West Justice
Updated Apr 24, 2026
Clint is a gold-lane marksman for players who want lane control without giving up mid-game burst. He is strongest when your draft can keep one diver off him long enough for the skill-auto loop to keep firing, and he feels awful when you ask him to self-peel through layered engage.
Win Rate
50.71%
Pick Rate
0.77%
Ban Rate
0.97%
Sustained DPS
Emblem
Marksman Emblem
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, use Clint's Ultimate and enhanced Basic Attacks to whittle down enemies from a distance. Once the enemy is weakened from the constant bombardment, use Clint's 1st Skill, Basic Attack, 2nd Skill, and Basic Attack combo to finish them off.
Clint is still one of the nastiest first-wave marksmen in the role, but that does not make him a safe blind lock. Patch 2.1.67 (patch notes) gave him a little more movement speed and less mana freedom, which pushes him toward cleaner lane pressure instead of constant fishing.
Pick Clint when the enemy gold laner has to stand and answer the wave. Hanabi, Miya, Moskov before he gets room to spear through the lane, and many fighter-gold experiments all have the same problem: if they walk into Quick Draw range on the first three waves, they are volunteering to lose the trade first.
Do not treat that early lane edge as proof that Clint covers bad drafts. He does not. If the enemy team shows two fast access threats and your side has no reliable peel, the pick is on thin ice. Harley, Hayabusa, Ling, Fanny, Natalia, Saber, and even flank-heavy fighters like Arlott or Julian all attack the same weakness. Clint only has one self-peel button, and it is a short hop tied to a narrow skillshot. When that button misses or gets forced early, he stops being a lane bully and becomes the easiest carry on the map to collapse on.
The cleanest Clint games have three conditions: your roamer or EXP laner can stand between you and the first engage, the enemy backline cannot outrange you for free, and your team wants a gold laner who pokes before the fight fully opens. If your draft needs a marksman who front-to-backs with almost no babysitting, pick somebody else.
The mistake weaker Clint players make is thinking the skills are the damage. The skills matter, but they matter because they buy Double Shot. Clint is a passive-delivery hero. Every cast is there to prime the next enhanced basic, reposition for it, or make sure it lands on something valuable.
That identity changes how you should read the kit. Quick Draw loads the passive from safety. Trapping Recoil either peels a diver off you or pins a target long enough for the passive shot to land. Grenade Bombardment extends pressure before a fight and finishes targets who think they escaped.
The core mechanical rule is simple: cast, auto, then decide again. If you cast twice before firing the enhanced basic, you threw away the first window. That is why Clint feels unfair in good hands and mediocre in bad ones. The hero is not hard because the combo is flashy. He is hard because the rhythm punishes impatience.
This is also why the item conversation on Clint never starts with attack speed. Endless Battle stays central because his best damage pattern is skill into boosted basic, then skill into boosted basic again. Crit follows because Double Shot scales well with it. Penetration follows because backline access is often through bodies, not around them.
If you want one sentence to remember in every game, remember this one: Clint wins when each cast changes the trade immediately. If your cast does not buy an empowered shot, lane control, or spacing, you probably used the wrong button.
Clint's first minutes are about forcing the enemy gold laner to answer your tempo instead of setting their own. You do not need a kill to win lane. You need the wave, the bush line, and enough health pressure that their roamer has to visit.
The patch's mana changes matter here. Old Clint habits encouraged constant fishing. Current Clint wants cleaner casts. If you spend Quick Draw on every empty wave and throw Trapping Recoil just to see whether it lands, you will eventually win the push and lose the resource war. That trade is terrible, because Clint without mana cannot defend himself when the jungle path finally bends toward gold lane.
Your first recall should solve lane rhythm, not just buy raw attack. If the lane is unstable, respect that and take the safer reset. Clint with one fewer greedy component is still a champion. Clint dead under his outer tower because he refused a disciplined recall is just feeding shutdown gold to the matchup he was supposed to suppress.
Clint's cleanest two-item spike is still Endless Battle plus Berserker's Fury. Different public builds argue over greedier openings, but this pair remains the most dependable point where Clint stops poking for permission and starts deciding who has to back off the map.
