24 + 2.7
13 + 2.3
17 + 1.3
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.
| Rattletrap, the Clockwerk
| Play "A good offense is the best armor. Good armor is also good armor."
|| Initiator / Disabler / Durable / Nuker
|| Rattletrap descends from the same far-flung kindred as Sniper and Tinker, and like many of the Keen Folk, has offset his diminutive stature through the application of gadgetry and wit. The son of the son of a clockmaker, Rattletrap was many years apprenticed to that trade before war rode down from the mountains and swept the plains villages free of such innocent vocations. “Your new trade is battle,” his dying father told him as the village of their ancestors lay in charred and smoking ruins.|
It is a poor tradesman who blames his tools, and Rattletrap was never one to make excuses. After burying his father among the ruins of their village, he set about to transform himself into the greatest tool of warfare that any world had ever seen. He vowed to never again be caught unprepared, instead using his talents to assemble a suit of powered Clockwerk armor to make the knights of other lands look like tin cans by comparison. Now Rattletrap is alive with devices—a small but deadly warrior whose skills at ambush and destruction have risen to near-automated levels of efficiency. An artisan of death, his mechanizations make short work of the unwary, heralding a new dawn in this age of warfare. What time is it? It's Clockwerk time!
|| Sam A. Mowry (Responses)
Because of his powerful initiation potential and strong disables, Clockwerk is a very strong roamer and ganker who can set up kills for his team in almost any situation. Catching an enemy alone with Battery Assault allows him to deal tremendous damage to them while also slowing them down, and he can further pin them down with Power Cogs, preventing them from moving at all. Rocket Flare can be used for nuking or for vision, allowing Clockwerk to bombard enemies from across the map with good aim, or scout out their movements by providing map vision. Hookshot, his ultimate, is a very powerful initiating spell, allowing Clockwerk to stun a lone target and then easily get within range for Battery Assault and Power Cogs, and allows him to target the back lines of the enemy team to remove their casters from the equation. Because he gets up close and personal with the enemy, Clockwerk benefits from building items that increase his tankiness, allowing him to survive his initiations in order to disrupt the enemy as much as possible.
| Power Cog
- The cogs are always placed in the same formation.
- 8 cogs are forming a 3x3 square around Clockwerk. The center of the square is empty. The square fits in a 240 radius circle.
- All cogs are placed with a 160 range distance from each other. Together with their collision size, the gap between the cogs is 0.
- This means that any unit trapped within the center of the square 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 252 distance knock back at a speed of 300, so it lasts exactly 0.84 seconds.
- The knock back direction is always north, east, south or west, depending from which side the unit approached.
- 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.
- Last hitting a Power Cog does not count as a last hit for anything.
- 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.
- The Rocket Flare travels at a speed of 1750.
- Gives vision in a 600 radius for 1 second while traveling and for 10 second 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 hook travels at a speed of 4000/5000/6000.
- When the hook latches on an enemy, it starts pulling Clockwerk towards the target and stuns it for 1/1.5/2 seconds or until Clockwerk reaches the target.
- While Clockwerk is being pulled, any enemy within a 175 range of him gets stunned and damaged. This includes the latch target.
- The initial stun of the hook caused from latching only disappears when Clockwerk reaches it. If the pull gets canceled in any way, it remains stunned.
- Since the travel time can take up to 0.5 seconds, the latch target is overall stunned for up to 0.5 seconds longer than secondary targets, given the pull is not canceled.
- Clockwerk is silenced and disarmed during the pull, preventing ability usage and attacking. Items can be used.
- 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.
- 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
- 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 solves many of Clockwerk's weaknesses. 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.
- 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.
- 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.
- Clockwerk is a formidable initiator and ganker who can be effective even with very few items in the early and mid game. His array of disables and nukes provide strong crowd control in any situation, allowing him to greatly disrupt the enemy.
- Clockwerk has very strong initiation abilities, but his damage nukes scale off greatly the longer a game goes due to enemies' mana and HP pools getting larger. As such, he is most effective in the early- and mid-game where he can get ganks off and secure map control for his team to gain an early advantage.
