Clockwerk/Guide

General

 * Clockwerk's main purpose is to force enemies to fight him one on one inside his, where and  gives him an advantage.
 * Clockwerk has very strong initiation abilities, but his damage scale off greatly the longer a game goes due to enemies' mana and HP pools getting larger. As such, he is most effective in the early- and mid-game where he can get ganks off and secure map control for his team to gain an early advantage.
 * While he has good base strength and impressive strength growth, Clockwerk suffers from poor base agility, meaning that he is quite vulnerable to physical damage if he does not get any armor items.
 * Clockwerk's caster-oriented skill set means that he needs a source of mana regeneration in order to be effective. Due to all this and his strong initiation spells, Clockwerk benefits most from building items that give him survivability, mobility and mana.
 * Clockwerk can be effective in the early to mid-game even without many items.
 * In most cases, Clockwerk is played as an off-laner, as his spells allow him to harass the enemy while also providing a measure of survivability. As well, he can be very powerful with early levels, becoming a strong roamer and ganker once he hits level 6.


 * Battery Assault works best if Clockwerk can single out and lock a lone enemy inside Power Cogs. As the shrapnel hits random targets within a certain radius of Clockwerk, removing random targets from the equation allows Clockwerk to inflict all of the damage on a single enemy, often resulting in a kill.
 * Activate Battery Assault before initiating with Hookshot or Power Cogs to save time and maximize damage.
 * Battery Assault is a very strong chasing spell that works best if Clockwerk has more movement speed than his target. The mini-stun from the shrapnel will force enemies to stop each time they are hit, drastically impeding their attempts to flee. This allows Clockwerk to guaranteed slow an enemy down for the full duration of the spell after getting within range to land one mini-stun, and gives any nearby allies time to catch up.
 * Never underestimate the amount of damage that Battery Assault can deal to a lone target in the early game. With just two levels in the ability, it is possible to run down and kill enemies by yourself in the laning stage if you can catch them away from other units.
 * Battery Assault will not hit invisible units. Therefore, it is highly recommended to carry or s if you are ganking a hero with invisibility spells or items.
 * Heroes with long cast or attack animations (over 0.6 seconds), will be continuously interrupted by Battery Assault, assuming there are no other units in range.
 * To interrupt a channeling enemy, simply walk next to them while Battery Assault is active.


 * Power Cogs is a powerful harass and escape spell in the laning stage. Against melee carries, Clockwerk can easily get within range to shock them with the cogs when they approach the creeps to get a last-hit, destroying their HP and mana at little cost to himself.
 * Erect Power Cogs as a defensive barrier when being ganked. The pushback will give Clockwerk enough time to get away.
 * Power Cogs together with Battery Assault can be thought of as a way to disable dangerous enemies. By pinning down a target inside the barrier with Clockwerk, Battery Assault can mini-stun and damage on the target for several seconds.
 * Power Cogs can be destroyed in two enemy attacks unless they are level 4. If you are attempting to lock down an enemy and don't have level 4 cogs, it can be beneficial to simply block the enemy's path with the cogs from outside rather than locking them in, as the shock can provide additional damage and stun, and the enemy will be forced to destroy at least two cogs in order to go in the direction they wish to.
 * Used as an initiating tool, Power Cogs can greatly impede enemies' movements whether they are outside or within the barrier.
 * Placing the cogs in a certain area can inflict several of the enemy with the shock and prevent them from moving in that direction, which can be used to cut off escapes or deter advance.
 * Locking down targets within the barrier allows your team to hit them with AoE nukes like, , , , and so on.
 * Beware that the same vulnerability applies to Clockwerk. Even though Clockwerk can destroy his own cogs, the time it takes to do so will also allow enemy nukers to deal much damage to him.
 * This can be countered if Clockwerk uses at the right time.
 * Remember that Power Cogs can be destroyed by Clockwerk in one hit, which is useful for escape when a gank or initiation goes wrong.
 * When ganking lone targets from behind, it can be useful to utilize Power Cogs' shock rather than locking down an enemy inside. The cogs can deal additional damage and reduce the enemy's mana, and block off the enemy's retreat. The shock can also be used as an additional disable to stun the enemy for a short amount of time.
 * The pushback can be used to displace enemies over impassable terrain, such as pushing them onto or over a cliff. This is especially common when used in and around the Roshan Pit.
 * The pushback stuns enemies, which will interrupt channeling spells or items if Battery Assault and Hookshot are on cooldown.
 * Be very careful about when and where you use Power Cogs, as they will impede allied movement as well as that of enemies. Deploying Power Cogs at the wrong moment or place can trap teammates or hinder pursuit against enemies.
 * One point in Power Cogs is usually enough for the early game, and can be leveled last after that.


