Hello Dota 2-comrades! First let me introduce myself. I started playing DotA some good 7-8 years ago, and for several years Tinker has been my favourite hero. The ability to refresh any spell and nearly any item just makes this hero so much fun to play. I have been thinking about contributing to TL by writing a guide for a long time, and have finally decided to write this guide to Tinker, a hero ready to wreck faces with his laser, rockets and army of machines.
MID-LANE Start out with a set of tangoes and 3x branches. Max Laser and Rockets before getting ulti, proceed to max March, then get ulti again. Items: Bottle -> Boots of Travel -> Soul Ring -> Blink/Force Staff -> Sheep stick (Eul's if you lack money) -> Eul's, Dagon, Ethereal Blade, Shiva, BKB, Manta, Linken's. Build the items your team needs. Dagon for damage, Shiva/Manta for push, Eul's for control.
SIDE-LANE Start with a set of tangoes, 3x branches and Soul Ring recipe. Get a level in Laser and max March + Rockets. Get ulti when you have Boots of Travel. Your role is more a farmer than a ganker, therefore March instead of Laser. Items: Soul Ring -> Boots of Travel -> Bottle -> Blink/Force Staff -> Sheep Stick (Eul's if you lack money) -> Eul's, Dagon, Ethereal Blade, Shiva, BKB, Manta, Linken's. Build the items your team needs. Dagon for damage, Shiva/Manta for push, Eul's for control.
GENERAL TIPS
TP to safe spots, always do something with your unlimited TP.
Spam Rockets and March in team fights, Laser damage is inferior when there is more than 1 target.
Always use Soul Ring before Rearm.
Table of Contents 1. Introduction 2. How to t(h)ink when playing Tinker 3. Skills 4. Skill builds 5. Item builds 6. Friends and foes 7. Tips and tricks
Thanks to flamewheel for letting me steal his layout to this guide! Check out his guide to Windrunner if you haven't already. + Show Spoiler +
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.
Stats Attributes: Strength: 17 + 2 - Agility 13 + 1.2 - Intelligence: 27 + 2.2 Starting Hit Points: 473 Starting Mana: 351 Starting Damage: 49-55 Starting Armor: 3.82 Base Movespeed: 305 Attack Range: 550 Missile Speed: 900 Base Attack Time (BAT) : 1.7 Sight Range (Day/Night) : 1800/800
Pros and cons
Pros
No cooldown on all skills and almost any item due to Rearm ultimate. Has insane mobility when Boots of Travel is acquired.
Incredibly fun to play, gets more fun the later the game gets.
Strong at all stages of the game.
Can farm extremely fast.
Great at pushing/anti-pushing.
Cons
Item dependant.
No real disable.
Useless without mana.
Mana intensive.
2. How to t(h)ink when playing Tinker Your mindset when playing Tinker is crucial. The most important thing is to always know where the enemy is. Of course, this goes for every hero and every game of Dota 2 you play, but when playing Tinker it is so important to know this, because it lets you know where it is safe to farm, push or gank. Because you can be anywhere on the map in an instant, exploiting the enemies' position is a road to victory when playing Tinker.
The question you should be asking yourself pretty much all the time is: ‘Where can I TP safely and do something useful for my team?’ And by something useful, I don’t just mean farm creep waves or kill enemy heroes. Of course, these should be your primary goals when you have your Boots of Travel, but that does not mean you should be doing nothing when there is no opportunity to do either. Other useful things you can do is basically the usual stuff: stack ancients/jungle camps, farm ancients/jungle camps, help someone place wards (or place them yourself if you are mobile with Blink and Force Staff, making you very hard to catch). Bottom line is make sure you’re always doing something
Also, when there are safe spots to farm on the map, you need to consider if other heroes on your team might make better use of this gold. If not, take the farm yourself, but don’t play like a douchebag Nature’s Prophet with Aghanim’s who spams his ultimate every time it is off cooldown, pushing every lane, leaving only the woods for your main carry. This might also create a bad situation for your team, handing the farm into the enemies' team, so that they don't have to leave their base/towers to get safe farm.
In the laning phase you want to get as many creep kills as possible, and get your Boots of Travel up asap. If you are soloing the middle lane you should try to be influentual with ganks to the sidelanes. Your nuking power with Rockets + Laser is enough to bring pretty much anyone down early game, at least if you have help from a team mate. If you're playing the side-lane carry role, you want to farm your Boots of Travel before you start going to other lanes and wreak havoc. Usually you'll have maxed Missiles and March when you go side-lane, so use these spells to push and farm.
When you are TPing around with Tinker, you need to be aware of not only where the enemy team is, but also where your team is. If you think that a team fight is about to commence, you need to get there so you can help. Tinker is a hero that you notice very easily when he's not present in team fights. And when you have Boots of Travel at your disposal any moment, you should be able to be there when the team fight breaks out. Remember to communicate with your team, don't have them engaging while you're in base regenerating, meaning you'll be there in 10 seconds. That's usually 10 seconds too late.
When in team fights, you should have two things in mind. Do as much damage as possible, and keep the most dangerous hero controlled. The way you do most damage possible is by spamming March of the Machines and Heat-Seeking Missiles. Laser is also a great spell, but is single target, so it is inferior to the other two when it comes to damage when there is more than one enemy hero involved in the fight. However, if the enemy carry is a right-click hero (which it usually is), using Laser to limit their damage is great. This is taking into account you do not have a Scythe of Vyse, because you want to sheep the enemy carry when you have a sheep. + Show Spoiler +
Well, say the enemy carry is an Anti-Mage without Manta, and you have other heroes with disables that are more important to sheep (like an Enigma using Black Hole or a Shadow Shaman channeling Shackles), you should sheep the Enigma/Shadow Shaman and Laser the Anti-Mage, effectively removing two heroes from the battle for 3 (Laser) and 3.5 (Sheep) seconds.
