Bone Clinkz || A new look at an old Hero
Created by Cyber Bunny on 2008-03-18
Last modified: 2008-04-21
Viewed 241158 times

Fire a large number of arrows in a short time period.
Level 1 - 90% increased attack speed. Lasts 4 seconds.
Level 2 - 90% increased attack speed. Lasts 6 seconds.
Level 3 - 90% increased attack speed. Lasts 8 seconds.
Level 4 - 90% increased attack speed. Lasts 10 seconds.
• Bone Fletcher will get an animation on him for the duration of the spell, showing that it's currently active.
Mana Cost: 90
Cooldown: 60/50/40/30
Comment: An amazing skill, Strafe makes Bone Clinkz the DPS machine he is. Unlike BibleBash's excellent solo guide for Bone Clinkz, this guide holds off getting Strafe until midgame when you have both the items and mana pool to support using it.

Increases the damage of the Hero's attack by adding fire. Bonus damage works on buildings.
Level 1 - 20 bonus damage.
Level 2 - 30 bonus damage.
Level 3 - 40 bonus damage.
Level 4 - 50 bonus damage.
• Searing Arrows is an orb effect. non buff placer.
• Searing Arrows deal damage to structures.
• Casting range: 600
Mana Cost: 8
Cooldown: 2/0/0/0
Comment: Your 'bread and butter' skill, Searing Arrows makes early game last hitting, denying and harrasing a breeze. As of 6.48 (?) the cooldown at level 3 Searing Arrows is 0, however do not right click this skill! While it can be autocast latter in the game, at level 5 you do not have the mana pool to abuse it like that. There will be a lengthy discussion on the 'correct' use of Searing Arrow latter in the guide. It's importance is such that Searing Arrow is maxed out as soon as possible.

Turn invisible for a period of time, increasing movement speed.
Level 1 - 10% increased movement speed, lasts for 20 seconds.
Level 2 - 20% increased movement speed, lasts for 25 seconds.
Level 3 - 30% increased movement speed, lasts for 30 seconds.
Level 4 - 40% increased movement speed, lasts for 35 seconds.
• Bone Fletcher can go through units when under the effects of Wind Walk.
• Will not break most channeling of spells or items upon activation.
• When attacking, invisibility is broken before the projectile reaches the target.
Mana Cost: 75
Cooldown: 20
Comment: A great ganking skill and escape mechanism, Wind Walk is on of the skills which defines Bone Clinkz, striking from the shadows onto unsuspecting (and squishy) heros. Windwalk is The Bone Fletcher's only escape mechanism and as such is very important to his success at a) surviving and b) backdooring/ganking.

Kills a target unit and gains bonus damage and HP capacity based on that target's current health when killed. Bonuses last for 35 seconds.
Level 1 - Gains 50% HP and 6% damage of the killed unit's HP
Level 2 - Gains 60% HP and 7% damage of the killed unit's HP
Level 3 - Gains 70% HP and 8% damage of the killed unit's HP
• If the target is an enemy or neutral unit, it will give the Clinkz the correct gold and experience bounty.
• Bone Fletcher gains HP capacity based on the HP of the target. Increases his current and max HP by a certain amount.
• When the duration ends, the max HP returns to normal, but the current HP remains the same.
• Bonus damage is also a percentage of the killed unit's HP.
Mana Cost: 100
Cooldown: 45
Comment: Unfortunatly, Death Pact is, at best, a mediocre ultimate. However this balances Clinkz, because his none ultimate skills synergies so well if one another. Strangely (or maybe it's just me?) none of the other Bone Clinkz guides at DotA Strategy recommend taking Death Pact at level Six. More will be said on this in the early game section.

Skill Build:
1. Searing Arrows2. Wind Walk
3. Searing Arrows
4. Stats
5. Searing Arrows
6. Death Pact
7. Searing Arrows
8. Stats
9. Stats
10. Strafe
11. Strafe
12. Strafe
13. Strafe
14. Wind Walk
15. Stats
16. Wind Walk
17. Wind Walk
18. Stats
19. Stats
20. Death Pact
21. Stats
22. Stats
23. Stats
24. Stats
25. Death Pact

Item Build:
1.
Circlet of Nobility (185)
+2 to all Attributes
The duel Circlets provide Clinkz with a much needed stat boost in the early game. They are also ingredients in Clinkz's 'core' item build.
2.

