by Admir Mujacic
So you wanna learn how to play the endless migraine that’s called the Bone Fletcher?
Do you want your enemies to shiver for the whole duration of the game the minute they step foot outside of their base? If so, then you’ve come to the right place.
Clinkz a.k.a the Bone Fletcher (Clinkz Eastwood) a.k.a ‘The Little Bastard that pops out of nowhere and kills you’ has been a staple of the game since the Dota Allstar days.
Primarily a ranged agility hero, he’s a carry, ganker and one of the best pushers in the game, with a wicked awesome escape that’s gonna have you running around the map like an invisible Michael Schumacher.
His primary weaknesses are the fact that he’s frail like a piece of paper, he’s more dependent on items than a junkie on heroin, and his kryptonite is true sight.
TABLE OF CONTENTS
- Friends and Foes
Strafe is like steroids Clinkz takes during each teamfight/pushing scenario that dramatically increases your attack speed for a short period of time (depending on the skill’s level). Make sure to have it always ready when there’s a possibility of a team-fight popping up, and try to play around your enemies glyph when you’re pushing. You don’t want to waste this bad boy on a target you basically can’t hit. Combined with Searing Arrows, it cuts faster through your enemies and their buildings than a hot knife through butter.
(W) Searing Arrows
Searing Arrows is your bread and butter, your go to spell in each and every part of the game. It increases your damage so much in the early game, that every hit you land on your enemy will feel like a punch directly from Mike Tyson. Use it to farm, to harass, to push, basically use it for anything you like, as long as you keep an eye on your mana, because this spell can drain it pretty fast if you’re not careful with it. The damage this spell does is counted as physical, but it’s not affected by Razor’s Static Link, nor Bane’s Enfeeble, it’s not counted as a Unique Attack Modifier, goes through Black King Bar, and is not blocked by Linken’s Sphere. It cannot crit, and cannot be amplified by the likes of Magnus‘s Empower or the Double Damage rune.
(E) Skeleton Walk
If searing arrows is your bread and butter, then Skeleton Walk is the stuff you put in between. One of the ultimate escape, gank and mobility spells in the game, it grants you invisibility and a huge movement boost. Use it for escaping sticky situations, scouting, ganking, setting yourself in a good teamfight position, or just if you need speed burst to the location you’re headed. Try always to make sure you have it off cooldown when engaging, as it can mean a huge difference between a good teamfight, a bad one or an utterly horrible one. Although this is Clinkz‘s signature skill, like all invisibility effects, it’s counter is true sight. Always make sure to check if your enemies have a gem, dust or sentry wards, and always have some form of counter measure against them (just not a gem, that would be nothing short of suicide). As much as you feel carefree roaming around the map like a rally car, I cannot repeat this enough, always be careful.
(R) Death Pact
If Strafe is a steroid, then Death Pact is the pre-workout enhancer you take. This skill is what makes Clinkz tanky as hell, plus it adds a bit of damage to your already ridiculous pool as well. The best thing you can do with it is eat a big neutral creep. The larger the creep, the bigger the reward. Use it while ganking, before teamfighting (or during the teamfight if you see any creep that might provide that small extra boost you need) or just for the sake of farming. It’s just a great skill overall as it improves Clinkz‘s survivability by a huge margin.
Your skill build will mostly center around getting max Searing Arrows as soon as possible, but I like to have a point in Strafe, Searing Arrows and Skeleton Walk at level 3. So, I can gank more efficiently if I’m pared up with a disabling lane support. For the most part, you should max Searing Arrows, take a second point in Strafe and continue with Skeleton Walk, as the pay-off is very good with each new level.
As far as talents are concerned, it’s very situational as always.
At level 10 you should go for the +10 Intelligence, only get Magic Resistance if enemy spellcasters prove to be an issue.
At level 15, you should always go for the +30 Searing Arrow damage, only go for the +15 Strength if you feel like you need the extra beef to survive teamfights.
At level 20, you should go for the +10 All Stats, as it fills the gap Clinkz has with his overall low stats gain. Only go for the evasion if the enemy has a hard hitter such as Phantom Assassin, Void, Chaos Knight or Wraith King.
At level 25, the extra attack range is almost a must. I don’t like picking the extra Strafe attack speed, as you already attack faster than Bruce Lee in Enter the Dragon at that point in the game.
Initial Items/Early Game:
Depending on who you’re laning against, your first items should consist of basic healing aids (Tangos and a Healing Salve, or just two sets of Tangos), a Clarity Potion for your mana and a Ring of Protection that you will morph into a Ring of Aquila.
Your best bet before building the full ring would be getting a pair of Boots of Speed that you will upgrade later on. Depending on how your lane phase is going, you can build the Ring of Aquila before Soul Ring (which you can even skip if you want), but if your lane is mana-intensive, Soul Ring would be a better pickup before the full Ring.
