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The Radiant
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 24 + 2.4
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 13 + 1.2
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 17 + 1.3
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| Level
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1
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16
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25
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| Hit Points |
606 |
1328 |
2069
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| Mana |
221 |
494 |
884
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| Damage |
55-57 |
93-95 |
132-134
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| Armor |
1.82 |
4.62 |
8.54
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| Attacks / Second |
0.66 |
0.78 |
0.94
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| Movement Speed |
315
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| Sight Range |
1800/800
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| Attack Range |
Melee
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| Missile Speed |
Instant
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| Attack Duration |
0.33+0.64
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| Cast Duration |
0.3+0.51
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| Base Attack Time |
1.7
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Rattletrap the Clockwerk is a melee DPS Hero commonly played as an initiator or ganker. As an initiator, his main purpose is crowd control. However, he also does secondary jobs such as chasing and map control. His abilities are centered around destroying enemies one by one, while still being able to control all other enemies so he goes uninterrupted. He does not deal reliable area damage like most initiators, but still he is capable of doing a surprising and devastating entrance. His job after initiating is to focus on a single, scary enemy hero that the team would loathe such as a carry, after which he will try to take down enemies that are trying to get away. He also has good map control because he can gain sight to any part of the map at will.
Clockwerk requires unorthodox positioning and good knowledge of target priorities, thus making him a bad hero for new players to use. He is recommended for intermediate players.
Rattletrap, the Clockwerk
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| "Some assembly required."
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| Role: |
Initiator / Durable
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| Lore: |
Rattletrap belongs to the same race as Sniper and Tinker, and in much the same manner he has offset his diminutive stature by beefing himself up with a suit of powered Clockwerk armor that makes the knights of other lands look like tin cans by comparison. Rattletrap is alive with devices that not only protect him from harm, but allow him to rappel from point to point while firing rockets and strewing the terrain with traps. What time is it? It's Clockwerk time!
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| Voice: |
Responses
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[edit] Gameplay
His first skill shoots out shrapnel fairly often over 10.5 seconds, dealing good damage and causing mini-stun. It has a very small area of effect and is not effective when multiple targets are near Clockwerk, so it is beneficial to isolate heroes or hunt lone heroes down. If you can consistently hit one enemy hero over the 10.5 seconds, it deals an incredibly high amount of damage. His second skill is Power Cogs, which sucks in units that are close to him and surrounds them with small structures. These structures don't allow anyone to escape and will push back heroes that try to get close them, which makes it very useful to combo with his first skill. Can also be used to run away or create an artificial wall, but this requires skill on the player's part. His third skill is a global rocket which has a decent area of effect but a slow travel time, so it is difficult to hit from long range. It gives vision wherever it hits and deals some but not a lot of damage, making it effective to scout, harass, or kill a fleeing hero. Clockwerk's ultimate is a very long range hookshot which shoots out very quickly from him to a target position. If the hook collides with an enemy hero or non-neutral creep, he will be pulled to it and stun as well as damage nearby heroes. It is very good for catching heroes that are running away or off guard, but takes positioning and skill to hit.
Source: [1]
[edit] Abilities
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Notes:
- Remains active even if Clockwerk is disabled.
- Discharges a total of 14 shrapnel.
- Total damage: 210/490/770/1050.
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Notes:
- Cogs can shock magic immune and invisible units.
- Enemies that are knocked back are mini-stunned.
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Notes:
- Does not kill enemy animal couriers.
- Gives vision in a 600 radius.
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Notes:
- Magic immunity will block damage, but not the latch or stun.
- Improved version can latch onto allies. The allied unit will not get disabled or damaged, and enemy units will still get damaged and disabled.
- (**) Latch/stun radius
- The affected enemy will be paused until the hook retreats.
- Colliding with a neutral creep, or with an allied unit (without Aghanim's Scepter) will stop the hook for no effect.
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[edit] Recommended Items
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Recommended Items |
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| | Starting | | | | Early-game | | | | Core | | | | Situational | |
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Explanation:
Placeholder
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- Scepter buff is actually extremely useful for Clockwerk.
