Clinkz is a ranged Agility hard-carry that dishes out insane amounts of damage in a short period of time. Uusually, he is played safelane or mid if there's no better hero. He is a very powerful ganker thanks to his invisibility and massive damage output. He is however very fragile, so don't overextend. Positioning is important!
What I've improved from my other guides is that I've made
everything more comprehensive and explain everything better. Also, i left an explanation
for the skill build.
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Attributes and Skills
Attributes
Strength: 15 + 1.6*level
Agility Main Attribute: 22 + 3*level
Intelligence: 16 + 1.55*level
- Clinkz' Strength is low throughout the game. Not only
is Clinkz a good ganker, but due to his
low strength he is also a ganking target. Even though he can escape with Skeleton Walk, Dust of Appearance exposes him easily. His
ultimate, Death Pact, helps with being
less squishy.
-His Agility is standard for an agility carry. However, even
though he is an Agility carry, he does not need that much Agility because he
already has a lot of AS ( Strafe) and damage ( Searing Arrows and Death Pact).
-Mana might be a problem early game because of his low
Intelligence. However, when he gets a
Soul Ring and mana regen items ( Ring of Aquila, Medallion of Courage, Orchid Malevolence) he basically has infinite
Mana.
Skills
Strafe
while Strafe is
activated, Clinkz immediately gain 130
attack speed for 4/6/8/10 seconds. Cooldown: 45/40/35/30. Mana Cost: 90.
Allows Clinkz to deal
huge amounts of damage for the time. Note that the duration is very short on
level 1 (only 4 seconds). Activating this does not revoke channeled abilities
(including TP) which means you can pop it right at the end of a TP so you won't
use any Mana. Do make sure you have someone to aim.
"Fill them with holes!"
Searing Arrows
Searing Arrows, when throw,
adds 30/40/50/60 bonus Physical damage to
Clinkz's next attack. Can be autocast. Can also be cast on Siege Creeps
and Buildings. No cooldown. Mana cost: 10.
This increases Clinkz
damage significantly. It's very handy to get very early lasthits you normally
wouldn't (you start with 40 damage) especially those on Siege Creeps which
secures a lot of farm for you.
Damage is a seperate instance, meaning:
-It's damage can't be reduced by spells like Enfeeble,
Breathe Fire or amplified by
Empower or the Rune of Double Damage
- Clinkz can not lifesteal off of Searing Arrows, nor can the damage Crit.
Searing Arrows is not
a Unique Attack Modifier, meaning you can combine Lifesteal, Mask of Madness and Helm of the Dominator, or any other Unique
Attack Modifier like Eye of Skadi
or Desolator.
Orbwalking is the process of casting the "orb"
(UAM) as a spell on an enemy, with spells like
Frost Arrows, Burning Spear or
Searing Arrows. This will not trigger aggro from the creeps so they
won't start attacking you if you do this. This means you can harass effectively
in lane to zone out and deny enemy farm. Be sure to not miss out on last hits
if you do so!
"An arrow says what words cannot."
Skeleton Walk
Skeleton Walk is
an active ability that when cast renders
Clinkz invisible for 20/25/30/35 seconds, adding 11/22/33/44% bonus
movement speed while active. Broken when you attack, cast a spell or use an
item. During the 0.6 second fade time at the start of the spell he can still
attack or use spells/items. Cooldown: 20/19/18/17. Mana Cost: 75
Has many uses. It allows
Clinkz to chase targets easily, escape if being ganked or disjoint
projectile stuns like Storm Hammer. If
you pick up a Blink Dagger, combined
with this you are very sneaky and hard to catch.
"Flames hide from sight."
Death Pact
Death Pact is an active ability castable on any creep, ally
or enemy, gaining 50/65/80% of the unit's current HP as your own HP, and
5/6,5/8% of it's current HP as your own damage, for a 35 second duration. Cast
Range: 400. Cooldown: 45/35/25.
This is where Clinkz
gets a lot of damage and HP from. This makes him a lot less squishy. Also is a
short-cooldown Hand of Midas while you
could also deny your own creeps if you would want. Earlier in the game, it can
also really deny an enemy Jungler like
Bloodseeker or Chen, as you'll
steal some farm from them.
When the Death Pact buff expires, Clinkz' maximum health returns to normal, but
his current health is kept, without exceeding his maximum health,so the HP
gained is technically a heal, meaning if you have 400 Current HP with 1200
Maximum, you gain 500 HP meaning you now have Current 900 HP with 1700 Maximum.
After the duration you have 900 Current HP with 1200 Maximum!
Compared to Searing
Arrows, the damage from this is Base Damage, meaning that this CAN crit,
lifesteal and be amplified or reduced.
Can't be cast on Ancients, Siege Creeps, Roshan, Spirit
Bear, Warlock Golem, Familiars or the
Primal Split summons.
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