Tinker Guide by Xcalibur
Artist: katzeimsack
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Author:
Xcalibur & Co.
Date: 01/2019
Tags:
text
Tinker
Builds
Analysis
Tactics

Welcome

Welcome to Xcalibur's Book of Tinker, a hero guide part of the Book of Dota series!

Here you will find all the information you need to learn to play Tinker on a high level – from drafting and builds to the optimal playstyle in different lanes and situations. We hope you’ll enjoy this guide and find it useful!

xcalibur tinker stats
TL;DR:

Draft: Pick Tinker later in the draft - you want to see most of the enemy team. First, mobile gankers with good vision abilities could make the game much harder for you. Second, Tinker is an ideal pick versus pushing strategies. That being said, if played to his full potential, Tinker is one of the heroes that will allow you to win the game almost by yourself in any situation.

Early Game: Make a decision whether you can dominate the lane or not. If you think you can – go for the lane dominance skill build and pressure your opponent (while farming). If not, max your March as soon as possible, push out the wave and stack and farm the jungle. You need Travels + Blink as fast as possible.

Mid & Late Game: Farm and split-push all over the map (without dying), make sure the lanes are constantly pushed-out. Join fights and ganks but don’t take big risks. Don’t be afraid to take the game late and if needed prolong the game with anti-pushing and split-pushing.

Authors

Steve "Xcalibur" Ye
Endorsement & Info

Xcalibur is one of the biggest pub-stars in the history of Dota - he has claimed the number 1 spot on the EU leaderboard numerous times and before the reset, he peaked at over 9 000 MMR.

His incredible success in pubs made him one of the hottest stand-ins in the pro scene and later on allowed him to play for major Dota teams like Fnatic.

Nikolay "CTOMAHEH1" Kalchev
Info & Editing

CTOMAHEH1 started his pro career as a support in Basically Unknown together with Mind Control. Since then he has consistently been playing on the European T2 scene, most recently on Unchained Esports. 

His highest placement on the EU ladder is top 100 - he plays all roles (mainly support), which is untypical for high-ranking players and shows his great versatility and understanding of the game.

Martin "BRING IT ON" Slavov
Writing & Info

Martin has lots of experience writing about Dota and he is no pushover in the actual game - a Divine III player, Martin plays mid and carry heroes on a very high level.

He has been playing Dota since Guinsoo's Dota Allstars (more than 12 years) and he loves thinking about new builds and strategies.

Kyril "MrNiceGuy" Kotashev
PM & Editing

Esports and gaming enthusiast since forever and founder of Dotahaven.

Has been playing Dota since 2005 (5.84). An Ancient I player in Dota 2.

Science! In Action!

Tinker is one of the most interesting and intense heroes to play as he is never idle. Thanks to the combination of Rearm and Boots of Travel, he can constantly teleport around the map, recharge his mana at the fountain and always stay active. Rearm removes the cooldown not only of his spells, but also his items, which allows Tinker to get immense value out of items with active abilities.

Tinker is also a very strong nuker and base defender, which makes him extremely frustrating to play against. He is quite difficult to play, yet if you get good at him he is one of the heroes that can allow you to practically win the game by yourself.

Tinker Loadout
Stats
Level 1
Level 15
Level 25
STR
17
Very Low
52
Low
77
High
AGI
13
Very Low
29
Very Low
41
Very Low
INT
28
Very High
58
High
80
High
Attack
52-58
High
82-88
Low
104-110
Low
Armor
4.08
High
6.768
Medium
8.688
Low
Resistance
26
Medium
27
Medium
29
Medium
HP
506
Very Low
1136
Low
1586
Medium
MP
495
Very High
945
High
1275
High
MS
291
Low
294
Low
296
Low
STRENGTHS

MAJOR

Powerful nukes: Tinker has a pure and a magical damage nuke in his arsenal as well as an AoE damaging spell which covers a huge area.

Global presence: Thanks to Rearm and Boots of Travel, the hero can constantly teleport to any point of the map (as long as there are creeps there) to help in fights, to stop pushes, to split-push and more.

Anti-pusher: Tinker has become the very definition of anti-push. Thanks to the March + Rockets spam, he can defend the base by himself for a very long time unless the enemies have a massive advantage. Aghanim’s makes his anti-push capabilities even stronger.

MINOR

Fast farmer: With Boots of Travel and March of the Machines, you can constantly farm all lanes and even the jungle.

Strong laner: Although it’s hard for him to beat the lane opponent solo, he can stand his ground against anybody and if a support rotates to help him, he can contribute greatly to a kill.

Has an answer to anything: Whether you need disable, anti-push, single-target nuking or AoE damage – Tinker can build an answer to anything because of how efficiently he uses items with active abilities. 

WEAKNESSES

MAJOR

Very dependent on his core items: Tinker desperately needs his Boots of Travel and Blink Dagger. Before that point, he’s a very passive and easy to shut-down hero.

Very fragile: Tinker is vulnerable to any sort of lockdown or silence in the game – if you ever get disabled, be sure that the entire enemy team will focus you.

High skill cap: Tinker is one of the hardest heroes in the game to master – you need to have quick reflexes, high level of map awareness and you will need to practice the different combos. This is certainly not a hero you can play to his full potential on the first try and you will likely lose quite a few games with him before you become good enough to carry your team to victory. The high skill cap also presents an opportunity – if you are good enough with the hero, he gives you the tools you need to totally out-play your opponents.

