Boush, the Tinker, is a ranged intelligence hero who leverages great mobility and blistering nukes to push lanes and gank his enemies. Tinker's ultimate Rearm resets the cooldown on his items and abilities, allowing him to deal prodigious damage with his Laser, Heat-Seeking Missiles and with items such as Dagon. By Rearming Blink Dagger, Rearm also grants Tinker vast mobility, enabling him to pressure multiple lanes with his Laser and March of the Machines. Tinker's mana costs are very high, however, so to remain a global threat he must regularly regenerate at his fountain by using Keen Conveyance. When played with the right items, good mana management and mechanical skill, there are few heroes Tinker will not evaporate.
- Plays a sound effect during the cast time, audible to everyone.
- The area damage only hits visible enemies, and does not hit invisible and enemies inside the Fog of War.
- Uses the creep duration for creep-heroes.
- The laser first applies the blind debuff, , then the damage.
- Multiple instances of the debuff do not stack.
, the Laser bounces to the furthest enemy within radius of its current target.
- Laser has no bounce delay, so all targets are hit at the same time.
- Can only bounce to heroes, including clones, illusions and creep-heroes.
- If the primary target is a non-hero unit, it still bounces to valid targets within the search radius.
- Does not bounce on invisible or enemies inside in the Fog of War.
- The bounced laser deals area damage as well.
, Laser reduces the targets' current and maximum health by .
- The lower the target's current health is, the less current health they lose through the reduction, while the maximum health reduction stays constant.
- Since the debuff is placed before the damage is applied, the health reduction takes place before the damage.
- Upon losing the debuff, the target's maximum health is reverted, while their current health stays the same.
- Both the health and the model size reduction are applied by the same modifier as the blind debuff, and multiple instances of the debuff now stacks.
- The model size reduction of multiple instances stacks additively.
- Heat-Seeking Missile interrupts Tinker's channeling abilities upon cast.
- The missiles travel at a speed of 700.
- When all missiles hit, they collectively deal up to 230/380/530/680 ( ) damage (before reductions).
- When cast while no valid targets are in range, the missiles are released and fall on the ground, indicating the cast failed.
- The talent first apply the damage, then the debuff.
- ↓↓ Double-tapping automatically targets self.
- Defense Matrix fully negates damage (after all reductions), causing several on-damage effects to not trigger. Except for the following abilities:
- Multiple instances of the shield do not stack. Re-casting it refreshes the duration and resets the shield capacity.
- The status resistance stacks multiplicatively with other sources of status resistance.
- Requires to be unlocked.
- The robots move at a speed of 400 and move a distance up to 1800 forwards, taking 4.5 seconds to travel the full distance.
- The 900 spawn radius is centered and fixed around the cast point, not on Tinker's location.
- The spawn area is a line with 1800 length, which is centered 900 range behind the targeted cast point.
- The overall affected area is a square, with 1800 side lengths.
- Robots spawn in 0.0417-second intervals at a random point of the line, which is 24 robots per second, for a total of 144 robots.
- Robots do not spawn at points of the spawning line which are outside of the map boundaries.
- When an enemy comes within 50 radius of a robot, or the robot reaches max distance, it deals damage in 150 radius around itself and then disappears.
- If a single enemy unit stands still within the area for the full duration, they would take an average of 355.2 damage (before reductions).
- The robots do not explode and deal area damage when colliding with .
- The sound effect upon cast is not audible by enemies. However, the robot marching sounds are.
- Leveling this ability automatically levels as well.
- ↓↓ Double-tapping the ability while being at least 1500 range away from the team's fountain, automatically targets the fountain.
- When ground-targeted, it automatically searches for the closest valid target for Tinker teleport to.
- By default, Keen Conveyance can only target buildings. Level 2, can target non-hero units as well, and level 3, can target heroes as well.
- Cannot directly target buildings. Instead, it uses the minimum teleport distance.
- Disjoints projectiles upon teleporting.
- During the channeling, the teleport destination is marked with a visual effect in the same color as the player, and a sound is played.
- The sound and visual effects are visible and audible to everyone.
- The visual effect is also visible while teleporting to invisible allies.
- Also marks the point on the minimap for allies. The mark is in the player's color and lasts as long as the channeling does.
- Provides 200 range flying vision at the destination point for the whole channel duration, even if canceled. The vision lingers for 1 second.
- The targeted unit's priority is lowered, meaning it is attacked as the last auto-attack target by other units.
- When the targeted unit dies or changes ownership (e.g.
) during the channeling, the teleport gets canceled, wasting the cooldown and mana cost.
- Since buildings are not directly targeted, the destruction of the building or loss of Outposts does not cancel the teleport.
- Leveling this ability automatically levels as well.
- The following items are not refreshed with Rearm:
- neutral items. , , , , , , , , , and
- Visually resets the cooldown of , but does not skip the broken state.
