Clockwerk, Man of Steel
Birdman18
March 13, 2013
Introduction
Hello one and all I'm Birdman and I've played MOBA's for around 2 years and have switched over to dota within the past few months. This is my first guide and it's on my favorite, and most successful hero, Clockwerk. Clockwerk is a long-range initiator due to his hook and thrives in the solo middle and hardlanes. Clockwerk fits these roles because he needs levels more then anything because of how well all of his abilities scale, and he doesn't need many items to be effective. This guide is still in the works but I want to get it out now so I can fix things in steps. Thanks in advanced for the feedback and enjoy!
Skills
Battery Assault
This is the majority of Clockwerk's damage during the early-midgame to midgame, and the mini-stun is nothing to scoff at either. Battery Assault can interrupt Dismember, Black Hole, etc. Battery Assault has a duration of 10.5 seconds at all levels which WILL outlast Power Cogs, making and escaping easier after Power Cogs ends.
Power Cogs
This is Clockwerk's major lockdown ability. Power Cogs Has a starting duration of 5 seconds and scales up to 8 seconds at rank 4. When playing Clockwerk please remember that you can destroy one of the Cog's to let yourself and allies out. You can utilize this to create a temporary wall at a choke point on the map, or give yourself and allies enough time to [[Teleport Scroll} out of danger.
Rocket Flares
Rocket Flares is probably the most useful ability in Clockwerk's arsenal. Rocket Flares is a global, AoE, vision granting, last-hitting, GLOBAL, spammable ability that scales ridiculously well. Rocket Flares can be used to last hit in the hardlane, scout out runes and roshan, spot junglers or supports at jungle camps, harass, secure kills anywhere on the map, and cancel Claritys and Salves. That's a LOT of power behind one little 50 mana pea shooter.
Hookshot
This is what makes Clockwerk such a good initator and escaper. As good as Hookshot is by itself, Aghanim's Scepter makes it absolutely absurd. A 12 second cool down now means that anyone caught out of position will be killed on the spot, and if you miss you don't have to wait close to a minute to engage again. One common thing I see Clockwerk players forget is that Hookshot can hook you to allies to follow up on their faulty engage or let you escape after chasing down that damn Windrunner. The proper combo for Clockwerk is Hookshot, Power Cogs, Battery Assault. This way the enemies that didn't get hooked have no time to react to your Power Cogs.
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