Rattletrap - The Clockwerk Goblin
RATTLETRAP, THE CLOCKWERK GOBLIN

The by-product of Goblin technological weapon research during the old War, Rattletrap the Clockwerk Goblin was shut away into storage for countless decades until the Sentinel found and reactivated him. Combat-wise, this goblin’s capabilities know few bounds; his body is stocked with a huge array of armaments that destroy both near and far with ease. His trademark wrench can even extend itself like a grappling hook, allowing him to pick off individual targets with pin-point accuracy.
INTRODUCTION
So recently the map 6.53 came out, along with a very strong hero, Clockwerk. After testing him out in custom games, I assimilated a few decent builds for him and tested them out on Battle.net. A few kicked ass, a few were okay but impractical, and some went down the drain
. After some familiarization, my games began to pick up quite a lot, and so now, here’s my way to play this KICKASS MACHINE.
PROS AND CONS
PROS:
- Spells synergize perfectly with each other
- Is able to completely dominate any One on One situation, even with half hp
- Above average Movement Speed
- Spells have very low Manacost
- Spells have very low Cooldown
- Has a “Global” killing spell and free “Maphack” in one skill.
- Very high starting Armor
- Pretty good farmer
CONS:
- Pathetic AGI Gain, pretty bad INT Gain, STR Gain not too good for a STR hero
- Is a STR hero though he is reliant on his spells
- Melee hero
- Gets weaker toward late game
- Not too useful in team situations
- His skills complicated to understand and use correctly, Some are glitchy as well
- Very low Attack Speed
- Has 4 castable spells, hard to micro
Since this hero’s Pros don’t seem to outnumber or outshine the Cons, why then does every game have a Clockwerk? … Okay, because he is a new hero, granted, but there is still another important reason: Clockwerk is a very fun, versatile and fast-paced hero to play, and with some creativity and skill his skills can be used in any situation, and he always has something up his mechanical sleeve
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STATS
Str: 24 + 2.9 | Agi: 13 + 1.2 | Int: 17 + 1.7
Damage: 49 - 51 | HP: 606 | Mana: 221
HP Regen: 0.97 | Mana Regen: 0.69
Attack Speed: 1.48 (+ 13% IAS) | Armor: 4.8
SPELLS


COMIC’S TWO CENTS: This very spell is going to help you rape throughout the game! Obviously this is a very 1 on 1 orientated spell, and it can be used in many ways.
CHASING = If both you and your target are around the same movement speed, and he’s down to say 400 hp and running off, needless to say it’ll be hellish hard for you to get more than one hit in. So if you don’t want to waste your hookshot, just turn on your battery and run beside him all the way, and with all the ministuns he can barely walk ahead, you can walk beside him, get in front, hit once, walk beside, get in front, hit once, etc. If he runs into trees to make you lose sight, just rocket the area and continue.
A ONE ON ONE MATCH = Now, some idiots actually stay put when they are all alone in a dark corner with you. With Battery, they will probably be able to get one hit in every 1.5 seconds? I call this a donation to the I <3 Gayass Machines Movement.
Summing this up, this spell renders you practically unbeatable in a 1on1 match. Oh, and channeling spells are useless against you too. So are spells with casting animations so long I could bone and read the encyclopedia before they end (like Sniper’s Assassinate).


COMIC’S TWO CENTS: Remember what i said about Donations to I <3 Gayass Machines Movement earlier? Well, some players are stingy bastards (like the rich kid with a Jaguar who gives you a bottle of EVIAN for your birthday) so sometimes you have to force them to stay put and die a slow miserable death!
A good thing about Power Cogs, No Way In, No Way Out, unless there is a ranged hero on the outside who actually attacks the cogs instead of you (stupid).
No Way In, because when you have trapped someone inside, heros on the outside cannot possibly get in, due to the shock which acts like SpiritBreaker’s knockback, but with 100 hp loss and mana loss. Unless they are like PA who has blink strike.
No Way Out, because with your ministun they cannot have the time to attack the cogs from the inside, or even if they try to use a blink-based skill to escape, most of the blink-based skills have casting times longer then 0.5 seconds (ministun being 0.25 seconds roughly, every 0.5 seconds) and there is still the time needed to click the hotkey and then the place or person to blink to. Once I played a game where a 200 HP Mortred attempted to blink-strike out of my cage and i mini-stunned her at the exact moment she was raising her arms. After the ministun she actually had to restart the entire animation from scratch and i ended up Rocketing for the kill.
