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Launches himself into enemies with his hookshot. | |
Powered by revenge and ingenuity, Rattletrap armored himself into an instrument of war. Firing Rockets from his shoulder-mounted launcher, striking and revealing distant territories. With a built-in Jetpack for scouting convenience, a sudden Hookshot flies, latching instantly and pulling the mechanized Keen to his unsuspecting foe. Before the stunned target could react, Rattletrap erects a grid of Power Cogs, isolating and trapping his foe within while repelling help from without. He triggers the suit's Battery Assault, and watches the target panic as short bursts of shrapnel whittle down its remaining health... and if all that was not enough, Overclocking the armored suit and repeating the assault at higher speeds may do the trick. | |
Roles: | ![]() ![]() ![]() ![]() |
Complexity: | ![]() ![]() |
Adjectives: | Arachnophobic, Red, Nose Legs ( 2 )
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Bio[]
▶️ "I've a mind like a steel trap, and the physique to go with it!"
Lore:
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!
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!
Aliases:
CW, Rattletrap
Voice:
Abilities[]
Number of Targets: 1
Creep Damage Multiplier: 2
Stun Duration: 0.1
Assault Duration: 10.5
Some of Rattletrap's contraptions don't quite work correctly, so detonating them proves useful as an offensive maneuver.
- Interrupts Clockwerk's channeling abilities upon cast.
- Remains active even when Clockwerk is disabled.
- Can deal a total of 320/720/1120/1520 damage to heroes (before reductions).
- The damage increasing
talent can deal a total of 704/1104/1504/1904 damage.
- The interval reducing
talent can deal a total of 480/1080/1680/2280 damage.
- With both
talents, it deals a total of 1056/1656/2256/2856 damage.
- The damage increasing
- Deals 40/90/140/190 (
88/138/188/238) damage per discharge to creeps.
- Treats illusions and creep-heroes as heroes.
- Can deal a total of 640/1440/2240/3040 damage to creeps. (before reductions).
- The damage increasing
talent can deal a total of 1408/2208/3008/3808 damage.
- The interval reducing
talent can deal a total of 960/2160/3360/4560 damage.
- With both
talents, it deals a total of 2112/3312/4512/5712 damage.
- Successive casts and the interval reducing
talent does not update the current instance, but refreshes the duration instead.
- The current instance must expire first for the ability values to be updated.
- Each shrapnel first applies the damage, then the debuff.
- Hits units in the Fog of War, but not invisible, invulnerable and hidden units.
- Both leveling up the ability and the damage increasing
talent immediately updates the currently active instance.
- While Overclocking, Battery Assault now stuns and damage all valid units within the 275 search radius.
Forms a barrier of energized cogs around Clockwerk, trapping any units that are near. Allies in the cogs when they are created receive a physical damage barrier. Enemies outside the trap that touch a cog are knocked back, losing health and mana. Damage is increased by 50% of the mana burned. 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.
Cogs Spawn Radius: 215
Cogs Aura Radius: 225
Number of Cogs: 8
Shock Search Radius: 185
Shock Damage: 50/125/200/275
Shock Mana Loss: 50/80/110/140
Shock Knockback Distance: 300
Shock Knockback Duration: 0.8
Cogs/Buff Duration: 5/6/7/8
Effects Linger Duration: 0.5
Mana Burned as Damage: 50%
Debuff Immunity Notes:
Does not react on debuff immune enemies at all. If the unit turns debuff immune while already affected by Power Cogs, the knockback is canceled instantly, the damage is reduced, and the mana burn is blocked.
Modifiers [?]
modifier_rattletrap_cog_thinker
Undispellable
modifier_rattletrap_cog_thinker_armor
Undispellable
modifier_rattletrap_cog
Undispellable
modifier_rattletrap_cog_immune
Undispellable
modifier_rattletrap_cog_push
modifier_rattletrap_cog_armor
Undispellable
modifier_rattletrap_cog_leash
Undispellable
One of Clockwerk's inventions of which he is most proud is the power cog - though it is sometimes despised by his allies.

Power Cogs formation.
Power Cog | |||||||||||||||||||||||||||||||||||||||
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- 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 bound radius.
- All cogs are placed at a 164.5 range distance from each other. Together with their bound radius, 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 or its bound radius is ≤ 4.5.
- 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 cogs only shock units that have mana (e.g. Ranged Creep), units without mana are not shocked (e.g. Roshan).
- Does not shock units who are already under the effect of forced movement sources, except for Force Staff and Hurricane Pike.
