Tinker

Popularity: #39

Leaderboard: #45

Ban Rank: #2

KDA Rank: #8

Tinker counter and synergy picks

Pick Tinker with Wraith King to increase win-rate from 50.5% to 56.9% or against Chen to increase win-rate to 58.0% in Patch 7.38c.

Good with...

...based on stats [7.38c]
Hero
Change in Win Rate

6.5%

3.9%

3.9%

3.4%

3.3%

3.0%

2.7%

2.6%

2.5%

2.5%

2.3%

2.3%

2.1%

2.1%

2.0%

...based on gameplay [up-to-date]

Alchemist makes great use of Tinker's Defense Matrix to run at enemy heroes as well as take objectives without getting kited because of the status resistance and damage barrier. Tinker's high spell damage and heal on March of the Machines through the Repair Bots facet also compliments Alchemist's high physical damage and sustain. Tinker can also stack multiple jungle camps at once for Alchemist with March of the Machines, and then take over the lane to defend towers with the same spell while he flash farms neutral creeps.

Tinker's Defense Matrix offers great assistance to Death Prophet while she runs at enemy heroes and takes objectives during Exorcism. The damage barrier gives her the tankiness she needs to stand her ground while the status resistance prevents her from getting kited and keep enemy heroes within Spirit Siphon and Exorcism damage range. The heal on March of the Machines through the Repair Bots facet also keeps Death Prophet alive in fights to deal massive AoE damage.

Dragon Knight makes great use of Tinker's Defense Matrix to run at enemy heroes as well as take objectives without getting kited because of the status resistance and damage barrier. Tinker's high spell damage and heal on March of the Machines through the Repair Bots facet also compliments Dragon Knight's high physical damage and sustain.

Faceless Void's AoE lockdown through Chronosphere is the perfect setup for Tinker to do massive damage through his March of the Machines spam. A couple of Lasers also provides the burst damage needed to secure a key kill for Faceless Void inside Chronosphere. Tinker's Defense Matrix also ensures Faceless Void gets off his Time Walk every time to reverse the damage and turn the fight without getting chain stunned to death.

Tinker's Defense Matrix and heal on March of the Machines through the Repair Bots facet provides the necessary tankiness and HP sustain that lets Gyrocopter stand his ground and dish out his massive AoE damage through spells and Flak Cannon right clicks, while the enemy heroes cannot burst him down or kite him. Tinker can also stack multiple jungle camps at once for Gyrocopter with March of the Machines, and then take over the lane to defend towers with the same spell while he flash farms neutral creeps.

Tinker's Defense Matrix and heal on March of the Machines through the Repair Bots facet provides the necessary tankiness and HP sustain for a squishy Kez as he dives enemy heroes and dishes out his massive damage through spells and right clicks. The status resistance also ensures Kez gets off his ultimate and spell combo every time to lifesteal back up and turn the fight without getting chain stunned to death.

Tinker's Defense Matrix offers great assistance to Leshrac while he runs at enemy heroes and takes objectives with his massive AoE damage. The damage barrier gives him the tankiness he needs to stand his ground while the status resistance prevents him from getting kited and keep enemy heroes within damage range of his spells. The heal on March of the Machines through the Repair Bots facet also keeps Leshrac alive in fights to while he stands in the middle of multiple enemy heroes.

Tinker's Defense Matrix and heal on March of the Machines through the Repair Bots facet provides the necessary tankiness and HP sustain that lets Luna stand her ground and dish out her massive AoE damage through right clicks and Eclipse, while the enemy heroes cannot burst her down or kite her. Tinker can also stack multiple jungle camps at once for Luna with March of the Machines, and then take over the lane to defend towers with the same spell while she flash farms neutral creeps.

Tinker's global presence through Keen Conveyance goes extremely well with the global Teleportation of Nature's Prophet to constantly have control of all lanes by pushing creeps, effectively letting their team control the map and farm multiple areas to get ahead in the game. Tinker's level 2 Rearm also lets him TP on the Treant summoned by Nature's Prophet to pair up for ganks on an enemy hero and get quick kills with their combined burst damage.