MINOR

Counters: Any hero has uncomfortable match-ups but Tinker is one of the heroes that players will always try to counter. If you pick Tinker early in the draft, the enemies will certainly respond with something like Nyx, Clockwerk, Storm, etc.

Weak pusher: Although Tinker is the split-push master, his pushing capabilities are pretty much non-existent. He can contribute to pushes only by using March of the Machines to protect his allies while they’re hitting towers.

Replays

VP vs EG, ESL One Katowice 2018 powered by Intel

MATCH ID: 3750461499
Replay:

No[o]ne plays a flawless game on Tinker and shows how efficient the hero could be versus a heavy pushing draft (Terror, DK, BM). He goes for an Aether Lense into Aghanim’s build because of the enemy Terrorblade and in the late game gets more AoE and physical damage reduction with Shiva’s and lockdown with the more standard Hex.

The laning stage in the replay is great to watch if you want to learn to farm efficiently – No[o]ne farms both the dire jungle and dire secret shop area with March to get his core items faster.

Drafting

Tinker can be good against any lineup, but he is particularly good if your opponents want to 5-man and push. He is great both at anti-pushing and split-pushing.

He’s rather dependent on the start he gets, but if he’s not shut-down early on, he can use his versatile item build to buy an answer to almost everything - Aghanim's to anti-push, Hex to provide control and initiate ganks, Dagon to provide damage and finish heroes off in fights, etc.

That being said, he is vulnerable to certain potent gankers and picking Tinker early on in the draft is generally not a great idea. If your opponents can easily find you and latch onto you, you will have to play much more defensively, which will greatly reduce your game impact.

Mid Tinker

Tinker needs levels and he’s a fairly strong laner while also scaling very well with items, so mid is the preferred lane. Moreover, his nukes give him kill potential in case your team has active roaming supports that want to pressure the mid lane.

Synergy

Good friends to have are:

Heroes who grant vision: Beastmaster, BH, Slardar, KotL, NS, Bloodseeker, Elder Titan

Beastmaster
Bounty Hunter
Slardar Portrait
Keeper of the Light
Night Stalker
Bloodseeker
Elder titan
You have a long range, but you need vision to land your spells.

Heroes who can grant vision over the enemy are great to play with as that allows you to spam your abilities from the maximum possible distance without any risk.

Besides giving vision, Bloodseeker and ET also amplify your damage output by a lot.

Heroes with minions: Beastmaster, NP, Lycan, Necronomicon

Beastmaster
Nature's Prophet Portrait
Lycan
Necronomicon
Beastmaster is one of your favorite allies, as you can sue his Hawk not only for vision but also to teleport on it and gank.

Those are good with Tinker as he can use their minions to teleport anywhere on the map with Boots of Travel.

Disablers: Void, Magnus, Earth Spirit, Tidehunter, Earthshaker, Sand King

Faceless Void Portrait
Magnus Portrait
Earth Spirit
Tidehunter Portrait
Earthshaker Portrait
Sand King
Having big team fight control spells is not a must, but it makes fighting a bit easier for you.

Having a lot of disables on your team is always a good thing because it gives you more freedom in fights. You can use your skills multiple times with Rearm without having to constantly reposition yourself trying not to get caught. Moreover, in a defensive fight your teammates with disables could keep the enemy team on top of March for a long time.

Counters

Strong Against:

Pushers: TB, Underlord, Luna, Gyro, SF, Drow, Troll, Viper, Chen, Jakiro

Terrorblade
Luna
Gyro
Shadow Fiend Portrait
Drow Ranger
Troll Warlord
Viper
Chen

Pretty much any pushing lineup hates playing against Tinker’s March of the Machines. It’s virtually impossible to push against him unless his entire team is dead or they manage to pick him off. Even if you are relatively fat and you can tank the March for a while, Tinker’s Laser will make you miss the tower all the time. Even if you have multiple units to hit the tower with, Tinker can simply buy Aghanim’s to use Laser on everyone.

Illusions: PL, TB, Chaos Knight, Meepo

Phantom Lancer
Terrorblade
Chaos Knight
Meepo

Tinker’s Aghanim upgrades his laser to bounce on all heroes/illusions in 650 radius. That means he blinds all illusions for 4.5 seconds, making them rather useless.  

Weak Against:

Heroes who grant vision: KotL, Beastmaster, NS, Zeus, Monkey King, BH

Keeper of the Light
Beastmaster
Night Stalker
Zeus Portrait
Monkey king
Bounty Hunter

As Tinker, you don’t want to be seen. You want to spam your abilities from afar, but those heroes can find you with their unobstructed/flying vision and kill you with help of their teammates. Zeus is also pretty annoying with his ult and Nimbus if he has Aghanim.

Mobile gankers with catch:

Batrider

Batrider gets flying vision (and unobstructed movement) with his Firefly. After he finds you, he can latch onto you with his ultimate and allow his teammates to kill you.

Nyx

Nyx’s Spiked Carapace stuns you when he goes into March of the Machines and Vendetta helps him to find you easier.

Clockwerk

Clock can find you with his rocket and then hook you from a huge distance.

Spectre Portrait

Spectre is always hard to play against - she can grant vision to her team and in the late game she can solo kill you with the help of items like Abyssal, Manta, and Diffusal.

