Overview
How to become the ultimate Clunk.
Overview
Hello everyone! I am Procraft, and I have finally mastered the art of Clunk! With that being said, I am here to share all of my knowledge and secrets with the community to help improve your Clunk skills! This guide is based purely on facts, performance, and numbers. So no mumbo Jumbo!
Without further ado, let’s get started.
Insurgent Nauts (Genji The Great Diffuser)
Insurgent Nauts are the nauts that you HAVE to watch out for. These nauts counter you hard, and are build changing so pay attention as you will need to change your build accordingly.
GENJI: Literally the hardest counter in the entire game is Genji v.s. Clunk. Their is no harder counter in the game then a Clunk trying to fight a Genji. Genji’s cacoon is the only possible thing that could ever diffuse Clunk’s explosion. In addtion to that, if the Genji buys misfortune cookies, one cacoon diffuse could bring clunk down to around half health leaving him completely vulnerable. Genji’s monarch blessing is also great for sheilding an entire team from a nasty explosion. Couple that with Genji’s tricky movement speed, great kiting skills, and you have yourself an anti-Clunk killing machine!
Froggy-G: Other than Genji, the rest of these nauts are really just minor counters, but could still have a drastic effect on you if not handled correctly. Froggy-G’s dash is the real reason that he could ever be considered a counter. The only thing that he has to do in order to completely evade taking any damge is right click to dash away.
Lonestar: Again still a minor counter, but one bull to the face and you’re outta there!
Now of course you are not going to get completely obliterated every time you are up against these nauts, but I am just metioning that these nauts in the right hands will severly impact your game. To aid in fighting the Insurgent Nauts we’re going to need to adjust our build just a wee bit (see counters section). MAINLY WATCH OUT FOR GENJI!!
Standard Game Build
When you are playing a match with few to none of the Insurgent Nauts, you are going to want to follow this build order.
You almost ALWAYS want to piggy into boots and this helps you secure those early kills faster, and can thus lead to an excceptional late-game!
THERMONUCLEAR CLEANER, THERMONUCLEAR CLEANER, THERMONUCLEAR CLEANER! I cannot stress this enough how essential this upgrade is to clunk. This upgrade is the only reason Clunk makes people sleep with their eyes open. The faster you can this item, the faster you can start racking up the kills!
Unless you have an excceptionally reliable snare based naut on your team, you are almost always going to want to pick up the screamer engine (snare).
Now I used to run Medical Pump (extra max health), and power converter (heal over time) for the longest time until I realized that multi hose and the suckanator 9000 was a MUCH better combo. The shear amount of health that you can get back just by simply clicking your right mouse button is INSANE. If you are almost all out of health, and have a maxed out bite you can simply bite a pair of jungle creeps and practically heal almost all of your health back instantly. If you are in a situation in which you are getting chased with little health left, power convertor will do you no good. You can turn around, bite your pursuers, dish out a ton of damage, and heal yourself instantly. You don’t need that health in 10 seconds, because you will be dead in 3, you need it now. That’s why multi hose/suckinator is a better overall combo. On top of that, this build is also great for lane clearing!
Salvo is a must. NO exceptions. You always need salvo. Now normally you want to run with fat pete along with missile barage, but there are certain situations where that might change (i’ll get more in depth on that later on in the guide), but this missle build definatly gives you the most bang for your buck out of all the items.
And finally, pop dem pills to put a little extra beef on those already meaty metal parts!
How to Counter the Insurgent Nauts
Whenever I am up against one of the insurgent nauts, I almost always run with this build.
The MAIN change in this build is the incorporation of the universal charger (UC). This upgrade can be a game changer if you are up against an Insurgent Naut, allowing you to hit them hard before they can even react. But consider UC as a counter ONLY upgrade. If you are in a normal match, and everything is going just fine, DO NOT BUY IT! You should only buy this upgrade if you absolutely MUST. UC can harm you if you are not fighting an Insurgent Naut. It’s basically the homing missile of explode, I could understand how lower league Clunks might use this, but once you get better with Clunk, it is obsolete in most cases.
Tips for countering each Insurgent Naut:
Genji: Scout out the opposing team’s upgrades. Check to see if Genji even bought cacoon, or if he’s just bluffing! Make sure to keep an eye on the Genji, wait until he uses his cacoon before you go in for an explode. However if you find yourself in an engagement an must explode, try to make your movements jerky and unpredictable, quickly drop down, go left, twirl right, etc. Remeber you only have to keep Genji in your radius for .5 seconds (with charger purchased). However, if this Genji seems to be hitting you with every single cacoon in existence, you may want to adapt and build into AA earlier (see build below for switching to an AA Genji counter).
Froggy-G: For Froggy, you truthfully and honestly cannot explode on Frog if he has his dash available (just like Genji if he has his cacoon). You should pretend that if he has his dash you will NOT hit him with explode. This tactic saves you alot of pain, trust me. In order to hit Frog with an explode, you have to keep and eye on him, and time how long his dash that he just used is down for, then its your time to shine. Only go in for a Frog if you know for certain that he has no dash (or any other esacepe), you have a snarebite on him, or if your team snares, stuns, anchors, silences, or slows him. If you get really good at landing your snare bite however, most Frogs have a very itchy dash finger, and attempt to dash out as soon as you bite them. If you can time your bite and explode correctly you might be able to bite the Frog as soon as he starts dashing, which would allow you to snare him still, thus granting you the explode. But be careful with that one, as you need to know what you are doing their.
Lonestar: Again, lonestar is a really minor counter. Just be careful with the bulls, as somtimes they can really screw you over. Make sure you are either above, or below him, never on the same level or to the left or right of him if you are looking to hit him with an explode.
AA Build (Rare)
Now I almost never go early AA as Clunk, but if there is a dire situation in which you are fighting very skilled versions of the Insurgent Nauts, then this would be a viable option.
This build is basically the playing it safe build, meaning that it will provide less kills, however it will surely give you a lot less deaths (less risk, less reward).
Overall, only ever do this in literally the MOST dire of situations.
Clunk V Clunk
If there is ever a Clunk on the opposing team, or if your opponents are loaded with burst, this build is a must. It will significantly reduce your damge intake, and increase your damage output.
This build revolves maily around the blueprints container and the AA. In the event of a Clunk V Clunk 1v1, you have to be sure that you are timing your explode correctly with his. First of all pay a attention to his upgrades, second if you are in posession of blueprints cointainer you are going to want to make sure that he explode first so that you can get that exra 40% shield off when he explodes. On top of that if you see that the opposing Clunk is lacking reactor cooler (and already bought it), then stick to him like glue for the next 8.5 seconds because this will allow you to get another explode off before his even comes out of cooldown. This is granting you 2 explodes over his 1 explode!
There is also a strong emphasis on AA with this build, as you will noticed we have gone with more of a speedy DPS type of build. This is just to allow you to run circles around that enemy Clunk (or any other tanks for that matter). This will also give your missles speed to ensure they get to their desination faster (they are also alot harder to juke out that the slower ones). However, this missile build will run you about 100 more solar so beware if you are running behind.
Closure
Overall, a lot of power comes with a lot of responsibility. Fighting a bad clunk can mean an easy win, and free kills. But fighting an excceptional Clunk will mean fighting an unstoppable machine of death.
Game on,
-Procraft