Thứ Năm, 3 tháng 1, 2013

Clockwerk Goblin(Rattletrap)


 (Rattletrap)
Strength 24 + 2.7      Agility 13 + 2.3    Intelligence17 + 1.3

Battery Assault

Discharges high-powered shrapnel from openings in Rattletrap's clockwork upon a random nearby target dealing minor magical damage and ministun every 0.7 seconds.

Power Cogs

The Clockwerk Goblin ejects pieces of inner core to form a circular barrier around himself, trapping nearby units with him. These cogs require 3 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked for some HP and mana and is knocked back. An element powers down if it shocks a unit.

Rocket Flare

Fires a fast moving missile at a target area on the map, revealing the targeted area. Upon impact it damages enemy units at a 575 AoE explosion.

Hookshot

Fires a grappling, piston-like attachment at a unit or location. It will latch on the first, non-neutral enemy target it encounters, pulling you to it. Any enemies whom you collide with while being reeled toward the target will take damage and will be stunned.



Skill builds and justifications

The cookie cutter
Level 1: Rocket Flare
Level 2: Battery Assault
Level 3: Battery Assault
Level 4: Power Cogs
Level 5: Battery Assault
Level 6: Hookshot
Level 7: Battery Assault
Level 8: Rocket Flare
Level 9: Rocket Flare
Level 10: Rocket Flare
Level 11: Hookshot
Level 12: Power Cogs
Level 13: Power Cogs
Level 14: Power Cogs
Level 15: Stats
Level 16: Hookshot
The side solo Clockwerk
Level 1: Rocket Flare
Level 2: Battery Assault
Level 3: Rocket Flare
Level 4: Battery Assault
Level 5: Rocket Flare
Level 6: Hookshot
Level 7: Rocket Flare
Level 8: Battery Assault
Level 9: Battery Assault
Level 10: Power Cogs
Level 11: Hookshot
Level 12: Power Cogs
Level 13: Power Cogs
Level 14: Power Cogs
Level 15: Stats
Level 16: Hookshot
The gambler
Level 1: Rocket Flare
Level 2: Battery Assault
Level 3: Rocket Flare
Level 4: Battery Assault
Level 5: Battery Assault
Level 6: Hookshot
Level 7: Battery Assault
Level 8: Rocket Flare
Level 9: Rocket Flare
Level 10: Power Cogs
Level 11: Hookshot
Level 12: Power Cogs
Level 13: Power Cogs
Level 14: Power Cogs
Level 15: Stats
Level 16: Hookshot


Item builds
Starting item builds (Solo mid/Sidelane)

A very common starting build. Gives you very nice HP for a level 1 hero, decent damage, and plenty of regeneration items. A solid start, and you can get bracers/urn out of gauntlets (or you can just leave them alone, it won't be a drama!)

A variant of the previous build. Less regen, more stats. Decent, but you can't get urn out of the circlets.
Sometimes (Usually in public games), noone will get a chicken (in clanwars/decent level games, your supports buy the chick for you). Clockwerk needs a chicken. Badly. Very badly if he is solo mid, to ferry the precious bottle. You have less stats, less damage and HP, but the chick is really invaluable.


A good start if you expect heavy physical harass on your lane. Stout shield gives you decent damage block: paired with your regeneration items, it should be enough to stand firmly against pesky ranged heroes.

Magic stick as a starting item can be really good against one of the most annoying mid opponents Rattletrap can face: Batrider. Napalm is a very gay spell, but it grants you huge amounts of mana very early in the game (against most other heroes, you can get a stick with your chick a bit later)

This item build goal is to get bottle as soon as possible: you basically only spend 400 gold into starting items, and you only have to farm 400 gold to get the bottle. This can be a really efficient build assuming you know what you are doing.

I still see people playing Clockwerk and going mid (or even worse, to a sidelane) with a naked bottle. This is very, very risky, and will probably fail against a good player: you get no stats to help your vital early last hits and denies, and if you fail to get the first rune, you are basically screwed hard.


