Lore & Bio
“A good offense is the best armor…”
Like his distant relatives Sniper and Tinker along with many other Keen Folk, Rattle Trap has compensated for his small stature with his own mechanical and intellectual devices. The grandson of a mechanic, Rattletrap spent many years in the profession until one day the war escalated to his native mountain, wiping out villages and innocent people. . "Your new job is to fight," Rattletrap's dying father instructs his son, amid the ruins of the village from the time of his ancestors.
The poor mechanic blamed his useless machines and never forgave himself. After burying his father in the rubble, he is determined to make himself the most powerful weapon of war the world has ever known. Swearing to himself that he would never be attacked again, he used all his talents to create an iron armor called the Clockwerk that was powerful enough to make horsemen from other lands seem no different. what the tin cans before its presence. Currently, Rattletrap still lives with machines around him, a small but extremely powerful warrior with ambush and destruction skills that reach the level of almost automation. A deadly engineer, his mechanized body quick to deal with the careless, heralding a new era of war. What era is this? Age of Clockwerk!
Clockwerk is classified as a ganker hero with strong ganking skills, the ability to approach enemies from afar, a set of skills that deal great damage along with the ability to hold enemies very well. This hero can quickly destroy solo heroes in the early game, becoming a nightmare for members on the other side of the front line. Clockwerk's skill set requires great accuracy, the destructive power will be very high if it falls into the hands of experienced players, but will be very useless if the opposite happens. One thing to note is that this hero's skill set is only effective when he focuses on killing enemies alone, which means that Clockwerk lacks skills for combat, so Clockwerk will be quite picky in matches. . With a large health, high Strength gain, and a good set of close-ups, Clockwerk is classified as a hero strength tanker, ganker, and initiator (initiator of fights).
Attribute & Stats
Level: 0 1 15 25 30
Health: 200 720 1700 2640 3020
Health regen: +0.25 +2.85 +7.75 +12.45 +14.4
Mana: 75 291 543 867 975
Mana regen: +0 +0.9 +1.95 +3.3 +3.78
Armor: 1 3.17 8.53 14.37 16.62
Damage Block: 16 (50%)
Magic Resistance: 25%
Status Resistance: 0%
Damage: 24‒26 50‒52 99‒101 146‒148 165‒167
Attack Rate: 0.59/s 0.66/s 0.85/s 1.06/s 1.14/s
Attack Range: 150 (600)
Attack Speed: 100 (1.7s BAT)
Attack Animation: 0.33+0.64
Projectile Speed: Instant
Movement Speed: 310
Turn Rate: 0.6
Collision Size: 24
Vision Range: 1800 • 800
Gib Type: Motor.
Upgradable by Aghanim's Scepter - Overclocking.
Upgradable by Aghanim's Shard - Jetpack.
Abilities & Talents
Skills building guide
Adding 1 point to Power Cogs (W) to get the ability to hold the opponent, also should not be over maxed because the initial Power Cogs time is long enough, especially the next 3 plus points do not help increase. What is the hardness for the Power Cog? Accumulate bonus points for Battery Assault (Q) and Rocket Flare (E) because these are the 2 main damaging skills for Clockwerk, combining these 2 skills with Power Cog will quickly defeat the enemy. Ultimate Hookshot (R) level up correctly. The bonus attributes will come up last.
Effect: Clockwerk shoots hot shrapnel around to deal damage to enemies. Every 0.7s Clockwerk fires a shrapnel that deals damage and ministun to 1 random enemy unit within a 275 AoE radius. The process of shooting shrapnel around ends after 10.5s.
Consumption: 75 mana.
Damage: 20/40/60/80 magic damage per shrapnel.
Minsun Time: 0.1s
Skill Cooldown: 32/28/24/20s
Additional Info: Fires a total of 16 shrapnel for 10.5s, dealing damage to an odd unit of 320/640/960/1280 magic damage.