- Does not reset charges on charge-based items (e.g. ).
- Only refreshes items owned by Tinker, his inventory and backpack.
- Items in stash, in other units' inventories (e.g. ) or dropped items are unaffected.
- Allied items in his inventory or backpack are not refreshed.
- When the channeling is interrupted, nothing is rearmed.
- Can rearm
and , but does not reset their stack restriction timer.
- The same rule applies when rearming , but still restores mana.
- Rearm's sound gets shorter with each level to match the decreasing channel time.
- The Rearm modifier is only for informational purposes.
|+150Damage Absorbed||20||+10% Spell Amplification|
|+8% Manacost/Manaloss Reduction||10||+2sBlind Duration|
- Increased mana cost from 80/95/110/125 to 95/105/115/125.
- Reduced cast range bonus from 300 to 200.
- Reduced damage per rocket from 125/200/275/350 to 115/190/265/340.
- Increased mana cost from 130/210/290 to 150/225/300.
- Increased health regeneration from 0 to 0.25.
- now deals its damage to all visible enemies within a 250 radius around the target. [ ]
- Reduced cast range bonus from 400 to 300.
- Reduced current health reduction from 15% to 10%.
- Rescaled mana cost from 100/210/320 to 130/210/290.
- Added sub-ability.
- After a short channeling time, teleports Tinker towards a targeted allied building. Level 2 allows teleporting to non-hero units. Level 3 allows teleporting to allied heroes.
- Is now a abasic ability, taking the 2nd ability slot.
- Reduced shield capacity from 350 to 100/180/240/320.
- Reduced status resistance from 50% to 20%/30%/40%/50%.
- Increased cast range from 400 to 600.
- Reduced mana cost from 100 to 70/80/90/100.
- Reduced cooldown from 30 to 12.
- Old: Grants the ability.
- New: Grants the ability.
- Now requires Aghanim's Shard to be unlocked.
- Increased mana cost from 130/150/170/190 to 190.
- Rescaled damage from 16/24/32/40 to 30.
- sustains Tinker's health in lane.
- also restores health to Tinker.
- replenishes Tinker's mana so that he can always push out lane with March of the Machines or have enough nuke power to attempt a kill.
- gives Tinker more base damage as well as a bigger starting mana pool. It is useful for helping with Tinker's last-hitting and casting in-lane.
- are cheap and give attributes to help with the early game. Branches can be consumed with Tango for increased healing.
- are basic mobility requirements for any hero. Getting them early on Tinker allows him to more easily position himself for casting his spells.
- provides Tinker with more damage, which helps with last-hitting. As such, it is advised to start with a Null Talisman when playing mid, as the extra damage can make a huge difference against certain lane opponents.
- is essential for a mid Tinker, as it provides HP and mana regen critical for allowing him to stay in-lane to farm. Bottle remains vital on Tinker throughout the game, as it extends his mana pool when teleporting forward to cast spells and speeds up healing in fountain, so consider dropping it in the Stash instead of selling it later.
- provide global mobility and map presence in the form of teleportation to any friendly building or creep. Combined with Rearm, Tinker can reposition himself globally at will to swiftly push lanes, join teamfights, and then return to the fountain to replenish his mana.
- greatly extends Tinker's mana pool when teleporting around the map to cast spells, as he can dip into his HP pool to extend his active operation time. As he can reset its cooldown at will with Rearm, using Soul Ring once per cycle can give him vastly more mana to use. As well, he can offset the HP cost via the use of Bottle, keeping him at full HP even with regular use.
- drastically improves Tinker's mobility, and gives him great survivability when pushing lanes with March of the Machines. As it can be shift-queued after teleporting to the front lines, Tinker can instantly blink into the treeline to safely cast his spells without giving the enemy an opportunity to spot him.
- grants intelligence and mana regan amplification so Tinker can use more abilities outside of base. The increased spell damage also helps with pushing waves and bursting heroes.
- increases mana pool and cast range so Tinker can use Laser and March of the Machines from a safe distance.
- greatly increases mana regan, which is quite useful for Tinker as he can quickly run out of mana.
- blind and deal pure damage to multiple enemy heroes per cast, forcing them to dispel the debuff if they want to deal any physical damage, and bombarding them with long-range artillery using Heat-Seeking Missile. gives Tinker a vast amount of teamfight contribution, as he can use Laser to
- is a very powerful burst damage nuke on Tinker that additionally increases the size of his mana pool as it is upgraded. Combined with Laser and Heat-Seeking Missile, it can instantly blow up lone targets, especially once combined with Rearm to increase the damage output by multiples.
- greatly improves the size of Tinker's mana pool, and gives him powerful mana regen, increasing the number of spells he can cast on deployments before returning to base. The Hex is extremely powerful as combined with Rearm it allows Tinker to permanently hard-disable an enemy for as long as he has the mana to do so.
