24 + 2.7
13 + 2.3
17 + 1.3
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 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.
| Rattletrap, the Clockwerk
| Play "A good offense is the best armor. Good armor is also good armor."
|| Initiator / Durable
|| 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)
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 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.
- Remains active even if Clockwerk is disabled.
- Discharges a total of 16 shrapnel.
- Total damage: 320/640/960/1280.
- Does not hit invisible units.
| Power Cog
| Hit Points
| Collision size
|| Unit type: Ward
- 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 225 radius circle.
- All cogs are placed with a 75 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 doesn't decrease when attacking enemy cogs.
- The cogs will only shock units that have mana (e.g. ranged lane creeps). Units without a mana pool are not shocked.
- Gives vision in a 600 radius for 1 second while traveling and for 10 second at the targeted area after reaching it.
- The hook travels at a speed of 4000/5000/6000.
- Will latch on to and take Clockwerk to allied units, but will not damage or stun them.
- 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.
- 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.
- 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, increasing survivability.
- 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. 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 discourages enemies from focusing him down during an initiation, giving him additional survivability.
- 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 for mobility as well as initiation, as he can use it to jump to teammates, not just enemies, and allows him to ruthlessly chase down enemies after successful initiations.
- 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 their 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.
- Radiance allows Clockwerk to inflict burn damage to the enemy during Hookshot initiations, as well as when chasing enemies down with Battery Assault.
- 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 enemy team upon reaching your destination.
- Clockwerk is a formidable initiator and ganker with who can be effective even with very few items in the early and mid game. He is most often played as an off-laner or mid, as he can be an effective initiator with a few early levels and his ultimate, and does not absolutely require farm but can increase greatly in effectiveness with items.
- 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.
- 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.
- Power Cogs can be a powerful lockdown spell to use in combination with Battery Assault. As Power Cogs locks down all nearby enemies within a certain radius of Clockwerk, it can trap single enemies next to Clockwerk and force them to absorb the shrapnel for some time.
- 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.
- 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.
- 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.
- 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 level 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 gap with any target 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.
- 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.
- Don't forget that you can Hookshot to allied units (both heros 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.
- 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.
- 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 treads switch 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 after successful initiations. As well, the increased attack speed and base damage 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.
- 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 durability item that is a good complement if your team has a melee carry. 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.
- 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.
- 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 latching onto allies and reduces cooldown from 80/60/40 to 20 seconds.
- 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.
Early model based on the concept artwork