3. Skills The skillset of Tinker is basically what you would expect a tinker to craft when demolition of his foes is his primary target. Lasers, rockets and small machines who deal damage means you have something for every occasion. Want to harass someone from a distance? No problem, Heat-Seeking Missile has 2500 range. Did the enemy PA just dive you under your own tower with 400hp left, one hit away from killing you? No problem, Laser deals pure damage and gives them a 100% miss chance. Need to farm creeps fast, or just want to deal an immense amount of damage in an AoE over time? A well placed March of the Machines will do the works.
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 seconds (6 on creeps) Miss chance: 100% Damage: 80/160/240/320 Cooldown: 14 seconds Mana cost: 95/120/145/170 Damage type: Pure
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.
Laser is one of the most hard-hitting spells in the game, not taking ultimates into account. Laser deals 320 pure damage on level 4, which is a considerable amount of damage. If you have been in a solo lane and have this maxed out while other heroes might not even have reached level 6, Laser might take as much as half of a hero’s HP pool. Combined with Heat-Seeking Missile and a few auto-attacks this usually spells most heroes’ death early game. Another you should not underestimate is the 100% miss chance for 3 seconds. 3 seconds is a long time, and with Laser you can effectively make a right-click carry do 0 damage. An excellent tool when people tower-dive you or think they can take the fight, but then get a Laser thrown in their face, giving you 3 more seconds to deal damage or retreat. Many people is not aware that Laser has this function, but you do, so use it to your advantage!
Launches a pair of rockets at the nearest visible enemy heroes within 2500 range.
Range: 2500 Damage: 100/175/250/325 Number of targets: 2 Cooldown: 25 seconds Mana cost: 120/140/160/180 Damage type: Magical
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.)
Heat-Seeking Missile is an awesome spell with many uses. It is annoying as hell to play against once Tinker has his BoT and Soul Ring. What you want to do mid-game with this spell is to TP to a lane where there are enemy heroes, spam Missiles until you are out of mana, TP back, Rearm, repeat. In team fights this is your main damage source together with March of the Machines. Heat-Seeking Missiles is also a good way to finish off fleeing heroes with its huge range of 2500.
Even though the laboratory has since been sealed off, the ability to radio in robotic drones is still in working order.
Notes
Damage goes through magic immune units, and affects mechanical units like Siege Creeps.
Robotic minions spawn at a rate of 24 per second.
These minions at your disposal deal a huge amount of damage. 40 damage per collision at level 4 is a significant amount of damage, and your main job in team fights is to keep this spell running while spamming Heat-Seeking Missile. This spell is also your primary farming spell. At level 4 it will pretty much kill a whole creep wave by itself, and two overlapping marches can kill a creep wave in a few seconds. This spell is also great for anti-pushing (for the same reasons, it kills creep waves) and pushing towers/high ground. When pushing towers you can use March as a zoning spell, making the enemy afraid of engaging, giving your team free hits at the tower.
CHANNELED – Resets the cooldown on most of Tinker’s items and abilities.
Channeling time: 3/2/1 seconds Cooldown: 0 seconds Mana cost: 150/250/350
A new battery here, another set of rockets there, Boush continually improves on existing technology.
Notes
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.
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.
Aah, Rearm. Man, how I love this ability. My favourite spell in the game. This ability adds so much utility, so many possibilities and different play styles. The fact that you can reset the cooldown on any of your spells and almost any items (list of restricted items in description of Rearm) makes this hero a pleasure to play. This is the reason why Boots of Travel is the most important item on Tinker. After you get this item you can just TP wherever you want, whenever you want. You also want to get items which have active abilities, so that you can utilize Rearm to its fullest potential. Many people might think Bloodstone is a must-get item on Tinker because it boosts your mana and HP pool by a lot, and also adds a lot of regen, letting you spam more abilities. But the truth is (well, my opinion at least), you’d rather want to get a Scythe of Vyse, a Shiva’s or an Eul’s to help your team out with disables/nukes/more push. Bottom line of this ability is: get items you can Rearm, adding more weapons to your arsenal.
4. Skill builds There are two different skill builds for Tinker, one ganking build where you max Laser/Rockets, and one where you max March/Rockets with one point in Laser. The march build is considered to be more defensive because you swap the nuking ability of Laser/Rockets with the more counter-ganking ability of March of the Machines. If someone tries to gank you, you cast a March, preferably a Laser if it's a right click hero and watch as their HP melts.
1. Laser 2. Heat-Seeking Missiles 3. Heat-Seeking Missiles 4. Laser 5. Heat-Seeking Missiles 6. Laser 7. Heat-Seeking Missiles 8. Laser 9. Rearm 10. March of the Machines 11. March of the Machines 12. March of the Machines 13. March of the Machines 14. Rearm 15. Stats When you get your Scythe of Vyse, get level 3 Rearm, Stats all other leves until 25
This is typical solo-mid public build, awesome for ganking. You level your nukes first, allowing for great burst damage, and by the time you hit level 8 you will be a killing machine. With this build you have the ability to control the pace of the game to a high extent, so use this to your advantage. If one of your lanes is having a hard time, help them out with a gank or two. Not only will this help your team win more lanes, but you might also net yourself a kill or two. And even if you only get an assist, the bounty for an assist contain a pretty significant amount of gold these days, helping you on your way to your Boots of Travel. The reason you max Missiles first is because it hits two targets, and therefore deals more targets whenever there is more than one hero around; quite often.
