Hero
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Demolishes his enemies with swarms of machines. | |
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 Conveyance through which untold horrors began to pass into this realm. Laser cutting his way to freedom, Boush surfaced as the only Tinker to survive the Violet Plateau incident. Equipped with contraptions befitting a maniacal researcher, he launches Heat-Seeking Missiles from his shoulders, firing Warping Flares to dislocate his enemies. Unhindered by the delays of magic, the Tinker Rearms his deadly offensive gadgets and Defensive Matrices on the fly, wasting no time in demolishing anything that stands in his way. | |
Roles: | Carry Nuker Pusher |
Complexity: | ★★☆ |
Contents
Bio[]
▶️ "Victory is 10% inspiration, 90% decapitation!"
Lore:
Boush the Tinker's diminutive race is known for its intelligence, its cunning, and its prickly relationship with magic. As a matter of pride, they survive by their wits, and use only those powers of nature that may be unlocked through rational methodologies. Even this forbearance has led to a great deal of trouble, as Boush can attest. Once a key investigator of natural law, Boush the Tinker led a vast intellectual investigation into the workings of nature, founding a subterranean laboratory in the rumored, mist-wreathed wastes of the Violet Plateau. While scorning mages for the dangers they visit upon the world, Boush and his Tinker associates haughtily wrenched open a portal to some realm beyond comprehension and ushered in some nightmares of their own. A black mist rose from the cavernous interior of the Violet Plateau, shrouding it in permanent darkness from which sounds of horror perpetually emanate. Boush escaped with only his wits and the contraptions he carried, the sole Tinker to survive the Violet Plateau Incident.
Voice:
Abilities[]
Laser
Fires an intense energy beam, dealing damage to the target and all enemy units around it. The main target is blinded, causing them to miss all physical attacks.
Cast Animation: 0.4+1
Damage Radius: 250
Miss Chance: 100%
Upgrades Tinker's Laser into a Shrink Ray, granting +200 cast range and reducing the main target's size and current health by 10% (stacking) if it's a hero. The laser bounces once on the farthest target up to 700 range from the primary one, prioritizing heroes.
Spell Immunity Notes:
Blind persists if debuff was placed before spell immunity and when not dispelled.
Boush perfected this rock cutting laser in his subterranean laboratory, never considering its combat utility.
Notes:
- 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 health reduction debuff, then the damage.
- Multiple instances of the debuff do not stack.
- Laser's blind uses pseudo-random distribution.
- With Aghanim's Scepter, the Laser bounces to the furthest enemy within 700 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 also reduces the targets' current and maximum health by 10%.
- The lower the target's current health is, the less current health they lose, 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.
- Each status buff reduces the affected targets' model size by 10% additively. This has no impact on collision size.
Launches rockets at the nearest visible heroes within 2500 range.
Cast Animation: 0+1.2
Search Radius: 2500
Damage per Rocket: 115/190/265/340
The last contraption Boush was able to save was a retrofitted rocket launcher with a homing mechanism.
Notes:
- 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 (
345/570/795/1020) damage (before reductions).
- Heat-Seeking Missle first apply the damage, then the ministun debuff.
- Does not target invisible, invulnerable, hidden or enemies inside in the Fog of War.
- When cast while no valid targets are in range, the missiles are released and fall on the ground, indicating the cast failed.
Defense Matrix
Ability
Target Unit
Target Unit
Affects
Allies
Allies
Targets an allied unit, applying a barrier to them that blocks some damage and provides Status Resistance.
Cast Animation: 0.2+0.6
Cast Range: 600
Status Resistance Bonus: 10%/20%/30%/40%
Duration: 15
Notes:
- ↓↓ 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:
- When combined with the following damage negating effects (i.e. Aphotic Shield, Ghostship, Shield Crash and Mischief), Defense Matrix negates the damage while the abilities aforementioned do not.
- Shields the affected target from the 3 damage types, but not heals and HP Removal effects (e.g. Sunder, Soul Ring etc.).
- Multiple instances of the shield do not stack. Re-casting it refreshes the duration and resets the shield capacity.
- Stacks multiplicatively with other sources of status resistance.
Throws a flare towards an enemy, dealing damage, teleporting them away and reducing their Cast and Attack Range for 3 seconds.
Cast Animation: 0.2+?
Cast Range: 700
Enemy Blink Distance: 600
Damage: 50
Enemy Cast Range Reduction: 40%
Enemy Attack Range Reduction: 40%
Duration: 3
Requires drafting Rearm to be unlocked.
Notes:
- Requires Aghanim's Shard to be unlocked.
- The projectile travels at a speed of 1900.
- Warp Flare first debuffs the target, teleport the target away, then deal the damage.
- Does not change the target's facing direction.
Affects
Self
Self
After channeling for 4.5s teleport to a target friendly structure. Level 2 allows teleporting to friendly units and Level 3 to friendly heroes.
