Rot(Active) Pudge releases the disease and filth inside of him, dealing intense damage and slowing surrounding enemies while hurting Pudge as well. Reduces enemy movement speed by 20%. Level 1 - 35 damage per second. Level 2 - 60 damage per second. Level 3 - 85 damage per second. Level 4 - 110 damage per second.MASTER GUIDE FOR CLINKZ vocup1997 February 23, 2013 Item purchase order [GERMAN] - Am Anfang sollten erstmal BOOTS OF SPEED gekauft werden und dazu eine HEALING SALVE. - Dann sollte man so langsam mit der Regeneration anfangen, daf¼r sollte man RING OF HEALTH und VOID STONE kaufen -> PERSEVERANCE - Jetzt sollte man die St¤rke und Geschwindigkeit verbessern, daf¼r kauft man erstmal aus den Einzelteilen das Item MAELSTROM und danach das Item DESOLATOR. Da MAELSTROM billiger ist wird es zuerst gekauft damit man m¶glichst fr¼h viel Schaden macht. - Im H¶hepunkt des Spiels sollte man jetzt anfangen sich BLOODSTONE zu ende zu kaufen, denn PERSEVERANCE hat man schon. Dazu w¤re es nicht schlecht sich die TRAVEL BOOTS anzulegen sowie den HYPERSTONE um das Angriffs tempo und das Bewegungstempo zu steigern. - Das Item GEM OF TRUE SIGHT sollte man sich je nachdem wer sein Gegner ist kaufen, es kommt auf die Situation an. Gutes Spiel!!! Item purchase order [ENGLISH] - At the beginning of first BOOTS OF SPEED should be purchased and in addition a HEALING SALVE. - Then you should slowly begin with regeneration, but should you buy RING OF HEALTH and VOID STONE -> PERSEVERANCE - Now you should increase the strength and speed, buy MAELSTROM and after that DESOLATOR. - In the climax of the game, you should start now to buy BLOODSTONE, because you have already PERSEVERANCE. For this purpose it would be good to create the TRAVEL BOOTS and increase the HYPERSTONE to the speed attack and movement speed. - The item GEM OF TRUE SIGHT should buy depending on who his opponent is, it depends on the situation. Good game!!! Introduction [GERMAN] Hallo Clinkz Fans, in diesem Guide zeige ich euch eine anleitung mit der ihr eine grosse Gewinn Chance mit Clinkz auf einer der beiden Seiten Gassen habt. Die Anleitung funktioniert aber nur wenn man nicht zu oft stirbt und auch genug Geld durch Creeps einnimmt. Introduction [ENGLISH] Hello Clinkz fans, in this guide I'll show you a manual with which you have a great chance of winning with Clinkz on either side streets. The guide will only work if you do not die too often and also takes enough money from Creeps. Skills [GERMAN] !!!Es ist wirklich wichtig das man beim Skillen erstmal Searing Arrows und Wind Walk levelt und dazu zwischen durch Strafe. Da die Ultimate von Clinkz nicht wirklich etwas bringt empfehle ich sie erst als letztes zu leveln!!! Skills [ENGLISH] !!!It is really important that you at first Skillen Searing Arrows and Wind Walk level up to and between Strafe. Since the Ultimate by Clinkz not really something I would recommend it only brings to level last!!! Pros / Cons [GERMAN] PRO - Schneller Schaden - Kampf Geschwindigkeit - Bewegungstempo - Viele Kills - Carry Profi - Items erg¤nzen sich sehr gut CONS - Viel Geld wir ben¶tigt - Man darf nicht oft sterben - Am anfang wenig Regeneration - Klappt nur wenn man sich am anfang Passiv verh¤lt Pros / Cons [ENGLISH] PRO - Fast Damage - Combat Speed - Movement speed - Many Kills - Carry professional - Items are highly complementary CONS - A lot of money we needed - One should not die often - In the beginning little regeneration - Folds only when you feel at the beginning passive behavior Creeping / Jungling [GERMAN] Auch wenn man nicht in der Mitte war kann man ab ca. level 8 - 10 jungeln gehen. Durch das hohe Bewegungstempo, wenn man Unsichtbar ist hat man daf¼r gute M¶glichkeiten. Creeping / Jungling [ENGLISH] Even if you were not in the middle you can level from about 8 - 10 jungeln go. Due to the high movement speed when you're invisible to you good options. Team Work [GERMAN] Bei dieser Methode wird Teamwork nicht ganz so stark ben¶tigt, da man sich am Anfang passiv verhalten soll. Im laufe des Spiels wir man dann zum jungler und ben¶tigt nur beim pushen hilfe. Team Work [ENGLISH] In this method, teamwork is needed not quite as strong as you look at the beginning should be passive. In the game, we can then walk to the Jungler and required only help push. Summary [GERMAN] Im groen und ganzen hilft diese Anleitung das man viel Schaden macht und wenig Leben verliert und das alles mit viel Geschwindigkeit. Es ist zwar nicht alles billig, aber da man alles zusammen kaufen kann geht es auch ziemlich schnell und verhilft seinem Team zum Sieg. Ich w¼nsche euch allen viel Erfolg. Summary [ENGLISH] By and large, use this manual makes a lot of damage and loses little life and all that. With a lot of speed While it's not all cheap, but since you can buy everything together, it goes pretty quickly and helps his team to victory. I wish you all every success. Ranked Play [GERMAN] Ich pers¶nlich bin davon ¼berzeugt das diese Strategie sich in Tunieren wie in Ranglisten Spielen gut ausf¼hren l¤sst. Die Items und die Skills sind perfekt dem Character zugewiesen und bringen seine St¤rken und Schw¤chen ins Gleichgewicht. Ranked Play [ENGLISH] I am personally convinced that this strategy can perform well in tournaments like in ranked games. The items and skills are assigned to the perfect character and bring their strengths and weaknesses in balance.
Thelast item that we'd like to include is Monkey King Bar, and it is another situational item that can have a drastic impact on a specific game.MKB used to be a more popular pick for Clinkz a couple of patches ago, but now, most people prefer to get Daedalus. However, there are cases where Clinkz needs MKB because this item provides True Sight.
Glass cannon synergistic focus fire harassment [ Hamstertamer November 18, 2017 Introduction Clinkz is a carry with both insane snowballing potential and powerful late game scaling. He's an "assassin" type of carry who excels at picking off single heroes by popping out of invisibility with his very high burst damage. He can gank, he can push, and he can ball out of control really hard if he manages to have a good early game. Unlike other hard carries, he's mainly about farming heroes - not creeps. While being a pretty simple and straightforward hero fairly noob-friendly, his ability to "snipe" heroes who are sitting out of position added to his very high early burst damage in lane make him a lot of fun to play. This guide will give you a collection of builds and playstyles on this hero as you will see there isn't a single one - instead there are several options depending on what you are up against. It focuses on the early-mid game decisions because as you'll see that's the most important turning point for Clinkz. There are two main item builds on Clinkz, one that focuses on rushing Bloodthorn, and another based on armor reduction with Medallion of Courage + Desolator. Have a nice read! Pros / cons Pros + Insane damage output + Late game carry with very high ganking/snowball potential + Good lane presence. Strong harassing ability and high damage output in lane. + Great map control with Skeleton walk. Can move and gank anywhere on the map including enemy jungle. + Extremely strong pusher. Can take down towers in seconds and split push like no other. + Surprisingly tanky for an AGI hero thanks to his ultimate can gain up to +880 HP! + Punishes split pushing. Hard. + Decent escape with *max movement speed* on top of invisibility. Can often escape even when detected by dust/gem/sentries. + Does really well against most heroes. Has very few true counters Slardar, illusion heroes, and..that's it really. Good pick in almost any game. Cons - Extremely squishy in the early game. Very easy to burst down in lane, 2 stuns = dead Clinkz. - Attack animation is literally dumpster tier. Takes a million years to fire a bow for some reason. - Ghost scepter, blademail, force staff and heaven's halberd ruin your fun. - Extremely item dependent - *huge* mana issues, lacks mana even with a big INT item like orchid or sheepstick - Purely single target damage. Can't deal with illusions. - Questionable teamfight presence, especially in early-mid game. - Completely momentum dependent. Cannot recover from a bad start. - No, seriously, he absolutely needs a good start and good early farm in the first 15 minutes otherwise he's useless. Skills and skill builds Gives a ton of attack speed, which gives great burst damage for gaking, teamfighting or pushing towers. This skill sclaes extremely well so it's maxed second. - Searing Arrows gives you a high boost in attack damage at the cost of paying 10 mana per hit. This allows you to deal a lot of right-click damage even early on. - In lane, this is best used as a harassing skill. Cast this skill manually on enemy heroes and you can harass without drawing aggro from enemy creeps. This makes Clinkz one of the best harassers in the game. - This skill also gives you free last hits in lane. At level 3 you deal ~85 damage on each hit, making last-hitting a breeze. However this only works as long as you have mana ; which you won't if you abuse it. - Therefore it's best to keep Searing Arrows for harassing enemy heroes while you last-hit with your normal attack. - Searing Arrows is not an unique attack modifier. Therefore it stacks perfectly with other unique attack modifiers like Desolator, lifesteal, Eye of Skadi, etc. - Searing Arrows goes