Tinker

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Boush
Tinker
Image: Tinker.gif
Tavern (?) Sunrise Tavern (Z)
Base Damage (?) 22 - 28 (49 - 55)
Base Armor (?) 1 / 2.9
Primary Attribute Intelligence
Strength (?) 17 + 2
Agility (?) 13 + 1.2
Intelligence (?) 27 + 2.2
Movespeed 305
Base Attack Time 1.7
Attack Range 500 (ranged)
Acquisition Range 800
Missile Speed 900
Attack Animation (?) 0.35 / 0.65
Casting Animation (?) 0.53 / 0.5
Sight Range (?) 1800 / 800
Affiliation Sentinel


Contents

Background Story

Goblin engineering was always innovative, but Boush brought it to such extreme that most refuse to believe that his powers lie in machine and rather think that he fights with magic. He can shoot focused light and homing projectiles as powerful and as flashy as most destructive Elven Arcane spells. It is said that not even best Necromancers can raise armies comparable to seemingly endless amount of clockwork goblins that Boush can easily summon. And while some refuse to believe in his machinery skills and other call him the master artist of engineering, none can deny the destructive force of his goblin.

Information

Tinker is a very good lane controller and has a combo that most heroes can’t take. He has the most powerful single-target non-ultimate spell, Laser.

Skills

Laser

BTNTinkerLaser.gif

Fires an intense beam of light at a target, dealing damage and blinding all in the area for 9 seconds. Deals precise damage.
Ability Type Active Unit Targeting Triggering Information None Hotkey E
Casting Time None Base Ability (?) Drunken Haze
Level Duration Cooldown Mana Cost Casting Range Area of Effect Allowed Targets Effects
1 9 seconds on Heroes(18 seconds on creeps) 14 seconds 95 550 250 Enemy unit 80 damage, 10% miss
2 9 seconds on Heroes(18 seconds on creeps) 14 seconds 120 550 250 Enemy unit 160 damage, 15% miss
3 9 seconds on Heroes(18 seconds on creeps) 14 seconds 145 550 250 Enemy unit 240 damage, 20% miss
4 9 seconds on Heroes(18 seconds on creeps) 14 seconds 170 550 250 Enemy unit 320 damage, 25% miss
  • Doesn't work on decrepified units.
  • Laser deals Pure damage which is unreduced by anything and is blocked by spell immunity.
  • The damage is dealt immediately when the spell is cast, while the miss chance is applied when the Laser actually hits.
Notes >

Heat Seeking Missile

BTNClusterRockets.gif

The Tinker fires a rocket at the nearest visible enemy hero. Range of 2500.
Ability Type Active Instant Triggering Information None Hotkey T
Casting Time None Base Ability (?) Fan of Knives
Level Duration Cooldown Mana Cost Casting Range Area of Effect Allowed Targets Effects
1 N/A 25 seconds 120 N/A 2500 Enemy Hero 100 damage, 1 target
2 N/A 25 seconds 140 N/A 2500 Enemy Hero 175 damage, 1 target
3 N/A 25 seconds 160 N/A 2500 Enemy Hero 250 damage, 2 targets
4 N/A 25 seconds 180 N/A 2500 Enemy Hero 325 damage, 2 targets
Notes >

March of the Machines

BTNClockWerkGoblin.gif

Calls in hordes of robotic goblins to destroy your enemies.
Ability Type Active Location Targeting Triggering Information None Hotkey C
Casting Time None Base Ability (?) Stampede
Level Duration Cooldown Mana Cost Casting Range Area of Effect Allowed Targets Effects
1 5 seconds 35 seconds 145 300 900 Enemy unit 16 damage/goblin
2 5 seconds 35 seconds 150 300 900 Enemy unit 24 damage/goblin
3 5 seconds 35 seconds 165 300 900 Enemy unit 32 damage/goblin
4 5 seconds 35 seconds 190 300 900 Enemy unit 40 damage/goblin
  • Each goblin has a collision size of 50 which deals damage in a 150 AoE.
  • The "goblins" are not selectable units.
  • March of the Machines deals Magical damage which is reduced by the target's Spell Resistance but goes through spell immunity.
Notes >

Rearm

BTNEngineeringUpgrade.gif

Instantly reloads the Tinker's weapons.
Ability Type Active Instant Ultimate Triggering Information None Hotkey R
Casting Time Changes with each level Base Ability (?) None
Level Duration Cooldown Mana Cost Casting Range Area of Effect Allowed Targets Effects
1 N/A N/A 150 N/A N/A None 3 seconds to rearm
2 N/A N/A 250 N/A N/A None 2 seconds to rearm
3 N/A N/A 350 N/A N/A None 1 seconds to rearm
Notes >

Strategy

This is a Strategy section.

