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111 Votes

Clinkz Eastwood - Basic Guide

January 28, 2012 by Relyks
Comments: 41    |    Views: 692564    |   


Standard Build

DotA2 Hero: Clinkz




Hero Skills

Strafe

4 12 13 14

Strafe

4 12 13 14

Tar Bomb

1 3 5 7

Death Pact

2 8 9 10

Skeleton Walk

6 11 16

Talents

15 17 18


Clinkz Eastwood - Basic Guide

Relyks
January 28, 2012


Introduction

Hello there!
My name is Relyks and this is my first guide: Clinkz, The Bone Fletcher.
I think Clinkz is a great all around carry, he has good damage output, and using Skeleton Walk he can scout, escape, and maneuver around the map with ease. One of the biggest cons to Clinkz is that he is like paper: he is ridiculously squishy.
So, in order to play Clinkz effectively, you have to play in a particular way, use his skills correctly and build him a little tanky.

I would recommend him to beginners as he is relatively easy to learn. He is very fragile, but difficult to kill due to his extreme elusiveness with Skeleton Walk. His ultimate also gives him some added bulkiness as well as some extra power.

Key:
White = Titles of Sections
LGreen = Items
Red = Skeleton Walk
Yellow = Strafe
Orange = Searing Arrow
Blue = Death Pact
BKB = Black King Bar
MKB = Monkey King Bar
Sov = Scythe of Vyse

Items

Let's briefly go over Clinkz item build.
Keep in mind that all builds are bare-bones (no pun intended.)
It's simply core, you will always build situational items depending on the enemy team comp or what you are having problems with.

Starting Items:
A tango and health pot for some lane staying.
Iron Branch, SoA, and a Circlet for some stats.

Early Game Items:
Boots of Speed are pretty obvious choice in my opinion, even with Skeleton Walk, it's nice to have some extra base mobility.

I would suggest Medallion of Courage for the armor (survivability) and 50% mana regeneration, which gives you lane staying. I like it more than Ring of Aquila and I've built both.

Core Items:
Power treads.
I would pretty much take them over any other boots. They give you attack speed which is good because most of your "mid-game" damage comes from Searing Arrow; that's why it is maxed first. Clinkz being so squishy, having them on strength gives you that added survivability. Also, the extra mobility is good.

Orchid of Malevolence.
This is a big item on Clinkz. It gives you a boat load of extra mana, and also gives you some awesome mana regeneration which allows you to auto-cast Searing Arrow with little consequence to your mana pool. It also gives some nice added attack speed and damage. With this, it allows you to 1v1 most heroes mid game and is a great asset in team fights. Since you're ***anish carry, you can roam around with Skeleton Walk, find a lone hero, silence them with orchid, use Strafe and go to town.

Late Game Items:
Monkey King Bar.
This item gives you a bit of extra attack speed as well as a huge chunk of damage.
It also gives you some useful passives. The mini bash it gives you is great because you attack so fast (w/strafe it's even faster), and the bash procs quite a lot. 35% proc, probability wise, means that, 1/3 hits will mini-stun. With your attack speed, it's no problem. It also gives you true strike which basically means that your attacks cannot miss, omitting certain circumstances.

After these items, I would suggest buying what you need based on the enemy team composition. Situational. If they have a lot of magic damage/magic stuns that are disabling you and ripping you apart, get Black King Bar. If you want some more attack speed for Searing Spear and MKB to proc more, get Butterfly; the added dodge percentage also helps immensely. Want crit, build Daedalus. Want another diable, get Scyhe of Vyse.

Skills

Strafe:
Duration (per level): 4/6/8/10
Bonus Attack Speed: 110
Cooldown (per level): 60/50/40/30
Mana Cost: 90
-When used, there is a visible spell animation on the model of Clinks showing that it is active.


Searing Arrow:
Range: 600
Bonus Damage: 20/30/40/50
Mana Cost (per throw): 8
-Searing Arrows is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers.

-The Searing Arrows do damage to structures, making clinks great at taking out buildings (towers, barracks etc.)

-The Damage is directly applied to Clinkz attack damage as physical damage.