though magic immunity and works on towers. - This skill drains your mana heavily. Only put it on autocast if you have a mana regen item. Otherwise only activate it when needed ganks, teamfights, big pushes... - Invisibility and maximum movement speed. Main use of this skill is for ganking pop behind an enemy hero and burst him down. - It's also a decent escape because of the high movement speed. Even if your invisibility gets detected by Dust of Appearance, you still have a lot of movement speed so you can still run away if you don't get chainstunned. - This skill allows you to roam the map like no other. Go scout the fog for ganks. Walk in the middle of the enemy jungle with impunity, etc. Always activate it when walking long distances, the movement speed bonus really helps. - Activate it right after using a Town Portal Scroll, it won't interrupt your TP and you will be invisible when TP'ing. - Always use this skill before any kind of engagement. It gives you a lot of damage and HP. The highest HP jungle creep has 1100 HP. if you eat it you will gain 550/715/880 HP and 55/72/88 damage. It makes a huge difference in your DPS and survivability. - Jungle creeps are the best. Aim for the Papa Bird, the Papa Satyr, the big centaur, the troll, and the bears. Because of the long cooldown it's best to avoid using it on lane creeps. - Death Pact actually heals you. Since it increases your current HP when you cast it, when the buff ends you will have gained that much HP. This skill gives you a lot of sustainability as long as you have the mana to use it. - Death Pact increases your *base* damage and HP, which means that Manta Style illusions benefit fully from the skill. - Again, always, always use this skill whenever you can. Skill build Max Searing Arrows first. It's your strongest early game skill, whether for harassment, last hitting, or kills. 60 damage is really insane at that point in the game, it's like a free Sacred Relic. Clinkz's early game damage output is often completely underestimated which can easily lead to free kills. Max Strafe second. While the mana cost can be a bit problematic when you add the cost of the Searing Arrows, this skill when maxed gives a ton of attack speed which can easily burst down any hero at that point in the game as long as you have good positioning. Then max Skeleton Walk. Your invis skill scales decently but damage burst is way better than movement speed really. Always take Death Pact whenever possible. Talent build Fairly self-explanatory. Lervel 10 talent depends on what type of damage you're facing. It's important to take the Searing Arrows multispot at level 25 because it solves the hero's major weakness teamfights. Laning and role Clinkz is a carry who is very good at ganking, but he's not a dedicated ganker. The difference is that he's extremely farm-dependent and absolutely needs a good start in the first 15 minutes of the game to be effective. Clinkz needs to freefarm a lane, really. No matter what build you go for, there's no way around it you need a good farming position. Here are the possible laning situations you can have Safe lane carry dual lane or trilane Almost always the best option for Clinkz. Clinkz in competitive DotA is exclusively played as a safe lane carry. Being able to freefarm the safe lane for ~15 minutes allows you to get your main items like Orchid Malevolence very quickly, with a possible Hand of Midas on top. Having supports in your lane is always great because Clinkz has high damage but no disable, so imagine all the kills you can get with a support with heavy disables like Lion. Solo safe lane Clinkz doesn't necessarily need babysitting in lane. He can solo the safe lane perfectly well, which leaves room for supports to roam, do an aggressive trilane, have a jungler, etc. Clinkz can solo easily against most solo offlaners and dual lanes. Aggressive trilane or dual offlane Clinkz has very high damage output in the early game so he's a decent option if you want to run an aggressive trilane with disablers like Vengeful Spirit, Ogre Magi, etc. Just beware that he's pretty squishy so it only works if you're not facing a lot of burst damage. Solo mid Searing Arrows make Clinkz a decent solo mid. He wins a lot of 1 vs 1 matchups because of his harassing ability and his ability to get "free" last hits. The only thing he really struggles against is heavy burst damage, so be weary of mids with heavy nukes and get early HP items if needed treads, bracer, raindrop. Roaming supports can also cause you problems so always watch out for mid lane ganks. All in all he's a pretty solid solo mid and most of the mids with no escapes are on your food list when you hit ~level 6. Solo offlane? Really? Let's be straight here Clinkz is not, and has never been, an offlaner. Don't confuse him with his archer sister Windranger. Also don't confuse him with Bounty Hunter. There's a lot of reasons why Clinkz offlane is just not viable against any kind of competent players Clinkz needs carry level of farm in the early game to come online. Because of the way he works ganking without a disable, if he doesn't have enough DPS you will just reach a point where you cannot get solo kills because enemies are too tanky. Clinkz is a terrible comeback hero and starting at a disadvantage from a bad laning position hurts him hard. Clinkz has no HP and can be bursted down easily. He cannot solo offlane against a trilane if you're up against a trilane it's pretty much GG for you. Clinkz has no safe way of farming from a distance. If the lane is pushed towards the enemy tower, he has to come near the creeps to farm and he can get caught out easily. Most offlaners just go there to sap experience. If an offlane Bounty Hunter gets 10 last hits in 10 minutes, there's nothing wrong with that, he can just start ganking as soon as he hits level 6 and come back from Track gold. But if a Clinkz gets 10 last hits in 10 minutes...he's pretty much out of the game. Offlane is for utility heroes that are not very farm dependent and can do with just getting experience. Clinkz is a carry, he's nothing without farm, and he provides no utility whatsoever from his skills. So Clinkz offlane is purely a pub thing, and it's essentially only viable a way to exploit bad lanes in the enemy team. If you can manage to solo offlane and get carry levels of farm like 40-50 last hits in 10 minutes, then by all means go for it. If you know you'll be up against an Ursa + Omniknight dual lane with a jungling Lone Druid, then by all means go offlane, this lane is a joke, you can just freefarm it as much as you want. But it won't always be like this. So you can only go offlane if - you know that you're up against a dual lane and not a trilane, and - even then, if the enemy lane doesn't have 2 or more stuns. Items Clinkz needs a lot of things from his items, that's the reason why he's so item dependent! A brief list of what he needs A way solve his mana problems. He hardly has enough mana to cast his skills! Build as much DPS as he can. It's a must to keep his ganks effective A Black King Bar. Clinkz can't really teamfight without one. Disables. Clinkz needs to gank and he has no disable, he needs to rely on his items for disabling Clinkz doesn't need to build a specific survivability item, since he has Death Pact for survivability already, he just need enough mana to cast it! Black King Bar is generally the only defensive item he really needs. Clinkz has two main item builds, the first focuses on rushing Bloodthorn, the second focuses on armor reduction with Medallion of Courage + Desolator. Starting items Cost 625 gold Sage's Mask goes into either Ring of Basilius or Medallion of Courage. Rest is standard stats + regen. If going mid, the standard Tango + 3 branch into Bottle rush works perfectly fine. Early game Bloodthorn build Midas is an occasional pickup on Clinkz in passive competitive games, but in pubs its usefulness is pretty questionable. Sure it increases your farm and experience, but on the other hand going Midas delays the moment when you can start getting kills by a lot. And by the time you come online, 1 enemies will be more likely to have ways to dispel orchid, and 2 the enemy team will start 5-man pushing, meaning that there's nothing left to gank. Only recommended when you are your team's main carry and if you're freefarming, so you can get it at 7 mins maximum so that it doesn't delay your core. Please no "comeback Midas" nonsense on Clinkz, it's terrible. Early game armor reduction build Medallion gives more early burst damage than any other item. Armor reduction combined with your extremely high physical damage kills enemy heroes extremeely fast. It's the best pickup if you want to get early kills. Mid game / "core" item options Orchid Malevolence is the traditional build on Clinkz. It gives you pretty much everything you need good DPS, lots of mana regen, and a good disable that also amplifies your burst damage. Orchid is a really good pickup against these kind of heroes - Heroes with escape mechanisms the likes of Ember Spirit, Puck, Slark, Queen of Pain, Timbersaw, etc. Silence them and they can't escape. - Disablers the likes of Lion, Earthshaker, Bane, Shadow Shaman, Pudge, etc. The silence makes ganking them extremely easy, because they can't stop you with their stuns. But the true power comes when you upgrade it to Bloodthorn, which you should do immediately. Bloodthorn gives the best DPS for