Dota 2
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Clinkz, the Bone Fletcher (outdated)
By 76561198041778810
Detailed and easy to understand guide to Clinkz with some advanced techniques.
   
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Introduction
Clinkz is an Agility ranged hero with a lot of burst damage. He is very effective as ganker and as carry with good pushing power. He can farm and harras easily during the laning phase, and he is one of the fastest heroes when using Skeleton Walk, but very fragile during whole game and very item dependent.

Skills:

Strafe




Duration: 4/6/8/10
Bonus Attack Speed: 130
Cooldown: 45/40/35/30 Mana: 90

Searing Arrows




Range: 600
Bonus Damage: 30/40/50/60
Mana: 10
Notes:
Searing Arrows is unique attack modifier, so lifesteal will not work, and you do not need it
because of Death Pact.
You can use orb-walking with Searing Arrows to harass your opponents.
Searing Arrows will stack with Eye of Skadi if it is Auto-Cast, but not if it is manually cast.
Works on mechanical units.
Works on magic immune units.

Skeleton Walk



Fade Time: 0.6
Duration: 20/25/30/35
Bonus Movement Speed: 11%/22%/33%/44%
Cooldown: 20 Mana: 75
Notes:
Clinkz can go through units when under the effects of Skeleton Walk.
Will not interrupt most channeling abilities or items upon activation.
When attacking, invisibility is broken before the projectile reaches the target.

Death Pact


Range: 400
Duration: 35
Bonus HP and HP Capacity: 50%/65%/80% of the killed unit's HP
Bonus Damage: 5%/6.5%/8% of the killed unit's HP
Cooldown: 45 Mana: 100
Notes:
If the target is an enemy or neutral unit, it will count as a creep kill and give Clinkz the correct
gold and experience bounty.
When the duration ends, the maximum HP returns to normal, but Clinkz's current HP remains
the same. If his HP is greater than his normal maximum, it will be set to his maximum.
Death Pact may also be used on dominated or controlled neutrals such as those used by Chen
or Enchantress to kill them instantly.
Remember to always keep this spell on cooldown.
Early game/ laning phase
Your starting items should be these:




These items will give you stats and armor, enough for getting early Ring of Aquila.




Other option to go is




If you want to skip Aquila, and think you can handle lane until getting really fast Orchid Malevolence, Magic Wand will allow you to get a quick burst of healing and mana. This item is almost always viable.




Clinkz can go solo on hard lane, can go on safe lane with some support (disabler) and can even go on mid lane if there are no better mid heroes in match. If you go on mid lane bottle should be your next item (before Ring of Aquila).
If you are solo on hard lane, take Skeleton Walk and go check the rune and after that block creeps from spawning on neutral camp that is being pulled.

Skills:
Max Searing Arrows and Skeleton Walk first, because Strafe is useless during the laning phase. Use Searing Arrow to last hit creeps and to harass the enemy. Manually cast Searing Arrows on the enemy (that is also called Orb walk and will not attract creep aggro). That way you will keep them on distance, so you lower your chances of getting ganked. Always save 75 mana for Skeleton Walk. After getting your ultimate, there is no reason for you to go back in base for the rest of the game. Use Death Pact on the bosses of the large creep camps, such as the Satyr Hellcaller and Centaur Khan. That way you get most hp and damage boost. If you use Death Pact in enemy jungle, leave the smaller creeps, so enemy carry gets less gold and xp while farming. If you need fast hp boost, use Death Pact on the lane creep with most hp you can find around.

Items:




You need two Sage's Masks because you want to get early Orchid Malevolence and they will keep your mana up during the laning phase. You can disassemble Aquila to get one Sage's Mask. If you have some troubles on the lane, get Power Treads first for some extra hp.
Mid game
If the lane is hard and you have bad farm, you can jungle with your ultimate and items you already have. Avoid any fight if you can't get kill from it. Keep farming for Orchid Malevolence.

Items:
These are core items and you should have them by around 20 minutes.




With Orchid in your inventory, you are now able to have Searing Arrows toggled on auto-cast for the rest of the game.

Skills:
So by now, you should have maxed Searing Arrows and Skeleton Walk and should have few points of Strafe.

Ganking:
Spot over-extended enemy hero, use Death Pact on the largest creep from large creep camp, Skeleton Walk to enemy hero, silence him with Orchid Malevolence and Strafe him to death. Keep doing that as much as you can, but don't get ganked while you try to gank since Skeleton Walk has big cooldown.

Positioning:
When trying to kill a hero in the forest, try to position yourself uphill. So when they run downhill, you still will be able to see him and shoot him. On the other hand, shooting uphill have 25% to miss. Anticipate the enemy movement after you attack him, if you think he will run north, then position yourself there so you can have few more shots. During team clash, position yourself at forest/unnoticed area so that people would not focus you. Always care for cooldown on Skeleton Walk.
Late mid/late game
When the team fight begins, try to go in after Death Pacting some large neutral creep, silence enemy you are focusing with Orchid Malevolence and avoid getting disabled. Enemy supports should be your first targets. You can use your ultimate during the team fight if needed. If enemy team has many disables, you must get




Black King Bar should give you enough survivability to stay alive during any team fight. After team fight, wait for cooldown on Death Pact and go jungle to heal yourself or push lane. Also you can push lane if you are too far from fight. Searing Arrows + Strafe is devastating for enemy towers.

If you think you don't need Black King Bar, or already have it, go for




With these items you are killing machine, and you should win the game. If enemy carry has evasion, get MKB as soon as possible.

Allies and counters:
Your best allies are disablers that allow you to pin down enemy heroes, and supports with mana regen spells/auras.
Counters for Clinkz are not heroes but players that buy sentries/gem so they can nuke you before you engage.

Situational Items:
If you are all about pushing lanes, this is item for you.



If you want to be very effective very early or have no farm, this is the right choice.



Dream of every carry.



This is viable when you don't know when enemy will nuke you.



If you are being focused by enemy carries, Butterfly and Heart will make you last long.



If your team lacks on disables (more carries than there should be), you can contribute fights with this item.



If you have free farm on your lane, this can be choice of almost every carry, but Clinkz can easily farm without it.




source: http://www.dota2wiki.com/wiki/Clinkz http://www.playdota.com
86 Comments
buffalodota 3 Jun, 2013 @ 6:35pm 
:)
White_wolf 3 Jun, 2013 @ 11:10am 
спс
YA2 2 Jun, 2013 @ 9:27am 
+
2H2K Kpaxs 2 Jun, 2013 @ 7:46am 
Cool
Vai Industries 1 Jun, 2013 @ 11:13pm 
Knows your enemy...
suseJ 1 Jun, 2013 @ 11:30am 
2Smejo, lol, clinkz without orchid?
Frager` 1 Jun, 2013 @ 11:30am 
nice
Smejo 1 Jun, 2013 @ 5:45am 
good build ...but orchid dont need....orchid is so good...but clinkz is more damage...
76561198067410304 31 May, 2013 @ 11:16pm 
thnx
ᶠᶸᶜᵏ ᵧ 31 May, 2013 @ 10:26pm 
hm