FTW Rattletrap, the Clockwerk [6.81]
DzikaPanda
May 10, 2014
Introduction
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 devicesa 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!
Hi, I'm
Dzika Panda and I'm glad to present you my second FTW guide, series of guides about my most successful heroes.
Clockwerk is actually my
second best hero, so I think I can make guide about how to play him effectively and teach people how to carry games with Clockwerk. I hope you'll enjoy it.
Please report if you find any bugs, as english isn't my first language.
Quick How-To-Play
Don't want to read whole guide? Then read this short chapter about what you should do when using my build:
- Head to solo lane (depends on team composition, can be mid)
- Gather all experience you can
- Avoid unnecessary risk
- On level 6/7 you can start being aggressive
- If you can't find opportunities to kill opponents in your lane, start ganking (carries > mid > supports)
- If you're playing in pubs gather all kills and farm possible - carry Clocko best Clocko (rly)
- Scout map and Roshan pit with flares
- Build items in exact sequence as shown in guide
You can find in-game build here:
[Build 1]
In order to use build in game you must subscribe it.
Pros / Cons
Pros:
- Solo laner
- Ganker
- Initiator
- Chaser (with Aghanim's Scepter)
- Durable
- Pretty nice escape
- Strong early game
- Strong 1v1
- Causes disruption during teamfights
- Global aoe "nuke"
Cons:
- Escape not always reliable
- His combo needs full mana early
- Heavily mana dependent
- Abilities don't scale so well into late game
Skills
Battery Assault
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Type:
Targets:
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Active
No Target |
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Discharges high-powered shrapnel at random nearby enemy units, dealing minor magical damage and ministun.
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Level
1
2
3
4
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Mana
75
75
75
75
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Cooldown
32
28
24
20
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Radius
275
275
275
275
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Duration
10.5
10.5
10.5
10.5
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Damage
15 (225*)
35 (525*)
55 (825*)
75 (1125*)
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Notes:
- Remains active even if Clockwerk is disabled.
- Discharges a total of 15 shrapnel.
- Does not hit invisible units.
- Mini-stun duration is 0.2 seconds.
- Has 0.7 sec interval.
- Blocked by magic immunity.
- *Total damage dealt (to single enemy).
Battery Assault is your main nuke (look at this damage!), that allows you to shine early, when fighting 1v1 in cage. It should be maxed first (instead of standard useless
Rocket Flare) to maximize your killing/assisting potential, as it can grant you some early kills. When playing on 1v2 offlane, I'm usually waiting until level 6/7, soaking exp near my tower, and then look for solo target on my lane (for example some1 hiding in trees), then hook him and kill with ease. It's stunning 1k dmg, how could you change it for 200 AOE dmg! Remember, that you always need to caugh your target without any creeps, to maximize dmg.
Main uses of
Battery Assault are:
- Nuke - damage of this skill is just devastating early to mid game, don't waste it.
- Chasing - mini stuns allows you to keep your target close to you, provided it don't hit lane creeps or other hero.
- Breaking channeling - nothing to say here, use it before Pudge hooks you or Enigma uses his ulti, to save you and your team mates from death. Some heroes with long casting animations can't even cast skills under Battery Assault, for example Shadow Fiend's ulti, Earthshaker's wall.
- Escape - when enemy is stunned every 0.7 second, he can't kill you so easily, right?
Power Cogs
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Type:
Targets:
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Active
No Target |
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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.
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Level
1
2
3
4
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Mana
50
60
70
80
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Cooldown
15
15
15
15
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Radius
210
210
210
210
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Duration
5
6
7
8
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Life/Mana Drain
80
120
160
200
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Destroyed after
2 attacks
2 attacks
2 attacks
3 attacks
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Notes:
- Cogs can shock invisible units.
- Enemies that are knocked back are mini-stunned.
- Knocks back enemies 252 units at a speed of 300 units.
- Mini-stun duration is 0.84 seconds.
- Cogs give no gold when destroyed.
- Blocked by magic immunity.
