Clint is a burst Marksman who turns every skill into a piercing, extra-long-range Basic Attack. He wins Gold Lane by controlling spacing: cast one skill, consume Double Shot, then reset before the enemy can reach him. The current top-five Pro Setup sample supports two real routes—ability burst with penetration and a crit-and-range alternative—so the best six items depend on whether Clint is punishing squishy targets or firing through a protected front line.
Take Quick Draw at level 1, prioritize it, keep Trapping Recoil as the backup upgrade, and level Grenade Bombardment whenever available. Use Assassin Emblem with Rupture, Master Assassin, and Lethal Ignition plus Flicker as the default Gold Lane route. Cast one skill, fire the empowered Basic Attack, and save Trapping Recoil for the diver or the finishing step.

| Role | Specialty | Best job | Main risk |
|---|---|---|---|
| Marksman | Finisher / Burst | Win spacing battles with skill-to-Double-Shot poke and finish weakened targets | Dive, hard control, or spending Trapping Recoil before the threat appears |
| Durability | Offense | Control | Difficulty |
| Approx. 30% | Approx. 70% | Approx. 40% | Approx. 60% |
Attribute percentages are approximate pixel readings from the visible in-game bars; role and specialty labels are the primary interpretation.
Double ShotAfter every skill, Clint's next Basic Attack within four seconds pierces a line and can critically strike through its Physical Attack scaling.

you have just cast a skill and can shoot through the front target toward a carry
the empowered shot converts every skill into long-range lane pressure and makes deliberate skill-to-shot weaving Clint's core rhythm
Do not cast another skill before consuming Double Shot unless moving immediately is safer
Quick DrawClint fires five bullets in a fan. Multiple bullets can hit one nearby target, with reduced damage after the first bullet.

a target is close enough to take several bullets or a wave and hero line up in the fan
close-range overlap gives Clint his strongest repeatable burst and immediately prepares Double Shot
Do not walk into melee range solely to land all five bullets when enemy control is ready
Trapping RecoilClint shoots a net, jumps backward, damages and immobilizes the first enemy hit for 1.2 seconds; a hit cuts its cooldown by 40%.

a diver enters your space or one backward hop creates a safe firing lane
the immobilize interrupts pursuit while the recoil and follow-up Double Shot restore spacing
Do not spend it for casual poke when the enemy's main gap closer is still available
Grenade BombardmentClint launches a grenade that damages and briefly slows the first enemy hit. He stores up to three charges, gaining one every ten seconds.

