nice presentation... didn't read it fully but i think its quite good! and btw correct ur [/b]phase[/b] :P
Thanks for pointing that out and thanks for your comment. I had a ton of formatting errors when I finished and maybe didn't pick up on all of them.
you can also cog creeps, usually 2, sometimes 3 (never got 4) if you're lucky.
i break the cog in the back sometimes at the last second to see if the creeps walk around to waste more time, but it's only happened a couple times.
i dont know what my build would classify under but i prefer
bottle --> mana boots --> blademail --> aghs --> shiva / as my main core. I find that I spam cogs/rocket/hookshot so much so that I need the mana.
the builds i think should be very interchangeable, as no game will fit exactly into those builds.
i generally have 3/4 core items and 2/3 variables
Per favore Accedi per inviare commenti.
[size=24]Clockwerk: The Cage Fighter[/size]
There is a type of player in Dota 2 who has tunnel-vision for one thing and one thing only: Fighting. You've played the game so you've met this player. He's the one with the kamikaze wings who disregards his own safety. Who jumps at the opponent and dives the tower to do whatever he needs to secure the kill. Maybe you're starting to think that this sounds a little bit like you. That's okay:
Let me introduce you to Clockwerk.
A brief disclaimer before we begin. Clockwerk is such a versatile hero, there is no one single best way to play him. He can support, he can solo the off lane, he can solo the mid lane and he can build such a myriad of worthwhile items and get the best out of them. This guide will not tie you to the rail road tracks; it will always take some independent thinking to make the best of this hero. This is what it says. A guide. Not rules.
The first thing you should know about Clockwerk is his skills. They are simple to use, but hard to master. Understand them first, then peruse these tips at your leisure for how to make best of use of them.
[size=20].SKILLS[/size]
Battery Assault
This is your primary source of damage, but as with all Clockwerk abilities it is not without utility. Each trigger of Battery Assault is also a mini-stun which is useful for breaking channeled abilities. It is also useful for preventing players casting skills that have a cast animation longer than the trigger time of Battery Assault.
Many players don't realize that some enemy heroes with high cast times on abilities won't even be able to get them off under the effect of Battery Assault. You might think that a Timbersaw would easily be able to use Timberchain to escape from your cogs, or that an Earthshaker will simply Fissure you out of cogs if you trap yourself in with him, but Battery Assault will prevent this. Further to this, if you are quick enough to get off a Battery Assault before being hooked by a Pudge you can disrupt his Dismember combo for example.
Be aware that it will trigger at random nearby enemy units, so the less creeps nearby when fighting an enemy will increase the amount of damage you will deal.
Power Cogs
Harass and Burn: In the laning phase, your opponent's mana is a key resource. Dropping a set of Power Cogs right in front of them will disrupt their last hitting ability if you time it right. It will force them away from you and allow you a few last hits of your own and as an added bonus; burn away their mana. Power cogs is a fantastic harassment tool.
Escape!: Sometimes things just get hairy and you need to make a getaway. A well positioned Power Cogs can completely block an opponent from chasing you down. It can block off a passageway or force the enemy back, if only for a few seconds. That can be all you need.
Creep Block: Power Cogs can be used as a tool for pulling back your creep wave. If you are familiar with creep blocking (using your body to block the creeps as they advance towards the enemy) then you can time your Power Cogs to trap your creep wave for a few seconds. This means they will clash with the enemy creeps much closer to your tower, making your laning phase all the more safer. This is best used when soloing the off lane as creep equilibrium is easier to maintain in the safe and mid lane.
Rocket Flare
Last Hit: As a melee hero it can be hard to stay close to the creep wave for last hits. Especially when soloing the offlane against a particularly aggressive trilane. You're never forced out completely as you will always be able to pick up last hits with Rocket Flare (as long as you have mana).
Scout out the map: There is no range on Rocket Flare which makes it ideal for scouting the map. Check for opponents in the fog of war; or check Roshan if you see that the enemies are all missing and might be making a Roshan attempt. Knowledge is power, and knowing where your opponents are gives you a significant advantage.
