Bio
Rattletrap, the Clockwerk | |
Play "I`ve a mind like a steel trap, and the physique to go with it!" | |
Role: | Initiator / Disabler / Durable / Nuker |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Rattletrap, the Clockwerk Rattletrap descends from the same far-flung kindred as Sniper : | 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! |
Voice: | Sam A. Mowry ( Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane ) |
Abilities
No Target
Enemies
Magical
Notes:
- Remains active even if Clockwerk is disabled.
- Can deal a total of 320/720/1120/1520 damage without any talents ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ).
- Can deal a total of 960/1360/1760/2160 damage when the damage increasing talent is chosen.
- Can deal a total of 600/1350/2100/2850 damage when the duration increasing talent is chosen.
- Can deal a total of 1800/2550/3300/4050 damage when both talents are chosen.
- Hits units in the Fog of War Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a , but not invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear , invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as @@@#@@@HP(hp.com)###@### Removal. Most friendly effects, such as healing and hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. units.
No Target
Enemies
Magical
Notes:
- 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 collision size.
- All cogs are placed with a 164.5 range distance from each other. Together with their collision size, 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.
- A cog shocks the first enemy unit which comes within 160 range of it from the outside. A cog can only shock a unit once.
- The shock requires no vision and can hit invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear enemies, or enemies in the Fog of War Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a .
- The shock is a 250 distance knock back at a speed of 294.12, so it lasts exactly 0.85 seconds.
- Knocks units back into the direction they approach the cog from.
- During the knock back, the unit is fully disabled. The damage and mana loss are applied at the end of the knock back.
- Does not shock units who are already under the effect of other sources of forced movement, except for Force Staff.
- Applies the damage first, and then the mana loss.
- At the end of the knock back, trees within a 100 radius of the unit are destroyed.
- Despite having 100 health, attacking the cogs deals 0 damage. The cogs` health bar does not visually decrease when attacking them either.
- The cogs only shock units that have mana (e.g. ranged lane creeps). Units without a mana pool are not shocked (e.g. Roshan).
- Units not controlled by any player 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 aggro-ing them).
- The cogs can also be attacked and destroyed/denied by allies, be that as it may, taking the same amount of attacks as enemies.
Target Area
Enemies
Magical
Notes:
- The Rocket Flare travels at a speed of 1750.
- Provides flying vision in a 600 radius for 1 second while traveling and for 10 seconds at the targeted area after reaching it.
- The rocket can be seen on the mini-map. It appears green to allies and red to enemies (enemies require vision over it to see it).
- The rocket blocks neutral creep camps.
Target Point
Self / Enemies
Magical
Notes:
- The hook travels at a speed of 4000/5000/6000, taking a maximum of 0.5 seconds to reach max length.
- When the hook latches on a unit, Clockwerk gets pulled towards it at the same speed as the hook itself.
- Clockwerk is silenced and disarmed during the pull, preventing ability usage and attacking. Items can be used.
- The pull gets canceled when Clockwerk gets affected by other sources of forced movement.
- 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.
- The pulling lasts a maximum of 0.5 seconds, so if the target moves away, Clockwerk may not fully reach it.
- 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 1/1.5/2 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 area damage/stun.
- This means the latched target is stunned up to 0.5 seconds longer than secondary targets, due to the initial latch stun.
- The hook`s tip blocks neutral creep camps. The chain itself does not.
Videos
Info
Hero | Strategy Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Contents 1 Gameplay 2 Ability Builds 3 Talents 4 Tips & Tactics | Counters Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Contents 1 Bad against... 1.1 Others 1.2 Items 2 Good against... 2.1 | Equipment Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Clockwerk Equipment (collapse sets)Sets Artisan of Havoc Battletrap Clock Master Iron Clock Knight Mechanised Pilgrim Mortar | Gear Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs This is a list of cosmetic items that reflects Clockwerk s design aesthetics. | Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane | Sounds Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Dota 2 Sounds Hero Sounds Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe | Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Rattletrap, the Clockwerk Rattletrap descends from the same far-flung kindred as Sniper | Old Abilities Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs No records NewPP limit report Cached time: 20170623185514 Cache expiry: 86400 Dynamic | Changelogs Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Contents 1 Version history 2 Patch history Version history edit] Version Description |
Clockwerk | ||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||
|
Rattletrap, the Clockwerk, is a melee Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by strength Strength is the attribute that grants health and health regeneration. For each point of strength a hero gets: 20 Health 0.06 Health regeneration Additionally, strength heroes also get 1 attack damage per strength point. To hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During known as being one of the most well-rounded initiator The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the - gankers The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the in the game. Rattletrap`s wide array of disables Disables (also called crowd control, or CC) refer to any abilities or status effects that prevent, impede, or otherwise inhibit a Hero from acting. Disables come in many different varieties, and most Heroes have access allows him to cause chaos among the enemy team and break up their formation, giving his team a powerful advantage in any fight. Battery Assault allows Clockwerk to inflict repeated damage ticks and mini-stuns on nearby enemies, allowing him to constantly hinder any enemies he manages to get close to and single out. He can also disrupt enemy movement and pen in foes with his Power Cogs, which induces an electric shock to foes outside, stunning them while damaging them and burning their mana, and can render enemies caught inside helpless. His damage nuke, Rocket Flare, gives him global nuking power that also provides scouting vision for him and his team. At long last, his ultimate, Hookshot, allows Rattletrap to instantaneously stun a foe at long range and quickly close the gap between them, making him a very strong ganker. Few can escape Clockwerk once he has his sights locked in, and his machinations make him a powerful ally to have on any team.
Talents
Hero Talents | ||
+10s Battery Assault Duration | 25 | +400 Health |
+12% Magic Resistance | 20 | +40 Battery Assault Damage |
+75 Rocket Flare Damage | 15 | +50 Damage |
+200 Mana | 10 | +4 Armor |
- Upgrading health and mana increases maximum health and mana capacity and keeps the current health and mana percentage.
- The armor and attack damage are added as bonus armor and bonus attack damage, and therefore do not benefit illusions.
- The magic resistance stacks multiplicatively with other sources of magic resistance.
Recommended items
Starting items:
- Tango and Healing Salve 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.
- Stout Shield gives Clockwerk protection against harassment in-lane, as he is a melee hero who must walk within range to get last-hits.
- Iron Branches are cheap and give Clockwerk stats in all categories, giving him more HP, some armor and attack speed, and mana.
Early game:
- Boots of Speed early on give Clockwerk enough movement speed to evade ganks by the enemy`s supports. They also allow him to chase with Battery Assault and get early kills against squishy supports if he can single them out.
- Bracer gives Clockwerk useful stats, especially strength for more HPTechnology company and base damage. The additional HPTechnology company helps him to survive enemy nukes and attacks when initiating.
- 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.
- Ring of Basilius 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.
- 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.
Core items:
- 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. The extra damage also lets him last-hit more easily, and deal more damage to enemies penned in by Power Cogs
Rattletrap, the Clockwerk
Recommended Roles |
Initiator Disabler Durable Nuker |
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!
Abilities
| Notes
| ||||||||||
| Notes
| ||||||||||
| Notes
| ||||||||||
| Notes
|
Talent Tree
Talent Tree | ||
+10s Battery Assault Duration | 25 | +400 Health |
+12% Magic Resistance | 20 | -25s Respawn Time |
+75 Rocket Flare Damage | 15 | +50 Damage |
+200 Mana | 10 | +4 Armor |
Summon Stats
None
None
Recommended Items
Standard Build | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Starting Items | Early Game | Core Items | Situational Items | ||||||||