Another smart idea would be getting a Blight Stone. Later on you can use it to get a Desolator. The armor reduction will help with your harassing and pushing. The only time you should pick up a Magic Wand is when you’re laning against an enemy who likes to spam spells. Then, the item’s payoff is much better than the Soul Ring’s. Still, the risk stays almost the same, with your enemy being the wild factor. Again, another potential item is the Medallion of Courage, which you can substitute for your Ring of Aquila. The only time I prefer this item is when your enemies have a hard hitter like Phantom Assassin, Void or Skeleton King. Evasion lets you dodge some Chronosphere hits, or a Phantom Assassin crit that would otherwise cut you in half where you stand. After that, finish off your Power Treads and figure out if you’re going for an Orchid or Desolator first.
Here’s a small tip. If the enemy doesn’t have a lot of Spellcasters, go for the Desolator first. It dramatically increases your pushing power, and thus, no enemy tower will stand before you for long. In the case when you’re building an Orchid Malevolance, there are two routes you can take. One of which includes skipping the Desolator completely, going for the Eye of Skadi in the late game.
The second route involves your building both of these items, and upgrading your Orchid Malevolance to a Bloodthorn, which is one of the best (if not the best) item for Clinkz in the game.
After finishing one of those items, which provide a huge damage boost, start working on your Black King Bar. It provides Clinkz with the HP and Magic Immunity he so desperately needs. I always tend to finish BKB as my second item, but then again, it all depends on your enemies picks and playstyle. Other viable options include Diffusal Blade, but it’s very situational. The mana burn really does come in handy against those pesky intelligence heroes, and is also the best counter to a Wraith King. Like I said, Solar Crest is also an option, being regarded as a cheaper version of Butterfly.
After this, your eyes should be set on Monkey King Bar. The damage, the true strike, and the fact that you can bash people 35% of the time (coupled with your attack speed) makes it a must in almost every Clinkz game.
It’s the best counter to heroes who have Evasion, or who build Evasion-based items. Basically, it counters everything. You buy it for lockdown too, as the mini stuns are great for keeping an enemy dead in their tracks (you’re gonna feel like you’re playing a game of Whack-A-Mole).
The only item I can think of that can replace it is the Scythe of Vyse, but it is again very situational. After MKB, finish your Bloodthorn if you haven’t already. And from then on, you can pick up basically anything you want. Pick up that Skadi if you haven’t gotten your Desolator, acquire or replace your Solar Crest with Butterfly. Just go ham. The game is yours for the taking.
During the early game, your main job is simple. Last hit with your Searing Arrows, always keep enough mana for your Skeleton Walk and try always to have it off cooldown. Harass, push, you can do anything, Clinkz is really a pain to deal with in the early game. Farm up your items, and always stay on your toes for upcoming ganks.
Try to use your creeps/hindsight for enemy sentry wards, and of course, gank. Clinkz is a ganker by nature, so as soon as an opportunity arises, be sure to make the best out of it. I like pairing Clinkz on my lane with a stunner, pick out a target, Skeleton Walk behind or close to him, have the enemy stun him, Strafe and presto, it’s dead. Magic really, they melt faster than ice cream in your palms in mid-July. A laning phase during which Clinkz has not taken a tower is shameful, really.
Your primary focus should still be on pushing and farming. Try to gank more often as you’re getting your items set up. Scout ahead, if you have the opportunity, don’t be afraid to use it, albeit with caution. Try to secure Roshan with your teammates, have somebody (yes, the Smash Mouth song) tank it and see it melt away like everything else.
Always try to have Death Pact on you, as it makes you really harder to kill, and always check your enemies inventories for items that might reveal you. Always try to dance on the edge of teamfights, preferably behind your teammates as you will just waste away most of the time if you’re caught in the middle of it.
Continue roaming, pick off anybody who’s strayed away from their pack (jungling, warding, whatever, they’re as good as dead). Use your map awareness (if you have any) to push the hell out of your enemies. Counter-pushing, pushing after teamfights, pushing after Roshan, man, I’m beginning to sound like Bubba from Forrest Gump.
End-game is Clinkz game. Your opponents should fear you, even if they are pushing they should be afraid of a counter-push from your side. However, do tend to stick with your team most of the time, as you’re really gonna need them.
Friends and Foes
First of we’ll start with Clinkz‘s buddies:
Heroes like Dazzle, Warlock, Witch Doctor ,Undying, and Omniknight are great for pairing up with Clinkz in the lane. With their heals, Clinkz can stay longer on the lane, which ultimately means more farming and experience.
Any disabler is a good lane match with Clinkz. It’s all about getting into a good position, disabling your enemy and killing them softly.
The most common ones are Crystal Maiden, Vengeful Spirit, and Lion.
While the best friends for Clinkz are typically heroes that make his laning phase easier, his biggest enemies are the heroes who can reveal him. I do not recommend picking Clinkz if the enemy have picked one of the following heroes.
Slardar – Simply because of his ulty.
Bounty Hunter – Then again, he is invisible and has an ulty that negates your invisibility.
Zeus – Lightning Bolt and Thundergods Wrath reveal you.
Bloodseeker – As soon as you’re under 25% , expect him to go after you with largely the same speed you have, which is a lot.
Spirit Breaker – Oh my god am I scared of this hero. He has everything he needs to pummel you into the ground. A good Spirit Breaker will always carry some form of reveal with himself when paired up against Clinkz. Imagine a space cow that follows you around, dusts you, and then perma-bashes you into oblivion.