Dota 2/Boush the Tinker

Tinker is a ranged intelligence hero who can be played as a ganker, a pusher and a semi-carry. His playstyle puts a high emphasis on getting a Boots of Travel. His Laser is a very strong damage nuke that can render carries useless temporarily. His Heat-Seeking Missile is another high damage nuke that can target two heroes. These two abilities gives Tinker relatively high burst damage from the early to mid game. Tinker also has March of the Machines, which is difficult to avoid and pushes creep waves very effectively. All of these abilities have relatively high cooldowns, which is where Tinker's ultimate, Rearm, comes into play. With it, he can not only reset the cooldowns of his abilities, but also his items. Good use of Rearm can let Tinker throw out constant high damage spells, multiple layers of March of the Machines and lastly, global mobility with a Boots of Travel. Due to this, Tinker is actually quite mana-intensive as repeated uses of Rearm is quite costly, so management of mana is important for a Tinker player. Tinker is also quite item-dependant, needing his core items like Boots of Travel in order to be effective, so good farming skills are needed as well.

Laser
Laser fires a beam at the target, dealing pure damage and causing the target to miss all attacks for 3 seconds. It is a powerful high damage spell that is very useful for harassment, since you not only do damage but render them unable to last-hit. Due to its high damage it is also useful in ganks. During teamfights, you should target carries with it, since that will make them useless for a few precious seconds while your team takes care of other heroes.
 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Damage Type: Pure
 * Damage: 80 / 160 / 240 / 320
 * Miss Chance: 100%
 * Mana Cost: 95 / 120 / 145 / 170
 * Cooldown: 14

Heat-Seeking Missile
Heat-Seeking Missile fires up to two missiles that can hit up to two enemy heroes, dealing damage. It is a great damage nuke that can be used in conjunction with Laser and Rearm for high burst damage. The fact that it targets two heroes at once can also ward off an enemy's partner while you take care of your target.
 * Ability: No Target
 * Damage Type: Magical
 * Damage: 100 / 175 / 250 / 325
 * Targets: 2
 * Mana Cost: 120 / 140 / 160 / 180
 * Cooldown: 25

March of the Machines
March of the Machines summons an army of tiny robots that wander across the targeted area, detonating whenever it hits an enemy. The robots are packed close together so it is hard to avoid them, and since they cover a large area it makes the ability excellent for pushing. With Rearm, you can cast multiple March of the Machines for more pushing power. It is also effective during teamfights to deal chip damage as you burst enemies down with other spells.
 * Ability: Target Point
 * Damage Type: Universal
 * Damage: 16 / 24 / 32 / 40
 * Radius: 900
 * Duration: 6
 * Mana Cost: 145 / 150 / 165 / 190
 * Cooldown: 35

Rearm
Rearm completely refreshes the cooldowns of all your abilities and items after a short channeling time, though it cannot refresh the item cooldowns of Arcane Boots, Black King Bar, Hand of Midas, Helm of the Dominator, Linken's Sphere, Necronomicon or Refresher Orb. Getting interrupted during the channeling time will cancel the ability, wasting all the mana used. With no cooldown itself, Rearm can be used as many times as you want, which can let you extend deadly combos with your abilities.
 * Ability: No Target, Channeled
 * Time To Rearm: 3 / 2 / 1
 * Mana Cost: 150 / 250 / 350
 * Cooldown: 0