the money you can get, as long as enemies can't purge it. That's why you should rush it ASAP, before purge items come online on enemies. Later in the game you can use Nullifier to prevent enemies from purging it with items. BKB Black King Bar is pretty much a must if you want to teamfight with Clinkz. It's the difference between getting chainstunned and feeding, and killing everything in sight with your Strafe. Of course it depends of the heroes you're up against but seriously you'll need BKB at some point on Clinkz in 9/10 of your games. DPS extensions - Butterfly Arguably the best all-around damage item on Clinkz - Nullifier Amazing item on Clinkz, recommended in almost every game. The synergy with Bloodthorn is perfect, since it prevents enemies from purging it with items. And the slow has perfect synergy with Strafe. - Daedalus Gives a ton of DPS and stacks diminshingly with Bloodthorn crits. - Monkey King Bar Counters evasion, but generally Bloodthorn is enough for that already - Divine Rapier Clinkz is one of the best rapier users in the game with his high attack speed and pseudo-escape. Just two warnings 1 get a Black King Bar or you're just food and 2 only buy this as a desperate move when you are losing, never touch this item when you are winning. Defensive extensions - Black King Bar pretty much the only defensive item you truly need - Eye of Skadi Lots of HP, lots of mana, and a strong slow which is exactly what you need. - Linken's Sphere Can replace/complement Black King Bar in some games. Blocks a lot of nasty single-target abilities that go through BKB. Great item against Legion Commander, Vengeful Spirit, Beastmaster, Batrider, Storm Spirit, Naga Siren, Bloodseeker... Also solves your mana issues completely. Disable extensions - Eye of Skadi 35% slow that makes chasing during Strafe a breeze. Completely owns heroes without escape skills. - Scythe of Vyse the ultimate disable. Allows you to solo kill any single hero. Prevents enemies from purging Bloodthorn. Also gives you infinite mana. - Nullifier Items are the major problem of Clinkz. Ghost Scepter, Glimmer Cape, Blade Mail, Heaven's Halberd, Force Staff... these things prevent you from killing anyone. Use this and problem solved. Special mentions Ever tried ganking an invisible hero without dust? Yeah it doesn't work Clinkz is supposed to get solo kills so you can't count on your team, just buy your own dust. Situational items The best mobility item on Clinkz. Allows him to catch up with fleeing heroes and have an escape when split pushing. Also the active is pretty useful in teamfights. A good item, but generally you buy other stuff skadi over this. Buy this when 6-slotted. Helm Niche items Solid DPS from the agility and the feedback, and the active is one of the strongest slows in the game. Ganking with the diffusal slow is extremely effective against heroes with low mobility and few disables. Not as good as the main items, but the mana burn can be pretty useful against certain heroes. Avoid these items - Bloodstone gives a lot of mana regen but that's really all it does. You don't need mana regen that bad. Item gives no DPS, no disable, and no useful ability. A lot of much more useful items can give you the mana regen you need Orchid, Linkens, Scythe, Skadi... - Radiance It's an item for tanky heroes who stand in the middle of teamfights, not ganking-oriented heroes like Clinkz. Radiance Clinkz is just as viable as radiance Invoker it's only useful for trolling newbs with invisibility. - Gem of True Sight Don't be that guy who buys gem on invisible heroes thinking you won't stupidly feed the gem. There's no reason to ever buy this over dust. - Drum of Endurance drum buyers...smh. They're beyond my help. - Rod of Atos Interesting idea, but having a disable is useless if you have zero damage so Diffusal Blade is just better. - Sange and Yasha just a worse version of Diffusal Blade with its weak slow, and gives no mana. Don't bother. Gameplay General tips Typically the way of playing Clinkz is all about roaming the map, searching for isolated heroes to gank, and split pushing towers with Strafe if you see the enemy team grouping up. Clinkz is a pretty poor teamfight hero in the early-mid game until he gets his Black King Bar essentially. Best avoid taking early teamfights if possible, pushing towers and looking for solo kills on defending heroes is the better option most of the time. To gank efficiently, start by eating a jungle creep with Death Pact, Skeleton Walk to sneak near your target, use your disables orchid, diffusal..., activate Strafe and burst him down. Don't forget ulting a creep before every gank, you really need the bonus damage and HP. Use Death pact on lane creeps if you can't find jungle creeps nearby. When you start getting some farm going and a recommended BKB, you can start joining teamfights. In teamfights, always try to focus high priority targets. Skeleton Walk gives you almost free initiation on any hero if you don't get caught by sentries, so choose your target carefully. Best option is to focus key teamfight heroes in the enemy team, the likes of Earthshaker, Witch Doctor, Invoker, Silencer, Omniknight, Venomancer, Zeus...you get the idea silence them if you have orchid and try to burst them quickly, it gives a big advantage to your team if you manage to take them out before the fight starts. Try to circle around and initiate from the back of the teamfight, not only are you far less likely to get caught by sentries, but you can get a free jump on enemy supports/initiators which is much more valuable that attacking that Wraith King who's standing at the front. Blink Dagger gives you better initiation without fear of sentry wards. Countering your counters Always look at enemy heroes' inventories. Watch out for these items, since a lot of items are serious threats - Dust of Appearance Reveals you, but you still keep your high movement speed from Skeleton Walk. If you don't get chainstunned you can usually still run away. It's still a problem though so watch out. Manta Style and Black King Bar dispel dust. - Gem of True Sight not really an issue for Clinkz as long as you notice which hero has the gem in time. Gem has a fairly short range that's easy to escape with your Skeleton Walk movement speed. Gem holders hardly live for more than a few minutes anyways so be sure when he dies to drop the gem in your base and never touch it again. Just make sure that your teammates don't walk around with the gem, especially when the enemy team doesn't even have invisible heroes... - Necronomicon Generally the bane of invisible heroes. Luckily Clinkz can escape their true sight radius with his high movement speed. Can still be an issue in teamfights though. - Sentry Wards Sentries are the only form of invisibility detection that can really be a problem. During the laning stage, watch for sentries in the enemy inventories. They are likely to place them in lane to prevent you from sneaking up on them. If they do, no problem, just keep farming the lane. Always look at enemy supports' inventories for sentries especially before a teamfight starts. Don't go straight in when starting a teamfight, it's likely that you walk in sentry range, instead wrapping around and "backstabbing" the enemy supports from behind the enemy lines makes you far less likely to get caught in sentry range. And if you do, you can just pop Black King Bar and manfight. Also watch out for dewarding sentries. This can lead to some pretty ******** deaths you walk through the entrance of the enemy jungle, and out of nowhere you get stunned and bursted down. Why would they ever have a sentry there? To deward of course! - Heaven's Halberd you use Strafe, and suddenly you sit there doing nothing because you can't attack for a huge time. Extremely annoying item, and you can't even purge the disarm! Get a BKB, and use Nullifier. - Town Portal Scroll Clinkz has no stun and the hero you're ganking can just TP out in your face. Thankfully you generally have enough DPS to finish him off before that. Scythe of Vyse and Nullifier counter TP's. - Force Staff You Strafe a hero, and he just forcestaffs out of your range or gets forcestaffed by a teammate. Nullifier deals with that, so does having a Hurricane Pike of your own. - Ghost Scepter You Strafe a hero, he instantly turns immune to physical damage for 4 seconds and just walks away like he doesn't care. Extremely annoying item. You can't just wait around for 4 seconds. Get a Nullifier. - Glimmer Cape Same thing. Get dust or Nullifier. - Blade Mail A problem for obvious reasons. Nullifier and Satanic are the two counters here. I think you get the message here. This is your friend. Friends and Foes Friends Aggressive supports / disablers Supports with good disables and/or burst damage are your best friends in lane. A good disable + Searing Arrows damage often results in a kill. Crystal Maiden deserves a special mention because of Arcane Aura. You really need that mana regen. Vengeful Spirit is also an amazing friend because of her armor reduction and the ability to save you later in the game. Initiators Clinkz cannot initiate teamfights and relies completely on his team for proper initiation. Good teamfight heroes are always a huge help. ROFL Chen creeps have the highest creep HP in the game so Death Pact them for crazy stats. He can't even get mad because it makes perfect sense for you to use his creeps as a food storage