Tinker/Counters

Bad against...

 * Tinker is fragile and vulnerable against carries like Anti-Mage.
 * burns away his mana pool and deals bonus physical damage.
 * Tinker's massive mana pool makes deal large amount of damage, and can be used to cancel a  teleport.
 * gives Anti-Mage many options, like disjointing Heat Seeking Missiles. He can use Blink to wait out of sight for a split pushing Tinker or chase a blinking Tinker into trees.
 * Tinker doesn't want any of his spells reflected back at him through.


 * Clockwerk can easily catch a split pushing Tinker with his and prevent him from escaping with  and . Clockwerk can also find a Tinker hiding in trees with his.
 * Clockwerk usually buys a, which does lots of damage to Tinker if he gets hit by his abilities (especially March of the Machines).


 * provides good sustain against Tinker's spammable abilities.
 * can stop Tinker from bursting down a target.


 * Tinker is heavily reliant on casting his spells and can disable all of his abilities and items. An  only makes it harder for Tinker to survive.


 * can dispel Laser's blind while providing great attack speed and health regeneration.
 * Once caught in a, Tinker, who completely relies on his spells to be effective, has little chances of survival with his low health pool and armor.


 * will dispel Laser's blind and turns him spell immune for the duration so Tinker cannot damage him.
 * will quickly bring down Tinker due to being so fragile.


 * Even though Luna has a hard time laning against Tinker because of and, she can win against him in late game once she buys , as none of Tinker's spells can bypass spell immunity.
 * and 0.25 Lucent Mini-stun talent for  can be used to cancel  and prevent Tinker's escape attempts with . Luna can also use  and  if she is blinded with.
 * An ill-timed and ill-positioned will make Tinker a very easy target for Luna's  that can quickly tear him to shreds. This can get even better if Luna buys  and combines it with 0.25  Lucent Mini-stun talent for.
 * However, Luna needs to approach Tinker carefully, as Tinker is a natural wielder, and if he gets a jump on Luna first, he will be able to use it to disable and burst down Luna before she can use,  or.


 * Night Stalker can easily find Tinker in the trees during.
 * 's mini-stun will stop Rearm and.
 * 's silence will prevent Tinker from fighting back, as Tinker relies on his spells.


 * Nyx Assassin's whole skillset is good against Tinker:
 * prevents Tinker from blinding Nyx Assassin or fighting back, while giving Nyx' allies time to catch up to Tinker's position.
 * generally deals more damage to intelligence based heroes like Tinker.
 * can stun Tinker at a moment of Nyx Assassin's choosing if March of the Machines has been cast. It is also quite easy to time Spiked Carapace against Heat Seeking Missiles.
 * allows Nyx to approach Tinker in the trees or wait for him in common hiding spots and deal heavy damage to his low armor.


 * Pudge can a Tinker hiding in the trees and follow it up with  and  for an easy solo kill, as Tinker doesn't tend to buy survivability items.
 * Many stacks of combined with items that give Pudge high strength and health will make it hard for Tinker to deal serious damage to Pudge.


 * As Tinker relies heavily on his spells to be effective, and  will render him largely useless.
 * effectively prevents Tinker from casting spells during its duration, as he will otherwise suffer heavy damage.
 * deal pure damage, which make quick work of fragile heroes like Tinker.
 * Silencer's intelligence steal permanently weakens Tinker since he's a hero who requires lots of mana to be effective.


 * prevents Tinker from blinking away.
 * Slark frequently builds, which allows him to approach Tinker unnoticed. Since Tinker's farming usually covers a significant amount of area on the map, Sentry Wards may not be cost effective.
 * allows Slark to detect both common and unusual wards. Eliminating common ward causes Tinker trouble farming many lanes if he does not know who may be waiting to jump on him. Slark is also uniquely able to identify some of the less common wards used by Tinker, such as those placed on the cliffs at map edges which Tinker uses to give him vision over the trees he uses to hide in.
 * Slark's extremely high move speed from, potentially stacked with , allows him to easily follow Tinker between lanes, especially if Tinker has pushed the lanes out.
 * dispels Laser's blind.


