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Saturday, August 8, 2015

Clinkz



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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