XD Foes While some heroes can be a bit annoying to deal with, Clinkz actually has extremely few true counters. There's always a bigger fish Slardar just ruins your fun. Not only does Corrosive Haze reveal your invisibility and puts your armor below zero, but he can chase you down with the combination of his sprint and the Blink Dagger he always builds. There is just no escape against that guy. Illusion swarm Illusion heroes are pretty tough to deal with because Clinkz is purely single target. - Phantom Lancer is a complete nightmare since you can't target him. Gatting a Mjollnir is the best option against him. - Chaos Knight is a big problem also because he can disable you hard with his Reality Rift + Chaos Bolt. - Naga Siren is not that bad because you can kill her individual illusions pretty fast, but Ensnare prevents you from moving and turning invisible for 5 seconds. - Terrorblade has no way to disable you and you can gank him pretty well so he's not on this list. And...that's pretty much it for your counters. Here's a few heroes you need to be weary about. While not really counters to Clinkz, they can still cause you a few problems. All these guys are pretty good at picking off Clinkz and chasing/disabling him. Special mentions - Bounty Hunter He's not really a counter to Clinkz. Sure he has true sight but he also has no way to disable you. He's a pretty easy pickoff for you. Buy Manta Style if you hate Track that much. - Zeus a bit the same as Bounty, sure his Lightning Bolt reveals invisibility, but he can't disable you when you run away and he's a pretty easy gank, or you can just split push and he can't stop you. Besides you can silence him in teamfights with orchid and make him useless. - Lion For some reason pub players have problems with this hero and think he's a counter to everything...seriously, just silence him with orchid silence makes him useless, and he dies in a few hits. And buy a BKB. - Chen Clinkz and Chen essentially counter each other. You can eat his creeps and get crazy stats from them, but seriously, when a Chen lineup starts 5-manning at the 20 minute mark and pushing your base, you're the one crying not him. Don't pick Clinkz thinking he's a great Chen counter, he's not. Summary Clinkz is a carry with a lot of mobility and the ability to constantly roam the map looking for pickoffs. He has a very strong lane presence and can generally win his lane easily as long as he doesn't get bursted down with nukes or chainstuns. His very high damage output allows him to instantly burst any single hero he comes across, however he can have issues against larger groups and strong teamfight heroes. He makes for his limited teamfight presence by his ability to split push towers in seconds, being a constant threat to the enemy base. Eventually he starts becoming a threat in teamfights as well. The most important part in playing him is getting a good momentum going in the early game, which will determine your success later on. Despite being very simple, he can be pretty fun and challenging to play especially with the number of different builds possible on him. Thanks for reading. I will happily reply to any kind of constructive feedback so don't hesitate to share your thoughts in the comments. Credits Credit to Kyfoid for being the voice of a generation. This guide is a tribute to him. The credits for the pictures go to Clinkz wallpaper official Valve wallpaper Clinkz by Ahrimatt Deviantart Clinkz by mrscrake Deviantart Clinkz bone by biggreenpepper Deviantart11votes, 17 comments. I've noticed 2 dominant builds on clinkz. The standard orchid nullifier route, and deso/mkb scythe route. What circumstances
Clinkz Eastwood - Basic Guide Relyks January 28, 2012 Introduction Hello there! My name is Relyks and this is my first guide Clinkz, The Bone Fletcher. I think Clinkz is a great all around carry, he has good damage output, and using Skeleton Walk he can scout, escape, and maneuver around the map with ease. One of the biggest cons to Clinkz is that he is like paper he is ridiculously squishy. So, in order to play Clinkz effectively, you have to play in a particular way, use his skills correctly and build him a little tanky. I would recommend him to beginners as he is relatively easy to learn. He is very fragile, but difficult to kill due to his extreme elusiveness with Skeleton Walk. His ultimate also gives him some added bulkiness as well as some extra power. Key White = Titles of Sections LGreen = Items Red = Skeleton Walk Yellow = Strafe Orange = Searing Arrow Blue = Death Pact BKB = Black King Bar MKB = Monkey King Bar Sov = Scythe of Vyse Items Let's briefly go over Clinkz item build. Keep in mind that all builds are bare-bones no pun intended. It's simply core, you will always build situational items depending on the enemy team comp or what you are having problems with. Starting Items A tango and health pot for some lane staying. Iron Branch, SoA, and a Circlet for some stats. Early Game Items Boots of Speed are pretty obvious choice in my opinion, even with Skeleton Walk, it's nice to have some extra base mobility. I would suggest Medallion of Courage for the armor survivability and 50% mana regeneration, which gives you lane staying. I like it more than Ring of Aquila and I've built both. Core Items Power treads. I would pretty much take them over any other boots. They give you attack speed which is good because most of your "mid-game" damage comes from Searing Arrow; that's why it is maxed first. Clinkz being so squishy, having them on strength gives you that added survivability. Also, the extra mobility is good. Orchid of Malevolence. This is a big item on Clinkz. It gives you a boat load of extra mana, and also gives you some awesome mana regeneration which allows you to auto-cast Searing Arrow with little consequence to your mana pool. It also gives some nice added attack speed and damage. With this, it allows you to 1v1 most heroes mid game and is a great asset in team fights. Since you're ***anish carry, you can roam around with Skeleton Walk, find a lone hero, silence them with orchid, use Strafe and go to town. Late Game Items Monkey King Bar. This item gives you a bit of extra attack speed as well as a huge chunk of damage. It also gives you some useful passives. The mini bash it gives you is great because you attack so fast w/strafe it's even faster, and the bash procs quite a lot. 35% proc, probability wise, means that, 1/3 hits will mini-stun. With your attack speed, it's no problem. It also gives you true strike which basically means that your attacks cannot miss, omitting certain circumstances. After these items, I would suggest buying what you need based on the enemy team composition. Situational. If they have a lot of magic damage/magic stuns that are disabling you and ripping you apart, get Black King Bar. If you want some more attack speed for Searing Spear and MKB to proc more, get Butterfly; the added dodge percentage also helps immensely. Want crit, build Daedalus. Want another diable, get Scyhe of Vyse. Skills Strafe Duration per level 4/6/8/10 Bonus Attack Speed 110 Cooldown per level 60/50/40/30 Mana Cost 90 -When used, there is a visible spell animation on the model of Clinks showing that it is active. Searing Arrow Range 600 Bonus Damage 20/30/40/50 Mana Cost per throw 8 -Searing Arrows is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers. -The Searing Arrows do damage to structures, making clinks great at taking out buildings towers, barracks etc. -The Damage is directly applied to Clinkz attack damage as physical damage. Skeleton Walk Duration per level 20/25/30/35 Bonus Movement Speed per level 11%/22%/33%/44% Cooldown 20 Mana 75 -Clinkz can go through units when under the effects of Skeleton Walk. -Will not break most channeling of spells or items upon activation. -When attacking, invisibility is broken before the projectile reaches the target. -Has a fadetime of seconds. -Using phase boots, or changing the stat on Power Treads will break the stealth. Using most any item, breaks the stealth as well. -It is good to know that with the duration being longer than the cool down, you could theoretically could be stealthed as long as you'd like. Death Pact Range 400 Duration 35 Bonus HP and HP Capacity per level 50%/60%/70% of the killed unit's HP Bonus Damage per level 4%/6%/8% of the killed unit's HP -If the target is an enemy or neutral unit, it will give the Clinkz the correct gold and experience bounty. -Clinkz gains HP capacity based on the HP of the target. Increases his current and max HP by a certain amount. -When the duration ends, the max HP returns to normal, but Clinkzs' current HP remains the same. If his HP is greater than his normal maximum, it will be set to his maximum. -Bonus damage is also a percentage of the killed unit's HP. Early/Middle/Late Game Early Game Play very cautious and use Searing Arrow to last hit creeps. It is also quite good at harassing the enemy within your lane, as well as for doing damage to towers. Early game, with little mana regen, you may want to use it sparingly so you have enough mana to use Skeleton Walk in case of emergency. Farm your Boots and Medallion. Continue farming until you get your Power Treads. Try not to engage in team fights unless absolutely necessary, as you will most likely just be focused and melted. Continue farming. Don't really worry about ganking early game unless a prime opportunity presents