Clockwerk/Counters

Bad against...

 * Anti-Mage can easily out of Power Cogs, escaping any ganking or initiation attempts.
 * depletes Clockwerk's much-needed mana.


 * Due to Clockwerk's slow damage output, Chen can often save a trapped enemy with.
 * 's attack speed amplification may allow 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.


 * makes Clinkz one of the hardest heroes for Clockwerk to lane against.


 * will hit Clockwerk every time when he's fighting with an enemy inside Power Cogs.
 * Due to Clockwerk's slow damage output, Dazzle will have more than enough time to any enemy Clockwerk initiates on.


 * moves Clockwerk away from allies struck by Hookshot, or under attack by Battery Assault.
 * can turn Power Cogs into Clockwerk's own grave, and if Disruptor has, then Clockwerk will not be able to use to return damage at all.


 * Ember Spirit's is an easy way to escape from Clockwerk's Power Cogs.
 * blocks most of the magical damage Clockwerk does.


 * Clockwerk cannot go head-to-head with Huskar in Power Cogs, as and  will destroy him faster than the other way around.


 * Juggernaut is invulnerable while using, meaning that neither or Power Cogs will save Clockwerk, this is especially common during the early laning phase.
 * 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.


 * With and, Lifestealer is nearly impossible for Clockwerk to bring down, and is the last hero Clockwerk wants to be trapped with in Power Cogs.


 * allows Morphling to easily escape Power Cogs.
 * Clockwerk's lack of burst damage makes it nearly impossible for him to kill a Morphling using.


 * does great damage to Clockwerk when fighting an enemy inside Power Cogs.
 * For the same reasons, Omniknight also makes a powerful ally for Clockwerk when the situation is reversed.


 * 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 and burn down Clockwerk's mana with, 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, and , he will be unable to deal with Phantom Lancer's illusions coming from.


 * Clockwerk being confined in his own Power Cogs means Clockwerk is unable to quickly escape from Phoenix's and.
 * 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.


 * allows Quen of Pain to easily escape ganking or initiating attempts with Hookshot and Power Cogs.


 * and illusions may give Clockwerk a hard time to find an angle for Hookshot.
 * Because Clockwerk lack burst damage, Terrorblade can often save himself with.


 * 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, Ursa's will negate most of the reflected damage.


 * can spot Clockwerk, allowing Visage's allies to dodge or block Hookshot attempts.
 * Familiars will not be damaged by or Clockwerk's abilities, dealing dangerous amounts of damage to him.

Others

 * can enemies out of Power Cogs.
 * 's 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  and.
 * 's can deal huge damage to Clockwerk inside his Power Cogs.

Items

 * will allow enemies to quickly kill Clockwerk, making his initiation short-lived.
 * can push trapped enemies out of Power Cogs, and can also do this while pushing Clockwerk on the other side of the cogs.
 * will keep enemies safe from Clockwerk until Power Cogs go down.

Good against...

 * Battery Assault will continuously interrupt Earthshaker's long cast animations.
 * Power Cogs can also trap Earthshaker after he initiates.


 * 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.


 * Getting trapped in Power Cogs usually means the end for Drow Ranger.


 * Battery Assault's mini-stuns can severely disrupt Legion Commander's attack animation when she enters a, 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.


 * Power Cogs pushes Monkey King out of, ending his ultimate.
 * Rocket Flare allows Clockwerk to scout Monkey King in the trees, and chase him with Hookshot.


 * ing a Clockwerk can backfire for Pudge, as Battery Assault and will hurt Pudge more than he hurts Clockwerk.


 * 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 ineffective.
 * Battery Assault shuts down upgraded, as the repeated ministuns prevent Pugna from channeling for an extended length of time.


 * 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.


 * Clockwerk can use Power Cogs to repel Spirit Breaker when he charges in with.
 * Spirit Breaker's slow 0.6 second attack animation attacks do little damage against Clockwerk. It can also constantly be interrupted by Battery Assault.
 * 's 1.2 second charge time gives Clockwerk plenty of time to activate and for Battery Assault to cancel it.


 * 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 by stunning him repeatedly.


 * Power Cogs prevent Windranger from fleeing with.
 * Battery Assault repeatedly interrupts, disrupting Windranger's damage output.

Others

 * Heroes with long cast animations can be continuously interrupted by Battery Assault:, , , ,.
 * Spells that requires channelling can be easily interrupted by Hookshot even with Spell Immunity:, ,.

Items

 * ,, and channelling are easily interrupted by Hookshot's stun.

Works well with...

 * lets Clockwerk chase down enemies and position himself right next to them for Power Cogs.
 * Once trapped, on Clockwerk will burn down the enemy very quickly.
 * Dark Seer can also enemies into Power Cogs.


 * Rocket Flare gives Invoker the vision to land his.
 * Power Cogs makes it hard to get away from Invoker's, forcing enemies to take the full damage.


 * works well with Hookshot.


 * 's long range, stun duration and flying vision helps Clockwerk land Hookshots from afar.


 * is a good setup for Power Cogs, as this also ensures that the enemy does not escape from the two allied illusions spawned afterwards.
 * Clockwerk's lockdown also allows Shadow Demon to hit the enemy with two or three s.

Others

 * 's will reveal fleeing enemies for Clockwerk to pick off with Rocket Flare.
 * can Clockwerk onto an enemy to position him for Power Cogs.
 * In general, any hero with long disables can help Clockwerk get into position for Power Cogs.
 * In general, heroes with hard to land or damage-over-time AoE will benefit from Power Cogs.
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List of heroes that counter Clockwerk, and list of heroes that work well with Clockwerk.

Clockwerk/Neutralizações Clockwerk/Противостоящие