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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.
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.
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Fires an intense beam of light at a target, dealing damage and blinding all in the area for 9 seconds. Deals precise damage.
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| 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 | ||||||||||
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The Tinker fires a rocket at the nearest visible enemy hero. Range of 2500.
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| 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 | ||||||||||
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Calls in hordes of robotic goblins to destroy your enemies.
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| 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 | ||||||||||
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Instantly reloads the Tinker's weapons.
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| 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 | ||||||||||
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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. |
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 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.
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.
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.
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.
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.
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.
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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