Tinker

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Tinker
Tinker.png
Radiant icon.png The Radiant
Strength
17 + 2
Agility
13 + 1.2
Intelligence
27 + 2.2
Level 1 16 25
Hit Points 473 1081 1765
Mana 351 806 1287
Damage 49-55 84-90 121-127
Armor 3.82 6.62 10.54
Attacks / Second 0.66 0.78 0.94
Movement Speed 305
Sight Range 1800/800
Attack Range 550
Missile Speed 900
Attack Duration 0.35+0.65
Cast Duration 0.53+0.5
Base Attack Time 1.7

Tinker is a ranged Hero who relies heavily on his assortment of nukes for ganking and pushing. He is able to reset the cooldown on his abilities, and in conjunction with Boots of Travel he can push the lanes on par to other pushing Heroes such as Nature's Prophet, as well as permanently shutting down enemy carries. His abilities' mana costs are very high, so his ultimate, Rearm, and Boots of Travel serve a long way towards going back to the base fountain to restore his mana.

Tinker needs to farm his Boots of Travel fast for his ganking and pushing potential to really rise. If he farms it too late, he might not be able to cope up with it. He is recommended for intermediate players.

Contents

[edit] Bio

Tinker Boush, the Tinker
"Ready, willing and fully enabled!"
Role: Nuker / Pusher
Lore: Boush the Tinker's diminutive race is known for its intelligence, its cunning, and its prickly relationship with magic. As a matter of pride, they survive by their wits, and use only those powers of nature that may be unlocked through rational methodologies. Even this forbearance has led to a great deal of trouble, as Boush can attest. Once a key investigator of natural law, Boush the Tinker led a vast intellectual investigation into the workings of nature, founding a subterranean laboratory in the rumored, mist-wreathed wastes of the Violet Plateau. While scorning mages for the dangers they visit upon the world, Boush and his Tinker associates haughtily wrenched open a portal to some realm beyond comprehension and ushered in some nightmares of their own. A black mist rose from the cavernous interior of the Violet Plateau, shrouding it in permanent darkness from which sounds of horror perpetually emanate. Boush escaped with only his wits and the contraptions he carried, the sole Tinker to survive the Violet Plateau Incident.
Voice: Responses

[edit] Abilities

Laser
Blocked by Magic Immunity. Blocked by Linken's Sphere.
Q
E
Laser icon.png
Ability Affects Damage
Target Unit Enemies Pure
Fires an intense energy beam, dealing damage and blinding the target for 3 seconds, causing it to miss all physical attacks.
Range: 550
Blind Duration: 3 (6 on creeps)
Miss Chance: 100%
Damage: 80/160/240/320
Cooldown 14 Mana 95/120/145/170
Boush perfected this rock cutting laser in his subterranean laboratory, never considering its combat utility.

Notes:

  • The damage is dealt immediately while the miss effect is delayed until the projectile hits.

Heat-Seeking Missile
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
W
T
Heat-Seeking Missile icon.png
Ability Affects Damage
No Target Enemy Heroes Magical
Launches a pair of rockets at the nearest visible enemy heroes within 2500 range.
Radius: 2500
Damage: 100/175/250/325
Number Of Targets: 2
Cooldown 25 Mana 120/140/160/180
The last contraption Boush was able to save was a retrofitted rocket launcher with a homing mechanism.

Notes:

  • Does not hit ethereal units (such as targets of Pugna's Decrepify or heroes who use a Ghost Scepter).

March of the Machines
Not blocked by Magic Immunity. Not blocked by Linken's Sphere.
E
C
March of the Machines icon.png
Ability Affects Damage
Target Point Enemies Universal
Enlists an army of robotic minions to destroy enemy units in an area around Tinker.
Cast Range: 300
Robot Spawn Radius: 900
Robot Collision Radius: 50
Robot Explosion Radius: 150
Duration: 6
Robot Explosion Damage: 16/24/32/40
Cooldown 35 Mana 145/150/165/190
Even though the laboratory has since been sealed off, the ability to radio in robotic drones is still in working order.

Notes:

  • Even though March of the Machines deals magic damage, it will still hit and damage magic immune units Siege Creeps.

Rearm
R
R
Rearm icon.png
Ability Affects
Channeled Self
CHANNELED - Resets the cooldown on most of Tinker's items and abilities.
Channeling Time: 3/2/1
Cooldown 0 Mana 150/250/350
A new battery here, another set of rockets there, Boush continually improves on existing technology.