Storm spirit

Storm goes wherever he wants with his ultimate, gets flying vision from Remnant and latches onto you with Vortex. 

Lifestealer Portrait

Naix can Infest a mobile ally and gank you in this way. Unlike most right-clickers, he doesn’t care about your laser because he has Rage.

Disruptor Portrait

Disruptor can Glympse you from afar which most of the times means certain death if their teammates are around.

Skills

Tinker Laser
Tinker Heat-Seeking Missile
Tinker March of the Machines
Tinker Rearm

Fires an intense energy beam, dealing damage and blinding the target, causing it to miss all physical attacks.

STATS

Cast Animation: 0.4+1

Cast Range: 650

Damage: 80/160/240/320

Miss Chance: 100%

Hero Duration: 3/3.5/4/4.5

Creep Duration: 6

CD: 20/18/16/14

Mana: 110/130/150/170

Aghanim's Scepter

Causes Laser to refract between all visible enemy units within range.

Laser

Mechanics:

  • Uses the creep duration for creep-heroes (Brewlings, Spirit Bear, Warlock Golem, Familiars).
  • When upgraded with Aghanim's Scepter, the Laser bounces to the closest enemy hero within a 650 radius of its current target.
  • The bounces happen instantly, with no time interval between them. Has no bounce limit.
  • Can only bounce to heroes (including clones), illusions and creep-heroes. When the primary target is a regular creep/summon, it still bounces to valid targets within range.

Uses and tips:

Laser’s damage type is Pure which makes it one of the strongest non-ultimate nukes in the game.

It’s very useful on the lane as you can blind the enemy and last hit/deny the ranged creeps to get level advantage.

The Aghanim’s upgrade makes it insanely strong in team-fights and against illusions, as you can just Laser the closest hero/creep and it will bounce to everybody else within the bounce range.

When upgraded, you can use it on creeps, making it bounce to heroes/illusions. This is very useful when you don’t want to get close to the heroes or if you want to bypass a Linken’s Sphere.

Launches a pair of rockets at the nearest visible enemy heroes within 2500 range.

STATS

Cast Animation: 0+1.2

Search Radius: 2500

Number of Targets: 2

Damage per Rocket: 125/200/275/350

CD: 25

Mana: 80/100/120/140

Aghanim's Scepter

Increases Heat-Seeking Missile target count.

Heat-Seeking Missile

Mechanics:

  • The missiles travel at a speed of 700.
  • Does not target units which are out of vision (e.g. invisible), invulnerable or hidden.
  • Does target hero clones and illusions.
  • When choosing the level 25 talent, the rockets also inflict a short stun on enemies they hit. The rockets first apply their damage, then the debuff.

Uses and tips:

The rockets have much higher search radius than Laser, so they’re better in the early game as they are safer, plus they hit multiple units.

You need vision to make use of their full potential because of the long-range – wards and allies that grant vision make things easier for you.

Strong against pushes and to simply harass enemies in sight range.

Enlists an army of robotic minions to destroy enemy units in an area around Tinker.

STATS

Cast Animation: 0.53+0.63

Cast Range: 300

Robot Spawn Radius: 900

Robot Collision Radius: 50

Robot Explosion Radius: 150

Robot Explosion Damage: 16/24/32/40

Spawn Duration: 6

CD: 35

Mana: 145/150/165/190

March of the Machines

Mechanics:

  • 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.
  • So, the overall affected area is square-shaped, 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, the robot deals damage in 150 radius around itself and then disappears.
  • If a lone enemy stands still within the area for the full duration, they would take an average of 189.44/284.16/378.88/473.6 (284.16/378.88/473.6/568.32 with talent) damage (before reductions).

Uses and tips:

This is the ultimate anti-pushing ability. Casting two of those stops any pushes as they deal massive amounts of damage. The huge AoE also means that the enemies can’t flank it if you’ve placed the ability properly.

March is also a very good farming and split-pushing tool. It clears out neutral camps and creep waves with ease.

It also blocks Blink Daggers in a huge area, making it pretty strong in team-fights.

Resets the cooldown on most of Tinker's items and abilities.

STATS

Cast Animation: 0.53+0

Channel Time: 3/1.5/0.75

CD: 0

Mana: 100/200/300

Rearm

Mechanics:

  • The following items cannot be rearmed: Arcane Boots, Black King Bar, Hand of Midas, Helm of the Dominator, Linken's Sphere, Meteor Hammer, Aeon Disk, Necronomicon, Pipe of Insight, Refresher Orb, and Refresher Shard.
  • Only refreshes items owned by Tinker. Allied items in his inventory or backpack are not refreshed.
  • Can rearm Crimson Guard and Mekansm, but does not reset their stack restriction timer.
  • The same rule applies when rearming Guardian Greaves, but Mend still restores mana.
  • Can rearm Manta Style, but recasting it replaces the previous illusions.
  • Can rearm a disabled Blink Dagger and Heart of Tarrasque as well as the cooldown of Skull Basher and Abyssal Blade.

Uses and tips:

This is the signature ability of Tinker. Combined with Boots of Travel, he can constantly teleport to any creep on the map to split-push, anti-push, help teammates, gank, etc.