Endless Battle matters first because it rewards the exact pattern Clint already wants. Use a skill, fire the enhanced basic, reposition with the move-speed bump, and repeat. It shores up the hero's mana feel, it makes every clean passive shot hurt more, and it gives his lane pressure a floor even in games where he did not get an early kill. This is the item that turns "I can annoy you" into "you cannot walk up for free anymore."
Berserker's Fury changes the consequences. Once the crit layer lands, enemy mages and marksmen stop viewing Clint trades as chip damage. The passive shot becomes a real health-bar event, especially when it passes through one target into another. That is the window where Clint becomes a side-lane executioner. One root, one clean passive shot, one follow-up skill, and suddenly the fight is about whether the enemy can even stay for the objective.
When Clint reaches this spike on pace, his job changes. You are no longer only protecting your tower and farming the next wave. You are forcing enemies to give up space because any face check into your fog can cost half their health before the real fight begins.
Do not misunderstand the spike, though. It is a burst window, not a license to front-line. Clint still loses long, messy fights where several threats can touch him at once. The spike gives you leverage, not invulnerability. Use it to control who gets to start the exchange, then let your team hold the shape around you.
The most common Clint teamfight error is waiting too close to the battle because the player wants immediate damage. That instinct is backwards. Clint teamfights are usually won by where he stands before the engage, not by how brave he feels once the screen gets crowded.
Start further back than your ego wants. Clint's threat reaches farther than many players remember because both Double Shot and Grenade Bombardment punish clustered paths. You do not need to stand on the shoulder of your tank to contribute. In fact, doing that is how you get dragged into the same crowd control that was meant for the frontline.
Three positioning rules matter more than everything else:
Support pairing changes how aggressive you can be. With Lolita, Tigreal, Minotaur, or any frontliner who can physically stop the first dive, Clint gets to step up and bully space. With lighter peel or pure utility supports, play as if the map owes you nothing.
Target priority is also less static than people think. If a tank is the only thing in range and your team is already winning the angle, hit the tank and let the line damage work. If the enemy assassin is waiting outside the fight for your reveal, hold your best spacing tools for them.
The default Clint build conversation is simpler than people pretend. Endless Battle, Berserker's Fury, and Malefic Roar form the reliable core because they support his pattern from first trade to late objective fight. The real question is what problem the remaining slots are supposed to solve.
The first argument is boots. If the game is normal and you can trust your spacing, cooldown-focused boots are still the cleanest option because Clint's value is tied to how often he can reopen the passive window. If the enemy draft is heavy on physical burst or layered crowd control, defensive boots are a real concession. The hero cannot use DPS he never gets to cast.
The second argument is whether the game asks for greed, safety, or utility.
All of these flex buys answer a situation. Clint itemization falls apart when players shop for fantasy instead of game state. If the enemy draft already told you what kills you, build for that conversation.
Spending Trapping Recoil like a poke spell. Clint's second skill is the difference between a controlled lane and a free gank angle. Players who throw it just because the icon is lit end up with no answer when the enemy finally commits. Use S2 to hold space, not to announce that you are bored.
Clearing waves with panic instead of intent. Clint can clear fast, but not every fast clear is good. When you blast the whole kit into a wave just because the enemy disappeared from map, you often hand them the exact timing they wanted: your mana drops, your passive rhythm breaks, and your self-peel is down when the bush opens.
Treating every early lead like a tower-dive license. Clint wins many lanes by attrition. That does not mean he is a natural diver. The moment you chase under tower without full information on jungle position, you convert lane control into coin-flip greed. He is better at making opponents leave than at forcing heroic finishes.
Holding grenades forever waiting for a perfect montage. Stored ultimate charges are valuable, but only if they translate into pressure. Some Clint players overcorrect and enter skirmishes with full charges, then die with all of them unused because they were still hunting the dream angle. Use the charges to claim space, force HP bars low, or stop exits. Perfect clips are not the job.