Three ways to use this:
PROTECTION = Only works against melee heros of course. You and 3 other teammates are ready to gang on some Lich King at middle lane, when suddenly a Tinker comes out of the blue when you’ve already hookshotted in. Your teammates are pussies and stay put, while you somehow manage to kill Tinker by dumb luck after raping Lich. The sky turns dark. You look around. ZOMG WTF NS COMING AFTER YOU! He voids you and you’re down to 200 hp. Your teammates gather some courage and start moving in but they still need 4 seconds to get there or something. POWER COG SAVES THE DAY! Balanar tries to get close, he’s shocked back and loses 100 mana, unable to cast Void anymore. Your teammates comes and you Rocket to KS just to punish them for not helping earlier. Haha.
CAGING = The more common one. Getting close to your target, you cast Power Cogs and trap him in with you, proceeding to rape him. To get out he needs to hit a cog three times, which will already take longer then the duration of the cogs if you cast Battery Assault. All he can do is stay put and cry.
CHAOS CONTROL = In the midst of a team battle, just sneak up in to the middle and cast Power Cogs, causing all enemies to either be trapped or get knocked back losing hp and mana. This can turn the tables drastically.
Still, a forewarning: Though Power Cogs may seems extremely imba, it is extremely glitchy. Too many times have i snuck up right next to the opponent and cast it, but he still ends up on the outside, enabling him to escape. One strange time was when i was going to use it for protection, and the guy was like 400 units away, but he ended up on the inside??? WTF!
Another “glitch” that is quite advantageous, in the case that there is more than two heros on the inside or the cogs, it becomes extremely hard to click on Clockwerk, who has a very low model size, compared to the Cogs and other heros. Once, when i was Vengeful Spirit playing against Clockwerk, I whittled his life to 34 hp. I was just about to stun for the kill when he ran up a slope. I followed, and lo and behold, a pitlord was there! Clockwerk cast Power Cogs and us three were all cozying up to each other. It was IMPOSSIBLE to click on Clockwerk, and I ended up dying
. Due to all these random glitches, Cogs are very unreliable, thus I would suggest not pumping Cogs that early. I usually get one level at level 4, and add the rest after lvl 11.


COMIC’S TWO CENTS: NOW I’M GETTING EXCITED! Too many guides I have seen that recommends only getting 1 or 2 levels of Rocket? ARE YOU ****ING KIDDING ME? THIS. IS. CLOCKWERK’S. GAYEST. SKILL! Let’s list all its advantages now!
IT’S GLOBAL
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IT’S NOT 600 AOE LIKE IT STATES, IT’S ACTUALLY 800 AOE. GAYNESS AOE!!!
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15 SECOND COOLDOWN? 50 MANACOST? WHAT THE FUCK?
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IT…. REVEALS THINGS! FOR 20 SECONDS!
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OMG WTF TOO GAY SHIT BRAINFREEZE!
…
Silence
…
Ok now that I’ve cooled down a bit
I’ll go through it properly. Now, the many ways it can be used, from early game to late:
LANE INSPECTION = If you could actually know which enemy heros were going to which lane, your own teammates would know which lane to go to, to either avoid their counters, or to pair up against heroes which they counter. Many Clockwerks get Rocket at Level 1 and quickly nuke the middle lane and the top/bot lane, and find out the heros which are in the three lanes. A side-effect is also that the person in that lane loses 75 hp from the start of course biggrin.gif.
LANE DOMINANCE = Getting moderate mana regen (like RoB), you can cast this spell immediately after the coold= If you could actually know which enemy heros were going to which lane, your own teammates would know which lane to go to, to either avoid their counters, or to pair up against heroes which they counter. Many Clockwerks get Rocket at Level 1 and quickly nuke the middle lane and the top/bot lane, and find out the heros which are in the three lanes. A side-effect is also that the person in that lane loses 75 hp from the start of course biggrin.gif.