It also allows you to abuse active items such as Blink Dagger, Soul Ring, Hex, Dagon, etc., as Rearm refreshes the cooldown not only of skills but also of items. You can use Soul Ring multiple times to keep your mana up, Hex to parma-hex opponents or Dagon to nuke them down as fast as possible together with your other skills.

It has long casting animation that could get interrupted (longer on lower levels), which makes the skill a bit more difficult to use in the middle of a fight – one of the reasons why you want to keep your distance and stay hidden most of the time with Tinker.

Skill Builds

Lane Dominance Build
Farming Build
Tinker Laser
1
Tinker Heat-Seeking Missile
2
Tinker Laser
3
Tinker Heat-Seeking Missile
4
Tinker March of the Machines
5
Tinker March of the Machines
6
Tinker March of the Machines
7
Tinker Rearm
8
Tinker March of the Machines
9
Talent Icon
10
Tinker Heat-Seeking Missile
11
Tinker Rearm
12
Tinker Heat-Seeking Missile
13
Tinker Laser
14
Tinker Laser
15
Talent Icon
16
Tinker Rearm
18
Talent Icon
20
Talent Icon
25
pros: higher harass and kill potential;
cons: a bit delayed flash-farming potential;

The lane dominator build allows you to be aggressive in the mid lane and use your abilities to harass the enemy hero and eventually kill him with a little help from a teammate.

2 points in Laser and Missiles are enough for the laning phase. If your lane is going great and you have kill opportunities, you can throw in a third point in Laser as well, so up to level 5 you have only Laser and Missiles. Anything more than that is an overkill and will slow down your mid game a lot.

After that it’s better to focus on the March, so you can start farming fast as well.

You need Rearm when you farm your Travels, you can either delay it or get it earlier, depending on how well your lane goes.

You can delay your lvl3 Ultimate if you don’t have enough mana.

Tinker Laser
1
Tinker Heat-Seeking Missile
2
Tinker March of the Machines
3
Tinker March of the Machines
4
Tinker March of the Machines
5
Tinker Rearm
6
Tinker March of the Machines
7
Tinker Heat-Seeking Missile
8
Tinker Heat-Seeking Missile
9
Talent Icon
10
Tinker Heat-Seeking Missile
11
Tinker Rearm
12
Tinker Laser
13
Tinker Laser
14
Tinker Laser
15
Talent Icon
16
Tinker Rearm
18
Talent Icon
20
Talent Icon
25
pros: maximum farming speed;
cons: lower harass and kill potential;

The farming build is more passive, it allows you to clear out neutral stacks earlier in the game and is better if your lane is not going that well, so you can farm your Boots of Travel faster.

With this build, you want to make some stacks when you have the time. With an early Rearm and Soul Ring, you can start farming the lane and jungle.

Again, you can delay your lvl3 Ultimate if you don’t have enough mana.

Talents

+0.3s Heat-Seeking Missile Ministun
25
+100 Laser Damage
+8 March of the Machines Damage
20
+10 Armor
10% Spell Lifesteal
15

+30 Movement Speed

+75 Cast Range
10
+6% Spell Amplification

Lvl10: Both are ok, with Cast Range being the safer option – it improves your Blink Dagger distance so you can blink further away from danger. Combined with Aether Lens, you have 1525 Blink range which is absolutely huge. The Laser is also good when you have to stop pushes so you can use it from a maximum distance safely. 

Lvl15: Neither of those is amazing, which is why we delay it until you have your other abilities maxed. Usually you want the movement speed – you don’t walk too much, but with Travels and the MS talent you will be very fast if you need to do so (backing-off in a fight for example).

Lvl20: Generally you want to get the March Damage, but if you play against high physical damage lineups you can combine the armor talent with Shiva’s.

Lvl25: Both are pretty good. Usually, the Missiles mini stun is a bit better but Laser is good against heroes with illusions or if the enemies often stay clustered and you can hit multiple heroes with Aghanim’s bouncing Laser.

Standard Tinker Build

Tinker is not very flexible in his build early on, as he has two items, which are absolutely vital for him – Travels and Blink Dagger. By refreshing those two items with Rearm he gains huge mobility around the map and in fights – his trademark playstyle.

Later on you have a wider range of choices, but generally speaking in the late game you want to abuse items with active skills because of Rearm.

Starting Items
Null talisman
Faerie Fire
Pulled Tango
Pulled Tango
Iron branch
Early Game
Boots of Speed
Bottle
Magic wand
Soul_Ring_icon
Boots_of_Travel_1_icon
Mid Game
Blink_Dagger_icon
Aether Lens
Late Game
Aghanim's_Scepter_icon
Scythe of Vyse
Dagon5
Ethereal Blade
Black King Bar
Null talisman
Faerie Fire
Pulled Tango
Pulled Tango
Iron branch
Boots of Speed
Bottle

Bottle: Bottle has been a questionable item lately. Some players buy it as soon as possible while others delay it as much as possible – after Boots, Soul Ring, sometimes even after Travels. Most of the times it’s ok to delay it in favor of Boots and Soul Ring if you don’t plan to take runes. Bottle makes a difference once you have Travels as it helps you regenerate your mana faster while you’re farming and it’s replenished in the fountain. In conclusion – buy it if you’re having a hard lane and you feel like you need it, otherwise Soul Ring rush is better for farming. 

