Clockwerk

clock dota 2

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[]

Rattletrap, the Clockwerk

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▶️ “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[]

Discharges high-powered shrapnel at random nearby enemy units, dealing minor magical damage and ministun.

Cast Animation: 0+0

Search Radius: 275

Shrapnel Interval: 0.7 ( 0.45)

Damage per Shrapnel: 20/45/70/95 ( 44/69/94/119)

Stun Duration: 0.1

Assault Duration: 10.5

24/22/20/18

100

Modifiers

modifier_rattletrap_battery_assault: Dispellable with death only.

modifier_stunned: Dispellable with strong dispels.

Some of Rattletrap’s contraptions don’t quite work correctly, so detonating them proves useful as an offensive maneuver.

Power Cogs formation.

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 ( 4)

Shock Search Radius: 185

Shock Damage: 50/125/200/275

Shock Mana Loss: 50/80/110/140 ( 110/140/170/200)

Shock Knockback Distance: 300

Shock Knockback Duration: 1

Cogs Duration: 5/6/7/8

 Spell Immunity Radius: 225

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 Spell Immunity Linger Duration: 0.5

15

80

Burns mana and attempts to damage if debuff was placed before spell immunity and when not dispelled.

Modifiers

modifier_rattletrap_cog_thinker: Undispellable. Persists death.

modifier_rattletrap_cog: Undispellable. Persists death.

modifier_rattletrap_cog_thinker_talent: Undispellable. Persists death.

modifier_rattletrap_cog_armor: Undispellable. Persists death.

modifier_rattletrap_cog_immune: Undispellable. Persists death.

modifier_rattletrap_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 185 range of it from the outside. A cog can only shock a unit once.
  • The shock requires no vision and can hit invisible enemies, or enemies in the Fog of War.
  • The shock is a 300 distance knockback at a speed of 300, so it lasts exactly 1 second.
  • Knocks units back into the direction they approach the cog from.
  • During the knockback, the unit is fully disabled.
    • The damage and mana loss are applied at the end of the knockback. Applies the damage first, and then the mana loss.
  • Although the cogs deliver the shocks, the effects (damage, mana loss, knockback) are sourced to the caster, not the cog.
  • Destroys trees enemies come in contact with during the knockback.
  • Despite having 100 health, attacking the cogs deals 0 damage. The cogs’ health bar does not visually decrease when attacking them either.
  • Non-player-controlled units (i.e. lane creeps) 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 being aggro’d), or until the cogs dissipate.
  • The cogs can also be attacked and destroyed or denied by allies, taking the same amount of attacks as enemies.
    • Only Clockwerk can destroy them in one hit.
  • With the level 25 talent, a 225 radius aura is created at the center of the cogs.
    • The aura provides spell immunity to the caster. Other units under their control are not affected.
    • The aura always lasts the full duration, even if all cogs get destroyed.
    • The aura’s buff lingers for 0.5 seconds.

Fires a global range flare that explodes over a given area, damaging enemies and providing vision for 6 seconds.

Cast Animation: 0.3+0

Cast Range: Global

Radius: 600

Damage: 80/120/160/200 ( 180/220/260/300)

Vision Duration: 6

 True Sight Duration: 10

 True Sight Linger Duration: 0.5

20/18/16/14 18/16/14/12)

35/40/45/50

Modifiers

modifier_rattletrap_rocket_flare: Undispellable. Persists death.

modifier_projectile_vision: Undispellable. Persists death.

modifier_clockwerk_rocket_flare_thinker: Undispellable. Persists death.

modifier_truesight: Undispellable. Persists death.

What started as a festive display has become a useful scouting and bombardment tool.

Notes:

  • The Rocket Flare travels at a speed of 2250.
  • Provides flying vision in a 600 radius for 1 second while traveling and for 6 seconds at the targeted area after reaching it.
  • Both damage increasing and True Sight granting talents immediately upgrade all of Clockwerk’s currently flying rockets.
  • 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).

