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Old 01-02-2012, 10:38 PM   #1
Chevick
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Default Clinks Skill Build


Skill Build:
1. Searing Arrows
2. Wind Walk
3. Searing Arrows
4. Wind Walk
5. Searing Arrows
6. Death Pact
7. Searing Arrows
8. Strafe
9. Wind Walk
10. Wind Walk
11. Death Pact
12. Strafe
13. Strafe
14. Strafe
15. Stats
16. Death Pact
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
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Old 01-03-2012, 03:37 AM   #2
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Default Re: Clinks Skill Build

Getting a level of Strafe at 4 instead or WW is better imo. Play aggresively when you have an advantage.
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Old 01-03-2012, 03:41 AM   #3
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Default Re: Clinks Skill Build

I strongly dislike you, Chevick. Stop spamming the strategy forum with your "guides".

Clinkz should build like this:
-searing
-strafe
-searing
-ww
-searing
-ult
-searing
-ww/strafe
-strafe/ww
-preferrably max ww with 2 levels of strafe, but honestly situational/preference
-ult whenever
-stats

Ofc you take ww at level 1 if you need to. Try to wait until you see all enemies on the map before you take your first skill. You may need to ww away from an FB attempt. But if you see 2 heroes top and 2 heroes bot, and your opposing mid solo across the river, then take a level in searing. The same logic applies to other heroes with escapes (mirana, void, etc).
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Old 01-03-2012, 03:47 AM   #4
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Default Re: Clinks Skill Build

i always get windwalk 1st at lvl 1....
because im SCARED of DYING
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Old 01-03-2012, 04:19 AM   #5
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Default Re: Clinks Skill Build

Leaving Strafe that long is just disgusting.
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Old 01-03-2012, 07:32 AM   #6
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Default Re: Clinks Skill Build

It's way better to take strafe earlier than maxing out searing and windwalk first! Play aggressive, that's the main theme of this hero.
I wud take a lvl of WW at 1 or 4 depending on the lineup and situation!
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Old 01-03-2012, 01:49 PM   #7
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Default Re: Clinks Skill Build

i always get windwalk 1st at lvl 1....
because im SCARED of DYING
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Old 01-03-2012, 02:20 PM   #8
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Default Re: Clinks Skill Build

Windwalk at level 1 is essential IMO. If you get disabled 1 or 2 times you're dead.
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Old 01-03-2012, 03:31 PM   #9
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Default Re: Clinks Skill Build

I guess there's no problem taking WW over Strafe at level 1 if you're not confident that you aren't going to die. But if you're in lane with some hero with disables, strafe may get you that first blood.
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Old 01-03-2012, 06:39 PM   #10
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Default Re: Clinks Skill Build

1. Searing Arrows
2. Wind Walk
3. Searing Arrows
4. Wind Walk
5. Searing Arrows
6. Death Pact
7. Strafe
8. Searing Arrows
9. Wind Walk
10. Wind Walk
11. Death Pact
12. Strafe
13. Strafe
14. Stats
15. Stats
16. Stats
17.Strafe
18. Death Pact
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
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Old 01-03-2012, 07:21 PM   #11
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Default Re: Clinks Skill Build

Quote:
Originally Posted by maxi12345 View Post
1. Searing Arrows
2. Wind Walk
3. Searing Arrows
4. Wind Walk
5. Searing Arrows
6. Death Pact
7. Strafe
8. Searing Arrows
9. Wind Walk
10. Wind Walk
11. Death Pact
12. Strafe
13. Strafe
14. Stats
15. Stats
16. Stats
17.Strafe
18. Death Pact
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
This is even worse. Why are you delaying your last points in Strafe and Death Pact?
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Old 01-04-2012, 03:29 AM   #12
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Default Re: Clinks Skill Build

I dont think theres anything wrong with strafe at level 8. Around level 8 is when you should start having the mana or mana regen to afford to use the ability. You could have it at level 4 to have it but unless you come across a regen rune or have cm on your team your going to be out of mana. Really you only need about 2 levels of wind walk so... A better build would be FA (1,3,5,7) WW(2,4 the other points are up to the players) Strafe(8,9,10,12) The reason why so late is because it is simply too taxing on your mp to use strafe so early in the game.
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Old 01-04-2012, 03:30 AM   #13
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Default Re: Clinks Skill Build

tbh I usually leave strafe out that long as well. I'd rather have the extra ms and duration of WW over Strafe which you often can't even support manawise early.
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Old 01-04-2012, 04:21 AM   #14
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Default Re: Clinks Skill Build

Always WW level 1 unless u r playing low level pubs who dont know how to harass deny last hit and have no disablers in their team.
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Old 01-04-2012, 05:09 AM   #15
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Default Re: Clinks Skill Build

Always get level 2 Wind Walk by level 4.

