Why pick Clinkz?
Pick Clinkz against lineups without reliable detection and with heroes who walk alone or farm far from their team.

Walk in unseen, strafe the lone target and let the skeletons do the rest.
Clinkz is an invisible Agility archer who picks off lone heroes with Strafe, Searing Arrows and a growing army of skeleton archers.
Pick Clinkz against lineups without reliable detection and with heroes who walk alone or farm far from their team.
Avoid Clinkz against heavy detection, tanky heroes who survive his burst and lineups that force five-on-five fights.
Do not walk past sentries you have not checked. Carry a Dust or ask a support to clear the path.
Default carry path built around Orchid silence, farming speed and attack items.
Lane with cheap stats
Farm with early stats
Silence targets for safe kills
Farm faster and fight through control
Scale damage and reliability
Add the burning army
Orchid MalevolenceSilences the target so the pickoff cannot be answered.Guide ↗
Choose when targets escape your burst and a root makes the pickoff certain.
Lane with cheap stats
Farm with early stats
Farm faster with lightning
Root and silence targets
Scale damage and reliability
Add the burning army
Orchid MalevolenceSilences the target so the pickoff cannot be answered.Guide ↗
Use in mid when Bottle and early levels bring Skeleton Walk online for early rotations.
Lane with cheap stats
Sustain arrows in mid
Silence targets for safe kills
Reach farther and fight through control
Scale damage and reliability
Add the burning army
Orchid MalevolenceSilences the target so the pickoff cannot be answered.Guide ↗
Pick this against melee lineups where extra range and Strafe keep enemies from ever reaching you.
Lane with cheap stats
Farm with early stats
Attack from longer range
Silence and fight through control
Push divers away and scale
Finish the range build
Orchid MalevolenceSilences the target so the pickoff cannot be answered.Guide ↗
A greedy damage-first plan for games where the enemy has no detection and squishy targets.
Lane with cheap stats
Farm with early stats
Shred armor on every hit
Silence and fight through control
Scale damage and reliability
Finish the burst build
Orchid MalevolenceSilences the target so the pickoff cannot be answered.Guide ↗
These are our editorial build paths. Labels describe their purpose, not measured popularity or win rate. Click an item for its use. Each stage is an inventory snapshot: keep earlier items, use consumables, upgrade components, and replace small items as space runs out. Boots, defenses, and late slots can change with the draft.
More match and build examples: Dota 2 Pro Tracker. Item names and images: Valve.
Our picks, based on how the spells work together.

Hex and Earth Spike hold a target still for a full Strafe.

Frostbite roots the target and Arcane Aura keeps Clinkz's mana full for Death Pact and Strafe.

Hex and Shackles give Clinkz a free pickoff every time.

Nightmare and Fiend's Grip hold any target long enough for Clinkz to kill it.

Shallow Grave protects Clinkz when a pickoff turns into a fight.

Lightning Bolt and Thundergod's Wrath reveal and damage Clinkz anywhere on the map.

Thirst reveals a low-health Clinkz and Rupture punishes his escape.

Corrosive Haze gives true sight on Clinkz and Slithereen Crush stops his burst.

Quill Spray and his durability survive the burst and punish Clinkz for staying.

Berserker's Call pulls Clinkz out of invisibility and Culling Blade finishes him.
These are useful ability interactions, not a statistical ranking or guaranteed matchups. Positioning, items, and cooldowns change the result. Hero links open a full guide when available, otherwise the directory.
Ability references from Valve: Lion · Crystal Maiden · Shadow Shaman · Bane · Dazzle · Zeus · Bloodseeker · Slardar · Bristleback · Axe. Checked 2026-10-13.

Clinkz is an invisible Agility archer who picks off lone heroes with Strafe, Searing Arrows and a growing army of skeleton archers.
Clinkz is a ranged Agility hero. Our recommended role is position 1 carry, with mid as an alternative.
Clinkz hunts. Skeleton Walk makes him invisible and fast and leaves skeleton archers behind, Strafe gives huge attack speed and range, Searing Arrows add damage to every shot, and Death Pact grants a large health boost from a creep. Pick Clinkz when the enemy lacks detection and has heroes who walk alone. He is weak against sentries, Gems and heroes who survive his burst long enough to fight back.
Harass with Searing Arrows whenever the enemy comes for a last hit; the extra damage costs little mana. Death Pact on a big creep gives you health for trades and a skeleton to help push. From level six, walk invisibly to the enemy support and open with Strafe for a fast kill.
Approach from fog with Skeleton Walk, release the skeletons and pick the hero who cannot answer: a support, a caster, or a carry without Black King Bar. Strafe, attack until the target dies and leave before the enemy regroups. In big fights Burning Barrage and Burning Army let you contribute from range.
Power Treads, Magic Wand and Wraith Bands carry the lane. Orchid Malevolence is the usual first core because the silence makes every pickoff safe; Gleipnir or Maelstrom add farming speed. Black King Bar handles enemy control, Bloodthorn, Daedalus and Monkey King Bar finish the build, and Aghanim's Scepter adds Burning Army.

Death Pact consumes a creep and gives Clinkz bonus health for a long time while a skeleton rises. Use it on a large neutral creep or a siege creep before you engage, and refresh it before every fight so the health boost is always active.

Strafe gives a large attack speed and range bonus for a few seconds and speeds up your skeleton archers. Activate it the moment you start attacking a target, not before, and make sure the skeletons are near so their attacks add to the burst.

Skeleton Walk leaves skeleton archers that attack nearby enemies and give vision. Use them to scout, to push a lane while you farm elsewhere and to add damage in fights. Burning Army from the Scepter places a line of them for a full team fight.
| Detail | What it means in your game |
|---|---|
| Strafe | Greatly increases attack speed and attack range for a short time and speeds up skeleton archers. |
| Searing Arrows | Adds fire damage to attacks; skeleton archers deal a share of it. |
| Death Pact | Consumes a creep to gain bonus health for a long time and summon a skeleton archer. |
| Burning Barrage | Requires Aghanim's Shard. Fires a volley of arrows in a direction, each dealing a share of attack damage. |
| Burning Army | Requires Aghanim's Scepter. Summons a line of skeleton archers that attack nearby enemies. |
| Skeleton Walk | Clinkz becomes invisible and faster for a long time and leaves skeleton archers behind. |
Clinkz is usually a position 1 carry who farms until Orchid and then hunts isolated heroes with invisibility and Strafe. He can also play mid, where the solo levels bring his ultimate online earlier. In both roles his job is to create pickoffs and push side lanes with skeletons rather than to stand in team fights.
Power Treads, Magic Wand and Wraith Bands cover the lane. Orchid Malevolence is the common first core, often with Maelstrom or Gleipnir for farming. Black King Bar handles control, and Bloodthorn, Daedalus, Monkey King Bar and Aghanim's Scepter finish the build. Dragon Lance is a cheap range option against melee lineups.
Clinkz is a medium-difficulty hero. His spells are simple, but he lives from map awareness: you must know where enemy sentries and Gems are and which heroes can be killed alone. Beginners should start by pushing lanes with skeletons, picking fights only with Strafe ready and buying Orchid before luxury items.
Skeleton Walk gives long invisibility and movement speed and leaves skeleton archers behind. Use it to cross the map unseen, to escape after a kill and to seed skeletons where you want vision or lane pressure. Remember that true sight reveals you, so check for sentries and Gems before you rely on it.
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