((The following is taken from this post, by Fireclave on the D&D message boards. It's pretty complete and contains a number of thoughts on how one would build Link that I agree with, although I'm a proponent of the Elf or Half-Elf Fighter build myself.))
It's hard to know where to begin.
Race-wise, I'd make Link either a human or half-elf. Most people label Hyrulians as elves due to the pointy ears, but IMO, Hyrulian are most similar to human than D&D elves in ability, personality, and culture. I also included half-elf because Dilettante allows some off-class versatility that can make realizing Link a bit easier, especially when combined with Versatile Master.
Class is tricky to pin down. Link's primarily a sword-n-boarder, obviously. That easily lends itself to many classes and builds. He's also a skilled ranged combatant. He's strong, represented by how he can innately pick up, throw, and destroy big, heavy rocks without putting his back out. But 4e's encumbrance rules makes that very easy for most characters to do, so you can't say he's crazy strong. So strength need not even be a primary stat for whatever his class is.
And while he doesn't get fancy with his bow and boomerang, he is efficient and consistent with them. So any Link build should at least have a decent range attack option.
Ignoring reflavoring for a moment, Link rarely wear's traditional armor. His standard green tunic would qualify as cloth armor in most games, but there is precedent for others. Twilight Princess's Link was a bit more heavily armored. Not only is the material of his tunic thicker and studier looking than in previous games, but there's a definite layer of chain mesh under there. His green tunic could easily qualify for as leather-equivalent. Magic properties aside, the zora armor appears to be made of some sort of lightweight scale or chain. Depending on your interpretation of fantasy armor, it could be anything from Scale or worse. And the red Magic Armor easily qualifies as scale or plate.
Other than that, most of link's "powers" come from the items he collects on his adventurers. Link has bombs in almost every game to date, so they are good candidates for a power-reflavor if you want to avoid relying too often on alchemical consumables. Everything else aside from his bow, 'rang, and sword, are up in the air. Reflavored powers or unique, Zelda-themed magic items would work equally well. Link also constantly switches between items, so Quick Draw and a Handy Haversack or Deep-Pockets Cloak would go a long way to representing that trait.
Link also plays instruments of some sort in most of the recent games. But while that has a obvious bard analog, its worth mentioning that in almost all cases, the instruments he uses were heavily enchanted, so the utility he got out of them came from the item itself and not any particular magic-musical skill on Link's part. And functionally, the effects he produces (such as teleporting or changing the direction of the wind) could be also represented by rituals.
Most of Link's helpers have very limited, if any, affect of combat aside from aiding granting advise, or in Navi's case, enabling Z-targeting. Navi, for example, could easily be represented as simple fluff; she doesn't aid you in combat, can't be targeted, and unlike most fairies you find in the game, she doesn't even heal. However, she is very knowledgeable and points hidden stuff out to you in the game. Any of the familiar that grants bonuses to knowledge checks would help illustrate the former, and any that grant perception bonuses, have good senses, and/or are good at scouting can represent the latter. The Book Imp, Bat, Owl, Raven, and Falcon are all great in this regard and can all fly, like a fairy should. Even niftier, you could have also maintain the silent protagonist quirk by having your exposition fairy/raven do all the talking for you, the way Zelda does in Spirit Tracks.
Link's wolf form from has an obvious Druid analog. But representing this is optional because 1) technical, it wolf form was brought on by in influence of the Twilight Realm invading Hyrule and not an innate ability of Link's, and 2) was limited to only that game.
Link also has a few unique combat skills to consider. The Spin Attack is his signature, but that's easy to present with a melee close burst power (Fighters and Rangers, at least, have a few). But he's also added a few other skills as well, such as the Back Slice, Mortal Draw, and Hurricane Spin. Finding a direct analog for these would be a bit more difficult.
To Summarize my break down, IMO a Link build should:
Be able to Sword-n-Board effectively and have a good ranged weapon attack
Preferably light-armored, but optional
Familiar or familiar-like ability preferable, but optional
A close burst for a spin attack
Everything else is gravy
Singled classes Str/Dex Fighters and Str/Dex Rangers with spiked shield proficiency can achieve all of the above with little difficulty. Rogue multiclassing can help represent Link's combat agility. Going half-elf means you can cherry pick an ranged attack from any class. And that's just the obvious builds.
Warden also works pretty well. They like swords, light armor, and combine well with with Fighter, but they lack ranged weapon attack options. You could also splash in some wis-based caster or warlock to represent bombs and sword beams with AoE and ranged attacks. Though implement juggling may become an issue (less so if you go with cleric, since they need to hands available to use their holy implements).
The versatility of bards and artificers also make them good Link candidates. They're able to switch be melee and ranged combat pretty easily. With Multiclass Versatility and the Combat Virtuoso feat from Arcane Power, Bards have many options to choose from. Artificiers, with their tinkerer flavor, play up Link's item-centric combat style. Unfortunately, Artificers suffer a bit in the weapon and armor depart (no shields, only simple weapons), but the ability to snag an additional daily power use from an item might be worth it if your DM incorporates some Zelda-themed items into your treasure parcels.
But for a more specific build, you could do worse than:
Half-elf Bard/Fighter
Link Synergies: Cha/Int Bards can go lightly armored, rituals and magic instruments help capture that OoT/WW flavor, and Majestic Word becomes your fairy's healing power (or all those poor fairies you've kept bottled forever but never use, you jerk :P ). With a songblade, any ranged implement power can be reflavored as sword beams.
Notable Mechanics:
At-will: Jinx Shot - your go-to ranged weapon attack or bow and 'rang attacks. Other ranged weapon bard powers are optional.
Dilettante Encounter/At-Will: Blazing Star - Dodongo dislikes smoke
Feat: Arcane Familiar (Raven) - Your exposition fairy
Feat: Combat Virtuoso - To ease multiclassing
Feat: Arcane Implement Expertise (Heavy Blade) - Allows you to use any heavyblade with Blazing Starfall instead of needing a dagger. Also frees up your weapon's enchantment so you don't need a songblade to serve as an implement for your bard powers.
Feats: Novice Power and Adept Power - Pick up some close burst fighter powers to represent the
Spin Attack
Optional:
Heavy Shield Proficiency, Bastard Sword Proficiency
Druid Multiclass - for Wolf-Link badassery