The ability to overlap your wind walk is essential, do not listen to anyone else.

Besides that... Get Strafe at level 5. You don't need to max out Fire Arrows before you get Strafe.

Death Pact level 6.

Doesn't matter what you do after... just make sure to max out Fire Arrows and Strafe before you level up to Wind Walk level 3.
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Old 01-04-2012, 06:19 AM   #16
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Default Re: Clinks Skill Build

well just make sure u have these by lv 8...then u can mix and match ww/strafe
4 searing
2 WW
1 pact
1 strafe

max strafe earlier if u are going to down towers...get ww if u feel like u need to escape or chase faster against blinkers/speeders like AM or slardar
ww speed boost is still awesome no matter what...
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Old 01-04-2012, 08:44 AM   #17
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Default Re: Clinks Skill Build

Quote:
Originally Posted by GodReaper View Post
Always get level 2 Wind Walk by level 4.

The ability to overlap your wind walk is essential, do not listen to anyone else.
The ability to shoot with +110as when a kill presents itself is essential, don't listen to anyone else

Overlapping windwalk is utter shit in lane. Clinkz is a good laner and needs farm so he absolutely shouldn't get in a position where he just stays back and leeches xp. By the time bigger fights happen he has lvl2 ww anyways.

If clinkz gets some sobis and robes mana isn't that big of an issue. The fact that you get strafe doesn't mean you have to burn your mana with it, it just gives you the chance to put out some serious hurt if you get in a good position.
Searing and pact are no-brainers.
+since clinkz has retardedly bad animation, projectile and base damage searing at level 1 is usually better than ww, especially with the last buff removing the cd. Just make sure you don't have a 3 man squad waiting to bend you over.

Essentially what ztrnxz said.
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Old 01-04-2012, 08:59 AM   #18
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Default Re: Clinks Skill Build

I am unhappy that Icefrog buffed orchids for him. People now have an excuse not to get hex.

1/2: sear/ww (wait till you know the lane)
3: sear
4: strafe
5: sear
6: ulti
7: sear
8: ww
9: ww
10: strafe
11: ulti/strafe
12: strafe/ulti
13: strafe/ulti

Strafe's cooldown reduction with each level is mind bogglingly good. I don't mind people who leave WW at level 2 since it is a garbage way to chase, so it is really only an initiation/escaping/positioning spell. I occationally delay lvl 2 ulti since the 24 dam/120 hp it can give isn't always as useful as the extra IAS time and CD.
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Ping where you're going... Ping where you died.
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Old 01-04-2012, 07:49 PM   #19
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Default Re: Clinks Skill Build

Quote:
Originally Posted by Draba View Post
The ability to shoot with +110as when a kill presents itself is essential, don't listen to anyone else

Overlapping windwalk is utter shit in lane. Clinkz is a good laner and needs farm so he absolutely shouldn't get in a position where he just stays back and leeches xp. By the time bigger fights happen he has lvl2 ww anyways.

If clinkz gets some sobis and robes mana isn't that big of an issue. The fact that you get strafe doesn't mean you have to burn your mana with it, it just gives you the chance to put out some serious hurt if you get in a good position.
Searing and pact are no-brainers.
+since clinkz has retardedly bad animation, projectile and base damage searing at level 1 is usually better than ww, especially with the last buff removing the cd. Just make sure you don't have a 3 man squad waiting to bend you over.

Essentially what ztrnxz said.
Yeah, you're a moron.

Strafe is nigh useless for a low damage clinkz before Death Pact.

There is nothing that compensates for the ability to time Wind Walk so you can re-enter it on demand.

You're simply someone who has died more often on Clinkz, gotten less kills, and stunted your potential by doing so.

I bet you pull the same baloney on Gondar. Grab one level of Windwalk, then max Shuriken first with Jinada on the side.
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Old 01-04-2012, 08:12 PM   #20
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Default Re: Clinks Skill Build

its definately

SA
WW
SA
STRAFE
SA
DP

Strage at 4 is essential.
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Old 01-04-2012, 08:39 PM   #21
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Default Re: Clinks Skill Build

^ This

Always strafe at 4, WW at 1 or 2 is interchangeable, then max arrows and then WW for more mobility.

For the people complaining about not having the mana for strafe, try buy an SR, I don't understand why people never get SR on clinkz...