Skeleton Walk:
Duration (per level): 20/25/30/35
Bonus Movement Speed (per level): 11%/22%/33%/44%
Cooldown: 20
Mana: 75
-Clinkz can go through units when under the effects of Skeleton Walk.

-Will not break most channeling of spells or items upon activation.

-When attacking, invisibility is broken before the projectile reaches the target.

-Has a fadetime of 0.6 seconds.

-Using phase boots, or changing the stat on Power Treads will break the stealth. Using most any item, breaks the stealth as well.

-It is good to know that with the duration being longer than the cool down, you could theoretically could be stealthed as long as you'd like.


Death Pact:
Range: 400
Duration: 35
Bonus HP and HP Capacity (per level): 50%/60%/70% of the killed unit's HP
Bonus Damage (per level): 4%/6%/8% of the killed unit's HP
-If the target is an enemy or neutral unit, it will give the Clinkz the correct gold and experience bounty.

-Clinkz gains HP capacity based on the HP of the target. Increases his current and max HP by a certain amount.

-When the duration ends, the max HP returns to normal, but Clinkzs' current HP remains the
same. If his HP is greater than his normal maximum, it will be set to his maximum.

-Bonus damage is also a percentage of the killed unit's HP.

Early/Middle/Late Game

Early Game:
Play very cautious and use Searing Arrow to last hit creeps. It is also quite good at harassing the enemy within your lane, as well as for doing damage to towers. Early game, with little mana regen, you may want to use it sparingly so you have enough mana to use Skeleton Walk in case of emergency. Farm your Boots and Medallion. Continue farming until you get your Power Treads. Try not to engage in team fights unless absolutely necessary, as you will most likely just be focused and melted. Continue farming. Don't really worry about ganking early game unless a prime opportunity presents itself.


Middle Game:
Now you should have at least your Power Treads and Medallion, and probably some components of Orchid. Continue to farm, but you can assist your teams in ganks a little more confidently. You're good at ganking because of Skeleton Walk. You can use it to scout areas out, to set up for a gank; it's a great utility spell. Once you get your Orchid, you're ganking potential will double and you will become much more useful in teamfights.



Late Game:
Continue roaming around with Skeleton Walk, trying to pick off over-extended enemy heroes so as to set up for a push. Your Searing Arrows will do massage damage to buildings, and with Strafe, it's even more devastating. Don't be afraid to push another lane when you have map awareness of the enemy team. If not, and you don't notice them on the map, I'd suggest probably Skeleton Walking the hell out. Also, pay attention to inventories of the Enemy Heroes, seeing if they have Dust of Appearance, or a Gem of True Sight. These items reveal stealth, and will greatly hinder your Skeleton Walk as you will have to be very careful how you use it. Also remember that towers reveal stealth.

Summary

Clinkz is overall a great carry that's easy to learn, fun to play, and I think he's actually kinda quirky. He needs farm to do well and is relatively item dependent, but is always a threat with skeleton walk and has potential to do many things.

Try to stay in the back of teamfights and silence the right people with Orchid. Don't waste it on their Drow who is all auto attack. Use it on their Invoker so he cannot tornado and disable your team, or use it on their Lion so he cannot stun or disable. If chasing, you can use it on heroes to prevent them from using an escape mechanism of theirs (Anti-Mage, Invoker, Bounty Hunter etc.)

I didn't much talk about his ultimate, Death Pact. If you can, use it on a neutral creep (anything but ancients/magic immune), as it will make you harder to kill as well as increase your damage. If you can't be bothered to go to the jungle and a team fight is happening or impending, use it on a lane creep.

I cannot emphasize how squishy Clinkz is. He is like a ****ing piece of paper.

He is a carry, but he can be used to push towers as well as gank effectively. When farmed and played correctly (with a good team of course), he has the potential to be a good carry.

This is my first guide, it is also barebones and basic. Please leave constructive criticism (not destructive), and please don't bash something I said with no reason to back it up.

I added some color coordination for extra clarity, and future guides will be more in-depth as well as have corresponding video, as well as character, item, and skill code.
Thank you for reading and have a great day!

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