you can soften a target from range, trigger Double Shot, or keep a chase target slowed
stored charges let Clint repeat the grenade-to-empowered-shot pattern without committing Trapping Recoil
Do not empty all charges before an objective or siege window unless the target is secured
Take Quick Draw at level 1 and prioritize Skill 1, use Trapping Recoil as the backup upgrade, and level Grenade Bombardment whenever available. Quick Draw controls the wave and close-range trade; Trapping Recoil keeps most of its defensive value from the immobilize, backward jump, and hit-based cooldown reduction.
Grenade Bombardment→
Basic Attack→
Quick Draw→
Basic Attack→
Trapping Recoil→
Basic AttackOrder: Grenade Bombardment → Basic Attack → Quick Draw → Basic Attack → Trapping Recoil → Basic Attack. Why: grenades soften from distance, Double Shot keeps damage outside normal range, Quick Draw finishes a weakened line, and recoil resets space. Do not: force the recoil step if holding it is the only answer to enemy dive.
Quick Draw→
Basic Attack→
Trapping Recoil→
Basic AttackOrder: Quick Draw → Basic Attack → Trapping Recoil → Basic Attack. Quick Draw starts the burst, the first Double Shot extends the trade, and the recoil both immobilizes and moves Clint away. Do not: step into minion and enemy focus just to overlap every Quick Draw bullet.
Use Quick Draw to pressure the wave and enemy only when one angle can hit both. Consume Double Shot before casting again. Keep Trapping Recoil for the gank path; winning one trade is not worth losing the escape.
Arrive at Turtle and turret fights from a side that gives Double Shot a line through the front target. Use Grenade Bombardment charges for repeat poke. Do not stand so close that recoil cannot restore safe range.
Play behind control, identify the diver, and fire through the closest safe target. Ability range lets Clint damage a carry without walking past the front line. Save Flicker or Purify for the specific control that would end the fight.
Assassin Emblem: Rupture, Master Assassin, Lethal Ignition. Battle Spell: Flicker.
Gold Lane trades are isolated and one extra reposition can preserve Double Shot range
penetration improves the early ability-to-shot sequence, Master Assassin rewards isolated trades, and Lethal Ignition adds finishing pressure
Do not use Flicker forward while Trapping Recoil and enemy control are both unavailable to you
Marksman Emblem: Fatal, Weapon Master, Weakness Finder. Battle Spell: Purify.
the fight is front-to-back and one predictable stun, root, or suppression setup is the main reason Clint dies
crit and attack scaling improve sustained shots while Purify protects one decisive firing window
Do not take Purify when displacement rather than removable control is the primary threat
The current in-game build sample did not expose readable talent names on this account. These routes were cross-checked against current Clint recommendations from ONE Esports and MLBBHub on August 4, 2026; no locked talent was inferred from an unreadable slot.
The five observed in-game builds do not form one mandatory order. Ranks 1, 2, and 4 favor ability burst, penetration, Endless Battle, and a heavy Blade of Despair finish. Rank 3 uses Berserker's Fury, Malefic Gun, and Great Dragon Spear for crit, range, and post-Ultimate movement. Rank 5 mixes early Ambush burst, Rapid Boots, Sky Piercer, and Malefic Gun for rotation and picks. Copy the job of each slot, not only the screenshot order.
| Rank | Player and sample | Observed six-item order | When to copy | When not to copy |
|---|---|---|---|---|
| 1 | Where are yo... 80% WR | 541 matches | 12680 power Current top-five sample | Blade of the Heptaseas → Rose Gold Meteor → Malefic Roar → Endless Battle → Blade of Despair → Hunter Strike | Copy the early penetration and ability-weaving shell | Change the boot, defense, or finishing slot when enemy control and dive make the exact order unsafe. |
| 2 | B O C 65% WR | 686 matches | 11462 power Finisher / Crit | Endless Battle → Tough Boots → Sky Piercer → Malefic Roar → Blade of Despair → Rose Gold Meteor | Copy the early penetration and ability-weaving shell | Change the boot, defense, or finishing slot when enemy control and dive make the exact order unsafe. |
| 3 | GLOBAL 62% WR | 769 matches | 11205 power Current top-five sample | Warrior Boots → Endless Battle → Berserker's Fury → Malefic Gun → Blade of Despair → Great Dragon Spear | Copy the crit-and-range route when front-to-back shots stay safe | Change the boot, defense, or finishing slot when enemy control and dive make the exact order unsafe. |
| 4 | T2nata 66% WR | 626 matches | 10096 power Sustainability / Attack & Defend | Warrior Boots → Endless Battle → Sky Piercer → Malefic Roar → Blade of Despair → Hunter Strike | Copy the early penetration and ability-weaving shell | Change the boot, defense, or finishing slot when enemy control and dive make the exact order unsafe. |
| 5 | RICOCHET 62% WR | 600 matches | 9930 power Current top-five sample | Blade of the Heptaseas → Rapid Boots → Sky Piercer → Endless Battle → Malefic Gun → Hunter Strike | Copy the fast pick route when early tempo matters | Change the boot, defense, or finishing slot when enemy control and dive make the exact order unsafe. |
The ranks column shows exactly where each item appeared in the current in-game top-five sample. Tooltip summaries come from the 30 observed in-game long-press panels.
| Item | Role | Ranks | Buy when | Do not |
|---|---|---|---|---|
Blade of the Heptaseas | Physical Attack, HP, penetration, and an Ambush-enhanced Basic Attack after staying out of combat. | 1, 5 | you can open a pick from fog or long range | Do not buy when constant chip damage prevents Ambush from becoming ready. |
Rose Gold Meteor | Attack, attack speed, lifesteal, scaling Hybrid Defense, and a low-HP shield with movement. | 1, 2 | magic burst threatens to erase Clint before he can recoil | Do not buy when physical penetration is the only urgent problem. |
Malefic Roar | Physical Attack with high and defense-scaling Physical Penetration. | 1, 2, 4 | frontliners or protected carries have meaningful armor | Do not buy when the enemy remains extremely squishy and a faster raw-damage spike is better. |
Endless Battle | Attack, HP, cooldown reduction, movement, mana regeneration, and a True Damage Basic Attack after skills. | 1, 2, 3, 4, 5 | you reliably weave one Basic Attack after every skill | Do not buy when you cannot safely reach a target for the empowered shot. |