Magic wand
Soul_Ring_icon

Soul Ring: A very useful item for the hero and it’s absolutely mandatory. Soul Ring is strong because Rearm refreshes it, so you gain 150 mana with each Rearm, increasing your total mana pool by a lot in the early game, allowing you to farm with Marches. Later on, its effectiveness can be increased by dropping your mana items on the ground, using Soul Ring and then picking them up. We will talk about those tricks later.

Boots_of_Travel_1_icon

Travels: The signature item on Tinker. Once you have it, you can do pretty much anything – help your teammates in fights, split-push, farm jungle. With this item you have no downtime – you can always be in the right place at the right time. 

Blink_Dagger_icon

Blink Dagger: The last piece of the core build. Blink is extremely useful because it allows you to blink into the trees after you teleport on a lane, making it very hard for your opponents to catch you unless they have specific counters for Tinker. Even other heroes with Blink Dagger will have a hard time catching you as the March spam will stop their daggers. Shift queuing the Blink after the Travels TP is a must in case enemies are waiting for you near the creep you are teleporting to.

Aether Lens

Aether Lens: Aether Lens greatly improves Blink Dagger’s effectiveness (especially combined with the talent for cast range) allowing you to blink on a 1525 distance – for example, QoP’s Blink has “only” 1300 range. On top of that, Aether Lens also allows you to cast Laser from a safer distance – especially with the Aghanim upgrade, casting a bouncing laser from 900 (975 with talent) range can be devastating for the enemies. It also doubles the cast range of March of the Machines. You could skip this item if you really want to, but Tinker is definitely one of the heroes who benefit the most from it and use it to its full potential.

Aghanim's_Scepter_icon

Aghanim’s Scepter: You want to build Aghanim if you’re playing against heroes with illusions if the enemy team is pushing and/or if the enemies are often clustered and you can hit multiple heroes with the bouncing laser. It provides a vast amount of team-fight contribution. You will always be able to hit at least 2-3 heroes with Laser as the bouncing range is 650. 

Scythe of Vyse

Hex: Hex is pretty good if your team needs to lock down a certain elusive hero like Storm, Puck, Weaver, etc. With Rearm you can use Hex to constantly disable a hero in fights or ganks. Hex also has 800 cast range, which is further increased to 1125 (with Aether Lens + talent) so you can actually cast it without exposing yourself to any danger in a team fight. 

Dagon5

Dagon: Used to maximize your kill potential, Dagon is especially strong when you’re leading in the game. The cast range is 600/650/700/750/800 which is increased to the ridiculous 1125 (same as Hex) when you have Aether Lens and talent, so you can spam it from a safe distance.

Ethereal Blade

Ethereal Blade: Late game item when combined with Dagon – even the toughest heroes melt when you hit twice with EBlade + Dagon 5.

Black King Bar

BKB: You will need it in some games, especially against heroes like Zeus, Nyx, NS, KotL, Storm, Pugna or others who try to chase you or provide vision over you in team fights. Remember that Rearm doesn’t refresh BKB.

Other Items

Mid Game
Kaya
Force staff
Euls
Ghost Scepter
Late Game
Linken's Sphere
Shiva's_Guard_icon
Bloodstone
Kaya

Kaya: Kaya is another potent item for Tinker as it increases the number of spells you can use in one tank of gas (mana). However, picking Kaya poses a problem – if you want to have Lens + Kaya, that already makes you 5-slotted (Travels, Soul Ring, Dagger, Lens, Kaya + bottle in backpack) which only leaves a slot for one item. Then you have to question which one you want first – Lens or Kaya? The dilemma is similar to the Level 10 talent choice – cast range is the much safer option and Lens also provides 450 mana (opposed to Kaya’s 192) which compensates for the manacost reduction to some extent, at least in the early/mid game. The reason Kaya is optional is only because Aether Lens is so damn good. The choice, however, is entirely up to you.

Force staff

Force Staff: A nice addition to Blink Dagger when you want to further increase your mobility. It’s useful against heroes like Clock or Nyx or other heroes who will try to chase you.

Euls

Eul’s Scepter: Eul’s is a nice counter to silences or simply if the enemies are constantly trying to chase you. You can use it on the enemy heroes, so you can Rearm and Blink or just use it on yourself - the duration is 2.5 seconds, so if you use it 0.5 sec after an enemy has hit you, you can Blink as soon as you fall down.

Ghost Scepter

Ghost Scepter: Ghost is pretty good when you have to protect yourself from physical damage heroes who manage to reach you – for example Lifestealer or other carries with BKB. Ghost is also refreshed by Rearm which means you can literally stay permanently in ghost form unless you’re disabled.

Linken's Sphere

Linken: Good defensive item against the likes of Storm and Batrider who try to chase you around the map. 

Shiva's_Guard_icon

Shiva: Usually not the best item because you don’t want to be in the center of fights, but sometimes you’re forced to be there by the enemies. In those cases, Shiva is a strong defensive item against physical damage and also good against summons.

Bloodstone

Bloodstone: Some players favor Bloodstone because it provides a lot of HP and mana to work with and you respawn faster. Other than the faster respawn, however, Bloodstone costs a little bit more than Aghanim’s Scepter which gives inferior stats but the spells upgrade is much better. Still an optional item.

Early Game

Tinker 350px

Tinker’s early game is simple – you want to farm your Boots of Travel as soon as possible. Harassing the enemy and eventually killing him is an option, but not the main priority.

