Hero
Clinkz | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Stalks invisibly to ambush lone enemies. | |
As Clinkz loosed his final arrow, the demon Maraxiform ignited the land with Hellfire, burning him to the bone. Yet, the heroic bowman did not die. He had slain the demon, and unwittingly earned king-mage Sutherex's reward — Eternal life. Immortalized at the precipice of death, Clinkz now makes advantageous use of his skeletal body. Camouflaged, he walks into hostile lands, forming Death Pacts with wildlife to learn their ways and empower his shots and vitality. The demon's inferno burns within his ribs, with which he now rains Fiery Death upon his foes, Searing His Arrows to devastating effect. When backup is needed, Clinkz calls upon a Burning Army of skeletal compatriots, incinerating his foe in flames of their Hellfire barrage. | |
Roles: | Carry Escape Pusher |
Complexity: | |
Adjectives: | Fiery, Horns, Undead, Nose Legs ( 2 )
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Bio[]
▶️ "Better to run than curse the road."
Lore:
At the base of the Bleeding Hills stretches a thousand-league wood, a place called the Hoven, where black pools gather the tarry blood of the uplands, and the king-mage Sutherex sits in benevolent rule. Once a sworn protector of the Hoven lands, Clinkz earned a reputation for his skill with a bow. In the three-hundredth year of the king-mage, the demon Maraxiform rose from Sixth Hell to lay claim to the forest. In response, the king-mage decreed an unbreakable spell: to any who slew the demon would be granted Life Without End.
Unaware of the spell, Clinkz waded into battle, defending his lands against the demon's fiery onslaught. Clinkz drove Maraxiform back to the gates of Sixth Hell itself, where on that fiery threshold the two locked in a mortal conflict. Grievously wounded, the demon let out a blast of Hellfire as Clinkz loosed his final arrow. The arrow struck the demon true as Hellfire poured out across the land, lighting the black pools and burning Clinkz alive at the instant of the demon's death. Thus, the mage's spell took effect at the very moment of the archer's conflagration, preserving him in this unholy state, leaving him a being of bones and rage, caught in the very act of dying, carrying Hell's breath with him on his journey into eternity.
Unaware of the spell, Clinkz waded into battle, defending his lands against the demon's fiery onslaught. Clinkz drove Maraxiform back to the gates of Sixth Hell itself, where on that fiery threshold the two locked in a mortal conflict. Grievously wounded, the demon let out a blast of Hellfire as Clinkz loosed his final arrow. The arrow struck the demon true as Hellfire poured out across the land, lighting the black pools and burning Clinkz alive at the instant of the demon's death. Thus, the mage's spell took effect at the very moment of the archer's conflagration, preserving him in this unholy state, leaving him a being of bones and rage, caught in the very act of dying, carrying Hell's breath with him on his journey into eternity.
Voice:
Abilities[]
Strafe
Ability
No Target
No Target
Clinkz gains attack speed and has bonus attack range. Any current Burning Skeleton Archers skeletons within a 1200 radius of Clinkz also gain bonus attack range and 50%/55%/60%/65% of the attack speed bonus.
Casting Strafe does not break Skeleton Walk invisibility.
Casting Strafe does not break Skeleton Walk invisibility.
Effect Radius: 1200
Attack Range Bonus: 200
Duration: 3.5
- Applies the Strafe buff independently to Clinkz and all Skeleton Archers within 1200 radius upon cast.
- Fire particles appear on units that received the buff.
- Dispelling Clinkz does not remove the buff on the Skeleton Archers.
- The buff is not applied to other player-controlled units.
- Since the buff is not aura-based, Clinkz can move away from the Skeleton Archers and they independently keep the buff after Strafe is cast.
- If the Skeleton Archers are idling, Strafe orders all Skeleton Archers within 1200 radius to attack any valid targets within 800 range for its duration.
- The search range can only be further increased by attack range bonuses of the same range type as the caster.
- There are no target priorities.
- Can be cast without breaking the invisibility of Skeleton Walk, but not other invisibility sources.
- Grants the following bonuses upon cast:
- Increases Clinkz' and the Skeleton Archers' attack range to 800.
- Increases the Skeleton Archers' attack speed to 200/240/280/320 ( 240/280/320/360).
