Tinker stats, abilities and strategy [7.41b]
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 49.2%
Pick Rate 4.4%
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:
305
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Patch 7.41
- Base health regen increased from 0 to 0.5
- Base Movement Speed decreased from 310 to 305
- Removed Defense Matrix ability
Facets
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). Does not pierce debuff immunity.




LEVEL 25 TALENT: 250 AoE Laser
LEVEL 15 TALENT: +50 Laser Damage
Patch 7.41
- Aghanim's Scepter no longer adds bounces
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


Aghanim's Scepter
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 7.41
- Now upgraded with Aghanim's Scepter
- Robots apply a non-stacking heal over time of 35 health per second to allies they come through. Heal duration: 4 seconds
Even though the laboratory has since been sealed off, the ability to radio in robotic drones is still in working order.
Deploy Turrets
AFFECTS: Area
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
Deploys 3 uncontrollable turrets at the target location. Enemies hit by the impact take damage and are pushed away from the landing point. If Tinker is hit, he also gets pushed by the impact. Once deployed, the turret fires missiles in the direction of the nearest enemy hero.
CAST DELAY: 0.5
ENEMY KNOCKBACK: 100
TINKER KNOCKBACK: 400
IMPACT DAMAGE: 40 / 80 / 120 / 160
MISSILE DAMAGE: 20 / 40 / 60 / 80
TURRET HP: 40 / 80 / 120 / 160
TURRET RANGE: 650 / 700 / 750 / 800
TURRET DURATION: 4.5
ATTACK INTERVAL: 1.5
MISSILE SPLASH RADIUS: 200
MISSILE SPLASH DAMAGE: 50%

24 / 22 / 20 / 18

100 / 120 / 140 / 160

600


Aghanim's Scepter
Turrets fire missiles 20% faster.




LEVEL 20 TALENT: +60 Deploy Turrets Missile Damage
LEVEL 15 TALENT: +100 Deploy Turrets Tinker Knockback
Patch 7.41a
- Tinker Knockback increased from 350 to 400
Patch 7.41
- New ability that replaces Defense Matrix
- After a 0.5s delay, airdrops a group of three uncontrollable turrets at the target 250 radius area, dealing 40/80/120/160 magical damage, destroying trees and pushing away enemies by 100 units and Tinker by 350. Turrets seek enemy heroes within 650/700/750/800 range and shoot missiles in their direction every 1.5 seconds. The missile deals 20/40/60/80 magical damage to the enemy it hits and 50% of the damage to other enemies within 200 AoE. Each turret has 40/80/120/160 health and exists for 4.5 seconds
- Each of three turrets activates with a small delay after the previous one, activating 0.1s, 0.6s, and 1.1s after deployment
- The missile flies in a forward direction and can be dodged by moving out of its way
- Turrets target heroes only, but missiles can hit creeps on their way
- Turrets prioritize the same hero until they are out of reach
- Splash damage is not dealt to the hit unit itself
- Gold Bounty: 5/10/15/20. XP Bounty: 5/10/15/20. Turn Rate: 0.55. Missile Speed: 1200. Missile Flight Distance: 650/700/750/800
- Cast Range: 600. Mana Cost: 100/120/140/160. Cooldown: 24/22/20/18s. Cast Point: 0.1s
- Upgraded with Aghanim's Scepter
- Turrets activate 0.3s faster, and fire missiles 20% faster, which results in firing one additional volley of missiles
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

50

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.

5.5 / 5 / 4.5

100 / 150 / 200



LEVEL 25 TALENT: -0.25s Time to Rearm
Patch 7.41
- Cooldown decreased from 7/6/5s to 5.5/5/4.5s
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 target is teleported further the closer they are to Tinker.
Max teleportation distance is 60% of Warp Flare's cast range, which decreases down to 0 at max cast range.
DAMAGE: 150
CAST/ATTACK RANGE REDUCTION: 40%

15

80

700
Patch 7.41
- Teleport distance now depends on Warp Flare cast range and scales with distance from Tinker, so that nearby enemies are teleported further than far enemies
- Max teleportation distance is 60% of Warp Flare's cast range which decreases down to 0 at the max cast range (700 by default)
Tinker's deadliest weapon instantly turns an enemy into space dust. Research to resolve the annoying 'perfect copy' side effect... is ongoing.
Talents



-0.25s Time to Rearm
+ 5.8%
250 AoE Laser



-0.5s Keen Conveyance Channel Time
+60 Deploy Turrets Missile Damage
+ 5.3%



+50 Laser Damage
+ 14.9%
+100 Deploy Turrets Tinker Knockback



+10% Manacost/Manaloss Reduction
+ 4.5%
+1s March of the Machines Duration
Win Rate
Pick Rate
Patch 7.41
- Level 15 Talent +60 Defense Matrix Damage Barrier replaced with +100 Deploy Turrets Tinker Knockback
- Level 20 Talent +10% Defense Matrix Status Resistance replaced with +60 Deploy Turrets Missile Damage
- Level 25 Talent: +40 Intelligence replaced with -0.25s Time to Rearm
- Level 25 Talent: Laser AoE increased from 200 to 250
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 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
Observer Ward 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.


