- Tittle: Guide for Bone Fletcher
- Author: mrmemories
Pro
- Easy to farm, harrass and get last hits with Searing Arrows.
- Tower gold is mostly yours due to Strafe.
- Has a descent escape mechanism skill, Wind Walk.
- High Movespeed (after maxing Wind Walk and have a decent boots)
- Great Late gamer. (with proper items)
Cons
- Very fragile during early game due to low HP.
- Easily countered by gem and wards.
- Item dependent Hero
- Low Hp even at level 25 (can be solved by buying HP item)
Skills
Strafe
Fire a large number of arrows in a short time period. Lasts 4/6/8/10 seconds.
- 1. Mana 90 / Cooldown 45 / Duration 4 seconds / 130% increased attack speed.
- 2. Mana 90 / Cooldown 40 / Duration 6 seconds / 130% increased attack speed.
- 3. Mana 90 / Cooldown 35 / Duration 8 seconds / 130% increased attack speed.
- 4. Mana 90 / Cooldown 30 / Duration 10 seconds / 130% increased attack speed.
- Bone Fletcher will get an animation on him for the duration of the spell, showing that it's currently active.
Searing Arrows
Increases the damage of the Hero's attack by adding fire.
- 1. Mana 8 / Cooldown 0 / 20 bonus damage
- 2. Mana 8 / Cooldown 0 / 30 bonus damage
- 3. Mana 8 / Cooldown 0 / 40 bonus damage
- 4. Mana 8 / Cooldown 0 / 50 bonus damage
- Searing Arrows is an orb effect. non buff placer.
- Searing Arrows deal damage to structures.
- The damage is directly added to Clinkz' attack damage, as physical damage.
Wind Walk
Turn invisible for a period of time, increasing movement speed.
- 1. Mana 75 / Cooldown 20 / Duration 20 seconds / Makes Bone Fletcher invisible and increases his movement speed by 11%
- 2. Mana 75 / Cooldown 20 / Duration 25 seconds / Makes Bone Fletcher invisible and increases his movement speed by 22%
- 3. Mana 75 / Cooldown 20 / Duration 30 seconds / Makes Bone Fletcher invisible and increases his movement speed by 33%
- 4. Mana 75 / Cooldown 20 / Duration 35 seconds / Makes Bone Fletcher invisible and increases his movement speed by 44%
- 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.
- Has a fadetime of 0.6 seconds.
Death Pact
Kills a target unit and gains bonus damage and HP capacity based on that target's current health when killed.
- 1. Mana 100 / Cooldown 45 / Duration 35 seconds / Gains 50% HP and 5% damage of the killed unit's HP
- 2. Mana 100 / Cooldown 45 / Duration 35 seconds / Gains 65% HP and 6.5% damage of the killed unit's HP
- 3. Mana 100 / Cooldown 45 / Duration 35 seconds / Gains 80% 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.
Skill build
- Level 1 - Windwalk
- Level 2 - Searing arrow
- Level 3 - Searing arrow
- Level 4 - Strafe
- Level 5 - Searing arrow
- Level 6 - Death Pact
- Level 7 - Searing arrow
- Level 8 - Windwalk
- Level 9 - Windwalk
- Level 10 - Windwalk
- Level 11 - Death Pact
- Level 12 - Strafe
- Level 13 - Strafe
- Level 14 - Strafe
- Level 15 - Stats
- Level 16 - Death Pact
- Level 17 - Stats
- Level 18 - Stats
- Level 19 - Stats
- Level 20 - Stats
- Level 21 - Stats
- Level 22 - Stats
- Level 23 - Stats
- Level 24 - Stats
- Level 25 - Stats
Skill Build justification
- Take 1 level windwalk for escape. *Very important if your team didn't check for the first rune*
- Next we will get Searing arrow. It shine at early/mid game where +50 bonus dmg is a BIG deal.
- I normally get strafe at Lvl4. Just 1 level of strafe will do. You can get it at Lvl3 if your lane is very gank-oriented.
- Max Windwalk ASAP... This is the time you get as irritating as possible. *See below sections*
- Strafe will be max during mid-game when your searing arrow is max-ed.
- Stats will then be taken whenever possible.
Item build
Core
Soul ring : Soul ring is MAINLY used for Death Pact. Soul ring has 30 Sec CD while Death Pact has 45 Sec CD. Use it to eat creep as long as Death Pact is on cool down.
Wraith band : For more damage (with searing arrow --> )
Tread (Str): Increase movement speed, attack speed, +10 str (That's a lot HP for Clinkz). Turn on STR at all times except that there are times where you have to change to INT...
Change to INT when
- 1) You do not have mana to teleport/death pact
- 2) You are not fighting and need mana regeneration
Orchid malevolence: This item increase your attack speed, damage, intelligent, 225% mana regen and a soul burn.
