Clockwerk/Guide

General

 * Clockwerk's main purpose is to force enemies to fight him one on one inside his Power Cogs, where Battery Assault and gives him an advantage.
 * Clockwerk has very strong initiation abilities, but his damage scales 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 offlaner, 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.
 * 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 guaranteedly slow an enemy down for the full duration of the spell after getting within range to land one mini-stun, giving 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. If you are attempting to lock down an enemy, 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.
 * Clockwerk usually starts with a point in Power Cogs since it allows him to trap his creep wave inside the cogs so the creeps meet close enough to his tower so that he can't be zoned out by the enemy supports. If you're really desperate for some exp, you can even trap the first wave twice, then trap the second or third wave...
 * One point in Power Cogs is usually enough for the early game, and can be leveled last after that.
 * Use Power Cogs to block enemies from getting runes.
 * Use Power Cogs at the beginning of the game to block creep wave.


 * Rocket Flare can be used to last hit creeps in lane, and to break and  on enemy heroes from long range.
 * However, it will push the wave unless it's the last creep of the wave. If the lane equilibrium is at your tower, pushing the wave is generally not the correct move.
 * However, if the equilibrium is stuck at the enemy tower, pushing it even further with rocket should eventually make it push in the other direction, i.e. to your tower. This is the rare scenario where you might want to level rocket over battery assault for your level 2 and/or 3.
 * Use Rocket Flare's global range to pick off retreating enemies.
 * Use Rocket Flare to give Clockwerk vision for Hookshot, or to scout runes.
 * 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.
 * In the same idea, it can be just as valuable to jump on that squishy enemy glass cannon (, ...) that sits behind his team's front-liners rather than let them dish out their damage.
 * 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:
 * gives Clockwerk enough basic lane survivability through health regeneration. Depending on how much harass is expected in the offlane, more than one Tango may be advised.
 * also restores health to Clockwerk.
 * gives Clockwerk cheap attributes, increasing health, armor, attack speed, and mana.

Early game:
 * early on give Clockwerk enough movement speed to evade ganks by the enemy supports. They also allow him to chase with Battery Assault and get early kills against squishy supports if he can single them out.
 * 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.

Mid game:
 * 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 Hookshot 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.
 * give Clockwerk more mobility, allowing him to get in position to cast his spells or chase an enemy more easily with Battery Assault.
 * 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.
 * 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.
 * 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 attacks.

Late game:
 * 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.
 * 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.

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 Battery Assault cannot hit invisible enemies.
 * 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.
 * 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.
 * 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 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.
 * allows Clockwerk to gank more effectively and disable enemies abilities like or.
 * allows Clockwerk to mute enemies items like.
 * 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.
 * 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 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 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.
 * 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.

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