EDIT: i would get the new page, fml
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Old 01-04-2012, 08:40 PM   #22
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Default Re: Clinks Skill Build

I get SR only when i plan on ganking a lot, or having a hard time farming. i prefer a rushed Orchid because at if you can get it fast enough its game over.
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Old 01-04-2012, 08:46 PM   #23
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Default Re: Clinks Skill Build

I use it a lot of different ways.

If I want to gank, I go clear hard creep camps with pact and gank with mega damage.

If I'm sitting in lane farming my rapier I just eat creeps and use it to push towers faster and get gold in my pocket.

Or sometimes if someone is pissing me off in lane I'll go eat a creep and keep them away from me by threatening them or even killing them.
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Old 01-04-2012, 09:56 PM   #24
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Default Re: Clinks Skill Build

Early SR+boots ganks are epic,

Run to Neutrals (centaur or something equally as big)->SR -> Pact -> WW -> SA on auto -> Run behind enemy -> Strafe -> Kill
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Old 01-04-2012, 10:00 PM   #25
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Default Re: Clinks Skill Build

1. Arrow
2. WW
3. Arrow
4. WW
5. Strafe
6. Pact
7. Arrow
8. Arrow
Max either Strafe or WW if you want. Level 11 and Level 16 get ult.
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Old 01-04-2012, 11:27 PM   #26
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Default Re: Clinks Skill Build

imo one lvl of ww and starafe and searing arrows max then max ww and stats
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Old 01-04-2012, 11:31 PM   #27
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Default Re: Clinks Skill Build

I would leave ww at lvl 2 and max strafe for increased dps by lvl 10. depends on how aggressive the opponents are being though of course.
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Old 01-04-2012, 11:50 PM   #28
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Default Re: Clinks Skill Build

Save skill point until you arrive at lane. If it doesn't look like you're gonna get Level 1 ganked, get Searing Arrows. If it looks like you're in trouble, get Wind Walk, simple.

Searing Arrows / Wind Walk
Wind Walk / Searing Arrows
Strafe
Searing Arrows
Searing Arrows
Death Pact
Searing Arrows
Wind Walk
Wind Walk / Strafe
Strafe / Wind Walk
Death Pact

Since Searing Arrows has no cool down on Level 1, you can leave it at 1 for a couple of levels. Strafe at 3 is for the odd chance that you catch your opponent in a bad situation or have a Double Damage rune. Proceed to max out Searing Arrows, and then get Wind Walk to Level 3 and Strafe to Level 2. What you do from here does not matter, as with the Wind Walk buff, you should be plenty fast. And Strafe to Level 2, as 6 seconds should be suitable for most situations.
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Old 01-05-2012, 01:53 AM   #29
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Default Re: Clinks Skill Build

Quote:
Originally Posted by KuroNeko View Post
I strongly dislike you, Chevick. Stop spamming the strategy forum with your "guides".

Clinkz should build like this:
-searing
-strafe
-searing
-ww
-searing
-ult
-searing
-ww/strafe
-strafe/ww
-preferrably max ww with 2 levels of strafe, but honestly situational/preference
-ult whenever
-stats

Ofc you take ww at level 1 if you need to. Try to wait until you see all enemies on the map before you take your first skill. You may need to ww away from an FB attempt. But if you see 2 heroes top and 2 heroes bot, and your opposing mid solo across the river, then take a level in searing. The same logic applies to other heroes with escapes (mirana, void, etc).

i like this a lot better than original post
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Old 01-05-2012, 02:55 AM   #30
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Default Re: Clinks Skill Build

thanks for information
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Old 01-05-2012, 03:11 AM   #31
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Default Re: Clinks Skill Build

This has been my build for the last year or so:

WW
Orb
Orb
Strafe
Orb
Pact
Orb
WW
WW
WW
Pact
Strafe
Strafe
Strafe
Stats
Pact

Boots
Wand
Oblivion Staff
Str Treads
Finish Orchid
Skadi
BFly

Always get WW lv1. +20 dmg for 4 last hits does not worth dieing from time to time because of ganks.

I tried Soul Ring and it sucked. Some times I got BKB over Skadi and Diffusal Blade over BFly when there was already 3 or more Ghost Staff on the opponent side.
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Old 01-06-2012, 03:29 PM   #32
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Default Re: Clinks Skill Build

Quote:
Originally Posted by GodReaper View Post
Strafe is nigh useless for a low damage clinkz
Searing is +30 damage, lvl 4 clinkz with a single wraith band does 85-91 with roughly a shot every 0.7 seconds. Typical hp range is 500-900 with roughly 5 armor, so when shit hits the fan and you are trading hits it certainly hurts.