Clinkz throws a projectile filled with tar at the target enemy, dealing Magic damage on impact. After impact, the tar spills onto the ground and stays there for 5 seconds. Any enemy that walks across it gets slowed, and attacks from Clinkz or his Burning Army Skeleton Archers will deal bonus physical damage.
When the Tar Bomb hits, any Burning Army skeletons within attack range will attack the target.
When the Tar Bomb hits, any Burning Army skeletons within attack range will attack the target.
Impact Damage: 40/60/80/100
Move Speed Slow: 16%/19%/22%/25%
Debuff Duration: 5
Debuff Linger Duration: 2.5
Illusion Notes:
Applies to illusions but they do not benefit from Tar Bomb's conditional bonus attack damage.
- The projectile travels at a speed of 2000.
- Tar Bomb first applies the magical impact damage, the debuff, then Clinkz and his Skeleton Archers are given an attack order on the target, regardless of auto-attack settings.
- Can be cast on and fully affect buildings, but not on allies and ward-type units.
- If the Skeleton Archers are idling, Tar Bomb orders all Skeleton Archers within 1200 radius to attack the affected targets within 600 ( 675) range for its duration.
- The search range can only be further increased by attack range bonuses of the same range type as the caster.
- The debuff placed on enemies is provided by an aura and lingers for 2.5 seconds.
- Grants Clinkz and his Skeleton Archers physical conditional attack damage bonus, despite the attack damage bonus values not being displayed in the HUD.
- Does not trigger on attacks from other player-controlled units.
- The attack damage bonus values are considered by critical strike, lifesteal and cleave, and can be reduced by flat reductions (e.g. damage block).
- TALENTThe multishot talent causes Clinkz to perform an instant attack on a secondary target while attacking the primary enemy target affected by Tar Bomb.
- The secondary target has to be within the radius for the ability to apply its conditional attack damage bonus.
- The search radius can be further increased by other attack range bonuses.
- These instant attacks can proc any attack modifiers and on-hit effects normally. They do not have True Strike.
- The secondary arrow has no target priorities. It simply chooses a random valid target within the search range.
- Since Tar Bomb affects buildings, the secondary arrows can target buildings but not Outposts.
- Fully affect Skeleton Archers.
- Launches Tar Bombs to both primary and secondary targets. Attack order is given on the secondary target.
Death Pact
Clinkz consumes the target enemy creep or friendly skeleton and creates a Burning Skeleton Archer in their place, healing and gaining max health. Does not take Clinkz out of Skeleton Walk.
Archers are immobile and die within several attacks from a hero. Skeletons deal a percentage of Clinkz' damage. Attack range is equal to Clinkz's attack range. Only one archer can be summoned from Death Pact at a time.
Skeletons deal 25% less damage to buildings
Archers are immobile and die within several attacks from a hero. Skeletons deal a percentage of Clinkz' damage. Attack range is equal to Clinkz's attack range. Only one archer can be summoned from Death Pact at a time.
Skeletons deal 25% less damage to buildings
Health Bonus as Self Heal: 100%
Max Creep Level: 4/5/6/6
Max Skeleton Archers per Cast: 1
Attack Damage as Archer Damage: 20%
Archer Building Damage Multiplier: 0.75
Archer Attack Interval: 1.6
Duration: 45
Skeleton Archers have a min 500 attack range. Does not require drafting Death Pact to summon the Skeleton Archers.
Sutherex' bond of life and death has become a part of Clinkz, and his old bones are refreshed with repetition of the pact on lesser beings.
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- Can be cast without breaking the invisibility of Skeleton Walk, but not other invisibility sources.
- The targeted unit is instantly killed, counting as a regular last hit or deny, then summons 1 Skeleton Archer on the creep's death position.
- Only 1 summoned Archer can exist at a time before the previous Skeleton Archer expires. Sucessive casts instantly kills the previous summoned unit.
- Increases Clinkz' max health without keeping the current health percentage, then heals him for the same amount.
- When the Death Pact buff expires, Clinkz' max health returns to normal, but his current health is kept, without exceeding his max health.
- Successive casts of reapply the heal, refresh the duration, and update the ability values.
- Cannot be cast on ancient creeps and creep-heroes.
- Cannot be cast on friendly creeps, but can be cast on own observer and sentry wards and own creeps.
- The archers cannot be controlled. They automatically attack nearby enemy heroes upon spawn, regardless of auto-attack settings.
- The archers only attack heroes, including illusions and clones, excluding creep-heroes.
