Clinkz (Rework close to Classic)

SCORE

80

AWARDS

1

hero dota 2

{{ hp }}

+ {{ hp_regen }}

{{ mana }}

+ {{ mana_regen }}

Strength

Agility

Intelligence

Melee

Ranged

Easy

Medium

Hard

+ {{ hero.lvlup_strength }}

+ {{ hero.lvlup_agility }}

+ {{ hero.lvlup_intelligence }}

Attack Damage

{{ min_damage }}-{{ max_damage }}

BASE {{ hero.attack_damage_min }} - {{ hero.attack_damage_max }}

+ {{ current_strength }} STR

+ {{ current_agility }} AGI

+ {{ current_intelligence }} INT

Attack Speed

{{ attack_per_second || 0 }} sec

between attacks

BAT {{ hero.attack_time }} + {{ current_agility }} IAS

Attack Range

{{ hero.attack_range || 0 }}

Armor

{{ armor }}

BASE {{ hero.defense_armor }}

+ {{ armor_added }}

Magic Resistance

{{ hero.defense_magic_resistance || 0 }}%

Status Resistance

0%

Movement Speed

{{ hero.mobility_speed || 0 }}

Turn Rate

{{ hero.mobility_turn_rate || 0 }}

Vision

DAY

{{ hero.mobility_vision_day || 0 }}

NIGHT

{{ hero.mobility_vision_night || 0 }}

Roles

Carry

Support

Nuker

Disabler

Jungler

Durable

Escape

Pusher

Initiator

Strengths

Team-fight

Farm

Split-push

Siege

Base-Def.

Roshan

Damage output

Pure

Physical

Magical

ABILITIES

spell image

Q

{{spell_Q.name || 'unnamed'}}

ACTIVE

PASSIVE

AUTOCAST

SCEPTER

SHARD

spell image

W

{{spell_W.name || 'unnamed'}}

ACTIVE

PASSIVE

AUTOCAST

SCEPTER

SHARD

spell image

E

{{spell_E.name || 'unnamed'}}

ACTIVE

PASSIVE

AUTOCAST

SCEPTER

SHARD

spell image

R

{{spell_R.name || 'unnamed'}}

ACTIVE

PASSIVE

AUTOCAST

SCEPTER

SHARD

spell image

D

{{spell_D.name || 'unnamed'}}

ACTIVE

PASSIVE

AUTOCAST

SCEPTER

SHARD

spell image

F

{{spell_F.name || 'unnamed'}}

ACTIVE

PASSIVE

AUTOCAST

SCEPTER

SHARD

{{ current_spell.spell_type_name }}

{{ current_spell.spell_target_name }}

DAMAGE

{{ current_spell.spell_damage_type_name }}

PIERCES BKB NO YES
DISPELLABLE NO YES
BREAKEABLE NO YES
PROCS LINKENS NO YES
CAST WHILE ROOTED NO YES

{{ attribute.name }}

{{ attribute.value }}

Aghanim's Scepter Upgrade

{{ current_spell.mod_by_aghanims_scepter_desc }}

Aghanim's Shard Upgrade

{{ current_spell.mod_by_aghanims_shard_desc }}

TALENT TREE

-6s Strafe cooldown

25

Skeleton Walk unlocks max movement speed

Death Pact 30% slow on Heroes

20

+100 Strafe Attack Speed

+8% Death Pact Removed Hero Health

15

+75 Attack Range

Death Pact Steals Creep Abilities

10

+16 Searing Arrows damage

DESCRIPTION & LORE

Description

Changelog from my fanmade 8.00 mega patch below:

Tar Bomb removed
Projectile speed reduced from 900 to 800
Strength changed from 16 + 2 to 14 + 2.1
Base agility increased from 25 to 35
Base damage reduced by from 19-25 to 8-10
Base mana regeneration increased from 0 to 2.5
Attack range increased from 600 to 675
Vision increased from 1800/800 to 2200/1600