Go ahead and max ww/stats for maximum standing behind them power, I will stick with the build that most retards like me use.
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Old 01-06-2012, 08:34 PM   #33
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Default Re: Clinks Skill Build

WW, SA, SA, Strafe, SA, ulti, SA.

WW for early escape/chasing mech at 1. Rule of thumb: Safety/survival comes first.
2 levels of SA for harassing orbwalk purposes
Strafe once you have SA level 2 with 0s cooldown.

everything else should be self-explanatory past this point

using Strafe when SA is not 0s CD yet will make you look dumb.
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Old 01-06-2012, 08:43 PM   #34
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Default Re: Clinks Skill Build

Quote:
Originally Posted by Draba View Post
Searing is +30 damage, lvl 4 clinkz with a single wraith band does 85-91 with roughly a shot every 0.7 seconds. Typical hp range is 500-900 with roughly 5 armor, so when shit hits the fan and you are trading hits it certainly hurts.

Go ahead and max ww/stats for maximum standing behind them power, I will stick with the build that most retards like me use.
and after level 6 when you death pact a centaur, its just imba.
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Old 01-06-2012, 08:49 PM   #35
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Default Re: Clinks Skill Build

Quote:
Originally Posted by Chevick View Post
Skill Build:
1. Searing Arrows
2. Wind Walk
3. Searing Arrows
4. Wind Walk
5. Searing Arrows
6. Death Pact
7. Searing Arrows
8. Strafe
9. Wind Walk
10. Wind Walk
11. Death Pact
12. Strafe
13. Strafe
14. Strafe
15. Stats
16. Death Pact
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
i) lvl1 WW in early game is enuff to approach gank and escape
ii) pls get WW at lvl 1, this might help u escape in surprise early but-sack
iii) skipping death-pack is just retarted... instance gold, extra demage and hp..y skip?
IMO a more efficient skill build would be:

1. WW
2. Searing Arrows
3. Searing Arrows
4. Strife
5. Searing Arrows
6. Death Pact
7. Searing Arrows
8. Strafe
.
.
.
.
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Old 01-06-2012, 09:10 PM   #36
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Default Re: Clinks Skill Build

Quote:
Originally Posted by Star_Saber View Post
using Strafe when SA is not 0s CD yet will make you look dumb.
Not reading changelogs will also make you look dumb.
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Old 01-06-2012, 10:09 PM   #37
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Default Re: Clinks Skill Build

as long as you play agressive, it's all fine.
Your skill build is the same as mine though.

Edit : I take strafe at lv 4 instead of windwalk 2
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Old 01-07-2012, 04:53 AM   #38
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Default Re: Clinks Skill Build

Quote:
Originally Posted by Draba View Post
Searing is +30 damage, lvl 4 clinkz with a single wraith band does 85-91 with roughly a shot every 0.7 seconds. Typical hp range is 500-900 with roughly 5 armor, so when shit hits the fan and you are trading hits it certainly hurts.

Go ahead and max ww/stats for maximum standing behind them power, I will stick with the build that most retards like me use.
So when I said get Strafe at level 5 instead of leve 4, you dying more somehow makes you right?

OHSHT taking me out of context?

Hold on, let me take you out of context:

Quote:
Go ahead and max ww/stats
You max stats? Idunno why you suggest such a terrible build!

Quote:
a single wraith band does 85-91
That's one hell of a wraith band.

Quote:
Searing
Quote:
retards like me
Quote:
for maximum
Quote:
power
Quote:
hurts
Quote:
clinkz
You're real harsh on yourself.
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Last edited by GodReaper; 01-07-2012 at 05:17 AM.
Old 01-07-2012, 05:00 AM   #39
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Default Re: Clinks Skill Build

Why is there even a discussion going on in this thread. I expected all threads by this user to die within a few days of being posted...

Skillbuild:

SA:1,3,5,7
WW:2,4,8,9
Strafe:10,12,13,14
Ult:6,11,16


Possible alterations to this build involve taking the first point of strafe earlier in the game. I don't personally like this build because I believe it strains your manapool too much early and encourages you to move around more than you should. If you stay in your lane and do your job you get strafe in time for it to matter anyways. WW @ 1 is really only ever taken soloing the exposed lane against potential trilane ganks and isn't even that effective since if they really wanted to kill you they would have blue wards to frag you in lane and remove your ward on the rune.

Some people substitute early stats in instead of some levels of windwalk, however I think that losing out to the immense speed and mobility granted by higher levels of windwalk is not worth the stats.
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