After you max your Laser and Rockets you want to get a level in Rearm. Preferably you should have your Boots of Travel by now, or at least be close to getting them. This is when you start being a real pain in the ass to the enemy team. Because you haven't leveled your March of the Machines yet you should let someone else farm the lanes (tell someone to take mid lane, so that all the exp and gold doesn't go to waste). Your primary job is to TP around the map and harass/kill enemy heroes. Your Laser/Rockets combo still deal a lot of damage compared to heroes' HP pool, and with the help of your team mates you should be able to secure a couple of kills. In the meantime, if you see you can go farm, do it, and work on your item progression. Always do something, you have infinite TP for God's sake
You should also stick to your team if they decide to push. When the enemy heroes come to defend, you just let off a few rounds of rockets, making them wounded and giving your team an upper hand in pushing down the tower. You should also be doing the same when they push your towers. Make sure you arrive before they start actually banging on your tower so that you can harass themand make them retreat before your tower gets low. This is considering you don't have March yet. Of course, if you have levels in March, use this to push/anti-push aswell.
1. Laser 2. March of the Machines 3. March of the Machines 4. Heat-Seeking Missiles 5. March of the Machines 6. Heat-Seeking Missiles 7. March of the Machines 8. Heat-Seeking Missiles 9. Rearm 10. Heat-Seeking Missiles 11. Laser 12. Laser 13. Laser 14. Rearm 15. Stats When you get your Scythe of Vyse, get level 3 Rearm, Stats all other leves until 25
This build is much more farm-oriented than the more ganking style-of-play Laser/Rockets is. March build revolves around farming safely, stacking ancients and jungle camps so that you can farm these for max GPM and XPM. Preferably having a support doing this, so that you can direct your attention to farming your lane and not get ganked. The strength of this build is the counter-ganking ability of early game March of the Machines. These deal a LOT of damage by level 7. Heroes will most likely die if they dive you with March and Heat-Seeking Missiles damaging them.
You get one level in Laser at level 1 for the miss chance. The miss chance is not something to just glance at and think "meh, it's just 3 sec, better skip it and get missiles". Because this build revolves around farming safely and not getting ganked, having the 3 second miss can save your life, and will save your life.
Personally I don't play this build much when I'm going mid (at least not in publics), because you aren't able to control the game like you can when going Laser/Rockets. You are basically doing nothing but farming until you get your Boots of Travel, Soul Ring and Bottle up. Then you start tping around, farming, pushing towers and forcing team fights (March + Missiles do a LOT of damage at the 10-15 min mark).
5. Item Builds When playing Tinker, there are numerous item builds to go for. Often your role will be to control the enemy heroes in fights, other times you are a damage dealer. Depending on the game situation, your team's heroes and the enemy heroes you have to decide which items to go for.
Starting items I'm assuming you picked Tinker, and therefore you start with 603 gold.
Hopefully you have team mates who buy the courier. You are a hero who needs to get items up fast, so you should not be the one buying courier/wards at the start. However, if nobody actually buys a courier, do it yourself. Playing without a courier is just a no-go.
Mid-lane items When going mid you have to anticipate which hero you are facing mid. If you expect you're going up against someone you will have a decent time laning against, getting last hits, you should go for the fast bottle build: Tango (90), Iron Branch x3 (159)
This build leaves you with 354 gold, which means you only need a few last hits before getting your bottle. Keep in mind that if you expect you will be harassed a lot in lane or face a dual lane mid you should bring more regen in form of a Salve or an extra set of tangos. The times I go mid, this is the build I go. Make sure you use your Laser on level 1, it is only 95 mana and with 80 damage it should guarantee you a last hit if you are having a hard time. Getting your bottle up is priority number 1 when playing the mid lane.
However, if you want some extra damage for more lane control, helping you harass and last hit/deny, you can add one or two Mantles of Intelligence to your build. I favour the fastest bottle build though, because even if you get shut down and hardly get any last hits, you will get your bottle up fast. Remember to use Laser to last hit if you need to.
Side-lane items Tango (90), Iron Branch x3 (159), Soul Ring Recipe (125)
When playing side-lane you hopefully have a support or two with you (probably just one if it's a pub game), and you're probably going the March build for safer farming. You want to get your Soul Ring up asap because you're not going to leave your lane to pick up runes and gank like you do when playing mid. Also, Soul Ring is an item you would be getting later anyway, and it adds both mana and HP regen which helps you out early game. You will also be able to use spells more frequently, and mana will not be an issue. The reason you get the recipe and not a Sage's Mask/Ring of Regen is because you can get these in the side shop, meaning you don't need to occupy the courier.
Core items So, minutes have passed and you have gotten some farm, if you were mid you might have picked up some kills and assists. As the laning phase ends, people leave their lanes and gather for pushing or ganking. The items you want to have by 15 min at the latest is Boots of Travel, Bottle and Soul Ring.
Boots of Travel is self-explanatory. You get these boots because you have Rearm and can TP as much as you want. Bottle is an item you get when playing the middle lane for rune control and regen, whereas you get Soul Ring first when playing the side lane. But you should be getting both no matter which lane you started in. Soul Ring is an excellent item on Tinker, because you get a Rearm for no mana-cost (when Rearm is level 1), meaning you are able to do a lot more before having to return to base. Always use your Soul Ring before Rearming (unless you're about to die of course)
Now, you might ask why you go bottle when going side-lane and you already have your Soul Ring up. I do not have any math to back me up, but my experience is that the amount of regen a bottle provides - both in lane and especially back at base - is worth the 600 gold. If someone has strong meanings that these 600 gold are a waste, I am open to discuss this, but in my experience the bottle pays for itself with time saved by regenerating a lot faster in fountain.