Power Cogs are your main crowd control ability, allowing you to trap multiple enemies inside it for up to 8 seconds and disabling them from team fight (provided they are melee). They have many uses, including:
- Crowd control - caughing some1 in cogs makes it much easier to kill him, especially if you can catch more than 1 ppl at a time. Your team can use their ultimates on caught enemies to ensure they will be dead.
Special mention here for tower diving punishment, I'm talking about trapping enemies under tower and killing them. This can grant you also first blood sometimes, giving you some experience.
- Escape mechanism - cogs can be used defensively to give you time to run away from enemies, this can be done by blocking enemies path and destroying one cog to run away.
- Offensive move - you can not only use Power Cogs as escape mechanism, you can also use them to burn enemies mana and hp, or push them closer to your team mates (example - average lvl on map is 7, no1 have much mana and you see team fight at middle lane. You can hook into fight and catch some enemies into your cogs, but sometimes it's easier and more needed to run behind enemies and push them closer to your team mates with cogs, burning rest of their mana and leaving them vulnerable.).
Combining all these makes this skill very powerful teamfight ability, capable of turning tides of "war" and making you win. There's also one usage of
Power Cogs, that's not so common, but also important:
- Blocking creeps path - blocking creeps path at beginning of game can be important, especially if you're at solo off lane and you want to keep creeps close to your tower. Some examples of places I like to use are:
Rocket Flare
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Type:
Targets:
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Active
No Target |
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Fires a global range flare that explodes over a given area, damaging enemies and providing vision for 10 seconds.
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Level
1
2
3
4
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Cooldown
20
18
16
14
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Mana
50
50
50
50
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Duration
10
10
10
10
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Damage
80
120
160
200
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Notes:
- Gives vision in 600 radius.
- The flare travels at speed of 1500.
- Blocked by magic immunity.
- GLOBAL RANGE
Rocket Flare is your second nuking ability. Even if it's not as strong as
Battery Assault, it have some uses + it's AOE, much more reliable and
GLOBAL!. Some of it's uses include:
- Nuking - self explaining, allows you to nuke for 200 damage in small area, also gives you some harassment during laning phase. Special mention to finishing targets - if you see some1 running at low hp, you can try to finish him off with this small nuke, however this needs some practice. I once managed to kill some1 right in fountain, and some times on it's way to fountain. It's even much easier to do, if your allies are chasing this enemy, so you can see where he's going to go next.
- Scouting - you can make use of vision it gives after landing to scout jungle and Roshan for enemy heroes. Very usable against Ursa, carry junglers like Lifestealer to deny his farm and in later stages of game to have neverending vision of Roshan's pit.
- Blocking neutral camps - it's more advanced usage of Rocket Flare, so not everyone knows about it. Travelling flare is counted as normal unit, so if it's fired properly, you can use it to block neutral camps (for example pull camps) from spawning, giving you more chances to keep enemy creeps under your tower.
Hookshot
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Type:
Targets:
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Active
All Units
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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.
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Level
1
2
3
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Mana
150
150
150
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Cooldown
70
55
40
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Range
2000
2500
3000
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Stun
1
1.5
2
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Damage
100
200
300
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Notes:
- Magic immunity will block damage, but not the latch or stun.
- The allied unit will not get disabled or damaged.
- The hook travels at a speed of 4000/5000/6000.
- The affected enemy will be paused until the hook retracts.
- Colliding with a neutral creep will stop the hook for no effect.
- Clockwerk is silenced while travelling, so attempting to activate another ability mid-flight will not queue it for use when he arrives.
- Aghanim's Scepter reduces cooldown to 12 seconds.
Hookshot is your overpowered initiation, ganking and chasing tool. It's 3000 range cover like 1/5 of map, allowing you to move very fast. That's the reason why you're buying
Aghanim's Scepter - this allows you to move for 3000 units every 12 seconds, making your gaming much more effective. Like with other skillshot abilities, positioning is key to land good
Hookshot, but thanks to it's very high travel speed it's not so hard to land it. Main uses of
Hookshot are:
- Initiation - even if it's not perfect initiation tool (you should nearly always let initiators like Enigma or Tidehunter use their skills first, unless you got Aghanim's Scepter), it's 3000 range gives you nice teamfight initiation, as you can jump just before teamfight starts and turn tides of "war".
