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Clockwerk

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Clockwerk
Clockwerk.png
Strength
24 + 2.7
Agility
13 + 2.3
Intelligence
17 + 1.3
Level 1 16 25
Hit Points 606 1404 2202
Mana 221 494 884
Damage 55‒57 97-99 139‒141
Armor 1.82 6.93 12.35
Attacks / Second 0.66 0.87 1.1
Movement Speed 315
Turn Rate 0.6
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.33+0.64
Cast Duration 0.3+0.51
Base Attack Time 1.7

Rattletrap the Clockwerk is a melee strength hero commonly played as an initiator or ganker. As an initiator, his main purpose is crowd control. However, he also does secondary jobs such as chasing and map control. His abilities are centered around isolating and killing enemies one by one. He does not deal reliable area damage like most initiators, but still he is capable of doing a surprising and devastating entrance. Usually Clockwerk players should initiate onto low health support heroes or enemy heroes with strong team fight ability, such as Warlock, hampering their ability to land solid teamfight spells. Clockwerk can also initiate onto enemy carry heroes, in order to isolate them away from the team fight by forcing them to remain in cogs.

Contents

[edit] Bio

Clockwerk Rattletrap, the Clockwerk
Play "A good offense is the best armor. Good armor is also good armor."
Role: Pip initiator.png Initiator / Pip tank.png Durable
Lore: 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!
Voice: Sam A. Mowry (Responses)

[edit] Gameplay

His first ability is Battery Assault, which shoots out shrapnel every 0.7 seconds for 10.5 seconds in total. This spell deals good damage and causes mini-stun on every hit. It has a very small area of effect and is not effective when multiple targets are near Clockwerk, so it is beneficial to isolate heroes or hunt lone heroes down. If you can consistently hit one enemy hero over the 10.5 seconds, it deals an incredibly high amount of damage. His second ability is Power Cogs, which sucks in units that are close to him and surrounds them with small structures. These structures don't allow anyone to escape and will push back heroes that try to get close to them, which makes it very useful to combo with his first ability. Can also be used to run away or create an artificial wall, but this requires skill on the player's part. His third ability is a global rocket which has a decent area of effect but a slow travel time, so it is difficult to hit from long range. It gives vision wherever it hits and deals some mediocre damage, making it effective to scout, harass, or kill a fleeing hero. Clockwerk's ultimate is a very long range hookshot which shoots out very quickly from him to a target position. If the hook collides with an enemy hero or non-neutral creep, he will be pulled to it(the target is immobilized while he's being pulled unto it), stunning and damaging all enemies that are passed through, as well as those at the target location. It is very good for catching heroes that are running away or off guard, but takes positioning and skill to hit.

Source: [1]

[edit] Abilities

Battery Assault
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged. Cannot be used by illusions. Play
Q
E
Battery Assault icon.png
Ability Affects Damage
No Target Enemies Magical
Discharges high-powered shrapnel at random nearby enemy units, dealing minor magical damage and ministun.
Radius: 275
Duration: 10.5
Interval: 0.7
Damage: 15/35/55/75
Cooldown 32/28/24/20 Mana 75
Some of Rattletrap's contraptions don't quite work correctly, so detonating them proves useful as an offensive maneuver.

Notes:

  • Remains active even if Clockwerk is disabled.
  • Discharges a total of 16 shrapnel.
  • Total damage: 240/560/880/1200.
  • Does not hit invisible units.
  • Mini-stun duration is 0.1 seconds.

Power Cogs
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
W
C
Power Cogs icon.png
Ability Affects Damage
No Target Enemies Magical
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.
Radius: 210
Duration: 5/6/7/8
Life and Mana Drained: 80/120/160/200
Enemy attacks required to destroy: 2/2/2/3
Cooldown 15 Mana 50/60/70/80
One of Clockwerk's inventions of which he is most proud is the power cog - though it is sometimes despised by his allies.

Notes:

  • Cogs can shock invisible units.
  • The knock back lasts 0.84 seconds and affected units are disabled during it. Damage is taken and mana is lost right after the push back.
  • Knocks back enemies 252 units at a speed of 300 units.
  • Cogs give no gold when destroyed.
  • Units knocked back will destroy trees in 100 AoE around where they land.

Rocket Flare
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Play
E
R
Rocket Flare icon.png
Ability Affects Damage
Target Point Enemies Magical
Fires a global range flare that explodes over a given area, damaging enemies and providing vision for 10 seconds.
Range: Global
Radius: 575
Duration: 10
Damage: 80/120/160/200
Cooldown 20/18/16/14 Mana 50
What started as a festive display has become a useful scouting and bombardment tool.

Notes:

  • Gives vision in a 600 radius for 1 second while traveling and for 10 second at the targeted area after reaching it.
  • The flare travels at a speed of 1500.
  • The rocket can block creep camps if timed correctly.