In the first two levels you need to decide if you are going to go for the lane dominance build or the more passive farming build. With the farming build you need to focus on out-pushing the wave and stacking the jungle. In the later laning stage you can farm it with march. With the lane dominance build you will eventually do the same, but you will delay it in fovor of bullying your lane opponent with your powerful nukes and farming the lane.

Farm;
Harass the enemy mid laner if possible;
Watch out for ganks;
If you can’t harass/kill the enemy, get Soul Ring and Rearm and focus on farming lane and jungle;
Farming:

On the lane, you just want to last hit and deny in the first few levels. You can use Laser to blind the enemy so you can last hit or deny the ranged creeps which should give you experience advantage – this is the main thing to focus on. Laser will cause your enemy to miss even if he has already thrown a projectile, so executing this trick is very easy and profitable.

If you’re having an easy lane, you can just focus on farming there and eventually invest a few more points in Laser and Missiles before you start leveling March. If you have the opportunity to shut the enemy midlaner down, it’s better to farm on the lane.

Stacking and farming the jungle:

If your lane is hard or you’re being ganked, choose the farming build and stack a few camps when you have the time (or ask your teammates to do it). You can use March, push out the wave and go into the jungle to stack a camp. Once you have Soul Ring and Rearm, you can start farming the jungle.

Focus on the 2 camps close to the mid lane and try to always hit both camps with March of the Machines.

Also, try to always stack the neutrals – you can stack even two at a time. Hit the x:53 one and then Laser the x:55 camp to stack both. Check the stack timings for the different camps as it’s important for a Tinker player.

Farming the lanes with March:

The angle you cast March from is important. Against creep waves, you want to use March with an angle that will hit the most creeps with different robots. In this image, the red arrows are the correct usage while the yellow arrows won’t hit all creeps.

Tinker farming 1

Against a moving creep wave like in the next picture, the red arrows are again the correct usage. If you use the angle of the yellow arrows, the robots will only hit the first or last creep in the wave and won’t kill the rest.

Tinker farm 2

People also often make the mistake of using multiple marches on a single creep wave which is not always necessary. Most of the times, a single March usage will kill the entire wave, allowing you to spend the rest of your mana elsewhere – this is very important in the laing stage when you cannot easily recharge your mana. We will talk about the efficiency a bit later.

If you’re casting two Marches, it’s better if you use two different angles to make sure they’ll hit everything.

Your laning phase ends once you get your hands on Boots of Travel.

Harassing & Kill Potential:

Tinker is a fairly strong laner as he has 2 nukes that deal very high damage on the early levels. He has a decent attack animation and his starting damage is very good – the only one with significantly higher damage is Puck (with 6 damage advantage).

As we already mentioned, use Laser at level 1-2 to secure last hits and denies on the ranged creeps to get some early advantage. If there are no creeps around you can trade hits with the enemy and you will always come out on top thanks to the Laser blind.

If the lane equilibrium is on your side of the lane, you can zone the enemy hero out. Most ranged heroes can’t man-fight you because of the Laser.

Once you’re level 3-4, your nukes become very strong and you can focus on harassing the enemy with level 2 Laser and hits.

Quick maths:

  • At level 3 (level 2 Laser) your nukes deal a total of 253 damage after reductions.
  • At level 4 (level 2 Laser and Missiles) your nukes deal a total of 310 damage after reductions.

If you get the enemy to 2/3 of his HP you can try to play aggressively and finish him off with another Laser (when it cools down) and Missiles + a few hits. A useful trick is to wait for the enemy to approach a dying creep for a last hit – once the creep is low enough, start walking towards your opponent. Most players often don’t expect that and you will have a chance to score a kill.

Usually, a solo kill is hard to execute but if your enemy is careless, it’s not impossible. Most of the times you’ll need a teammate in order to land a kill. The good thing with this hero is that you don’t need much from your teammate – you only need a simple stun or slow as you have enough damage.

If your lane is going bad, you can simply max your March of the Machines and use it when the enemies are going on you – a level 2 March is usually enough to stop any kill attempts as it deals massive amounts of damage for a level 2 ability. When the enemies try to make a move on you, just cast March and blind the one who deals the most physical damage.

Video Example

In this game, Tinker is up against Pugna – an average matchup.

He uses Laser to get creeps through Decrepify as the ranged creeps are pretty important.

Check how he holds the wave at 2:15 so it doesn’t get in the range of the tower and then uses March to farm it.

At 2:53 he stacks both the ancient camp and the medium one in the jungle. Then he farms the next wave with March and goes in the jungle to stack 2 camps again. He consistently repeats the procedure.

So even though he loses the mid lane, his farming efficiency is at a very high level. Check how he farms at minute 7 in the jungle. This position is very good because it allows you to hit all 3 camps with March.

Another nice trick (7:40) is that he teleports to base before having Travels and uses Rearm to refresh his teleport scroll. So he loses 100 gold worth of TP scrolls but regenerates and goes to a different spot to farm.

He gets Travels at 9:10 which is a very good timing and queues up Bottle next.

At 11:50 he teleports deliberately to the same place in the jungle to stack 2 camps again, which most players stop doing once they have Travels, but it is a good farming tactic. 