Blade of Despair | Very high Physical Attack and extra pressure against enemies below half HP. | 1, 2, 3, 4 | your penetration and safety needs are already covered | Do not buy when survival is required before more damage. |
Hunter Strike | Attack, cooldown reduction, penetration, and movement after repeated hits. | 1, 4, 5 | you need burst plus repositioning in extended trades | Do not buy when fights end before its hit sequence matters. |
Tough Boots | Movement, Magic Defense, and reduced crowd-control and slow duration. | 2 | magic damage or control threatens the lane | Do not buy when physical Basic Attacks are the only real pressure. |
Sky Piercer | Adaptive Attack, movement, and a stacking low-HP execute that loses progress on death. | 2, 4, 5 | your team can build an early kill lead and protect the stacks | Do not buy when the game is even, you are dying, or guaranteed damage is safer. |
Warrior Boots | Movement, Physical Defense, and extra defense after taking Physical Damage. | 3, 4 | the lane and enemy dive are physical | Do not buy when magic crowd control is the larger threat. |
Berserker's Fury | Physical Attack, Critical Chance, Critical Damage, and bonus True Damage on Basic Attack crits. | 3 | you are committing to the crit route and can keep firing | Do not buy when ability burst and penetration are needed earlier. |
Malefic Gun | Physical Attack, attack speed, penetration, longer Basic Attack range, and short movement on hit. | 3, 5 | front-to-back fights reward safer repeated shots | Do not buy when a single ability burst must decide the fight before sustained attacks. |
Great Dragon Spear | Physical Attack, cooldown reduction, crit chance, and movement after the Ultimate. | 3 | Grenade Bombardment will start a chase or repositioning window | Do not buy when you are not building enough crit or cannot use the movement window. |
Rapid Boots | High movement, slow reduction, and HP regeneration. | 5 | rotations and resisting slows matter more than defenses | Do not buy when burst or hard control requires defensive boots. |
Moskov and Miya must normally step closer to trade, giving Clint room to trigger Double Shot from outside their comfortable range. Lolita's shield matchup still requires patience: attack from a side angle or wait out the block. Do not turn a range advantage into a close Basic Attack duel.
Melissa can deny close space, Karrie can pressure through front-line protection, and Fanny can cross Clint's preferred range instantly. Hold Trapping Recoil for the committed entry and change Flicker to Purify only when removable control—not raw mobility—is the decisive threat.
Rafaela and Angela improve Clint's kiting through speed, healing, shields, and control. Harith draws attention in the same firing area and creates repeated openings. Follow their control from range; do not stand beside them where one area skill hits both damage dealers.
| HP | 2260 | HP Regen | 7.2 | Physical Attack | 120 |
|---|---|---|---|---|---|
| Physical Defense | 16 | Attack Speed | 1.05 | Attack Speed Ratio | 100% |
| Mana | 500 | Mana Regen | 4 | Magic Defense | 15 |
| Magic Power | 0 | Movement Speed | 245 | Role | Marksman |
Level-one values observed in-game on August 4, 2026, without skin, equipment, Emblem, or match modifiers.
Eleven Clint skin cards were visible in the Shop search. Direct Diamond prices are listed only where a Purchase label appeared. Event, StarLight, Season, Mythic, Collector, and collaboration labels describe the current in-game route; they are not promises of permanent availability.
| Skin preview | Skin | Tag | Observed availability |
|---|---|---|---|
![]() | Captain of the Reefs | EPIC | 899 Diamonds / Purchase |
![]() | Badminton Champion | SPECIAL | 749 Diamonds / Purchase |
![]() | Summer Blast | SUMMER | 749 Diamonds / Purchase |
![]() | Guns and Roses | VALENTINE | Limited-time Event |
![]() | Rock and Roll | STAR | 09/2017 StarLight Member |
![]() | Witch Hunter | S15 | Season 15 |
![]() | Shadow Omen | M2 | Limited-time Event |
![]() | Operator CL | STAR | 01/2022 StarLight Member |
![]() | Crimson Blast | COLLECTOR | Limited-time Event |
![]() | Dragon's Maw | MYTHIC | S32-S35 Mythic Rank Skin |
![]() | Vessel of Ruin | SOUL VESSELS | Availability shown without a direct-sale label |
Clint served as sheriff of a quiet Moniyan frontier town and built his reputation on an unmatched quick draw and a strict belief in justice. When Blandy and gunmen tied to Waldo Kane attacked, Clint refused to trade justice for safety. The frightened townspeople removed him and released Blandy, but Clint returned when the gang betrayed them and set the town ablaze. After saving the survivors, he left quietly for the City of Sin, knowing Kane would either be found or come looking for him.
There is no single six-item answer. Endless Battle plus penetration and Blade of Despair is the dominant ability-burst shell; Berserker's Fury, Malefic Gun, and Great Dragon Spear form the current crit-and-range alternative.
Use Assassin Emblem with Rupture, Master Assassin, and Lethal Ignition for burst Gold Lane trades. Marksman Emblem with Fatal, Weapon Master, and Weakness Finder is the sustained front-to-back alternative.
Flicker is the default repositioning tool. Use Purify when one removable control chain, rather than raw dive distance, is the specific reason you cannot fire.
For lane, use Quick Draw, empowered Basic Attack, Trapping Recoil, empowered Basic Attack. For a full fight, start with Grenade Bombardment and weave an empowered Basic Attack after every skill.
Melissa and Karrie can contest his trade pattern, while Fanny can cross his preferred range instantly. Preserve Trapping Recoil and position around the known entry path.
His individual skills are straightforward, but strong Clint play requires disciplined spacing, passive-shot weaving, recoil timing, and adapting the build instead of copying one row blindly.
Yes, if you enjoy a Marksman who wins through spacing and deliberate burst rather than holding the attack button. Clint rewards one repeatable rule: every safe skill should create one safe Double Shot. Preserve Trapping Recoil, choose penetration or crit based on the fight shape, and make the enemy cross your firing line before you cross theirs.
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