- The shock does not require vision and can hit invisible enemies, or enemies in the Fog of War.
- Knocks units back into the direction they approach the cog from.
- Although the cogs deliver the shocks, all effects (knockback, damage, and mana loss) are sourced to the caster, not the cog.
- 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 expire.
- 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.
- Power Cogs has an aura at its center with a radius of 225 that debuffs enemy heroes and buff ally heroes.
- By default, the debuff does nothing but create particle effects on enemies within.
- Treats illusions, clones, and creep-heroes as heroes.
- The aura always lasts the full duration and lingers for 0.5 seconds, even if all cogs get destroyed.
- The aura grants a
magical damage barrier on the affected targets that absorbs magical damage values, causing several on-damage effects to not trigger within its capacity.
- Stacks additively with the same damage-type barrier sources, and independently with other damage-type barrier sources.
- Has a higher priority than universal damage barriers in the group of damage barriers.
- However, when combined with other damage-negating sources (e.g. Refraction), Power Cogs does not absorb any damage until the damage-negation sources expire.
- TALENTWith the debuff immunity granting
talent, the same aura now grants Clockwerk debuff immunity with dispel within the radius.
- The aura first applies the basic dispel, then grants debuff immunity. The aura effects are also reapplied upon reentry.
- Stacks multiplicatively with other magic resistance sources.
- Increases Clockwerk's magic resistance to 62.5%.
- With the magic resistance bonus from this source, every 10 points of intelligence further increases the total magic resistance by 0.5%. [?]
- While Overclocking, the same aura also grants Clockwerk 250 attack speed bonus within the radius.
Fires a global range flare that explodes over a given area, damaging enemies and providing vision for 6 seconds.
Cast Range: Global
Number of Flares: 1
Move Speed Slow: 100%
Slow Duration: 0.4
Vision Duration: 6
Modifiers [?]
modifier_rattletrap_rocket_flare
Undispellable
modifier_projectile_vision
Undispellable
modifier_clockwerk_rocket_flare_thinker
Undispellable
modifier_truesight
Undispellable
What started as a festive display has become a useful scouting and bombardment tool.
- The Rocket Flare travels at a speed of 2250.
- Rocket Flare first applies the damage, then the movement speed slow.
- Successive debuff does not stack but refreshes its duration.
- Provides a 1-second 250 radius flying vision while traveling, and 600 radius flying vision that lingers for 6 seconds at the targeted area after reaching it.
- TALENTThe Rocket Flare True Sight
talent grants True Sight at the targeted area for 10 seconds.
- Immediately updates all of Clockwerk's currently flying rockets. However, it does not add True Sight to rockets that already reached their targeted point and exploded.
- The True Sight is provided by an aura which affects enemies. Its debuff lingers for 0.5 seconds.
- Does not reveal
Enchanted Trees.
- The projectile can be seen on the minimap. It appears green to allies and red to enemies.
- Enemies require vision over the area to see it.
- The projectile blocks neutral creeps camps.
- While Overclocking, Rocket Flare fires a total of 3 rockets, launched in 0.15-second intervals of each other horizontally upon cast.
- The rockets are launched in the following sequence: Target Area ➤ 125° to the right area ➤ 125° to the left area.
- Overclocking also sets the cooldown to 3 while active.
- While Jetpack is active, Rocket Flare can be cast without facing the targeted area.
Ability
No Target
No Target
Affects
Self
Self
Supercharges Clockwerks abilities: Battery Assault affects all enemies in it's range; Clockwerk's attack speed in Power Cogs is increased; Rocket Flares have a reduced cooldown and fire additional rockets to either side of the target; Hookshot stun radius and duration is increased. Clockwerk's movement and attack speed becomes slowed to a crawl after the duration runs out.
Battery Assault Radius: 275
Power Cogs Self Attack Speed Bonus: 250
Number of Bonus Rocket Flares: 2
Rocket Flare Angle: 125°
Set Rocket Flare Cooldown: 3
Hookshot Radius: 1.5
Hookshot Stun Duration Multiplier: 1.5
Jetpack Turn Rate Increase: 75°
Jetpack Move Speed Increase: 20%
Buff Duration: 13
Self Slow Duration: 3
Self Slow Amount: 100%
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.
- Requires Aghanim's Scepter to be unlocked.
- Interrupts Clockwerk's channeling abilities upon cast.
- The slow at the end of the duration cannot be avoided in any way. It is applied even when invulnerable or hidden.
- The slow duration is unaffected by status resistance.
- Successive casts only increase the buff duration.
