Clinkz/Guide

Carry

 * Clinkz's burst damage makes him a natural carry, though he is sometimes played as a farmed support due to Tar Bomb's spammable slow and zoning.
 * Be careful of Dust of Appearance and Sentry Wards, which can turn a potential Skeleton Walk ambush around.
 * Use Tar Bomb liberally to take structures and apply damage in fights.
 * Play defensively until level 6 as Clinkz is vulnerable without Skeleton Walk.

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 near an enemy, target them with Tar Bomb and, and activate Strafe.
 * 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.
 * 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 Tar Bomb is almost always necessary.
 * Remember that Strafe benefits your Skeleton Archers, so position yourself near them before casting.
 * Strafe does not break Skeleton Walk. If Skeleton Walk comes off cooldown during a fight, you can hide and buff your already-summoned Archers while remaining invisible.


 * Tar Bomb is usually maxed first for early burst damage in ganks, harassing, and last-hitting.
 * Tar Bomb has a very low cooldown; remember to recast it frequently.
 * Tar Bomb can be quite mana intensive from repeated use. and potentially  help offset its demands.
 * Tar Bomb works fully on buildings, allowing Clinkz to push effectively.
 * Use Tar Bomb to open ganks, as the slow can help allies land their own abilities.
 * Tar Bomb orders your Skeleton Archers to attack the marked target, so prioritize which enemies to eliminate first in a fight.


 * Death Pact should be used during fights if possible for the Skeleton Archer.
 * Leveling Death Pact early means losing out on damage from Strafe, but allows you to consume more powerful creeps and grants more health if your lane is going badly or you wish to farm. Level 2 is required to consume Ranged Creeps, and level 3 allows consuming all Creeps.
 * Death Pact allows Clinkz to last hit in lane while pressuring enemies with the summoned Skeleton Archer.
 * 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 Skeleton Archers. In a pinch, this can be used to heal yourself in the middle of a fight or renew an Archer that is about to be destroyed.
 * Since it can be cast without Breaking the invisibility of Skeleton Walk, you can usually eat a creep without the enemy noticing, though the Skeleton Archer usually gives Clinkz away immediately. Make sure they do not have Dust of Appearance or Sentry Wards when casting Death Pact while sneaking.
 * Skeleton Archers benefit from bonus attack range, base damage, talents, Strafe, and Tar Bomb.
 * While laning, use Death Pact to secure last hits on Flagbearer Creeps due to the extra gold bounty.


 * Skeleton Walk is Clinkz's initiation tool as it summons Skeleton Archers, helping him quickly burst enemies down. It also gives him an escape tool.
 * 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 high grounds 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.


 * Burning Army does incredible damage by summoning 5 Skeleton Archers, effectively doubling Clinkz's damage output to quickly focus down Tar Bomb targets.
 * 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.


 * Burning Barrage gives Clinkz access to area of effect damage, making him more dangerous in the late game.
 * Use it to break Skeleton Walk as it applies Tar Bomb to enemies, allowing for high burst damage with the summoned Skeleton Archers.
 * Use Burning Barrage to farm neutral creeps. Even better if you have a support who can make stacks for you, since this ability excels at taking stacks.
 * Against single targets, Strafe usually offers more potential damage. Burning Barrage is better for clearing creeps and dealing damage in teamfights.

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.


 * 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.


 * pads out Clinkz's attributes to help with harassing and last-hitting.


 * 's versatility is greatly appreciated on Clinkz. The additional attack speed also helps him farm.

Mid 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.


 * grants a relatively cheap boost to mana and single-target damage, as Tar Bomb can reliably and repeatedly proc Empower Spell.

Late game:


 * 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.


 * is an upgrade to Phylactery that grants more damage with a stronger Empower Spell and Critical Strike.


 * counters enemy disables so Clinkz can continue to output damage.

Situational items:
 * extends the effective range of Skeleton Archers to help with positioning. It also upgrades into for some mobility and extra attributes.


 * provides more pushing power and burst damage, letting Clinkz quickly demolish buildings and heroes with the armor reduction.


 * 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.


 * allows Clinkz to lock enemies down within range of his attacks, Skeleton Archers, and potentially Burning Barrage. The Chain Lightning procs easily from Strafe's attack speed bonus.


 * '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 Bloodthorn as a mana boost and active disable; it offers no damage but provides better lockdown and mana regeneration.


 * 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.


 * shuts down buffs like Glimmer Cape and Ghost Scepter, 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.


 * 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