Hero Discussion of this Day: Tinker (26 December 2013)
Boush, the Tinker
In the early stages of a game, the Tinker appears to be a straightforward offensive spellcasting hero, with two exceptionally dangerous single target abilities and a large area of effect one. Laser deals extremely high damage to one enemy and temporarily blinds them, making it very deadly against fragile spellcasters and agility heroes who rely on their physical attacks. Heat Seeking Missile also does a lot of damage, and since it tracks and has very long range it's especially good at finishing off injured heroes. March of the Machines is a little difficult to use, but can cause a lot of hurt if placed correctly. This spell is also great for getting gold from creep kills. However, the Tinker's true power lies in the Rearm skill. With enough mana, the Tinker can launch a constant barrage of spells on his enemies. In addition, Rearm also refreshes the cooldown of most inventory items, making high priced equipment with active abilities far more effective for the Tinker than other heroes.
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.
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Roles: Nuker, Pusher
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Strength: 17 + 2
Agility: 13 + 1.2
Intelligence: 27 + 2.2
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Damage: 49-55
Armour: 3.82
Movement Speed: 305
Attack Range: 500
Missile Speed: 900
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 800 (Night)
Turn Rate: 0.6
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Spells
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Laser
Fires an intense energy beam, dealing damage and blinding the target for 3 seconds, causing it to miss all physical attacks.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 95 | 14 | 550 | N/A | 3 (heroes), 6 (creeps) | Fires a laser at the enemy target for 80 damage, blinding them which causes them to miss 100% of their attacks for the duration |
| 2 | 120 | 14 | 550 | N/A | 3 (heroes), 6 (creeps) | Fires a laser at the enemy target for 160 damage, blinding them which causes them to miss 100% of their attacks for the duration |
| 3 | 145 | 14 | 550 | N/A | 3 (heroes), 6 (creeps) | Fires a laser at the enemy target for 240 damage, blinding them which causes them to miss 100% of their attacks for the duration |
| 4 | 170 | 14 | 550 | N/A | 3 (heroes), 6 (creeps) | Fires a laser at the enemy target for 320 damage, blinding them which causes them to miss 100% of their attacks for the duration |
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Pure damage
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The damage is dealt immediately while the miss effect is delayed until the projectile hits
Boush perfected this rock cutting laser in his subterranean laboratory, never considering its combat utility.
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Heat-Seeking Missile
Launches a pair of rockets at the nearest visible enemy heroes within 2500 range.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 120 | 25 | N/A | 2500 | N/A | Launches 2 rockets which hit the 2 closest heroes within the radius for 100 damage each |
| 2 | 140 | 25 | N/A | 2500 | N/A | Launches 2 rockets which hit the 2 closest heroes within the radius for 175 damage each |
| 3 | 160 | 25 | N/A | 2500 | N/A | Launches 2 rockets which hit the 2 closest heroes within the radius for 250 damage each |
| 4 | 180 | 25 | N/A | 2500 | N/A | Launches 2 rockets which hit the 2 closest heroes within the radius for 325 damage each |
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Magical damage
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Does not target ethereal units (such as targets of Pugna's Decrepify or heroes who use a Ghost Scepter)
The last contraption Boush was able to save was a retrofitted rocket launcher with a homing mechanism.
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March of the Machines
Enlists an army of robotic minions to destroy enemy units in an area around Tinker.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 145 | 35 | 300 | 900 | 6 | Constantly spawns robots for the duration which explode on collision damaging enemy units they hit for 16 damage |
| 2 | 150 | 35 | 300 | 900 | 6 | Constantly spawns robots for the duration which explode on collision damaging enemy units they hit for 24 damage |
| 3 | 165 | 35 | 300 | 900 | 6 | Constantly spawns robots for the duration which explode on collision damaging enemy units they hit for 32 damage |
| 4 | 190 | 35 | 300 | 900 | 6 | Constantly spawns robots for the duration which explode on collision damaging enemy units they hit for 40 damage |
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Universal damage
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Robots spawn in a 900 radius, they collide with enemies within a 50 radius, they explode dealing damage in a 150 radius
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March of the Machines deals damage through magic immunity and hits mechanical units. Damage does not affect structures
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Robotic minions spawn at a rate of 24 per second
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If all the robots hit one target, it can damage up to 2304/3456/4608/5760
Even though the laboratory has since been sealed off, the ability to radio in robotic drones is still in working order.
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Rearm
Ultimate
Channeled
Resets the cooldown on most of Tinker's items and abilities.
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 150 | 0 | N/A | N/A | N/A | After 3 seconds of channeling, refreshes all of Tinker's skills and item abilities |
| 2 | 250 | 0 | N/A | N/A | N/A | After 2 seconds of channeling, refreshes all of Tinker's skills and item abilities |
| 3 | 350 | 0 | N/A | N/A | N/A | After 1 second of channeling, refreshes all of Tinker's skills and item abilities |
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Rearm works on all items except Black King Bar, Arcane Boots, Helm of the Dominator, Hand of Midas, Refresher Orb, Linken's Sphere and Necronomicon
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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
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This is Tinker's signature move
A new battery here, another set of rockets there, Boush continually improves on existing technology.
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Recent Changes from 6.79
- None
Recent Changes from 6.78/6.78b/6.78c
- None
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Tips:
Don't level up rearm as soon as you can, only level it up when you have the mana to support it. For example, once you get Mystic Staff you should have enough mana to support level 2 rearm.
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CountJigglesworth has a build tip for Tinker
Tsunami's Hero Tips and Counters - Vol. XIII: Sven-Tinker
Shred_Kid has some tips for Tinker
The previous Tinker discussion.
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If you guys want a specific hero to be discussed next, please feel free to post or message me. Request list
No Valve Artwork | Voice Responses | In-game Icon | Dota Cinema Video Overview | Dota2Wiki Hero Page | Pro VOD Catalogue
Posts are every two days now, again.
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Important Ursa tip of last thread by MrTheodore:
"Use overpower before blinking in [or initiating], it has a cast time and then you can just blink and swipe and start eating the enemy team (fun fact: bears are the only predator that just starts eating you during an attack, they don't even wait for you to be dead, enjoy the american wilderness :D)."
Posted Dec 26, 2013, 8:46 PM UTC