilities, even preventing retaliation due to Reaper's Scythe's stun. Such heroes include Crystal Maiden, Witch Doctor, Warlock or Shadow Fiend.
* Time Dilation while Death Pulse and Reaper's Scythe are on cooldown will make these abilities unusable for a long time, rendering Necrophos nearly useless.
* Necrophos cannot use Ghost Shroud while he is inside Chronosphere which makes it easy to kill him.
* Heroes who cannot escape from Trample early might be easy first blood. Heroes like Witch Doctor and Omniknight should play very cautiously alone...
* Time Walk makes it impossible for Primal Beast to stay on top of Faceless Void with his abilities and allows him to heal burst damage dealt to him.
* Once Faceless Void has an Aghanim's Shard, Onslaught can be easily escaped. He could also choose to get a lower cooldown on Time Walk, making it even harder for Primal Beast to catch him in fights or stop his initiations.
* Time Dilation will make Primal Beast useless for an extended time after casting his abilities if he does not have a dispel.
* Chronosphere has many uses such as stopping Primal Beast from casting abilities on him or allies or even on a teammate, since Primal Beast has no way to assist allies trapped within the sphere.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash: Anti-Mage, Earth Spirit, Faceless Void, Magnus, Mirana, Monkey King, Morphling, Pangolier, Phantom Assassin, Phoenix, Puck, Queen of Pain, Riki, Sand King, Spirit Breaker, Timbersaw, Tusk.
* Time Dilation while Dark Pact and Pounce are on cooldown will make these abilities unusable for a long time, reducing his escape potential. However, Time Dilation is dispellable with Dark Pact so it needs to be timed well.
* Chronosphere will not reveal Slark during Shadow Dance but covers the whole duration of Shadow Dance making him unable to use it to attack or escape. Slark still receives the regeneration benefit from Shadow Dance.
* Heroes who can proc their respective passives while inside Chronosphere can still be a problem for Darkterror: Axe, Abaddon, Razor...
* Time Walk can break Static Link very quickly, preventing Razor from building up to attack damage.
* Death Ward's first target (before it bounces) can evade it, therefore Windranger and Phantom Assassin are poor choices to use it on.
* Time Dilation while renders Windrun movement speed useless slow.
* Time Walk fast cooldown can escaping avoided to Focus Fire. Additionally, Time Walk can dodge to Powershot
* Chronosphere trap can attacking Windranger can not escaping with Windrun.
Additional:
* Time Dilation affects Windranger's low cooldown abilities, making them unusable for a long time, reducing Windranger's escape potential.
* The high mobility provided by Time Walk makes it hard for Windranger to find a good position to land Shackleshot or a full duration of Focus Fire.
* Chronosphere provides excellent lockdown against Windranger, allowing for reliable kills in all stages of the game.
* Faceless Void tends to go for items that require Javelin, such as Maelstrom, Mjollnir and Monkey King Bar, allowing him to bypass the evasion from Windrun.
* Heroes who have channeled abilities can be stunned by Light Strike Array, like Witch Doctor with Death Ward and Bane's Fiend's Grip.
Additional:
* Light Strike Array cancels out Death Ward from a long distance.
* Time Walk will easily backtrack Lina's burst damage (especially Laguna Blade) if not timed correctly.
* During Chronosphere, squishy heroes like Lina will be main target of Faceless Void in his ultimate.
* Witch Doctor's Maledict burst damage can be prevented by Sunder if timed correctly. But it can kill Terrorblade if he has no target to be Sundered with, especially in the early game.
* Death Ward deals physical damage, and Terrorblade's high armor can help him survive against Death Ward. However, Terrorblade has no disable in his skillset at all, and he cannot stop Witch Doctor from channeling Death Ward to maximum. And if Witch Doctor owns Aghanim's Scepter, attacks from Death Ward will be able to bounce around and wipe out Terrorblade's illusions and his team.
* Terrorblade must be careful as Paralyzing Cask is commonly tricky to dodge for him due to his reliance on illusions.
