Tinker stats, abilities and strategy
Demolishes his enemies with swarms of machines
Tinker demolishes foes with swarms of machines and a host of deadly gadgets. If he can gather the resources he needs, the power that instantly refreshes his abilities enables him to lead his team from every front.
Win Rate 48.1%
Pick Rate 6.5%
Attributes

538 +50.6/lvl
435 +39.6/lvl

19 +2.3/lvl

17 +1.4/lvl

30 +3.3/lvl
Stats

Damage:
52 - 58 + 3.3/level (161 - 167 at level 30)

Range:
500

Armor:
4.8 + 0.2/level (13.9 at level 30)

Movement:
310
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Patch 7.39
- Base Armor decreased by 2
Facets

Repair Bots
Win Rate: 48.0%
Pick Rate: 22.3%
March of the Machines applies a non-stacking heal over time when passing through allied heroes.

Translocator
Win Rate: 48.2%
Pick Rate: 77.7%
When a Self-Defense Matrix barrier on Tinker is fully absorbed, he blinks in a random forward direction.
DISPEL TYPE: Basic Dispel
Patch 7.39b
- Defense Matrix: No longer blinks Tinker if he is rooted or leashed
Abilities

ABILITY: Passive
PASSIVE: Breakable
Tinker gains 1% item cooldown reduction per 3 Intelligence, up to a maximum of 60%.

Laser
AFFECTS: Unit
DAMAGE TYPE: Pure
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
DISPELLABLE: Yes
DEBUFF: Yes
Fires an intense energy beam, damaging and blinding the target. Blinded targets miss all physical attacks.
BLIND MISS RATE: 100%
BLIND DURATION: 3 / 3.5 / 4 / 4.5
LASER DAMAGE: 75 / 150 / 225 / 300

19 / 18 / 17 / 16

95 / 105 / 115 / 125

600


Aghanim's Scepter
Upgrades Tinker's Laser into a Shrink Ray, reducing the main target's size, current health, and maximum health by 13% (stacking). The laser bounces once on the farthest target up to 700 range from the primary one, prioritizing heroes.




LEVEL 25 TALENT: 200 AoE Laser
LEVEL 15 TALENT: +50 Laser Damage
Boush perfected this rock cutting laser in his subterranean laboratory, never considering its combat utility.

March of the Machines
AFFECTS: Area
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
Enlists an army of robotic minions to destroy enemy units in an area around Tinker.
Robots spawn at a rate of 24 per second.
RADIUS: 900
DURATION: 6
DAMAGE: 13 / 22 / 31 / 40

35 / 33 / 31 / 29

100 / 120 / 140 / 160

300
FACET: Repair Bots

March of the Machines applies a non-stacking heal over time when passing through allied heroes.



LEVEL 10 TALENT: +1s March of the Machines Duration
Patch 7.39
- Damage decreased from 17/26/35/44 to 13/22/31/40
Even though the laboratory has since been sealed off, the ability to radio in robotic drones is still in working order.

Defense Matrix
AFFECTS: Unit
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
DISPELLABLE: Yes
BUFF: Yes
Targets an allied unit, applying an all damage barrier to them that also provides Status Resistance.
Translocator will not blink Tinker forward if he is Rooted or Leashed after the Basic Dispel.
DAMAGE BARRIER: 80 / 160 / 240 / 320
STATUS RESISTANCE: 15% / 20% / 25% / 30%
DURATION: 15

20

90 / 105 / 120 / 135

700
FACET: Translocator

When a Self-Defense Matrix barrier on Tinker is fully absorbed, he blinks in a random forward direction.
DISPEL TYPE: Basic Dispel





LEVEL 25 TALENT: +10s Defense Matrix Duration
LEVEL 20 TALENT: +10% Defense Matrix Status Resistance
LEVEL 15 TALENT: +60 Defense Matrix Damage Barrier
A gifted mind unconstrained by moral or ethical boundaries tends to attract an adversary or two.

Keen Conveyance
PASSIVE: No
CHANNELED - Teleport to a target friendly structure. Level 2 allows teleporting to friendly units and Level 3 to friendly heroes.
CHANNEL TIME: 3

80

75



LEVEL 20 TALENT: -0.5s Keen Conveyance Channel Time
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.'

Rearm
PASSIVE: No
CHANNELED - Resets the cooldown on Tinker's abilities.

7 / 6 / 5

100 / 150 / 200
A new battery here, another set of rockets there, Boush continually improves on existing technology.

Warp Flare
Shard grants new ability
AFFECTS: Unit
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
DISPELLABLE: Yes
DEBUFF: Yes
Throws a flare towards an enemy, dealing damage, teleporting them away, rooting them and reducing their Cast and Attack Range for 2 seconds.
The teleport location is always the ability's current cast range + 100 from Tinker's position when he threw the flare.
Will not teleport enemies if the distance is over 2000 units away.
DAMAGE: 150
CAST/ATTACK RANGE REDUCTION: 40%

15

80

700
Tinker's deadliest weapon instantly turns an enemy into space dust. Research to resolve the annoying 'perfect copy' side effect... is ongoing.
Talents



+10s Defense Matrix Duration
200 AoE Laser
+ 0.4%



-0.5s Keen Conveyance Channel Time
+ 0.3%
+10% Defense Matrix Status Resistance



+50 Laser Damage
+60 Defense Matrix Damage Barrier
+ 2.8%



+8% Manacost/Manaloss Reduction
+ 0.9%
+1s March of the Machines Duration
Win Rate
Pick Rate
Strategy
You can use Laser to blind the enemy hero and secure or deny creeps while your opponent cannot do any right click damage.
If the enemy laner does not have great HP regeneration, you can whittle them down with Laser spam along with right clicks and March of the Machines.
Ask your teammates to stack and make some yourself. You can clear multiple jungle camps and ancients with March of the Machines.
Look around the map to join fights or gank. Be careful not to expose yourself, especially before
Blink Dagger.
Take your time and farm
Blink Dagger as it greatly improves your survivability and kill potential.
Make sure to apply Defense Matrix on yourself before teleporting out of the base.
Alert your teammates to not fight at places where you cannot join them quickly.
Look for {arcane-rune} and {regeneration-rune} as you'll be able to pump in so much more damage in the fights.
Fight under your vision to position yourself in a safe spot for the Laser and March of the Machines spam. You can even place the
Observer Ward yourself.
Avoid trapping yourself in tree lines where the enemy team might have an
Observer Ward on a cliff.
You can
Smoke of Deceit yourself here and there as another layer of protection in the fights.
Keep buyback available as you can rejoin the fights almost instantly.
Tinker is an insane highground defender. Don't give up and lift up your team's morale.
Counter Strategy
Tranquil Boots are great against Tinker as they don't break by his magical damage.
Look to gank midlane Tinker early on as he doesn't have an escape.
Tinker tends to make a lot of stacks in the jungle. Contest them or block the camps with
Sentry Ward.
Avoid using long lasting disables and debuffs on a hero shielded with Defense Matrix due to its high status resistance.
Focus Tinker in fights as he's squishy but does insane amounts of damage.
Be aware of Tinker's
Blink Dagger timing.
Magic resistance items,
Black King Bar or a well timed
Lotus Orb are great against Tinker.
Gap closing items are great at getting on top of Tinker.
Tinker is great at split-pushing. Consider getting
Boots of Travel on a core.
Place Tinker wards at the outer jungles of the map. Consider camping those spots under the ward.
It is really hard to push highground against Tinker. Be patient and take fights outside the base.
Against the Translocator facet, try to root or silence Tinker only after you break through his Defense Matrix as he gets a basic dispel when the shield expires.