Dota2 - Clinkz Build Guide BIO 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.
Thetwo most important upgrades for this build are Skeletal Colossus and Giant Skeletons. The first summons a massive, friendly Wraith King to tank bosses and deal good damage. The second buffs Burning Army archers' attacks into area-of-effect missiles. When combined, they turn Clinkz into the ultimate Aghanim's Labyrinth summoner.
Thisis hands down one of the best items for Clinkz. The mana regen makes it so you never have to worry about mana ever again. It gives amazing attack speed, decent damage, and an amazing active that allows you to not only silence and amplify damage 25% for 5 seconds, but gives you a tool for team fights.
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. 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!
Clinkz "Bone Fletcher" this dota hero always play as carry with its games sometimes could be as support due to its invisibility skills. This hero could be also dangerous at the start of game with its damage skill and right item build. Clinkz "Bone Fletcher" Skill Build Level 1. Wind Walk Level 2. Searing Arrows Level 3. Searing Arrows Level 4. Strafe Level 5. Searing Arrows Level 6. Death Pact Level 7. Searing Arrows Level 8. Wind Walk Level 9. Wind Walk Level 10. Wind Walk Level 11. Death Pact Level 12. Strafe Level 13. Strafe Level 14. Strafe Level 15. Stats Level 16. Death Pact Level 17. Stats Level 18. Stats Level 19. Stats Level 20. Stats Level 21. Stats Level 22. Stats Level 23. Stats Level 24. Stats Level 25. Stats Clinkz Initial Item Build Ancient Tango of Essifation Healing Salve Wraith Band Stout Shield Slippers of Agility Clinkz Core Item Build Power Threads Vanguard Yasha Oblivion Staff Buriza de Kyanon Orchid of Malevolence Clinkz Luxury Item Build Sange and Yasha Butterfly Divine Rapier Manta Style Monkey King Bar
Find constantly updated Clinkz guides from the top performances of the week. Each guide includes item builds, ability builds, timings and more. Get PlusGet FeaturedHero Guides are based on TrueSight data from matches with a verified player or Plus subscriber. Off Lane Support 4104 RussiaRadiant~ 5500 Ratio84%Team Kill %555GPM798XPM266APM4Runes3/7Wards20/57/76LH 10/20/300155050207240858102812281520212224552740302033103510382440264045015512282122245533104045 Mid Lane Core 3213 RussiaDire~ 5500 Ratio72%Team Kill %591GPM764XPM309APM11Runes3/1Wards30/47/81LH 10/20/30031405050636091110461419160217522128251726512928304109111046175226513041 Off Lane Core 5810 SE AsiaRadiant~ 5500 Ratio83%Team Kill %591GPM698XPM96APM8Runes-/2Wards15/37/62LH 10/20/30035204290604091412221459171520472242230026473443363243404929500253375507091423003443434053375507nameless won a Radiant Comeback 2023-06-10 Safe Lane Core 3544 EuropeRadiant~ 5000 Ratio83%Team Kill %761GPM935XPM346APM5Runes50/105/155LH 10/20/3003390400064711181240155622242312245329413225040011181556231229413225bidjo won a Stomp 2023-06-13 Off Lane Core 3129 RussiaDire~ 5500 Ratio89%Team Kill %512GPM514XPM302APM4Runes14/35/69LH 10/20/3002250553083414551623200021322216263730333054022508341211162322163054 Last Updated 2023-06-14
Contents 1 Bad against... Others Items 2 Good against... Others 3 Works well with... Others Bad against...[] Zeus can reveal Clinkz with Lightning Bolt. He is vulnerable to Zeus's magical nukes, due to his low health pool. Others[] Items[] Dust of Appearance, Gem of True Sight and Sentry Wards are very effective against Clinkz's invisibility, though he still has high movement speed while invisible. Blade Mail can deal huge damage to Clinkz and it has no way to heal himself in a fight or protect against this damage with Black King Bar. Due to his high attack speed and range, Clinkz can have 3-4 attack projectiles flying at once, which are easy to reflect with Blade Mail. If Clinkz starts to build Orchid Malevolence or Scythe of Vyse as a source of reliable disable Linken's Sphere can blocks these and allows his target to escape. Lotus Orb or Manta Style to dispel them. All of Clinkz's damage comes from his attacks. If an enemy can build high amounts of armor, such as Assault Cuirass, Clinkz becomes much less of a threat to them. Special mention goes to Shiva's Guard which also slows Clinkz's attack speed. After emerging from invisibility, items such as Force Staff and Hurricane Pike can be used to create distance between Clinkz and his target, preventing Clinkz from dealing damage. Natural counters to physical burst, including items that provide armor, Ghost Scepter or Ethereal Blade prove useful against Clinkz. Eul's Scepter of Divinity and Heaven's Halberd, while useful to mitigate Clinkz's attack output, cannot entirely protect your team from his Skeleton Archer. Good against...[] Ember Spirit's Flame Guard provides no protection against Clinkz's physical damage output. Ember Spirit's low armor and health make him easy to kill quickly if a teammate can hold him down. If Clinkz has farmed an item that can disable, he can sneak up to and hunt down Ember Spirit while he farms or split pushes alone. Nature's Prophet is often by himself. Clinkz can use invisibility to hunt him down and kill him, although a Quelling Blade may be needed to cut through his Sprout. Orchid Malevolence may also be needed if 3-4 seconds are not enough time to kill him, as he can teleport away. Clinkz can match Nature's Prophet's ability to split push. Others[] Works well with...[] Her Frost Arrows also slows enemies that aid Clinkz to attack the target more easily. She also has a strong silence, allowing Clinkz to save up his Orchid's ability. In the laning phase, Clinkz can go invisible and stand next to enemies so that Purification's damage hits them for sure, setting up a kill this way. Degen Aura's strong slow allows Clinkz to get more attacks off on enemies. Others[] Community content is available under CC BY-NC-SA unless otherwise noted.
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[]
clinkz dota 1 item build