Clinkz

From Liquipedia Dota 2 Wiki


[e][h]Clinkz
Dire Hero
Clinkz Large.png
Attributes
Strength Icon.png
15 +1.9
Agility Icon Main.png
22 +3.3
Intelligence Icon.png
16 +1.55
Damage
15 - 21
Armor
2.08
Movespeed
300
Base Stats
Sight Range:
1800 / 800
Attack Range:
640
Missile Speed:
900
Attack Duration:
0.7 + 0.3
Cast Duration:
0.5 + 0.51
Base Attack Time:
1.7
Magic Resistance:
25%
Turn Rate:
0.4
Level Changes
Level:
1
15
25
Hit Points:
500
1,020
1,400
Mana:
251
482
658
Spell Amp:
1.1%
2.6%
3.8%
Armor:
2
9
13
Damage:
37-43
83-89
116-122
Most played as
LessMore
1
2
3
4
5

Clinkz icon.png Clinkz, the Bone Fletcher[edit]

Recommended Roles
Carry.png Carry Escape role.png Escape Pusher.png 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.

Abilities[edit]

Strafe
Clinkz strafe.png
Ability: No Target
Affects: Self
Clinkz attacks with a barrage of arrows. Dramatically increases attack speed for a short time.
QT
Mana Cost dota2.png 90
Cooldown Clock.png 40 / 35 / 30 / 25
Bonus Attack Speed130
 200 (Level 25 talent)

Duration
4 / 6 / 8 / 10
 Affected By:  Can be Dispelled
It's hard to say whether the blur around the Bone Fletcher is from his flaming heart or his speed with the quiver.
Notes
  • The burning animation while active is visible to both allies and enemies.
  • Can be dispelled.
Searing Arrows
Clinkz searing arrows.png
Ability: Unit Target
Affects: Enemy Units
Buildings
Damage: Physical
Imbues Clinkz's arrows with fire for extra damage.
WR
Mana Cost dota2.png 10
Bonus Damage30 / 40 / 50 / 60
 60 / 70 / 80 / 90
 (Level 15 talent)
Clinkz simply lights his arrows from his flaming essence for quite the destructive effect.
Notes
Skeleton Walk
Clinkz skeleton walk.png
Ability: No Target
Affects: Self
Clinkz moves invisibly through units until the moment he attacks or uses an ability.
EW
Mana Cost dota2.png 75
Cooldown Clock.png 20 / 19 / 18 / 17
Bonus Movespeed15% / 25% / 35% / 45%
Duration20 / 25 / 30 / 35
Fade Time0.6
With a burst of fire and puff of smoke, the Bone Fletcher was nowhere to be seen.
Notes
  • Clinkz can pass through units when under the effects of Skeleton Walk.
Death Pact
Clinkz death pact.png
Ability: Unit Target
Affects: Creeps
Clinkz consumes the target friendly or enemy creep, gaining a percentage of its hit points as max health and damage.
RE
Mana Cost dota2.png 100
Cooldown Clock.png 85
Health Gain50% / 70% / 90%
 of target's current HP

Damage Gain
5% / 7% / 9%
 of target's current HP

Duration
65
Cast Range400
Sutherex' 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
  • When the buff duration ends Clinkz's max health returns to normal, but his current health does not change. If his current health was above the maximum, it is reduced down to the maximum available.
  • Clinkz gains a white hot effect around his head for the duration of Death Pact. This is also visible to enemies.
  • Does not affect ancient units.

Talent Tree[edit]

Talent Tree
+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

Recommended Items[edit]

Standard Build
Starting Items Early Game Mid Game Late Game
Healing Salve Tango Iron Branch Boots of Speed Soul Ring Ring of Aquila Power Treads Magic Wand Desolator Black King Bar Bloodthorn NoItem.png
Faerie Fire Circlet NoItem.png Magic Stick NoItem.png NoItem.png NoItem.png NoItem.png NoItem.png NoItem.png NoItem.png NoItem.png

General Strategy[edit]

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.

Overview[edit]


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.