Sven makes great use of Tinker's Defense Matrix to run at enemy heroes as well as take objectives without getting kited because of the status resistance and damage barrier. Tinker's high spell damage and heal on March of the Machines through the Repair Bots facet also compliments Sven's high physical damage and Warcry armor gain. Tinker can also stack multiple jungle camps at once for Sven with March of the Machines, and then take over the lane to defend towers with the same spell while he flash farms neutral creeps.

Tiny makes great use of Tinker's Defense Matrix to run at enemy heroes as well as take objectives without getting kited because of the status resistance and damage barrier. Tinker's high spell damage and heal on March of the Machines through the Repair Bots facet also compliments Tiny's high physical damage and Grow armor gain. Tinker can also stack multiple jungle camps at once for Tiny with March of the Machines, and then take over the lane to defend towers with the same spell while he flash farms neutral creeps.

...core items [up-to-date] [E]

A core item to find the optimal positioning in treelines every time you leave fountain. Lets you close the gap on enemy heroes to keep them in Laser range.

A core upgrade for Laser to hit two units with each cast to massively increase your AoE damage in teamfights. Works well against high HP pool heroes with the percentage damage.

A core item that lets you cast spells and items from a distance and keep yourself out of danger in fights. Works well in combination with Aghanim's Scepter to increase the cast range of Laser. Builds into Ethereal Blade later in the game.

A core item to increase the damage output of your spells and lets you use more of your spells every time you go out of base by lowering their mana cost. Also increases your movement speed to move around faster while Blink is on cooldown, while improving the cast speed of all your spells.

A core item that gives you massive burst potential to take down any hero from full to zero in seconds in combination with your spells. Works well in combination with Ethereal Blade for a massive burst of damage.

A core item to avoid most disables and silences on the enemy team for Rearm channeling and be fearless when attempting kills in the middle of teamfights. Also improves your right click damage and tankiness through HP pool and magic resistance.

A core item to increase the healing done by March of the Machines with the Repair Bots facet. Also improves the healing capabilities of Guardian Greaves later in the game, while letting you provide a burst of HP and mana to one of your cores.

A core Boots upgrade to have mana sustain for your entire team while increasing your mana regen to cast spells more often every time you leave base. Builds into Guardian Greaves later in the game.

A core item to provide HP sustain for your entire team to group up and push for objectives and have more impact in teamfights. Gets upgraded to Guardian Greaves later in the game.

A core defensive item to make yourself or an ally invisible and get to safety when in trouble. Also provides a magic damage barrier, which has great synergy with Defense Matrix to survive against heavy magic damage lineups.

A core item to put some distance between yourself and an enemy hero while rooting them. Gives you a better chance to refresh your spells with Rearm, as well as survive getting bursted down.

Good against...

...based on stats [7.38c]
Hero
Change in Win Rate

7.5%

7.1%

5.1%

5.1%

5.1%

4.8%

4.8%

4.6%

4.4%

4.4%

4.1%

4.1%

4.0%

4.0%

3.7%

...based on gameplay [up-to-date]

Tinker has an edge over Arc Warden at last hitting in lane with the Laser blind, as well as the AoE damage from March of the Machines to zone him out. Tinker can also use Defense Matrix to easily absorb Arc Warden's mediocre damage in the early game to save himself or an ally from dying. Tinker's Keen Conveyance lets him teleport to creeps once he has level 2 Rearm, letting him deal with the split push from Tempest Double throughout the game, countering Arc Warden's core strategy.

Tinker's Defense Matrix provides status resistance to massively reduce the stun duration of Primal Roar, which is Beastmaster's key spell to ensure pickoffs. This lets Tinker save himself or an ally with a pre-emptive Defense Matrix to completely waste Beastmaster's ultimate. Tinker's Laser also blinds Beastmaster or his Boars to stop them doing right click damage, while Keen Conveyance after Rearm reaches level 2 lets Tinker Teleport to creeps to stop Beastmaster from split pushing throughout the game with March of the Machines.

