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Guide to Bone Clinkz,
The Bone Fletcher by
Beast_Pete & MrBuffet
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I. Introduction
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The Bone Fletcher by
Beast_Pete & MrBuffet

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I. Introduction
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- Beast_Pete and MrBuffet both had written a guide for Clinkz seperately before writing this one. As both guides were based on Dr Aegis (Divine Rapier + Aegis of the Immortal), they decided to make a merged guide, which was waited by many forum readers. That meant the end of the first era of their guides.
After the merged guide was published it received loads of positive comments and soon became a nominant for the premiums. After the reviews of moderators it finally became one of the Premium Guides. Unfortunately MrBuffet decided to retire from DotA, but the guide is still being updated by the other author, Beast_Pete. A bit after the premiuming the guide was changed which meant the end of the 2.0 series and the introduction of the 3.0 version.
After the new trends, I decided to add Hand of Midas to the item build as it helped in farming up for the expensive items a lot. As Bone was better off farming for 40-45 minutes Midas was a needed item, however in newer and newer versions pushing strategies became more and more effective meaning that farming whole became not viable and Bone started to become useless. If that was not enough, the Dr Aegis builds were screwed up by removing Aegis of the Immortal from the shops and adding it to Roshan as a droped item with only one charge and no physical/spell resistance.
So it was clear I had to change my guide by completely revamping it. But thanks for the buff on The Butterfly the Bone Fletcher's time for owning the Sentinel seemed to come again! Bone received some buffs, the possibility of orb-walking at level5 and a "cheaper" ultimate.
But I decided to revamp the guide again and as the 4.0 series ended with only few edits, I am now introducing you the 5.0 series. This version includes two different item builds and is a bit shorter than the previous versions. I hope you'll enjoy my guide and will be able to become much better in this wonderful game called as Defense of the Ancients.
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├A. Pros and Cons┤
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├A. Pros and Cons┤
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- Pros:
- One of the best assassins in the game
- Very effective at taking down buildings alone (best backdoorer in the game)
- Really hard to get ganked with proper use of wards by the Bone player and his allies
- Good at landing last hits and harassing enemy heroes thanks for Searing Arrows
- Many spells get negated if Wind Walk is turned on just before the spell would blast in
- A free moving observer ward for allies thanks for Wind Walk
- Cons:
- Fragile to stun & high damage combos
- Really low on mana in early-mid game
- Many AoE spells affect him even when he is invisible
- His wind walk + strafe combo can easily be screwed up with a single stun
- He is hated by most of the players in public games, so expect to be ganked regularly
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├B. Bone's Role in the Team┤
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├B. Bone's Role in the Team┤
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Basically there are two ways of playing the Bone Fletcher. One of them is an gank oriented, assassin type, which focuses on building up a relatively high DPS as early as possible and go around participating in ganks allowing your team's main carry to farm up or you to farm up by scoring kills and having free farm as the enemies are underleveled.
The other style is concentrating more on farming in early/mid game, which will allow you to solo towers and raxes later on. Backdooring is allowed by the TDA rules, therefore on default you may start attacking towers without your creeps being nearby. Only exceptions are leagues that deny IceFrog's rules and rather make their own ones forbiding backdooring and other kind of strategies.
You can often see 5-men teampushes in league matches, and Bone should be the one to make confusion in the enemies' line-up by suddenly attacking someone from behind/the side and possibly taking out a hero or more. This is good also at defence and at attack.
Another important role in the game is backdooring. You should go under WW, travel near to one of the towers, and wait for the creeps passing by until they cannot see you and turn back automatically when you'd start attacking a tower. If the tower has full health, then you should backdoor only if you have a really high DPS or some teammates are helping in.
Don't forget that you win when you destroy the opposing team's World Tree or Frozen Throne. Frags do not count when your Tree/Throne is falling down.
In this mini-clip you can see how I pick out Zeus by a surprise attack from the right wing side of the tower while my teammates are pushing from the front side. This made a little confusion and a loss of one hero for them. The whole game can be seen in the PRG vs dT scourge replay that can be found in the league replays section.
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II. The Power of Clinkz
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├A. Skills Info┤
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--------------------------------------------------------------------------------------------------------------------------------------------II. The Power of Clinkz
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├A. Skills Info┤
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Strafe

Fire a large number of arrows in a short time period.
Lasts 10 seconds.
Level 1 - 20% increased attack speed. (costs 90 MP, cooldown 30)
Level 2 - 40% increased attack speed. (costs 90 MP, cooldown 30)
Level 3 - 60% increased attack speed. (costs 90 MP, cooldown 30)
Level 4 - 80% increased attack speed. (costs 90 MP, cooldown 30)