Core items
A cheap core, but an effective one. Bottle is gotten first for obvious reason: it gives clock all the mana regen he needs provided he has decent rune control (Easy task considering you have Rocket Flare), and runes are a huge asset when it comes to ganking with Rattletrap.
Magic Wand is a cookie cutter item, viable on almost any hero. Clock, with his low INT gain but cheap spells, is a huge fan of it.
Phase boots are, by far, the best boots available for Clockwerk. The damage is a bit wasted, but less than the AS from Treads, and the burst movespeed/phase ability is invaluable on a hero like clock, who needs to stay up and personal. Sure, the 190 hit points from Treads are not bad, but Clockwerk is not squishy early/mid game even with Phase boots. Boots or travel are just too costly for Rattletrap, and remember that you are not a farmer nor a pusher. Like I said previously, Clock can use his cheap spells on a regular basis with a bottle and decent rune control: you don't need arcane boots, but a support buying them is always welcome.
Urn is viable, but I'm not really a fan of the item. If you started with gauntlets of strenght, feel free to make it.

Extended Core

Aghanim's Scepter gives everything Clockwerk needs: Hit points and mana (Mana>mana regen, considering your low INT gain and dirt cheap spells), and, icing on the cake, Clockwerk's agha upgrade is one of the best in DotA: Ridiculous cooldown reduction (15 seconds is insanely low for such a good ultimate) and ability to target allies (not to stun them obviously, but usually to escape). And you know what? Aghanim's comes in cheap pieces (Point booster only costs 1200 gold), which is just perfect for you and your low farming abilities.


Viable luxuries
In many games, you won't be able to buy these items. But if you are owning/the game is lasting/you are playing -em, then buy these:
=>
Hood of Defiance can be very good on Rattletrap, considering he jumps into the heat of battle and is almost always close and personal when it comes to ganks. Getting Hood means you can withstand more damage for your team, and Pipe is definitely a great upgrade when facing AOE spellcasters (Amazing item vs Lich, Tide, QoP, etc...)

A cheap and effective way to get some mana, some armor and a sadistic way to counter burst damage. When you trapped someone inside your cogs, especially if it is a key hero during a teamfight, you'll get focused, and you'll return huge amounts of damage.

A great item on Clockwerk goblin. Gives you plenty of mana, a nifty blast, helps you tremendously against physical damage (Huge armor boost/-AS aura). Don't forget that Clock has low armor (due to his pitiful AGI gain).

Never ending mana and +10 AGI/STR are always handy, but the main point of Guinsoo is the active: Hex is just invaluable and can turn the tides of a game when used against opponent key heroes.

To be honest, you won't get Radiance every game. The item is hard to farm, especially with Clockwerk, and you can only purchase relic after a long streak of kills (and the game is probably decided by then). But still, if noone is building it in your team, Radiance is a very nice item to have: Huge AOE damage that goes very well with your cog+battery combo. Even disabled, you are still a pain.


Heart of Tarasque is another item you won't buy every game, but the raw Hit points it gives, and the nifty regen when out of fights are very good on almost every Strength hero. Works even better with Hood+Blademail.

Very, very nice bonus stats(HP+Mana), summons goes quite well with your skillset (cogs+Battery) if you can micro them properly. Necrobook gives your counterwarding/pushing potential, but you may find it on cd during ganks with your 15 sec cd ultimate, since you can't take the summons with you when using Hookshot.

Getting raped by a horde of physical attackers? This item can help!


Debatable choices

Vanguard is not that bad on Clockwerk even if it was nerfed (some asians players still build it), but it usually delays your Aghanim's (Point Booster gives nice HP and mana, and can be used to make your precious scepter)

If the game turns into a push/backdoor fest, get Boots of Travels. Simple as that: but most games (99% of the time), Phase is more than enough
OR
Black King Bar: This item allows you to do whatever you want with the victim in your cogs without being interrupted, and the stats it gives are decent. Linken's Sphere gives good stats and regen, and spell block is not bad to have either.
But, when you get these items, it's already late game, and any disable/nuke you eat is a disable your carry won't eat: If some angry Lion impales you and then fingers you after you used your spells, it's almost a victory.

Grants a very nice armor boost, and the auras are nice for the team. But the huge attack speed bonus is wasted on you (You are a ganker/initiator, not a carry), and Shiva's Guard is just better overall.


Rejected items

DPS items. Let your Drow or your Medusa carry them, seriously.

Well... Except when playing a terrible pub (i.e: you want to ks people), don't get this.

You are not in the game to farm.

Guess what? You are not here to support either.

