Clinkz Guide by Xcalibur
Artist: Don Don
  • Guide Navigation
  • HOME
  • ABOUT
  • DRAFTING
  • SKILLS & BUILDS
  • ITEMS & BUILDS
  • EARLY GAME
  • MID & LATE GAME
Author:
Xcalibur & Co.
Date: 01/2019
Tags:
text
Clinkz
Builds
Tactics
Analysis

Welcome

Welcome to Xcalibur's Book of Clinkz, a hero guide part of the Book of Dota series!

Here you will find all the information you need to learn to play Clinkz on a high level – from drafting and builds to the optimal playstyle in different lanes and situations. We hope you’ll enjoy this guide and find it useful!

xcalibur clinkz stats
TL;DR:

Draft: Try to pick him later in the draft to avoid direct counters. Most importantly, pick him in games where you will have the opportunity to find pick-offs in the early-mid game. Teams that like to 5-man from early on are your nightmare.

Early Game: Decide whether you want to go to the mid or to the safe lane. Get as much farm as possible while harassing your lane opponent out of the lane.

Mid & Late Game: After you have some items start rotating around the map to find pick-offs. Use your invis + mobility to find a target, get a kill, repeat. If possible push towers after successful kills and use your ultimate in skirmishes and team fights.

Authors

Steve "Xcalibur" Ye
Endorsement & Info

Xcalibur is one of the biggest pub-stars in the history of Dota - he has claimed the number 1 spot on the EU leaderboard numerous times and before the reset, he peaked at over 9 000 MMR.

His incredible success in pubs made him one of the hottest stand-ins in the pro scene and later on allowed him to play for major Dota teams like Fnatic.

Nikolay "CTOMAHEH1" Kalchev
Info & Editing

CTOMAHEH1 started his pro career as a support in Basically Unknown together with Mind Control. Since then he has consistently been playing on the European T2 scene, most recently on Unchained Esports. 

His highest placement on the EU ladder is top 100 - he plays all roles (mainly support), which is untypical for high-ranking players and shows his great versatility and understanding of the game.

Rijad "Cookie" Sarajlic
Writing & Info

Rijad originally calibrated at 1k MMR when playing with a friend. When his friend quit Dota, he decided to git gud and in 1.5 years he was able to reach 5k MMR. Nowadays he is 6k and spends a lot of time writing guides and making educational streams on Twitch.

The one bad thing about him is that he spams Arc Warden (Shame!). Yet, who are we to judge when his methods are obviously so effective.

Kyril "MrNiceGuy" Kotashev
PM & Editing

Esports and gaming enthusiast since forever and founder of Dotahaven.

Has been playing Dota since 2005 (5.84). An Ancient I player in Dota 2.

Better to run than curse the road.

Clinkz the Bone Fletcher is one of the ranged heroes in the game with the highest single target DPS. He is a very strong laner and thanks to his hero-hunting capabilities he can easily snowball and take over the game. This makes him a great hero for winning solo ranked games, but also a capable pick in more aggressive strategies.

Clinkz Loadout
Stats
Level 1
Level 15
Level 25
STR
12
Very Low
39
Very Low
57
Low
AGI
22
Very High
58
Very High
84
Very High
INT
18
Low
42
Very Low
59
Very Low
Attack
37-43
Very Low
73-79
Very Low
99-105
Very Low
Armor
4.4
High
11.69
High
16.88
High
Resistance
25
Medium
27
Medium
28
Medium
HP
416
Very Low
894
Very Low
1236
Very Low
MP
291
Low
567
Very Low
771
Very Low
MS
299
High
305
High
310
High
STRENGHTS

MAJOR:

Annie, are you ok?
The first thing that comes to mind when talking about Clinkz should be his incredible ability to gank - every single ability that he has is made for a quick murder.

Sniper:
Clinkz has one of the highest attack ranges in the game. Moreover, he can use his ultimate to have impact in team fights from a big distance, without risking his life.

MINOR:

Mind-games:
Even when not killing, a good Clinkz puts pressure on the map simply because of the fear the enemy gets of dying.

And the thing goes skrrra, pap, pap, ka-ka-ka:
Due to his first two abilities and being a natural Desolator hero, Clinkz can rip apart objectives like no other.

No LH 4 u:
Due to his 2nd ability, he can easily harass any hero out of the lane

WEAKNESSES

MAJOR:

Creeps are creepy!
Clinkz is a very slow farmer, to clear a wave fast enough it requires him to have quite a few levels and use a large portion of his mana.

