Clinkz/Guide

Carry

 * Searing Arrows helps Clinkz last hit during the early game, compensating for his slow attack animation and pathetic base damage.
 * Skeleton Walk serves as an escape ability in the early game. One level is enough to keep yourself out of enemy vision most of the time.
 * Beware of and s.
 * Death Pact's power increases significantly per level, and is Clinkz's main source of damage, so level 6, 12 and 18 are important milestones for Clinkz.

General

 * Clinkz relies on successful early to mid game ganks to be effective.
 * The simplest way to gank is to go invisible with Skeleton Walk, position Clinkz behind an enemy, then activate Burning Barrage with.
 * This is made easier with an which prevents enemies from using disabling or escape abilities.
 * Enemies farming in the jungle are prime targets for Clinkz to gank with this tactic.
 * Clinkz is fragile but puts out huge amounts of damage, making him a priority target in teamfights. Try to let teammates initiate while you dance around the edge of the fight dealing damage to distracted or disabled opponents.
 * If you are playing as the team's late game carry, maxing Skeleton Walk keeps Clinkz safe and able to move quickly into untaken lanes and the jungle to farm.
 * In the late game, most heroes will find a way to counter Clinkz's high burst damage. Consider more disabling items and better coordination with your team's disablers.


 * This ability is your main source of damage and bursting potential. Do not underestimate the damage it can do with proper items.
 * It has a long cooldown at level 1, so use it wisely. However, the cooldown decreases significantly, so maxing this spell after Searing Arrows is almost always necessary.
 * Use Burning Barrage to farm neutral creeps, as it has a relatively low mana cost even at max level.
 * Even better if you have a support who can make stacks for you, since this hero excels at taking stacks.
 * Use in combination with and  or allied disables to burst down targets.
 * This ability combo with Gleipnir and Orchid is easily countered by, , , and.


 * Searing Arrows is usually leveled and maxed first because its high damage helps Clinkz score last hits.
 * During the early game, a few Searing Arrows will do enough damage to harass opponents out of lane. Cast it manually (orbwalking) to avoid drawing aggro.
 * However, Clinkz should still prioritize on getting last hits for himself.
 * Searing Arrows can be quite mana intensive. An is usually purchased to offset its mana needs.
 * Searing Arrow's high damage will take down buildings quickly. Coupled with Skeleton Walk, it allows Clinkz to push lanes efficiently.
 * Searing Arrows can be used in combination with other attack modifiers like lifesteal from Morbid Mask.
 * Searing Arrows disregard damage block and damage reduction, meaning that it does full damage against items like, and defensive abilities like and.
 * Combine this with the armor reduction from to further increase the Searing Arrows effect to burst the tankiest heroes.


 * One point of Skeleton Walk is enough to ensure Clinkz' safety, however, constantly check the enemy for or s
 * Use Skeleton Walk to disjoint projectiles.
 * Use Skeleton Walk to escape ganks.
 * Use Skeleton Walk a good amount of time before you expect to ambush an enemy, or appear in a fight. This triggers the cooldown early, therefore allowing you it again soon after, either for a quick escape or to chase down any survivors.
 * Use Skeleton Walk before crossing commonly warded spots, such as the river, to avoid being seen coming.
 * Avoid non-warded highgrounds if you plan to gank invisibly, as the enemy may have Sentries up the cliff.
 * Use Skeleton Walk to chase down heroes, move between lanes, and escape from failed ganks/teamfights.
 * With Aghanim's Shard, it creates 2 burning army skeletons, which each do 30% of your attack damage, and combined, do 60%. This damage combined with Burning Barrage and a a few items like and  is often enough to outright kill most supports, and can still do significant amounts of damage to carries, or force them to use Black King Bar.