Effect: Clockwerk creates around him 8 blocks of energy-charged obstacles, capable of besieging Clockwerk itself and the units around it. Blocks of obstacles will prevent anyone from escaping or entering from the outside. If an enemy approaches the block of obstacles, it will knock them back with an aura, dealing damage and draining mana. Obstacle blocks can be destroyed by a certain number of attacks (with Clock it's only 1) or after releasing a certain amount of aura. These 8 obstacle blocks will disappear when time runs out.
Mana Cost: 50/60/70/80
Radius of obstacle complex: 225
Maximum number of attacks/currents: 2/2/2/3 to destroy 1 Power Cog.
Aura Damage: 80/120/160/200 magic damage + 80/120/160/200 mana lost.
Displacement of electric current: 252
Power Cogs max duration: 5/6/7/8s
Additional Info: When cast, creates a 3x3 structure of obstacles with 8 blocks around and an empty space in between where the Clock is. These blocks cannot prevent units capable of flying over terrain. – Units shocked by Power Cogs once will not be shocked again – Does not give money to enemies if they clear an obstacle.
Effect: Clockwerk launches a flare that has range over the entire map, when it reaches a specified location it explodes and grants vision in that area for 10 seconds.
Mana Consumption: 50
Damage: 50/100/150/200 magic damage.
Blast radius/for sight: 575
Cast Range: Full Map.
Skill Cooldown: 20/18/16/14s
Additional Info: Missile flies at 1500 range/s.
Effect: Clockwerk launches a chained device to a target location at a great distance, if the device hits a unit Clockwerk will launch itself to reach that unit. Deals damage and stuns if hit by a hookshot, and also damages and stuns any enemies in Clockwerk's path. Has no effect on jungle creeps.
Mana Consumption: 150
Damage: 100/200/300 magic damage.
Cast Range: 2000/2500/3000 range.
Stun Time: 1/1.5/2s
Impact radius: 125 AoE
Hookshot flight speed: 4000/5000/6000
Skill Cooldown: 70/55/40s
Additional Info: Effect penetrates magic resisted units, but will not deal damage to them. This ability can also affect allies and deal no damage or stun.
Cast Animation: 0+0
Move Speed Bonus: 30%
Attack Speed Bonus: 200
Stun Duration: 4
Effect: Clockwerk's ability cooldowns are reset, and he gains additional mobility and attack speed for a short time. When the timer runs out, Clockwerk is stunned.
Cast Animation: 0+0.53
Turn Rate in Degrees per Second: 75°
Move Speed Bonus: 20%
Effect: Clockwerk has flying vision, flight movement, and a 20% increase to movement speed as he rises. During this moment, Clockwerk's turn rate is severely limited, and he is unable to attack. This effect lasts up to 6 seconds or until he casts Hookshot.
Effective items guides
Boots of Speed
Boots of Speed: Early on, Clockwerk's Boots of Speed provide him with enough movement speed to avoid enemy support ganks. They also allow him to track down squishy supports with Battery Assault and get early kills if he can single them out.
Urn of Shadows
Urn of Shadows: In place of a Bracer, the Urn of Shadows is an extremely valuable utility item on a roaming Clockwerk. He gains higher HP and base damage from the strength, while the mana regen aids his casting. During a gank, the active can be employed to do more damage to an enemy or to heal yourself or teammates.
Magic Wand: Clockwerk gains certain stats from the Magic Wand, as well as the ability to immediately replenish some HP and mana. The former can provide him with additional HP after performing Hookshot on an adversary, prolonging his survivability, while the latter can provide him with enough mana to cast any of his spells in an emergency.
Phase Boots: Clockwerk gains better mobility with Phase Boots, making it easier for him to perform spells or track down an enemy with Battery Assault.
Arcane Boots: Arcane Boots are a good investment for a utility Clockwerk that relies on spellcasting and item abilities. Clockwerk's biggest flaw is his limited mana pool, therefore reducing it helps him to perform spells more frequently.
Blade Mail: Clockwerk's most critical equipment is probably Blade Mail. When he initiates with Hookshot, the armor offers him more survivability against physical damage, and the damage gives him higher damage output. The active allows him to use his HP pool offensively by punishing the adversary for focusing him, and it can also help him survive if the enemy avoids targeting him while the item is active.
