Clinkz

Clinkz, the Bone Fletcher is a ranged agility carry specializing in ambushing lone Heroes with high physical damage and incredible speed. Though frail and easy to kill, Skeleton Walk grants Clinkz stealth and haste to escape and re-position himself. This skill is also what makes Clinkz such an incredible ganker. This assassin is also equipped with Strafe boosting his attack speed to insane levels for a short time. Searing Arrows provide huge bonus damage, greatly injuring enemies in conjunction with Strafe. To aid his assault, Clinkz can form a Death Pact and absorb a creature's life for greater damage and health, making him not only able to take more hits, but hit harder as well.

Tips

 * 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 your teammates start things off while you dance around the edge of the fight dealing damage to distracted or disabled opponents.
 * You can use orb-walking with to harass your opponents. Be wary of the moderate mana cost, however.
 * Use a good amount of time before you expect to ambush an enemy, or appear in a fight. This will allow you to use  again soon after, either for a quick escape or to chase down any survivors.
 * In most cases, max out first for the reliable damage increase.
 * If you are ganking a lot with Clinkz, take as your second ability to max as the decreased cooldown makes you a great threat. If you are playing as the team's lategame carry, maxing  will keep you safe and able to move quickly into untaken lanes and the jungle to farm.
 * Always try to use on the biggest creep in the large creep camps, such as the Satyr Tormenter and Centaur Conqueror.
 * You can deny an enemy jungler some farm by stealing creeps with, leaving as little as possible behind so they are forced to clear it for the respawn to trigger. may also be used on dominated or controlled neutrals such as those used by  or  to kill them instantly.
 * Because of the huge amount of physical damage Clinkz can deal over a short period, he is also excellent at killing towers provided something else is there to take the aggro.
 * can solve Clinkz's mana problems, if cast before using it effectively costs 0 HP, and allows  to be used on cooldown.
 * gives a Dominated Creep a minimum base HP of 1400, which synergises very well with . A dominated creep (1400 HP) would give you 70/91/112 bonus damage and 700/910/1120 bonus HP.
 * gives Clinkz an incredible amount of damage very early, synergising well with the physical damage of his.
 * can help Clinkz snowball very hard, as it makes Clinkz difficult to catch. Also you may consider buying it in diffucult game situations where split pushing is a key factor for victory.
 * One should consider buying if enemy heroes are having multiple s/s, which is also stacks with Clinkz's, as both –  and  aren't unique attack modifiers. It also provides some intelligence, which helps with Clinkz's mana issues.
 * It worth mentioning that 's Glimmer is also dispellable with 's Purge, but it also has low fade time, and Purge's cast range is fairly short – 600. To use Purge in that situation one should rely on their reflexes.

Trivia

 * Bone Fletcher's Alternate/Fun name was "Clinkz Eastwood", a pun on the name of famed actor Clint Eastwood.
 * The line, clinkz move 12.mp3 "Better to run than curse the road." is a reference to a Wolof (Senegal) proverb, "Better to walk than curse the road".
 * The phrase Clinkz ability pact 01.mp3 "Thy Flesh Consumed." may be refered to the fourth and final episode of Ultimate Doom game, and also to King James version of the Bible "And thou mourne at the last, when thy flesh and thy body are consumed" PROVERBS 5:11