The content in the Strategy section might not be fully correct and does not necessarily reflect the opinion of DotA Allstars Wiki. Follow the suggestions here at your own risk. You can edit this section if you disagree with the information.

Overview

Boush is a great ganker thanks to his first and second skills. He can kill multiple heroes at a time if the player is fast-reacting. His missiles can surprise a hero from behind or out of nowhere due to their great range. His skills can make him a hard one to kill. Although his ultimate can't kill a hero, it is quite useful. A common first item for him is Boots of Travel, as it can be refreshed by his ultimate, meaning he can teleport anywhere at will as long as creeps or buildings are present. This effectively gives him unlimited mana as long as the player manages his mana pool carefully.

Harassing

Harassing with Tinker Early Game is incredibly easy. He has two high-damage nukes, one with huge range, and a fine mana pool allowing him to use his spells often. When paired with some regeneration, such as a Bottle or Clarity Potions, it can be very difficult to even stay alive for his lane opponent. Laser is considered his main harassing spell due the fact that it deals more unreduced damage, inflicts the enemy with Miss (thus affecting his Last-Hitting) and the fact that it deals more damage per mana point spent. However, Heat-Seeking Missile has a longer range, and if it hits 2 targets, deals more damage per mana point spent. This means that choosing between Laser and Heat-Seeking Missile requires some thought on the line-up you are facing in the lane.

Using Heat-Seeking Missile

Heat-Seeking Missile has a huge range (2500), which is approximately the same length as two computer screens. However, it is rarely used to its full potential. To hit a target, Tinker must have sight of the target, this is why Tinker is sometimes used as the team warder - the Observer Wards help him exploit his skill to the maximum.

Using March of the Machines

March of the Machines is a devastating spell if used correctly. However, it is rarely aimed properly and much of its damage is wasted. Usually, March is aimed by simply clicking in the middle of the enemy group, but this is inefficient. Time is wasted waiting for the March to reach the targets, and the creeps behind the main line are shielded from the damage of March. Instead, March of the Machines should be aimed backwards. This allows the March to reach its target faster. However, the most effective way of aiming March is diagonally backwards - perpendicular to the enemy creeps. This means all the creeps are hit by a maximum amount of Goblins from March, maximizing its potential.

During a team fight, or when defending against a push, stack repeated Marches. Whenever you Rearm (only during a fight or a push, otherwise you're wasting mana), remember to cast March. 40 Damage per Goblin may not seem like much, but stack 3-4 Marches and you have a huge amount of AOE damage.

Using Rearm

Rearm has various uses. The most basic use is teleporting with Boots of Travel and Rearming, which allows you unlimited mobility. In addition, it also refreshes various items such as Guinsoo's Scythe of Vyse, Linken's Sphere and so on. This means you can Perma-Hex an enemy hero, allowing for an easy kill. Another use is seen in the fabled "Manta Tinker", allowing Tinker to become a carry, with devastating potential, due to the ability to create illusions at will, and push multiple lanes with ease simultaneously.

Gameplay Walkthrough

Early Game

Most Tinker players solo mid. He is similar to heroes such as Viper, and relies on Early Game lane dominance to allow him to farm up items for later in the game. Laser and Heat-Seeking Missile are able to deal considerable damage, meaning he can kill almost any hero with approximately 75% Hit Points in seconds. Also, it is important to be aggressive with Laser, and to a lesser extent, Missiles (due to the higher mana cost). A bottle on him early, especially if he is soloing mid, allows him to hoard runes and basically gives him a huge source of regeneration to spam his nukes. An Arcane Ring can also be activated to replenish mana. Tinker should make use of this time to obtain a few easy kills and aim to farm up a Boots of Travel, allowing him to teleport at will when combined with his ultimate, Rearm, allowing him to travel to anywhere on the map quickly and allowing him to heal and return to the lane in seconds.

Mid Game

At this point of time, Tinker should focus on ganking heroes, making use of his unmatched mobility achieved by rearming Boots of Travel, and his huge nuking power to kill heroes. In addition, he should also teleport to empty lanes and make use of March of the Machines to push the lane and farm at the same time. As he is fairly item independent at this stage and has good mobility, he can also be the team warder.

Late Game

Much of his nuking power has been lost at this stage. However, he is still an extremely strong hero at this point of time if he has a select few items, for example Manta Style, which allows him to become a carry. Guinsoo's Scythe of Vyse allows him to Perma-Hex an enemy hero, while Linken's Sphere gives him a re-armable spell block, Dagon for an unexpected attack. With the right items, it is common for good Tinker players to succeed in ending a game quickly with massive pushes. (Tinker has heat-seeking missle, therefore perma-hexing is not really needed)

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