Force Staff: On top of the extremely advantageous intelligence, Force Staff gives Clockwerk an extra tool for more mobility, allowing him to quickly close the gap to cast Power Cogs or Battery Assault, or flee from uncomfortable situations. Its most powerful application is to let Clockwerk to escape without having to destroy his Power Cogs, allowing him to imprison dangerous melee adversaries within who would otherwise tear him apart with strikes.
Aghanim's Scepter: Clockwerk gains the Overclocking ability from Aghanim's Scepter, which resets the cooldown of all of his abilities in return for being stunned when the buff expires.
Shiva's Guard: Shiva's Guard increases Clockwerk's mana pool, allowing him to cast spells more frequently while also considerably increasing his resistance to physical damage. The active can be used before utilizing Hookshot to inflict nuke damage and slow down the whole enemy team as soon as you arrive at your destination. High attack speed heroes will find it more difficult to take out cogs and flee due to the slow attack speed paired with battery assault.
Dust of Appearance
Dust of Appearance: Clockwerk's tight proximity after initiation ensures that the debuff will be given without guesswork, making Dust of Appearance great for ganking invisible foes. Keep in mind that Battery Assault can't hit adversaries who aren't visible.
Bottle: Given Clockwerk's speed, ability to wander around and gank targets, and tiny mana pool, the bottle is crucial. Because he can pick up runes while roaming, the regen allows him to stay out longer on the field, letting him to do more for his team.
Drum of Endurance
Drum of Endurance: Clockwerk's stats are improved across the board by Drum of Endurance, which boosts his survivability and spellcasting abilities. He becomes more mobile as a result of the increased movement speed, making it easier for him to position himself for spells or pursue.
Blink Dagger: Clockwerk's mobility is greatly increased by Blink Dagger, as well as his initiating power. Instead of using Hookshot, Clockwerk can blink on top of enemies to begin, or utilize the blink to swiftly reposition himself for a clear line of fire for Hookshot.
Eul's Scepter of Divinity
Eul's Scepter of Divinity: For an inexpensive support item, Eul's Scepter of Divinity provides Clockwerk with a lot of usefulness. Clockwerk's increased movement speed aids him in chasing down adversaries with Battery Assault, while his intelligence and mana regen let him to cast spells more frequently. The active gives Clockwerk yet another disable, allowing him to disable another enemy after a Hookshot initiation or to stop someone in their tracks so you can stroll over and surround them with Power Cogs. The active may also be utilized on Clockwerk to provide him with temporary invulnerability while also clearing debuffs.
Orchid Malevolence: Clockwerk can use Orchid Malevolence to gank more efficiently and disable foes with Rage or Ball Lightning.
Nullifier: Clockwerk can use Nullifier to counter items like the Glimmer Cape and the Aeon Disk.
Pipe of Insight
Pipe of Insight: Pipe of Insight protects Clockwerk and his squad from magical nukes and increases his durability after initiating with Hookshot because he can more easily resist hostile magic nukes.
Crimson Guard: Crimson Guard is a good utility upgrade from Vanguard because it gives Clockwerk more armor for a small cost. Clockwerk's resilience against physical damage during initiations is considerably increased by this active, which can greatly aid your team in combat.
Lotus Orb: On Clockwerk, Lotus Orb is incredibly powerful, as it performs many of the same functions as Blade Mail. It increases Clockwerk's durability and staying power by providing him with regen and armor. If the adversary chooses to concentrate Clockwerk down, the active can be cast between Hookshot-Cog initiations to leverage the enemy's targeted spells against them.
Guardian Greaves: Guardian Greaves is a powerful boots item that can be upgraded from Mekansm and Arcane Boots to provide Clockwerk increased survivability. When he initiates with Hookshot-Cog, the aura offers him improved survivability, especially when its bonuses rise when his health dips below a specific threshold, and the self-dispel can remove debuffs from him, boosting his survivability.
Enemies & Allies
Earthshaker's long cast animations will be constantly interrupted by Battery Assault.