 * He can easily catch Tinker in the trees with and kill him with  and his abilities, which deal both physical and magical damage, making them difficult for Tinker to itemize against.


 * can reveal a Tinker attempting to hide in the trees and then and  will both serve to interrupt/lock him down, should he attempt to town portal or reload.


 * Zeus can easily reveal Tinker's location in the trees with.
 * When Zeus has an, he can use his , together with to interrupt Tinker's  channelling and cancel Tinker's.


 * discourages Tinker from using abilities and items due to its high damage against heavy mana usage.


 * can be used to prevent Tinker from escape with or, discourage him from snapping farm and snapping gank. However, in later game, it'll be much more difficult because Tinker can buy  or  to prevent Kunkka from placing X on him, or  to prevent the recall

Others

 * Getting caught in a is a death sentence for Tinker.
 * Illusion heroes, such as, , , will become strong against Tinker in the late game when Tinker's only area of effect damage, March of the Machines, ceases to kill illusions quickly. Without  Tinker is forced to defensively disarm heroes with Laser, leaving illusions free to deal physical damage which Tinker's low armor makes highly effective. In addition,  or , two common pickups against illusion heroes, don't work well on Tinker at all.
 * Heroes that can gain vision over trees to catch Tinker:, ,.
 * Heroes with global spells that can reach anywhere on the map:

Items

 * can reflect a lot of damage back to Tinker.
 * prevents Tinker from using Laser and his targeted items.
 * makes all of Tinker's spells and items useless, because they are all magical and don't penetrate spell immunity.
 * reflects all of Tinker's spells and items back onto himself.
 * grants 80% chance to hit attacks.

Good against...

 * Laser can be very effective against as the damage will be amplified while the blind prevents Bloodseeker from landing hits.
 * Tinker is a natural Boots of Travel carrier and Rearm guarantees him escape from Rupture.


 * With, Tinker's Laser completely stops Chaos Knight's damage, forcing him to buy either a Black King Bar for his own survivability while leaving his illusions still vulnerable, or a Monkey King Bar leaving him still vulnerable to Tinker's nukes, though improving his damage.
 * Tinker rarely finds himself in the middle of a fight, which is where Chaos Knight typically thrives, and even in the rare cases of being so, at level 3 Tinker's constant rearm and blink away can kite and dodge Chaos Knight's spells reliably, so Chaos Knight has very little catch against Tinker's mobility. This gives Tinker impunity to create more chaos in a teamfight than Chaos Knight can control, laying down the field with March of the Machines and constantly being hit by rockets and lasers.


 * All of Tinker's damage is magic/pure and completely ignores Enchantress's . And Tinker's nukes can quickly decimate her small HP pool, sometimes even preventing Enchantress from even responding.
 * As Enchantress relies solely on her primary attacks to deal damage, and rarely builds something to dispel it, Laser's Blind is particularly effective.
 * However, Enchantress will probably build a Linken's Sphere against Tinker's Laser, so getting an additional disable is highly recommended.


 * If Tinker can stay outside of, Laser can cause Faceless Void to miss all his attacks.
 * Faceless Void has low health and strongly relies on 's healing factor to remain alive. Getting caught by Tinker with will almost always spell a quick end for Void.
 * Rearm ignores completely.


 * Tinker can use Laser to save an ally or himself from Phantom Assassin's initiate due to the blind, forcing her to use a Black King Bar to effectively initiate, Tinker can also use Warp Flare one he buys  to reverse Phantom Strike's blinking with.
 * Tinker almost never uses his physical attack, relying on his spell-spamming to deal damage which ignores 's Evasion
 * Defense Matrix prevents from triggering.


 * Laser prevents from triggering, as it only triggers on successful attacks
 * Laser does high splash, and upgrading it with Aghanim's Scepter makes it deal twice as much damage due to the bounce. Combined with Rearm, Tinker can rapidly deplete Phantom Lancer's illusion army
 * However, if Phantom Lancer ambushes Tinker, Tinker will not survive versus Phantom Lancer.