No flesh on those bones:
Clinkz is very squishy. He depends on his invisibility, high range, and mobility to survive. Heroes with gap-close and Dust could make it very difficult for him to stay alive.

MINOR:

1 year later…
He has a terribly slow attack animation, making last-hitting challenging even with the damage from his 2nd ability.

There’s just too many of them!!!
Clinkz has no built-in AOE abilities, this makes him a terrible pick against almost any hero with illusions or units.

Go away, support!
Clinkz is quite level dependent, as he needs max level in his 1st and 2nd ability, with a couple of points in his 3rd to be able to gank efficiently.

Replays

VP vs Mineski, TI8

(Pre 7.20)
MATCH ID 4072772695
Replay

No[o]ne has a flawless performance (14-0-8) on a mid lane Clinkz. He finishes the laning stage with 65 creeps, 3 kills and a tower to his name, which propels him forward in a big way and lets him stay on the top of the net worth chart for the majority of the game. He plays against Storm in the mid lane, which is a favorable matchup for Clinkz due to his long-range harassment. When combined with the rotations of Rodjer's Earthshaker, this makes the early game almost impossible for the Storm.

Notice that in the late game (after Deso + BKB) No[o]ne buys a Hex. This is a key purchase for this game because he needs to be able to lock down and kill the mobile Storm. Investing in Orchid would not cut it in this case, because Storm has Eul's and BKB to deal with the silences and Clinkz needs to prevent him from using his items. The viable choices are either Hex or both Orchid + Nullifier, which is way more expensive a wouldn't allow VP to finish the game as fast as they would just with Hex.

No[o]ne also deals the majority of the tower damage of the team despite being a ranged carry. He knows that if the enemy team tries to initiate on him, his teammates have terrifying counter-initiation thanks to ES + Enigma + Silencer and can always save him and turn the fight around.

Optic Gaming vs Blue Pikachu, SL i-League Invitational Season 4

(Pre 7.20)
MATCH ID 3668631785
Replay

PAjkatt has an almost flawless performance on Clinkz and manages to secure the victory for his team in just 22 minutes, showing how scary the hero is once he starts snowballing. He starts the game in the safe lane against Tide and deals with him very effectively, unlike most melee safe laners who would have a hard time against him. With the help of his roaming supports he manages to get two kills in the laning stage, which propels him to a very good starts: he gets his Aquila + Desolator on the 12th minute. Afterward, he immediately buys a BKB to remove the threat of Lion and Tide’s at which point the enemy team can do nothing to stop Optic.

Drafting

Clinkz is an incredibly strong lane bully, so when it comes to drafting him the first things that should come to your mind is if the enemy has laning phase dependent heroes, especially when going to the mid lane with him. He’s often able to kick the enemy laner out of lane completely at level 1, which now secures him the whole laning stage, and with that advantage, he can transition into picking off and snowballing on other lanes.

That being said, his mid-late-game almost completely consists out of picking off and taking objectives like towers or Roshan, so the most IMPORTANT thing when it comes to picking Clinkz is checking if you can gank in the early-mid game. If the enemy has incredibly elusive heroes, heroes with illusions or just strong defensive supports that would stick to their cores to save them, then Clinkz is not the pick for that game.

Though, fear not, even if they already picked such heroes after you, due to his damage Clinkz is an amazing pusher and team-fighter. You can force rotations by taking towers and then ripping the enemy apart 1 by 1 due to his insane physical DPS.

The 2nd most important thing to consider when drafting Clinkz is that he doesn’t have any built-in disables. Even though he goes for Orchid/Bloodthorn + Nullifier or Hex in the late game, in the early game he is reliant on his teammates to do the lockdown for him. If your team lacks reliable disables in the early-mid game, then picking Clinkz might not always be a good idea.

Mid Lane

The mid lane is the default option since you will be able to win most 1v1 matchups without much difficulty thanks to your Searing Arrows and you will get solo XP. It will be a difficult to totally zone out the enemy mid laner without risking overextending and dying from support rotations, but it is still possible with good creep equilibrium control.

Safe Lane

1v1 in the safe lane he will easily be able to zone out the enemy offlaner even without much help from the supports. This way your supports will be able to rotate more and help the other lanes. This is important because Clinkz is level dependent and wants solo XP. With rotations of the supports, you could kill the enemy offlaner relatively easily.