Lategame items So you've got your Boots of Travel, Bottle and Soul Ring. Where do you go from here? Usually you'll want to get a mobility item like Force Staff or Blink Dagger before going for the bigger items, but sometimes you are far behind the enemy team and need other items that benefit your team quickly.
Blink Dagger or Force Staff? vs For a long time I went Force Staff no matter what, because I felt I could help out my team more with Force Staffs to save team mates/myself in team fights. However, lately I've grown more and more fan of getting a quick Blink Dagger instead. With Blink you can farm extremely safe by TPing into a lane, casting March, blinking into the trees and TP out. You lack this kind of safety with Force Staff because trees get destroyed by the push. Also, you gain better mobility with Blink Dagger, being able to blink in what direction suits you, and at a longer range than Force Staff. However, Blink Dagger has the 3 second restrict if you have taken damage, so keep this in mind. (You can reset this 3 second restrict with Rearm though, thanks to Firebolt145 for pointing this out!) I think it's individual whether you'll want to go for a Force Staff or a Blink Dagger, so experiment with it and find out what suits you best.
I often go for both aswell, buying one of them before Scythe of Vyse, and another one after. These two items coupled with Rearm and good mana regeneration from sheepstick will provide you with insane mobility and is both fun and rewarding to play.
All of the above items are good items for Tinker. However, because you'll have at least Boots of Travel occupying one item slot and perhaps a Blink Dagger/Force Staff in another, you will only have room for 4 or 5 of these items. Which items to go for depends on the situation of the game, the enemy heroes and your team's heroes. I will go in depth of each item, explaining why it is good for Tinker and when to build it.
Scythe of Vyse This item you'll want to get in 99% of your games. Sheepstick adds so much useful stats and mana regen, and the ability to perma-hex someone is priceless. I usually go this item after a quick Blink or Force Staff. I also associate completing my sheepstick with getting level 3 Rearm, because then I can support the 350 mana cost to a much higher extent with the added mana pool and regeneration. + Show Spoiler +
Don't be all tied up to getting Rearm level 3 when you complete your sheepstick. Sometimes you will be needing it earlier, but for me, I use it as a rule of thumb that I can at least support the mana cost with a completed Scythe of Vyse. However, you will not always be able to get a sheepstick, and you'll have to settle for a Eul's, or other games you are going Dagon build. This does not mean you should not get level 3 Rearm, but don't get it before you feel that you have the mana pool and regeneration to support it.
Eul's Scepter of Divinity I call this the poor man's hex. If you're not getting all the farm you need to complete a sheepstick, or don't have the time, (i.e you need a complete item that is actually worth something in fights) go for this item. It is almost 3000 gold cheaper than sheepstick, provides the same bonus mana regen with fewer stats, but with a bonus to movement speed. You will still have the ability to perma-control someone in team fights with Rearm + Euls, but they will be invulnerable. However, this is better than walking around with just an Ultimate Orb, unable to complete the entire sheepstick. Eul's also has an easier build-up, making it easier to farm. The most expensive item cost 1000g (Staff of Wizardry), whereas the most expensive item for Scythe of Vyse costs 2700g (Mystic Staff(which is as much as the entire Eul's combined)).
This item is also very good defensively. If you have someone chasing you, you can Eul's yourself and then blink away when the cyclone ends. Remember that Eul's only last for 2.5 seconds while Blink cd is 3 seconds when you have taken damage, so you need to time it perfectly if you want to be able to blink away after cyclone.
Shiva's Guard This item is very good on Tinker, because it makes him able to obliterate creep waves. Just cast a march and a Shiva's and watch the money roll in. If you are the primary farmer on your team and your team does not have much anti-push, this is an excellent item to go for. It lets you farm incredibly fast and is also very good for anti-pushing for the same reason (creep wave clearing).
This item is also very good for team fights. Primarily because of the aura (-25 attack speed), but the active is not to be taken lightly either. 200 damage and 40% movement speed slow for 4 seconds is very nice, especially since you can cast it multiple times. This does however mean that you have to place yourself more in the middle of the fight, making you vulnerable. So use it with care!
Dagon Some people may think that Dagon is just for stomping, but it is actually a good item on Tinker because you can dish out incredible amounts of damage in a short time. I don't recommend going this item first though, unless what your team needs is a reliable nuke before you get sheepstick/Eul's. If you get Eul's or sheepstick first, you will also get the extra stats and mana regen, meaning you'll be able to do more Dagons in a fight. + Show Spoiler +
Dagon first can be awesome if you have a team mate that can gank with you globally, like Furion or Wisp + someone. You will be able to pick off pretty much anything that is walking around alone if you have a relatively fast Dagon. Just TP in without being seen, blink/force in, Rockets, Laser, Dagon.
When getting this item, upgrading it is important. This will lower the mana cost of Dagon from 180 mana at level 1 all the way down to 100 on level 5 (decreasing by 20 mana each level), which is a big deal for Tinker, seeing as you want to use it as many times as possible in one engagement.
Ghost Scepter If the enemy has a lot of physical damage dealing heroes, Ghost Scepter is an absolute must-have. It will make you a lot safer. Often the enemy will want to focus you down first because of your ability to control the fight, but with a Ghost Scepter you will at least shut the physical DPS out. (Don't use this recklessly though, keep in mind that you take 40% extra magic damage).
Ethereal Blade If you get a Ghost Scepter and find yourself with a lot of money and need something to spend it on, or your team has a lot of magic damage, Ethereal Blade is a good choice. It is also usual to go for Ethereal Blade if you are going for Dagon, as this will increase your burst by a lot.
