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his invisibility is to much of a crutch to be useful in higher tier games beyond ratting, which if you climb high enough is a hell of alot harder.
unless you buff searing to 500 bonus damage per shot and pact gives you invincility he's going to suck no matter what because at the core of his design he's a noob stomper not a pro romper.
Riki is actually top 10 carry in highest tier at the moment with positive winrate. The reason why is that he is finally tanky due to his starting stats and finally good laning stage. He is also very mobile and elusive. Previous version of Riki had invis but was pathetic during laning phase and was rather played as scouting pos 4 that could scale to become 4th core.
About Clinkz - before they gave him Skeleton Army it was ganking/tower pushing core that was insanely strong in pubs because people were not coordinated and he could get a lot of solo kills but he was crap in pro games as you mentioned. They tried to give him some teamfighting presence with Skeleton Army but what ended to happen was that people started to stack agi and build aghs so they summoned as many Skeletons - used Diffusal on key target and waited for Skeletons to kill it. This made Clinkz teamfighter but killed his identity of a solo assassin a bit.
Addition of attack speed buff to Skeleton Walk made Clinkz pushing potential dead because if you want to push tower with your attack speed buff you might not be able to run away. Many people ignore how huge is Skeleton Walk's speed buff and think only about Stealth here. In 7.22 I used to build Yasha & Kaya a lot on Clinkz for agi + I never had to send any potions to regen my mana thanks to reduced costs. Maxed Skeleton Walk + Yasha is actually almost hasted speed.
Addition of Strafe even without evasion aspect would be quality of life change and will make Clinkz fulfill his role of ganking/tower pushing core. He might be finally pub and pro scene viable.