* Heroes who have channeling abilities because Terrorblade has no disables to cancel them at all besides Terror Wave from Aghanim's Scepter, and he does not like buying disabling items at all: Enigma's Black Hole, Witch Doctor's Death Ward, Shadow Shaman's Shackles, Lion's Mana Drain, Bane's Fiend's Grip, Pudge's Dismember, Crystal Maiden's Freezing Field, Pugna's Life Drain, Dawnbreaker's Solar Guardian, and Naga Siren's Reel In from Aghanim's Scepter.
* Frail heroes who lack mobility can also be an easy target to lock down with Chronosphere, such as Drow Ranger, Luna, Sniper, Terrorblade.
* Morphling can Attribute Shift to strength after being hit by Maledict. Since Maledict deals its damage based on the difference between HP on cast and HP after two seconds, odds are Morphling will have more HP than when Maledict was cast, thus resulting in no damage.
* On the upside, players prone to panicked reactions may Morph to agility, making Maledict even more efficient than intended.
* Adaptive Strike (Strength) can interrupt Death Ward at a decent range.
* Time Dilation affects Morphling's low cooldown spells, making them unusable for a long time, rendering Morphling nearly useless.
* Morphling cannot use Attribute Shift while he is inside Chronosphere which makes it easy to kill him.
* Fragile supports with low armor are always a good prey, also her Psionic Trap will wear down most attempts to flee with their built-in disables: Silencer, Crystal Maiden, Warlock, Ancient Apparition, Grimstroke, Witch Doctor
* Multiple attackers thanks to summoned units or clones: Meepo, Witch Doctor, Lycan, Enigma, Shadow Shaman
* Heroes that can quickly deal damage to her, regardless of how weak they are, can easily break through her Refraction:
* Multiple attackers thanks to summoned units or clones: Meepo, Witch Doctor, Lycan, Enigma, Shadow Shaman
* Multiple attackers thanks to illusions: Phantom Lancer, Chaos Knight, Naga Siren (bonus for her Ensnare). Also despite the visual effects, Templar Assassin does not spill damage against illusions or buildings, so she is not a really good hero to clean up illusions.
* Weak damage but high tick rate or persist in a long time: Slark, Gyrocopter, Queen of Pain, Shadow Shaman (Shackles), Jakiro, Pugna, Doom
* Ensnare prevents using any kind of movement abiilties, Making Naga Siren good against heroes who rely on gap-closing abilities to escape: Phantom Assassin, Magnus, Slark, Riki, Faceless Void, Storm Spirit.
* Heroes with long-lasting, undispellable debuffs will pinpoint the true Naga Siren: Spirit Breaker, Bloodseeker, Witch Doctor.
* Faceless Void's lack of strong area-of-effect spells makes it difficult for him to fight against Chaos Knight and his Phantasms.
* From a safe distance and if not caught, Chaos Knight can use Reality Rift to pull Faceless Void out of the Chronosphere which combined with Chaos Bolt can expose him to being bursted down by Chaos Knight's team before Void even succeeds to escape with Time Walk.
* Maledict cannot be dispelled by Phantasm, and can be used to tag the real Chaos Knight hiding within his illusions.
* If Witch Doctor has an Aghanim's Scepter, Death Ward will bounce between Chaos Knight's illusions, destroying them quickly.
* However, Death Ward is easily interrupted by Chaos Bolt until Witch Doctor buys Glimmer Cape or Black King Bar.
* Any hero that can nullify effects of Chronosphere: (Keeper of the Light with Aghanim's Scepter during daytime, Winter Wyvern), banishing him or Faceless Void (Outworld Destroyer, Shadow Demon, Earth Spirit with Aghanim's Scepter) or protecting him in other ways (Dazzle, Oracle, Abaddon) can greatly limit Chronosphere's potential.
* Heroes with channeling abilities: Enigma, Witch Doctor, Crystal Maiden.