Manta Style Manta Style is a quite rare item on Tinker, but it is actually pretty good, especially if the enemy team has a silence. (Manta removes silence). It adds to your pushing power, and your illusions also deal considerable damage in fights. On top of this, you get good stats and a 10% movement speed bonus. When pushing with Manta Style, just cast a march and use Manta, then move on to the next wave/tp back. You can also be all fancy with this item; dodge stuns, block people with your images or fool them by running away with an image and proceed to escape with the real one. Rearm refreshes Manta Style, but your new illusions will replace the old ones
Situational Items The items listed below are items that are good on Tinker, but more often than not, there is a better item to go for.
Black King Bar I rarely go for BKB, but if you are going for a Shiva's and find yourself getting nuked down in the middle of the battle field, BKB is an option. Rearm does not reset the cooldown of BKB.
Linken's Sphere Linken's is actually a pretty good item on Tinker. Perhaps even so good that it should be moved to the "Lategame Items" section. It gives good mana regen (150%, same as Eul's and sheep) and good stats, and on top of that it blocks a spell every 20th second. If the enemy team has something like a Primal Roar that is being continually targeted on you, going for Linken's is definately something to take into consideration. However, it is expensive (5175 gold), and does not add anything to your offensive arsenal, so you'll not want to go for this before getting some lategame items up like Eul's/sheep/Dagon. Rearm does notreset the cooldown of Linken's.
Bloodstone This item is very situational. I only ever build it when we are stomping the other team, getting kills everywhere. It's really fun to have on Tinker, because you get insane mana regen if you get kills and can do a LOT with that regen. However, if you are picking up so many kills, you are probably already winning the game, and going for the more standard items is usually better. If you are going for this item, I recommend getting it late, as earlier on you want items that have actives you can utilize.
It can be an extremely good item lategame if you are able to not die while picking up a lot of kills. But do not rush this item, you want items with active abilities. If you get this item, it is just to make sure you can keep using the items you already have with the added regen.
Orchid Malevolence Ok, so I have never gone this item myself on Tinker, nor have I ever seen somebody build it. I was just browsing through items and saw this and thought to myself that it could actually be useful for heroes like Storm who rely entirely on being able to cast spells. Orchid adds good mana regen, good stats and attack damage and speed. In addition to this, the active silences for 5 seconds and amplifies damage taken by 30%, which can help out a lot when ganking.
This is just theorycrafting though, so I would love it if someone who has tried this gave some feedback! I'll try it out myself later/tomorrow. I guess I'd go this item as a substitute for Eul's if I'm not able to get my Scythe of Vyse in a timely manner. It does have a low cooldown of 18 though, making it less useful to build on Tinker because of the already low cooldown, but I'd like to try it out nonetheless!
Rejected Items The first items I'm going to list are items that does not have their cooldown reset by Rearm. BKB and Linken's also does not have their actives reset, but they sometimes have a place in a Tinker's inventory.
So, Arcane Boots, Helm of the Dominator, Hand of Midas and Necronomicon are no-go items on Tinker. Just don't do it, you have better items to spend your money on.
Other rejected items
"Shadow Blade, an escape mechanism like Blink Dagger or Force Staff, but with additional damage on attack!" you might say to yourself. But no. First off, your primary damage does not come from last hits, and secondly, a Blink Dagger/Force Staff is cheaper is not as easy to counter.
Mekansm would be a pretty sick item on Tinker if it wasnt for the little note on the item: "Healing does not affect any units that have been healed by Restore in the last 25 seconds." The cooldown is 45 seconds though, so this means that you could shave 20 seconds off Mekansm's cooldown with Rearm, but it's not worth paying 2306 gold for that.
Pipe of Insight share the same reasoning as Mekansm. You would be able to use Pipe 10 seconds quicker every time because the cooldown is 60 seconds while the little note says "Does not affect units that have been affected by Barrier in the last 50 seconds." It's not worth it, let someone else on your team get it. You benefit from other active-ability-items.
Drums of Endurance, another item with an active ability. While the buildup is quite nice, and it adds good stats and movement speed bonus, there are a few reasons why you don't need this item: Firstly, it doesn't add any team fight control in the form of a disable or an extra nuke like Eul's/sheep/Dagon. Secondly, you can only use it 4 times before you need to spend 750g on the recipe for the active ability again. I guess most people know that this is an item you simply don't go on Tinker, but I have actually seen it a couple of times, so I thought I'd just bring it up...
Examples of a fully equipped Tinker Like I mentioned earlier in this guide, Tinker just gets more and more fun the later the game goes because you get more items, and more things you can do. I'll list some fully equipped scenarios, each one with different roles/purposes in the game. But think for yourself, and experiment with item builds! Tinker can use a lot of items efficiently, take your time in finding the one you find suits your playstyle.
This first build presents a Tinker with insane killing power combined with very good control. You have Scythe and Eul's to lock down two heroes in a fight, Blink Dagger for mobility, Dagon and Ethereal Blade for sick burst damage and survivability against physical carries. I dare say that you will win every single 1v1 with this build.
This next build is a Tinker focused on farming and pushing coupled with the team fight presence of a Shiva's. Basically, the opponent team will never be able to push all lanes if you go this build as long as you're alive. I have taken both Blink and Force Staff into the build because this gives you absolutely crazy mobility, and you'll be able to jump from one creep wave to the next in a second, or catch up with fleeing heroes. However, either Blink of Force could be swapped for another item of your choice.
Keep in mind that these builds are not something you want to strive to get every game. These are just a few builds I show you to help people understand how versatile you can build this hero, and with different purposes. 9/10 games you will not be able to get a full inventory either. But bottom line of this item section is: try out different builds, find out what fits into which type of game and use it to its full potential
Friends and foes Tinker has many good friends in hero-land, but there are also some heroes you just sigh when being picked on the enemy team.