Skill Build[edit]


Level 1 2 3 4 5 6 7 8 9 10
Spell Clinkz searing arrows.png Clinkz skeleton walk.png Clinkz searing arrows.png Clinkz strafe.png Clinkz searing arrows.png Clinkz death pact.png Clinkz searing arrows.png Clinkz skeleton walk.png Clinkz skeleton walk.png Talents.png
Level 11 12 13 14 15 16 18 20 25
Spell Clinkz skeleton walk.png Clinkz death pact.png Clinkz strafe.png Clinkz strafe.png Talents.png Clinkz strafe.png Clinkz death pact.png Talents.png Talents.png

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.

Early Game[edit]


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.

Mid Game[edit]


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.

Late Game[edit]


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.

Version History[edit]

Balance Patch History
Patch Version Balance Changes[1]
7.06c
  • Buff Skeleton Walk movement speed increased from 11/22/33/44 to 15/25/35/45%
  • Buff Death Pact health gain increased from 50/65/80% to 50/70/90%
  • Buff Death Pact damage gain increased from 5/6.5/8% to 5/7/9%
7.06
  • Nerf Death Pact cooldown increased from 45/30/15 to 85
  • Buff Death Pact duration increased from 35 to 65
7.02
  • Buff Level 15 Talent from +12 Strength to +15
7.00
  • Buff Death Pact cooldown rescaled from 45/35/25 to 45/30/15
  • New Added Talent Tree
6.88
  • Buff Attack range increased from 630 to 640
6.86
  • Buff Agility growth increased from 3 to 3.3
6.85
  • Buff Strafe cooldown reduced from 45/40/35/30 to 40/35/30/25
6.84
  • Buff Skeleton Walk cooldown from 20 to 20/19/18/17
  • Buff Death Pact cooldown from 45/40/35 to 45/35/25
6.83
  • Buff Base attack range increased from 600 to 630
6.82
  • Buff Searing Arrows is no longer a Unique Attack Modifier
6.81
  • Buff Death Pact cooldown reduced from 45 to 45/40/35
6.79
  • Buff Searing Arrows damage increased from 20/30/40/50 to 30/40/50/60
  • Nerf Searing Arrows manacost increased from 8 to 10
  • Buff Searing Arrows is no longer blocked by magic immunity
6.78
  • Buff Strafe cooldown decreased from 60/50/40/30 to 45/40/35/30
6.75
  • Buff Strafe attack speed bonus increased from 110 to 130
6.74
  • Buff Death Pact hp bonus increased from 50/60/70% to 50/65/80%
  • Buff Death Pact damage bonus increased from 4/6/8% to 5/6.5/8%
6.73
  • Buff Wind Walk movement bonus increased from 10/20/30/40 to 11/22/33/44%
  • Buff Strafe Attack Speed bonus increased from 90 to 110
  • Buff Searing Arrows no longer has a cooldown at level 1
6.69
  • Nerf Death Pact attack damage rebalanced from 6/7/8% to 4/6/8% of targets HP
6.67
  • Rework Death Pact reworked
6.65
  • Buff Searing Arrows cooldown from 2/2/0/0 to 2/0/0/0
6.63
  • Buff Strafe changed from 50/60/70/80 AS for 10 seconds to 90 AS for 4/6/8/10 seconds
6.61
  • Buff Improved Searing Arrows damage from 10/20/30/40 to 20/30/40/50
  • Buff Rebalanced Strafe from 20/40/60/80 IAS with 30 seconds cooldown to 50/60/70/80 IAS with 60/50/40/30 seconds cooldown
6.58
  • Buff Death Pact can now be used on any non-hero unit, not just allied units.
6.55
  • Buff Improved level 2 and 3 manacost and regen on Death Pact
6.50
  • Buff Lowered Searing Arrows' cooldown

Notable Players[edit]

Notable Players
Black^ SL i-League.jpg.jpg Fear frankfurt major 2015.jpg Funn1k6.jpg
Black^ Fear Funn1k

See also[edit]

External links[edit]

Guides[edit]

References[edit]