Ultimate Build and Item Guide for Rattletrap - The Clockwerk Goblin

[ The Clockwerk Goblin ]



Level 1: Level 2: Level 3: Level 4: Level 5: Level 6: Level 7: Level 8: Level 9: Level 10: Level 11: Level 12: Level 13: Level 14: Level 15: Level 16: Level 17 - 25: 

Rocket Flare at Level 1 will give you a great advantage in last hitting creeps and also serves as your tool to cancel healing of enemies[salve / clarity].

Maxing Battery Assault as soon as possible: You will need this skill to harass your enemy by going near him and then relentlessly attack him to death. Note: Keep in mind that you should cancel the 'backswing animation' of clockwerk's attack and simultaneously walk towards the target to achieve the full potential of harassing with battery assault.



4 pieces of Ironwood branch gives you more HP, more MP, and +4 attack damage which is what you need to have that laning advantage. 2 pieces of Healing Salve will make you last longer in the lane.

Also, the Ring of Protection is there so that after you farm up 325 gold. You will buy a SOBI MASK and make it a Ring of Basillius.

Ring of Basillius gives you that extra edge in harassing your enemy. Increased mana regen is good, the armor bonus is great because you will be able to tank extra hits.


 into ->  if able


Aghanim's Scepter gives you the ability to perform ganks more often because of the reduced cooldown of your ultimate.

Urn of Shadows ensures you that after every successful gank, you gain a free healing salve. Not to mention the increased mana regen is great for clockwerk.

Hood/Pipe grants you and your teammates extra survivability in team clashes against spells which is always great however you look at it.

Radiance is pretty good considering you are always at the center of the fight and you tend to follow enemies a lot.

While Vladimirs is just an optional item considering your core is an RoB. It is still a great addition to your team if no one else would want to buy it.

+60 MS
+25% IAS
+1.4 Armor
+656 Hit points
+150 Mana points
+12.72 HP regen/sec
+0.4 MP regen/sec
+50% MP regen
+30% Magic Resistance
+84 Attack damage
+16% Lifesteal (Aura)
+15% Attack Damage (Aura)
+5 Armor (Aura)
+0.80 MP regen/sec (Aura)

Attribute Switch [Treads] - useful for gaining a little bit of mana when needed.
Soul Release [Urn] - very useful for healing yourself after ganking.
Burn Damage [Radiance] - 40 magical damage/sec combined with battery assault HURTS a lot.
Upgraded Ultimate [Aghanim's Scepter] - reduces your ultimates cooldown by a great amount.
Barrier [Pipe]
 - your team gains extended hit points in a clash. ^_^


At the laning phase, make sure you use rocket flares to both last hit and harass. You can also use it on the sidelanes too so that the enemies will always have lowered hitpoints which is beneficial to your allies.

As much as possible, try to isolate the enemy hero in your lane using battery assault.

Preferably engage the enemy exactly as soon as his creeps are all dead or at least only 1 of them are alive. Then go for the kill. Don't worry too much about the tower because RoB grants you additional armor plus you have Salve's.

You should be able to kill your opponent 3 to 5 times at the laning phase if it goes well. Luckily, if your opponent is not that skilled enough to face you; you will be getting roughly around 10 to 15 kills just in the laning phase [My record is 14 kills. [14 minutes game time, kills of only 1 hero, my lane opponent]

After the laning phase, you should now have farmed an URN and a POWER TREADS. Now, you are to perform as much ganks as possible before the game hits the LATE-GAME PHASE because by then... you won't be able to gank enemies that easily.

Use your COG to isolate Agility heroes or Supports [in short, isolate the ones that can be killed within the duration of the cog] and then chase any retreating enemy hero with your battery assault or hookshot if you still haven't used it yet.

You should now have farmed your core items and luckily, a pipe and radiance.

That's pretty much it.

at Late Game, it all depends on how you initiate the clash with your HOOKSHOT + COG + BATTERY ASSAULT + [PIPE (BARRIER)] if you will win or not.

That is all.

I mostly pick clockwerk in drafts when the enemy picks Nevermore, Tinker or any hero without disable as a mid-laner because they are pretty much 100% KILLABLE when you reach level 3 and have an RoB and Boots of Speed[if the enemy also has boots of speed, you really need this too][provided they don't have their supports backing them up]. /gg

Especially if the enemy also picks Earthshaker. Clockwerk's skills will make sure Raigor cannot cast Fissure and Enchant Totem.