- Remember orchid is made up of Oblivion Staff and Oblivion Staff is made up out several INT/Mana components such as sobi mask that solve your mana early game (Partially). At Mid/Late game, this pretty much provide enough mana for clinkz to spam searing arrow. Furthermore, soul burn is very effective against spell caster (Obviously). Ever hate Lion Impale+Figure 1 hit ko on clinkz? Eg: Lion/Zeus/Kotl/etcs
Extended
Monkey King Bar: Mini stuns to cancel channeling spell such as Sand king's Epicenter, Butcher's dismember, etcs
- Furthermore... it provide true sight meaning 100% your attack will hit. Good to counter heroes with Evasion.
Butterfly: Increase attack speed, evasion and damage. Every Agi hero's luxury... It provides everything that any AGI Heroes need to hurt.
Buriza-dokycannon: Critical will occurs more frequently with Strafe, useful against tankers
Heart of Tarrasque: As mention earlier, clinkz have low hp even at lvl25. Heart will solve his low HP. Adds about 1k HP to clinkz health. ^^
Eye of Skadi: Well, the orb from Skadi stacks with Searing arrow. *Don't ask me for mechanism*
Situational
Bracer: Increase your health, especially facing nukers
Hood of defiance: Nuke is not as pain as before
Black king bar: If your opponent have a lot of disable
Strategy
Early game (Level 1 - 9)
Starting item
Farming item
A short note
- Focus on getting Str thread materials (Boot/Glove/Belt) at lvl1-5
- Then on building soul ring at lvl5-6
- As i said earlier, soul ring is used mainly for death pact. Just make sure you get a soul ring by Level 6.
Laning
- Rule 1: Always last hit and deny
- Rule 2: Always manual cast. Press "R" and click on enemy hero. (AKA Orb walk)
- Rule 3: Always save 75 mana for windwalk
The advantages of orb walking
- Will not get nearby enemy creep to attacks you
- You can attack faster than you leave it on auto-cast
Mid game (level 10 - 16)
Farming items
Gang
By this point of time, you should always stick with your team and gang.
- Step 1: Windwalk
- Step 2: Scout and look for victims (esp those are neutral creeping)
- Step 3: Inform your teammates
- Step 4: Right click on searing arrow (Auto-cast)
- Step 5: Press orchid malevolence on enemy hero
- Step 6: Activate Strafe and shoot!
Neutral creeping
It's always dangerous to farm across the river, how should we make full use of our time? The solution is neutral creeps.
- Step 1: Go to a Neutral creep camp.
- Step 2: Kills the "easier to kill creep"
- Step 3: Death pact on the "harder to kill creep"
Late game (level 16 - 25)
Farming items
Gang and gang
- Same as above
Team clash
Just focus fire on those who are weak (non-tanker)
- Step 1: Auto cast Searing arrow
- Step 2: Orchid malevolence on their caster
- Step 3: Strafe
- Step 4: Shoot
Backdoor
- Okay... don't worry this is legal.
- Backdoor AKA hitting towers without the sight of ally units. Towers will regenerate when you backdoor, however once you reach late game, your damage will be higher than the tower's regeneration.
Tips
Position
- When trying to kill a hero in the forest, try to position yourself uphill. So that when they run downhill, you still able to see him and shoot him. On the other hand, Shooting uphill have 25% to miss.
- Anticipate the enemy movement after you attack him, if you thinks he run north, then position yourself at north so that you can have few more shots.
- During team clash, position yourself at forest/un-noticed area so that people would not focus fire you.
Stealthy
- Windwalk at max level have a cooldown of 20seconds, duration 35seconds. This means you can have 2 windwalk in a row AKA Duo-windwalk
- When you windwalk and found a target, try to wait for the windwalk to cooldown before you engage so that if the enemy escape, you can use another windwalk to chase them. On the other hand, when you realized his allies is coming, you can do another windwalk to escape.
- When your team are going to push, try to scout around with windwalk so that your team gets to prepare before the clash.
- Be as irritating as possible (keep stalking their hero), this is your JOB!
Countering Linken's Sphere
If your enemy hero have a linken's sphere, when you click orchid malevolence on him, linken's sphere will block. So how?
- Step 1: Windwalk and wait for cooldown (duo-windwalk)
- Step 2: Shoot the enemy (While you break your invisibility to do the first shot, their linken's sphere will block for the first shot)
- Step 3: Orchid malevolence
- Step 4: Stafe
- Step 5: Shoot
Death Pact
- Just added recently (Jan 2013)
- Just use death pact whenever you are ready (You got a soul ring!)
- Do not have the mentality that death pact on the *huge hp* creep would be the best possible pact. Just pact anything when it is on CD, this ensures you have good DMG and HP *almost* all the times.
Edited by basicdotaguide.blogspot.com