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 targets 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.
| Premium Arts | | Nothing found | | Fan Arts |  | | | 495 views, 4 replies ( view) | | | | | Hero Stats | | Name: Rattletrap | Strength*: 24 + 2.4 | | Affiliation: Sentinel | Agility: 13 + 1.2 | | Damage: 55 - 57 | Intelligence: 17 + 1.7 | | Movespeed: 310 | HP: 606 | | Range: 125 (melee) | Mana: 221 | Attack Time: 1.50 (+13%)
| Armor: 2.9 | | | |  | Battery Assault (E) Discharges high-powered shrapnel from openings from Rattletrap's clockwork upon a random nearby target dealing minor magical damage and ministun every 0.75 seconds. Lasts 10 seconds. | | 1 | 10 seconds | 32 seconds | 75 | N/A | 300 | Periodically deals 20 damage and ministuns | | 2 | 10 seconds | 28 seconds | 75 | N/A | 300 | Periodically deals 40 damage and ministuns | | 3 | 10 seconds | 24 seconds | 75 | N/A | 300 | Periodically deals 60 damage and ministuns | | 4 | 10 seconds | 20 seconds | 75 | N/A | 300 | Periodically deals 80 damage and ministuns | Battery Assault will not affect a nearby invisible enemy unit. |  | Power Cog (C) 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 shock a unit. | | 1 | 3 seconds | 15 seconds | 50 | N/A | N/A | Drains 55 life and mana | | 2 | 4 seconds | 15 seconds | 60 | N/A | N/A | Drains 70 life and mana | | 3 | 5 seconds | 15 seconds | 70 | N/A | N/A | Drains 85 life and mana | | 4 | 6 seconds | 15 seconds | 80 | N/A | N/A | Drains 100 life and mana | - It is possible to get shocked by more than 1 cog at a time.
- A cog can perform a shock for one time only.
- The AOE for each cog to discharge is a square with a side length of 215.
- When an enemy unit with mana gets shocked by a cog it gets knocked back a short distance.
- Trapped units don't get damaged or lose mana.
- The cog shock also works for invisible units.
- The cogs are Spell Immune and have Magic Resistance.
|  | Rocket Flare (R) Fires a fast moving missile at a target area on the map, revealing the targeted area. Upon impact it damages enemy units at a 600 AoE explosion. | | 1 | 5 seconds | 30 seconds | 50 | 99999 | 600 | Deals 80 damage. Reveals for 5 seconds. | | 2 | 10 seconds | 25 seconds | 50 | 99999 | 600 | Deals 120 damage. Reveals for 10 seconds. | | 3 | 15 seconds | 20 seconds | 50 | 99999 | 600 | Deals 160 damage. Reveals for 15 seconds. | | 4 | 20 seconds | 15 seconds | 50 | 99999 | 600 | Deals 200 damage. Reveals for 20 seconds. | - This skill fires an invulnerable rocket at 1200 speed towards the target meanwhile giving sight in a small area around the rocket, making Rocket Flare useful for scouting.
- The are revealed is the rocket's landing area, so when the rocket travels and passes through Fog of War, the new areas are only revealed for 0.7 seconds.
- Does not destroy trees.
|  | Hookshot (T) 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. | | 1 | 1 second | 80 seconds | 150 | 2000 | N/A | 100 damage and stun on collision | | 2 | 1.5 seconds | 60 seconds | 150 | 2500 | N/A | 200 damage and stun on collision | | 3 | 2 seconds | 40 seconds | 150 | 3000 | N/A | 300 damage and stun on collision | - The time it takes for the hook to reach full length is always 0.5 seconds.
- If Hookshot successfully latched on a unit, Rattletrap will be pulled to the landing location of the hook. During the pulling:
- All non-Ancient enemies who come within 200 (225 for the first chain of the hook) range of Rattletrap will be damaged and stunned.
- If the unit coming in contact is invisible to Rattletrap:
- If the invisibility is derived from Permanent Invisibility, the target will be revealed, damaged and stunned, then quickly fade back to invisibility.
- Else, the target will not be stunned, damaged or revealed, and the pulling continues.
- Like Elune's Arrow, even if you select the wanted target, it will still latch on the enemy creep (or other Hero if there is) in front of it.
- When the hook hits an allied or neutral unit while flying forth, it will instantly retract back, and Rattletrap will not be dragged, nor will any damage or stun apply.
- When trapped (i.e. stuck in terrain, stuck in Power Cog), you can use Hookshot to escape, since it passes through units, trees and terrain.
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