Ability
No Target
No Target
Affects
Self
Self
Clockwerk activates a jetpack, gaining flying movement, flying vision, and bonus movement speed. Clockwerk has a severely-limited turn rate during this time and cannot attack. Jetpack is cancelled upon casting Hookshot.
- Requires Aghanim's Shard to be unlocked.
- Upon cast, the following ability effects are applied on Clockwerk while the ability is active:
- Clockwerk is not disabled while Jetpack is active.
- For better readability, the turn rate during the flight is given as degrees per second, instead of radians per 0.033 seconds.
- 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.
- Casting Hookshot dispels Jetpack if it latches on a target and starts pulling. Does not end it if it misses.
- The flight speed equals Clockwerk's current movement speed.
- Rubick ascends 150 units above the z-axis instead and does not turn into a flying unit.
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.
Hook Latch Radius: 125
Damage: 75/175/275
Stun Duration: 1.2/1.4/1.6
A somewhat unwieldy device, the Hookshot sends the otherwise clunky Clockwerk armor flying through the air.
- The hook travels at a speed of 4000/5000/6000, taking a maximum of 0.5 seconds to reach max length.
- Provides 125 radius ground vision while the hook is traveling, and 300 radius ground vision while the hook latches or reaches its maximum travel distance. Both vision radius does not linger.
- As soon as the hook latches on a unit, Clockwerk is pulled towards the unit at the same speed as the hook itself.
- 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.
- Clockwerk is silenced and disarmed during the pull. However, item abilities can be used.
- The pulling lasts a maximum of 0.5 seconds, so if the target moves too far away, Clockwerk may not fully reach it.
- The pull gets canceled when Clockwerk gets affected by other forced movement sources.
- 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 1.2/1.4/1.6 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.
- Hookshot first applies the debuff, then the damage.
- Fully ignores Couriers, wards, buildings and hidden units.
- Can latch on invulnerable or invisible units.
- While Overclocking, Hookshot's stun and damage radius is increased to 262.5.
- While Jetpack is active, Hookshot can be cast without facing the targeted area.
Talents[]
Hero Talents | ||
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-0.25s Battery Assault Interval | 25 | Debuff Immunity Inside Power Cogs |
+75 Rocket Flare Damage | 20 | Rocket Flare True Sight |
+24 Battery Assault Damage | 15 | +2 Power Cogs Hit To Kill |
-3s Power Cogs Cooldown | 10 | -2s Rocket Flare Cooldown |
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Now 50% of Power Cogs mana burned is added to the damage
- Increased strength gain from 2.8 to 3.1.
- Aghanim's Scepter upgrade:
- Overclocking
- Changedfrom applying a
3-second self stun duration
to applying a100% self movement speed and attack speed slow
upon the end of the buff duration.
- Overclocking
- Reduced Rocket Flare projectile vision range while traveling from 600 to 250. [?]
- Aghanim's Scepter upgrade:
- Overclocking
- Jetpack
- UIncreases set turn rate to 150°.
- Increases movement speed bonus to 40%.
- Jetpack
- Overclocking
</div> </div>
Recommended Items[]
Starting items:
- Tango 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.
- Healing Salve also restores health to Clockwerk.
- Iron Branch gives Clockwerk cheap attributes, increasing health, armor, attack speed, and mana.
- Blood Grenade helps catch up to a hero for Battery Assault.
Early game:
- Boots of Speed 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.
- Urn of Shadows 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:
- Magic Wand 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.
- Phase Boots give Clockwerk more mobility, allowing him to get in position to cast his spells or chase an enemy more easily with Battery Assault.
- Arcane Boots 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.
- Blade Mail is arguably Clockwerk's most important item. The armor gives him more survivability against physical damage when initiating with Hookshot 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.
- Force Staff 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:
- Shiva's Guard 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. the attack speed slow combined with battery assault makes it more difficult for high attack speed heroes to take out cogs and escape
- 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.
- 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.
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.
- 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.
- 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.
- 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.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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![]() Bronze |
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![]() Silver |
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![]() Gold |
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![]() Platinum |
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![]() Master |
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![]() Grandmaster |
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Equipment[]
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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.
- ▶️ "I'm lost... like gears in the rain." (death line) is a reference to the movie "Blade Runner".
- ▶️ "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.
- ▶️ "I'm the six million gold piece man!" (respawn line) is a reference to the American television series "The Six Million Dollar Man".
- ▶️ "The turtle wins the race" (move line) is a reference to one of Zeno's Paradoxes named Achilles and the tortoise.