Hero Discussion of this Day: Clockwerk, Rattletrap (30 October 2013)
Rattletrap, the Clockwerk
A good offense is the best armor. Good armor is also good armor.
A robotic terror, the Clockwerk is one of the most deadly ambush heroes in the game. Enemies who aren't careful will soon find themselves trapped and shredded by this tiny mechanical Goblin. The Clockwerk is at his most dangerous when he is right on top of his target. Using Battery Assault, he repeatedly damages and stuns an adjacent foe, and with proper positioning his Power Cogs can trap a single enemy nest to him, pushing others away. This combo is quite lethal to fragile heroes. To aid in finding and getting next to enemies, the Clockwerk has Rocket Flare and Hookshot. Rocket Flare sends a missile to anywhere on the battlefield, causing some damage and giving the Clockwerk vision of the targeted area for several seconds. Hookshot fires a chain which latches onto enemy units, causing damage and a stun. However, the primary purpose of Hookshot is to pull the Clockwerk to the target, putting him in perfect position to unleash his deadly Battery Assault and Power Cog combo. Good awareness is the best counter to this deceptively small mecha-Goblin.
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!
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Roles: Initiator, Durable
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Strength: 24 + 2.7
Agility: 13 + 2.3
Intelligence: 17 + 1.3
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Damage: 55-57
Armour: 1.82
Movement Speed: 315
Attack Range: 128 (Melee)
Missile Speed: N/A
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 800 (Night)
Turn Rate: 0.6
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Battery Assault
Discharges high-powered shrapnel at random nearby enemy units, dealing minor magical damage and ministun.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 75 | 32 | N/A | 275 | 10.5 | Every 0.7 seconds, a random target around clockwerk is ministunned and dealt 15 damage |
| 2 | 75 | 28 | N/A | 275 | 10.5 | Every 0.7 seconds, a random target around clockwerk is ministunned and dealt 35 damage |
| 3 | 75 | 24 | N/A | 275 | 10.5 | Every 0.7 seconds, a random target around clockwerk is ministunned and dealt 55 damage |
| 4 | 75 | 20 | N/A | 275 | 10.5 | Every 0.7 seconds, a random target around clockwerk is ministunned and dealt 75 damage |
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Magical Damage
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Remains active even if Clockwerk is disabled
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Discharges a total of 15 shrapnel
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Total damage: 225/525/825/1125
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Does not hit invisible units
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Mini-stun duration is 0.2 seconds
Some of Rattletrap's contraptions don't quite work correctly, so detonating them proves useful as an offensive maneuver.
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Power Cogs
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 enemies in 3 attacks, but Clockwerk can destroy them with just one.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 50 | 15 | N/A | 210 | 5 | Forms a square barrier around Clockwerk trapping units inside or outside. If units touch the barrier cogs from the outside they got shocked (knocked back) and drained of 80 life and mana |
| 2 | 60 | 15 | N/A | 210 | 6 | Forms a square barrier around Clockwerk trapping units inside or outside. If units touch the barrier cogs from the outside they got shocked (knocked back) and drained of 120 life and mana |
| 3 | 70 | 15 | N/A | 210 | 7 | Forms a square barrier around Clockwerk trapping units inside or outside. If units touch the barrier cogs from the outside they got shocked (knocked back) and drained of 160 life and mana |
| 4 | 80 | 15 | N/A | 210 | 8 | Forms a square barrier around Clockwerk trapping units inside or outside. If units touch the barrier cogs from the outside they got shocked (knocked back) and drained of 200 life and mana |
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Magical damage
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Does not affect magically immune units
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Cogs can shock invisible units
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Enemies that are knocked back are mini-stunned
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Knocks back enemies 252 units at a speed of 300 units
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Mini-stun duration is 0.84 seconds
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Cogs take 3 attacks from enemies to be destroyed but one attack from Clockwerk destroys the attacked one instantly
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Units knocked back by Power Cogs destroy trees in 100 AoE around where they land
One of Clockwerk's inventions of which he is most proud is the power cog - though it is sometimes despised by his allies.
