Rattletrap the Clockwerk is a melee strength hero renowned as one of the most well-rounded initiator-gankers in the game. His wide array of disables allows Rattletrap to cause chaos among the enemy and break up their formation, giving his team a powerful advantage in any fight. Battery Assault allows Clockwerk to inflict repeated damage ticks and mini-stuns on nearby enemies, allowing him to constantly hinder any enemies he manages to get close to and single out. He can also disrupt enemy movement and pen in foes with his Power Cogs, which induces an electric shock to foes outside, stunning them while damaging them and burning their mana, and can render enemies caught inside helpless. His damage nuke, Rocket Flare, gives him global nuking power that also provides scouting vision for him and his team. Finally, his ultimate, Hookshot, allows Rattletrap to instantaneously stun a foe at long range and quickly close the gap between them, making him a very strong ganker. Few can escape Clockwerk once he has his sights locked in, and his machinations make him a powerful ally to have on any team.
Bio[edit | edit source]
Abilities[edit | edit source]
|Discharges high-powered shrapnel at random nearby enemy units, dealing minor magical damage and ministun.|
|Cast Animation: +|
Search Radius: 275
Shrapnel Interval: 0.7
Damage per Shrapnel: 20/45/70/95
Stun Duration: 0.1
Assault Duration: 10.5
Battery Assault: Undispellable.
Stunned: Dispellable with strong dispels.
|Some of Rattletrap's contraptions don't quite work correctly, so detonating them proves useful as an offensive maneuver.|
|Forms a barrier of energized cogs around Clockwerk, trapping any units that are near. Enemies outside the trap that touch a cog are knocked back, losing health and mana. Once a cog has delivered a shock, it will power down. Cogs can be destroyed by enemy attacks, but Clockwerk can destroy them with just one.|
|Cast Animation: +|
Cogs Spawn Radius: 215
Attacks to Destroy: 2/2/2/3
Shock Search Radius: 160
Shock Mana Burn & Damage: 80/120/160/200
Shock Knockback Distance: 250
Shock Knock Back Duration: 0.85
Cogs Duration: 5/6/7/8
Cog Push: Dispellable with strong dispels.
|One of Clockwerk's inventions of which he is most proud is the power cog - though it is sometimes despised by his allies.|
- The cogs are always placed in the same formation.
- 8 cogs are placed so that they form a circle around Clockwerk. The center of the circle is empty.
- Each cog is spawned 215 range away from Clockwerk, effectively blocking a 255 radius circle due to their collision size.
- All cogs are placed with a 164.5 range distance from each other. Together with their collision size, the gap between the cogs is 4.5.
- This means that any unit trapped within the center of the circle cannot move out unless it has unobstructed movement.
- A cog shocks the first enemy unit which comes within 160 range of it from the outside. A cog can only shock a unit once.
- The shock is a 250 distance knock back at a speed of 294.12, so it lasts exactly 0.85 seconds.
- Knocks units back into the direction they approach the cog from.
- During the knock back, the unit is fully disabled. The damage and mana loss are applied at the end of the knock back.
- Applies the damage first, and then the mana loss.
- At the end of the knock back, trees within 100 radius of the unit are destroyed.
- Despite having 100 health, attacking the cogs deals 0 damage. The health bar also does not decrease when attacking enemy cogs.
- The cogs only shock units that have mana (e.g. ranged lane creeps). Units without a mana pool are not shocked (e.g. Roshan).
- Units not controlled by any player do not try to path around the cogs, but simply walk against them as if they are not there.
- This effectively causes them to get stuck until they change directions (e.g. when aggro-ing them).
|Fires a global range flare that explodes over a given area, damaging enemies and providing vision for 10 seconds.|
|Cast Animation: +|
Cast Range: Global
|What started as a festive display has become a useful scouting and bombardment tool.|
- The Rocket Flare travels at a speed of 1750.
- Provides flying vision in a 600 radius for 1 second while traveling and for 10 seconds at the targeted area after reaching it.
- The rocket can be seen on the mini-map. It appears green to allies and red to enemies (enemies require vision over it to see it).
- The rocket can block neutral creep camps if timed correctly.
|Fires a grappling device rapidly at the target location. If the hook hits a unit, Clockwerk launches himself into the target, stunning and dealing damage. Any enemies Clockwerk collides with along the way are damaged and stunned.|
|Cast Animation: +|
Cast Range: 2000/2500/3000
Max Travel Distance: 2000/2500/3000
Hook Latch Radius: 125
Stun & Damage Radius: 175
Stun Duration: 1/1.5/2
Stunned: Dispellable with strong dispels.
|A somewhat unwieldy device, the Hookshot sends the otherwise clunky Clockwerk armor flying through the air.|
- The hook travels at a speed of 4000/5000/6000, taking a maximum of 0.5 seconds to reach max length.
- When the hook latches on a unit, Clockwerk gets pulled towards it at the same speed as the hook itself.
- Clockwerk is silenced and disarmed during the pull, preventing ability usage and attacking. Items can be used.