Ultimate Build and Item Guide for Knight Davion - The Dragon Knight

Guide to Knight Davion - The Dragon Knight

Skill Build:

1. Dragon Tail
2-3 . Breathe Fire
4. Dragon Tail
5. Breathe Fire
6. Dragon Tail
7. Breathe Fire
8. Dragon Tail
9. Elder Dragon Form
10. Attribute Bonus
11. Elder Dragon Form
12-15. Attribute Bonus
16. Elder Dragon Form
17 - 21. Attribute Bonus
22 - 25. Dragon Blood

Item Build

A. Introduction: Dragon Knight's Basic Information

Initial Stats:
HP/ MP: 511 / 195
Damage: 46 -52
Armor: 4.4
Strength/ Agility/ Intelligence: 19 + 2.8/ 17+ 1.7/ 15+1.7
Range: 125
MoveSpeed: 290

Brief explanation to skill builds:

1. Forget about Dragon Blood. Why spend 4 skill points on something that is worth 750 gold (2 Rings of Regeneration)? Dragon is not a hero that has to harass people by getting close to the enemies and backstab e.g. Stealth Assassin, nor does all his skills melee based e.g. Centaur, Slarder. If you seriously need at least 4 HP/ sec to stay alive I suggest you polish your DotA skills by playing ranged heroes first.

2. Level 1 Dragon is almost useless, the slow effect is minimal, and the additional damage from corrosive damage is negligible.

Further notes on why certain items are bad:
Battlefury is bad because Elder Dragons can't cleave;
Strength items are more preferred to pure damage items because Dragon Knight is a tank;
Lifesteal orb effect is infinitely better than all other orb effects for Dragon Knight, because Elder Dragon Form deals splash damage, and leeches HP way faster than any other tanks. Moreover, certain orb effects don't work with Frost Attack.

D. Strategy

How should you play Dragon Knight?

Dragon Knight should always be played as a Tank/ disabler. The reason why Dragon Knight can’t be a hero killer is that he doesn’t have steroid type spell (sigh I’ve been repeating myself for a million times already). Splash attack and Frost attack are most powerful when there are a group of enemies, rather than when you solo an enemy. Moreover, considering the fact that you can do slow and deal damage to a group of enemies, you should expect enemies to kill you first, forcing you to get strength items to protect yourself. This in return forces you to be a tank.

Walkthrough by game stages:

Early game

Pick a side lane. You don’t necessarily need a solo lane, because you don’t have to quickly rush to level 6 and do hero killing. Before you max your Breathe Fire, last hit creeping is the key. Once you have at least 3 levels of Dragon Tail and Breathe Fire, you can backstab and do the Dragon Tail/ Breathe Fire combo. Drink clarity potions after you’ve cast your combo. Remember you need at least 250 MP to use both spells at the same time. Your primary goal is to quickly get an Eul’s Scepter of Divinity because you need a bigger mana pool to spam Breathe Fire. 

Mid game:

This is your weakest stage, because heroes do not fall that easily under your Tail/ Breathe combo, and you still do not have Guinsoo’s Scythe of Vyse. Not much advice here. Now that your mana pool and mana regeneration have improved, you can just use Breathe Fire to farm/ defend pushes, and catch careless enemies with your Tail/ Breathe combo. Remember when things go bad, use Elder Dragon form to run! On the other hand, if your team is pushing, use Elder Dragon Form and charge! 99.9999% of the people don’t know Red Dragon deals full splash damage, and everyone including yourself will be amazed at how fast you pull down towers and creeps.

Late game :

Late game is all about pushing and defending. Make sure your Elder Form Dragon is ready in all major battles (it does not harm to transform to Elder Dragon Form if you anticipate that major battles will begin soon, because Elder Dragon Form lasts 60 seconds). Your role is just a simple and boring tank. Disable enemies with Dragon Tail and Guinsoo’s Scythe of Vyse, clear creeps with Frost Attack and Breathe Fire, and then slow down the enemies for your teammates. If you have got Helm of Dominator, get Neutral creeps to assist your team. You’re pretty much doing the same thing no matter you are pushing or being pushed until the game is over. This is why I say Dragon Knight is a very boring hero – you’re pretty much doing.

Name with Colors in DotA and Garena | DotA Name Color Codes

Ever wonder how others have custom colors in their names Well it's just an easy way to have for your Garena Client and Warcraft 3 Dota.

Note: While playing, you can not see the colored name, so other players can only see this except yourself.

Type this codes in your Name or Garena Username:

Red is .|c00ff0000(your name)
Green is .c0000ff00(your name)
Blue is .|c000000ff(your name)
Yellow is .|c00ffff00(your name)
Magenta/Bright Purple is .|c00ff00ff(your name)
Deeper purple/violet is .|c00a400ff(your name)
Cyan is .|c0000ffff(your name)
Teal is .|c0000ffca(your name)
Black is .|c00000000(your name)
Medium grey is .|c007c7c7c(your name)
Goldish is .|c00ffbd00(your name)

Hope you guys enjoy your new Name! Happy Dota Gaming!


