Dota 2 Tinker Guide

AVYofficial

Newbie Gamer
Aug 5, 2018
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“You can keep your magic, I have laser beams!”

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.




Tinker is an intelligence hero, who is an ideal ganker and pusher.

He has four abilities:

Laser: This skill is a very important skill throughout the game, but much more important early game when it deals enough damage to kill a hero when paired with Heat Seeking Missile and a few auto-attacks. It should be maxed first along with Heat Seeking Missile to maximize its usefulness.

Remember: The blinding effect of Laser is extremely effective against right-clickers. In the case that you're being chased by one hero, blind them and TP out.

Heat Seeking Missile: This skill is most useful early game, when heroes are squishier and susceptible to ganks. It should be used in conjunction with Laser, or if you have sight on a hero who's running away (Heat Seeking Missile has a very large range).

March of the Machines: This skill is best used for pushing lanes in conjunction with Boots of Travel. Simply Teleport to a lane, cast March of the Machines on the enemy creepwave, Rearm, cast it again, Tteleport home, and repeat. You will have piles of gold and your enemies’ towers in no time.

Rearm: This skill is what makes Tinker, Tinker. It effectively takes most every item and skill of yours off of cooldown (Except for a select few, which are Black King Bar, Arcane Boots, Helm of the Dominator, Hand of Midas, Refresher Orb, Linken's Sphere and Necronomicon). Used correctly, it will tear your foes to pieces and have them crawling on the ground like a pig, begging to be blinded with a Laser.

There are many advantages of Tinker. In the early stages of the match, you can max out Laser and Heat Seeking Missile. These two abilities produce a huge amount of damage on your opponent, and you will be able to kill them before they have time to even blink. If you get a lead in your midlane early on you can go gank before anyone else reaches level 6, and get an easy first blood. If kept a safe distance from enemy carries, he can annihilate anyone without a scratch. His heat seeking missiles can hit two enemy heroes, which will take them both to under 7/10ths of their health in early game. His laser will then take tone of his targets to minimal health and he can right click them to death. And remember, there should be two allied heroes laning where you are ganking, so they would prove useful in the fight.

Tinker is primarily played as a midlaner. Early game you can easily harass your midlane enemy by using those spells, to ensure they don’t come within your reach just to get their last hits. Getting a bottle and grabbing runes ensures that you quickly win your lane. As long as you have mana, you can ward your enemy away. If you get them to a low percentage of HP, they will be forced to return back to base to replenish their health, since just a single one of your two abilities would kill them, and Heat Seeking Missiles have a great range.

When you start the game, you should buy 3 ironwood branches for early stats and 1 set of tango for HP regen. You can use your laser to last hit enemy creeps if necessary, to buy a bottle in the next few minutes and harass the opponent mid hero so that you can get the advantage over him in the lane.

If you get your bottle within the first 2 mins of the game, check for runes. This will give you the advantage in your lane and you can roam at other lanes using your bottled rune to help out your teammates. Remember, Tinker is very mana dependent.

Once you have your bottle, you should go for The Soul Ring, to compensate for the lack of mana you have. Once you have those items keep farming your lane, and get Boots of Travel as soon as you possibly can. Once you have your BoT you can go off of your lane and start ganking and pushing lanes to help your team. Before you get your BoT, keep ganking to a minimum as your team will need you to get your items, otherwise, you will be worthless in mid game.



Use your Soul Ring and Bottle to harass the enemy with your Rockets once you have to Rearm up. At this stage, you can quickly teleport to your creeps near enemy towers, and use your march of the machines to farm easily and take out the enemy tower.

Tinker is a very vulnerable hero. His limited survivability as an Intelligence hero means that at the mid stages of the game, you should be looking for items which will help you escape certain fights. Blink Dagger is a good item to get. Not only can you escape with it, but you’ll be able to catch up with escaping enemies too.

Perhaps my favorite item to get for Tinker is Dagon. During mid game, you should try to get Dagon to level 3. Combined with your other two hard-hitting abilities, your enemies will go down in an instance. You can use your boots of travel to go into battle, use your abilities, and blink to any enemy heroes that survive, and finish them off with your right clicks, or by using your ulti, which takes all your abilities off cooldown so that you can hit your enemy again with all of your abilities, within a few seconds of your first attack.



Depending on your team's items and your strategy, you might want to consider getting Scythe of Vyse late game, to disable your opponents. Whilst your enemy is disabled, you will be able to rearm all your abilities and finish them off before they can do anything else.

If you are pushing well and are winning the game, you might want to purchase a Veil of Discord, which will help amplify your magic damage and help you get kills even quicker. Shiva's Guard and a Manta Style are a staple among Tinkers. They will allow you, along with March of the Machines, to completely obliterate the enemy creep waves and towers faster than the enemy can realize they're being pushed.

For more permanent-disables, Eul's Scepter of Divinity and Orchid Malevolence are great in team fights, and correct usage nearly always ends in a won team fight.

If for some reason, the game drags to an absolute extreme amount of time, Bloodstone will be a good addition to your Tinker. It would give you some much-needed HP and mana points, as well as unmatched mana regen.

If you seem to be losing, and dying a lot, perhaps a Shiva’s and Manta would be the right items for you. As I mentioned above, they are effective offensive weapons. But, they are also great for survival, so be sure to consider those items in both situations.



Some useful tips for you Tinker players out there:

When using your Boots of Travel + March of the Machines combo, it's beneficial to send your robots in one direction, Rearm, and send them in the other. The robots die when they hit creeps, so this will guarantee that every creep is hit.

When you're at fountain restocking on mana, spam your Bottle. Your mana and health will regenerate faster (do this for every hero).

Always use your Soul Ring, before Rearming. It shaves off most of the mana cost with little consequence.

The correct combo while ganking is Laser, then Heat Seeking Missile. The range of Heat Seeking Missile is large enough to reach a target who is too far to be hit with your Laser.

Try to get a rune every 2 minutes

Tinker's mid game is not as useful in comparison to his early and late game. You should spend this time getting your expensive items and pushing.

Remember, you don't need to follow this guideline by line. The best way to learn a hero is to play him, and if you find a strategy that suits you better, feel free to use it too. This is merely a guide to get you started. Different items are required for different situations and against different heroes. Start experimenting, and see what you find most effective, but remember, boots of travel are a compulsory item for Tinker, make sure to buy them!
 
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