- The pull gets canceled when Clockwerk gets affected by other sources of forced movement.
- Clockwerk gets pulled towards the latched unit's current location, and not towards the original location where the hook latched on it.
- This means when the target moves or gets moved, Clockwerk's trajectory adapts immediately.
- The pulling lasts a maximum of 0.5 seconds, so if the target moves away, Clockwerk may not fully reach it.
- The area damage and stun around Clockwerk always happens, regardless of whether the hook latched on an ally or enemy.
- When latching on an ally, the ally is not disabled and can act freely. It is also not interrupted.
- When latching on an enemy, it gets stunned for 1/1.5/2 seconds, or until Clockwerk reaches it.
- This means if Clockwerk does not reach it, it is stunned for the full duration.
- This can happen when either the pull gets canceled, or when the target gets moved too far away during the pull.
- The latched enemy is also hit by the area damage/stun.
- This means the latched target is stunned up to 0.5 seconds longer than secondary targets, due to the initial latch stun.
Recommended items[edit | edit source]
- Tango and Healing Salve give Clockwerk enough basic lane survivability through health regen. Depending on how much harass is expected in the off-lane, more than one Tango may be advised.
- Stout Shield gives Clockwerk protection against harassment in-lane, as he is a melee hero who must walk within range to get last-hits.
- Iron Branches are cheap and give Clockwerk stats in all categories, giving him more HP, some armor and attack speed, and mana.
- Boots of Speed early on give Clockwerk enough movement speed to evade ganks by the enemy's supports. They also allow him to chase with Battery Assault and get early kills against squishy supports if he can single them out.
- Bracer gives Clockwerk useful stats, especially strength for more HP and base damage. The additional HP helps him to survive enemy nukes and attacks when initiating.
- Bottle is important on Clockwerk given his mobility, ability to roam around and gank targets, and small mana pool. As he can pick up runes while roaming, the regen lets him stay out on the field without having to return to base as often, allowing him to accomplish more for his team.
- Ring of Basilius can be a useful item to purchase on Clockwerk during the laning stage, as his low base intelligence means that its flat mana regen benefits him disproportionately. The extra armor also gives him more survivability, and the extra damage helps with last-hitting. It can be disassembled to build other items using the components, or built into a Vladmir's Offering.
- Urn of Shadows is a very useful utility item on a roaming Clockwerk in place of a Bracer. The strength gives him more HP and base damage, while the mana regen helps with his casting. The active can be used to deal more damage to an enemy during a gank, or heal yourself or allies afterward.
- Phase Boots give Clockwerk more mobility, allowing him to get in position to cast his spells or chase an enemy more easily with Battery Assault. The extra damage also lets him last-hit more easily, and deal more damage to enemies penned in by Power Cogs
- Power Treads can be useful to pick up on Clockwerk depending on your build. Being able to switch attributes can allow Clockwerk to take better advantage of Bottle, and reduces the mana cost of his spells while also allowing him to give himself more HP during initiations. As well, the increased attack speed helps with his right-click damage output in teamfights or while farming.
- Arcane Boots can be useful to purchase on a utility Clockwerk who is dependent on casting spells and using item abilities. Clockwerk's main weakness is his small mana pool, so alleviating that allows him to cast his spells more often.
- Magic Wand gives Clockwerk some stats, and allows him to replenish some HP and mana instantly. The former is useful for giving him more HP after casting Hookshot to initiate on the enemy, extending his survivability, while the latter can give him enough mana to cast any of his spells in an emergency.
- Blade Mail is arguably Clockwerk's most important item. The armor gives him more survivability against physical damage when initiating with Hookshot, the intelligence gives him a bigger mana pool to cast spells, and the damage gives him more damage output. The active allows him to use his HP pool offensively by punishing the enemy for focusing him, and can buy him survivability if the enemy avoids targeting him while the item is active.
- Town Portal Scroll should always be carried by all heroes. Clockwerk's initiating power is useful at all times in teamfights, ganks and counter-ganks.
- Observer Ward can be bought when necessary, as Clockwerk is not extremely reliant on items.
- Dust of Appearance is ideal for ganking invisible enemies, as Clockwerk's close promixity after initiation guarantees the debuff will be applied without guesswork. Remember that Battery Assault cannot hit invisible enemies.
- Aghanim's Scepter significantly reduces Hookshot's cooldown, and gives him stats across the board. The reduced cooldown allows Clockwerk to use his ultimate tactically, as he can cast it multiple times in a single teamfight.
- Drum of Endurance gives Clockwerk stats across the board, generally increasing his survivability as well as ability to cast spells. The movement speed aura also makes him more mobile, allowing him to position for spells or chase more easily.
- Vanguard is a very good item to get on Clockwerk as it increases his survivability during initiations. As Clockwerk is already very resistant against magic nukes, the damage block makes him quite tough against physical attacks as well, and the HP regen allows him to maintain his HP pool in the field, meaning less returns to base.
