Clockwerk

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Clockwerk
Clockwerk icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
26 + 3.2
13 + 2.3
17 + 1.3
Level Base 1 15 25
Health 200 785 1775 2495
H. regen amp 0% 17.88% 48.68% 70.68%
Magic res. 25% 26.28% 27.64% 28.62%
Mana 75 279 495 651
M. regen amp 0% 30.6% 63.36% 86.76%
Spell dmg 0% 1.21% 2.51% 3.44%
Armor -1 1.08 6.23 9.91
Att/sec 0.59 0.66 0.85 0.99
Move sp amp. 0% 0.65% 2.26% 3.41%
Damage 28‒30 54‒56 98‒100 130‒132
Base health regen 1.5
Base mana regen 0.9
Movement speed 310
Turn rate 0.6
Vision range 1800/800
Attack range 150
Projectile speed Instant
Attack animation 0.33+0.64
Base attack time 1.7
Magic resistance 25%
Collision size 24
Legs
Gib type Motor

Rattletrap, the Clockwerk, is a melee strength hero known as being one of the most well-rounded initiator-gankers in the game. Rattletrap's wide array of disables and nukes allows him to cause chaos among the enemy team 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 latch onto and stun a foe from long range, 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]

Clockwerk Rattletrap, the Clockwerk
Play "I've a mind like a steel trap, and the physique to go with it!"
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!

Abilities[edit]

Battery Assault
Does not pierce spell immunity. Play
Q
E
Battery Assault icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Discharges high-powered shrapnel at random nearby enemy units, dealing minor magical damage and ministun.
Cast Animation: 0.3+0
Search Radius: 275
Shrapnel Interval: 0.7 (Talent 0.4)
Damage per Shrapnel: 20/45/70/95 (Talent 50/75/100/125)
Stun Duration: 0.1
Assault Duration: 10.5
Cooldown symbol.png 32/28/24/20
Mana symbol.png 100
Modifiers
Buff Battery Assault: Undispellable.
Debuff Stunned: Dispellable with strong dispels.
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 (Talent 27) shrapnels, starting immediately upon cast.
  • Can deal a total of 320/720/1120/1520 damage without any talents (before reductions).
    • Can deal a total of 800/1200/1600/2000 damage when the damage increasing talent is chosen.
    • Can deal a total of 540/1215/1890/2565 damage when the interval reducing talent is chosen.
    • Can deal a total of 1350/2025/2700/3375 damage when both talents are chosen.
  • Each shrapnel first applies the damage, then the debuff.
  • The buff from multiple casts of Battery Assault does not stack but gets refreshed instead.
  • Choosing the damage increasing talent immediately updates the currently running instance of Battery Assault.
  • Choosing the interval reducing talent does not affect the currently running instance of Battery Assault.
    • Does not update the interval upon refreshing the current instance either. The current instance must expire first.


Power Cog
Clockwerk Power Cog model.png
Unknown Unit icon.png
Ward
Level 0
Duration 5/6/7/8
Health 100
Health regeneration 0.5
Armor 0
Magic resistance 0%
Collision size 80
Vision range 1600600 (G)
Bounty 16‒20
Experience 0
Model scale 1.7
The cogs' formation.

Power Cogs
Power Cogs icon.png
Ability
No Target
Affects
Enemies
Damage
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.
Cast Animation: 0.2+0.5
Cogs Spawn Radius: 215
Number of Cogs: 8
Attacks to Destroy: 2
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
Cooldown symbol.png 15
Mana symbol.png 50/60/70/80
Does not pierce spell immunity. Burns mana and attempts to damage if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff 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.

Notes:

  • 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 cogs only shock units that have mana (e.g. ranged creeps). Units without a mana pool are not shocked (e.g. Roshan icon.png Roshan).
  • 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 a 100 radius of the unit are destroyed.
  • Despite having 100 health, attacking the cogs deals 0 damage. The cogs' health bar does not visually decrease when attacking them either.
  • 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).
  • The cogs can also be attacked and destroyed/denied by allies, however, taking the same amount of attacks as enemies.


Rocket Flare
Does not pierce spell immunity. Play
E
R
Rocket Flare icon.png
Affects
Enemies
Damage
Magical
Fires a global range flare that explodes over a given area, damaging enemies and providing vision for 10 seconds.
Cast Animation: 0.3+0
Cast Range: Global
Radius: 600
Damage: 80/120/160/200 (Talent 205/245/285/325)
Vision Duration: 10
Cooldown symbol.png 20/18/16/14
Mana symbol.png 50
Modifiers
Debuff Truesight: Undispellable.
What started as a festive display has become a useful scouting and bombardment tool.