Hookshot
Hookshot is maneuverability. It is damage. It is a stun; initiation and escape. Use it to initiate into a fight or punish a player for being out of position, but don't be afraid to use it simply as a brief stun when escaping, even if you do have to hook back towards your opponent to do so. Don't be afraid to use it simply for the damage either, even if you are already at point blank range with your opponent.
[size=20].ITEMS[/size]
Tranquils/Arcanes/Treads/Phase?
Clockwerk is a hero who can benefit from any single type of boot, so be sure to think it through before you buy.
Are you roaming a lot? Pick up a set of Tranquils as it will keep your health up between ganks and give you a good movement speed to get back and forth between lanes.
Are you struggling for mana, and do you have a mana hungry team who would enjoy a little bit of mana top-up? Pick up a set of Arcanes for both you and your team.
Do you need a quick and significant boost to your early damage output? Pick up a set of Phase.
Do you need the health boost from strength gain? Pick up a pair of Treads. If you like to micromanage your boots, you can get health, damage, attack speed and mana regeneration all in one set of boots.
[size=16]Starting Items[/size]
Before buying your starting items, take two quick considerations. What is your team composition and what is your enemy team composition? Also, what lane are you going to be taking? This guide will not tell you exactly which items to buy as the versatility of the hero allows for you to make changes based on your situation. With these considerations in mind, consider the following:
Regen.
This may sound obvious, but don't neglect it. A set of tangos, a salve, or both!
Are you taking the mid-lane?
Bottle rush is usually the best bet for this lane. Get your allies to pool you some tangos, or buy some of your own, three Iron Branches and then save for your Bottle.
Are you likely to be facing a ranged hero in your lane?
Don't forget to pick up a Stout Shield!
Are you likely to build tranquil boots?
Pick up a Ring of Protection at the beginning. You can then finish your boots at the side shop.
Are you soloing the offlane?
Get somebody to pass you a ward, or buy a set for yourself. You'll be grateful for knowing that nobody is going to take you by surprise any time you go for a last hit.
Don't neglect stats!
Iron Branches are a great option and they build into a Magic Wand which is never a bad choice. You can start by picking these up now, but there is one other stat item to consider and that is the Gauntlet of Strength. You can build this into an Urn of Shadows if you think you will be roaming and are confident in your ability to secure kills.
[size=16]Core and Expansion Items[/size]
Blade Mail – Getting this item early can turn the tide in making your 1v1 cage fights even more one-sided. That is what Clockwerk is about. Putting your opponent in a 1v1 situation with you and making sure that you come out ahead. Turning their own damage against them is one of the best ways to do this. Also, if the enemy decides to counterpick you with a hero like Skywrath Mage, then this item is hilarious. Laugh at him as you stand under his ultimate and kill him with his own damage.
Blink Dagger – Even better since the mana cost removal. It is a good way to initiate as you can blink onto an enemy and save Hookshot as a further follow up if the opponent looks like they might get away. Or you can be a nuisance and blink in, cogs, and then force staff away. Trapping an enemy in place for your team while you get out safely.
Force Staff – Mana, HP Regen and Manoeuvrability. Everything Clockwerk is all about. Use this to gain ground on the enemy; or if a cage fight is going particularly south you can force staff out to safety. Not only this, you can traverse otherwise unassailable terrain, making it a useful utility item.
Mekansm – This is some nice early tankiness, with some stats, armor and HP regen. A support should pick this up, but supports don't farm well and your team needs this as early as possible. Consider picking it up, not to mention the activated heal can be a lifesaver in fights.
Pipe of Insight – Laugh in the face of those stacked teamfight ultimates with a Pipe of Insight. There's nothing more satisfying than tanking through an Epicenter and an Eclipse without a scratch on you.
