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.
- Interrupts Clockwerk's channeling spells upon cast.
- Remains active even if Clockwerk is disabled.
- 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.
- 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. ).
- The shock is a 300 distance knock back at a speed of 300, so it lasts exactly 1 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.
- Does not shock units who are already under the effect of other sources of forced movement, except for and .
- 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.
- The Rocket Flare travels at a speed of 2250.
- 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 .
- 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.
- 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.
- Fully ignores couriers.
|-0.3sInterval||25||+50% Magic Resistance|
|+20 Movement Speed||10||+5 Armor|
- The strength talent effectively grants Clockwerk 300 health, 1.5 health regen, 1.2% magic resistance and 15 attack damage.
- The magic resistance talent stacks multiplicatively with other sources of magic resistance.
- The magic resistance talent increases Clockwerk's magic resistance to 62.5%.
- 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.
- also restores health to Clockwerk.
- gives Clockwerk protection against harassment in lane, as he is a melee hero who must walk within range to get last hits.
- gives Clockwerk cheap attributes, increasing health, armor, attack speed, and mana.
- 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.
- 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.
- 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.
- give Clockwerk more mobility, allowing him to get in position to cast his spells or chase an enemy more easily with Battery Assault.
- 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.
- 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.
- 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.
- 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.
- 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.
- can be bought when necessary, as Clockwerk is not extremely reliant on items.
- 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. is ideal for ganking
- 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.
- 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.
- 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.
- 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.
- allows Clockwerk to gank more effectively and disable enemies abilities like or .
- mute enemies items like . allows Clockwerk to
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
|Roles:||Initiator Disabler Durable Nuker|
|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...|
- 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 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.