- Rattletrap has 2 escape mechanisms, use them to enter fights, as well as getting away from them
- Battery Assault works as a ministun, and is effective for interrupting channeled spells or teleports.
- It actually prevents Earthshaker from casting any spells besides his ultimate. If he tries to fissure, he'll be locked in his animation until he cancels it.
- You get great map control with Rattletraps Rocket Flare due to the vision it provides.
- You can also utilize the global cast range of Rocket Flare to kill fleeing opponents.
- Rattletrap is a mortal threat to many heroes. But he gets weaker late game without items. So, farm.
- You may spam Rocket Flare very early in the game from your fountain to scout for information on which hero is in which lane.
[edit] Trivia
- Clockwerk's helmet was added to Team Fortress 2 on the 18th August 2011 as Clockwerk's Helm.
- One of Clockwerk's death animations is a reference to the movie Terminator 2: Judgment Day.
[edit] Update History
April 19, 2012 Patch
- Fixed Hookshot target sometimes being able to move away while you are traveling.
- Fixed aoe around Hookshot not reliably affecting the area.
February 16, 2012 Patch
- Fixed Hookshot failing if he is infested by Lifestealer.
January 12, 2012 Patch
- Fixed Hookshot hitting couriers.
December 01, 2011 Patch
- Fixed Repel/Purge stopping Battery Assault.
October 27, 2011 Patch
- Fixed Hookshot interaction with allied units and neutrals.
- Fixed Hookshot not stunning magic immune units.
- Fixed the Hookshot target sometimes being able to run away before he arrives.
- Fixed cases where Hookshot would drop you to a lower level if your target was near a ledge
- Fixed interaction with Roshan on Rocket Flare and Mana Void.
October 13, 2011 Patch
- Power Cogs will no longer knock back units that are being moved by abilities (like Pudge's Meat Hook) or items (like Force Staff).
- Units being knocked back by Power Cogs will now have their channels interrupted and can no longer use abilities while being knocked back (such as Leap).
- Fixed Clockwerk's Power Cogs and Rocket Flare not drawing properly in some cases.
September 23, 2011 Patch
- Rocket Flare and Iceblast should now behave correctly when they are cast while queueing commands.
September 16, 2011 Patch
- Fixed Power Cogs from pulling in allied units.
September 15, 2011 Patch
- Fixed Power Cogs from pulling in allied units.
September 09, 2011 Patch
- Power Cogs now properly gives 1600/600 vision.
August 03, 2011 Patch
- Hookshot no longer hits himself if he has Ultimate Scepter.
August 02, 2011 Patch
- Fixed Hookshot sound getting stuck if he couldn't damage anyone after making contact (friendly or invul enemy).
July 22, 2011 Patch
- Hookshot now correctly passes through neutrals.
July 01, 2011 Patch
- Fixed Roshan & Ancients getting pushed back from cogs.
- Fixed Roshan & Ancients getting hit by battery assault.
- Fixed Hookshot not going to cycloned units.
- Fixed Battery Assault hitting invis units.
- Fixed gold not appearing when you kill something in the fog with rocket flare.
June 24, 2011 Patch
- Fixed FoW visibility for Rattletrap's Hookshot.
May 13, 2011 Patch
- Fixed Rattletrap's Rocket Flare to be visible on the minimap again.
April 30, 2011 Patch
- Fixed Rattletrap’s Cogs to be killable by his own team (he can do it in one hit).
- Adjusted how Rattletrap’s Cogs arrange nearby units when deployed – they should be better about trapping unitsnow.
April 20, 2011 Patch
April 14, 2011 Patch
[edit] Ability Change Log
6.74
- Power Cogs HP/Mana drain increased from 55/70/85/100 to 60/90/120/150
6.72
- Base Armor reduced from 2.82 to 1.82
[edit] See also
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Voiced by Sam A. Mowry |
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IMDB |
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Heroes |
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Radiant Strength
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Dire Strength
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Radiant Agility
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Dire Agility
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Radiant Intelligence
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Dire Intelligence
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