
Hi. Today I’m looking at Clockwerk in 7.41f, and the reason is pretty straightforward: the hero got another small tweak around his most recognizable button, Power Cogs. I actually like changes like this — they don’t break the hero’s identity, but they clearly change how he has to wait for his moment and when exactly he can force a fight.
Role and abilities
Clockwerk is a melee Strength hero with a difficulty rating of 2 out of 3, and in terms of roles he leans most strongly toward Initiator, with Disabler coming next. In practice, he really does live off a sudden jump, isolating a target and dragging it into an awkward, cramped, and very unpleasant fight.
If you look at his kit, the picture is pretty coherent:
- Battery Assault — constant close-range pressure: nearby random targets take damage and short stuns.
- Power Cogs — the very cage that makes Clockwerk so memorable: the cogs trap enemies, ruin their positioning, and can turn any corner of the map into a trap.
- Rocket Flare — a scouting and finishing tool across the map that helps you find a target and keep the tempo up.
- Hookshot — the main fight starter: a fast leap in, with damage and a stun along the hook’s path.
- Jetpack with Aghanim’s Shard — mobility and vision, but with the restriction that you can’t attack while it’s active.
- Overclocking with Aghanim’s Scepter — a boost to the whole core kit, especially noticeable for Battery Assault, Power Cogs, Rocket Flare, and Hookshot.
- Armor Power — the innate ability behind his strange but interesting mechanic of permanent armor bonuses.
I like that Clockwerk still isn’t trying to be a hero “about a beautiful fight in the open.” His whole point is making things uncomfortable for the enemy. He jumps in, locks someone down, cuts vision, blocks escape routes, and forces the other team to spend resources where they didn’t want to.
Changes in recent patches
In 7.41f, the hero got a targeted adjustment, and it fits the overall trend of recent updates quite well: Clockwerk is not being allowed to turn the space around him into a prison too easily or too cheaply.
- 7.41f: Power Cogs mana cost increased from 75 to 90.
- 7.41f: Power Cogs knockback duration reduced from 0.8 to 0.7 seconds.
Looking back, the pattern is pretty consistent. In 7.41e, the cogs were already changed more heavily: mana burn was reduced, the push distance from the owner was nerfed, vision was cut, and the restriction on neutral creep spawns was removed. To me, that sounds like an attempt to bring the ability into a cleaner, less universal form: it’s still strong at trapping targets, but it shouldn’t make the map so easy to control for Clockwerk.
- 7.41e: Power Cogs — mana burned reduced from 40/80/120/160 to 40/75/110/145.
- 7.41e: Power Cogs — cog push distance by its owner reduced from 1000 to 850/900/950/1000.
- 7.41e: Power Cogs — daytime and nighttime vision reduced from 1600/600 to 800/400 respectively.
- 7.41e: Power Cogs — cogs no longer prevent neutral creeps from spawning.
In 7.41d, the changes were no longer just about the cogs, but also about the hero’s overall reliability. Power Cogs became more expensive in mana, but started affecting mana-less heroes and had their damage changed. At the same time, the talents tied to Hookshot and Battery Assault were nerfed.
- 7.41d: Power Cogs — mana cost increased from 60/65/70/75 to 75.
- 7.41d: Power Cogs — knockback and damage now affect mana-less heroes.
- 7.41d: Power Cogs — damage changed from 50/125/200/275 to 55/110/165/220.
- 7.41d: level 15 talent — Hookshot cooldown reduction weakened from 10 to 8 seconds.
Even earlier, in 7.41a, the cogs were buffed again in terms of mana burn, and the talents were adjusted toward more Battery Assault pressure and more mana burn on Power Cogs.
- 7.41a: Power Cogs — mana burned increased from 35/75/115/155 to 40/80/120/160.
- 7.41a: level 15 talent — Battery Assault damage bonus increased from 24 to 25.
- 7.41a: level 20 talent — Power Cogs mana burn bonus increased from 70 to 80.