- Ganking - main reason I'm calling Clockwerk a carry is his ganking. He can jump out of nowhere, trap enemies in cogs and help your team mates get some kills.
- Chasing - after you got your Aghanim's Scepter, you can very effectively chase enemies with only 12 secs of cooldown on Hookshot, making it impossible for your enemy to run away.
- Escape - you can use Hookshot to latch to friendly units/heroes and escape from death.
General Skill Combo
In 1v1
Hookshot to initiate,
Battery Assault to start damaging your target, then you block him close to you with
Power Cogs and deal some additional damage with
Rocket Flare.
In 1vX, against invis
Hookshot to initiate,
Power Cogs to isolate your enemy from creeps and other heroes, then
Battery Assault to start damaging him and
Rocket Flare for additional nuke.
Items
Starting Items
My standard starting items for most of heroes, gives you early survivability (very needed in solo lane, where you should go), with some regeneration from
Tango and
Healing Salve. Later you're going to turn
Iron Branches into
Magic Wand for some more sustain in lane.
Early Game
Magic Wand is picked up on nearly all heroes as main hp/mana regen item, and as your spells don't cost so much, you can benefit from it greatly.
Bracer gives you all you need and makes you much more durable, so you can take more harass during laning. Later you can turn it into
Drum of Endurance, which is great team item.
Core Items
Arcane Boots give you and your team more mana to spam your spells, and you'll need it during your ganks to avoid fountain trips.
Mekansm - I used to build
Vanguard in place of this item, until I found how great this item is. It gives you stats, hp regeneration and very useful team heal, which make your ganks even more scarry and successful. When game starts tell your supports that you're going to build one, so you won't stack them (they don't stack, you know).
Aghanim's Scepter boosts all your stats, which is always nice, but what's more important, it makes your
Hookshot nearly spammable, so you can even travel around map using it.
Drum of Endurance gives you even more stats, and boosts your team's movement speed greatly, allowing you to chase more easily.
Im carrying these noobs...
Dagon
Heart of Tarrasque makes you true tank, and sometimes scares your enemies enough, that they don't want to leave high ground, cause you can always catch them with ulti and finish off. If you don't need other item in 6th slot, you can buy 2 Tarrasques to become true monster.
Dagon clearly added here just to troll, you can also troll enemy team by buying it.
Divine Rapier Clockwerk may not seem as one, but he's very good
Divine Rapier carrier, at least as long as he and his team is snowballing. I have a game where I carried 2 of these, so...
'Tis so fun!
Very useful in later stages of game, allows you to get into enemies base immediately (provided you have creeps here) or to defend yours.
I used to buy this item as core, but now I know that it's not always needed to have this to carry game. Buy if enemies have some dangerous heroes/abilities to damage themselves. Best in conjunction with high hp pool.
Buy if enemies are locking you down with disables, so you can do something in a teamfight.
Gives you some durability, nice dodge and very useful active ability to disable carries from damaging for couple of seconds. Get if enemy team have dangerous carries.
Overall nice ganking and disabling item, allows you to be more bossy and take off stronger targets. Also useful during team fights to silence dangerous initiators before they can cast ultimates.
Get it if you have too much money and no1 in your team can/want to buy it. Useful against initiators and nukers like
Zeus.
Not so sure about this, but overall it gives you some survivability, damage to become better carry and passive/active stun, which is always good.
Get it if you're facing farmed carries, or you're simply underleveled to trap your enemies and leave cogs immediately. You can also use it as next utility item to help your team mates in bad situations.
Denied
Blink Dagger -
Clockwerk already have one strong initiaton tool, so buying one more is just waste of money.
Power Treads - you need mana from
Arcane Boots to afford mana spent on
Mekansm and ganks, you can buy them, but not when using this item build.
Vanguard - you already have
Mekansm in place of this, which is overall better for you and your team.
More sections going to be added very soon
As in chapter title. I'm going to add more pictures when I got back from hospital. Please rate my guide and steam build if you liked it. Please leave a comment saying what you think about my first guide. Please suggest any ideas how to improve my guide. Please report bugs if you find any. Please don't hate in comments.
I'm going to sleep, peace.
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