Earthshaker can also be trapped by Power Cogs after he initiates.
Because Black Hole necessitates channeling, Hookshot can easily interrupt it.
Enigma is squishy and lacks mobility without a Blink Dagger, making him easy to gank by Clockwerk.
When Drow Ranger is stuck in Power Cogs, he usually dies.
When Legion Commander enters a Duel, her mini-stuns can drastically interrupt her attack animation, potentially sparing Clockwerk (or his allies) and possibly even providing him an advantage in securing a win.
When Power Cogs enters a Duel, she pushes Legion Commander away from Clockwerk's allies.
Monkey King is pushed out of Wukong's Command by Power Cogs, putting an end to his ultimate.
Clockwerk can use Rocket Flare to scout Monkey King in the trees and use Hookshot to chase him down.
Meat hooking a Clockwerk might backfire on Pudge, as Battery Assault and Blade Mail will inflict more damage on Pudge than on Clockwerk.
Pugna is an easy target for a Hookshot initiation due to his squishiness and lack of mobility.
Nether Ward is rendered useless by Clockwerk's enormous health, low mana costs, and lack of dependency on Blink Dagger.
Aghanim's Scepter is turned off by Battery Assault. Life Drain has been improved by Aghanim's Scepter, as it repeatedly prevents Pugna from channeling for an extended period of time.
In a teamfight, Clockwerk is likewise the least ideal target for Sniper to attack, but more experienced players will rarely make this error.
Sniper is doomed if he gets locked in Power Cogs because he has no mobility or disable skills.
When Clockwerk charges in with Charge of Darkness, he can use Power Cogs to deflect Spirit Breaker.
Clockwerk takes little damage from Spirit Breaker's slow 0.6 second attack animation assaults. Battery Assault can also cause it to be repeatedly interrupted.
Clockwerk has plenty of time to activate Blade Mail and for Battery Assault to deactivate it thanks to Nether Strike's 1.2 second charge period.
Anti-Mage can easily escape ganking or initiation attempts by blinking out of Power Cogs.
Clockwerk's mana is depleted by Mana Break.
Chen can often save a trapped enemy with Hand of God due to Clockwerk's delayed damage output.
Chen and his teammates may be able to kill Clockwerk shortly after his initiation thanks to Penitence's damage amplification.
Chen's creeps can be used to prevent Hookshot initiation from all sides and distribute the damage from Battery Assault.
Clinkz is one of the most difficult heroes for Clockwerk to lane against because of his Searing Arrows.
When Clockwerk is fighting an adversary inside Power Cogs, Shadow Wave will always hit him.
Dazzle will have plenty of opportunity to Shallow Grave any adversary Clockwerk initiates on due to Clockwerk's slow damage output.
Clockwerk is moved away from allies hit by Hookshot or under attack by Battery Assault by Glimpse.
Power Cogs can be turned into Clockwerk's own grave by Static Storm, although Blade Mail will also return the damage to Disruptor.
The Fire Remnant of Ember Spirit is a simple way to get away from Clockwerk's Power Cogs.
Clockwerk's magical damage is mostly blocked by Flame Guard.
In Power Cogs, Clockwerk cannot face Huskar since Berserker's Blood and Life Break will destroy him faster than the other way around.
While utilizing Omnislash, Juggernaut is invulnerable, therefore neither Blade Mail nor Power Cogs will save Clockwerk; this is especially true during the early laning phase.
Blade Fury will also ignore Battery Assault's damage while dealing high damage. Any encounter with Power Cogs will injure Clockwerk far more than Juggernaut as long as Juggernaut has mana to cast it.
Lifestealer is nearly tough to defeat with Feast and Rage, and is the last hero Clockwerk wishes to be trapped within Power Cogs.
Morphling can readily evade Power Cogs thanks to Waveform.
Clockwerk's lack of burst damage makes killing a Morphling with Attribute Shift virtually impossible (Strength Gain).
When fighting an adversary inside Power Cogs, Purification does a lot of damage to Clockwerk.
When the scenario is reversed, Omniknight makes a great ally for Clockwerk for the identical reasons.