- gives Tinker much needed intelligence to continue use of Rearm, and gives him a magic nuke to assist in pushing. The extra armor and passive attack speed slow also give him resistance against physical damage if he shows up to teamfights, and the active nuke can be refreshed and cast multiple times.
- is a useful upgrade to Boots of Travel for engaging in fights at inopportune locations. The ability to teleport to allied heroes rather than just creeps allows Tinker to bring instant reinforcements to any unfolding fight, particularly if they take place where there are no friendly creeps to jump to.
- is a good cheap mana item that gives Tinker good mana regeneration and a useful disable. Used properly, the Cyclone can be used to set up disables on enemies offensively, or buy Tinker time if he's caught while pushing a creep wave.
- can be a strong survivability item, both for Tinker and his team. As he can constantly have the effect up with Rearm, Tinker becomes much harder to catch since the enemy must bring detection, and their magic nukes become far less potent for focusing him down. In fights, Tinker can use the active on multiple allies simultaneously, allowing him to either save them en masse or give them increased initiation ability.
- prevents Tinker from being locked down in teamfights, particularly since Rearm is a channeled spell that can be interrupted. While it cannot be refreshed by Rearm, it can give Tinker the survivability he needs to cast his spells uninterrupted in a fight.
- is an extremely strong defensive item, both for pushing and for teamfighting. Echo Shell can prevent enemies from easily disabling Tinker, as using targeted disables or nukes reflects them back, disabling or nuking the enemy in turn and forcing them to reconsider the engagement. As well, since Echo Shell can be refreshed with Rearm, it can be placed on multiple allies at once, giving your team a strong edge in fights.
- builds into Ethereal Blade and makes him invulnerable to physical damage. It can be refreshed to keep him safe from attacks.
- does not give Tinker very beneficial stats, however it is useful for augmenting Tinker's already impressive burst magic damage against enemies, especially if he has built numerous intelligence items, and can be used on himself or teammates to grant immunity against physical damage. In a pinch, it can also be used on one of the enemy's carries to prevent them from attacking if Laser was already used on another target.
|Roles:||Carry Nuker Pusher|
|Playstyle:||Compared to magic, the study of natural law was much more consistent, but no less dangerous. From their subterranean laboratory, Boush and his colleagues opened a portal to a distant world, a portal through which untold horrors began to pass into this realm. Cutting his way to freedom with a Laser, Boush surfaced as the only Tinker to survive the Violet Plateau incident. Equipped with contraptions befitting a maniacal researcher, Boush launches Heat-Seeking Missiles from his shoulders, and radios in armies of robotic drones to disassemble his enemies. Unhindered by the delays of magic, the Tinker Rearms his tools on the fly, wasting no time in demolishing anything that stands in his way.|
- The Tinker's voice actor, Harry "Hal" Robins, also voiced Dr. Isaac Kleiner in Half-Life 2 and the scientists of Black Mesa in Half-Life. Many of Tinker's voice lines reference characters and events from the Half-Life universe. In addition, the name "Violet Plateau" is quite similar to "Black Mesa", and the events described in Tinker's backstory are remarkably similar to the events of Half-Life.
- Tinker's responses upon killing ▶️ "Lamarr, is that you?" and ▶️ "Lamarr?!" are a reference to Dr. Kleiner's "debeaked" pet headcrab, Hedy Lamarr. 's Spiderlings
- Many of Tinker's lines while using Rearm come directly from Half-Life 2 including ▶️ "The massless field flux should self-limit" and ▶️ "I've clamped the manifold parameters to… CY base and LG orbifold… Hilbert inclusive".
- Tinker's death line ▶️ "It's probably not a problem, probably" is also a reference to Dr. Kleiner, who says it in the beginning of Half Life's second chapter right before the equipment he and his team are working on suffers a catastrophical malfunction and causes the alien invasion of Black Mesa.
- Tinker's selecting respones ▶️ "With my brains and your brawn, we'll make an excellent team" is also a quote from Dr. Kleiner.
- The Tinker's alternate/fun name in DotA was "X!!", the name of a professional DotA player.
- Tinker's line ▶️ "I tink! Therefore I am!" is a reference to the philosophical statement "I think, therefore I am." proposed by René Descartes. Its original Latin words are "Cogito ergo sum."
- Tinker's line ▶️ "Tinker, failure…Soldier…Fie…" is a reference to the 1974 spy novel Tinker, Tailor, Soldier, Spy by British author John le Carré about George Smiley (who was played by Gary Oldman in the 2011 film adaptation).
- Tinker's death line ▶️ "The machine, stops." is a reference to the short story of the same name by E.M. Forster.
- Tinker's line "Blinded you, with Science!" is a reference to the song She Blinded Me with Science by Thomas Dolby.