Cast Animation: 0+0
Cast Range: Global
Min Targeting Distance to Building: 70
Max Targeting Distance to Building: 800
Max Targeting Distance to Outposts: 250
Modifiers [?]
modifier_teleporting
Death
modifier_teleporting_root_logic
Death
modifier_boots_of_travel_incoming
Death
Keen Conveyance is granted to the player that drafted Rearm.
As Boush likes to say, 'There is nothing the arcane can accomplish that the curious mind cannot reproduce given time. And proper funding, of course.'
Notes:
- ↓↓ 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 allied heroes as well.
- Treats the Spirit Bear as a hero. Treats other creep-heroes as creeps.
- 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.
Cast Animation: 0+0
Channel Time: 3.5/2.5/1.5
Grants the Warp Flare ability.
A new battery here, another set of rockets there, Boush continually improves on existing technology.
Notes:
- The following items are not refreshed with Rearm:
- Aeon Disk, Arcane Boots, Black King Bar, Hand of Midas, Helm of the Dominator, Helm of the Overlord, Linken's Sphere, Meteor Hammer, Pipe of Insight, Refresher Orb, Refresher Shard and Neutral Items.
- Visually resets the cooldown of Tranquil Boots, but does not skip the broken state.
- Does not reset charges on charge-based items (e.g. Drum of Endurance).
- Only refreshes items owned by Tinker, his inventory and backpack.
- Items in stash, in other units' inventories (e.g. Courier) or dropped items are unaffected.
- Allied items in his inventory or backpack are not refreshed.
- When the channeling is interrupted, nothing is rearmed.
- Does not reset items with a stack restriction timer (e.g. Crimson Guard).
- The same rule applies when rearming Guardian Greaves, but Mend 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.
Talents[]
Hero Talents | ||
---|---|---|
+0.25s Heat-Seeking Missile Ministun | 25 | +80 Laser Damage |
-0.5s Keen Conveyance Channel Time | 20 | +10% Spell Amplification |
+1 Heat-Seeking Missile Count | 15 | +125 Defense Matrix Damage Absorbed |
+8% Manacost/Manaloss Reduction | 10 | +2s Laser Blind Duration |
Notes:
- The mana cost/manaloss reduction talent stacks multiplicatively with other sources of mana loss reduction.
Recent Changes[]
Main Article: Tinker/Changelogs
Version
Description
- Reduced Laser damage from 80/160/240/320 to 75/150/225/300.
- Reduced Defense Matrix status resistance bonus from 20%/30%/40%/50% to 10%/20%/30%/40%.
- Increased Rearm channeling time from 3.5/2/1.25 to 3.5/2.5/1.5.
- Reworked Aghanim's Shard upgrade:
- Old: Grants Tinker the March of the Machines ability.
- New: Grants Tinker the Warp Flare ability.
- Warp Flare
- Throws a grenade towards a unit, dealing damage, teleporting it away from Tinker and reduces both their cast and attack range for the duration.
- Damage: 50
- Push distance: 600
- Cast/Attack range reduction: 40%
- Debuff duration: 3
- Cooldown: 15
- Mana cost: 150
- Notes: Has a projectile speed of 1900.
- Level 15 right talent changed: -0.5s Keen Conveyance channeling time ➜ +125 Defense Matrix shield capacity
- Level 20 left talent changed: +150 Defense Matrix shield capacity ➜ -0.5s Keen Conveyance channeling time.
- Increased Heat-Seeking Missile mana cost from 80/95/110/125 to 95/105/115/125.
- Aghanim's Scepter upgrade:
- Reduced Laser cast range bonus from 300 to 200.
Recommended Items[]
Starting items:
- Tango sustains Tinker's health in lane.
- Healing Salve also restores health to Tinker.
- Clarity 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.
- Mantle of Intelligence 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.
- Iron Branches are cheap and give attributes to help with the early game. Branches can be consumed with Tango for increased healing.
Early game:
- Boots of Speed are basic mobility requirements for any hero. Getting them early on Tinker allows him to more easily position himself for casting his spells.
- Null Talisman 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.
- Bottle 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.
Mid game:
- Soul Ring 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.
- Blink Dagger 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.
- Kaya 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.
- Aether Lens increases mana pool and cast range so Tinker can use Laser and March of the Machines from a safe distance.
Late game:
- Bloodstone greatly increases mana regan, which is quite useful for Tinker as he can quickly run out of mana.
- Aghanim's Scepter gives Tinker a vast amount of teamfight contribution, as he can use Laser to 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.
- Dagon 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.
- Scythe of Vyse 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.
Situational items:
- Shiva's Guard 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.
- Eul's Scepter of Divinity 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.
- Glimmer Cape 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.
- Black King Bar 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.
- Lotus Orb 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.
- Ghost Scepter builds into Ethereal Blade and makes him invulnerable to physical damage. It can be refreshed to keep him safe from attacks.
- Ethereal Blade 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.
Gameplay[]
Audio[]
History[]
Equipment[]
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Trivia[]
- 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 Broodmother's Spiderlings ▶️ "Lamarr, is that you?" and ▶️ "Lamarr?!" are a reference to Dr. Kleiner's "debeaked" pet headcrab, Hedy Lamarr.
- 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.