Strafe:
No longer affects Skeletons
Now removes Clinkz’s attack speed cap for the duration
Duration reduced from 3.5 to 2.25
Attack range bonus rescaled from 200 to 75/125/175/225
Attack speed bonus increased from 100/140/180/220 to 400/550/700/850
Casting Strafe while in Skeleton Walk now pauses the duration until Clinkz leaves invisibility
Mana cost increased from 70/75/80/85 to 100/115/130/145

Searing Arrows (Returning skill):
Clinkz lights his arrows with his never ending fiery body, causing his attacks to deal 65/75/85/95 extra magical attack damage at the cost of 0.4% of his maximum health. Health lost through firing Searing Arrows will replenish either after 20/18/16/14 seconds, or instantly by using Death Pact. Cooldown: 6/4/2/0

Skeleton Walk:
Now a regular skill
No longer breaks when using any of Clinkz’s spells
No longer spawns Skeletons
Now dispels on cast
Now grants 50%/60%/70%/80% debuff resistance for 3 seconds after cast
Duration changed from 30/40/45 to 40
Movespeed bonus changed from 30%/45%/60% to 20%/30%/40%/50%
Mana cost changed from 80/105/130 to 100/110/120/130
Cooldown rescaled from 18 to 22/20/18/16

Burning Barrage:
No longer uses Tar Bomb debuff
Now slows movement speed by 25%
Attack damage increased from 65% to 75%
Distance increased from 850 to 1000
Cast range increased from 850 to 1200 (now matches radius)

Death Pact (Reworked):
Clinkz uses his newfound powers to siphon the soul of the target hero or creep after 1.75/1.5/1.25 seconds. If the target is a creep, Clinkz consumes them fully, killing them and granting him a barrier equal to 50%/70%/90% of their maximum health that regenerates itself equal to 0.5%/0.6%/0.7% of their maximum health per second. This barrier lasts 65 seconds. If the target is a hero, Clinkz will remove 20%/24%/28% of their maximum health and gain a barrier equal to 60%/80%/100% of the health removed with the barrier regenerating equal to 0.6%/0.8%/1% of the health removed per second. This barrier lasts for 10 seconds and can stack with the creep kill barrier. Should Clinkz gain either a kill or assist while an enemy hero is debuffed with Death Pact, the hero based barrier will have its duration increased to 65 and all current Death Pact barriers will be refreshed in duration. Cast range: 900. Mana cost: 100/120/140. Cooldown: 20

Scepter reworked: Death Pact will also grant Clinkz attack damage amplification equal to 0.4%/0.6%/0.8% of a creep’s maximum health or 0.4%/0.6%/0.8% of a hero’s stolen maximum health. Affects Searing Arrows.

Talents:
Level 10: Changed from -3s Skeleton Walk cooldown to Death Pact steals creep abilities
Level 10: Changed from +20 Tar Bomb attack damage to +16 Searing Arrows damage
Level 15: Changed from +1 Death Pact charges to +8% Death Pact hero damage
Level 20: Changed from +200 Death Pact health to Death Pact 30% slow on enemy heroes
Level 20: Increased from +40 Strafe attack speed to +100
Level 25: Changed from Tar Bomb Multishot to Skeleton Walk unlocks max movement speed
Level 25: Reduced from -7s Strafe cooldown to -6s

Lore

This was my idea of changing Clinkz back to the more classic invis ranged assassin he used to be before the Skeletons got involved in his kit. It has a few things added to it that I think would've been done to him had they stuck with this concept throughout post 7.00, giving him magical attack damage, barriers, status resistance, and removing the attack speed cap, which are all things added later on in Dota's lifetime.

I think this version fits the high octane assassin with heavy damage and survivability in short bursts, but with the caveat of needing to use health for Searing Arrows means he's still reliant on Death Pact for surviving short term engagements, but suffers in long term fights as a weakness.

ITEM BUILDS

No item builds added.

VOICE LINES

No voice lines added

ART GALLERY

CREDITS

Created 675 days ago

Last edit today

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39 posts made - Member since 2022

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