2v2 he is a bit weaker, but his harass is still very strong and with a strong lane support could win the lane. Ideally, you want to avoid 2v2 or 3v3 lanes because you are very level dependent.

Synergy

Good friends to have are:

Team Fight Control: Void, Enigma, Axe, Tide, UL

Faceless Void Portrait
Enigma Portrait
Axe Portrait
Tidehunter Portrait
Underlord Portrait

Clinkz has a big problem: he has no built-in CC. This makes him have to always focus targets down 1 by 1, but if it’s a team-fight, the enemy will be clumped together and most likely they’ll focus Clinkz as soon as he reveals himself. Pairing him up with a strong team-fighter lets him take skirmishes and team fights with ease.

Roamers with stuns/disables: ES, Other ES, SB, Tusk

Earth Spirit
Earthshaker Portrait
Spirit breaker
Tusk

In the midgame, Clinkz tends to spend all his time picking people off, but he lacks a built-in disable, pairing him with a roamer that has strong disables lets him pick-off much more reliably.

Heroes that can buff his DPS: Ogre, BS, Slardar, IO, Chen

Ogre Magi Portrait
Bloodseeker
Slardar Portrait
IO Wisp
Chen

Clinkz already hits like a truck, but why not make him hit like a Train? Heroes that can buff his physical DPS work very well with him, as he will be able to melt a super tanky target within seconds.

Supports that can keep him alive: Omni, Oracle, Dazzle, Io, Tusk

Omniknight portrait
Oracle Portrait
Dazzle Portrait
IO Wisp
Tusk

Clinkz is an incredibly powerful tower pusher. Combine him with a hero that can heal him up after a push or keep him alive during a fight and he will be able to siege towers super early on. This allows a good Clinkz to finish games quickly.

Pushing cores: Luna, DP, Invoker, Arc

Luna
Death prophet
Invoker
Arc warden

Other than having a support that can keep you alive, having another pushing core is an additional way for Clinkz to be able to siege towers very early on and end games in 15-25 minutes.

Counters

Strong Against:

Immobile team-fighters: Viper, Huskar, Undying, ET, Underlord, Tide, Medusa, Enigma, OD, Doom

Viper
Huskar Portrait
Undying Portrait
Elder titan
Underlord Portrait
Tidehunter Portrait
Medusa
Enigma Portrait
Outworld Devourer
Doom

Burning Army is a lot more effective against heroes that like to stand their ground in fights and don't find it easy to disengage and reposition. Dagger initiators are also vulnerable because the big cast and attack range of the spell could easilly mess up their initiation.

Easy to harass/Lane dependent cores: Arc, Invoker, Ember, SF, Zeus

Arc warden
Invoker
Ember Portrait
Shadow Fiend Portrait
Zeus Portrait

As previously mentioned, Clinkz really is one of the best 1v1 Laners and some heroes simply can’t afford to lose the laning phase. Clinkz can easily kick these heroes out of lane . Since these heroes lack a jungling mechanism or require a lot of levels to do it efficiently, Clinkz can simply deny them EXP or kill them and win the game just from there.

Midgame AFK farming cores: AM, Luna, Alche, Sniper, Spectre

Anti mage
Luna
Alchemist hero icon
Sniper
Spectre Portrait

Clinkz shines in the mid-game, especially because that’s when carries leave their lane and start jungling. This makes it very easy for Clinkz to find them and kill them.

Squishy heroes without good disable/escape: IO, Warlock, NP, Undying, AA, Lich

IO Wisp
Warlock
Nature's Prophet Portrait
Undying Portrait
Ancient Apparition Portrait
Lich
Phoenix

No matter what position/role, Clinkz shines at quickly bursting someone down. That being said, he’s the biggest counter to whatever hero can’t disable nor escape him reliably/fast enough. Having such enemies (usually supports) allows you to get easy kills in the mid game.

Weak Against:

Illusion based heroes: Naga, PL, TB, CK

Naga siren
Phantom Lancer
Terrorblade
Chaos Knight

Clinkz lacks any sort of AOE, because of that he simply can’t handle heroes that have strong illusions.

Heroes with true sight: BH, Slardar, BS

Bounty Hunter
Slardar Portrait
Bloodseeker

Clinkz is reliant on his invisibility to be able to roam around the map and gank. Playing against a BH or Slardar might just prevent him from doing the thing he’s best at. 