 * Rocket Flare can be used to last hit creeps in lane, and to break and  on enemy heroes from long range.
 * Use Rocket Flare's global range to pick off retreating enemies.
 * Use Rocket Flare to give Clockwerk vision for Hookshot.
 * During the early game, your skill points are better spent on your other spells, so one or two levels of Rocket Flare is enough.
 * Try to use Rocket Flare where your team has little or no vision.
 * Rocket Flare's area damage is useful for pushing lanes across the map.
 * If you have advance notice that your team intends to gank in another lane, try to send a rocket at the enemy to add your own nuke damage as well.
 * Besides the lingering flying vision given over its destination, it also provides vision as it travels, so overshooting the rocket can allow you to scout out more area.
 * Never hesitate to use your rocket to check behind treelines where you suspect the enemy may be, and be sure to occasionally check Roshan Pit if the entire enemy team is missing.


 * Hookshot is the longest ranged initiating ability in the game, allowing Clockwerk to almost instantly stun and close the distance with any enemy that he has a clear line of engagement towards.
 * Be wary of obstructions in Hookshot's path. Make sure Clockwerk is not behind any allies, and that there are no neutral creep camps in its path.
 * Keep your finger on the Stop hotkey (S by default) to immediately cancel Hookshot's cast animation if it looks like you're going to miss.
 * Take advantage of Hookshot's long cast range to initiate on an enemy who doesn't even know that you're in the same part of the map.
 * Use Power Cogs immediately after Hookshot to lock the enemy in place.
 * The stun duration allows Clockwerk to even move a short distance away before dropping the Power Cogs if he chooses to block off their escape route and push them back with the shock.
 * While Hookshot is very powerful for initiating on lone enemies, its long cast range also allows Clockwerk to jump on enemies in the rear line of teamfights. This can be useful for disrupting the enemy's supports and preventing them from effectively participating, as well as for getting in position to split the battlefield with Power Cogs.
 * Hookshot to allied heroes, creeps, and neutral creeps to quickly escape a bad situation.
 * Hookshot can stun enemies through spell immunity. As such, it can be used as a last resort if an enemy has activated spell immunity and is trying to teleport away.
 * If you suspect the enemy is in the Roshan Pit, a Hookshot will usually hit a target in the cramped space, surprising the enemy team without giving away your intentions with Rocket Flare.
 * In the late game with, players with good aim can use Hookshot as a method of travel, jumping across the map constantly.

Items
Starting items:
 * and give Clockwerk enough basic lane survivability through health regen. Depending on how much harass is expected in the off-lane, more than one Tango may be advised.
 * gives Clockwerk protection against harassment in-lane, as he is a melee hero who must walk within range to get last-hits.
 * es are cheap and give Clockwerk stats in all categories, giving him more HP, some armor and attack speed, and mana.

Early game:
 * early on give Clockwerk enough movement speed to evade ganks by the enemy's supports. They also allow him to chase with and get early kills against squishy supports if he can single them out.
 * gives Clockwerk useful stats, especially strength for more HP and base damage. The additional HP helps him to survive enemy nukes and attacks when initiating.
 * 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.
 * can be a useful item to purchase on Clockwerk during the laning stage, as his low base intelligence means that its flat mana regen benefits him disproportionately. The extra armor also gives him more survivability, and the extra damage helps with last-hitting. It can be disassembled to build other items using the components, or built into a Vladmir's Offering.
 * is a very useful utility item on a roaming Clockwerk in place of a Bracer. The strength gives him more HP and base damage, while the mana regen helps with his casting. The active can be used to deal more damage to an enemy during a gank, or heal yourself or allies afterward.