Hookshot
Partially blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
R
T
Hookshot icon.png
Ability Affects Damage
Target Point Enemies Magical
Fires a grappling device rapidly at the target location. If the hook hits a non-neutral unit, Clockwerk launches himself into the target, stunning and dealing damage. Any enemies Clockwerk collides with along the way are subject to damage and stunned. Upgradable by Aghanim's Scepter.
Range: 2000/2500/3000
Radius: 125/175**
Stun Duration: 1/1.5/2
Damage: 100/200/300
Cooldown 70/55/40 (12*) Mana 150
Partially blocked by Magic Immunity. Damage is blocked, stun is not.
Can be Improved by Aghanim's Scepter (* shows the improved values). Decreases cooldown.
A somewhat unwieldy device, the Hookshot sends the otherwise clunky Clockwerk armor flying through the air.

Notes:

  • (**) Latch/stun radius.
  • Will latch on to and take Clockwerk to allied units, but will not damage or stun them.
  • The hook travels at a speed of 4000/5000/6000.
  • The affected enemy will be stunned until the hook retracts, effectively prolonging the stun duration by up to 0.5 seconds on the latched unit.
  • Colliding with a neutral creep will stop the hook with no effect.
  • Clockwerk is silenced while travelling, so attempting to activate another ability mid-flight will not queue it for use when he arrives. Items however can be freely used.

[edit] Recommended items

Explanation:
Starting Items:

Early Game:

  • Boots of Speed allows Clockwerk to stay in range for Battery Assault and Power Cogs.
  • Bracer provides some extra health and a bit of damage.
  • Bottle allows Clockwerk to use his abilities more often, and also restores any health lost in small skirmishes.

Core Items:

  • Phase Boots allow for great chasing with battery assault and easier positioning for your Power Cogs.
  • A Magic Wand gives Clockwerk the ability to shrug off some damage in early fights.
  • Vanguard gives health regeneration and damage block, both of which are useful due to Clockwerk's abilities requiring him to be in the middle of the fight.

Luxury Items:

  • Aghanim's Scepter significantly reduces Hookshot's cooldown, which allows him to initiate and constantly stun one or multiple enemies over the course of a fight.
  • Drum of Endurance gives Clockwerk a bit of extra health and mana, as well as a useful aura for his team.
  • Pipe of Insight provides health regeneration and spell resistance, useful for when the enemy team has a lot of magical damage.
  • Heart of Tarrasque allows Clockwerk to be up close and personal and not be afraid of damage.
  • Radiance synergises very well with all of his abilities, as he is able to stay or get close to any opponent no matter what they do.
  • Shiva's Guard also increases Clockwerk's utility, allowing him to have greater area presence.

[edit] Equipment

[edit] Tips

  • Clockwerk is a formidable ganker with nice farming capabilities who can be effective even with very few items in the early and mid game. This makes you comfortable at almost any lane; side lane, mid lane or solo lane are all viable options.
  • Clockwerk has great synergy with high DPS nukers. Power Cogs can isolate a single enemy and set them up for AOE or single-target nukes.
  • Clockwerk has two very powerful escape mechanisms in Power Cogs and Hookshot. Use them to enter fights or escape.
  • Battery Assault works as a ministun, and is effective for interrupting channeled spells or teleports. This prevents heroes from casting spells with extended cast times.
  • You can spam Rocket Flare to gain map control due to the vision it provides. Consider using it before the game starts to find out where enemy heroes are.
  • You can utilize the global cast range of Rocket Flare to kill fleeing opponents.
  • If a rocket flies over an empty neutral camp exactly during their respawn timer (every 1 minute), it will be counted as blocking (similar to ward blocking) and thus no neutrals will spawn there. However, this requires extremely precise timing, as the rocket needs to be 'physically' present there, not after it explodes.
  • Clockwerk is a mortal threat to many heroes. However, his spells scale off late game. Be sure to have a strong ganking presence in the mid game to create space for your team.
  • Necronomicon is also a good item to get on Clockwerk. The damage from the summoned units, mana burn, and the true sight all synergize well with Clockwerk's ability to trap enemies in his cogs.
  • Force Staff is also a good choice to be able to quickly escape your own cogs, while leaving opponents trapped inside. This is especially useful against heroes that can rapidly deal melee damage (e.g. Slardar, Alchemist, Lifestealer,etc).

[edit] Trivia

  • 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.

[edit] Update history

March 21, 2013 Patch

February 28, 2013 Patch

  • Fixed Power Cogs icon.png Power Cogs pulling more than just heroes inside the cogs.

February 07, 2013 Patch

January 03, 2013 Patch

June 20, 2012 Patch

  • Fixed Hookshot stunning dead units.

June 14, 2012 Patch

  • Fixed units not always getting sucked into Power Cogs properly.
  • Fixed Hookshot stunning dead units.

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 Spiritbreaker.
  • 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

  • Fixed Hookshot failing if he is infested by Lifestealer.

January 12, 2012 Patch

  • Fixed Hookshot hitting couriers.