Friends
Outworld Destroyer has the great ability of Essence Aura. This ability makes sure you have a 40% chance of instantly regenerating 25% of your mana pool whenever you're casting a spell near OD. Awesome for Tinker because he spams spells.
Pugna and Tinker will obliterate heroes together. Go with this fella when you're ganking and you'll be secured a kill. Remember that Missiles do not hit heroes affected by Decrepify!!
Nature's Prophet is, like Tinker, a global threat. The two of you can be a deadly ganking combo anywhere on the map. If there are no creeps nearby the destination, have Prophet TP in first and summon Treants, you can TP to them.
Lone Druid has his Spirit Bear which is very tanky, and is therefore a reliable instance to TP to.
Naga Siren's ultimate will let you set up a tirade of Marches, instantly giving you an edge in the team fight.
Bounty Hunter goes well with any hero that is strong at ganking - like Tinker. Just make sure he's with you as much as possible to track your kills.
There are a lot of other heroes that synergizes well with Tinker, primarily heroes with summons. Heroes like Visage and Beastmaster have flying summons you can TP you, making you a threat wherever, whenever. Chen and Enchantress can take over creeps for you to TP to. Having a reliable source to TP to is really nice, because can actually instantly join the team fight, you don't have to go via lane creeps. So basically any hero with a summon you can TP to is a friend of Tinker's!
Foes
Everybody hates to play against Doom Bringer. Everyone. If he Dooms you you are rendered absolutely and utterly useless for the entire duration, as your right-click damage is not very much to speak of.
Anti-Mage really is anti-fun when playing Tinker. He sucks all your mana out, and you are left able to do nothing. You have to get a ghost scepter to counter this hero.
Nyx Assassin is also a pain in the ass. He takes away your mana, just like AM, but you can't just counter him with a Ghost Scepter. He is just a plain annoyance to play against as Tinker.
Wisp is a real counter to Tinker. He has the ability to TP anywhere and bring someone with him, meaning your chances of surviving are slim unless you blink away fast enough. Always be extremely careful when you play against this hero, many times there is nothing you can do to avoid being ganked, you just have to try your best.
Storm Spirit falls under the category of heroes who threat you at any moment. Suddenly, ZAP! and he's there. You'll need very quick fingers if you want to escape this hero when he comes to gank you, and also you have to pay attention to his whereabouts on the map. Try to TP to a location very far away from where he is. Better safe than sorry.
Other heroes to be aware of is heroes with invisibility, like Bounty Hunter or Clinkz who can pop out anywhere when you thought you were safe. Prophet is also a hero to worry about when he has enough farm, because he is a global threat just like you. If there is an enemy Pudge in the game, always care for hooks!
Tips and tricks Some of these tips and tricks have been mentioned earlier in this guide, but repetition is always good!
Use the shift key to queue commands! This one is so important I will elaborate on it further if you are interested in knowing what to do, and why. + Show Spoiler +
First off, let me say the examples that go for every hero: Always shift-queue when bottling/picking up a rune, when eating a tango and always shift-queue a move command when TPing to avoid clumsy TP interruptions.
Tinker is one of the heroes who can benefit greatly from correct use of shift-queue. Always shift-queue a move command after Rearm, like you do with TP. Let's take another example: you have your Boots of Travel and a Scythe of Vyse, and you see a lone hero you can TP and kill. You plan on TPing on your creeps, but he will of course start running away. So you do this: Use your TP on a creep, shift-queue your Blink towards where you predict/see where runs, then shift-queue your sheep on the hero. This way you will instantly blink and sheep the hero once your TP is finished, saving what could be important milliseconds. Just yesterday I failed a kill on an SF because I didn't shift-queue my dagon after Rearm, and then a SK came and stunned me. True story.
When you have Dagon and blink you can be a total nuisance: just TP in, shift-queue Dagon, shift-queue Blink into the trees, Rearm, Blink out and Dagon and often times get a kill. Be sure it's safe to Blink out again before doing so though, they might have gotten backup in the few seconds you have been gone (in the trees).
Also, when going back to base to heal, you want to shift-queue abilities as much as you can. I'll give you an example of how I do it: my TP is keybound to Space, my Bottle to 5, my Soul Ring to mouse 5. So whenever I'm TPing back to regen I go: space, space, (press shift) 5, mouse 5, R, 5 (release shift). This way I will regen as fast as possible, and I am ready for battle a tiny bit earlier than I would have been if I for example forgot to bottle while in base. It's small margins, but worth using your time on learning, in my opinion. Now I just do this routine automatically, I don't even have to think. NOTE: if your bottle has 0 charges left you have to do it manually, because it takes a split second for the bottle to refill when you go back to base.
Always use Soul Ring before Rearm. This will let you cast more spells before you have to TP back and regen.
Have someone take over the middle lane when you have completed your Boots of Travel, do not let the farm and exp go to waste.
Know where the enemy heroes are before TPing somewhere to farm/kill someone. When in doubt, do not TP into enemy territory, just play it safe and farm/stack neutrals.
Using Scythe of Vyse on a hero and immediately TPing will safely get you back to base just as the hex ends.
Using Laser on a hero with no stuns to get the 3 second miss will also get you safely back to base.
Try to learn the timings of when the creeps are where on the map. This way you can predict where the creeps are, and you can start casting March before you actually see the creep wave, saving some seconds.
Know how much mana your spells cost. Laser costs 170 mana, Missiles 180 mana and March costs 190 mana. Rule of thumb: Laser (Q) is 170 mana, and then the mana cost rises by 10 up to 190 for March. Knowing the mana cost of all your spells will let you push the limits more. Laser + Missiles cost 350 mana.
