
Clockwerk
Stats, counters and synergies
Win rate, pick rate, the best duos and counter-picks of the hero. Recent public matches (STRATZ).
Tier
Rank
Win rate
Pick rate
Games
Clockwerk · Win rate, 30 days
Clockwerk · Pick rate, 30 days
Clockwerk · Games a day, 30 days
Our own daily numbers for the chosen rank and position (Turbo: the whole mode), added up from the hourly numbers of STRATZ; the chart grows by a day a day and keeps a month. The games per day of a partly covered day are scaled to a whole day.
Items
win rate
pick rate
games
61.1%
10.5%
18
53.8%
7.6%
13
54.5%
6.4%
11
50.0%
5.8%
10
40.0%
5.8%
10
37.5%
4.7%
8
37.5%
4.7%
8
62.5%
4.7%
8
57.1%
4.1%
7
win rate
pick rate
games
57.6%
29.8%
59
43.1%
25.8%
51
40.0%
10.1%
20
63.2%
9.6%
19
53.3%
7.6%
15
37.5%
4.0%
8
50.0%
3.0%
6
40.0%
2.5%
5
60.0%
2.5%
5
win rate
pick rate
games
57.6%
19.3%
33
46.7%
17.5%
30
50.0%
11.7%
20
80.0%
8.8%
15
35.7%
8.2%
14
50.0%
7.0%
12
50.0%
7.0%
12
77.8%
5.3%
9
37.5%
4.7%
8
win rate
pick rate
games
43.8%
16.5%
16
54.5%
11.3%
11
50.0%
10.3%
10
50.0%
10.3%
10
66.7%
9.3%
9
62.5%
8.2%
8
71.4%
7.2%
7
80.0%
5.2%
5
100.0%
3.1%
3
win rate
pick rate
games
77.8%
28.1%
9
50.0%
12.5%
4
33.3%
9.4%
3
100.0%
9.4%
3
win rate
pick rate
games
Too few games.
Our own sample: the games of Divine and Immortal players of the last 14 days on this position (198 games of the hero). Only the big items are tracked (built from components and costing 1 700 or more, plus Blink Dagger and Ghost Scepter, without the cheap utility items; the boots have their own card, Boots of Travel are counted): the table shows which one is bought first, second… fifth, with the win rate of those games; pick rate is the share of the games that reached the slot. An upgrade (Daedalus, Abyssal Blade, Mjollnir…) takes one slot and uses up the item it is built from, which is drawn faded behind it: to buy the upgrade that one must be bought first. A set is the first 2–5 big items in any order. The sample is small, so rare items and sets rest on few games. The win rate of a late item is raised: it is bought more in the games that are being won.
Neutral items
an item of this tier was held in 100.0% of games · win rate 40.5%
win rate
pick rate
games
42.9%
16.7%
7
33.3%
14.3%
6
40.0%
11.9%
5
40.0%
11.9%
5
40.0%
11.9%
5
75.0%
9.5%
4
33.3%
7.1%
3
33.3%
7.1%
3
33.3%
7.1%
3
win rate
pick rate
games
37.5%
57.1%
24
46.7%
35.7%
15
50.0%
9.5%
4
33.3%
7.1%
3
33.3%
7.1%
3
an item of this tier was held in 73.8% of games · win rate 38.7%
win rate
pick rate
games
33.3%
19.4%
6
66.7%
19.4%
6
60.0%
16.1%
5
40.0%
16.1%
5
0.0%
12.9%
4
33.3%
9.7%
3
0.0%
6.5%
2
win rate
pick rate
games
38.1%
67.7%
21
28.6%
22.6%
7
66.7%
9.7%
3
an item of this tier was held in 40.5% of games · win rate 35.3%
win rate
pick rate
games
50.0%
58.8%
10
0.0%
17.6%
3
0.0%
17.6%
3
100.0%
5.9%
1
win rate
pick rate
games
38.5%
76.5%
13
0.0%
23.5%
4
50.0%
11.8%
2
100.0%
5.9%
1
100.0%
5.9%
1
an item of this tier was held in 14.3% of games · win rate 33.3%
win rate
pick rate
games
33.3%
50.0%
3
0.0%
16.7%
1
0.0%
16.7%
1
100.0%
16.7%
1
Counted by use: an item and an enhancement count for every game the hero held them in, whatever was taken later (not only the games that ended with them). From the history of the neutral slot in the replays we parsed ourselves: 42 games of the hero, all ranks, without Turbo. Pick rate is the share of the games that reached the tier in which the item was held; next to the tier is the win rate of those games, to read the items against: an item above it does better than the tier on average. The tier of an enhancement is the tier of the item it was on. The sample is small, so rare items rest on few games (≈).