On the grand stage of premier tournaments is where the meta is proven. Even from one stellar performance on a hero, by a pro player, we can see the pick rate skyrocketing the next day in pub games. But it’s often in the ocean of pub games, where small trends in win rate can be predictors of shifting tides. A small buff to base armor here, a decrease in cooldown there—they can all compound. That was the case with heroes like Juggernaut, Windranger, and Lina, where incremental buffs patch over patch precipitated a rising change in pub win rates, until the point they broke free into the competitive meta.
Clinkz’s win rate has been percolating, ever since patch 7.06 brought the old neutral spawn rate back to every minute and thereby resuscitated the livelihoods of heroes who depended on the jungle. From patch 7.05 to 7.06d, Clinkz’s win rate rose by 2.2% (46.81% to 49.00% currently), a difference significant enough to vault him 25 places up the charts.
In 7.06, Clinkz got his jungle back, and at the same time his Death Pact underwent a rework that threatened his viability. It no longer had 100% uptime from level 3 onwards (86% uptime at level 2). This change is akin to the one to Lone Druid’s Rabid. Both skills are essential to the strength of its heroes, and the change nerfing Rabid’s 100% uptime was instrumental to bumping Lone Druid out of the meta.
In Clinkz’s scenario, Death Pact’s duration extended from 35 to 65 seconds (cooldown 85s). The original duration of 35 seconds was a little awkward. It was short enough such that Clinkz players had to rotate between the jungle in the lane to be able to maintain the Death Pact buff. Sometimes teams would draft Chen such that Clinkz would have a reliable way of maintaining Death Pact in mid to late game scenarios. There isn’t always a creep around when you need it, and you would be forced to settle for a weaker buff by consuming a weaker, lane creep, which can be as low as 1/5th of the buff when compared to consuming a Troll Warlord creep.
The change to Death Pact’s cooldown sacrifices uptime for reliability. There are differing interpretations for reliability here. On one hand, with the longer duration, but a 20 second cooldown, Clinkz players can Death Pact a large creep and have enough juice to push a lane for more than one wave. They just aren’t able to sustain it after that. On the other hand, Death Pact is part of Clinkz survivability as well as his damage, and when the clock ticks down, he has 20 seconds of downtime where he turns back into a pumpkin.
But the original Death Pact also had its moments of unreliability as well. Because the shorter duration often forces Clinkz players to consume lane creeps, 100% uptime isn’t really 100% uptime. It can be 50% uptime at 100% of the buff, and the other 50% at 20% of the buff.
Faceless.Black^’s standard Clinkz build in his match against Mineski
Clinkz has been buffed since the beginning of modern Dota time. The highlights include a net buff of attack range from 600 to 640 (6.83, 6.88), Searing Arrows no longer a Unique Attack Modifier (6.82), opening up item builds towards Desolator or Helm of the Dominator, and Strafe’s attack speed from 50/60/70/80 to 130 (6.63, 6.73, 6.75).
In patch 7.06c, Clinkz received more minor buffs, one to Skeleton Walk (movement speed bonus from 11%/22%/33%/44% to 15%/25%/35%/45%), and another to Death Pact (attack damage bonus from 5%/6.5%/8% to 5%/7%/9% and health bonus from 50%/65%/80% to 50%/70%/90%). For Skeleton Walk, the change is trivial at the upper levels, but it becomes significant at level 1, when the standard build for Clinkz players is to have only one point in Skeleton Walk by level 6 or 7. Clinkz doesn’t need many items to be effective on the map, and it’s usually around this time players can fish for a kill around the map.
As for Death Pact, it’s another small tweak to the rework, in the positive direction. The change here is towards the upper levels of the skills. It might not appear like much, but the difference with a level 3 Death Pact on a Troll Warlord before and after the minor change is +26 damage and +260 hp. These minor changes in the end boosted Clinkz’s win rate by +1.05% from 7.06b to 7.06c.
Before the introduction of Dragon Lance, heroes who could outrange towers used to be an exclusive club (Sniper). Now, everyone can snipe Towers, some faster than others. At 640 base attack range, Clinkz is 4th on the list, behind Techies (700), Ancient Apparition (675) and the only other real threat to towers, Lina (670).
Clinkz has the ability to go undercover and absolutely detonate Towers by his lonesome, an even rarer talent in the era where Towers gain more aura per hero in the vicinity. The inevitable Desolator pickup puts even more pressure on opposing teams to predict Clinkz’s movements and to have an on-call responder to any lane.
The tournaments leading up to TI7 and the qualifiers themselves will be ripe environments for experimental strategies. Clinkz is right there, prone to enter the meta as a niche pick, even if it requires one or two tweaks more.
first
Second! T_T
сасать
я тип второй но я крутой :)
я типо пятый но я пиздатый :)
6th place
lmao im 7th
lmaoooo ayyyy
eggs and bacon
Maybe we need more sentry and dust
rip sub 2k mmr looks like im gonna have to tell more peruvians about dust and sentries
I already got some winstreak by just spamming clinkz without no reason except his new taunt, so yea he's ready.
sub 2ch kappa mrmrmrmr
By looking at the current meta, I think he is a niche pick at best. His laning is somewhat weak(weak stats besides range) and he lacks AOE.
