
Clockwerk
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. <br><br>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!
Base STR
26 +3.2
Base AGI
13 +2.3
Base INT
18 +1.7
Move Speed
310
Attack Range
150
Base Armor
1
Attack DMG
24–26
Projectile
900
Innate Abilities

Armor Power
Clockwerk's outgoing damage increases by 0.25% per point of armor. Clockwerk can consume Chainmails to permanently gain +4 armor per Chainmail consumed. Can stack. Self-cast to consume.
OUTGOING DAMAGE BONUS:
0%
Abilities

Battery Assault
Cooldown
24 / 22 / 20 / 18s
Mana
75 / 80 / 85 / 90
Discharges high-powered shrapnel at random nearby enemy units, dealing minor magical damage and ministun.
RADIUS:
275
DURATION:
10.5
INTERVAL:
0.7
DAMAGE:
20 / 45 / 70 / 95
- Remains active if Clockwerk is disabled.
Some of Rattletrap's contraptions don't quite work correctly, so detonating them proves useful as an offensive maneuver.

Power Cogs
Cooldown
21 / 19 / 17 / 15s
Mana
60 / 65 / 70 / 75
Forms a ring of energized cogs around Clockwerk, trapping any units that are near. Enemies outside the trap that touch a cog are knocked back, losing health and mana. Once a cog has delivered a shock, it will power down. Damage is increased by 50% of the mana burned.
Cogs can be destroyed by enemy attacks, but Clockwerk can push them up to 1000 distance away with one hit. Clockwerk can move through the cogs freely, disabling them as he passes over.
DURATION:
5 / 6 / 7 / 8
DAMAGE:
50 / 125 / 200 / 275
MANA BURN:
40 / 80 / 120 / 160
ATTACKS REQUIRED:
2
FORMATION RADIUS:
215
- Cogs can shock invisible units.
One of Clockwerk's inventions of which he is most proud is the power cog - though it is sometimes despised by his allies.

Rocket Flare
Cooldown
20 / 18 / 16 / 14s
Mana
35 / 40 / 45 / 50
Fires a global range flare that explodes over a given area. Upon impact, enemies in the area take damage and are briefly slowed. Rocket flare provides vision over the impact area for 6 seconds.
RADIUS:
600
DAMAGE:
80 / 120 / 160 / 200
MOVEMENT SLOW:
100%
SLOW DURATION:
0.4
What started as a festive display has become a useful scouting and bombardment tool.

Hookshot
Cooldown
60 / 45 / 30s
Mana
100 / 125 / 150
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 to everyone in a 175 radius around the hit target. Any enemies Clockwerk collides with along the way are damaged and stunned.
STUN DURATION:
1.2 / 1.4 / 1.6
DAMAGE:
75 / 175 / 275
- Hookshot will latch and take Clockwerk to allies, but not damage or disable them.
A somewhat unwieldy device, the Hookshot sends the otherwise clunky Clockwerk armor flying through the air.
Talents

Aghanim's Scepter

Overclocking
Cooldown
50s
Mana
90
Supercharges Clockwerks abilities:
Battery Assault: Increased radius and affects all enemies in its range.
Power Cogs: Radius increased, and Clockwerk's armor while near Power Cogs is increased.
Rocket Flares: Increased damage, vision and slow duration, and fire additional rockets to either side of the target.
Hookshot: Stun radius and duration increased.
Jetpack Moves faster.
Clockwerk's movement and attack speed becomes slowed to a crawl after the duration runs out.
DURATION:
18
SELF SLOW DURATION:
3
BONUS ARMOR NEAR COGS:
25%
BATTERY ASSAULT RADIUS:
330
COGS RADIUS:
330
HOOKSHOT RADIUS BONUS:
50%
HOOKSHOT DURATION BONUS:
50%
BONUS ROCKET FLARES:
2
ROCKET FLARE DURATION BONUS:
35%
ROCKET FLARE DAMAGE BONUS:
35%
JETPACK SPEED:
40%
Rattletrap understands the limitations of his armor. Just as he understands the risks of pushing past them in times of need.