Like I said several times, Clock doesn't need huge amounts of mana: rune control and bottle is enough. Not only soulring is quite useless on Rattletrap, but it also drains your Hit points.


Gameplay walkthrough
Early Game
Clock is a very good solo mid, one of the best melee soloers of the game, along with heroes like Admiral and Beastmaster. If your team put you solo mid, your job is to farm a bottle as soon as possible to establish rune dominance. Don't hesitate to use your regen to grab early creep kills (provided you don't get killed, obviously).

Rocket is a key spell in a 1v1 solo mid situation (Clock, like Kunkka, has problems soloing dual lanes). Never ever last hit with rocket when you can use your attack: it's a waste of mana, and you may need rocket in the next seconds.

Note that clock becomes a real threat from level 5: Level 3 battery hurts really hard early game, and a good rune means death to your mid opponent or to one of his teammates on a sidelane. Your role in the team is to gang as much as possible the sidelanes, and especially the opponent carries.
I can't tell how important it is to keep ganking: you will loose much of your power lategame if you didn't own earlier.
Mid game
Your are the king of the battlefield, ganking careless heroes and dominating the scene. Your goal is to use your peak to give your team a decisive advantage. Get runes, spot viable targets, commnicate with your allies, and score kills. Some tips:

Mana management is the key

With his cheap spells but low INT gain, clock mana pool can be a bit short to sustain his needs. Therefore, good rune control and proper spell use (see next tip) is very important

Avoid overkill

Don't use ult or cogs on every gank, especially when you have allies with disables with you: Your ult has a quite long cooldown compared to your other spells, and you can always use it if the target is trying to escape death.

Use runes to max effectiveness
Runes are clock oxygene, they fuel his 24/7 gankfest. You have to know how to use each rune to max effectiveness.
Illusion: The rune with the less uses, for Clockwerk at least. It sure refills your bottle (3 bottle charges=225 mana=Hookshoot+Battery Assault=A potential gank), but it doesn't add anything to your ganking powers (except if you manage to block people with them). Use them to scout.
Double damage:This one can prove very good provided you skilled Power Cogs. Without cogs, you'll have a hard time landing physical hits (unless you have a huge ms advantage over the target). With cogs, you can freely whack on the poor victim.
Invisibility:Very nice ganking tool, especially early game. It allows you to play mindgames (bottle it, start going top lane, use invis once you are fogged and try to kill mid or bottom), you can go next to opponent heroes without having to use your ultimates. Overall, a great rune for Rattletrap.
Haste Probably the best rune for Clockwerk; it gives you 522 ms (+pseudo slow from Battery on gank targets), and it means sure death for at least one opponent during early/mid game.

Focus on opponent carries

Even if it looks cool to have a 10-1 score killing Ezalor 8 times and Lion twice, it's actually better to kill a Drow or a Medusa three times. Ezalor will not be a problem later, Medusa will.

Use rocket to scout

Even if you have no opponent in sight, Rocket Flare is still a very useful tool: use it to spot opponent team, scout Roshan, etc...

You are not God

Even if you are a mid game powerhouse, it doesn't mean you are invincible or that you can play without map awareness. You may have problems trying to 1v2 WD+Slardar.


Late game

Your are not the almighty and feared ganker you used to be, it's the era of teamfights and carries, but all hope is not lost for you.


You are not a real initiator

It may be sad, but Clock isn't able to really initiate. He can force teambattles with a well placed ultimate on a hero with bad positioning, but he can't jump first in 5v5 battles. Let Tide or Magnus do that for you.

Your role in teambattles is to get rid of a key hero

This is of utmost importance: your role is to hookshot a crucial opponent (avoid fed DPSers since they rape you if you are trapped with them). You aim for two kinds of heroes: disablers (Lion/Rhasta/Bane) and initiators (Earthshaker, Tide)

Use Rocket to scout all the time

This is also one of Rattletrap strenghts late game: He gives map control with constant use of Rocket Flare. This can help your team tremendously.

Abuse your 3000 range 15 seconds cd ultimate

With Aghanim's Scepter, Hookshot is just insanely powerful, especially if you managed to get some mana item (Shiva's Guard/Guinsoo's Scythe of Vyse). You can pick off lone heroes, and escape from ganks provided you don't panic.

0 nhận xét:

Đăng nhận xét