 * During the laning stage Laser will reduce Shadow Fiend's last hits, preventing him from getting souls.
 * Shadow Fiend has low health and is vulnerable to Tinker's high magic burst.


 * Tinker can single-handedly stop Terrorblade's early-push and quickly clear his illusions with Laser (especially with ) and March of Machines.
 * Tinker has perfect tools to reveal Terrorblade from his illusions as well as to burst him down if he is low-health before he will be able.


 * All Tinker's damage is magic/pure and completely ignores Timbersaw's.
 * Timbersaw very rarely builds, making him very vulnerable if Tinker builds.


 * Laser can be cast on a initiating Ursa, normally causing him to waste multiple attacks, forcing him to either Black King's Bar, or  to protect himself.
 * Ursa will probably carry a Linken's Sphere to counter Tinker's Laser. Popping it with Scythe of Vyse is actually preferable, due to Laser's high Pure damage.
 * While Ursa is a common Blink Dagger carrier, but he otherwise has no way to close the gap, Baiting him into using his Blink, then blinking away, allows Tinkrt to easily kite Ursa.
 * Enrage is generally how Ursa disengages, Due to Tinker's high maneuverability, he can follow him until it runs out. then burst him down with high magic damage.


 * Viper is kind of a mixed package. Tinker is very good against him. but stands a better chance against him then most heroes.
 * Viper has a high innate magic resistance, but relies on his primary attacks to really deal damage. making Laser an effective way to save allies from him, and deal damage. Keep in mind that his will prevent Tinker from blinking.
 * Viper's and  will also have a hard time damaging allies through Tinker's constant casting of Defense Matrix.
 * Viper has no solutions to cancel nor any of Tinker's escape attempts with
 * However, if Viper gets a jump on Tinker first. Tinker will unlikely survive versus Viper.

Others

 * Any hero with a low HP pool is easy for Tinker to nuke down:, , , , , , , ,.
 * Heroes who rely on basic attacks will suffer from Laser:, ,.

Works well with...

 * can help Tinker finish off foes after his, Heat-Seeking Missile, Laser, Rearm combo by providing vision when enemies are at low health.
 * significantly increases Tinker's already massive damage output.


 * gives True Sight of the target, allowing Tinker to chase it with repeated casts of Heat-Seeking Missile.


 * Faceless Void's provides a great setup for Tinker's spells.


 * reduces Tinker's mana usage so he won't have to return to the fountain as often.


 * allows Tinker to teleport out of base and get recalled as soon as he's in danger.


 * Tinker and Nature's Prophet are both very good at pushing lanes, and their combined global presence means they can easily show up to help each other.


 * allows Tinker to escape if an enemy hero breaks his Blink Dagger, due to it lasting 4 seconds.
 * Astral Imprisonment also can be used on enemy heroes to give Tinker time to Re-arm
 * As Outworld Destroyer is generally the character that the enemies want to focus (Due to his high pure damage and poor survivability), Tinker will normally be ignored, allowing him to spam his spells in peace.


 * often allows Tinker to escape if an enemy hero breaks his Blink Dagger, due to it lasting 2.75 seconds.
 * Disruption also can be used on enemy heroes to give Tinker time to Re-arm
 * keeps Tinker alive, allowing him to use his Soul Ring more often. It also protects him from most disables


 * gives True Sight of the target, allowing Tinker to chase it with repeated casts of Heat-Seeking Missile.


 * Tinker can teleport onto Spirit Breaker during with  and gank heroes.
 * provides vision of the target, allowing Tinker to chase it with repeated casts of Heat-Seeking Missile.

Items
List of heroes that counter Tinker, and list of heroes that work well with Tinker.
 * combined with Re-arm, allows you to literally hex an opponent permanently.

Tinker/Противостоящие 修补匠/克制