Max levels of Laser and Missiles deal a combined damage of 564. Remember this so that you can calculate whether you are able to kill someone instantly or need to hit them a few times before using your spells.
If you are farming a creep wave with March and someone decides to come gank you, remember that two overlapping Marches deal a lot of damage, especially early in the game. Often you can stand your ground and get a kill. If it's a physical DPS, use Laser and proceed to watch their HP go away while you stand there safe and sound.
If nobody else on your team is buying Observer Wards, do so yourself. Being cheap will only get you killed. Proper vision will let you farm more safe, the 150 gold is worth it.
Use Heat-Seeking Missiles before Laser when you're going to kill someone with Blink/Wind Walk. Because Missiles are instant and Laser has a cast time, the two spells will hit approximately at the same time, giving them a smaller time window to react. When chasing someone however, use Laser before Missiles if you fear that they might juke you around the trees, cancelling the animation of your Laser.
If you use Ghost Scepter and then TP with a TP scroll, the ethereal form will be dispelled. Boots of Travel doesn't do this, so you can actually TP while in ethereal form, staying safe from physical attacks. (Props to Firebolt145 for providing this tip).
If you use a bottle charge AFTER you tp your bottle will still refill to full if im not mistaken you can actually use two (use shift-queueing for efficiency). This is just a little thing that lets you tp sooner and come out regening full still. (Props to Dalco for providing this tip).
About Rockets not hitting decrepified units: this is not entirely true, the rockets wont TARGET a hero that is decrepified, but if the rocket is mid air and then the target is decrepified the rocket will land with bonus damage. (Props to Dalco for providing this too).
I'll add more of these tips and tricks if people come up with some!
All right, that's it! My first ever guide, I hope you guys like it. I didn't really talk very in detail about the laning phase in this guide, if someone wants me to talk more about that, I can elaborate on that subject.
If anyone has any questions I'll answer them to the best of my ability. Also, there are a lot of other more competent people than me browsing this forum, ready to help!
Last edit: 2013-01-15 02:04:32
Firebolt145 United Kingdom. December 20 2012 11:46. Posts 12386
Looks good. Might want to mention that rearm resets the 3 second limit on blink from taking damage. I've used this before when trapped inside a sprout with a furion hitting me; rearmed and blinked out instantly before his projectile hit me. Left him a little confused. :D
Should mention that Dagon V is a biggie, since it reduces the mana cost (a big deal for Tinker).
I would add a few more heroes to your 'Foes' section, particularly Storm and Wisp + X.
Might also want to mention the magic number of 564 for lvl 4 laser + lvl 4 rockets after magic resistance, so you can check a hero and know if you will instagib him or if you need to throw in a couple autoattacks as well.
Extremely well written guide and i agree with everything on it. Great job!
Due to the fact that xy will be in Japan on a holiday with his family, we have no plans as all hopes are lost. You can’t morph without having 5 power rangers.. - iceiceice on their chances of winning IG
Thanks for the feedback guys, especially Firebolt145. I completely forgot about Wisp and Storm in the foes section, especially Wisp is one of the best counters to Tinker, so of course he belongs there. Added what you said about Dagon and Dagger aswell. In the "Tips and tricks" section I already mentioned what you said about Laser + Rockets doing 564 damage on level 4 pretty much word by word, but one can never say important things too many times!
Also added some more sound clips
Firebolt145 United Kingdom. December 20 2012 20:51. Posts 12386
I'd like to point out that ghost scepter isn't always good against anti-mage, because you're a hero that'll have a high mana pool, and if you already used a decent chunk of mana(good chance you did) and you then ghost scepter, he'll just pop you with his ult.
"Back then teams that won were credited, now it's called throw. I think it's sad." - KuroKy
Firebolt145 United Kingdom. December 20 2012 21:51. Posts 12386
Another thing regarding ghost scepter; although using it then TPing somewhere with a TP scroll automatically disables the ghost scepter, BoTs doesn't do this. You can stay in ethereal form while TPing out using BoTs.
@Unleashing, you're right, if you are low on mana and activate ghost scepter, AM will be able to pop you with his ulti. The reason you want a ghost scepter is so that you at least can cast your spells. If you don't have a ghost scepter he can just attack you, and you can't do anything about it. However, with a ghost scepter you can activate it and make sure he attacks someone else, letting you cast your disables and nukes.
@Firebolt, I'll add that to the tips and tricks section when I get home from work!
Really great guide! Sadly no mod powers = no pretty formatting / linking like flamewheel's guides :T
Personally I LOOVE Linken's on Tinker, best item ever. Orchid can be useful to take down people with Linken's if you didnt got eblade-dagon (since you can use orchid active to get rid of the spellblock), and the damage amp is really nice to have if you use it again after rearm. It's a fairly situational item to build, but the offensive stats are really great for damage output if your build is something like force-blink-sheep-shiva's (or orchid/linken's if you just want teamfight presence).
Last edit: 2012-12-21 21:37:10
Mmmm butterfly... delicious.
TheEmulator Canada. December 21 2012 17:17. Posts 4987
On December 20 2012 10:11 obliged wrote: Tips and tricks Some of these tips and tricks have been mentioned earlier in this guide, but repetition is always good!
Use the shift key to queue commands! This one is so important I will elaborate on it further if you are interested in knowing what to do, and why. [...]
Also, when going back to base to heal, you want to shift-queue abilities as much as you can. I'll give you an example of how I do it: my TP is keybound to Space, my Bottle to 5, my Soul Ring to mouse 5. So whenever I'm TPing back to regen I go: space, space, (press shift) 5, mouse 5, R, 5 (release shift). This way I will regen as fast as possible, and I am ready for battle a tiny bit earlier than I would have been if I for example forgot to bottle while in base.