LANE DOMINANCE = Getting moderate mana regen (like RoB), you can cast this spell immediately after the cooldown is finished every time. This is why many people say Clockwerk is an early gamer ( though he is a more of a mid / mid-late), because of his insane lane control. Of course, always try to only hit the hero and not the creeps, so the creeps can’t be denied. Unless your lane opponent has a RoR or a RoH, he’ll be feeling the hurt.
SCOUTING = Ever wondered why enemy heros just suddenly “disappeared”? Use your rocket to shoot behind the trees a bit, or you can even scout for your teammate on the other side of the map! Use the rocket to scout behind the trees, the secret shops, the neutral creeps, and even Roshan! Oh, and especially the RUNES, of course.
LONG RANGED KILLS = Long ranged kills are why I call Rocket Clockwerk’s greatest skill. I’m sure all of us have had a case where the opponent just somehow managed to escape with 100 hp. With some skill and precise timing, you can kill heroes from halfway across the map! With it’s 600 (actually 800) AOE, it is easy to hit, and this has nabbed me a kill at least twice every game. Now you see, if you only add Rocket level 1, the damage is very, very insignificant, so MAX IT!
PUSHING = With this skill and Radiance, creep waves are pummeled in 5 seconds. And it always cools down before the next wave, making Clockwerk an insanely good pusher.
This skill has limitless potential, and with its many attributes makes it one of the most versatile spells in the game. So either Pump It or Regret It.


COMIC’S TWO CENTS: Ah, Hookshot. This is why Clockwerk’s gameplay is so interesting. The explanation of the spell above is pretty confusing, so I’ll revise it in a more understandable form.
Regardless of what the official explanation says, the hook will stop at the FIRST target it hits, whether friendly, neutral or enemy. When it hits an enemy unit, you will propell toward the guy stunning him for 1 / 2 / 3 seconds, and damaging him by 100 / 200 / 300 hp. But when it hits a non-enemy unit, NOTHING HAPPENS AND YOU HAVE JUST WASTED 125 MANA. And no, you do not even get propelled. Several times I have seen Clockwerks, who didn’t bother to test in Custom Game, try and shoot through their own creeps to latch onto the enemy hero, and they ended up looking like dumbasses. And if you’re wondering how fast the hook is, it is almost instantaneous.
Due to its instantaneous effect and insanely long 3000 range, it functions like an impossible to dodge PotM arrow. Opponent will have no time to react and it would seem like you just appeared out of the blue. This spell is very easy to use once you get the hang of it, and its use is quite limited.
SURPRISE LATCH = Obviously. Everyone uses it this way.
ESCAPE = A very very rare usage, because most Clockwerks don’t bother to think. When you are being chased by some enemy heros, just get a clear shot on to a Scourge creep lightyears away and watch them scream in frustratoin.
COMBOS
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When chasing with your Batteries, many opponents run up slopes or through trees to make you lose sight. Rocket’s revealing ability takes care of that. Also, Rocket can be used as a finishing move.
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Some guys stun and run. Like Skeleton King. Hook to them and continue chasing.
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Cast Battery to hinder their movement, get in front of them and Cog to trap them in.
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The most common combo of Clockwerk. Sometimes you are scouting and gain vision of an enemy hero, or he is just farming alone in a lane. Hook, Battery and cast the Power Cogs, and he is stuck with you for 6 seconds, ensuring a quick death. I use this method with discretion, as using all your spells in one go can leave you vulnerable after that one kill. Use this only when you are certain the target is alone, and only when you can pull off a hit-and-run quickly.