Aghanim's Shard

Jetpack
Cooldown
16s
Mana
75
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 can be toggled on and off for the duration of the buff.
BONUS SPEED:
20%
DURATION:
6
Sure it's blown up over fourteen testing dummies, but at least they all flew!
Hero Performance
Median across all public matches · OpenDotaForm
49%
Win rate in recent matches
Performance
61%
KDA ratio (kills + assists / deaths)
Laning
14%
Last hits per minute over full game
Farm
44%
Average gold per minute
Fighting
19%
Average kills + assists per match
Experience
62%
Average XP per minute
Strategy
When to Pick Clockwerk?
Pick Clockwerk when your team needs a hero that can isolate, lock down, and completely ruin the game of a single target while your team collapses on top of them—because that is exactly what this hero was built to do and people are not picking him nearly enough right now.
He is underrated and I genuinely don't understand why, because in a meta where mobility and positioning matter so much, a hero that can hook anyone from anywhere on the map and trap them in a cage for five seconds is absolutely invaluable. Battery Assault alone makes him one of the most annoying heroes to lane against, and the moment he hits level 6 and gets Hookshot online, every squishy support on the enemy team should be genuinely terrified to show their face.
He is disgusting in lineups with strong follow-up burst damage—Lina, Skywrath Mage, and Lion—heroes that can instantly delete whatever Clockwerk hooks and cages before the enemy even finishes processing what just happened to them.
He thrives against high-mobility heroes that think they can just blink and dash around freely—Puck, Storm Spirit, Queen of Pain—because Cog completely removes their ability to escape, and suddenly the slipperiest hero in the game is standing in a box getting destroyed.
He pairs beautifully with carries that need their targets held in place—Faceless Void, Juggernaut, and Monkey King—because one Hookshot into Cog is basically a free Chronosphere setup without even using the ultimate. Avoid picking him into lineups with a lot of raw tankiness and magic resistance—Axe, Dragon Knight, and Bristleback—heroes that just don't care about Battery Assault tickling them and will walk out of Cog laughing.
Also feels absolutely terrible when the enemy has a lot of long-range damage that can poke him down before he ever gets close enough to do anything—because Clockwerk needs to be IN the fight, not watching it from a distance.
Tips & common mistakes
- People use Hookshot exclusively as an initiation tool and completely forget that it is also one of the best gap closers and escape mechanisms in the game. You can hook over trees, walls, and terrain to escape a bad situation—use your brain and the geometry of the map.
- Battery Assault is your best laning tool, and people underuse it constantly. The moment you activate it in the lane, the enemy support cannot stand next to their carry without taking massive damage — use it to zone both of them simultaneously.
- Cog placement is everything. If you place the Cogs wrong and trap your OWN teammates inside with the enemy, you have just created the most embarrassing moment of the game. Always think about where your team is before you drop them.
- Power Cogs also block enemy movement from the OUTSIDE. This means you can use them defensively to protect your carry from an incoming initiation—stop thinking of Cogs as only an offensive tool.
- Hookshot has a travel time — it is not instant. If you are hooking a moving target, you need to aim AHEAD of where they are going, not directly at them. This takes practice, but it is the difference between a good Clockwerk and a great one.
- Don't waste Battery Assault hitting buildings or farming creeps. Every activation should be on a hero—that damage adds up incredibly fast in fights, and you are throwing it away on a tower that doesn't care.
- You are a support, not a carry. Stop buying damage items and thinking you are the one who should be killing people. Your job is to create the kill—Force Staff, Glimmer Cape, and Aether Lens make you a far better Clockwerk than any damage item ever will.
Summary
Clockwerk is one of those heroes that make the enemy team completely rethink how they move around the map—and right now people are just not picking him enough and leaving so much value on the table it physically hurts me to watch. He is underrated because people think he is complicated, but the concept is simple: hook the right target, drop the Cogs, and let your team do the rest.
Master the Hookshot angles, play aggressive in the laning phase, and make every squishy hero on the enemy team genuinely afraid to walk out of their base alone. Just don't forget you are a supporter—your job is to create chaos and opportunities for your team, not to be the hero of the fight yourself.
Strong Against
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