Mobile Cores: Slark, QoP, Riki, Storm, PA

Slark Portrait
Queen of pain
Riki
Storm spirit

Clinkz really likes to roam around and kill people, these heroes simply have built-in escape mechanisms that prevent Clinkz from dishing out all his damage. If you are playing against such targets you should rush an Orchid to deal with this porblem.

Moreover, such heroes usually have gap-cl

Broodmother Portrait

Broodmother: Clinkz has no way to deal with spiders and they are a huge problem in lane. It is always best to avoid picking Clinkz if the enemy can pick Brood (or ask for a lane switch).

Skills

Clinkz Strafe
Clinkz Searing Arrows
Clinkz Skeleton Walk
Clinkz Burning Army

Clinkz nimbly attacks with a barrage of arrows. Dramatically increases attack speed for a short time and grants Clinkz the ability to automatically dodge projectiles.

STATS

Cast Animation: 0+0

Attack Speed Bonus: 110/160/210/260

Duration: 3.5

CD: 30/25/20/15

Mana: 75/80/85/90

Strafe

First thing to note is that Strafe disjoints projectiles. This allows Clinkz to gank quite easily or simply to save himself. Note that the projectile gets disjointed AFTER it reaches Clinkz, not when it gets fired from the enemy hero nor while it’s in the air.

Strafe doesn’t change the target you’re hitting nor does it start an auto-attack after the button is pressed, so you should start your attack THEN cast this ability.

Imbues Clinkz's arrows with fire for extra damage.

STATS

Cast Range: 640

Damage: 30/40/50/60

Arrows per Cast: 1

CD: 0

Mana: 12

Searing Arrows

Searing Arrows is one of the best harassing tools in the game, as it can be manually cast like any spell and it won’t trigger aggro from the enemy creeps. Since Clinkz has a very bad attack animation, it’s fine to use this ability to last hit, but note that you can’t cast this ability onto your own creeps, so when denying you’ll only do your normal attack damage.

Note: The damage from Searing Arrows can’t lifesteal, crit nor be amplified with abilities like Magnus’s empower nor a DD rune, but it is physical so it gets amplified by armor reduction.

Searing Arrows work on buildings as well. This is why Clinkz is such an amazing pusher, combine this with a Desolator and Strafe any tower will melt within seconds.

Clinkz moves invisibly through units until the moment he attacks or uses an ability.

STATS

Cast Animation: 0+0

Fade Time: 0.6

Move Speed Bonus: 15%/25%/35%/45%

Duration: 20/25/30/35

CD: 20/19/18/17

Mana: 75

Skeleton Walk

Skeleton Walk is what allows Clinkz to simply enter the enemy jungle and start killing enemy heroes off. Since it gives invisibility this is the 2nd method that Clinkz has to disjoint projectiles.

Always make sure to watch out for enemy dusts as casting Skeleton Walk might just get you killed rather than saved because of the slow from dust (from level two onward, Skeleton Walk gives more MS than the slow from dust, so cast it anyway).

Clinkz summons an army of fiery ranged skeleton archers. Archers are immobile and die with 2 attacks from a hero. Skeletons use your current Searing Arrows ability and attack only heroes. Base damage is equal to your hero's base damage. Attack range is equal to your hero's attack range.

STATS

Cast Animation: 0+0.67

Cast Range: 1200

Spawn Range: 1300

Number of Archers: 4/5/6

Archers Spawn Interval: 0.8

Hero Attacks to Destroy: 2

Non-Hero Attacks to Destroy: 8

Archers Attack Interval: 1.75/1.6/1.45

Duration: 20

CD: 85

Mana: 100

Burning Army

Mechanics:

  • The Archers can't use attack modifiers
  • They inherit only your base and stat (white) damage + Searing Arrow damage
  • They only attack heroes
  • They deploy slowly, one by one, which makes them hard to use in ganks - the one at the cast point spawns first

Uses:

Team-Fights: Burning Army is, simply said, Clinkz' team-fight ability. They deal considerable damage, but deploy slowly, which makes them hard to use against mobile enemies. They are most useful in static team fights - around the HG ramps, Towers or the Rosh pit, and the spell is much easier to use if your allies have big team-fight control abilities.

Ganks: the ability is hard to utilize in ganks because of the slow deployment but you should still use it - you won't get big team fight opportunities in the early game. Try to use the vector to put the army in such a way that they spawn along the path of retreat of your target. This way you will maximize the army damage.