SKILL BUILDS
Thoughout playing Clockwerk, only two builds have particularly shone for me. I call them the Hawk and the Pit bull
The Hawk
Level 1 - Rocket
Level 2 - Battery
Level 3 - Rocket
Level 4 - Battery
Level 5 - Rocket
Level 6 - Battery
Level 7 - Rocket
Level 8 - Battery
Level 9 - Cogs / Hookshot
Level 10 - Hookshot / Cogs
Level 11 - Hookshot
Level 12 - Cogs
Level 13 - Cogs
Level 14 - Cogs
Level 15 - Stats
Level 16 - Hookshot
Level 17 ~ 25 - Stats<>The Pitbull
Level 1 - Battery
Level 2 - Rocket / Cogs
Level 3 - Rocket
Level 4 - Cogs / Rocket
Level 5 - Battery
Level 6 - Hookshot
Level 7 - Battery
Level 8 - Battery
Level 9 - Cogs
Level 10 - Cogs
Level 11 - Hookshot
Level 12 - Cogs
Level 13 - Rocket
Level 14 - Rocket
Level 15 - Stats
Level 16 - Hookshot
Level 17 ~ 25 - Stats
Like the Pitbull, this build is like a kill-rusher, going for the jugulars without consideration. If you are not a fan of how Axe is played, DO NOT play this build. Battery at level 1 is for the first blood, where you backstab the opponent with your teammate and hinder his movement severely with the ministun. The fast addition of Cogs in this build is to trap and kill very early in the game. Rocket is pumped to Level 2 (till you’re lvl 13) for moderate spamming. Hookshot is also added early, for fast kills. This build is very, VERY risky, and not as safe as the Hawk, depending much on luck. With this build, you are ensured to level up very fast if you play with no mistakes and are lucky, but on the other hand, you could be unlucky and end up dying / ending up with low hp, stunting your level growth.
This build works well whether or not you are soloing or have a companion in your lane. However, this build should ONLY be used if the opponent in your lane is soloing, a single target being a much easier kill and the fact that a hookshot makes you isolated from your teammate and vulnerable to two against one situations. In a pubbie, this can be used, but in more serious games you’re probably going to end up killing yourself. Thus for the rest of this guide I’ll be assuming the build.
ITEM BUILD
BASIC START
Ring of Basilius
Ancient Tango of Essifation
OR
Boots of Speed
Ancient Tango of Essifation
Ring of Basilius will give you a very helpful early game boost, with extra armor and damage. The mana regen will also help immensely for either skill build, and for the Hawk Build which focuses on spamming Rocket this will ensure you will always be able to cast Rocket whenever the cooldown is over.
Boots of Speed is strictly only if you are going for the Pitbull. The movement speed will help in chasing down early and getting the first blood.
Ancient Tango of Essifation gives you the necessary regeneration needed in case your opponents get a bit feisty (heh heh teach them a lesson by spamming Rocket).
CORE ITEMS
Radiance
Sange and Yasha
Vladmir’s Offering
Power Treads[/b]
Here’s my analysis of the general way to get items on Clockwerk. Look at his spells and what they do. Battery stuns, Hookshot stuns, and Power Cog “stuns”, trapping a hero in a box with you for 6 seconds.
So all Clockwerk needs is: Intense, Fast Damage. Make those 6 seconds COUNT. Make those 6 seconds HURT. And that is why my build is largely damage-oriented.
Radiance gives you a whopping 60 damage and of course, SPARKLIES!!!
Together with Battery Assault and calculating 25% hero magic resistance, they add up to an incredible 106 damage per second without hitting the enemy hero at all! Which means if you successfully Cog an enemy hero, he will take at least 636 damage while stuck there with you!
Sange and Yasha gives boosts of hp, dmg, attack speed and *movement speed!* For a Strength hero, Clockwerk has no survival, anti-creep or hp-augmenting skills whatsoever, unlike Centaur, Tidehunter, Axe, not even lifestealing like Naix or cleaves like Magnus. His STR Gain each level is not even that impressive. But from S&Y alone, he gains much needed hp and bonus damage, and the movement speed improves your map control and Battery chasing by leaps and bounds.
Stygian Desolator pales in comparison to S&Y after further consideration. As Radiance already gives a huge boost to damage, S&Y would be a better choice as it also incorporates large bonuses to movement speed and attack speed along with moderate damage.
Vladmir’s Offering gives bonus armor, lifesteal, mana regen and a 15% damage aura. This means you can hold your own against other lifestealing pricks, or those with lifestealing items themselves. As stated, the 15% damage aura, together with damage items, can go a long long way in enhancing your damage.
Power Treads! Why Power Treads, some people say. Why not Boots of Travel? Well for one you already will have gay movement speed if you had gotten S&Y instead of Desolator, but hello! Your ultimate can propell you 3000 range instantly? With Hookshot and S&Y, your map control will already be way sufficient, and I feel that the 15 ms with an extra 10 dmg, extra 190 hp and 30% attack speed far outshines a 35ms and teleport which you barely need anyway. BoT costs 850 more gold and is way, WAY harder to farm.