Urn of Shadows – An early game item for when you are going to be ganking as it lets you keep yourself and your team mates topped up on health. Besides, it gives you the early mana regeneration you need. Think about this item how other heroes might build a Ring of Basillius but with a little extra utility for you.
Aghanim's Scepter – The fun stick. This item changes the dynamic of your game so much. Your ultimate becomes such a short cool down that it opens up whole new levels of utility for you. You can use it to get in and out of the same fight.
Orchid Malevolence – When you just need to shut a guy down. Heroes that have a tendency to walk right out of your cogs like Storm Spirit. It has the added benefit of increasing the damage against that hero which pairs well with your battery assault. All around a worthwhile item if you are farming well enough to get it.
Shiva's Guard – This has to be one of your first end-game considerations. The benefits that this gives you are everything you need. Armor, Mana, a damage nuke and a passive aura that reduces your opponent's attack speed. With the armor you survive longer when initiating into fights. The nuke speaks for itself but also slows the movement of your enemies making it great for right after initiation. Slowing the enemy attack speed makes for better teamfights and better 1v1 cage fights for you. Also, mana is always good on Clockwerk who is a mana starved hero.
Gem of True Sight – Now there is nowhere to run. One of the best uses for this (although it works against all invisible heroes) is when your opponent picks a Nature's Prophet. You come hurtling out of the trees. His invisibility doesn't work. Battery Assault keeps breaking his pathetic teleport attempts.
[size=16]Items by Playstyle[/size]
There are so many different ways to play Clockwerk that you might just be looking for a guide that tells you exactly what to build. Here I have compiled a few of my personal favorite item combinations for you to pick and mix a couple of different ways to play.
Hyper-Mobile: The Utility Clockwerk
Tranquil Boots, Urn of Shadows, Force Staff, Aghanim's Scepter, Blink Dagger, Town Portal Scroll
I'm not trapped in here with you: The Cage Fighter
Tranquil Boots, Blade Mail, Orchid Malevolence, Aghanim's Scepter, Shiva's Guard, Town Portal Scroll
Nobody else is going to support?
Arcane Boots, Mekansm, Force Staff, Pipe of Insight, Aghanim's Scepter, Town Portal Scroll
First in, Last out: Soaking up all the damage
Power Treads, Blade Mail, Mekansm/Pipe of Insight, Shivas Guard, Heart of Tarrasque, Town Portal Scroll
[size=16]Honorable Mentions[/size]
Vanguard – This is not as bad as the press would have you believe, but often there is just something more useful that you can build. A fast Blade Mail or a Mekansm is better. If you are one of the three people who think Vanguard is a good item, then by all means build it on Clockwerk. He can use the extra survivability inside the cage.
Drum of Endurance – This item is so good. So good that someone else will always build it before you. Don't be that guy who winds up with a disappointing double drum, but if nobody else gets it there is no reason you can't.
Radiance – The idea of building a Radiance on Clockwerk is a compelling one. Burning your opponent to death when they have nowhere to run, but this mother is expensive. There is a farming dead-zone whenever you decide to go for the Radiance where you are committing yourself to farm. Not helping your team. Not ganking or killing. Farming. And that is not what Clockwerk does best.
Heaven's Halberd – Shutting down those hard right-clickers is important. It just doesn't pair well with Blademail which is the preferred item. If someone is getting so out of control that Blademail just isn't cutting it any more, consider this.
Further Notes
This is not even close to the extent of viable items that can be built on Clockwerk, which is what makes him such a great hero. If you are snowballing and want to have a bit of fun, Dagon and Ethereal Blade works. Got a lot of gold to spare? Pick up an Assault Cuirass, a Sange and Yasha or a Mjollnir.
[size=24].CONCLUSION[/size]
There is a lot of be said about the versatility of Clockwerk. The idea behind this guide is that you think independently about what is required of you when building the hero. What position do you need to play? What items does the team need to win? There is no one-size fits all and you are encouraged to experiment as you practice the hero. I hope that this guide at least serves as a worthwhile starting point for you in understanding what works well for the hero.
Thank you for reading.