Skill Builds

Standard Build
Clinkz Searing Arrows
1
Clinkz Strafe
2
Clinkz Searing Arrows
3
Clinkz Skeleton Walk
4
Clinkz Searing Arrows
5
Clinkz Burning Army
6
Clinkz Searing Arrows
7
Clinkz Strafe
8
Clinkz Strafe
9
Clinkz Strafe
10
Clinkz Skeleton Walk
11
Clinkz Burning Army
12
Clinkz Skeleton Walk
13
Talent Icon
14
Talent Icon
15
Clinkz Skeleton Walk
16
Clinkz Burning Army
18
Talent Icon
20
Talent Icon
25
Pros: very high DPS;
Cons: talents skipped until much later on;

Burning Arrows are your main harass and last hit tool. Theoretically it is possible to mix them up with some Strafe levels for higher kill potential early on, but they are also your ultimate's main source of damage, so you usually want to max them.

You need one value point in your invisibility. You usually take it at lvl4, but if you are afraid of ganks - get it on 2.

You max Strafe 2nd because combined with Arrows it boosts your hero damage tremendously (it's also a defensive tool).

You usually skip your lvl10 talent - it is defensive, and usually you want to maximize your offensive capabilities for early-mid game ganks instead.

Talents

Searing Arrows Multishot
25

+3s Strafe Stacks/Duration

+16 Health Regen

20

+125 Attack Range

+30 Searing Arrows Damage
15
20% Evasion
+5 Armor
10
+12% Magic Resistance

Lvl10: Depends on what you're facing - physical or magical damage.

Lvl15:  The Searing Arrow damage is the best choice here, even though the evasion would let you stay alive more; they can’t kill you if they’re dead.

Lvl20:  The attack range is usually the choice - you want to attack from a safe distance and it increases the burning army damage as well.

Lvl25:  The Strafe duration is the choice here if your main contribution in fights is to burst down an important enemy target. If your main contribution to fights is your ultimate, however, get the multishot.

Standard Diffusal Build

The build focuses on many cost-efficient stat items (multiple Wraith Bands, Treads, Diffusal, Lance) to increase your own capabilities to fight in the early-mid game but also to increase the damage (and range) of your ultimate.

Medallion + Diffusal give you a lot of kill potential in the early-mid game and you can pick-off squishier targets even without your army.

In the late game, you get BKB for team-fights and the standard DPS combo of Bloodthorn (your army crits the Bloodthorn target) and Nullifier. Alternatives, however, are possible. If you deal the majority of your damage with your Army, you can opt to go for Hex instead.

Starting items
Circlet
Tangoes
Healing_Salve_icon
Mango
Mango
Iron branch
Early Game
Wraith Band
Wraith Band
Power Treads Agility
Wraith Band
Medallion
Mid Game
Diffusal Blade
Dragon lance
Solar Crest Icon
Late Game
Black King Bar
Bloodthorn_icon
Nullifier
Circlet
Tangoes
Healing_Salve_icon
Mango
Mango
Iron branch
Wraith Band
Wraith Band
Power Treads Agility

Power Treads: Gives him more DPS and tankiness, always remember to switch your treads when using your mana-intensive spells.

Wraith Band
Medallion

Medallion: Quite cheap and adds a lot to his burst as Clinkz arrows are physical damage. Indirectly incrases the damage of your ultimate.

Diffusal Blade

Diffusal: a cheap source of control and a lot of AGI, that your skeletons desperately need. Increases your kill potential a lot.

Dragon lance

Dragon Lance: even more attack range that gets inherited by your skeletons along with the stats of the item.

Solar Crest Icon

Solar Crest: makes your Medallion slot more efficient. Gives good stats and indirectly increases the damage of your ultimate thanks to the armor reduction.

Black King Bar

BKB: Sooner or later big team fights will start to happen, and Clinkz needs to be able to stay on his target.

Bloodthorn_icon

Bloodthorn: Clinkz lacks a disable, and many heroes can simply escape or turn on him with some abilities, this item fixes that problem. Helps with his mana problems, also great combined with Nullifier, you can “Doom” a target and burst it down.

Nullifier

Nullifier: Fixes Orchid/Bloodthorn’s problem agianst Ghost/Glimmer/Manta/BKB and adds even MORE DPS!

Maelstrom Build

You get Maelstrom, which doesn't benefit your Burning Army a lot, but increases your farming speed a great deal. In that sense, it's a better build for more passive games. Nonetheless, your kill potential with Maelstrom is also not bad at all thanks to Strafe.