 * If there is no time to enter the jungle, use Death Pact on lane creeps.
 * Use Death Pact before an impending fight to make sure Clinkz has enough durability and damage.
 * With the level 15 talent, Death Pact grants you the creep's abilities. Use this to acquire a variety of helpful abilities.
 * Use Death Pact to deny an enemy jungler some farm. Taking the largest creep while leaving the smaller ones will prevent the camp from respawning.
 * Death Pact instantly kills dominated or controlled units, such as those used by or.
 * Death Pact works as a heal since it increases his current health (after his max health is increased).
 * You can cast Death Pact on your own Burning Army skeletons. In a pinch, this can be used to heal yourself in the middle of a fight.
 * Since it can be cast without Breaking the invisibility of Skeleton Walk, you can usually eat a creep without the enemy noticing.
 * However, beware if enemies are nearby and a creep mysteriously disappears. They will know you are there and they might try and kill you.


 * Burning Army benefits from bonus attack range, base damage, talents, and Searing Arrows.
 * Burning Army does incredible damage, as it has 30% of Clinkz' attack damage. This means that having 4 of them already surpasses Clinkz' attack damage.
 * Use Burning Army at the center of a fight or along the path of where enemy heroes are using to escape.
 * Use it to disable enemy s.

Items
Starting items:
 * gives Clinkz much needed attributes. They can either be planted to double the duration of Tangoes, or can later be built into Magic Wand.
 * gives Clinkz agility, helping offset his low base attack damage.
 * gives Clinkz the basic health regeneration to stay longer in lane.
 * helps rapidly regenerate after your health drops very low. They can also save Clinkz at the very last second in an emergency.
 * gives damage which helps Clinkz last hit, but more importantly, allows him to narrowly survive bad situations.
 * helps Clinkz dominate the lane by harassing your enemies with Searing Arrows.

Early game:
 * helps against enemies that can spam spells, and gives some attributes.
 * helps in early ganking or pushing, as well as harassing enemies in lane. It can be upgraded into a.
 * gives Clinkz more movement speed.

Mid game:
 * 's versatility is greatly appreciated on Clinkz. The additional attack speed also helps him farm.
 * significantly increases Clinkz' farming speed, and allows him to take stacks. It also builds into, a key item to improve Clinkz' ganking prowess.
 * roots multiple targets in an AoE, locking down enemies to use Burning Barrage on them.

Late game:
 * solves Clinkz's mana problems associated with using Searing Arrows and allows you to silence heroes. It allows Clinkz to gank more effectively and disable enemies' abilities in fights.
 * stacks with Searing Arrows, which adds more killing capabilities, and helps dispose of heroes with a low health pool more quickly.
 * is a natural upgrade from Orchid Malevolence, and grants active True Strike and critical damage on top of silence, enhancing Clinkz's ability to shred heroes.
 * improves Clinkz's attack damage and Pierce to reliably bring down heroes with evasion.
 * counters enemy disables so Clinkz can continue to output damage.

Situational items:
 * provides a massive agility and attack speed bonus as well as evasion.
 * '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.
 * 's critical multiplier massively increases Clinkz's damage output.
 * paired up with or  may help you catch some of the most elusive heroes in the game. Consider it if your innate mobililty isn't enough.
 * is comparable to ; it offers less damage output but provides a stronger disable.
 * enables Clinkz to shred through the enemy's armor, and to better protect himself once the active has expired.
 * helps keep enemies within range of Burning Army. It also upgrades into for some mobility and extra attributes.
 * stacks with Searing Arrows, which allows you to chase down heroes while improving all your attributes.
 * can enable you to roam more aggressively without fear, and gives good mana regeneration.
 * will greatly increase Clinkz's raw damage output, which is useful if you're only looking to take down enemy buildings.
 * 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.
 * grants enormous Lifesteal that synergizes nicely with Clinkz's immense damage output, giving him an edge in manfights.
 * unlocks Burning Army, multiplying Clinkz's damage output in larger battles and letting him set up large hazard zones.
 * 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.

Clinkz/Guia Clinkz/Руководство 克林克兹/攻略