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
Turn Rate 0.6
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

Boush the Tinker is a ranged intelligence 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 gives Tinker global mobility rivaled only by Nature's Prophet, making him a constant threat. 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 as soon as possible for his full ganking and pushing potential to be unlocked. If he farms it too late, he will be unable to keep up with the pace of the game. Therefore it is recommended for Tinker to solo mid.

Contents

[edit] Bio

Tinker Boush, the Tinker
Play "Ready, willing and fully enabled!"
Role: Pip ganker.png Nuker / Pip pusher.png 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: Harry S. Robins (Responses)

[edit] Abilities

Laser
Blocked by Magic Immunity. Blocked by Linken's Sphere. Can be purged.
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 target 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:

  • Damage affects magic immune units, including Roshan, and mechanical units like Siege Creeps. Damage does not affect structures.
  • Robotic minions spawn at a rate of 24 per second.

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:

  • Mantle of Intelligence gives Tinker the starting boost to mana and mana regeneration that will help in winning his lane.
  • Bottle helps early to stay in the lane farming gold for later items, three charges will restore health by 405 and mana by 210 in total, if you are playing on mid lane it will be easy to refill the Bottle by capturing the Rune on either side of the river.
  • Boots of Travel provide a great amount of mobility and map presence in the form of teleportation, combine it with Rearm for quick two-way trips, be it ganks or a refill at the fountain.
  • Soul Ring is yet another way to restore the much needed mana, if you are willing to pay the health cost.
  • Eul's Scepter of Divinity and Scythe of Vyse both provide 150% boost to mana regeneration, however the more important aspects are the Scepter's Cyclone and Scythe's Hex which are very potent disables that Tinker can take advantage of.
  • Shiva's Guard if you find yourself needing a more defensive utility item. The slow and attack speed decrease aura should help you get out of sticky situations.
  • Blink Dagger and Force Staff allows Tinker to cover large distance at a relatively short amount of time if not provided by any of his allied creeps or hide onto the nearby trees to avoid getting ganked as he teleports.
  • Dagon combined with Rearm gives you a solid single target nuke that you can cast twice (or more with more Rearms). Be aware of the mana cost though.
  • Manta Style will add to the chaos and confusion in hectic team fights. It serves as a defensive item as the illusions are destroyed when manta is refreshed.
  • Black King Bar should be picked up if you find yourself getting stun-locked and/or bursted by spells, be aware that some spells work even through magic immunity.

[edit] Tips

  • Laser is an extremely powerful nuke that ignores magic resistance. Use it as primary source of damage for the Tinker.
  • If there is only one opponent on your lane, you should max out laser first, as it deals high damage per mana cost compared to heat seeking missle. The blind effect should never be underestimated as it acts as a pseudo-disable on hero physical attacks.
  • Heat Seeking Missile has a really long range. With rearm, you can spam a barrage of heat seeking missiles as 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 phase. 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.
  • When facing auto attack-heavy heroes such as Lone Druid and Ursa, it may be wise to build Heaven's Halberd. In conjunction with laser, you effectively can disable auto attackers up to 6 seconds for melee heroes and 7 seconds for ranged heroes. Adding Scythe of Vyse up on this brings a disable of 9.5-10.5 seconds. Using Rearm properly allows you to completely shut down certain heroes.
  • Orchid Malevolence in conjunction with Rearm allows you to permanently silence casters. Use this on caster heavy teams.
  • When the Tinker acquires Boots of Travel and has enough mana to rearm and withdraw, he is able to confuse opponents because his pushing ability forces the opponent to defend their towers and he's just able to "Lane-Fountain-Lane", again and again.

[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.
  • Tinker's line "I tink! Therefore I am!" is a reference to the philosophical statement "I think, therefore I am." proposed by René Descartes. Its original Latin words are "Cogito ergo sum."
  • Tinker's line "Tinker, failure…Soldier…Fie…" is a reference to the 1974 spy novel Tinker, Tailor, Soldier, Spy by British author John le Carré about George Smiley (who was played by Gary Oldman in the 2011 film adaptation).

[edit] Update history

July 26, 2012 Patch

  • [Undocumented] Added spawn animations for Earthshaker, Night Stalker, Shadow Demon, Tidehunter, Tinker.
  • [Undocumented] Added teleport start and end animations for Earthshaker, Pudge, Night Stalker, Shadow Demon, Tidehunter, Tinker.

April 12, 2012 Patch

  • Fixed March of the Machines spawn per second from 30 to 24.
  • Fixed March of the Machines movement speed from 500 to 400.
  • Fixed Heat Seeking Missle hitting Spirit Bear and Warlock's Golem.
  • Fixed March of the Machines killing couriers.

March 08, 2012 Patch

  • Fixed Rearm refreshing level 2 and 3 of Necronomicon.
  • Tinker Rockets now visually show duds when no enemy units are available.

February 16, 2012 Patch

  • Fixed being able to refresh allied items with Tinker's ultimate.

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] Balance changelog

6.74

6.73

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

6.72


[edit] Gallery

[edit] See also

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