Medallion of Courage
Medallion of Courage: Clockwerk's initiation will be short-lived due to the Medallion of Courage, which allows foes to rapidly kill him.
Force Staff: Force Staff and Hurricane Pike can both push trapped opponents out of Power Cogs while shoving Clockwerk on the other side of the cogs.
Eul's Scepter of Divinity
Eul's Scepter of Divinity: Until the Power Cogs are depleted, Eul's Scepter of Divinity will keep opponents safe from Clockwerk.
Clockwerk may use Surge to track down adversaries and position himself right next to them to collect Power Cogs.
Once trapped, Clockwerk's Ion Shell will quickly burn down the adversary.
Enemies can also be Vacuumed into Power Cogs by Dark Seer.
Invoker has the vision he needs to land his Sun Strike thanks to Rocket Flare.
Power Cogs makes it difficult to avoid Invoker's Chaos Meteor, forcing foes to bear the full brunt of the damage.
Hookshot and Infest get along swimmingly.
Clockwerk can land Hookshots from distance thanks to Sacred Arrow's long range, stun duration, and soaring vision.
Disruption is an excellent setup for Power Cogs since it assures that the opponent does not escape the two allied illusions that spawn after it.
Shadow Demon can additionally hit the enemy with two or three Shadow Poisons because of Clockwerk's lockdown.
Clock can start in the mid lane as a main ganker (if you can afford it), or go in another lane.
Be as careful as possible, because you don't have close skill yet, you're a short-handed hero so try to take the loss against long-armed enemies in the lane, give it a taste of pain later :mrgreen: No You don't need to be greedy before level 6 but you should still join the fight early if conditions allow because level is quite important to Clockwerk. Be careful not to die too much. If the enemy carelessly gets too close, feed it Power Cog (W) and Battery Assault (Q), ministun and damage like electric shocks to ensure it returns to the well (dead or not :mrgreen: : mrgreen: ).
Notice the absence of midlane gankers to notify teammates or raise vigilance. Rocket Flare (E) can be used to check runes or track enemies, but pay attention to mana often.
If you have the ultimate, go gank!
Go ganking often, roaming lanes to review the situation before making a move. If you see an opportunity, grab it without hesitation. Clock's combo always opens with ultimate Hookshot (R) in the middle of an enemy's face at a distance, then Battery Assault (Q) makes it lose health for a while and then uses Power Cog (W) to surround it. again. If anything, add Rocket Flare (E) and Urn of Shadows as well. If you Power Cog right away, with just a few seconds at first, it's unlikely to kill it right away, wait for your Q to pull its health down relatively low, then you should lock it, then you can take advantage of it. up to 1280 magic damage from Clockwerk's Q. Not to mention it gives you time to review the situation, if an enemy shows up to assist an ally, give up chasing it and retreat. If you lock the enemy too early, the Power Cog will be the thing that hinders your survival.
And remember that Clock can destroy Cog with just 1 hit, if you miss the lock or miss the target, break the siege, don't linger.
Battery Assault (Q) is only effective when used on 1 unit. Choose the enemy to go indiscriminately to strike in time.
Rocket Flare and long-range Hookshot are two things that require a lot of practice to achieve high accuracy. Practicing Hookshot and Rocket Flare from long distances on units with different movement speeds is essential to raising the power of this destructive machine. There are many highlights online where Clockwerk players kill opponents with Rocket Flare on their way back to the well from a great distance, thinking that their lives are safe. These clips will be reserved for the section at the end of the article.
Above is an overview of notable things about Clockwerk's skill set. Your job during the Mid Game is mainly to assist in ganking, initiate combat and complete core items.
Go with the team and try to fight, limit yourself to die alone. This is the time when every fight has a great influence on the victory or loss of both teams due to the long downtime. Clock's skill set has lost its power, but the ability it brings is still great, helping you to initiate fights, disable and hold off key heroes so that allied carries can roam freely. Your top target at this moment is the supports, the nuker is weak, but be careful. Bring your teammates down to the enemy's last house!