Circlet of Nobility (185)
+2 to all Attributes
See above comment.
3.

Ancient Tango of Essifation (90)
Active: Eat Tree
Eats a tree to restore 115 HP over 16 seconds. Purge will end the effect even though the status icon will remain.
Note: Stacks with itself in inventory. 3 charges.
Cheap, uninteruptable hitpoints. If you play correctly they should last until Clinkz has enough gold to buy the first half of his 'core' items.
4.

Ancient Tango of Essifation (90)
Active: Eat Tree
Eats a tree to restore 115 HP over 16 seconds. Purge will end the effect even though the status icon will remain.
Note: Stacks with itself in inventory. 3 charges.
See above comment.
5.

Bracer (510)
6 Strength
3 Agility
3 Intelligence
Gauntlets of Ogre Strength + Circlet of Nobility + Bracer Recipe Scroll
Duel Bracers are the first part of Clinkz's core items. They boost his pitiful hitpoints and mana pool and scale well until lategame.
6.

Bracer (510)
6 Strength
3 Agility
3 Intelligence
Gauntlets of Ogre Strength + Circlet of Nobility + Bracer Recipe Scroll
Once again, see above comment.
7.

Boots of Speed (500)
50 Movement Speed
Note: Movement speed bonus doesn't stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
These buff Clinkz's movespeed up to 350, and almost 375 with level one Windwalk. This increased movement speed makes it much easier to chase down fleeing heros, or flee yourself. Boots of Speed are also an ingredient for Boots of Travel, a recipe item which is of immense aid for late game lane control.
8.

Demon Edge (2400)
46 Damage
Ah, the first ingredient in The Bonefletcher's main item, the Monkey King Bar. While the Javelins are cheaper individually, I feel the plus (+) damage of the Demon Edge helps Clinkz a) Gank between getting Demon Edge and duel Javelins and b) farm for Javelins.
9.

Empty Bottle (600)
Active: Regenerate
Restores 135 HP and 70 mana over 3 seconds. Effect ends if you take damage. When used, Magic Bottle 3/3 changes to 2/3, 2/3 changes to 1/3, and 1/3 changes to Empty Bottle. Can't be used when Empty Bottle. 0.5 second cooldown.
Active: Rune Capture
Stores a rune in an Empty Bottle. When a rune is used, this item is refilled to Magic Bottle 3/3. Stored runes are automatically used after 120 seconds. Can't be drop if it has a rune stored.
Note: This item is refilled to Magic Bottle 3/3 when near the fountain.
Optional: This item is for if you want to Gank after getting the Demon Edge. Whether you do so or not will depend on the playing conditions, but with the extra damage from the Demon Edge you should be able to take down a hero or two.
10.

Javelin (1500)
+21 damage
20% chance to deal 40 bonus damage
Unfortunately, I haven't played since Javelins were introduced, but 2 of them are required for Monkey King Bar, Clinkz main item. Thus, grit your teeth and buy them.
11.

Javelin (1500)
+21 damage
20% chance to deal 40 bonus damage
I feel like a robot but, see above comment.
12.

Monkey King Bar (5400)
80 Damage
15 Attack Speed
Passive: True Strike
Prevents your attacks from missing (except due to exceeding Movement Buffer Range on melee units). Interferes with some attack modifiers on ranged units.
Passive: Mini-Bash
35% chance to bash on attacks. 100 bonus damage. Stuns for 0.01 seconds.
Note: Clicking the item will toggle True Strike on and off.
Demon Edge + 2x Javelins
13.

Boots of Travel (2700)
95 Movement Speed
Active: Teleport
Teleports you to an allied non-hero unit or building. 3 seconds casting time. 75 manacost. 60 seconds cooldown. Shares cooldown with Scroll of Town Portal.
Note: Movement speed bonus doesn't stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
Boots of Speed + Boots of Travel Recipe Scroll