And patch 7.41 itself was the most notable one in this chain for the hero. There, Armor Power gained the ability to permanently eat a Chainmail for armor, Battery Assault got cheaper in mana, Power Cogs were given the ability for the owner to walk through the cogs, and Overclocking was significantly strengthened both in duration and in how it interacts with the core buttons.
- 7.41: Armor Power now also allows the hero to eat a Chainmail to permanently gain +4 armor.
- 7.41: Battery Assault — mana cost reduced from 90 to 75/80/85/90.
- 7.41: Power Cogs — the ability’s owner can now freely walk through the cogs, pushing them into the ground.
- 7.41: Power Cogs — mana cost changed from 70 to 60/65/70/75.
- 7.41: Power Cogs — mana burned increased from 35/70/105/140 to 35/75/115/155.
- 7.41: Overclocking — duration increased from 13 to 18 seconds.
- 7.41: Overclocking — now also increases the radius of Battery Assault to 330.
- 7.41: Overclocking — now also increases the radius of Power Cogs to 330 and grants +25% armor while the owner is near the cogs.
- 7.41: Overclocking — now also increases Rocket Flare damage, radius, and slow duration by 35%.
- 7.41: Overclocking — no longer reduces Rocket Flare cooldown to 3.5 seconds.
- 7.41: level 10 talent — “+0.4 sec slow from Rocket Flare” replaced with “+1.5 mana regen”.
- 7.41: level 15 talent — “+2 attacks to destroy a cog” replaced with “-10 sec Hookshot cooldown”.
- 7.41: level 25 talent — “Status resistance inside cogs” replaced with “3 Rocket Flare charges”.
Statistics
According to OpenDota, over the last 7 days Clockwerk has been played in 130,461 public games. His win rate is 47.5%, which puts him 103rd out of 127 heroes. By number of games, he’s 102nd. On paper, that doesn’t look like a hero pubs have picked up in a big way, and at the same time he doesn’t look completely lost either: somewhere in the middle of the pack, but leaning downward in win rate.
If you break it down by rank, the picture stays fairly even, without any dramatic crash or spike:
- Herald — 47.2%
- Guardian — 48.0%
- Crusader — 46.7%
- Archon — 47.0%
- Legend — 47.3%
- Ancient — 46.8%
- Divine — 49.4%
I think this is exactly the kind of case where a hero doesn’t look obviously stronger or weaker just from the ranked ladder. Divine is a bit better, but overall the spread is small, which means Clockwerk depends more on how well his team can capitalize on his jump and avoid dragging the game into pointless chaos.
In professional matches over the latest period, OpenDota shows Clockwerk with 4 picks, 3 wins, and 2 bans. That’s a very small sample, so I wouldn’t draw broad conclusions, but the fact that he’s still showing up in the pool remains.
Items and matchups
Professional-match data from OpenDota shows that Clockwerk is usually built as a hero for early pressure, mobility, and later map control. The item builds back that up nicely.
- Starting items: Iron Branch, Tango, Blood Grenade, Observer and Sentry Wards, Sentry Ward, Smoke of Deceit.
- Early game: Boots of Speed, Tranquil Boots, Urn of Shadows, Void Stone, Bracer.
- Mid game: Staff of Wizardry, Essence Distiller, Force Staff, Blink Dagger, Pavise, Solar Crest.
- Late game: Force Staff, Eul’s Scepter of Divinity, Blink Dagger, Glimmer Cape, Mystic Staff, Solar Crest.
What stands out to me most here is that Force Staff and Blink Dagger show up in both the mid and late game. That says something simple: Clockwerk doesn’t stop being a hero who wants to choose the moment and the distance himself. He still cares not just about reaching the victim, but about doing it in a way that ensures they won’t get away.
The matchup picture is interesting too. Against some heroes, Clockwerk feels noticeably better; against others, he struggles to keep up.
- Best against: Outworld Destroyer — 28 games, 75.0% win rate; Death Prophet — 33 games, 72.7% win rate; Legion Commander — 22 games, 72.7% win rate.