Is it just me or is helm really underrated on him. Especially with the change to death pact, having that creep (1500 hp) following you until it comes off CD is pretty useful. You just eat the creep right before a fight, or a push then you are good until Helm comes off cd then you grab another creep , rinse and repeat
I dont think its worth the cost when you can save for a deso and start killing and pushing
The numbers regarding the Death Pact change are way wrong. Should be +11/+110, not 26/260. The author read the HP value for the entire troll camp (which is 2600), but the Dark Troll Summoner is only 1100. Also uses the wrong name for the creep.
He works really well if he has an orch ,when ur using clinkz you either have to choses. Get so many kills and help your team out or option number two go for towers instead. With Clinkz having a desolator and dragonlance he beast agansit towers.
Do I believe he deserves to be the meta, no. Not great during early game unless you're good enough with last hitting. His base damage is low ,so good luck because his attack animation is so slow!
D0ubL3, he make a lot of gold by killing, and using Searing Arrows you may last hitting creeps easily
clinkz has 70 dmg from the start + he is a high range hero. he has a skeleton walk wich gives him the ability to simply run away from ganks. HOW is he not a good laner? he is picked alot of times simply cuz he can sustain alone on lane and even dominate.
skywrath also has low stats but hes actually picked to harrass enemys out of the lane.
U MAKE 0 SENSE!
All I wanted was a reduction in his BAT ._.
in the pub scene clinkz probably as cancerous as riki if your team don't want to spare their gold for support items
however in the pro scene clinkz seems yet to be ready to be the most pick/ban material, because he'll mostly become prioritized target at teamfights, squishy and prone to counter vision and silence, and the opposing team will always have coordination in order to take him down. but he's a good offlane and roamer imo
but of course : buy sentries and dust will ya, and also counterpick enemy hero at penalty time SeemsGood
i play clinkz since ever and he is one of the best pushers gankers initiators if u knw how to play the hero. i see random builds everywhere and wrong items on him. get your searing arrows up and max the strafe later, pick up a deso and 2 moon shards!! a pudge with 4k hp last 4s against clinkz arrows when ganked
Pact CD/Duration is heavily nerfed
Clinkz can heal his own hp with low cd pact
@NaSGul ^^ true pubs master
@김혜림
clinkz isnt a teamfight hero. hes a pusher laner and ganker.
ok he isnt anti mage who can just blink away but saying hes squishy is... at lvl 10 he has 470 ms or something and about 2000 health with his ult.
he is not sqishy god damn.
also his early to mid game is really strong, wich means the team wont have a big problem with vision, since they might have more space then the enemys.
also murder the guy that said hes a good initiator, please.
when i'm using Clinkz, i'm not a pusher neither become a hitter at teamfight (i'm a noob) feel so bad about it
He's an amazing pusher with deso. Just played a match with him after seeing this post. My team took a fight and lost but while the opposing team was distracted I took two sets of rax.
Just maybe more base damage and that's it.
why you get searing arrows level one and that more than makes up for having bad damage.
Plse can anyone tell me how do I get high skill or very high skill on dotabuff in my match??
Sometimes when I played my best in the match it shows normal skill and sometimes unexpectedly it shows high skill when I didn't expect
Clinkz, the Bone Fletcher is a ranged agility carry specializing in ambushing lone Heroes with high physical damage and incredible speed. Though frail and easy to kill, Skeleton Walk grants Clinkz stealth and haste to escape and re-position himself. This skill is also what makes Clinkz such an incredible ganker. This hero is also equipped with Strafe boosting his attack speed to insane levels for a short time. Searing Arrows provide huge bonus damage, greatly injuring enemies in conjunction with Strafe. To aid his assault, Clinkz can form a Death Pact and absorb a creature's life for greater damage and health, making him not only able to take more hits, but hit harder as well. Therefore, Clinkz is ready.
TA is better option usually
Can you make a post about "The Summit 7 Meta Heroes" please? :3
I actually hate playing vs him so much as I am support picker :/
Clinkz in my opinion is worse than ever because his strength has always been getting solo pickoffs. He sucks at teamfighting, and he falls off super hard. The new items are also really bad for him, especially the reworked Heavens Halberd and Solar Crest are real bad for him.
With the recent buff to his ult which gives him ample time to fight with the buff and push after the fight, I believe Clinkz will play a strong hand in this upcoming international.
Ever since the nerf to deathpact the hero is now officially garbage .. when i say garbage i mean actually worse than trash ... Garbage would actually be quite an upgrade for him at the moment... I love clinkz it was one of my top most played heroes , and favorite hero of all time at a point .. recently played 2 games in like a 3k bracket and lost both when my solo mmr is 5k+
WTF are u speaking guys, even Visage can kill him in Clinkz's favorite mid game.
its 1k killer
so clinkz can ULT a troll WARLORD? nice.