Notes:

  • This spell uses mana when cast, but will not refresh abilities until finished casting. This means interrupting Rearm while it is casting will waste mana but have no effect on ability cooldowns.

[edit] Recommended Items

Explanation:
Placeholder

[edit] Tips

  • Laser is an extremely powerful nuke that ignores magic resistance. Use it as primary source of damage for the Tinker. Linken's Sphere blocks the blinding side effect but the target still takes damage.
  • Heat Seeking Missile has a really long range. You can spam it from a safe distance to harass enemy heroes.
  • March of the Machines is a perfect farming tool. It's a bit tricky to aim though. You can overlap several March of the Machines using Rearm to deal massive area of effect damage.
  • The Tinker is arguably the best solo mid hero. He can constantly harass his lane opponent with Laser and Heat Seeking Missile forcing him to stay away from creeps. And if he gets pressured by roaming heroes he can always farm safely using his March of the Machines from afar.
  • If you do solo mid as the Tinker, a bottle is a wholly worthwhile item. Not only will bottling runes benefit you in your ganks, but once you do get your Boots of Travel, you will be back at the Fountain more often than most, making bottle refilling easy even if you can't find a rune.
  • You can stack commands by holding shift to prevent unintentional Rearm interruptions. The Tinker will perform stacked commands right after finishing Rearm.
  • Boots of Travel is a commonly built item on Tinker. Used in conjunction with Rearm, it allows you to teleport around the map quickly.
  • Once the Tinker gets Boots of Travel and Soul Ring, start teleporting back and forth between lanes and fountain to farm everything on the map.
  • Participate in ganks whenever you get a chance. "Missile, Laser, Rearm, Missile combo" should be enough to finish off any fleeing enemy early-mid game.
  • Always kill enemy silencers and disablers first because they can ruin your spell combos.
  • The Tinker can permanently disable and kill enemy carries in the late game. Simply repeat "Scythe of Vyse, Missile, Laser, Rearm" cycle till your target is dead. Make sure you have sufficient mana pool and you're performing everything quick enough.
  • A Force Staff is another useful item for the Tinker. It's cheap, provides Intelligence, and has an active ability that, in conjunction with Rearm, can get you out of sticky situations in a heartbeat. A Blink Dagger can be used for a similar purpose, but because it does not provide additional stats, it is usually preferable to buy the Staff instead.
  • Another popular item to get as the Tinker is the Dagon as it works well with Rearm to deal massive burst damage provided a sufficient mana pool is present. The combo of Dagon > Rearm > Dagon is deadly when paired with Heat Seeking Missile and Laser.
  • Be careful when you use your spell combos as the Tinker is extremely mana-hungry. A few lasers and you will quickly find yourself without mana if you're saving up for Boots of Travel or Scythe of Vyse.

[edit] Trivia

  • The Tinker's voice actor, Harry 'Hal' Robins, also voiced Dr. Isaac Kleiner in Half-Life 2. Many of Tinker's voice lines reference characters and events from the Half-Life universe. In addition, the name "Violet Plateau" is quite similar to "Black Mesa," and the events described in Tinker's backstory are remarkably similar to the events of Half-Life.
  • The Tinker's alternate/fun name in DotA was "X!!", name of a professional DotA player.

[edit] Update History

January 12, 2012 Patch

  • Laser's miss duration increased from 2 to 3 seconds.

October 27, 2011 Patch

  • Fixed Necronomicon not killing its previous units when used again (from Refresher, Tinker's Rearm, etc).

October 13, 2011 Patch

  • Tinker got over his shy phase and now speaks.

August 02, 2011 Patch

  • Rearm no longer refreshes the cooldown of Linken's Sphere.

July 16, 2011 Patch

  • Fixed incorrect armor values

July 08, 2011 Patch

  • Returning Hero: Tinker [Rough Model]

June 24, 2011 Patch

  • Fixed Tinker's March of the Machines to properly hit magic immune units.

June 10, 2011 Patch

  • Fixed cast point issues with Shadow Shaman, Lion and Tinker.

June 02, 2011 Patch

  • Enabled Tinker.


[edit] Ability Change Log

6.74

  • March of the Machines duration increased from 5 to 6 seconds.

6.73

  • Laser's miss duration increased from 2 to 3 seconds.

6.72

  • Heat Seeking Missile now hits 2 units at all levels.


[edit] See also

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