Blogs
A different look at Clinkz
Loliser
Mon 3rd Sep 2012 - 7:39pm
Why Clinkz?
Clinkz, if played correctly, is a relatively durable ranged agility carry, with massive ganking potential. Correct use of Skeleton Walk and Death Pact grant you massive amounts of survivability through stealth, movespeed and max health. Searing Arrows, Strafe and the damage from death pact are what makes Clinkz a powerful carry. Clinkz can be laned many ways, some asking for slightly different skill builds, harder lanes will require you to level skeleton walk higher than normal.
Play Style
For the purpose of this guide, you should be playing roughly as follows. Farm as safely as possible to get your early game core items up. Once you have those, your main priority is keeping your ultimate buff active, and skelton walking around to find targets to pick off. If you see a squishy hero with little disables alone, medallion them, pop strafe, and searing arrows them to death.
During Teamfights your main priority is staying alive, Damage comes second, you do a grand total of 0 damage while you're dead. Try and stay out of the way of large damage team fight ultis and turret out as much damage as you possibly can. Dont be afraid to use skeleton walk to get yourself into a better spot in the fight. Make sure you are always checking the inventories of heros for detection, it is very easy to run into a spot where you didnt know sentries were and just die.
Abilites
Strafe
Clinkz attacks with a barrage of arrows. Dramatically increases attack speed for a short time.
Duration: 4/6/8/10
Bonus Attack Speed: 110
CD: 60/50/40/30
Mana Cost: 90
This is where clinkz gets his attack speed from, 110% allows him to almost completley skip any sort of attack speed items all together. Use this whenever you're going to be attacking a hero for the duration.
Searing Arrows
Imbues Clinkz's arrows with fire for extra damage.
Range: 600
Bonus Damage: 20/30/40/50
Mana Cost: 8
This is an orb effect skill that gives a whopping 50 damage at max level, with no cooldown and a relatively low mana cost it can be used to counterbalance clinkz's very low starting damage for last hitting purposes. Dont forget that you can use this on enemy heros in lane without drawing the aggro of creeps, abuse this skill.
Skeleton Walk
Clinkz moves invisibly through units until the moment he attacks or uses an ability.
Fade Time: 0.6
Duration: 20/25/30/35
Bonus Movement Speed: 11%/22%/33%/44%
Cooldown: 20
Mana Cost: 75
A VERY powerful stealth skill, as even if the enemies have detection for you, 44% move speed grants near maximum move speed, allowing for easy escapes, or just fast movement around the map. Use this to find targets to gank as well, scout out a bit around them to make sure that they are alone.
Death Pact
Clinkz consumes the target friendly or enemy creep, gaining a percent of its HP as max health and damage.
Range: 400
Duration: 35
Bonus HP and HP Capacity: 50%/65%/80% of the killed unit's HP
Bonus Damage: 5%/6.5%/8% of the killed unit's HP
CD: 45
Mana Cost:100
Clinkz's ultimate ability, completely counters out your low starting HP / Damage. Use this on the highest health units you can find, go to hard jungle camps to use this if possible. Try to keep the buff on you at all times. If there is an enemy Chen / Enchantress, using it on their creeps is a great way to limit their usefullness and generally make them angry.
Skillbuild
This is a relatively generic skillbuild and can be changed situationally. This is assuming you are in a safe laning situation, If not I would suggest getting Skeleton Walk at level one and searing arrows at 2. You only really need level 3 strafe to pickoff most squishy heros alone, so opting leveling up skelton walk sooner to allow for faster movement around the map, and increased duration making it a good choice. If you are having trouble killing heros alone, you can pickup that last level on strafe earlier for 2 extra seconds of attack speed.
1: Searing arrows
2: Skeleton Walk
3: Searing arrows
4: Strafe
5: Searing arrows
6: Death Pact
7: Searing arrows
8: Strafe
9: Strafe
10: Skeleton Walk
11: Death Pact
12: Skeleton Walk
13: Strafe
14: Skeleton Walk
15: Stats
16: Death Pact
17+: stats
Items
Now for the slightly different part, this early game item selection allows you to start picking off more squishy support characters right away. An early BKB allows you to Survive and pump out large amounts of damage in teamfights, and then the standard orchid MKB.
Starting Items
Fairly standard starting items, you wont be using the slippers for anything, but its an extra 3 agi you can carry around until you sell it for minimal loss much later into the game, You can alternatively pick up a a gauntlets of strength for some extra health instead of the slippers.
Early Game items
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The different choice, You go phase over treads because you plan on abusing strafe as much as possible, the extra attack speed from treads isnt as relevant when you get 110 free, so we opt for more damage for faster kills, Medallion is to give your gank targets -5 armor, allowing you to hit for full, if not bonus damage. The wand is just here to help with mana issues, and wand is just overall a very good item for a hero that will be getting lots of action. The main reason for this item choice instead of just going treads > Orchid, is because once you get your phase + medallion, you can start 3/4 shotting squishy support heros with searing arrows, death pact'd creep and medallion on them.
Mid game items (Core)
BKB is VERY important on clinkz, more so than orchid in my opinion, You want to get that up in time for teamfights so you just sit there shooting arrows for your full strafe, Depending on how your farm is going, you can pickup an oblivion staff or even the whole thing before you get BKB.
End game items (Luxury)
Fairly standard late game items on clinkz, all opting for more damage / surviveabilty. Skadi does stack with searing arrows ONLY WHEN ITS AUTOCAST, making it a wonderful pickup. Dadelus crits include the damage from searing arrows making it hit very hard, and Heart is solely for survivablitly, as stated earlier you do nothing while dead.
Closing statement
All builds can be viable, there is nothing wrong with going treads -> orchid, This is just a faster way of getting into the action. This is best used when the enemy team has a lot of squishy heros that dont do too much alone.