- Worst against: Lone Druid — 46 games, 30.4% win rate; Naga Siren — 21 games, 33.3% win rate; Clinkz — 62 games, 33.9% win rate.
And that really sounds like the old truth about the hero: he likes targets that can be trapped and taken apart in a short, brutal engagement, while fast, awkward heroes that often spread across the map make life much harder for him.
Conclusion
Clockwerk in 7.41f leaves me with the impression of a hero who isn’t being reinvented, but rather gently pushed toward a fairer price for control. Power Cogs are a little more expensive and a little shorter on knockback, which means mana mistakes or positioning mistakes now sting more. At the same time, the hero’s identity doesn’t change: he’s still about jumping in, isolating a target, and fighting in an awkward place.
According to OpenDota, he doesn’t look especially successful in pubs right now, but I wouldn’t call him dead either. To me, Clockwerk still feels like that option for games where you don’t want to run after everything on the map, but instead force one target to stay exactly where it really doesn’t want to be. And while Dota still rewards positioning, tempo, and the ability to survive until the right moment, he still has plenty to hold onto.
Source: official Dota 2 and OpenDota data.
Discuss on the forum (1 reply)



The 7.41e vision hit was the real pain, not this. Less sight on cogs makes the hero feel way less annoying around choke points 🙂
90 mana on cogs feels rough
ману душать
Та й правильно. Якщо кнопка майже безкоштовна, то герой просто спамить і не думає про таймінг. Тепер хоч трохи акуратніше треба.
Ні, ще й позиціонка
Вот это мне нравится – шестерни уже не такие бесплатные, а то герой слишком легко строил драку на ровном месте. Мелкая правка, но по ощущениям должна хорошо резать его наглость.
Had a Clock last night that kept diving with cogs and hookshot on cooldown, but every fight still got awkward for us. Even when he died, we spent too much time trapped in his mess.
I get that. In my pubs the scary part is still the first touch, not the kill, because one good cogs angle can split the whole fight.
That is still the hero’s job though. If he trades his life and your supports have to walk around cogs, the spell already paid off.
yeah, but only if the team follows
hookshot is still the real button
+ the rest is just setup, hookshot is the one that makes people panic
Mostly yes, but cogs decide whether that hook turns into a kill or just a weird skirmish. Without the trap, Clock is just flying in and hoping.
клок все ще душить
база
Не база, мана ріже темп
Та все одно душить
Мені більше впадає в око не мана, а саме коротше відштовхування. Одна десята секунди наче дрібниця, але в файті це той момент, коли хтось уже майже вийшов і раптом лишився всередині. Для клока це реально мінус до наглості.
Нерфи мимо
Трохи так, але комфорт просів
Clockwerk вообще из тех, кого либо банят, либо потом весь файт под него пляшет. Я бы не удивился, если дальше еще и урон по шестерням подрежут, слишком уж удобно он ими душит.
Не банять, просто дратує
Пока он просто средний
Клок – це коли ти вже бачиш вихід, але шестерні кажуть
Мені здається, Clockwerk зараз більше карає за жадібність, ніж за слабкий лейнинг. Якщо команда вміє не лізти в вузькі місця, він уже не такий страшний.
А якщо вміє?
Тоді вже ніхто не свариться на клока, а на себе. Він і має ловити за жадібність, це його робота.
Clockwerk все еще душит, нерфы мимо
Не сказал бы, мана дороже – уже минус к комфорту.
Комфорт да, сила нет особо
ладно, посмотрим в пабах
Та не мимо, просто вже не так безпечно
clockwerk tax collector now
Honestly the hero got too much kindness from this patch line. If cogs cost more and the shove got shorter, that should hit his whole game, not just a tiny detail. Clock was always scary when he could force one messy fight after another, and now he has to think a bit more before every commit.
I dont think so, he still gets the same catch. If the hook lands, people die or burn resources anyway.
Sure, the hook is still hook, but the lane and follow-up feel tighter now. One small mana tax is enough to make bad Clock players look way worse.