DotA Zet the Arc Warden Guide, Strategy & Build. Zet is an Agility which is introduced on the DotA 6.75. This post will provide you with Zet the Arc Warden Guide, Zet the Arc Warden Strategy, Item Build and Skill Build.

In the magnetic and ether touched lands of the far south a perpetual storm rages. In this strange, barren land, only an isolated tribe of nomads know to exist. These nomads worship the very nether storms that plague the land, and born out of this bizarre energy and intense faith, a chaotic god emerges. Sensing the calamity of the approaching battle of the ancients, the infant deity imbues his most trusted prophet with avataric powers and sends him to quell the forces of order and good that impede his growth. Wielding the ether touched powers of lightning, magnetism, and the ability to reverberate an exact duplicate of himself into being, Arc Warden is a force to be reckoned with.

Affiliation : Scourge
Type: Agility

Movespeed: 295
Starting Armor: 0
Attack Damage: 40-50
Attack Range: 625

Intelligence: 24 + 2.1
Strength: 24 + 1.9
Agility: 15 + 1.8

Zet the Arc Warden Skills

  • Flux

Engulfs an enemy unit with swirling volatile energy for 6 seconds, slowing its movement speed by 50% and dealing damage over time if it is alone. The effect is muted if there is a nearby enemy unit within 225 aoe.

AoE: 225
Slow: 50%
DPS: 15/30/45/60
Duration: 6

Cooldown: 20
Manacost: 75
Cast Range: 600/700/800/900

Note: Effect stacks directly with multiple instances. Each instance operates independently.
Ability Code: A2M1

Magnetic Field
Distorts space, generating a circular field that grants 100% evasion and bonus attack speed to allied units and buildings within. The field has an aoe of 375.

Duration: 3.5/4/4.5/5
AoE: 375
Attack Speed Bonus: 50/60/70/80

Cooldown: 50
Manacost: 110
Cast Range: 900

Note: Units need to remain within this area to get the bonuses
Ability Code: A2LM

  • Spark Wraith

Summons a Spark Wraith that takes 3 seconds to fully materialize. Haunts the targeted area until an enemy comes within its range and then fuses itself into him dealing magical damage.

Activation Delay: 3 seconds
Duration: Lasts up to 50 seconds before expiring or when it finds an enemy
Damage: 150/200/250/300
AoE: 375 (seeks towards the closest unit in this AoE at 400 MS and damages it)

Cast Range: 2000
Cooldown: 4
Manacost: 50

Ability Code: A2LL

  • Tempest Double (Ultimate)

By vibrating at extreme speeds, Arc Warden is able to create a perfect electrical incarnation of himself for 20 seconds, at the cost of health and mana. This incarnation can use any spells or items he has, and spawns with his health and mana after the cast.

HP/MP Cost: 30/15/0% of current HP/MP
Cooldown: 55
Duration: 20

Note: The Tempest Double is visibly different for allies. Cannot copy Wards, Smoke or Refresher Orb.

Zet the Arc Warden Skill Build
1. Spark Wraith
2. Flux
3. Flux
4. Magnetic Field
5. Flux
6. Tempest Double
7. Flux
8. Spark Wraith/Magnetic Field
9. Spark Wraith/Magnetic Field
10. Spark Wraith/Magnetic Field
11. Tempest Double
12. Magnetic Field/Spark Wraith
13. Magnetic Field/Spark Wraith
14. Magnetic Field/Spark Wraith
15. Stats
16. Tempest Double
17. Stats++

Zet the Arc Warden Item Build
Recommended Items

  1. Arcane Boots
  2. Hand of Midas
  3. Necronomicon
  4. Dagon
  5. Manta

To get the most of Zet's ulti, get as many as cast-able items.

Zet the Arc Warden Strategy
Extreme Strategy
Rush Midas at the start, with only regen items (salves preferably, in case some stick). Past level 6, always have midas, 1 salve & 1 clarity in inventory. Use the midas every 100 cooldown and 55 cooldown.

Proceed directly to Necronomicon 3 after boots. As soon as you have Necronomicon 3 or even at Necro 1 or 2 if you feel like it, solo Roshan. He dies in a matter of seconds. After Roshan, go Boots of travel -> Lothar's Edge -> Manta -> Desolator

Whenever the enemy team is even slightly out of position, backdoor their Tower and Rax. With your items, you can kill the tower in about 2-3 seconds, same with rax. Even with backdoor regeneration active.

This post contain Zet the Arc Warden Guide & Build. If you have different build or strategy, you can give your comments.