Resets Clockwerk’s ability cooldowns and grants him bonus movement and attack speed for a duration. Clockwerk becomes stunned after the duration runs out.

Cast Animation: 0+0

Move Speed Bonus: 30%

Attack Speed Bonus: 200

Duration: 8

Stun Duration: 4

60

150

Modifiers

modifier_stunned: Dispellable with strong dispels.

Ability Draft Notes:

Requires drafting Hookshot to be unlocked.

Rattletrap understands the limitations of his armor. Just as he understands the risks of pushing past them in times of need.

Notes:

  • Requires Aghanim’s Scepter to be unlocked.
  • Interrupts Clockwerk’s channeling abilities upon cast.
  • Reset all of the caster’s ability cooldowns. Item cooldowns are not reset.
  • The stun at the end of the duration cannot be avoided. It is applied even when invulnerable or hidden.
    • The stun duration is unaffected by status resistance.
  • Recasting Overclocking refreshes the debuff’s duration, but does not reset cooldowns again.

Rises up, granting Clockwerk flying vision, flying movement, and a 20% bonus movement speed. Clockwerk has a severely-limited turn rate during this time and cannot attack. Lasts up to 6 seconds or until he casts Hookshot.

Cast Animation: 0+0.53

Turn Rate in Degrees per Second: 75°

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Move Speed Bonus: 20%

Duration: 6

16

75

Modifiers

modifier_rattletrap_jetpack: Dispellable with any dispel.

Ability Draft Notes:

Requires drafting Hookshot to be unlocked.

Notes:

  • Requires Aghanim’s Shard to be unlocked.
  • While Jetpack is active, the caster does not need to turn to cast abilities or items.
  • For better readability, the turn rate during the flight is given as degrees per second, instead of radians per 0.03 seconds.
    • 75° per second equal a turn rate of 0.039.
  • Clockwerk turns for a maximum of 1 second per issued move order. This means a single move order does not cause him to fly in a circle around the targeted point.
    • Clockwerk’s final path and direction pre-move order depends on a vector from his position to the targeted point, which is always parallel with the path.
  • Clockwerk is not disabled while flying and can use any items and abilities normally.
    • Casting Hookshot ends Jetpack if it latches on a target and starts pulling. Does not end it if it misses.
  • The flight speed equals Clockwerk’s movement speed.

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: 1.5/1.75/2

60/45/30

150

Grants a new ability: Jetpack.

Modifiers

modifier_rattletrap_hookshot: Dispellable with death only.

modifier_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 1.5/1.75/2 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 stun and area damage.
    • 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.

Talents[]

Recent Changes[]

  • Increased armor from 0 to 1.
Level 10 left talent: +15 movement speed increased to +20.
Level 10 right talent: +4 armor increased to +5.

Recommended Items[]

Starting items:

Early game:

Mid game:

Late game:


Situational items:

  • 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 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.
  • Drum of Endurance gives Clockwerk stats across the board, generally increasing his survivability as well as ability to cast spells. The movement speed also makes him more mobile, allowing him to position for spells or chase more easily.
  • 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 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.
  • Orchid Malevolence allows Clockwerk to gank more effectively and disable enemies with abilities like Rage or Ball Lightning.
  • Nullifier allows Clockwerk to counter items like Glimmer Cape and Aeon Disk.
  • 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 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 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 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 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 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[]

Audio[]

History[]

Equipment[]

Trivia[]

  • 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 “▶️ I’m lost… like gears in the rain.” (death line) is a reference to the movie Blade Runner.
  • The line “▶️ 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 “▶️ 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 “▶️ The turtle wins the race” (move line) is a reference to one of Zeno’s Paradoxes named Achilles and the tortoise.

Gallery[]

  • Early model

  • Concept art

  • Ability icon progress

  • Hero icon progress

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Scores: 4.9 (19 votes)