ColdSnap (Quas, Quas, Quas) - [ Y ] Invoker draws the heat from an enemy, chilling them to their very core for up to 6 seconds based on Quas. Any damage taken in this state will briefly stun them for 0.4 seconds and deal 30 damage. Triggers cooldown goes from 0.8 to 0.6 seconds based on Quas. Cooldown: 20.
Clinkzis Strong Against Anti Mage Ember Spirit Huskar Nature's Prophet Viper Matchups Item counter Items that counter Clinkz Blade Mail Black King Bar Orchid Malevolence Linkens Sphere Lotus Orb Manta Style Hero Information Strength Good escape abilities. High movement speed. High attack damage. Invisible ganker. Destroys buildings quickly.
Startingitems: Iron Branch gives Clinkz much needed attributes. They can either be planted to double the duration of Tangoes, or can later be built into Magic Wand. Slippers of Agility gives Clinkz agility, helping offset his low base attack damage. Tango gives Clinkz the basic health regeneration to stay longer in lane.
WelcomePinoy DotA Forum member! Latest Questions; 4 posters. Best Item Build for Clinkz? juliusgabrielpro. juliusgabrielpro Posts: 11 Join date: 2009-05-29 Shoutout: ƒ[x] = -ƒ[x] Post n°1; Best Item Build for Clinkz? by juliusgabrielpro Fri May 29, 2009 8:53 pm MKB and a BoT when it shifts to late game I easily get owned since I'm
Vay Nhanh Fast Money. 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!
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[]
Lane PresenceLanePresenceWin RateKDA RatioGPMXPMSafe your Clinkz performance with Dotabuff's new Hero Mastery!Analyze NowNew!Trending Guide2023-06-11 Off Lane Support 4104 RussiaRadiant~ 5500 Ratio84%Team Kill %555GPM798XPM266APM4Runes3/7Wards20/57/76LH 10/20/30015512282122245533104045Popular ClipsThis MonthMost Popular Ability Build Rate249111358612187131510Most Used ItemsThis WeekItemMatchesWinsWin RatePower Treads223,760120, Crest191,902107, Malevolence133,88571, Wand122,46165, Shard116,29867, of Speed102,92851, of Appearance64,73430, of Vyse57,87036, VersusThis WeekHeroAdvantageWin VersusThis WeekHeroDisadvantageWin Updated 2023-06-14Win RateThis WeekPick RateThis WeekMeta TrendsThis WeekTalent Pick Rate+ Bomb Multishot+ Win Pick Rate-7s Strafe Win Pick Rate+40 Strafe Attack Win Pick Rate+ Death Pact Health+ Win Pick Rate+1 Death Pact Win Pick Rate+ Attack Range+ Win Pick Rate-3s Skeleton Walk Win Pick Rate+ Tar Bomb Bonus Attack Damage+ Win RateMore Popular +WIN%Hero RankingsRankPlayerHero 2023-06-116, 2023-05-286,1473rd悟道 2023-06-136,0834thTrai Tumple 2023-06-136,0685tho-o 2023-05-316,0246thiroha 2023-06-026,0207thVANSKOR 2023-05-236,0088thvinterriket 2023-06-105,999Time PlayedPeriodDurationTotal17039y 49d 13h 40mThis Month30y 97d 17h 5mHero AttributesMovement speed290Sight range1800/ attack - 50Attack CosmeticsThere appears to be no cosmetics for Clinkz
Gameplay[] Playstyle Clinkz is a great ranged carry with high offensive burst damage. Though frail and easy to kill, Skeleton Walk grants Clinkz stealth and haste to escape and re-position himself. This skill is also what makes Clinkz such an incredible ganker. His Searing Arrows provide huge bonus damage, greatly injuring enemies in conjunction with Death Pact. Despite his high damage, Clinkz has no disabling abilities, and has difficulty killing enemies once they move out of range. Pros Cons Invisible ganker. High attack damage. High farm speed. High movement speed, which makes him somewhat resistant to Dust of Appearance's slow. Good escape ability. Can steal creep abilities. Can single handedly take map control by pushing and destroying towers quickly. Bad attack animation. Low damage without Searing Arrows in the early game, which cost mana to use. Quite mana intensive. Extremely fragile. No innate disables. Quite item dependent. Quite mediocre base stats and stat growth. Countered by True Sight. Carry[] Searing Arrows helps Clinkz last hit during the early game, compensating for his slow attack animation and pathetic base damage. Skeleton Walk serves as an escape ability in the early game. One level is enough to keep yourself out of enemy vision most of the time. Death Pact's power increases significantly per level, and is Clinkz's main source of damage, so level 6, 12 and 18 are important milestones for Clinkz. Ability Builds[] Carry Clinkz 1234567891011121314151617182025 Talents[] Tips & Tactics[] General[] Abilities[] Burning Barrage[] Searing Arrows[] Skeleton Walk[] One point of Skeleton Walk is enough to ensure Clinkz' safety, however, constantly check the enemy for Dust of Appearance or Sentry Wards Use Skeleton Walk to disjoint projectiles. Use Skeleton Walk to escape ganks. Use Skeleton Walk a good amount of time before you expect to ambush an enemy, or appear in a fight. This triggers the cooldown early, therefore allowing you it again soon after, either for a quick escape or to chase down any survivors. Use Skeleton Walk before crossing commonly warded spots, such as the river, to avoid being seen coming. Avoid non-warded highgrounds if you plan to gank invisibly, as the enemy may have Sentries up the cliff. Use Skeleton Walk to chase down heroes, move between lanes, and escape from failed ganks/teamfights. With Aghanim's Shard, it creates 2 burning army skeletons, which each do 30% of your attack damage, and combined, do 60%. This damage combined with Burning Barrage and a a few items like Orchid Malevolence and Gleipnir is often enough to outright kill most supports, and can still do significant amounts of damage to carries, or force them to use Black King Bar. Death Pact[] Burning Army[] Burning Army benefits from bonus attack range, base damage, talents, and Searing Arrows. Burning Army does incredible damage, as it has 30% of Clinkz' attack damage. This means that having 4 of them already surpasses Clinkz' attack damage. Use Burning Army at the center of a fight or along the path of where enemy heroes are using to escape. Use it to disable enemy Blink Daggers. 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.
clinkz dota 1 item build