Ignoring the matchup after lane phase ends. Beating the enemy gold laner does not mean the game is still about the enemy gold laner. Once side towers drop, Clint's real matchup is often the first diver from fog. If you keep walking side lane like lane phase never ended, the scoreboard lead disappears in one death.
Tip
If the enemy has to walk through one corridor to reach an objective, pre-angle Clint so Double Shot can pass through the frontline into the carry behind it. His best teamfights often start with damage on two heroes, not one.
Note
Purify is a real Clint spell, not a coward's spell. Into heavy pick or layered crowd control, surviving the first catch matters more than squeezing extra greed out of Flicker.
Tip
When you are ahead, hide in fog with one grenade charge already ready and another close behind it. Clint is far more threatening when the enemy cannot tell whether the first hit will be the whole burst or just the start of it.
Note
If your roamer leaves gold lane early, stop trying to prove you can 1v2 the side. Clint's winning answer is usually to thin the wave safely, keep HP high, and wait for the map to give him a better trade.
After each skill cast, Clint's next Basic Attack within 4s penetrates a line of enemies, dealing 150 (+100% Total Physical Attack) Physical Damage. This damage can trigger attack effects, and the part affected by Physical Attack can Crit.
Clint fires 5 bullets in quick succession in the target direction, each dealing 250 (+85% Total Physical Attack) Physical Damage to the enemy hit. The bullets will spread evenly across enemies in a fan-shaped area. Enemies hit by multiple bullets will take less damage after the first bullet.
Clint shoots a trap net in the target direction, slightly jumping back while dealing 140 (+30% Total Physical Attack) (+150% Total Magic Power) Physical Damage to the first enemy hit and immobilizing them for 1.2s. Successfully hitting an enemy reduces the cooldown of this skill by 40%.
Clint launches a grenade in the target direction that explodes on the first enemy hit, dealing 280 (+100% Total Physical Attack) Physical Damage and slowing them by 50% for 0.5s. Clint gains a grenade charge every 10s (up to 3).
In teamfights, use Clint's Ultimate and enhanced Basic Attacks to whittle down enemies from a distance. Once the enemy is weakened from the constant bombardment, use Clint's 1st Skill, Basic Attack, 2nd Skill, and Basic Attack combo to finish them off.
In the laning phase, Clint should use his 1st Skill followed by an enhanced Basic Attack, then his 2nd Skill followed by another enhanced Basic Attack. This combo maximizes his damage, immobilizes the target, and moves Clint out of harm's way.
These heroes have the highest win rates against Clint in ranked matches. Pick any of them for a statistical advantage in draft.

Gloo dominates Clint in the early game. Apply pressure before Clint can scale and become a threat.
44.3%
Clint performs well against these heroes. Consider picking Clint when you see them on the enemy team.
Clint is most vulnerable in the early game, where counters average a 57.8% win rate. As the match progresses, Clint becomes harder to shut down (54.2% mid, 47.0% late). Prioritize early aggression and ganks to build an advantage before Clint can scale.
Clint is vulnerable here
Clint is vulnerable here
Clint is strong here
Marksman Emblem
Weapon Master / Electro Flash / Weakness Finder
Flicker
Marksman Emblem
Weapon Master / Electro Flash / Weakness Finder
Flicker
Marksman Emblem
Weapon Master / Electro Flash / Weakness Finder
Flicker
Heroes that synergize well with Clint in team compositions.





Clint is the fastest gun in the Barren Lands, a dusty frontier on the western edge of the Land of Dawn where law is determined by whoever draws first. Raised by a legendary gunslinger who disappeared under mysterious circumstances, Clint inherited both his father's revolvers and his unfinished quest for justice. His Howitzer rounds can pierce through multiple enemies, and his quick-draw technique is unmatched. Clint rides from town to town, righting wrongs and searching for the truth behind his father's vanishing.
Famous quotes from Clint
“The fastest draw in the Barren Lands!”
- Clint
“Justice comes at the speed of a bullet.”
- Clint
“Draw! ...Too slow.”
- Clint
“Howitzer round, straight and true!”
- Clint
“Grenade Bombardment!”
- Clint