Core items:
 * give Clockwerk more mobility, allowing him to get in position to cast his spells or chase an enemy more easily with Battery Assault. The extra damage also lets him last-hit more easily, and deal more damage to enemies penned in by
 * can be useful to pick up on Clockwerk depending on your build. Being able to switch attributes can allow Clockwerk to take better advantage of Bottle, and reduces the mana cost of his spells while also allowing him to give himself more HP during initiations. As well, the increased attack speed helps with his right-click damage output in teamfights or while farming.
 * can be useful to purchase on a utility Clockwerk who is dependent on casting spells and using item abilities. Clockwerk's main weakness is his small mana pool, so alleviating that allows him to cast his spells more often.
 * gives Clockwerk some stats, and allows him to replenish some HP and mana instantly. The former is useful for giving him more HP after casting to initiate on the enemy, extending his survivability, while the latter can give him enough mana to cast any of his spells in an emergency.
 * is arguably Clockwerk's most important item. The armor gives him more survivability against physical damage when initiating with Hookshot, the intelligence gives him a bigger mana pool to cast spells, and the damage gives him more damage output. The active allows him to use his HP pool offensively by punishing the enemy for focusing him, and can buy him survivability if the enemy avoids targeting him while the item is active.
 * should always be carried by all heroes. Clockwerk's initiating power is useful at all times in teamfights, ganks and counter-ganks.

Situational items:
 * can be bought when necessary, as Clockwerk is not extremely reliant on items.
 * is ideal for ganking invisible enemies, as Clockwerk's close promixity after initiation guarantees the debuff will be applied without guesswork. Remember that cannot hit invisible enemies.
 * significantly reduces Hookshot's cooldown, and gives him stats across the board. The reduced cooldown allows Clockwerk to use his ultimate tactically, as he can cast it multiple times in a single teamfight.
 * gives Clockwerk stats across the board, generally increasing his survivability as well as ability to cast spells. The movement speed aura also makes him more mobile, allowing him to position for spells or chase more easily.
 * is a very good item to get on Clockwerk as it increases his survivability during initiations. As Clockwerk is already very resistant against magic nukes, the damage block makes him quite tough against physical attacks as well, and the HP regen allows him to maintain his HP pool in the field, meaning less returns to base.
 * gives Clockwerk an extra tool for more mobility on top of the highly beneficial intelligence, allowing him to quickly close the gap to cast Power Cogs or Battery Assault, or escape from unpleasant situations. Its most powerful use is to allow Clockwerk to escape from inside his own Power Cogs without having to destroy them, allowing him to trap dangerous melee enemies inside that could otherwise tear him apart with right-clicks.
 * 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.
 * gives Clockwerk stats across the board, additional armor, and a way to heal himself and his team, especially after using Hookshot to initiate. However, its high mana cost means that you should increase the size of your mana pool if you want to build this item.
 * is a useful survivability and aura item that can give Clockwerk's team an edge in fights. The armor aura increases Clockwerk's survivability, and the mana regen and lifesteal can allow him to roam over extended periods of time without returning to base for HP or mana.
 * 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.
 * 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.
 * 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.
 * is a good utility item that increases Clockwerk's initiating power. Besides the stats and armor, Clockwerk is uniquely qualified to use the item's active ability as he will often find himself right in the middle of the enemy after Hookshotting in, allowing him to apply the magic resistance debuff to the enemy team and making his team's magic nukes hit for more, as well as those of Clockwerk himself.
 * has strong synergy with Clockwerk. Using the item after initiating on an enemy with Hookshot and Power Cogs can trap them inside the barrier with you and two summons that help to deal additional damage, on top of providing True Sight within the area once it is upgraded. It also provides strength and intelligence to Clockwerk, giving him more HP and mana.
 * 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.
 * 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.
 * 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.
 * 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.
 * increases the size of Clockwerk's mana pool, allowing him to cast spells more often, and greatly increases his survivability against physical damage. The active can be cast prior to using Hookshot, instantly applying the nuke damage and slow to the entire enemy team upon reaching your destination.