itself. Middle Game Now you should have at least your Power Treads and Medallion, and probably some components of Orchid. Continue to farm, but you can assist your teams in ganks a little more confidently. You're good at ganking because of Skeleton Walk. You can use it to scout areas out, to set up for a gank; it's a great utility spell. Once you get your Orchid, you're ganking potential will double and you will become much more useful in teamfights. Late Game Continue roaming around with Skeleton Walk, trying to pick off over-extended enemy heroes so as to set up for a push. Your Searing Arrows will do massage damage to buildings, and with Strafe, it's even more devastating. Don't be afraid to push another lane when you have map awareness of the enemy team. If not, and you don't notice them on the map, I'd suggest probably Skeleton Walking the hell out. Also, pay attention to inventories of the Enemy Heroes, seeing if they have Dust of Appearance, or a Gem of True Sight. These items reveal stealth, and will greatly hinder your Skeleton Walk as you will have to be very careful how you use it. Also remember that towers reveal stealth. Summary Clinkz is overall a great carry that's easy to learn, fun to play, and I think he's actually kinda quirky. He needs farm to do well and is relatively item dependent, but is always a threat with skeleton walk and has potential to do many things. Try to stay in the back of teamfights and silence the right people with Orchid. Don't waste it on their Drow who is all auto attack. Use it on their Invoker so he cannot tornado and disable your team, or use it on their Lion so he cannot stun or disable. If chasing, you can use it on heroes to prevent them from using an escape mechanism of theirs Anti-Mage, Invoker, Bounty Hunter etc. I didn't much talk about his ultimate, Death Pact. If you can, use it on a neutral creep anything but ancients/magic immune, as it will make you harder to kill as well as increase your damage. If you can't be bothered to go to the jungle and a team fight is happening or impending, use it on a lane creep. I cannot emphasize how squishy Clinkz is. He is like a ****ing piece of paper. He is a carry, but he can be used to push towers as well as gank effectively. When farmed and played correctly with a good team of course, he has the potential to be a good carry. This is my first guide, it is also barebones and basic. Please leave constructive criticism not destructive, and please don't bash something I said with no reason to back it up. I added some color coordination for extra clarity, and future guides will be more in-depth as well as have corresponding video, as well as character, item, and skill code. Thank you for reading and have a great day! lategame item build for Bone Fletcher. Monkey King Bar - This gives Clinkz a lot more damage and a chance to mini-bash. Buriza De Kyanon - This also grants attack damage to Clinkz. Butterfly - This item gives Bone Fletcher more attack speed and grants evasion that counters other melee enemy heroes. Manta Style - This helps Clinkz to Clinkz 68 16 + 2 25 + 21 + Grants the following bonuses per point of attribute +22HP and + regeneration + armor and 1 attack speed+1 main attack damage +12MP and + regeneration+ base magic resistance Release Date 2012-01-26 Level 0 1 15 25 30 L0 Base Hero Values L1 ⤷ + Base Attributes L15 ⤷ + Attribute Gain L25 ⤷ + 6 levels of Attribute Bonus L30 ⤷ + 7 levels of Attribute Bonus All values shown are without talent bonuses. Health 120 472 1088 1792 2056 + + + + + Mana 75 327 687 1095 1251 +0 + + + + Armor 0 10 Magic Resist 25% Damage Block - Damage 1925 4450 7985 116122 130136 Attack Rate Attack Range 600 800 Attack Speed ▶️ 100 BAT Attack Animation + Projectile Speed 900 Move Speed ▶️ 290 320 Turn Rate Collision Size 24 Vision Range G 1800 800 Legs 2 Gib Type Default Ability Upgrades Burning Army Burning Barrage Stalks invisibly to ambush lone enemies. As Clinkz loosed his final arrow, the demon Maraxiform ignited the land with Hellfire, burning him to the bone. Yet, the heroic bowman did not die. He had slain the demon, and unwittingly earned king-mage Sutherex's reward — Eternal life. Immortalized at the precipice of death, Clinkz now makes advantageous use of his skeletal body. Camouflaged, he walks into hostile lands, forming Death Pacts with wildlife to learn their ways and empower his shots and vitality. The demon's inferno burns within his ribs, with which he now rains Fiery Death upon his foes, Searing His Arrows to devastating effect. When backup is needed, Clinkz calls upon a Burning Army of skeletal compatriots, incinerating his foe in flames of their Hellfire barrage. Roles Carry Escape Pusher Complexity Bio[] Clinkz, the Bone Fletcher ▶️ "Better to run than curse the road." At the base of the Bleeding Hills stretches a thousand-league wood, a place called the Hoven, where black pools gather the tarry blood of the uplands, and the king-mage Sutherex sits in benevolent rule. Once a sworn protector of the Hoven lands, Clinkz earned a reputation for his skill with a bow. In the three-hundredth year of the king-mage, the demon Maraxiform rose from Sixth Hell to lay claim to the forest. In response, the king-mage decreed an unbreakable spell to any who slew the demon would be granted Life Without of the spell, Clinkz waded into battle, defending his lands against the demon's fiery onslaught. Clinkz drove Maraxiform back to the gates of Sixth Hell itself, where on that fiery threshold the two locked in a mortal conflict. Grievously wounded, the demon let out a blast of Hellfire as Clinkz loosed his final arrow. The arrow struck the demon true as Hellfire poured out across the land, lighting the black pools and burning Clinkz alive at the instant of the demon's death. Thus, the mage's spell took effect at the very moment of the archer's conflagration, preserving him in this unholy state, leaving him a being of bones and rage, caught in the very act of dying, carrying Hell's breath with him on his journey into eternity. Abilities[] Clinkz gains attack speed and has bonus attack range. Any current Burning Skeleton Archers skeletons within a 1200 radius of Clinkz also gain bonus attack range and 50% of the attack speed Strafe does not break Skeleton Walk invisibility. Effect Radius 1200Attack Range Bonus 200Attack Speed Bonus 100/140/180/220 140/180/220/260Archer Attack Speed Bonus 50/70/90/110 70/90/110/130Duration 30/25/20/15 23/18/13/8 70/80/85/90Modifiers [?] NOTES 1120 Applies the Strafe buff independently to Clinkz and all Skeleton Archers within 1200 radius upon cast. Fire particles appear on units that received the buff. Dispelling Clinkz does not remove the buff on the Skeleton Archers. The buff is not applied to other player-controlled units. Since the buff is not aura-based, Clinkz can move away from the Skeleton Archers and they independently keep the buff after Strafe is cast. If the Skeleton Archers are idling, Strafe orders all Skeleton Archers within 1200 radius to attack any valid targets within 800 1000 range for its duration. The search range can only be further increased by attack range bonuses of the same range type as the caster. There are no target priorities. Can be cast without breaking the invisibility of Skeleton Walk, but not other invisibility sources. Grants the following bonuses upon cast Clinkz throws a projectile filled with tar at the target enemy, dealing Magic damage on impact. After impact, the tar spills onto the ground and stays there for 5 seconds. Any enemy that walks across it gets slowed, and attacks from Clinkz or his Burning Army Skeleton Archers will deal bonus physical the Tar Bomb hits, any Burning Army skeletons within attack range will attack the target. Cast Range 1000Max Attack Targets 1 2Radius 325Impact Damage 40/60/80/100Attack Damage Bonus 15/25/35/45 35/45/55/65Move Speed Slow 16%/19%/22%/25%Debuff Duration 5Debuff Linger Duration Instant Attack Radius 600 7/6/5/4 40/45/50/55Modifiers [?]modifier_clinkz_tar_bomb_searing_arrowsUndispellable modifier_clinkz_tar_bomb_slowUndispellable NOTES 1119 The projectile travels at a speed of 2000. Tar Bomb first applies the impact damage, the debuff, then the attack order. When Tar Bomb connects with its target, Clinkz is given an attack order on the target, regardless of auto-attack settings. Can be cast on and fully affect buildings, but not on wards and ally units. If the Skeleton Archers are idling, Tar Bomb orders all Skeleton Archers within 1200 radius to attack the affected targets within 600 800 range for its duration. The search range can only be further increased by attack range bonuses of the same range type as the caster. The debuff placed on enemies is provided by an aura and lingers for seconds. Only triggers on attacks of Clinkz and his Skeleton Archers. Does not trigger on attacks from other player-controlled units. Although illusions trigger it, they cannot make use of the attack damage bonus. Tar Bomb's bonus damage is considered as a conditional attack damage bonus. Although the attack damage bonus values are not displayed in the HUD, it is still considered and directly added to the attacking unit's attack damage. The attack damage bonus values are considered by critical strike, lifesteal and cleave. They are affected by percentage-based total attack damage bonuses or reductions and can be reduced by flat reductions damage block. TALENT NOTES The multishot talent