- The archers only switch their attack targets when their current target cannot be attacked anymore.
- The archers' base and bonus attack damage is periodically set equal to of Clinkz' main and bonus attack damage respectively.
- However, the following bonus attack damage sources do not increase the archers' attack damage:
- Sidekick
- Percentages attack damage bonuses (e.g. Empower).
- Conditional attack damage bonus sources.
- Their attack damage is not reduced by damage block sources.
- However, the following bonus attack damage sources do not increase the archers' attack damage:
- The attack range of the archers is also periodically set equal to the caster's attack range, if they are ranged heroes.
- For Clinkz', his Skeleton Archers have a minimum 600 ( 675) attack range.
- For melee heroes, the archers have a minimum 500 attack range.
- Skeleton Archer have Tar Bomb, based on its current level.
- The level for the ability is set for each archer as it spawns. Leveling it afterward does not update its level on the archers.
- Although having a mana pool, the archers do not need mana to cast it.
- Heroes and creeps deal 4 and 1 damage per hit respectively to Skeleton Archers.
- Treat attacks from Roshan and clones as heroes, and attacks from creep-heroes and illusions as creeps.
- The archers do not block neutral creep camps.
- The archers have a lower target priority than other units and heroes, so they are attacked by towers and creeps last.
- Roshan always prioritizes wards if there are no other units within his attack range.
- The following neutral creeps cannot be targeted at all due to the level restriction:
- LEVEL 3+Can consume all neutral creeps.
- LEVEL 2Cannot consume: Ancient Black Dragon, Ancient Granite Golem, Ancient Ice Shaman, Ancient Thunderhide, Dark Troll Summoner, Satyr Tormenter
- LEVEL 1Additionally cannot consume: Alpha Wolf, Ancient Frostbitten Golem, Ancient Rock Golem, Ancient Rumblehide, Centaur Conqueror, Hellbear Smasher, Mega Ranged Creep, Ranged Creep, Super Ranged Creep, Warpine Raider, Wildwing Ripper
- Does not update any values of already summoned Skeleton Archers upon acquiring the Ability Upgrade.
- The Skeleton Archers' attack properties are based on Rubick's, while their Tar Bomb' ability values are based on Clinkz' current ability level when acquired.
Burning Army
Affects
Enemy Heroes
Enemy Heroes
Clinkz summons an army of fiery ranged skeleton archers. Archers are immobile and die with attacks from a hero. Skeletons deal a percentage of Clinkz' damage, use his current Searing Arrows ability and attack only heroes. Attack range is equal to Clinkz's attack range.
Spawn Range: 900
Number of Archers per Cast: 5
Archers Spawn Interval: 0.15
Skeleton Archers have a min 500 attack range. Does not require drafting Death Pact to summon the Skeleton Archers.
Requires drafting Death Pact to be unlocked.
Existing on the brink of life and death, Clinkz has learned to temporarily bridge the gap between the two.
- Requires Aghanim's Scepter to be unlocked.
- Can be cast without having to face the targeted area.
- Can be cast without breaking the invisibility of Skeleton Walk, but not other invisibility sources.
- Spawns the archers in the given line one after another, starting immediately upon cast.
- It takes 0.6 seconds for all archers to spawn.
- The first archer spawns at the initial targeted location. Following archers spawn with 212.5 in between each.
- The archers spawn facing the same direction as Clinkz does as they spawn.
- The Skeleton Archers' attack properties are based on Rubick's, while their Tar Bomb' ability values are based on Clinkz' current ability level when acquired.
Burning Barrage
Clinkz channels and shoots multiple piercing arrows in the target direction that hit all enemy units dealing a percentage of Clinkz' attack damage and applying attack modifiers, and dousing enemies with Tar Bomb slow.
Arrows Collision Radius: 200
Max Channel Time: 2
Number of Arrows: 6
Attack Damage as Damage: 75%
Modifiers [?]
modifier_clinkz_piercing_arrow
Death
modifier_projectile_vision
Death
modifier_clinkz_piercing_arrow_damage_reduction
Death
It's hard to say whether the blur around the Bone Fletcher is from his flaming heart or his speed with the quiver.
- Requires Aghanim's Shard to be unlocked.
- The arrows fly at a speed of 1200, and always fly the full distance.
- The arrows' speed are not affected by projectile speed increasing effects.
