Clockwerk/Counters

Bad against...

 * Anti-Mage s out of, easily escaping any ganking or initiation attempts.


 * Due to Clockwerk's slow damage output, Chen can often save a trapped enemy with.
 * 's damage amplification may allow to kill Clockwerk quickly after his initiation.
 * Chen' creeps can be used to block Clockwerk's Hookshot initiation from all sides.


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


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


 * Juggernaut is invulnerable while using, meaning that neither or  will save Clockwerk.
 * This is especially common during the early laning phase.
 * will also ignore any damage dealt by, as well as dealing heavy damage. As long as Juggernaut has mana to cast it, any engagement with will hurt Clockwerk a lot more than Juggernaut.


 * With and, Lifestealer is the last hero Clockwerk wants to be trapped with in.


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


 * 's damage is dispersed against Phantom Lancer's illusions.
 * Phantom Lancer can blink out of 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.


 * Being confined in his own 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.


 * 's and  illusions may give clockwerk a hard time to find an angle for hookshot.
 * A trapped Terrorblade can turn the tables with, leaving Clockwerk nowhere to run.


 * Ursa's high physical burst damage makes him a very bad target for.
 * 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

 * 's can turn  into Clockwerk's own grave, but  will also return the damage to Disruptor.
 * can enemies out of.
 * '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.

Items

 * will allow enemies to quickly kill Clockwerk, making his initiation short-lived.
 * can push trapped enemies out of.
 * will keep enemies safe from Clockwerk until go down.

Good against...

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


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


 * '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.


 * pushes Legion Commander away from Clockwerk's allies when she enters a.


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


 * 's long cast time, debuff icon and sound cue means Clockwerk can easily reflect it with.
 * 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 is a death sentence for Sniper.


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


 * can find Tinker if he blinks into the treeline, and will prevent him from teleporting out.
 * will damage Tinker just by walking around in.
 * Tinker has no target control over his s, and the projectiles can be seen from far away, giving Clockwerk lots of time to activate.


 * is nearly useless against Clockwerk if he has a, as it will reflect the damage, forcing Windranger to change targets until the Blade Mail has worn off or retreat.

Others

 * 's random physical burst damage can be a dangerous gamble against Clockwerk's.

Works well with...

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


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


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


 * is the perfect setup for, 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

 * In general, any hero with long disables can help Clockwerk get into position for.
 * In general, heroes with AoE damage-over-time nukes work well on enemies trapped inside Clockwerk's.
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 * 's will reveal fleeing enemies for Clockwerk to pick off with.
 * can Clockwerk onto an enemy to position him for.
 * is a good setup for 's, which has a long cast time and delay.
 * with and Clockwerk's.

List of heroes that counter Clockwerk, and list of heroes that work well with Clockwerk.