causes Clinkz to perform an instant attack on a secondary target while attacking the primary enemy target affected by Tar Bomb. The secondary target have to be within the radius for the ability to apply its conditional attack damage bonus. The search radius can be further increased by other attack range bonuses. These instant attacks can proc any attack modifiers and on-hit effects normally. They do not have True Strike. The secondary arrow has no target priorities. It simply chooses a random valid target within the search range. Since Tar Bomb affect buildings, the secondary arrows can target buildings but not Outposts. Fully affect Skeleton Archers. Launches Tar Bombs to both primary and secondary targets. Attack order is given on the secondary target. Clinkz consumes the target enemy creep or friendly skeleton and creates a Burning Skeleton Archer in their place, healing and gaining max health. Does not take Clinkz out of Skeleton are immobile and die within several attacks from a hero. Skeletons deal a percentage of Clinkz' damage. Attack range is equal to Clinkz's attack range. Only one archer can be summoned from Death Pact at a deal 25% less damage to buildings Cast Range 900Self Max Health Bonus 175/250/325/400 375/450/525/600Health Bonus as Self Heal 100%Max Creep Level 4/5/6/6Max Skeleton Archers per Cast 1Hero Attacks to Destroy 3Non-Hero Attacks to Destroy 12Attack Damage as Archer Damage 20%Archer Building Damage Multiplier Attack Interval 45 40 1/1/2/2 2/2/3/3 0 60Modifiers [?]modifier_clinkz_death_pactDeath Ability Draft NotesSutherex' bond of life and death has become a part of Clinkz, and his old bones are refreshed with repetition of the pact on lesser beings. NOTES 5262 Can be cast without breaking the invisibility of Skeleton Walk, but not other invisibility sources. The targeted unit is instantly killed, counting as a regular last hit or deny, then summons 1 Skeleton Archer on the creep's death position. Only 1 summoned Archer can exist at a time before the previous Skeleton Archer expires. Sucessive casts instantly kills the previous summoned unit. Increases Clinkz' max health without keeping the current health percentage, then heals him for the same amount. When the Death Pact buff expires, Clinkz' max health returns to normal, but his current health is kept, without exceeding his max health. Successive casts of reapply the heal, refresh the duration, and update the ability values. Cannot be cast on ancient creeps and creep-heroes. Cannot be cast on friendly creeps, but can be cast on own observer and sentry wards and own creeps. The archers cannot be controlled. They automatically attack nearby enemy heroes upon spawn, regardless of auto-attack settings. The archers only attack heroes, including illusions and clones, excluding creep-heroes. The archers only switch their attack targets when their current target cannot be attacked anymore. The archers' base and bonus attack damage is periodically set equal to of Clinkz' main and bonus attack damage respectively. However, the following bonus attack damage sources do not increase the archers' attack damage Their attack damage is not reduced by damage block sources. The attack range of the archers is also periodically set equal to the caster's attack range, if they are ranged heroes. Skeleton Archer have Tar Bomb, based on its current level. The level for the ability is set for each archer as it spawns. Leveling it afterward does not update its level on the archers. Although having a mana pool, the archers do not need mana to cast it. Heroes and creeps deal 750 and 150 damage per hit respectively to Skeleton Archers. Treat creep-heroes and illusions as creeps. The archers do not block neutral creep camps. The following neutral creeps cannot be targeted at all due to the level restriction LEVEL 4 Can consume all neutral creeps. LEVEL 3 Can consume all neutral creeps. LEVEL 2 Cannot consume Ancient Black Dragon, Ancient Granite Golem, Ancient Ice Shaman, Ancient Thunderhide, Dark Troll Summoner, Satyr Tormenter, LEVEL 1 Additionally cannot consume Alpha Wolf, Ancient Frostbitten Golem, Ancient Rock Golem, Ancient Rumblehide, Centaur Conqueror, Hellbear Smasher, Mega Ranged Creep, Ranged Creep, Super Ranged Creep, Warpine Raider, Wildwing Ripper, The Skeleton Archers' attack properties are based on Rubick's, while their Tar Bomb' ability values are based on Clinkz' current ability level when acquired. Clinkz summons an army of fiery ranged skeleton archers. Archers are immobile and die with attacks from a hero. Skeletons deal a percentage of Clinkz' damage, use his current Searing Arrows ability and attack only heroes. Attack range is equal to Clinkz's attack range. Cast Range 1200Spawn Range 1300Number of Archers per Cast 5Archers Spawn Interval 80 150Modifiers [?]modifier_clinkz_burning_army_thinkerUndispellable modifier_clinkz_burning_armyDeath Ability Draft NotesExisting on the brink of life and death, Clinkz has learned to temporarily bridge the gap between the two. NOTES 7319 Requires Aghanim's Scepter to be unlocked. Can be cast without having to face the targeted area. Can be cast without breaking the invisibility of Skeleton Walk, but not other invisibility sources. Spawns the archers in the given line one after another, starting immediately upon cast. It takes 2 seconds for all archers to spawn. Clinkz channels and shoots multiple piercing arrows in the target direction that hit all enemy units dealing a percentage of Clinkz' attack damage and applying attack modifiers, and dousing enemies with Tar Bomb slow. Cast Range 850 925Arrows Travel Distance 850 925Arrows Collision Radius 200Max Channel Time 2Number of Arrows 6Attack Damage as Damage 65% 22 45Modifiers [?]modifier_clinkz_piercing_arrowDeath modifier_projectile_visionDeath modifier_clinkz_piercing_arrow_damage_reductionDeath It's hard to say whether the blur around the Bone Fletcher is from his flaming heart or his speed with the quiver. NOTES 5259 Requires Aghanim's Shard to be unlocked. The arrows fly at a speed of 1200, and always fly the full distance. The arrows' speed are not affected by projectile speed increasing effects. The cast range and arrows' travel distance can be increased by attack range bonuses, but not by cast range bonuses. With the travel distance and the arrow collision radius, it can hit units up to 1050 1125 range away. Releases the arrows in intervals, starting immediately upon channel begin. This means it takes total of seconds to release all arrows. The arrows are released from the tip of the bow, not from Clinkz' center point. This results in the first launched arrow being offset slightly towards Clinkz's left side as compared to the following arrows. Each of the arrow causes Clinkz to perform instant attacks on enemies. These instant attacks can proc any attack modifiers and on-hit effects normally. They have True Strike, and completely ignore disarms. Despite Burning Barrage's damage coming from the ability itself, it is still considered attack damage and not spell damage. However, Clinkz can both lifesteal and spell lifesteal from the attack damage. Burning Barrage neither affects ethereal nor attack immune units. The instant attacks do not break the following abilities The average damage dealt can be defined as EXPR Atk + 15/25/35/45 + 20 × 65% The attack damage multiplier reduces Clinkz' total outgoing damage for all instant effects triggered by the Burning Barrage attacks, including the following The arrows also apply Tar Bomb based on its current level when Clinkz is still channeling Burning Barrage as the arrows are airborne. If Tar Bomb is not leveled, its damage and debuff are not applied. Tar Bomb applied by Burning Brrage do not cost any mana, are applied even if the ability itself is currently not castable. The arrows stop applying the Tar Bomb debuff if the channeling is interrupted, or when the arrows are still airborne while the channeling finishes. The arrows provide 300 radius flying vision around them as they travel, this vision does not last. Does not affect Couriers. Clinkz moves invisibly through units until the moment he attacks or uses items. Leaving Skeleton Walk creates Burning Skeleton Archers. Fade Time Speed Bonus 30%/45%/60%Invisibility Duration 30/40/45Max Skeleton Archers per Cast 2/3/4 Aghanim's Scepter Upgrade Aghanim's Shard Upgrade Modifiers [?]modifier_clinkz_wind_walkDeath modifier_clinkz_burning_armyDeath Ability Draft NotesWith a burst of fire and puff of smoke, the Bone Fletcher was nowhere to be seen. The archers' formations. NOTES 5261 Does not interrupt Clinkz' channeling abilities upon cast. The ability particle effects beneath Clinkz can be seen by allies and enemies during the ability's cast point, even while invisible. During the fade time, Clinkz can cast abilities, use items and perform attacks without breaking the invisibility. Invisibility is broken upon launching an attack, landing a successful attack, or upon reaching the cast point of items and abilities. Grants phased movement while fully invisible, and allows Clinkz to path through other units, including wards, but not through buildings. Clinkz can pick up or drop items without breaking the invisibility. The archers only spawn upon losing the Skeleton Walk buff, facing the same direction as Clinkz and spawning always in the same formation, no matter how. They are the same as the ones summoned by Death Pact and its notes fully apply. LEVEL 