|Carry Escape Pusher|
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 decried an unbreakable spell: to any who slew the demon would be granted Life Without End.
Unaware 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.
Clinkz attacks with a barrage of arrows. Dramatically increases attack speed for a short time.
Clinkz consumes the target friendly or enemy creep, gaining a percentage of its hit points as max health and damage.
|+70 Strafe Attack Speed||25||+125 Attack Range|
|+10 All Stats||20||20% Evasion|
|+30 Searing Arrows Damage||15||+15 Strength|
|+10% Magic Resistance||10||+10 Intelligence|
|Starting Items||Early Game||Mid Game||Late Game|
When Clinkz stalks invisibly through the battlefield, none are safe from ambush. Swift of foot and arrow, he rains fiery death upon his foes, then retreats to absorb life from the creatures of the forest as he prepares for his next assault.
Clinkz is a versatile and powerful Ganker/Carry hero with excellent pick off potential.
Strafe is your general attack speed steroid. Try to use it whenever an enemy is immobilized, so that most of your time is spent attacking, and not chasing the target. It's also one of the best pushing abilities in game, so don't be afraid to use it against towers.
Searing Arrows is where your damage comes from. It gives 30 bonus damage for 10 mana at level one, so you can use it in lane to get last hits if needed. Be careful with spamming it, since you have a below average mana pool. Combined with Strafe it can be really mana intensive. Don't forget that the bonus damage works on towers and other buildings.
Skeleton Walk is your main escape and roaming ability. Use it to get pick offs, position yourself in a teamfight or escape from enemies. At level 1 the duration is already the same as the cooldown. Be careful not to overextend, Clinkz is a really squishy hero when caught out of position and can easily be bursted down.
Death Pact is what gives you survivability and some damage. It devours an enemy or neutral creep, and gives you temporary HP and damage. On early levels, if you don't wish to leave the lane to Death Pact a creep, you can use it on your own lane creeps to deny xp and pull back the wave. Always try using it on the large neutral creeps, like the Centaur Conqueror, Satyr Tormentor or Troll Summoner. Use the cooldown strategically, before a pick off or teamfight starts. Be careful to not lose the buff before fighting, since Clinkz has a below average HP pool. On level 1 and 2 the cooldown is longer than the duration, only at level 3 is the cooldown the same as the duration.
The most common skill build is to max Searing Arrows first, getting Skeleton Walk at level 2 and Strafe at level 4. Max Skeleton Walk next, then max Strafe.
Clinkz is great at any lane. Searing Arrows can be used to harass and get last hits. It might be tempting to get early kills with Searing Arrows, but remember that overextending with Clinkz might be certain death. Focus on your last hits to get some quick core items. A Ring of Aquila is a good first item, but remember to disable the aura in lane. A Soul Ring is absolutely core, because it has perfect synergy with your ultimate Death Pact.
You should have your Orchid Malevolence partially completed by now. Focus on completing it as soon as possible. This is where Clinkz really shines. When you have your Orchid Malevolence completed, you can really start picking off targets. Start roaming the map aggressively. Try finding weak targets, and pick them off with Orchid, Strafe and Searing Arrows. You can roam through the enemy Jungle or in the lanes. Ask your support to ward aggressively in these places. A good Clinkz should make supports, and later on all enemies, afraid to run around alone.
Clinkz is a really good pusher with Strafe and Searing Arrows. If you can't find an easy kill when roaming, focus on getting a tower instead. Be careful not to linger around too long, you're still squishy at this stage of the game.
In teamfights positioning is key. Keep the initiating to others, and try to stay behind. When the fight has started, look for weak targets and pick them off. If needed, you can build a Black King Bar to increase your survivability in teamfights. Otherwise, look towards a Monkey King Bar or Daedalus depending on the situation. A Monkey King Bar makes sieging towers easy. A Daedalus increases your damage output in teamfights and pick offs.
By now, most outer towers should be down. Keep warding aggressively to get a pick off, so when you get one you can start sieging the enemy base. Good luxury items you can buy are Daedalus to really increase your damage if you got the Monkey King Bar first, Butterfly to get the survivability against enemy carries and get some nice attack speed and damage, Scythe of Vyse to make picking off targets even easier, Manta Style to make sieging towers easier and to dispel Dust of Appearance from yourself. Burning shows how it's done.
|Balance Patch History|
|Patch Version||Balance Changes|