That said, you should still always have a TP scroll with you, of course.
LATE GAME ITEMS
Assault Cuirass
Heart of Tarrasque
To tell you the truth, if you had gotten Radiance as your first item (which I do most of the time) farming up Cuirass would be a piece of cake, maybe even achieving a Reaver by the end of the game.
Assault Cuirass gives you 15(10 + 5) armor, which paired with your moderately high hp makes you very hard to take down. The -5 armor and 55% attack speed really boosts your DPS as well as your teammates, and especially with a Heart of Tarrasque, you can be the tank rallying your team into the final round.
THE POOR BUILD
Bottle
Bottle 2
Boots of Travel
Ring of Basilius
Shiva’s Guard
TP Scroll
Sometimes you just got unlucky and died one too many times, or your last-hitting somehow got suckier since an hour ago. This build ensures you can still conduct mid-game with your immense superiority, albeit the fact that you become next-to-useless late-game, other than for Shiva’s.
The ultimate spell-casting Clockwerk, near-to-absolute spell reliance. You can already start ganking with two Bottles and a Boots of Speed. Rush for Shivas Guard as fast as possible as this is the ONLY time you are going to get kills unless you get it fast. Have a TP Scroll on you at all times till you can get your Boots of Travel after Shiva’s.
Late game you will be an absolute supporter. Give kills to the teammates that need it more then you, because with this build money is not important after Shiva’s. This build still ensures you will have a fun and exciting time playing the hero we all love ![]()
REJECTED ITEMS
Battle Fury
From my experience, people only get Battle Fury on specifically LATE-gamers, the main reason being because Battle Fury’s main purpose is to help you farm. Clockwerk doesn’t spend the whole of early-game farming for Battle Fury, then the whole of mid-game farming with Battle Fury, then the whole of late-game cursing Battle Fury! BF has no situational abilities, unlike S&Y movement speed boost and maim, or Radiance’s 35dps sparklies. It only has splash damage… to farm. And farm. Then farm some more. Nuff’ said.
Eye of Skadi
Actually I don’t even know why people suggest this item on Clockwerk instead of S&Y. Sure it has a slow so you can Battery-chase and hit. But Maim slows by more (though procs less) and above all the movement speed boost! What happens if the opponent stuns you and run, you wouldn’t be able to get another hit in if you had Skadi, if you had S&Y it would be a simple matter.
Eul’s Scepter of Divinity
Eul’s could actually be a very, very good item on Clockwerk, as everything it gives benefits Clockwerk immensely. The only problem is that the Cyclone lasts for a considerably short time, thus most of the time you won’t have time to Cyclone - Run Up - Cogs, as items with spells that are active AND need to be targeted are very hard to micro along with your own 4 skills (trust me). I guess the most you can do is ask someone to get it for you so you won’t have to worry about aiming Cyclone in the midst of a Battle.
WALKTHROUGH STRATEGY
Clockwerk’s role in the team is that of the mid-game assassin that destroys potential late-gamers and feeds off previously useful INT heroes. His spell’s uses remain the same thoughout the game, as none of them are heavily damage orientated but instead function more as assisters, the majority of them being disabling spells. My item build can also ensure Clockwerk will still be a kickass machine thoughout the later parts of the game. Clockwerk’s method of assassination is just like guerrilla warfare, the way of the hit-and-run. He hooks in, kills, and escapes swiftly before others arrive. Sadly, this also means Clockwerk’s 1v1 way of fighting becomes less useful as we approach late game.
EARLY GAME - Level 1-10
At the start of the game, call dibs on Soloing Bottom fast. If someone else wants to solo, and if they are obnoxiously loud and bitchy or just could do wonders with a solo lane then let them. You aren’t that bad in a dual lane anyway. If they are people like Centaur Warchief who just bought 6 ironwood branches, tell them to fuck off.
At the 1 minute 15th second mark, shoot a rocket toward their fountain. When the rocket passes through their middle lane base tower, take note who is there. When it explodes at the fountain, check if anyone is heading out in a particular direction, top, middle, or bottom.
If you are at Sentinel, after shooting the first rocket IMMEDIATELY move out toward bottom lane till the 1 minute 50th second mark and then shoot a rocket toward the Scourge’s innermost tower of their bottom lane. The rocket will explode two seconds before the creeps spawn and you will know who you are against.