1 spawns 2 archers 250 range away from Clinkz to his right and left side, forming a line. LEVEL 2 spawns 3 archers, with one Archer 30° and 250 range from Clinkz' right, one at 120° and 250 range on the left, and another one 240° and 150 range at the back. One archers are at 350 range from others. LEVEL 3 spawns 4 archers, 2 archers at the north and east side are 250 range from Clinkz, while the other 2 at the south and west side are 150 range from Clinkz. The Skeleton Archers' attack properties are based on Rubick's, while their Tar Bomb' ability values are based on Clinkz' current ability level when acquired. Talents[] Recent Changes[] NEW Strafe Clinkz and his Burning Skeleton Archers gain bonus attack speed and attack range within the radius. Casting Strafe does not break Skeleton Walk invisibility. Radius 1200 Attack range bonus 200 Attack speed bonus 100/140/180/220 Skeletons attack speed bonus multiplier Duration Cooldown 30/25/20/15 Mana cost 75/80/85/90 REMOVED Searing Arrows. ADDED new Tar Bomb ability. This is now Clinkz' second ability. NEW Tar Bomb Clinkz throws a projectile that deals magic damage on impact, commanding Clinkz and all Burning Skeleton Archers in range to attack the target. The area around the target is also covered in tar for 5 seconds. Any enemy that walks across the tar is slowed and receives additional physical damage from all attacks by Clinkz or his Burning Skeleton Archers. The effect persists for seconds after leaving the area. Affects buildings. Cast range 1000 Effect radius 275 Impact damage 40/60/80/100 Attack damage bonus 15/25/35/45 Physical Movement speed slow 16%/19%/22%/25% Tar duration 5 Debuff linger duration Cooldown 7/6/5/4 Mana cost 40/45/50/55 Death Pact MOVED to the third ability slot. This is now a basic ability. No longer grants 4%/8%/12% target max health as attack damage bonus. Now has a max level cap of 4/5/6/6, creeps above these levels can no longer be devoured. CHANGED from a fixed 80/70/60 cooldown to 1/1/2/2 charges that have a 40-second replenish time. CHANGED granting 30%/55%/80% target max health as health bonus to a fixed 125/200/275/350 max health bonus. Creates 1 Skeleton Archer in place of the instant killed creep, only one Skeleton Archer can exist from this ability cast. U Reduced duration from 65 to 45. Reduced mana cost from 100 to 60. MOVED Skeleton Archer unit component from Burning Army to Death Pact. Reduced attack damage as archer damage from 30% to 20%. Reduced building damage multiplier from 1 to Skeleton Archer No longer auto-attacks targets within range. [?] No longer has 1000 health. Increased hero attacks to destroy from 2 to 3. U Increased non-hero attacks to destroy from 8 to 12. Skeleton Walk MOVED to the fourth ability slot. This is now Clinkz' ultimate ability. Now summons 2/3/4 Skeleton Archers upon cast, only one pack of Skeleton Archer can exist from this ability cast. Rescaled movement speed bonus from 15%/30%/45%/60% to 30%/45%/60%. Increased duration from 25/30/35/40 to 35/40/45. Increased mana cost from 80 to 80/105/130. Rescaled cooldown from 20/19/18/17 to 18. Aghanim's Scepter upgrade Skeleton Archer summons sourced from Burning Army do not have a number restriction. [?] Aghanim's Shard upgrade OLD Increases Skeleton Walk Skeleton Archer number of summons by 1 upon losing the invisibility in any way. NEW Grants Clinkz the Burning Barrage ability. Applies movement speed slow based on the current level of Tar Bomb. Reduced cast range from 750/800/850/900 to 850. Reduced arrow travel distance from 750/800/850/900 to 850. Increases attack damage as damage from 50%/55%/60%/65% to 65%. Reduced cooldown from 30/26/22/18 to 22. U Reduced mana cost from 45/60/75/90 to 45. Talents LVL 20 +125 attack range ➜ +200 Death Pact max health. Recommended Items[] Starting items Early game Mid game Late game Situational items Butterfly provides a massive agility and attack speed bonus as well as evasion. Diffusal Blade's mana break allows Clinkz to quickly burn his target's mana while also dealing bonus damage. The active ability also grants Clinkz a slow to keep targets within range of Burning Army. Daedalus's critical multiplier massively increases Clinkz's damage output. Blink Dagger paired up with Scythe of Vyse or Nullifier may help you catch some of the most elusive heroes in the game. Consider it if your innate mobililty isn't enough. Scythe of Vyse is comparable to Orchid Malevolence; it offers less damage output but provides a stronger disable. Solar Crest enables Clinkz to shred through the enemy's armor, and to better protect himself once the active has expired. Dragon Lance helps keep enemies within range of Burning Army. It also upgrades into Hurricane Pike for some mobility and extra attributes. Eye of Skadi stacks with Searing Arrows, which allows you to chase down heroes while improving all your attributes. Linken's Sphere can enable you to roam more aggressively without fear, and gives good mana regeneration. Moon Shard will greatly increase Clinkz's raw damage output, which is useful if you're only looking to take down enemy buildings. Nullifier shuts down Glimmers, Force staffs etc., grants bonus damage, and can heavily help you kill a hero even when his supports are there to help them. Satanic grants enormous Lifesteal that synergizes nicely with Clinkz's immense damage output, giving him an edge in manfights. Aghanim's Scepter unlocks Burning Army, multiplying Clinkz's damage output in larger battles and letting him set up large hazard zones. Divine Rapier is your only option in some games, when other items aren't enough. It should be picked up for incredible damage, preferrably after a Roshan kill. Paired up with Burning Army and Multishot it can shred both enemy supports and cores. However, it is a risky investment. Gameplay[] Audio[] History[] Equipment[] v • d • e Clinkz Equipment expand setsSets Cloak of the Fallen Compendium Scorched Fletcher Crypt Guardian's Set Demonic Vandal's Set Lineage Province of the Hunt Eternal Lost Hills Set Maraxiform's Fate Bundle Nomad of the Burning Decree Province of the Hunt Eternal Scorched Fletcher Urushin Huntsman Withering PainWeapon Bow of the Searing Soul Demon Spine Recurve Bow Heat Molten Genesis Runic Bow of CorruptionBackMaraxiform's IreTauntTaunt Xylobones Trivia[] Bone Fletcher's alternate/fun name was "Clinkz Eastwood", a pun on the name of famed actor Clint Eastwood. ▶️ "Better to run than curse the road." is a reference to a Wolof Senegal proverb, "Better to walk than curse the road". Clinkz' bow has been made by his grandfather's bones. ▶️ "Thy Flesh Consumed." may be referred to the fourth and final episode of Ultimate Doom game, and also to King James version of the Bible "And thou mourne at the last, when thy flesh and thy body are consumed" Proverbs 511. ▶️ "Ashes to ashes." is a reference to a common christian saying, popularized by the Book of Common Prayer "[...]we therefore commit his body to the ground; earth to earth, ashes to ashes, dust to dust;[...]". Gallery[] Splash artwork Concept art Ability icon progress Hero icon progress References[] Seemore of DoTa 1 Characters Builds Items on Facebook. Log In. or. Create new account. Log InMost Used Items, Clinkz, This MonthItemMatches PlayedWin RatePower Treads1,127, Crest880, Shard612, Wand608, Malevolence584, of Speed499, of Appearance312, of Vyse295, King Bar269, Blade245, Branch215, Bow209, Lance208, Band207, Breaker205, Quiver175, and Sentry Wards165, King Bar163, Stone149, Tunic132, of Destruction130, Ward122, Scepter122, of Travel121, Sphere112, of Courage107, Lotus105, Gear105, Stick96, Ward94, Pike94, Sword94, Sliver84, of Deceit82, Axe74, of Skadi69, Boots66, of True Sight65, Sword64, Orb64, Hammer61, Prism61, Knuckles58, Array57, Healing Lotus55, of Aquila54, Blade44, Stone36, Mask36, Axe34, of Pursuit33, of Wizardry32, Healing Lotus31, Gloves31, Edge29, Cloak28, Ring28, of Atos27, Blade27, Mango26, Broach26, Boots26, Staff25, Amulet24, Fangs24, of Courage24, Charm23, of Iron Will21, Pole21, Gift21, Staff21, Lace20, Bracelet19, Ring19, Salve19, Slayer19, of the Immortal18, Cap18, Shell17, Scale16, Daedalus16, of Basilius15, Rapier15, Shard14, Mask13, Raindrops13, of Corrosion12, Cuirass11, of Alacrity11, Booster11, Desolator11, Relic11, Grenade10, Orchid Malevolence10, Style10, of Agility9, Cape9, Trinket9, Fire9, Disk9, of Travel 29, of Attack9, of Midas8, Hammer8, Stone8, Seal Totem8, Shovel7, Halberd7, of Bearing7, 3 Token7, Headband7, Handle6, Orb6, Hat6, 4 Token6, Vessel6, Toy6, Scepter6, Boots6, Monkey King Bar5, Relic5, Greaves5, of Protection5, Plate4, Hat4, Blade4, Scepter of Divinity4, Staff4, of Tarrasque3, Shield3, of Flames3, Dagger3, Robe3, 2 Token3, of Strength3, Core3, Linken's Sphere3, and Yasha3, 1 Token3, of Haste3, of Insight2, Edge2, Talisman2, Offering2, of the Magi2, Orb2, Ring2, of Shadows2, of Endurance2, Machina2, of Venom2, of Serenity2, Boots2, Brooch1, of Madness1, Basher1, of Strength1, of the Dead1, Mail1, Mage Slayer1, Guard1, Hammer1, Booster1, of Evasion1, of the Vizier1, Booster1, of Regen1, of Elvenskin1, Black King of of and Hurricane Assault of Manta level 5 Heaven's Aeon Dragon Rod of Lotus 5 Octarine of and Heart of Aghanim's Blessing Revenant's Refresher of the level 2 of the level 3 level 4 Blessing - Eul's Scepter of of Wind Solar Spirit Boots of Meteor Force Magic Pipe of Swift Shared Falcon Silver Crimson of Abyssal Guardian Shiva's