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.
Abilities
Laser
- 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
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.
Heat-Seeking Missile
- 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
- Ability: Target Point
- Damage Type: Magical
- Damage: 16 / 24 / 32 / 40
- Radius: 900
- Duration: 6
- Mana Cost: 145 / 150 / 165 / 190
- Cooldown: 35
Rearm
- Ability: No Target, Channeled
- Time To Rearm: 3 / 2 / 1
- Mana Cost: 150 / 250 / 350
- Cooldown: 1
Suggested Items
Strategy