December 01, 2011 Patch

  • Fixed Repel/Purge stopping Battery Assault.

October 27, 2011 Patch

  • Fixed Hookshot interaction with allied units and neutrals.
  • Fixed Hookshot not stunning magic immune units.
  • Fixed the Hookshot target sometimes being able to run away before he arrives.
  • Fixed cases where Hookshot would drop you to a lower level if your target was near a ledge
  • Fixed interaction with Roshan on Rocket Flare and Mana Void.

October 13, 2011 Patch

  • Power Cogs will no longer knock back units that are being moved by abilities (like Pudge's Meat Hook) or items (like Force Staff).
  • Units being knocked back by Power Cogs will now have their channels interrupted and can no longer use abilities while being knocked back (such as Leap).
  • Fixed Clockwerk's Power Cogs and Rocket Flare not drawing properly in some cases.

September 23, 2011 Patch

  • Rocket Flare and Iceblast should now behave correctly when they are cast while queueing commands.

September 16, 2011 Patch

  • Fixed Power Cogs from pulling in allied units.

September 15, 2011 Patch

  • Fixed Power Cogs from pulling in allied units.

September 09, 2011 Patch

  • Power Cogs now properly gives 1600/600 vision.

August 03, 2011 Patch

  • Hookshot no longer hits himself if he has Ultimate Scepter.

August 02, 2011 Patch

  • Fixed Hookshot sound getting stuck if he couldn't damage anyone after making contact (friendly or invul enemy).

July 22, 2011 Patch

  • Hookshot now correctly passes through neutrals.

July 01, 2011 Patch

  • Fixed Roshan & Ancients getting pushed back from cogs.
  • Fixed Roshan & Ancients getting hit by battery assault.
  • Fixed Hookshot not going to cycloned units.
  • Fixed Battery Assault hitting invis units.
  • Fixed gold not appearing when you kill something in the fog with rocket flare.

June 24, 2011 Patch

  • Fixed FoW visibility for Rattletrap's Hookshot.

May 13, 2011 Patch

  • Fixed Rattletrap's Rocket Flare to be visible on the minimap again.

April 30, 2011 Patch

  • Fixed Rattletrap’s Cogs to be killable by his own team (he can do it in one hit).
  • Adjusted how Rattletrap’s Cogs arrange nearby units when deployed – they should be better about trapping unitsnow.

April 20, 2011 Patch

  • New Hero: Rattletrap.

April 14, 2011 Patch

  • New Hero: Rattletrap.


[edit] Balance changelog

6.80

  • Hits required to kill Power Cogs icon.png Power Cogs rescaled from 3 to 2/2/2/3.

6.79

  • Units knocked back by Power Cogs icon.png Power Cogs destroy trees in 100 AoE around where they land.

6.78

  • Power Cogs icon.png Power Cogs no longer knock back magic immune units.

6.77

  • Agility growth increased from 1.2 to 2.3.

6.76

  • Hookshot icon.png Hookshot
    • Now pulls Clockwerk to allies instead of getting blocked by them.
    • Aghanim's Scepter icon.png Aghanim's upgraded cooldown decreased from 15 to 12.

6.75

  • Strength growth increased from 2.4 to 2.7.
  • Battery Assault icon.png Battery Assault damage interval improved from 0.75 to 0.7.
  • Power Cogs icon.png Power Cogs
    • Damage and mana drain increased from 60/90/120/150 to 80/120/160/200.
    • Duration increased from 3/4/5/6 to 5/6/7/8.
    • Fixed not triggering and burning mana/HP when someone Force Staff icon.png Force Staffs over it.

6.74

  • Power Cogs icon.png Power Cogs HP/mana drain increased from 55/70/85/100 to 60/90/120/150.

6.72

  • Base Armor reduced from 2.82 to 1.82.

6.69

  • Movement speed increased from 310 to 315.

6.68

  • Armor increased by 1.
  • Battery Assault icon.png Battery Assault damage increased from 10/30/50/70 to 15/35/55/75.
  • Hookshot icon.png Hookshot cooldown rescaled from 80/60/40 to 70/55/40.

6.67

6.66

  • Rocket Flare icon.png Rocket Flare cooldown decreased from 30/25/20/15 to 20/18/16/14.

6.64

  • Armor decreased by 1.

6.63

6.60

  • Added Clockwerk to Aghanim's Scepter icon.png Aghanim's Scepter. Allows latching onto allies and reduces cooldown from 80/60/40 to 20 seconds.

6.57

  • Increased the bounty on Power Cogs icon.png Power Cogs a little bit.
  • Decreased Intelligence gain slightly.
  • Increased Hookshot icon.png Hookshot manacost from 125 to 150.

6.54

  • Minor reduction to base armor.
  • Lowered strength gain.
  • Lowered early damage on Rocket Flare icon.png Rocket Flare.

6.53

  • Created.

[edit] Gallery

[edit] See also