HERO / GET TO KNOW THEM

Clinkz

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
ClinkzHERO GAME PLAN

What I want to do in the game

I farm and look for quick kills on isolated targets while keeping a route for hidden movement.

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.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

01

Carry · position 1

Initial recommendation

I need protected farm, my item window and damage on important targets.

02

Mid · position 2

Levels, lane control and joining the team at the right moment matter.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

I choose this for quick focus and pressure from an awkward angle if I can get the economy for attacks.

What I watch out for

Detection, targeted disables and saves for a fragile target interfere with a quick kill. I do not assume invisibility will hide an obvious route.

What I do in combat

I check the approach and the target's defensive items beforehand. If the first focus fails, I return to fog instead of standing nearby for one last hit.

What I check first

Invisibility helps you approach, but detection changes everything: I do not linger on an obvious route.

02 / ITEMS FOR A PURPOSE

What I buy and why.

This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.

Carry · position 1

My starting plan

Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

  1. 01 / First stepPower Treads

    Provide attack speed and switchable attributes for farming and managing my resources.

  2. 02 / FoundationOrchid Malevolence

    Provides a targeted silence for quick kills. I check whether the target has a dispel available.

  3. 03 / FoundationDesolator

    Reduces the attacked target’s armor, increasing physical focus fire and pressure on objectives.

  4. 04 / Next choiceBlack King Bar

    Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

  5. 05 / Next choiceBloodthorn

    Strengthens focus fire on one target; an expensive upgrade path when a regular Orchid is no longer enough.

What I change for the situation 3 options
Dragon Lance ↗

Increases a ranged hero’s attack range and provides useful attributes.

Nullifier ↗

Limits eligible defensive effects on the chosen target; I check exactly which answers it removes.

Daedalus ↗

Increases physical attack damage once access to the target and protection are already secured.

I see the minute on the clock. And the situation too.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Strafe

Increases the caster’s attack speed and range. All skeleton archers within 1200 also gain bonus attack range and 40% of the bonus attack speed.

↻ 30 / 25 / 20 / 15 sec.Mana 60 / 70 / 80 / 90
Details

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 40% of the attack speed bonus. Casting Strafe does not break Skeleton Walk invisibility.

Ability

Searing Arrows

Imbues the hero’s arrows with fire, increasing their damage.

Mana 10
Details

Imbues Clinkz's arrows with fire for extra damage. Skeleton Archers will fire Searing Arrows at targets Clinkz attacks for 50% damage.

Ability

Death Pact

Clinkz consumes the target enemy creep or friendly Skeleton Archer, healing and gaining max health. Does not take Clinkz out of Skeleton Walk.

Mana 50
Ability

Skeleton Walk

The hero becomes invisible and moves through other units until attacking or using an item. Skeleton archers are created when invisibility ends.

↻ 24 / 21 / 18 sec.Mana 80 / 105 / 130
Details

Clinkz moves invisibly through units until the moment he attacks or uses items. Leaving Skeleton Walk creates Skeleton Archers. Skeleton Archers are immobile and die within multiple attacks from a hero or tower. Skeleton Archers deal a percentage of Clinkz' damage, and deal 75% less damage to buildings. Attack range is equal to Clinkz' attack range.

Innates, upgrades and other forms3 abilities +

These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

From Aghanim’s Shard

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.

Full description

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.

From Aghanim’s Scepter

Burning Army

Summons a row of Burning Skeleton Archers in the target location.

Full description

Summons a row of Burning Skeleton Archers in the target location.

Innate

Infernal Shred

The hero’s and his skeletons’ attacks apply a stacking debuff that lets them ignore up to 20% of the victim’s total physical armor without reducing it.

Full description

Clinkz and his skeletons apply a stacking debuff that causes their attacks to pierce up to 20% of the target's total physical armor (does not reduce their armor). Clinkz applies 3% per attack, and skeletons apply 1%. Lasts 5 seconds.

Valve base stats +
Health · base
516
Mana · base
327
Damage · Valve field
44–50
Armour · Valve field
4.17
Movement speed
285
Attack range
600
Strength · base / gain
18 / 2
Agility · base / gain
25 / 2.7
Intelligence · base / gain
21 / 2.2

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

KEEP EXPLORING

One hero. Many decisions.

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Less fog. More answers.