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Rocket Flare
Fires a global range flare that explodes over a given area, damaging enemies and providing vision for 10 seconds.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 50 | 20 | Global | 575 | 10 (vision) | Sends out a rocket flare that goes to a targetted area dealing 80 damage in that area and giving vision |
| 2 | 50 | 18 | Global | 575 | 10 (vision) | Sends out a rocket flare that goes to a targetted area dealing 120 damage in that area and giving vision |
| 3 | 50 | 16 | Global | 575 | 10 (vision) | Sends out a rocket flare that goes to a targetted area dealing 160 damage in that area and giving vision |
| 4 | 50 | 14 | Global | 575 | 10 (vision) | Sends out a rocket flare that goes to a targetted area dealing 200 damage in that area and giving vision |
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Magical damage
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Does not kill enemy animal couriers
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Gives vision in a 600 radius
What started as a festive display has become a useful scouting and bombardment tool.
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Hookshot
Ultimate
Fires a grappling device rapidly at the target location. If the hook hits a non-neutral enemy 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. If the hook collides with an allied unit, Clockwerk moves to the allied unit.
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 150 | 70 (12*) | 2000 | 125 (latch aoe), 225 (stun on clockwerk arrival aoe) | 1 (stun) | Sends out a hook, if it hits a non-neutral enemy unit, Clockwerk moves to that location, damaging the unit for 100 damage and (on arrival) stunning the unit and units in an area around the arrival point. If the hook collides with an allied unit, Clockwerk moves to the allied unit |
| 2 | 150 | 55 (12*) | 2500 | 125 (latch aoe), 225 (stun on clockwerk arrival aoe) | 1.5 (stun) | Sends out a hook, if it hits a non-neutral enemy unit, Clockwerk moves to that location, damaging the unit for 200 damage and (on arrival) stunning the unit and units in an area around the arrival point. If the hook collides with an allied unit, Clockwerk moves to the allied unit |
| 3 | 150 | 40 (12*) | 3000 | 125 (latch aoe), 225 (stun on clockwerk arrival aoe) | 2 (stun) | Sends out a hook, if it hits a non-neutral enemy unit, Clockwerk moves to that location, damaging the unit for 300 damage and (on arrival) stunning the unit and units in an area around the arrival point. If the hook collides with an allied unit, Clockwerk moves to the allied unit |
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Magical Damage
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This ultimate can be upgraded by Sceptre, (*) shows the upgraded effects
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Magic immunity will block damage, but not the latch or stun
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Hookshot will latch onto allies. The allied unit will not get disabled or damaged, and enemy units will still get damaged and disabled
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The affected enemy will be paused until the hook retracts
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Colliding with a neutral creep will stop the hook for no effect
A somewhat unwieldy device, the Hookshot sends the otherwise clunky Clockwerk armor flying through the air.
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Recent Changes from 6.79
- Units knocked back by Power Cogs destroy trees in 100 AoE around where they land
Recent Changes from 6.78/6.78b/6.78c
- Power Cogs no longer knock back magic immune units
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Tips:
Use Cogs to escape from a chase by using them and then destroying one cog in the way you want to escape by.
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A thread by Mephh discusses early game with Clockwerk.
IEatRoflWafflz and AhFreshMeat have comments on the viability of Sceptre after the patch.
Differences between Pharoah (HoN counterpart) and Clockwerk are discussed here. With comments by StraY_WolF and totallynotapuppy worth reading
A small dicussion about Rattletrap
bubbachuck has some tips
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If you guys want a specific hero to be discussed next, please feel free to post or message me. Request list
No Valve Artwork | Voice Responses | In-game Icon | Dota Cinema Video Overview | Dota2Wiki Hero Page | Pro VOD Catalogue
Posts are every two days now, again.
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Important Bane tip of last thread by nikolama:
"[In teamfights,] Sleep one, Enfeeble the auto attacker, and ulti someone with an important ultimate or priority and let your team go to town on them."
Posted Oct 30, 2013, 12:58 PM UTC