Vice Versa for Scourge players. This lane inspecting method is tried and true (by me).
So now, in laning there are 5 possible scenarios:
Versus Solo Melee:
Easiest Lane Pair-up ever. Don’t be afraid to strut your stuff, if he comes too close just Battery. Spam Rocket all the way. When the creep wave only has one melee and ranged creep left and he’s hovering around waiting to deny it, rush up, Rocket to kill the melee creep fast for an element of surprise and some bonus dmg, and Battery-Chase. This will inflict some serious damage or even kill him if he has no stun.
Versus Solo Range:
Pretty simple, solo lanes are still the easiest. Don’t be as over-confident as Versus Solo Melee, just go in to last-hit and come out periodically. If he has good early game spells be on your guard. If it’s a ranged but late gamer (like Sniper) I usually get Hookshot at level 6 for an early kill.
Versus Dual Melee:
Definitely get Cogs at level 4. This will ensure the other can’t interfere while you pummel down on the other guy. In this lane you may even get more kills than if against a Solo Melee. Melees are easy.
Versus Melee + Range:
A common combo. If a sick rape-orientated combo like VS and CW, i would suggest calling for help. If they only have one stun between then, tough it out and maybe think about going for S&Y instead of Rad. If they have no stun between them… play it like against Dual Melees.
Versus Dual Range:
You should never, NEVER be up against this type of lane with good lane-inspecting. Unless you’re some lazy prick. Against this type of lane, CALL FOR HELP! Preferably another melee ally to take the heat off you. You’re well and truly screwed if you pick a fight against two ranged heroes. Perhaps your only hope is to spell-harass with Rocket. Forget about ever getting Radiance too.
Scenarios where you are discouraged from sticking to farming Radiance:
- WHEN YOU ARE A BAD LAST-HITTER = Need I say more? You’d be screwed at any hero anyway.
- WHEN YOU ARE DUAL-LANING = This will effectively halve your gold income, as people are either good last-hitters or auto-attackers ( letting enemy deny ). In this case scenario go straight for S&Y and Treads, then Vladmir’s.
- WHEN YOU ARE DOMINATED IN YOUR LANE = As stated before, this should never happen, but if it does, you’d be better and easier off farming just two vanguards to make you invulnerable to creeps and soak in tons of damage from heroes. Vanguards are cheap and effective during early-midgame. In this case you may want to consider rushing Treads and hopefully your damage-soaking and fast rush for attack-speed can allow your mid-game to pull your poor early farming up.
- WHEN YOU DIE MORE THAN TWICE = Either due to bad luck, or your own noobness by chionging to the fountain. When you die more than twice early game, perhaps just aim for the easier-to-farm S&Y, then Treads and Vladmir’s.
In all of these cases, it will probably take ages to farm Radiance. But as you can see all of them are easy to avoid as long as you are assertive and please, just request a solo lane.
And after you farm up Radiance / S&Y, it’s your decision whether or not to get Boots of Speed first before we enter…
MID GAME - Level 11-16
Ah, your prime time. Once you break the barrier of the Level 11 milestone, you’ve entered the league of the big boyz. At this time you should be at least 3 levels above everyone else except the opponent team’s Solo-er. By this time in the game, one or two outermost towers from each side should have already been destroyed.
During mid-game, you have only two jobs: Aim for their Solo-er and aim for their Late-gamers.
Time to learn Comix’s Bible:
Pre-Law (aka. Common Sense) = When the target(s) has very low hp, and is an important piece to the other side (Late-Game Troll), just kill him regardless of the other laws!
A = Check if your target is alone.
B = Check if your target does not have an escape spell, or a stun.
C = Check if your target does not have high hp.
D = Check if there are not over 10 enemy creeps or a tower close to the target.
Clockwerk is extremely slanted toward 1 on 1 fights, like Troll. Whatever you say will not change that. Now, when selecting your target, whether ranged or melee is not that important. What is important is the laws in Comix’s Bible.
The most important law is Law A. If Law A is not fulfilled, a smart Clockwerk should never rambo in and risk a high change of dying. This is assuming that both of them are not about to die. If one or both have pathetically low life, then of course you should try for a kill at the least. But almost all of the time, if Law A is not satisfied, NEVER engage alone.