Early Game:
To ease the strain on the eyes: My Item Build Pictographically
















A Small Guide on the 'Correct Use of Searing Arrow'
Searing Arrow as I mentioned before, is your bread and butter skill. Thus using it correctly is of utmost importance to you, the gamer. There are several concepts you need to know about before successfully using Searing Arrow.
I) Orb Effects
Searing Arrows is an 'Orb Effect'. In DotA an orb effect is a 'skill which is passively given by an item or hero' which may not 'stack' with the abilities of some items e.g one effect will cancel the other out. An example of this happening is the item 'Stygian Desolator.' In red in it's item description, it will say: 'Does not stack with orb effects.'
Searing Arrow's Orb effect is the bonus damage it gives to Clinkz's attacks. Thus if we have an item which Does not stack with Orb Effects we either a) lose the bonus damage from Searing Arrows, making it useless or b) lose whatever bonus the item gives us, making it a waste of gold.
For a full list of Orb effects and how they stack, refer to this link:
http://www.dotastrategy.com/forum/ftopic867.html
2) Creep Aggro
Creeps ( the AI controled units in Dota, eg Ghouls, Priests etc ) attack those units who a) engage them first or b) do the most damage to them. We, as Heros, do want to be attacked by enemy creeps we try to land *only* a killing blow on them, thus gaining both money and experience. This falls in I) Last hitting and II) Denying, topics which are covered in other guides.
However, all enemy creeps will attack you if c) you attack an enemy Hero using your normal auto attack. However, enemy creeps do not respond if you target an Enemy Hero with manually selected orb effect. eg. As Clinkz you press 'R' and manually select to attack an enemy hero once with Searing Arrow. This is known as 'Orbwalking' and will be explained in more depth in the next paragraph.
3) Animation Canceling/'Orb Walking'
When you manually attack an with a spell, skill or in this case 'Orb effect' there is an animation in which the character does some action e.g Clinkz raise his bow, fires the Searing arrow and lowers the bow down. You must then go through this process again to fire another Searing Arrow.
This animation interrupts movement and is thus undesirable when chasing a fleeing hero etc. However, this animation can be cancelled, that is, interrupted while still experiencing the effect of the orb/spell.
The animation is unnecessary (past a certain point) to the completion of the spell/effect !!!
In Clinkz case, this is as soon as the searing arrows leaves the bow. Thus the rest of the animation can be 'cancelled' by issuing another command to Clinkz, eg chase after X fleeing hero.
This can be done repeatedly, with Clinkz releasing the Searing arrow, being issued another command eg. walk forward, the enemy hero again being manually selected using 'R', Clinkz lifting the bow firing, moving forward etc.
The overall effect of this process is that a) because the enemy hero is being manually selected with an 'Orb attack' the enemy creeps do not aggro on you. b) Your hero fires faster than the standard auto attack and c) your hero moves about.
The overall effect is known as 'Orb Walking' and is essential to using Clinkz effectively.
What this leading up to is the fact that until you have a MKB, you must Orbwalk when harrasing other Heros. This applys especially to levels 5 - 10, where your low HP and power as a 'late game' carry will attract ganks.
Note:

