Clinkz/Guide

General

 * Clinkz has one of the slowest attack animations in the game. Time his attacks carefully to get last hits.
 * 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 Strafe before attacking to land as many arrows as possible.
 * This is made easier with a, which prevents enemies from using a disable or escape ability.
 * Enemies farming in the jungle are prime targets for Clinkz to gank with this tactic.
 * The worst case scenario is for the target to simple move out of range before Clinkz lands enough arrows. Position Clinkz close to the target or wait until the target is distracted before breaking invisibility.
 * While he can be an excellent ganker, Clinkz is extremely fragile and puts out huge amounts of DPS, 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 focusing on early game ganking, level Strafe as your second ability to max as the decreased cooldown makes you a great threat.
 * 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.


 * Strafe's attack speed bonus is constant at all levels, so one point is enough for the early game.
 * Strafe's short duration and long cooldown during the early game means it should be used very carefully.
 * More tips needed.


 * Searing Arrows is usually leveled 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 in the early game. An is usually purchased to offset its mana needs.
 * Searing Arrow's high damage will take down buildings very quickly. Coupled with Skeleton Walk, it allows Clinkz to push lanes efficiently.
 * More tips needed.


 * 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.
 * More tips needed.


 * Death Pact's bonuses depends on the creep it sacrifices. The higher the creep's health, the higher the bonuses Clinkz gains.
 * Always try to use Death Pact on the biggest creep possible, such as the Satyr Tormenter and Centaur Conqueror.
 * Siege creeps are also acceptable there is no time to enter the jungle.
 * Use Death Pact before an impending fight to make sure Clinkz has enough durability and damage.
 * Death Pact cannot sacrifice ancient creeps.
 * Death Pact's low cooldown means that Clinkz should be using it as often as possible.
 * Use Death Pact to deny and 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, and units from.
 * More tips needed.

Items
Starting items:
 * give Clinkz the basic health regeneration to stay in lane longer.
 * can save Clinkz at the very last second in an emergency.

Early-game items:
 * gives improved damage and mana regeneration, allowing better use of Searing Arrows.
 * helps against enemies that can spam spells.
 * can solve Clinkz's mana problems, if cast before using Death Pact it effectively costs 0 HP, and allows Death Pact to be used on cooldown.
 * gives you improved damage, mana and mana regeneration and builds into an.

Core items:
 * help you attack faster to improve the effectiveness of Searing Arrows.
 * solves Clinkz's mana problems associated with using Searing Arrows and allows you to silence heroes. This allows Clinkz to gank more effectively and disable enemies abilities in fights.
 * stacks with Searing Arrows, which adds more killing capabilities, and dispose heroes with low health pool quickly.
 * improves Clinkz's damage per second and gives a passive mini-stun which can cancel channeling spells such as.

Situational items:
 * greatly increases Clinkz's DPS because, when combined with Strafe, he does roughly 2 attacks per second with the skill active. Combined with and  it makes it much more likely to crit multiple times in a short period.
 * gives Clinkz an incredible amount of damage very early, synergising well with the physical damage of his Searing Arrows.
 * provides a massive agility and attack speed bonus as well as evasion.
 * gives a Dominated Creep a minimum base HP of 1400, which synergises very well with Death Pact. A dominated creep (1400 HP) would give you 70/91/112 bonus damage and 700/910/1120 bonus HP.
 * can be useful if the enemy team has multiple s or s. With fast reflexes, it can also be used to purge the active from.
 * can help Clinkz snowball very hard, as it makes Clinkz difficult to catch. Also you may consider buying it in difficult game situations where split pushing is a key factor for victory.
 * stacks with Searing Arrows, which allows you to chase down heroes whilst improving all your stats.
 * is an alternative to that offers less dps but provides a stronger disable.
 * should be built in most situations to counter enemy stuns, silences, etc.