Notes:

  • 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.
    • When choosing the talent, also provides 600 radius True Sight at the targeted area for 10 seconds.
    • The True Sight is provided by an aura which affects enemies. Its debuff lingers for 0.5 seconds.
    • Cannot reveal Eyes in the Forest icon.png Eyes In The Forest.
  • The rocket can be seen on the minimap. It appears green to allies and red to enemies (enemies require vision over it to see it).
  • Choosing the damage upgrading talent immediately upgrades all of Clockwerk's currently flying rockets.
  • Choosing the True Sight granting talent immediately grants it to Clockwerk's currently flying rockets.
    • However, it does not add True Sight to rockets which already reached their targeted point and exploded.


Hookshot
Partially pierces spell immunity. Play
R
T
Hookshot icon.png
Affects
Self / Enemies
Damage
Magical
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: 0.3+0
Cast Range: 2000/2500/3000
Max Travel Distance: 2000/2500/3000
Hook Latch Radius: 125
Stun & Damage Radius: 175
Damage: 75/175/275
Stun Duration: 1/1.5/2
Cooldown symbol.png 70/55/40 (Upgradable by Aghanim's Scepter. 12)
Mana symbol.png 150
Upgradable by Aghanim's Scepter. Decreases cooldown.
Partially pierces spell immunity. Can latch on and stun spell immune enemies. Does not stun secondary spell immune enemies. Does not attempt to damage any spell immune enemy.
Modifiers
Buff Hookshot: Undispellable.
Debuff Stunned: Dispellable with strong dispels.
A somewhat unwieldy device, the Hookshot sends the otherwise clunky Clockwerk armor flying through the air.

Notes:

  • 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 not interrupted either.
  • 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.
  • Hookshot first applies the debuff, then the damage.


Talents[edit]

Hero Talents
-0.3s Battery Assault icon.png Battery Assault Interval25Rocket Flare icon.png Rocket Flare True Sight
+125 Rocket Flare icon.png Rocket Flare Damage20+20% Magic Resistance
+30 Battery Assault icon.png Battery Assault Damage15+15 Strength attribute symbol.png Strength
+25 Movement Speed10+5 Armor
Notes:
  • The magic resistance talent stacks multiplicatively with other sources of magic resistance.
  • The magic resistance talent increases Clockwerk's magic resistance to 40%.

Recommended items[edit]

Starting items:

  • Tango icon.png Tango gives Clockwerk enough basic lane survivability through health regeneration. Depending on how much harass is expected in the offlane, more than one Tango may be advised.
  • Healing Salve icon.png Healing Salve also restores health to Clockwerk.
  • Stout Shield icon.png 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 Branch icon.png Iron Branch gives Clockwerk cheap attributes, increasing health, armor, attack speed, and mana.

Early game:

  • Boots of Speed icon.png Boots of Speed early on give Clockwerk enough movement speed to evade ganks by the enemy supports. They also allow him to chase with Battery Assault and get early kills against squishy supports if he can single them out.
  • Lua error in Module:Item_ID at line 20: Found no data for "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.

Mid game:

  • Magic Wand icon.png 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.
  • Phase Boots icon.png 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.
  • Arcane Boots icon.png 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.
  • Blade Mail icon.png 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.
  • Force Staff icon.png 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 attacks.

Late game:

  • Aghanim's Scepter icon.png 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.
  • Shiva's Guard icon.png 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.

Situational items:

  • Observer Ward icon.png Observer Ward can be bought when necessary, as Clockwerk is not extremely reliant on items.
  • Dust of Appearance icon.png 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.
  • Bottle (Full) icon.png 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.
  • Lua error in Module:Item_ID at line 20: Found no data for "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.
  • Drum of Endurance icon.png 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.
  • Blink Dagger icon.png 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.
  • Eul's Scepter of Divinity icon.png 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.
  • Pipe of Insight icon.png 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.
  • Crimson Guard icon.png 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.
  • Lotus Orb icon.png 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.
  • Guardian Greaves icon.png 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.
  • Heart of Tarrasque icon.png 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 (Active) icon.png 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.

Gameplay[edit]

Roles: Initiator Initiator Disabler Disabler Durable Durable Nuker Nuker
Complexity:

★★☆

Playstyle: Powered by revenge and ingenuity, Rattletrap armored himself into an instrument of war. Rocket Flares flew from his shoulder-mounted launcher, striking and revealing distant territories. A sudden Hookshot flies, latching and pulling the mechanized Keen to his unsuspecting foe. Before the stunned target could react, Rattletrap erects a grid of Power Cogs, trapping his foe within while repelling help from without. He triggers the suit's Battery Assault, and watches the target panic as short bursts of shrapnel whittle down its remaining health...


Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • 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 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]

Promotional Content