Dota 2/Clinkz the Bone Fletcher

Clinkz is a ranged agility hero who is often played as a hard carry. His Strafe greatly increases his attack speed, letting him overwhelm his enemies with a barrage of arrows. His Searing Arrows do extra damage, burning down his foes within seconds. He can Skeleton Walk to escape or to ambush, gaining invisibility and phasing through units. He can also forge a Death Pact with a creep, killing it to give him health and damage.

Strafe
Strafe greatly increases your attack speed for a certain period of time. It is useful for increasing your damage output and can let you burst down enemy heroes with ease.
 * Ability: No Target
 * Duration: 4 / 6 / 8 / 10
 * Bonus Attack Speed: 130
 * Mana Cost: 90
 * Cooldown: 45 / 40 / 35 / 30

Searing Arrows
Searing Arrows is a toggled ability that imbues your arrows with fire, making them do more damage. While it can be auto-cast to apply its effects constantly provided that you have enough mana, it is not recommended to do so as your mana will dry out quite quickly. Searing Arrows is a Unique Attack Modifier and does not stack with other Unique Attack Modifiers. While it is a simple skill in nature, do not underestimate the damage it can do. Combined with Strafe, you can overwhelm an enemy hero with sheer burst damage from your physical attacks.
 * Ability: Auto-Cast, Target Unit
 * Affects: Enemy Heroes
 * Damage Type: Physical
 * Bonus Damage: 20 / 30 / 40 / 50
 * Mana Cost: 8

Skeleton Walk
Skeleton Walk turns you invisible while giving you increased movement speed as well as the ability to move through units, though it will be broken when you attack or use an ability. It is a good escape mechanism in case you are being hunt down. Its duration is also quite long, longer than the cooldown, so you can also use it to stalk an enemy until you want to initiate a kill.
 * Ability: No Target
 * Duration: 20 / 30 / 40 / 50
 * Bonus Movement Speed: 11% / 22% / 33% / 44%
 * Mana Cost: 75
 * Cooldown: 20

Death Pact
Death Pact lets you consume an allied or hostile creep, granting you a percentage of its health and damage temporarily. Since the bosses of neutral creep camps usually have the most health and damage, they are the ones you one to consume. If you think a teamfight is about to happen, run into the jungle and consume a creep to buff you up when it happens.
 * Ability: Target Unit
 * Affects: Units
 * Duration: 35
 * Health Gain: 50% / 65% / 80%
 * Damage Gain: 5% / 6.5% / 8%
 * Mana Cost: 100
 * Cooldown: 45