Fire a large number of arrows in a short time period.
Lasts 10 seconds.
Level 1 - 20% increased attack speed. (costs 90 MP, cooldown 30)
Level 2 - 40% increased attack speed. (costs 90 MP, cooldown 30)
Level 3 - 60% increased attack speed. (costs 90 MP, cooldown 30)
Level 4 - 80% increased attack speed. (costs 90 MP, cooldown 30)
Beast_Pete: "The hero killer and tower destroyer ability. Great to use at a backstab. But don't forget, that your stunner enemies are going to stun you as soon as they can, so use strafe only if you are sure, you can kill your enemy in 1-2 seconds or after the stun. If you pushed till a tower, and you have enough melee creeps attacking the tower, then you just simply use strafe and destroy the building in no time.
If you enlarge the picture you can see a mini-clip of me destroying a tower in less than 10 seconds without getting hurt hard. My enemy did not have enough time to come back defending their tower and had no TP scrolls as it was my first backdoor in that game"
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Searing Arrows

Increases the damage of the Hero's attack by adding fire. If you learn this during wind walk the first time, you will lose the invisibility.
Level 1 - 10 bonus damage. (costs 8 MP, cooldown 4)
Level 2 - 20 bonus damage. (costs 8 MP, cooldown 3)
Level 3 - 30 bonus damage. (costs 8 MP, cooldown 0)
Level 4 - 40 bonus damage. (costs 8 MP, cooldown 0)

Increases the damage of the Hero's attack by adding fire. If you learn this during wind walk the first time, you will lose the invisibility.
Level 1 - 10 bonus damage. (costs 8 MP, cooldown 4)
Level 2 - 20 bonus damage. (costs 8 MP, cooldown 3)
Level 3 - 30 bonus damage. (costs 8 MP, cooldown 0)
Level 4 - 40 bonus damage. (costs 8 MP, cooldown 0)
Beast_Pete: "It's the harassing ability of clinkz, and also needed for final shots at creeps. When you see, that the creep's life is low, then push button 'R' and target that creep. Later on it's very helpful in killing your enemies and in taking down towers faster.
Animation canceling is a basic microtechnic which all Bone players should practise a lot, as it helps in attacking much more frequently and in evading Last Word's Silence effect or Enchantress' Untouchable's slow debuff. As a manually cast arrow type of spell is considered to be a spell and not an ordered attack, you may use it for attacking enemy heroes while not drawing the attention of creeps. If you click on the icon, you can see an animated gif where coL.Fear presentates how to send back an opponent with the help of animation canceling."
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Wind Walk

Turn invisible for a period of time, increasing movement speed.
Level 1 - 07% increased movement speed, 20 seconds. (costs 75 MP, cooldown 20)
Level 2 - 14% increased movement speed, 25 seconds. (costs 75 MP, cooldown 20)
Level 3 - 21% increased movement speed, 30 seconds. (costs 75 MP, cooldown 20)
Level 4 - 28% increased movement speed, 35 seconds. (costs 75 MP, cooldown 20)

Turn invisible for a period of time, increasing movement speed.
Level 1 - 07% increased movement speed, 20 seconds. (costs 75 MP, cooldown 20)
Level 2 - 14% increased movement speed, 25 seconds. (costs 75 MP, cooldown 20)
Level 3 - 21% increased movement speed, 30 seconds. (costs 75 MP, cooldown 20)
Level 4 - 28% increased movement speed, 35 seconds. (costs 75 MP, cooldown 20)
Beast_Pete: "This is the ability what so many people hate in clinkz. If your enemies have no gems or sentries, then you can backstab them easily. Also useful when you have to run away. Even if your enemies see you, you get such an amazing movement speed boost, that it gets quite difficult to catch you (not to mention the lack of disable spells makes it impossible, if you run away with enough HP). It's good thing to remember that Wind Walk does not cancel any kind of channeling spell, so you may teleport and then go invisible without canceling the teleport effect.
The animated gif attached was made by Boogiepop!, who was working on a Fletcher guide himself, but decided to give this gif for my guide after he saw it was premiumed. In this little clip you can see how effective Wind Walk is against spells. You can easily dodge most of the targetting spells by going under WW."
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Death Pact
Kills a target friendly unit, returning a percentage of its life.
Level 1 - 055% conversion. (costs 120 MP, cooldown 20)
Level 2 - 095% conversion. (costs 200 MP, cooldown 20)
Level 3 - 135% conversion. (costs 280 MP, cooldown 20)

Kills a target friendly unit, returning a percentage of its life.
Level 1 - 055% conversion. (costs 120 MP, cooldown 20)
Level 2 - 095% conversion. (costs 200 MP, cooldown 20)
Level 3 - 135% conversion. (costs 280 MP, cooldown 20)
Beast_Pete: "I don't like this ability too much. Death Pact just simply does not synergize with Clinkz. If you can run away, then why need instant healing? Although it might be useful sometimes, I rather choose to have the other abilities and the stats maxed out first. Useful when you are under the effect of poison, and cannot run home in time, or in early-mid game, when you want to stay in a lane to farm for a longer time. Use it only if you still have 75 manas for running away under WW after using DP."
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III. On to the build
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III. On to the build
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├A. Skill Build┤
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