Diffusal Vladmir's Boots of Skull Wraith Drum of Eternal Witch Blade Battle Aether Urn of Overwhelming Orb of Hand of Ethereal Glimmer Soul Ring of Helm of the Armlet of Arcane Helm of the Veil of Holy Null Updated 2023-06-14ClinkzDota 2 guide will tell you about one of the most dangerous gankers in the game. I often hear the questions: "Which hero can win a solo?" Those. players do not want to rely on teammates and depend on them. Please, here's the answer - Clinkz. Bonik can easily kill single targets and be effective in batching. Evaporating your enemies has never felt this good, thanks to Clinkz’s new ability and playstyle. Read how to dominate with Clinkz in has always been a bit of an unorthodox carry hero. While frail, his immense physical burst potential and slipperiness let him single out and pick off enemies with ease. However, his item dependency coupled with his lack of farming capability made him difficult to pilot to Patch though, a new fiery incarnation of Clinkz has been born. Branded with a fresh new ability - the hero’s playstyle has completely shifted. Clinkz has become so formidable that he’s even found a place in the competitive scene. Just in the Group Stage of ESL One Fall 2021 alone, the hero has a 100% win-rate so far. It's not just in pro games, the hero's also sporting a increase in overall win-rate. So what is it about the Bone Fletcher that makes him so strong right now? We’re here to break it down for and Lighting - A Sizzling CombinationA key component of Clinkz’s revitalization is his new ability - Burning Barrage. Replacing Strafe, the skill is channeled, shooting out arrows in a straight line. Think Drow’s Multi-Shot, but faster and in a single BarrageWhile this change was met with some confusion and disappointment from Clinkz enthusiasts, it’s not all bad. In fact, Burning Barrage solves one of Clinkz’s main weaknesses, allowing him to clear jungle camps and creep waves easily. The real kicker here though is the last bit - "applying attack modifiers".This basically means that Burning Barrage can proc things like Chain Lightning from Maelstrom. And we're not talking just once - each one of the 6 arrows flying out can ALL proc Maelstrom. That's an absolute dumpster truck worth of this new ability and a Maelstrom, Clinkz becomes a farming machine unlike he's ever been Skill BuildApart from his new ability, nothing much else has changed for Clinkz's skills. If you want to find out more about them, you can read all the details terms of his skill build, your relationship with Searing Arrows is over - Burning Barrage is your new best friend. Of course, you still get a point in Searing Arrows first, for that sweet sweet lane harass. From there though, you should max out Burning Barrage, and only take a point in Skeleton Walk if Skill Point Distritbution at Level 6After you max out Burning Barrage, you should have more than enough damage to farm. From there, you can leave Searing Arrows at Level 2 in favor of maxing out Skeleton Walk. There's no strict rule on this though, it's really about how much you think you can use the bonus movement is the best Talent build on Clinkz?Talent Choices For Clinkz in nothing too polarizing about Clinkz's talent tree, and the choices are all pretty Level 10, Mana Regen is the easy choice due to the new item build not having much of it. Clinkz has always struggled with mana issues, and the extra battery will help you keep the farm going. With Death Pact, you should be tanky enough as it stands, and you're probably get a BKB later Level 15, the Skeleton Walk cooldown is extremely valuable, with how important positioning is with Clinkz. As much as the playstyle is a bit different, you still want to slip in and out of fights. Additionally, as Clinkz, you'll rarely find yourself lacking damage, so the +30 Searing Arrows Damage is likely how much we've already talked up Burning Barrage, the additional 2 arrows at Level 20 is a no brainer. As much as additional attack range sounds juicy, we're already going to build Dragon Lance, so you'll be at Level 25, it all boils down to a simple question. Do you want to have 5K health and hit like an absolute beast or do you want to hit two extra targets? Put simply, the Death Pact talent is insanely good. It essentially lets you stand and deliver without any fear at all. If you're worried about hitting more enemies - you might be playing the hero New Item Build and PlaystyleAs we've mentioned, Clinkz is still immensely item dependent. Fret not though, we're here to guide you through the purchasing process, and how to maneuver each stage of the Items/Laning StageDepending on your lane match-up, you'll want to either get the Quelling Blade + Magic Stick build, or the maximum amount of stats. Both will give you plenty of extra damage to last hit. If you're up against a spam heavy lane, opt for the Blade + Magic Stick BuildFull Stats BuildJust like the old Clinkz, make full use of Searing Arrows to pepper away at your opponents in lane. Clinkz's only real weakness is getting hard committed on, so be wary of that. Your game really comes online when you get Maelstrom, so making it out of the laning stage should be your utmost can rotate into the jungle early on thanks to Barrage, but it's tremendously inefficient. Instead, try to ask for a lane swap. You can even rotate to the offlane to help your team take the tower!Either way, the goal is to stay alive and keep on farming, so don't commit too hard into any engagement if at all.Early GameFrom there, you want to rush Javelin because it procs with Burning Barrage. If necessary, you can complete your Wraith Band, or even get two! Same goes for Magic Stick and Magic Wand. Remember - Maelstrom Maelstrom Maelstrom, so if you don't need them you can even skip Game ItemsAt this point in the game, you'll probably need to ferry Clarities to keep your mana topped off as well. You can also opt for Infused Raindrops too, depending on the Game and Core ItemsOnce you get Maelstrom, your farm should ramp up immensely. It's time to get that Dragon Lance. One Barrage should easily clear a creep wave or jungle camp. With Barrage and Maelstrom, Clinkz can take stacks with ease as well, so ask your team to stack Ancients for you if you can. Be sure to make use of the movement speed from Skeleton Walk to traverse the map faster too!Clinkz's Core ItemsOnce you get your Dragon Lance, you're ready to start participating in the fights. You should have your Level 15 Talent at this point, allowing you to position favorably in fights. Keep an eye out for stun setups or disables from your team to line up easy Barrages. Why Dragon Lance you ask? It actually increases the range that your Barrage flies too!As much as Death Pact, along with Dragon Lance will make you surprisingly beefy, don't be mistaken. Clinkz is not a frontliner, and you should always be shooting away from safety, just like an actual archer. You're no longer Old Clinkz, you don't run around to try and find solo pickoffs. You are now a be-all-end-all carry, and you want to keep farming up for your Eye of Skadi, the slow effect will make securing kills and fighting as whole a lot easier. With the big three items online, it's time to go ham. Of course, if the enemy team has an immense amount of control, you may want to get BKB first. If not, shred em to bits thing to note as can be seen from the clip is that you can cross large parts of the map quickly with Skeleton Walk. Feel free to use it to split push and shove waves, but always remember to join back up with your team. As much as possible, avoid fights if your Death Pact is down. It contributes a significant amount to your power level, so don't be caught without it!Late Game - Pack your Lunch Clinkz players!!You know the drill with BKB, if you can't do your job without it - pick it up. It's an extremely good item on Clinkz making you near impossible to kill. 90% of the time, it's the best pick up after Skadi. As for the final item slot, you can choose between Daedalus for more damage, or a Hex/Nullifier depending on what you Late Game BuildBoth of Clinkz's Aghanim's Upgrades, the Shard and Scepter are exceptional ones. They add a whole new dimension to the hero - area denial. Be sure to pick up the Shard when you can, and Scepter if shard in particular can be picked up before or after BKB. Just a heads up that you can actually Death Pact your own skeleton buddies, essentially "packing your own lunch". The skellies die to two opponent autoattacks, but have 1000HP, making them great targets for your terms of playstyle in the late game, nothing much should change. You should always keep an eye out for set ups from your team, and play from a distance. If you have your Agh's Shard, play around your boney buddies. Once you get to Level 25 though, you can start facing down your opponents and forcing the issue. Just be wary that with your BKB down, you are still susceptible to being gone Away!That's about all there is for Clinkz's new playstyle and build! While the hero is no longer as reliant on running around alone, he definitely feels a lot more rewarding. And besides, who doesn't love some free MMR!Burning Barrage may take some getting used to with regards to using it to it's fullest - but just as Clinkz says, "Better to run, than curse the road." What does that mean? Who knows! We've already walked you through everything you need to know, so get out there and start firing away! 0g7W.