So, you basically double-tap your BoT to TP home and immediately use your bottle. I might be wrong on the following, but subjectively I remember experiencing a small delay before the bottle gets filled whenever entering the fountain, be it by walking or TPing in. Assuming it is the case and considering your bottle is empty when doing so, you might end up using it while it is still empty.
Another question that just occured to me: Does Soul Ring usage cancel the regen provided by bottle? Tinker is pretty much the only hero that gets both items, and everytime I end up playing him (which isn't that often) I wonder the same thing. Usually I just use SR before bottle to be safe. ;P
I'd like to test it out, but I can't run dota from here right now. Could anyone be so kind to correct me?
Last edit: 2012-12-21 18:39:55
"There's no sense crying over every mistake, you just keep on trying 'till you run out of cake." ~GlaDOS
Good guide. One small thing: I think Tangoes are a mistake when going mid due to how far away the trees are on that lane. You're more than likely to miss at least one creep due to that, which already makes Salve more cost effective choice for middle lane.
phrenetiC Switzerland. December 21 2012 19:03. Posts 125
On December 21 2012 18:50 duckmaster wrote: Good guide. One small thing: I think Tangoes are a mistake when going mid due to how far away the trees are on that lane. You're more than likely to miss at least one creep due to that, which already makes Salve more cost effective choice for middle lane.
Agreed, especially if your going to have your bottle very early (~2min mark) anyways.
As a tip for the early stage of the laning phase: Make sure you use laser early to harrass and most of all to make use of mana regen as soon as possible. The best opportunity to do so is to laser right before the enemy hero is about to go for a last hit/deny (3sec miss is really annoying at this point). That's 95 mana being at lvl1 spent for harrassment, early use of mana regen and an almost guaranteed lasthit/deny. You could even further and leave laser at lvl1 for solely this purpose (even when going for the laser/rocket build), and put your unspent skillpoints into laser right when you can seize the opportunity to go for a kill, since laser's manacost increases significantly (25 per lvl) and lvl1 laser is enough to wear your opponent down when coupled with a few hits (or even rockets).
Last edit: 2012-12-21 19:11:27
"There's no sense crying over every mistake, you just keep on trying 'till you run out of cake." ~GlaDOS
On December 20 2012 10:11 obliged wrote: Tips and tricks Some of these tips and tricks have been mentioned earlier in this guide, but repetition is always good!
Use the shift key to queue commands! This one is so important I will elaborate on it further if you are interested in knowing what to do, and why. [...]
Also, when going back to base to heal, you want to shift-queue abilities as much as you can. I'll give you an example of how I do it: my TP is keybound to Space, my Bottle to 5, my Soul Ring to mouse 5. So whenever I'm TPing back to regen I go: space, space, (press shift) 5, mouse 5, R, 5 (release shift). This way I will regen as fast as possible, and I am ready for battle a tiny bit earlier than I would have been if I for example forgot to bottle while in base.
So, you basically double-tap your BoT to TP home and immediately use your bottle. I might be wrong on the following, but subjectively I remember experiencing a small delay before the bottle gets filled whenever entering the fountain, be it by walking or TPing in. Assuming it is the case and considering your bottle is empty when doing so, you might end up using it while it is still empty.
Another question that just occured to me: Does Soul Ring usage cancel the regen provided by bottle? Tinker is pretty much the only hero that gets both items, and everytime I end up playing him (which isn't that often) I wonder the same thing. Usually I just use SR before bottle to be safe. ;P
I'd like to test it out, but I can't run dota from here right now. Could anyone be so kind to correct me?
It does in fact take a split second for your bottle to refill when you're going back to the fountain. Forgot to mention that. Usually when I'm farming or just spamming Missiles to harass, I try to have one bottle charge left for this reason. If you have used all your bottle charges though, you need to cast it manually when going back to base. You should still shift-queue it after Rearm though!
Soul Ring does not cancel regen provided by bottle. Soul Ring is HP removal and therefore it doesn't cancel regens like bottle/salve. Same mechanic as vengefuls wave of terror and Urn of Shadows.
On December 21 2012 18:50 duckmaster wrote: Good guide. One small thing: I think Tangoes are a mistake when going mid due to how far away the trees are on that lane. You're more than likely to miss at least one creep due to that, which already makes Salve more cost effective choice for middle lane.
I'm gonna have to disagree. In the first couple of minutes you'll most likely get a little bit harassed, and when harassing the enemy hero you'll draw aggro from creeps and lose some hp. If you for example are 150-200hp away from full hp you don't want to pop a salve that heals for 400, that's inefficient. So you'll be walking around with somewhere around 300-400 hp, making you very susceptible to ganks. On the other hand, if you have tangos you can regenerate small amounts of hp and be safer. Salve is very good to pick up when going mid if you are playing a hero with a high HP pool like Pudge. Then you can actually lose 400 hp and still have a good chunk of HP, but with Tinker who just has 500-600hp at the start (with stat items) can't wait to be at 150hp before salving up.
Soluhwin United States. December 22 2012 04:38. Posts 1111
A hell of a lot better than my guide, thanks for writing this up!
"Archimedes will be remembered when Aeschylus is forgotten, because languages die and mathematical ideas do not. Immortality may be a silly word, but probably a mathematician has the best chance of whatever it may mean." - G.H.Hardy
itskhao Australia. December 23 2012 22:51. Posts 4
map awareness is really key for new players looking to get into this hero; knowing when to push lanes, defend your own and assist in ganks is crucial to great tinker play.
if you can nail it though, he's really fun to zip in and out with!