- The cast range and arrows' travel distance can be increased by attack range bonuses, but not by cast range bonuses.
- Releases the arrows in 0.33-second intervals, starting immediately upon channel begin.
- This means it takes total of 1.67 seconds to release all arrows.
- The arrows are released from the tip of the bow, not from Clinkz' center point.
- This results in the first launched arrow being offset slightly towards Clinkz's left side as compared to the following arrows.
- Each of the arrow causes Clinkz to perform instant attacks on enemies.
- These instant attacks can proc any attack modifiers and on-hit effects normally. They have True Strike, and completely ignore disarms.
- Despite Burning Barrage's damage coming from the ability itself, it is still considered attack damage and not spell damage. However, Clinkz can both lifesteal and spell lifesteal from the attack damage.
- Burning Barrage neither affects ethereal nor attack immune units.
- The instant attacks do not break the following abilities:
- Skeleton Walk and Disguise.
- The average damage dealt can be defined as:
- expr
(ΣAtk + 15/25/35/45 + 15) × 75%
- The attack damage multiplier reduces Clinkz' total outgoing damage for all instant effects triggered by the Burning Barrage attacks, including the following:
- Conditional attack damage bonuses (e.g. Tar Bomb).
- The first hit of Maelstrom-based Chain Lightnings on affected units.
- The arrows also apply Tar Bomb based on its current level when Clinkz is still channeling Burning Barrage as the arrows are airborne.
- If Tar Bomb is not leveled, its damage and debuff are not applied.
- Tar Bomb applied by Burning Brrage do not cost any mana, are applied even if the ability itself is currently not castable.
- The arrows stop applying the Tar Bomb debuff if the channeling is interrupted, or when the arrows are still airborne while the channeling finishes.
- The arrows provide 300 radius flying vision around them as they travel, this vision does not last.
- Does not affect Couriers.
Ability
No Target
No Target
Clinkz moves invisibly through units until the moment he attacks or uses items. Leaving Skeleton Walk creates Burning Skeleton Archers.
Fade Time: 0.6
Move Speed Bonus: 25%/40%/55%
Invisibility Duration: 30/40/45
Max Skeleton Archers per Cast: 2/3/4
Skeleton Archers have a min 500 attack range. Does not require drafting Death Pact to summon the Skeleton Archers.
With a burst of fire and puff of smoke, the Bone Fletcher was nowhere to be seen.
- Does not interrupt Clinkz' channeling abilities upon cast.
- The ability particle effects beneath Clinkz can be seen by allies and enemies during the ability's cast point, even while invisible.
- During the fade time, Clinkz can cast abilities, use items and perform attacks without breaking the invisibility.
- Invisibility is broken upon launching an attack, landing a successful attack, or upon reaching the cast point of items and abilities.
- Grants phased movement while fully invisible, and allows Clinkz to path through other units, including wards, but not through buildings.
- Clinkz can pick up or drop items without breaking the invisibility.
- Casting Burning Army, Death Pact, and Strafe also does not break the invisibility.
- The archer(s) only spawn upon losing the Skeleton Walk buff, facing the same direction as Clinkz and spawning always in the same formation, no matter how.
- They are the same as the ones summoned by Death Pact and its notes fully apply.
- LEVEL 1spawns 2 archers 250 range away from Clinkz to his right and left side, forming a line.
- LEVEL 2spawns 3 archers, with one Archer 30° and 250 range from Clinkz' right, one at 120° and 250 range on the left, and another one 240° and 150 range at the back. One archers are at 350 range from others.
- LEVEL 3spawns 4 archers, 2 archers at the north and east side are 250 range from Clinkz, while the other 2 at the south and west side are 150 range from Clinkz.
- The Skeleton Archers' attack properties are based on Rubick's, while their Tar Bomb' ability values are based on Clinkz' current ability level when acquired.
Talents[]
Hero Talents | ||
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Tar Bomb Multishot | 25 | -9s Strafe Cooldown |
+40 Strafe Attack Speed | 20 | +350 Death Pact Health |
+1 Death Pact Charges | 15 | +75 Attack Range |
-4s Skeleton Walk Cooldown | 10 | +15 Tar Bomb Bonus Attack Damage |
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Increased agility gain from 2.5 to 2.7.
- Aghanim's Shard upgrade:
- Burning Barrage
- Reduced mana cost from 45 to 40.
- Reduced cooldown from 22 to 17.