- While he has good base strength and impressive strength growth, Clockwerk suffers from poor base agility, meaning that he is quite vulnerable to physical damage if he does not get any armor items. As well, his caster-oriented skill set means that he needs a source of mana regeneration in order to be effective. Due to all this and his strong initiation spells, Clockwerk benefits most from building items that give him survivability, mobility and mana.
- In most cases, Clockwerk is played as an off-laner, as his spells allow him to harass the enemy while also providing a measure of survivability. As well, he can be very powerful with early levels, becoming a strong roamer and ganker once he hits level 6.
- Battery Assault works as a periodic mini-stun that can deal tremendous damage to single targets, and is effective for interrupting channeled spells or long cast animations.
- Battery Assault works best if Clockwerk can single out a lone enemy. As the shrapnel hits random targets within a certain radius of Clockwerk, removing random targets from the equation allows Clockwerk to inflict all of the damage on a single enemy, often resulting in a kill.
- Battery Assault is a very strong chasing spell that works best if Clockwerk has more movement speed than his target. The mini-stun from the shrapnel will force enemies to stop each time they are hit, drastically impeding their attempts to flee. This allows Clockwerk to guaranteed slow an enemy down for the full duration of the spell after getting within range to land one mini-stun, and gives any nearby allies time to catch up.
- Never underestimate the amount of damage that Battery Assault can deal to a lone target in the early game. With just two levels in the ability, it is possible to run down and kill enemies by yourself in the laning stage if you can catch them away from other units.
- Remember that Battery Assault will not hit invisible units. Therefore, it is highly recommended to carry Dust of Appearance or Sentry Wards if you are ganking a hero with invisibility spells or items.
- A unit under the effect of Battery Assault cannot cast spells with a cast time higher than/cannot perform attacks with an attack time higher than 0.6 seconds, assuming their are no other units in range.
- Power Cogs is a powerful crowd-control and nuke that costs little mana to use. The cogs can greatly impede enemy movement, allowing Clockwerk's team to cast area-of-effect spells to great effect.
- Power Cogs is a powerful harass and escape spell in the laning stage. Against melee carries, Clockwerk can easily get within range to shock them with the cogs when they approach the creeps to get a last-hit, destroying their HP and mana at little cost to himself. As well, deploying the cogs while running from an enemy gank will prevent them from easily pursuing.
- Power Cogs can be a powerful lockdown spell to use in combination with Battery Assault. By pinning down enemies inside the barrier with Clockwerk, Battery Assault can deal its mini-stun and damage on the target for several seconds.
- Keep in mind, Power Cogs can be destroyed in two enemy attacks unless they are level 4. If you are attempting to lock down an enemy and don't have level 4 cogs, it can be beneficial to simply block the enemy's path with the cogs from outside rather than locking them in, as the shock can provide additional damage and stun, and the enemy will be forced to destroy at least two cogs in order to go in the direction they wish to.
- Used as an initiating tool, Power Cogs can greatly impede enemies' movements whether they are outside or within the barrier. Placing the cogs in a certain area can inflict several of the enemy with the shock and prevent them from moving in that direction, which can be used to cut off escapes or deter advance; as well, remember that shocked enemies will be knocked back, which can be used to displace them over impassable terrain if needed. Locking down targets within the barrier allows your team to hit them with powerful but unreliably-targeted spells like Mystic Flare, Split Earth, Ghostship, Sun Ray, and so on.
- Remember that Power Cogs will stun any enemies that touch them from outside the barrier, and as such can be useful as a way to interrupt channeling spells or items if Battery Assault and Hookshot are on cooldown.
- When ganking lone targets, it can be useful to utilize Power Cogs' shock rather than locking down an enemy inside. The cogs can deal additional nuke damage and reduce the enemy's mana, and the cogs can easily block off the path to safety, giving the enemy no avenue of escape. As well, the shock can be used as an additional disable to stun the enemy for a short amount of time.
- Be very careful about when and where you use Power Cogs, as they will impede allied movement as well as that of enemies. Deploying Power Cogs at the wrong moment or place can trap teammates or hinder pursuit against enemies.