In this example, in the mid game, you get Lance, Deso, and Blink followed by Hex, Travels, and Mjollnir in the late game. This build is great for pick-offs and split-pushing but doesn't benefit your army a great deal because of the low stats. If you want to contribute in team-fights more, you should go for more stat items instead - BKB, Butterfly, Skadi, Pike, etc.

Starting Items
Circlet
Slippers of agility
Slippers of agility
Tangoes
Iron branch
Early Game
Wraith Band
Wraith Band
Power treads Strength
Maelstorm
Mid Game
Dragon lance
Desolator Icon
Blink_Dagger_icon
Late Game
Scythe of Vyse
Boots_of_Travel_1_icon
Mjollnir_icon
Circlet
Slippers of agility
Slippers of agility
Tangoes
Iron branch
Wraith Band
Wraith Band
Power treads Strength

Power Treads: Gives him more DPS and tankiness, always remember to switch your treads when using your mana-intensive spells.

Maelstorm

Maelstrom: gives you a tool to clear creep waves faster, making you better at farming and even split-pushing. The proc chance has synergy with the strafe attack speed.

Dragon lance

Dragon Lance: even more attack range that gets inherited by your skeletons along with the stats of the item.

Desolator Icon

Desolator: increases your kill potential. Doesn't benefit the army too much (althouth the armor reduction is still good), but makes you much better at hitting towers, which is great if you intend to split-push.

Blink_Dagger_icon

Blink Dagger: great against heroes that are difficult to reach like Sniper & Drow. It also allows you to quickly disengage after nuking down a target or split-pushing a tower, which makes you much more difficult to catch and kill.

Scythe of Vyse

Hex: Cheaper than Bloodthorn + Nullifier and provides more Tankiness. Not only that, it even fixes all his mana problems. Of course, it doesn’t increase your DPS (it only gives 10 AGI).

Boots_of_Travel_1_icon

Travels are excellent if you are forced to split-push.

Mjollnir_icon

Mjollnir: upgrade for Maelstrom. You don't really need the attack speed so you can delay it until you run out of item slots.

Other Items

Early & Mid Game
Force staff
Orchid
Late Game
Linken's Sphere
Monkey_King_Bar_icon
Skadi
Butterfly
Divine Rapier
Force staff

Force Staff: Super situational, e.g. if you plat against Clock you might want to go for Force into Hurricane Pike to be able to get out of his Cogs.

Orchid

Orchid: an unusual early-mid game item for Clinkz after the rework, but can still work versus mobile heroes vulnerable to silence.

Linken's Sphere

Linken’s: Situational, good against the usual heroes that can jump on you with single target disables (Bat, BM, Doom).

Monkey_King_Bar_icon

MKB: synergizes with the Strafe attack speed and counters evasion.

Skadi

Skadi: the stats benefit the army and the item makes you much tankier. The passive is also useful for sticking to your target. The slow makes it harder for it to run out of the army range.

Butterfly

Butterfly: a good source of stats that benefit your ultimate. It's not core simply because you don't use the attack speed that well (you have Strafe).

Divine Rapier

Rapier: in the super late game if you start having problems dealing enough damage and killing your targets fast enough, Rapier is actually a viable choice on Clinkz and could secure you the victory. Your high attack speed and going for items like Bloodthorn or Desolator will increase the effectiveness of Rapier a lot. It is also great for split-pushing extremely fast. Needless to say, losing the Rapier could lose you the game, so combine it with survivability items - Aegis, Blink, BKB, etc.

Early Game

Clinkz 350px

Clinkz is a very powerful early game hero. His Searing Arrows allow him to harass pretty much anyone out of lane. This allows him to get pretty much uncontested farm and start snowballing and ganking out of this position.


What should also be noted is that he is level dependent, meaning it’s always best to lane him solo mid, or kick the supports out of lane so they can go roam after harassing the offlaners if Clinkz is played in the safe lane.

Farming:

Like already mentioned, Clinkz has a pretty bad attack animation, 0.7 seconds attack point and 0.3 seconds backswing, meaning last-hitting with him is not easy. To compensate for his bad animation, you should always use Searing Arrows to significantly increase his damage. You can stand close to the creeps and last hit normally, but only do it if you are very confident because 10 mana for a guaranteed last hit is always worth it.