Law B is also an important law. When Law B is not fulfilled, one should never use Hookshot as an opening move. In my earlier games, I hookshotted a Chaos Knight, cast Battery and Power Cogs, and after the hookshot stun duration he just blink-striked out of the cogs onto his own ranged creep. If I had chosen to just walk over and strike him from the back instead of wasting the Hookshot, the hookshot would have been used to catch up to him after he escaped.
My point here is that Hookshot should, in these cases, be saved until the last possible moment. Don’t rely on its long range too much rather than your own skills, don’t forget back-stabbing can still maintain the same element of surprise.
Law C is actually merely a formality. Anyone at any amount of hp you should be able to kill easily in a 1on1, but the fact remains that higher hp heroes last longer and thus could run longer, giving their allies (your enemies) more time to catch up. Against extremely high health STR heroes like Centaur, perhaps it would benefit more to ask for one or two of your own allies to assist in his killing, so you can get in and out of the battle scene fast.
Law D is pretty much negotiable. Of course when the opponent has many many creeps around himself, after your Cog duration ends you’ll find yourself in deep soup. Now if he is ranged and thus seperated from his melee creeps by a large margin, I’d say go for it! If he is melee, close to his melee creeps, and since melee heroes usually have pretty decent STR, he’d probably be a tough one to hook in if you wanted to, and even if you could Cog him, he would probably outlast 6 seconds and the melee creeps would be all over you. Thus, learn to approach heroes surrounded by mobs of creeps with great caution.
If he is close to a tower, compare his HP margin with your own. If you can kill him fast or if the tower is only dealing minimal damage to you, good for you! Most of the time if you both are around the same HP I would warn against rushing in. If his HP is roughly two-thirds or half of yours, decide with discretion.
Mid-game is your domain. Clockwerk has gay spells that do good damage and are extremely handy in any situation, and also higher HP then most. Most mid-gamers are those with good disabling spells and chain nukers, so if it comes down to a spell fight, you’d definitely be able to survive through a chain of nukes, and in a game of disables who else has three disabling skills? In fact very few heroes have 4 active spells, and none but you have 4 spells that are all slanted toward the offensive! If any roaming enemy mid-gamer comes across you in a dark corner he’ll probably piss in his pants and run.
When late-game approaches, you should probably have already exceeded 10 kills, and gotten all your Core Items, except maybe Vladmir’s. Your team should be dominating the scene because of you, and the game is probably about to end if it hasn’t already. But you know, once in a while your team feeds some Void and thus we enter into…
LATE GAME - Level 17-25
Your 1 on 1 prowess remains, but the thing about late-game is that it is the time which teams stick together like superglue. Sure, if any team-destroying idiot on the other side is still farming alone, go rape his ass. But in most cases, you’re probably going to have to learn to be the “team-player” in these situations.
Repeat after me:
LAST ONE IN, FIRST ONE OUT.
Late-game, your mediocre Stats Gain per Level is going to start to show heavily. All the guys you dominated in mid-game probably learnt to stick together and are ready to open a can of whoop-ass on you, meaning if you are the first one in, they’ll target you like shit without mercy. Don’t Ever Be The First One In. You are not Centaur or Magnus, you are not a tank nor do you have any initiating spells like Ravage or Polarity Reverse (haha pun). Your job is to wait for the team battle to ensue, then walk in when no-one notices and cast Power Cog. The 1.5 second knockback is enough for your teammates to nab a kill or two. When the knockback job is done, destroy a Cog and GET OUT OF THERE! Even after the 1.5 second knockback you’ll still be stuck inside for 4.5 more if you don’t hurry to escape.
After returning to the sidelines, move where they cannot see you and start to spam Rocket. If your teammates are chasing someone and he runs up a slope, Rocket. Any stragglers in the battle who are walking back to their base wounded while their teammates are still engaged with yours? Hookshot, Battery and kill before they or their team expects it.
Your main role late-game is that of the Long-Ranged Supporter. All you do is pick off the wounded and hunt off the all-alone, and use your Rocket to reveal critically important areas like the runes or around the trees to sniff out a gank. It may seem boring, but it will help your team immensely.