- Force Staff gives Clockwerk an extra tool for more mobility on top of the highly beneficial intelligence, allowing him to quickly close the gap to cast Power Cogs or Battery Assault, or escape from unpleasant situations. Its most powerful use is to allow Clockwerk to escape from inside his own Power Cogs without having to destroy them, allowing him to trap dangerous melee enemies inside that could otherwise tear him apart with right-clicks.
- Blink Dagger drastically increases Clockwerk's mobility and gives him yet more initiating power. Clockwerk can blink on top of enemies to initiate rather than using Hookshot, or use the blink to quickly re-position himself for a clear line of fire for Hookshot.
- Mekansm gives Clockwerk stats across the board, additional armor, and a way to heal himself and his team, especially after using Hookshot to initiate. However, its high mana cost means that you should increase the size of your mana pool if you want to build this item.
- Vladmir's Offering is a useful survivability and aura item that can give Clockwerk's team an edge in fights. The armor aura increases Clockwerk's survivability, and the mana regen and lifesteal can allow him to roam over extended periods of time without returning to base for HP or mana.
- Eul's Scepter of Divinity gives Clockwerk a powerful amount of utility for a cheap support item. The extra movement speed helps Clockwerk to chase down enemies with Battery Assault, and the intelligence and mana regen allow him to cast his spells much more often. The active adds yet another disable to Clockwerk's repertoire, allowing him to disable another enemy after a Hookshot initiation or stopping someone in their tracks so that you can walk over and surround them with Power Cogs. As well, the active can be used on Clockwerk himself to give him temporary invulnerability while at the same time removing debuffs.
- Lotus Orb is extremely strong on Clockwerk, as it serves many of the same purposes as Blade Mail. It gives Clockwerk regen and armor, increasing his durability and staying power. The active can be cast during Hookshot-Cog initiations to use the enemy's targeted spells against them if they decide to attempt to focus Clockwerk down.
- Crimson Guard is a good utility upgrade from Vanguard, as it gives Clockwerk additional armor for a modest buildup. The active can greatly help your team in fights, and drastically increases Clockwerk's survivability against physical damage during initiations.
- Veil of Discord is a good utility item that increases Clockwerk's initiating power. Besides the stats and armor, Clockwerk is uniquely qualified to use the item's active ability as he will often find himself right in the middle of the enemy after Hookshotting in, allowing him to apply the magic resistance debuff to the enemy team and making his team's magic nukes hit for more, as well as those of Clockwerk himself.
- Necronomicon has strong synergy with Clockwerk. Using the item after initiating on an enemy with Hookshot and Power Cogs can trap them inside the barrier with you and two summons that help to deal additional damage, on top of providing True Sight within the area once it is upgraded. It also provides strength and intelligence to Clockwerk, giving him more HP and mana.
- Guardian Greaves is a strong boots item that gives Clockwerk strong survivability if upgraded from a Mekansm and Arcane Boots. The aura gives him increased survivability when initiating with Hookshot-Cog, particularly once its bonuses increase when his health drops below a certain threshold, and the self-dispel can remove debuffs from him, increasing his survivability.
- Pipe of Insight allows Clockwerk to shield himself and his team from magical nukes, and gives him significantly more survivability after initiating with Hookshot as he can resist enemy magic nukes more easily.
- Heart of Tarrasque greatly increases Clockwerk's HP pool and gives him some base damage. The greatly increased durability allows him to initiate without fear of being quickly destroyed by the enemy, which can allow him to make full use of his disables in a teamfight.
- Radiance allows Clockwerk to inflict burn damage to the enemy during Hookshot initiations, as well as when chasing enemies down with Battery Assault. The induced miss chance also gives him and his team increased survivability against physical attacks, as all enemies affected by the burn will miss some of their attacks no matter who the attacks are directed at.
- Shiva's Guard increases the size of Clockwerk's mana pool, allowing him to cast spells more often, and greatly increases his survivability against physical damage. The active can be cast prior to using Hookshot, instantly applying the nuke damage and slow to the entire enemy team upon reaching your destination.
Gameplay[edit | edit source]
Audio[edit | edit source]
History[edit | edit source]
Equipment[edit | edit source]
Trivia[edit | edit source]
- One of Clockwerk's death animations is a reference to the movie Terminator 2: Judgment Day.
- An old competitive strategy that was used in DotA was sending a rocket flare over to the enemy fountain, and having Nature's Prophet teleport to the enemy base and snipe the courier. This tactic has long been discontinued due to triggers being implemented to stop it.
- The line "Play I'm lost... like gears in the rain." (death line) is a reference to the movie Blade Runner.
- The line "Play Some assembly required" (spawn line) is a reference to a song of the same name composed by Mike Morasky, for the game Portal 2, another game made by Valve.
- The line "Play I'm the six million gold piece man!" (respawn line) is a reference to the American television series The Six Million Dollar Man.
- The line "Play The turtle wins the race" (move line) is a reference to one of Zeno's Paradoxes named Achilles and the tortoise.
Gallery[edit | edit source]
Early concept art