Harassing:

As mentioned, Searing Arrows can be manually cast so that it doesn’t trigger aggro. This allows Clinkz to be one of the strongest heroes to trade harass in the early levels, usually being able to kick the enemy out of lane as early as level 1-2. The enemy should take a Searing Arrow whenever they come close to lane or attempt a last hit/deny. That being said, with his 1st ability Clinkz can even man-fight heroes at level 2-3 and win basically almost every time. If man-fighting a hero you should always consider that casting your 2nd ability doesn’t draw aggro, while their right clicks do, so it is always best to take a fight inside a creep wave. The creeps hitting your opponent will guarantee you a win, no matter against what hero you’re trading.

Against a weaker level 1 heroes like SF/Zeus/Invoker in the mid lane, it is always best to trade them out at level 1 and stay on their HG to zone them out of EXP. If this is executed properly, you can maintain a huge level advantage over them, which might completely kick them out of lane and force them to jungle with no items or force their supports to waste time trying to help them. But one should always be cautious of enemy supports waiting for you behind trees at level 1 – you are slow and squishy without your Skeleton Walk.

Surviving:

Clinkz has 2 survival mechanisms in the early game. His 1st ability disjointing projectiles and his 3rd giving him invis and MS, so if enemy supports rotate it is very hard to catch a Clinkz. That being said, if the enemy does have heavily roaming supports (Bara, ES, other ES) it is always better to abuse Clinkz’s high damage to just simply deny and last hit from the safety of your high ground as going for a lvl 1-3 trade might result in you getting surprise ganked and killed.

Remember to always check for Dusts/sentries whenever you see an enemy, especially when going invisible. A dust will make you walk slower and you might just end up dead. 

Kill Potential:

Clinkz doesn’t have much kill potential in the laning stage, outside the enemy making a mistake and man-fighting you at level 2-3. Clinkz simply lacks a disable so the enemy will have enough time to run away. But Clinkz does have insanely high harass/zone potential as you can always keep your enemies low by winning trades. Combined with some supports/roamers with disables his kill potential skyrockets. Remember to watch the map or simply ask your supports to come throw some disables so you can secure kills. 

Priorities

Priorities for mid lane and safe lane are different. Since mid lane is quite a shorter lane, you should be way more focused on harassing your opponent out of lane. The safe lane is longer and because of this controlling creep equilibrium should be the highest priority. In this lane, your support can do a lot of the harassing for you so you can focus on last hitting and creep wave control. That being said, if there are no creeps to last-hit and the creep wave is in control/equilibrium, you should be abusing that time to harass the enemy offlaners out of lane with your 2nd ability.

Safe Lane:
Lane equilibrium
Last hits & denies
Harassing
Mid Lane:
Last hits & denies
Harassing & zoning out
Positioning: watching for enemy support rotations
Video Example:

Clinkz is playing mid against a Mirana. This is a super easy matchup as Mirana is a rather squishy ranged hero. They have almost the same base damage, but Clinkz has Searing Arrows, which will not pull aggro when they make a trade. So, given such a favorable matchup, Clinkz will posture himself very aggressively. He'll basically always be on top of the creep wave, meaning every time Mirana goes for a last hit he'll be in position to harass her: their attack ranges will collide. This allows him to get 2-3 hits off every time Mirana wants to go for a last hit.

This constant harass while trying to get as many last hits as possible gives him a level and farm advantage, which lets him buy more laning items while Mirana has to be constantly sending out regen. This gives him a huge laning advantage as he'll be able to use his items to make plays later on while Mirana is stuck catching up.

Since he was in an easy matchup he got a lot of levels and farm really early, which allows his early game to end super short at 8.5 minutes. Now his midgame starts where he will rotate around more and get free kills and towers – this is what allows him to snowball out of control.

Mid & Late Game


clinkz immortal 350px

In the early-mid game, your job is to use your ganking potential to roam around the map and apply a lot of pressure on the enemy team. You are a slow farmer, so a passive game doesn't benefit you. Use your mobility, invisibility and very high single-target damage output to pick off squishy supports or farming cores.


In the mid-late game, you have a choice. If you are ahead, move with your team and take fights with the help of your ultimate. Use your damage output to claim objectives (Rosh and Towers) after successful fights to win the game.


If you are playing from behind, you might want to avoid fights and instead to focus on split-pushing to prolong the game and force reactions out of your opponents.

Rotate for ganks;
Maintain a decent level of farm;
Take objectives after successful ganks; fight with your team;
Split-push when you cannot fight;
Timings:

Your first timing is when you start ganking after the laning stage. Your priority should always be the enemy safe-laner or mid-laner, as these are the heroes who need farm the most. They’re the most leveled/farmed meaning they give the best bounties. If those aren’t possible then just take any targets you can, like the enemy supports as they’re squishy.

