Clinkz/Guide

Support

 * As of his latest iteration, Clinkz is primarily played as a position 3 or 4 ganker and farmed support, though he can potentially carry if allowed farm priority.
 * Play defensively until level 6, as Skeleton Walk is key to Clinkz's effectiveness.

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.
 * 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 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. 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 Burning Army skeletons. 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.
 * However, beware if enemies are nearby and a creep mysteriously disappears. They will know you are there and they might try and kill you.
 * Skeleton Archers benefit from bonus attack range, base damage, talents, Strafe, and Tar Bomb.


 * 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 hero excels at taking stacks.

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, and builds into Solar Crest.
 * gives Clinkz more movement speed.

Mid game:
 * 's versatility is greatly appreciated on Clinkz. The additional attack speed also helps him farm.
 * enables Clinkz's high burst damage with its on-demand armor reduction, letting him and his Archers quickly destroy key targets.

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.
 * can easily be triggered by Tar Bomb to add to Clinkz's early-game ganking power with extra damage and slows.
 * '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 ; it offers less damage output but provides a stronger disable.
 * extends the effective range of Skeleton Archers. 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.
 * unlocks Burning Barrage if Clinkz needs area of effect damage output after building up his attack damage.
 * 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