* Witch Doctor's iconic Death Ward is a perfect spell for Rubick to output high damage.
* Death Ward requires channeling which makes Witch Doctor a clear tagret for stealing. Rubick can steal the spell outside of Death Ward's attack range most of the times.
* Note that an skilled Witch Doctor player can cast Voodoo Restoration to disrupt their last spell for Rubick to steal.
* Telekinesis can interrupt a channeling Death Ward. With Death Ward's high burst damage, combining Death Ward and Telekinesis to hold enemy in place can result in a solo kill in the early game.
* Paralyzing Cask provides an additional disable. The ability also helps moderately with farming.
* Voodoo Restoration provides some utility by healing Rubick and his team.
* Maledict is a damage-over-time nuke that amplifies the damage enemy taken.
* Telekinesis can reposition the enemy within the range of Maledict.
Additional:
* Rubick can steal Death Ward easily as it is a channeled ability and then use it to turn teamfight to his advantage.
* However, a skilled Witch Doctor will toggle Voodoo Restoration immediately after placing his Death Ward to prevent that.
* Time Dilation, while Spell Steal with Aghanim's Scepter is on cooldown will make it unusable for a long time, reducing Rubick's potential.
* Rubick's own Chronosphere stolen with Spell Steal cannot stun Faceless Void.
* Solar Guardian can heal allies that trapped inside Chronosphere.
* Time Walk can easily avoid Dawnbreaker's abilities or to escape her gank attempts and backtrack any damage she deals.
* Time Dilation can prevent Dawnbreaker from using her abilities after initiating, and slowing her down severely.
* Time Lock combined with his high attack speed can lock Dawnbreaker in place, preventing her escape with Celestial Hammer.
* Chronosphere locks down Dawnbreaker in place right after she uses Solar Guardian.
* On the other hand, if Solar Guardian is cast beforehand from afar, it may discourage Faceless Void from casting Chronosphere in its location
* Disruption can banish Faceless Void or an ally in Chronosphere, making it a less effective ability.
* Faceless Void's illusions created by Disruption will not get stunned by Chronosphere, allowing Shadow Demon to attack Faceless Void in his Chronosphere.
* Casting Disruption after releasing Shadow Poison charges will make Time Walk unable to backtrack the damage.
* Shadow Poison is a good way to deal damage as the initial damage and the release damage can't both be Time Walked at the same time.
* Demonic Purge is a great slow, useful to force out a Time Walk early and can break Time Lock with Aghanim's Scepter.
* Death Ward with Aghanim's Scepter makes quick work of the spawned illusions from Disruption.
* However, it can be cancelled by Disruption until Witch Doctor buys Linken's Sphere or Black King Bar.
* All of Witch Doctor's abilities are active, making Demonic Purge break from Aghanim's Scepter useless.
* Voodoo Restoration can out-heal the damage from Shadow Demon's abilities.
* An attempt to save an ally using Disruption can easily become a perfect setup for a Maledict or Paralyzing Cask for the enemy.
* Low mobility heroes: Heroes with no/little means of traveling fast have difficulty getting to/away from Bounty Hunter due to his slowing Jinada and hastening Track. Few examples of such heroes are: Crystal Maiden, Sniper, Ursa, Witch Doctor, etc.
* Heroes who rely on invisibility, such as Bounty Hunter, Clinkz, Mirana, Nyx Assassin and Riki, as they will be revealed if caught by Chronosphere.
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You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
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Witch Doctor
* Guardian Angel protects allies from Death Ward's physical damage.
* Purification and Heavenly Grace will most likely save teammates from dying to Maledict.
Faceless Void
* Guardian Angel can negate all the physical damage output during Chronosphere.
* When Faceless Void Time Walk's on top of an enemy it becomes a perfect target for Purification
Additional:
* Guardian Angel can negate all the physical damage output from Faceless Void during Chronosphere.
* If Faceless Void Time Walks on top of an ally Purification + Heavenly Grace can turn the fight around.