If those heroes have escape mechanisms you should always tell your teammates to go to that lane to set you up with a disable so you can dish out your damage. In such cases, you should try to get Hex (or Bloodthorn+Nullifier) sooner rather than later.

The early-mid game is very important for Clinkz. If you are unsuccessful at your ganks you will likely fall-behind the enemy cores in farm, which will lower your fight impact in the mid-late game.

Second timing is when the enemy team starts to move as 5. Ganks are not possible at this stage, so you should move with your team to win fights if you can or alternatively - split-push to claim objectives, force reactions, and to win time for your team to catch-up.

Comeback Potential:

After a bad earl-mid game where you were unable to pressure the enemy team and establish map control, your chances of winning are relatively low.

Nonetheless, Clinkz is a good split-pusher with one big problem - you push-out waves slowly. To mitigate this, get Maelstrom and try to split-push to delay the game. If you reach the super-late game, your high single-target damage output and the damage of your army will cause big problems for your enemies.

Team Fights:

When it comes to team fights, Clinkz’s job is to focus 1-2 key targets, then back-off and wait for Strafe to go off CD. You can always clear other heroes slowly if the fight went well, but otherwise, you should be careful.

For team-fighting with Clinkz patience is key: if you don’t have defensive supports or a BKB, you should wait for the enemy to use their key disables so you can start focusing your targets. You should never be the initiator, as the enemy will simply burst everything they have on you.

Ultimate:

The positioning of your ultimate is key. Use it as early as possible along the path of initiation/retreat of the enemy team to maximize the time that the Archers have to attack. The cast range is very big, so you can use it even before you enter the fight with your hero.

If you have team-fight control spells on your team, try to use the ultimate before your teammates use their CC. The skeletons deploy slowly, so using them after your allies initiate would usually be a bit too late.

Pushing:

5-man pushing: 

Clinkz excels at ripping towers apart. When it comes to 5-man pushing, Clinkz would be the sieging hero. Every time his strafe is off CD he should walk in and burst everything onto a tower, then back-off to regenerate or till the next Starfe is off CD. Having a BKB is very important when it comes to sieging HG as the enemy can jump on you at any moment and you need to be able to survive - you are squishy. Allies with saves and counter-initiation will make 5-man pushing much easier for you.

Split-Pushing: 

Clinkz is very elusive, moves fast around the map and deals very high building damage. His big problem is that he pushes out waves very slowly. If you think you will have to split-push, get Maelstrom. Travels and Blink Dagger for additional mobility and Desolator for tower damage could also increase your split-pushing potential a lot.

Getting the right items could make Clinkz a very good split-pusher. That being said, you usually don't want to be in this position. Ideally, you want to gank successfully, win fights with your team and 5-man push with a resource advantage to secure the victory.

Ganking:

You are mobile and elusive, so getting in position for a gank is usually fairly easy. Decide which enemies are the most vulnerable (squishy farming cores are your top priority) and pressure them.

Once you engage, use Strafe and Burning Arrows (as well as any items you have that can help like Diffusal, Medallion, etc.) to deal very high single-target damage and secure the kill.

Against mobile enemies, you would need help from your teammates because you lack any source of CC.

Try to take an enemy tower after a successful gank or quickly disengage if the enemy team is trying to counter-gank.

For tankier targets, use your ultimate when you start the gank along the path of retreat of the enemy hero.

In this example Arteezy could simply provide the damage to kill the Axe. Instead, he uses his mobility to scout and hunt down the squishier WR (Solar Crest helps him kill her despite her evasion) and comes back to finish-off the Axe, securing two kills for his team.

Map Control & Vision:

As all invisible heroes, by hunting for kills you give valuable information to your allies. If successful with the kills you also provide map control – ideally you want to push down towers after successful kills, but with Clinkz this is not always possible (e.g. when you kill someone deep in the enemy territory and the creep waves are not pushed out).

Always check enemy inventories for true sight items, as they could get you killed and stop you from snowballing.

Farming:

You deal very high single target damage but you have 0 AoE, which makes you an average farmer at best. Moreover, using both Arrows and Strafe to farm faster costs a lot of mana. Because of this, Clinkz doesn't like farming passively. Farm in-between ganks and fights.

If you know you'll spend more time farming than fighting and ganking, include Maelstrom in your build to give yourself a tool for pushing-out creep waves.