- Burning Barrage
- Talents:
- LVL 20+300 Death Pact max health increased to +350.LVL 25-8s Strafe cooldown increased to -9s.
- Increased Strafe archer attack speed bonus multiplier from 0.5 on each level to 0.5/0.55/0.6/0.65.
- Aghanim's Shard upgrade:
- Increased Burning Barrage attack damage as damage from 65% to 75%.
- Talents:
- LVL 20+250 Death Pact max health increased to +300.
- Increased Skeleton Walk cooldown from 18 on each level to 24/21/18.
- Aghanim's Scepter upgrade:
- Burning Army
- Reduced cast range from 1200 to 600.
- Reduced spawn range from 1300 to 900.
- Reduced archers spawn interval from 0.5 to 0.15.
- Skeleton Archer
- Now also increases hero attacks to destroy by 1.
- UNow also increases creep attacks to destroy by 4.
- Burning Army
- Talents:
- LVL 10+20 Tar Bomb damage reduced to +15.LVL 10-3s Skeleton Walk cooldown increased to -4s.LVL 20+200 Death Pact max health increased to +250.LVL 25-7s Strafe cooldown increased to -8s.
</div> </div>
Recommended Items[]
Starting items:
- Iron Branch gives Clinkz much needed attributes. They can either be planted to double the duration of Tangoes, or can later be built into Magic Wand.
- Slippers of Agility gives Clinkz agility, helping offset his low base attack damage.
- Tango gives Clinkz the basic health regeneration to stay longer in lane.
- Healing Salve helps rapidly regenerate after your health drops very low. They can also save Clinkz at the very last second in an emergency.
- Faerie Fire gives damage which helps Clinkz last hit, but more importantly, allows him to narrowly survive bad situations.
- Clarity helps Clinkz dominate the lane by harassing your enemies with Searing Arrows.
Early game:
- Magic Wand helps against enemies that can spam spells, and gives some attributes.
- Wraith Band pads out Clinkz's attributes to help with harassing and last-hitting.
- Power Treads's versatility is greatly appreciated on Clinkz. The additional attack speed also helps him farm.
Mid game:
- Orchid Malevolence 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.
- Phylactery grants a relatively cheap boost to mana and single-target damage, as Tar Bomb can reliably and repeatedly proc Empower Spell.
Late game:
- Bloodthorn 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.
- Monkey King Bar improves Clinkz's attack damage and Pierce to reliably bring down heroes with evasion.
- Khanda is an upgrade to Phylactery that grants more damage with a stronger Empower Spell and Critical Strike.
- Black King Bar counters enemy disables so Clinkz can continue to output damage.
Situational items:
- Dragon Lance extends the effective range of Skeleton Archers to help with positioning. It also upgrades into Hurricane Pike for some mobility and extra attributes.
- Desolator provides more pushing power and burst damage, letting Clinkz quickly demolish buildings and heroes with the armor reduction.
- Diffusal Blade'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.
- Gleipnir 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.
- Daedalus's critical multiplier massively increases Clinkz's damage output.
- Blink Dagger paired up with Scythe of Vyse or Nullifier may help you catch some of the most elusive heroes in the game. Consider it if your innate mobililty isn't enough.
- Scythe of Vyse is comparable to Bloodthorn as a mana boost and active disable; it offers no damage but provides better lockdown and mana regeneration.
- Eye of Skadi stacks with Searing Arrows, which allows you to chase down heroes while improving all your attributes.
- Linken's Sphere can enable you to roam more aggressively without fear, and gives good mana regeneration.
- Nullifier 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.
- Satanic grants enormous Lifesteal that synergizes nicely with Clinkz's immense damage output, giving him an edge in manfights.
- Divine Rapier 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.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- Bone Fletcher's alternate/fun name was "Clinkz Eastwood", a pun on the name of famed actor Clint Eastwood.
- ▶️ "Better to run than curse the road." is a reference to a Wolof (Senegal) proverb, "Better to walk than curse the road".
- Clinkz' bow has been made by his grandfather's bones.
- ▶️ "Thy Flesh Consumed." may be referred 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.
- ▶️ "Ashes to ashes." is a reference to a common christian saying, popularized by the Book of Common Prayer "[...]we therefore commit his body to the ground; earth to earth, ashes to ashes, dust to dust;[...]".
Gallery[]
Low Violence model