Stalks invisibly to ambush lone enemies
When Clinkz stalks invisibly through the battlefield, none are safe from ambush. Swift of foot and arrow, he rains fiery death upon his foes, calling upon an army of blazing compatriots to bolster his assault.
Win Rate 50.2%
Pick Rate 4.1%
Attributes
494 +44.0/lvl
327 +26.4/lvl
17 +2.0/lvl
25 +2.7/lvl
21 +2.2/lvl
Stats
Damage:
44 - 50 + 2.7/level (136.3 - 142.3 at level 30)
Range:
600
Armor:
4.2 + 0.5/level (19.6 at level 30)
Movement:
290
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Facets
Suppressive Fire
Win Rate: 50.0%
Pick Rate: 58.5%
Strafe attacks cause enemies to miss more often.
Strafe
Clinkz and each Skeleton Archer apply a stacking debuff, one stack per attacking Skeleton Archer, causing them to miss =5% of their attacks per stack. Applies to buildings as well.
ATTACK RANGE BONUS: 100
Engulfing Step
Win Rate: 50.5%
Pick Rate: 41.5%
Death Pact teleports Clinkz towards his victim. Reduces Death Pact cooldown.
Death Pact
Death Pact teleports Clinkz towards his victim. Reduces Death Pact cooldown.
Abilities
LEVELS WITH: Skeleton Walk
Clinkz summons a Skeleton Archer when he dies. Skeleton Archers are immobile and die within multiple attacks from a hero. Skeleton Archers deal a percentage of Clinkz' damage, and deal less damage to buildings. Attack range is equal to Clinkz' attack range.
Some of Clinkz' other abilities can also summon Skeleton Archers.
SKELETON ARCHER DURATION: 15 / 20 / 25 / 30
SKELETON ARCHER HITS TO KILL: 2
BUILDING DAMAGE REDUCTION: 25%
SKELETON ARCHER ATTACK RATE: 1.6
SKELETON ARCHER DAMAGE: 20%
Strafe
Clinkz gains attack speed and has bonus attack range. Any current Skeleton Archers within a 1200 radius of Clinkz also gain bonus attack range and 60% of the attack speed bonus.
Casting Strafe does not break Skeleton Walk invisibility.
ATTACK SPEED BONUS: 100 / 140 / 180 / 220
DURATION: 3.5
ATTACK RANGE BONUS: 200
30 / 25 / 20 / 15
60 / 70 / 80 / 90
800
- +40 Strafe Attack Speed
- -9s Strafe Cooldown
Tar Bomb
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 Skeleton Archers will deal bonus physical damage.
When the Tar Bomb hits, any Skeleton Archers within attack range will attack the target.
RADIUS: 325
BONUS DAMAGE: 15 / 25 / 35 / 45
AREA DURATION: 5
SLOW DURATION: 2.5
IMPACT DAMAGE: 40 / 60 / 80 / 100
7 / 6 / 5 / 4
45 / 50 / 55 / 60
1000
- +15 Tar Bomb Bonus Attack Damage
- Tar Bomb Multishot
Death Pact
Clinkz consumes the target enemy creep or friendly Skeleton Archer and creates a Skeleton Archer in their place, healing and gaining max health. Does not take Clinkz out of Skeleton Walk.
Only one archer can be summoned from Death Pact at a time.
DURATION: 45
BONUS HEALTH: 175 / 250 / 325 / 400
60
700
- +1 Death Pact Charge
- +350 Death Pact Bonus Health
Skeleton Walk
Clinkz moves invisibly through units until the moment he attacks or uses items. Leaving Skeleton Walk creates Skeleton Archers.
SKELETON ARCHER COUNT: 2 / 3 / 4
24 / 21 / 18
80 / 105 / 130
- -4s Skeleton Walk Cooldown
Burning Barrage
CHANNELED - 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 FIRED: 6
RANGE: 850
DAMAGE PER ARROW: 75%
17
40
Burning Army
Summons a row of Burning Skeleton Archers in the target location.
RANGE: 900
COUNT: 5
SPAWN INTERVAL: 0.15
80
150
600
Talents
Tar Bomb Multishot
-9s Strafe Cooldown
+ 0.5 %
+40 Strafe Attack Speed
+350 Death Pact Bonus Health
+ 1.4 %
+n/a Death Pact Charge
+75 Attack Range
+ 0.0 %
-4s Skeleton Walk Cooldown
+15 Tar Bomb Bonus Attack Damage
+ 1.0 %
Win Rate
Pick Rate
Strategy
Tar bomb is your main tool for harrasing in the lane try to use it when you can get a lot of hits on the enemy.
Check opponent's inventory frequently for detection.
Only fight when death pact is up in the laning stage and fights.
Once you have Desolator, you can look for kills and get involved in fights.
Avoid passing by the typical sentry spots like pillars and active rune spots.
In fights try to focus targets that you can burst such as supports or squishy heroes without escapes.
Use the Daedalus power spike to put pressure on the map by getting kill after kill on isolated enemy heroes.
With the Engulfing Step facet, you can use Death Pact on a creep or skeleton to instantly reposition yourself to close the gap or get away from enemy heroes.
With the Engulfing Step facet, you can use Death Pact on a creep or skeleton to instantly reposition yourself to close the gap or get away from enemy heroes.
Counter Strategy
Bring a sentry to the lane and dust later on for Clinkz.
Try to go on clinkz when his death pact expires or if he is too far forward.
Make sure to always carry dust vs clinkz and use sentrys on the popular fighting/farming spots.
Pair observer wards with sentries to spot Clinkz's movements.
Carry detection on multiple heroes against Clinkz.
Armor items are good against Clinkz.
Accuracy items like Monkey King Bar are good against Strafe if Clinkz took the Suppressive Fire facet.
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.