Orb Effects do not stack, EXCEPT Eye of Skadi on a Ranged Hero.
'This is because Eye of Skadi's Frost effect is based on the Frost Wyrms from ladder The Frozen Throne. Thus it will stack with Orb Effects which do not debuff a hero. These include: Lifesteal, Germinate, Maelstrom and Searing Arrows.'
Quote from www.dotaportal.com;
Thus, we can use Skadi as a late game item on Bone Clinkz.
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Early Game Build
First, lets look at your early skill build and the reasons behind it:
- While the first level of Searing arrow is lacklustre, the extra 10 damage helps with last hitting and denying, meaning that level 2 is achieved quicker. Because, as I have mention 57 times before, Searing Arrow is our main farming/ganking skill it must be maxed as soon as possible.
2. Windwalk
- An early level in Windwalk provides Clinkz with an escape mechanism should he get ganked. Although slight, the movement buff makes getting back to the fountain the first time slightly quicker.
3. Searing Arrow
- Same as with level 1.
4. Stats
- Early stats boost Bone Clinkz's pitiful mana/hit points and means that he can stay in lane longer.
5. Searing Arrow
- This is where it starts to get interesting. Now that Searing Arrow's cooldown is 0 seconds, it is possible to Orbwalk and Harrass the opposing Hero. However, dont go over board as a lack of mana may mean you cannot Windwalk away from a gank.
6. Death Pact
- Ah, the controversial level. A level in Death Pact at level 6 means that Clinkz can stay in lane longer, out leveling his opponents. By outlasting opposing Heros Clinkz can gain gold faster when they make their first fountain trip, meaning a quicker MKB. Death pact is also a free deny of gold/xp to your opponents.
7. Searing Arrows
- With Searing Arrows maxed out, denying/last hitting is a breeze, as is harrasing the opposing Hero(s).
8 - 9. Stats
- Stats from levels 8 to 9 provide Clinkz with the Mana to use autocast Searing Arrow along with Strafe, which he will acquire Midgame. 2 Levels in Stats also boost Clinkz Damage and survivability for ganking/being ganked in the midgame.
10. Strafe
- Now that Bone Clinkz has the Mana pool to support Searing Arrow on autocast, as well as having Searing Arrow maxed out, Strafe becomes a very valuable skill for both taking down towers and killing Heros. This level is also gotten in the expectation of gaining Demon Edge at level 12.
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Baby Steps - The Bone Fletcher's Early Levels.
Important: First, let me get everything straight;
1) Bone is Brittle: Despite being a DPS machine in the late game, Bone Clinkz is very fragile in the early stages of his life - don't hug him too hard.
2) Do not die. This may sound obvious, but this applies to Clinkz more so than other heros; By dying you are losing gold and levels, by losing levels you are losing lane dominance and thus more gold.
And by losing gold you are losing items!
This is Bad. The Bonefletcher is a Carry Hero and as such, relies on items for him to be effective.
3) When, using this guide, you (hopefully) are 'liek z0mg pewpew 1337 hax0r1ng 3veryone' be kind and respectful towards them, otherwise your '1337 epeen' makes you look like an arse.
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Actually Playing
I'm going to assume that you know in which tavern Bone Clinkz is in and how to select him. As soon as you spawn, buy 2 Tangos and 2 Circlets. Note: Do not buy an animal courier/wards you are a carry Hero and need the items and thus gold to be useful for your team.
Take a Solo lane: Sentinel Bottom or Scourge Top. When it is 1:30 and your creeps arrive, I would suggest that you creep block them, a guide to doing so can be found here;
http://www.dotastrategy.com/forum/ftopic3845.html
There are different Scenarios of Gameplay depending on who you are laning against, I will list them below:
2 Melees:
Arguably the best match up for you. Although there are two of them, you 600 range gives you an advantage over them ( as always ). You should comfortably out level them due to the fact that a) your ranged and they're melee and b) there are two of them.
If your feeling confident, try and harrass one of them with Searing Arrows and make them return to the fountain and then call a gank on the remaining Hero for a quick first blood.
Just be careful if one or both of them have a disable/stun , disable means no Wind Walk, means no Clinkz.
1 Melee:
As with 2 Melees, you still have the advantage, however the level difference should be less pronounced. Feel free to harrass at level 5 with Searing Arrow. If your opponent makes a fountain trip, once again its more gold/xp for you.
1 Range:
Because Clinkz is so delicate, play this one carefully. Concentrate on denying your own creep and allowing the enemy creeps to push to your tower. If your opponent is foolish enough to come within range of your tower, send a few Searing Arrows their way and they should either a) Flee with low hp, or b) Die (Yay!).
Either way, you've slowed down their leveling and hopefully will establish lane dominance.
2 Range:
Assuming you've taken Scourge Top/Sentinel Bottom, one wonders what two Range Heros are doing in your lane. Once again concentrate on denying, and do not pass over the river. Obviously this applies even more is one opponent has a ranged stun eg. Vengeful Sprite.
1 Nuker:
This bad - you need to play it very cautiously until you acquire 2 Bracers, infact you may want to delay Boots of Speed and go grab some Bracers early. Hug your tower and try to harrass with searing arrow - like playing against a ranged Hero, only scarier.
2 Nukers:
Obviously if 1 Nuker is bad, 2 is worse. Hug your tower like a teddybear and either a) call a gank, b) switch or c) if your team allows for it: call for a lane Partner from either Silencer, Narubian Assassian or Antimage.
Melee and Range:
Play like you would against a single Ranger, but harrass the Melee instead of the Ranged Hero.
Obviously, be very careful around disablers such as Rhasta and VS and heavy nukers such as Tormented Soul and Zeus.



<-- Scary Opposing Heros!
By the time your level 8, you should have over 1050 gold, return to the fountain, Windwalking to get there quicker, now purchase the ingredients/recipes for duel Bracers, Boots of Speed and whatever consumables you feel you need, perhaps some more Tangos or Sapphire Water.
Regardless you should have gold left over - keep it.
Continue to farm, last hitting and denying like a machine. By level 10 you should be at least halfway to a Demon Edge, and thus entering the midgame.
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To recap, by level 10 you should have:



Along with around: 1000 Gold.