Mid & Late Game

tinker immortal 350px

Your first priority in the mid game is to get to your core items – Travels + Blink are absolutely crucial. This means you need to take as little risks as possible until you have them.


Once you are at that point you can start to split-push and fight more safely – Blink should let you stay away from danger.


Always keep the waves out-pushed to create more space for your teammates and continue farming. The great thing about Rearm + Travels is that you can be doing this while also joining fights in mere seconds if your allies need you. Success in this playstyle should get you ahead in terms of items and allow you to win fights for your team and secure the victory.

Farm and split-push
Help your teammates in fights
Try not to steal farm from your teammates: use travels + blink to farm the harder to access areas;
Timings:

In order to feel safe in fights, you need at least a Blink Dagger. You could participate in small fights without it, but only when your team has an advantage. Otherwise, you risk dying and slowing your progression.

You can buy Aether Lens and/or Kaya to help you in the mid game fights.

Then you have to decide what your team needs in the specific game – Aghanim for fights and base defense, Hex for ganking or focusing an important hero in fights or Dagon if you’re having a good game and you want to have higher kill potential. 

Mechanical Tricks:

As a Tinker, there are a few things you need to learn in order to maximize your efficiency.

  • Shift-queueing the Blink Dagger

When you teleport to a creep with Travels, you always want to shift-queue your Dagger somewhere in the trees. Shift-queue (for those who don’t know) is done by holding Shift and using the Blink Dagger while you’re teleporting with Boots of Travel – that order will be executed as soon as you teleport to the creep. This is a very important thing to do as you never want to show on the map for longer than necessary.

There are heroes who can catch you even if you shift-queue the Blink Dagger if they deal damage to you instantly when you teleport and disable it. Examples are heroes like Weaver (staying with Shukuchi on top of your creep), Windranger/Lina/KotL/Magnus/Puck (using a flying projectile at the same moment your teleport finishes), Zeus (using ult a split-second before you teleport), Pudge (Rot), Clockwerk (Cogs), Void (Chronosphere).

Against such heroes, if you’re ever in doubt that they will attempt to kill you, start teleporting and then cancel it in the last moment – if there are heroes waiting for you, you will see it. If nothing happens, you can Rearm and go again. 

  • Soul Ring efficiency

You can drop some of your mana items on the ground before you use Soul Ring so you can gain more mana. That will make your mana pool lower and Soul Ring’s effectiveness will increase proportionally to the amount of mana you get when you pick up your items again.

The combo you can do is: Bottle -> Rearm -> Shift-queue drop items -> Bottle -> Soul Ring -> Pick items -> Teleport. Of course, try to execute it only if you’re in a safe position, i.e. your fountain.

  • Bottle in backpack

Once you have more items, you don’t want to sell your bottle. Keep it in your backpack and when you’re at the fountain, switch it with a mana item (to lower your total mana pool) and use it to regenerate faster. If you’re out of mana, you can drop your other mana items on the ground as well. While fountain regenerates %HP/Mana, Bottle always regenerates a fixed amount so it will be most effective when your total mana pool is as low as possible.

  • Rearm refreshes a disabled Blink Dagger

That means that even if you’re being hit, you should not panic. In some cases, you will be able to Rearm and then instantly blink before the enemies hit you after the Rearm. This is done easier if you have a quick cast key for the Blink Dagger as you will only need to press one button.

Farming and Split-pushing:

Tinker’s farm skyrockets once he has a Blink Dagger. The way to farm is to teleport on creeps, blink into the trees to stay safe and use March of the Machines to clear out waves and neutral camps. Farming the creep waves also automatically qualifies as split-pushing, as you are out-pushing the lanes at a very high pace – this is why Tinker is one of the best in that department. He pushes waves while just farming, no matter how far into the enemy territory are they.

Cast one or two Marches on the creep wave and then go jungle if possible and use March to damage two neutral camps. Try to use your whole mana pool before you go back to base to maximize your farm – a lot of players only cast 2 marches on the creep waves and then teleport back to base with 60-70% mana left, which is a waste of time.

Check the clock as well – if it’s close to x:53-55, you can stack the neutrals camps.

Try to take the bounty runes if you’re close to them – two of them are worth a whole creep wave.

Once you clear a creep wave, you can use Rearm and Blink to go forward and clear the next wave as well with Marches from the trees. You just need to have a general idea of where the creep wave is going to be on the specific time – for example, most players know that the creep wave reaches T2 tower at about x:12 or x:42, so you want to cast March at x:10/x:40. You can also look at your own creep wave at the opposite side of the map. The enemy creep wave will mirror it.

Another mistake that a lot of players make is to steal their teammates’ farm. There’s a limited amount of resources on the map. As a Tinker, you can farm everywhere and this gives your team a huge advantage as you can distribute those resources much easier. This means that you can select the more dangerous spots to farm as that leaves easier to access farm for your teammates. Especially important is that you don’t teleport to farm on a lane where your carry is heading. For example, your carry is farming in your jungle and then plans to go to the pushed-in safe lane – don’t teleport to the safe lane to farm. Doing this a couple of times will waste a lot of the time of your own carry and he/she will end up under-farmed for no fault of his/her own. Before going somewhere, check where your teammates are and go to a lane where no one is currently farming.

Vision:

The Tinker wards

There are specific spots where players can put wards on cliffs on the edges of the map and those spots are called Tinker wards because they cover huge areas and have unobstructed vision (and they’re used against Tinker obviously).