Download DotA 6.77 AI Map

Download the latest 6.77 AI map from dota Bite! 

Latest AI Map:

Version Notes:
  • Supports DotA v6.77
  • Ported from PleaseBugMeNot's DotA v6.74c AI v1.3b
  • Phoenix lag with Sun Ray has been fixed
  • Arc Warden and Winter Wyvern are tend to cast more spells.

DotA 6.77 Map Download and Changelogs

Ice Frog finally release their latest stable DotA Map. Improved heros and Items are included in this patch. Hope you enjoy playing.

Download DotA 6.77 Map 

  • Download the w3x file from the link above and copy it to 'Warcraft III\Maps\Download' folder in order to play.

6.77 Map Changelogs:


Ancient Apparition
- Chilling Touch manacost rescaled from 140 to 110/120/130/140

- Batrider can no longer attack while using Flaming Lasso

Bounty Hunter
- Track no longer reduces armor

- Movement speed decreased from 305 to 300
- Double Edge no longer interrupts channeling
- Stampede now applies a 100% slow instead of a stun (as always, units cannot be slowed below 100 movement speed)

- Agility growth increased from 1.2 to 2.3

- Shallow Grave cast range rescaled from 400/600/800/1000 to 550/700/850/1000

Doom Bringer
- Scorched Earth now also affects other units you control
- Doom now has too much armor! (+1)

Drow Ranger
- Trueshot Aura now only affects non-hero units within 900 range of Drow

- Aftershock stun duration rescaled from 0.3/0.7/1.2/1.5 to 0.6/0.9/1.2/1.5
- Aftershock damage increased from 25/45/75/115 to 50/75/100/125
- Enchant Totem cooldown decreased from 6 to 5

- Untouchable AS reduction increased from 20/40/60/80 to 20/50/80/110

- Ice Path damage from 100 to 25/50/75/100

- Base Int increased from 15 to 17
- Spirit Wolves armor increased by 1

- Skewer no longer affects magic immune units
- Skewer cast range rescaled from 1200 to 600/800/1000/1200
- Reverse Polarity duration decreased from 2.5/3.25/4 to 2.25/3/3.75

- Stone Gaze cooldown decreased from 140/110/80 to 140/100/60

- Moonlight Shadow duration increased from 11 to 15 seconds

- Cast animation time decreased from 0.4 to 0.25

- Reaper's Scythe stun/delay increased from 1 to 1.5 seconds

- Purification cast range rescaled from 400/500/600/700 to 700

- Sun Ray max range decreased from 1600 to 1300
- Sun Ray base damage decreased from 16/24/32/40 to 15/20/25/30
- Sun Ray now ends if you are stunned or silenced
- Fixed some Sunray lag issues

- Illusory Orb cooldown decreased from 13 to 12

- Decrepify cooldown decreased from 13/11/9/7 to 12/10/8/6

Shadow Demon
- Shadow Poison cooldown decreased from 3 to 2.75

- Base agility increased by 6

- Haunt no longer ends when you use reality (the targeted illusion is still replaced by you though)

- Great Cleave damage decreased from 25/40/55/70 to 20/35/50/65
- Warcry duration decreased from 8 to 7 seconds

Templar Assassin
- Refraction manacost increased from 75 to 100

- Movement speed increased by 5

Treant Protector
- Damage increased by 10
- Leech Seed cooldown decreased from 18/16/14/12 to 16/14/12/10
- Overgrowth cooldown decreased from 80 to 70
- Living Armor damage instances increased from 6 to 7
- Living Armor can be cast through the minimap (only considers heroes and towers/rax in this mode)

- Decay damage reduced from 40/80/120/160 to 20/60/100/140

Vengeful Spirit
- Wave of Terror damage increased from 18.75/37.5/56.25/75 to 30/50/70/90

- Base strength increased by 3

- Shadow Word cooldown decreased from 20 to 16

- Shukuchi damage increased from 90/100/110/120 to 90/110/130/150

Winter Wyvern
- Arctic Burn cooldown decreased from 60/50/40/30 to 50/40/30/20
- Splinter Blast cooldown decreased from 8 to 7
- Fixed Arctic Burn vs Roshan

- Strength growth increased from 1.8 to 2.3


Buriza-do Kyanon
- Crit multiplier decreased from 2.7 to 2.4
- Recipe cost decreased from 1200 to 1000

- Damage decreased from 35 to 30

Eye of Skadi
- HP bonus increased from 200 to 250
- MP bonus increase from 150 to 250

Shiva's Guard
- Freezing Aura's attack speed reduction increased from 25 to 30


* Harpy's Chain Lightning manacost reduced from 90 to 50