- Rocket Flare is a global range damage nuke that has powerful utility at all points of the game.
- Early game, your skill points are better spent on your other spells, so one or two levels of Rocket Flare is enough. It can be used to secure last-hits, and to break Clarity and Healing Salve on enemy heroes from long range.
- Always be sure to use the flare's global range to your advantage. If you have advance notice that your team intends to gank in another lane, try to send a rocket at the enemy to add your own nuke damage as well.
- Never underestimate Rocket Flare's damage at high levels. Against fleeing opponents, its global range can be enough to finish them off with precise aiming. It also has utility in pushing or counter-pushing lanes globally by using the flare to damage enemy creeps.
- The vision granted by a rocket should be utilized to its utmost. Never hesitate to use your rocket to check behind treelines where you suspect the enemy may be, and be sure to occasionally check Roshan's pit if the entire enemy team is missing. As well, besides the lingering flying vision given over its destination, it also provides vision as it travels, so overshooting can allow you to scout out more area.
- Hookshot is one of the most powerful initiating abilities in the game, allowing Clockwerk to almost instantly stun and close the distance with any enemy that he has a clear line of engagement towards.
- Always take advantage of Hookshot's long cast range if possible. It can latch onto targets from extremely far away, so you can initiate on an enemy who doesn't even know that you're in the same part of the map as them.
- Be sure to check the area immediately around Clockwerk prior to casting Hookshot, as its latch does not discriminate between friend and foe. Initiations can be easily fouled if an ally or creep is standing between Clockwerk and his target, causing him to waste the spell.
- Power Cogs has extremely strong synergy with Hookshot, as you can lock an enemy down in place after latching to them, preventing them from moving for a long duration. You can even move a short distance away before dropping the Power Cogs to block off their escape route while inflicting them with the shock.
- While Hookshot is very powerful for initiating on lone enemies, its long cast range also allows Clockwerk to jump on enemies in the rear line of teamfights. This can be useful for disrupting the enemy's supports and preventing them from effectively participating, as well as for getting in position to split the battlefield with Power Cogs.
- Don't forget that you can Hookshot to allied units (both heroes and creeps) as well as neutrals, not just as enemies. This can be useful for escaping from a bad situation, as you can quickly put a large amount of distance between yourself and any pursuers.
- Hookshot can stun enemies through spell immunity. As such, it can be used as a last resort if an enemy has activated spell immunity and is trying to teleport away.
- Due to his nature as an initiator, Clockwerk can build many different types of powerful items that can greatly benefit his team or himself.
- As a utility hero, be sure to purchase Observer Wards for your team whenever possible. Given Clockwerk's mobility, being able to monitor the enemy's position and movement can give you numerous opportunities for Hookshot initiations.
- In general, carrying a Dust of Appearance at all times can be highly beneficial for Clockwerk. Being able to reveal enemies that have invisibility spells or items allows him to hit them with Battery Assault, drastically reducing their chances of successful escape.
- Orb of Venom is a cheap attack modifier that can allow Clockwerk to chase more effectively with Battery Assault. Hitting an enemy with one right-click can reduce their movement speed even further, making it less likely that they can escape from the ability.
- 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.
- 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.
- 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.
- 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.
- Glimmer Cape gives Clockwerk more utility and survivability against magic nukes. Used to initiate, it can allow Clockwerk to approach enemies invisibly rather than using Hookshot, and used defensively it can allow Clockwerk or an ally to shrug off strong magic nukes.
- 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.
- 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.
- According to some of his responses Tinker and Sniper are his cousins.
March 21, 2013 Patch
February 28, 2013 Patch
- Fixed Power Cogs pulling more than just heroes inside the cogs.
February 07, 2013 Patch
- Fixed some ability Backswing timing issues ( Kunkka, Clockwerk, Timbersaw, Meepo, Pudge, Spirit Breaker, Sand King, Riki, Nyx Assassin, Lion, Pugna, Shadow Demon, Batrider).