Fortunately, those spots are only 4 (pictures below) and the wards need to be placed on those exact spots – the diameter where you can place it is only about 1-2 cm. This means you can dodge those areas if you ever have even the slightest suspicion that the enemies might have a ward there.

Tinker ward 1
Tinker ward2
Tinker ward 3
tinker ward 4
Comeback Potential:

Tinker is one of the best comeback heroes in the game – you always have a chance to turn it around, so don’t panic if you’re in a bad position and focus.

You can farm anywhere on the map and if you play correctly, it’s very hard for the enemies to catch you. If you suspect a gank, you can always stop your teleport in the last second to check if they’ll go on you.

If you’re already on the lane, after you cast March of the Machines, instead of teleporting to the base, you can blink again (or even twice) further into the trees in order to dodge ganks. This will move you with 1000-2000 range away from the March position where enemies will search for you.

High ground defense & anti-pushing:

Tinker is also one of the hardest heroes to push against, if not the hardest. 2 or 3 Marches are usually enough to stop any push attempts. Here are a few tips for successful defense:

  • Make sure to be in position before the enemies arrive at your doorstep. A common mistake Tinker players make is to teleport to base after the enemies are already sieging your high ground which makes defending much, much harder. If you cast Marches before the enemies reach your high ground, their creep wave dies almost instantly and even if they try to siege, they will pay with blood for every second they stay in the March.
  • March of the Machines has a huge area of effect, so you can cover the entire area around your high ground. If possible, you want to target the March close to your tower and the robots should go towards the enemies. Every next March should be at a different angle so that the enemies can’t hide behind their creep wave or behind other heroes. This is where Aether Lens is very useful as well because it allows you to position your March better from a safer distance.
  • If you have Aghanim, you want to cast it on the closest possible target to you – even if it’s a creep, the Laser will still bounce on heroes within 650 range of it. This essentially increases your Laser’s casting range and also bypasses Linken’s Spheres. 

Ganking:

In the early/mid game, you want to teleport to help with ganks only if your teammates find a good target first. Executing solo ganks without having a Hex or Dagon is hard as most heroes have some disables, escape mechanisms or they can get help from their teammates. Also, this puts you in a risky position and killing Tinker is the top priority in your enemies’ agenda.

However, if you decide you want to gank someone early on, you can cast a Missile from the trees, quickly Rearm and then blink -> Missile -> Laser. This could be enough to kill low HP heroes who can’t escape.

Later on, when you have Hex, you can pose a threat to a vast number of heroes. You can perma-hex an enemy even if they have Linken’s (break it with Laser) and even if you don’t have the damage or time to take your target down, you can buy some time for your teammates to come and help you. This is very effective if you have teammates with Boots of Travel (they can teleport on a creep while the enemy is hexed and can’t kill it) or if they are already in position, so you just have to hex the enemy for your team to go in.

Keep in mind, however, that in the late game there’s a high chance that the enemies will always stay together and try to bait you by showing only one hero on the map. Don’t take make moves, especially in the late game when dying could result in your whole base going down.  

Team Fights:

Tinker is pretty strong in team-fights, provided that he stays alive. A constant rule throughout the entire game is to stay out of sight – the enemies will know your relative position by seeing where your missiles are coming from, but making a move on you without vision is pretty hard without a hero like Storm or Spectre. Try to never stay close to the fight, don’t blink close to enemies – remember that your abilities have a huge casting range, especially with Aether Lens.

Take team-fights only if you already have Blink Dagger. Without it, you’re very vulnerable, so unless the fight is really in your favor (for example the fight is close to your tower where you can teleport and stay behind), you might want to go split-push and farm your Blink faster.

Tinker starts shining in team-fights when he has the Blink Dagger as that allows you to blink into the trees and spam your spells from there with low risk for your life.

Keep in mind that March is very strong in the early/mid game but loses some of its effectiveness later on. You can still use it to disable Blink Daggers in a large area. Also, if the fight is ‘moving’, March is good for covering your escape and obviously not that useful when your team is chasing the enemy.

Until you have Aghanim’s, you should focus mainly on March + Missiles. Laser becomes strong when it’s upgraded and with Aether Lens, you can use it from 975 range. Before that it’s too risky to walk forward to use Laser in a team fight – only do it when the fight is mostly over and you are finishing-off enemies.

Hex is also very good in team-fights because it has a huge casting range (with Aether Lens), so you can use it from a safe distance to disable an important hero. Same goes for Dagon, especially in the late game where the BKB durations are lower so you cast just burst heroes down after 5 seconds. 

  • Video Example:

Notice how N[o]one stays at a safe distance and constantly spams his spells. When his mana is over he goes back to base to recharge, but he doesn’t wait for his full mana pool – that would take too long. He sees that his teammates need him and teleports with just enough mana to secure the kills and the fight with. He blinks aggressively when he knows his enemies cannot fight back.

5-man pushing:

Tinker is not good at hitting towers, so you never want to do that. However, in a siege, you can spam March to make it harder for the enemies to defend. Try to target it close to the enemy tower and it will cover a huge part of the enemy base. Use 2 or 3 of those and the enemies won’t even be able to come close to their own tower. That also disables their Blink daggers, so it makes initiating a fight much harder