January 03, 2013 Patch
June 20, 2012 Patch
June 14, 2012 Patch
May 10, 2012 Patch
- Fixed turn rates for the following heroes: Lifestealer, Alchemist, Clockwerk, Bounty Hunter, Dark Seer, Dazzle, Ancient Apparition, Brewmaster, Chen, Silencer, Lone Druid, Spectre and Spirit Breaker.
- Fixed Power Cogs bounty being too small.
- Fixed Power Cogs knockback speed and distance being too small.
- Fixed Rocket Flare reveal aoe.
- Fixed Power Cogs having very small night vision.
April 19, 2012 Patch
- Fixed Hookshot target sometimes being able to move away while you are traveling.
- Fixed aoe around Hookshot not reliably affecting the area.
February 16, 2012 Patch
January 12, 2012 Patch
December 01, 2011 Patch
October 27, 2011 Patch
October 13, 2011 Patch
September 23, 2011 Patch
September 16, 2011 Patch
September 15, 2011 Patch
September 09, 2011 Patch
August 03, 2011 Patch
August 02, 2011 Patch
- Fixed Hookshot sound getting stuck if he couldn't damage anyone after making contact (friendly or invulnerable enemy).
July 22, 2011 Patch
July 01, 2011 Patch
June 24, 2011 Patch
May 13, 2011 Patch
April 30, 2011 Patch
- Fixed Power Cogs to be killable by his own team (he can do it in one hit).
- Adjusted how Power Cogs arrange nearby units when deployed – they should be better about trapping units now.
April 20, 2011 Patch
- New Hero: Rattletrap ( Clockwerk).
April 14, 2011 Patch
- New Hero: Rattletrap ( Clockwerk).
- Reduced hits required to kill Power Cogs from 3 to 2/2/2/3.
- Units knocked back by Power Cogs now destroy trees in 100 radius around where they land.
- Increased agility gain from 1.2 to 2.3.
- Now pulls Clockwerk to allies instead of getting blocked by them.
- Aghanim's Scepter upgraded cooldown decreased from 15 to 12.
- Increased Strength gain from 2.4 to 2.7.
- Reduced Battery Assault damage interval from 0.75 to 0.7.
- Power Cogs
- Increased damage and mana drain from 60/90/120/150 to 80/120/160/200.
- Increased duration from 3/4/5/6 to 5/6/7/8.
- Fixed not triggering and burning mana/health when someone Force Staffs over it.
- Increased Power Cogs damage and mana drain from 55/70/85/100 to 60/90/120/150.
- Undid melee hero collision change from 6.72c
- Melee hero collision size now reduced from 24 to 12.
- Fixed Hookshot having inconsistant behavior on spell immune units.
- Reduced base Armor from 1 to 0 (total armor is now 1.82).
- Increased attack range from 125 to 128.
- Power Cogs
- Fixed a bug that caused them to die prematurely.
- Are no longer affected by Shrapnel.
- Increased base Armor from o to 1 (total armor is now 2.82).
- Increased Battery Assault damage from 10/30/50/70 to 15/35/55/75.
- Reduced Hookshot cooldown from 80/60/40 to 70/55/40.
- Power Cogs unit trapping code improved a little bit.
- Heroes within a small radius are now "sucked in" upon cast.
- Fixed some possible bugs with Power Cogs.
- Reduced Aghanim's Scepter upgraded Hookshot cooldown from 20 to 15.
- Reduced Rocket Flare cooldown from 30/25/20/15 to 20/18/16/14.
- Reduced base Armor from 1 to 0 (total armor is now 1.82).
- Added Aghanim's Scepter upgrade for Clockwerk: Allows Hookshot to latch onto allies and reduces cooldown from 80/60/40 to 20.
- Reduced Battery Assault duration from 15.75 to 10.5 (22 shrapnels to 15 shrapnels).
- Increased Hookshot cooldown from 40/35/30 to 80/60/40.
- Reduced base armor from 2 to 1 (total armor is now 2.82).
- Reduced strength gain from 2.9 to 2.4.
- Power Cogs no longer affects invulnerable units.
- Reduced Rocket Flare damage from 100/133/166/200 to 80/120/160/200.
- Hookshot now destroys trees within a small radius around Clockwerk after reaching the latched unit.