Tinker's Laser blind and Defense Matrix lets him reduce Bristleback's burst damage from spells and right clicks, as well as reduces the duration of Viscous Nasal Goo from the status resistance. Once Tinker gets Aghanim's Scepter, his Laser reduces both current and max HP, which is incredible against a high HP pool Bristleback who relies on his tankiness in fights. Tinker can also teleport with Keen Conveyance when in trouble to get away from Bristleback as he has no natural ways to stop the TP.

Tinker's Defense Matrix provides status resistance to reduce the stun duration of Dragon Tail, which is Dragon Knight's way of locking down a hero to burst them down with his right clicks. This, along with the Laser blind to completely shut down Dragon Knight's right click damage, stops him from being able to get pickoffs. Once Tinker gets Aghanim's Scepter, his Laser reduces both current and max HP, which is incredible against a high HP pool Dragon Knight who relies on his tankiness in fights.

Tinker's pure and magical damage through his spells lets him bypass Enchantress' Untouchable to burst her down as she is squishy and relies on the attack speed slow to survive in fights. Tinker's Laser also blinds Enchantress to stop her from dealing any damage from her Impetus right clicks. The AoE damage from March of the Machines also deals with Enchantress and her creep at the same time. Enchantress also has no natural way of stopping Rearm or the Keen Conveyance teleport.

Tinker counters the split push from Nature's Prophet and his Treants by getting to lanes with Keen Conveyance and killing creep waves safely with March of the Machines. Tinker's Defense Matrix also absorbs a lot of the damage dealt by Nature's Prophet with his right clicks and Wrath of Nature, effectively nullifying his burst potential. Nature's Prophet also has no way of stopping Rearm and the Keen Conveyance teleportation.

Tinker's pure and magical damage from his spells lets him do massive damage to Necrophos, even through his Ghost Shroud, and render his defensive ability completely useless. Tinker's Defense Matrix also provides a damage barrier to absorb the burst from Reaper's Scythe and avoid giving stacks to Necrophos. Necrophos also has no mobility to catch Tinker and struggles against March of the Machines when trying to push down lanes.

Tinker has an edge over Shadow Fiend at last hitting in lane with the Laser blind, as well as the AoE damage from March of the Machines to zone him out. Tinker can also use Defense Matrix to absorb the Shadowraze stack damage in the early game to save himself or an ally from dying. Shadow Fiend also has no mobility to catch Tinker and struggles against March of the Machines when trying to push down lanes or taking objectives.

Tinker's Defense Matrix provides status resistance to reduce the stun duration of Storm Hammer, which is Sven's way of locking down a hero to burst them down with his right clicks. This, along with the Laser blind to completely shut down Sven's right click damage, stops him from being able to get pickoffs. Tinker's pure and magical damage from spells also ignores Sven's armor gain from Warcry, while his March of the Machines causes massive issues for Sven to stand his ground and deliver his right click damage in fights.

Tinker's pure and magical damage through his spells ignores Terrorblade's high armor to burst him down as he has a small HP pool. The Laser blind completely shuts down Terrorblade's right click damage, while the AoE damage from March of the Machines deals with Terrorblade and his illusions at the same time. Once Rearm reaches level 2, Tinker can teleport to creeps with Keen Conveyance to deal with the split push from Terrorblade's illusions throughout the game.

Tinker's pure and magical damage through his spells lets him bypass Timbersaw's armor gain from his Reactive Armor stacks to burst him down in fights. Tinker's Defense Matrix also absorbs some of Timbersaw's burst damage to allow Tinker to teleport away with Keen Conveyance, as Timbersaw has no natural way of stopping it. Once Tinker gets Aghanim's Scepter, his Laser reduces both current and max HP, which is incredible against a high HP pool Timbersaw who relies on his tankiness in fights.

Bad against...

...based on stats [7.38c]
Hero
Change in Win Rate

-5.2%

-4.5%

-4.3%

-4.2%

-4.1%

-3.6%

-3.5%

-3.3%

-3.1%

-3.0%

-2.9%

-2.8%

-2.7%

-2.6%

-2.5%

...based on gameplay [up-to-date]

Anti Mage has an easy time jumping on a squishy and immobile Tinker with Blink and burn his mana with his Mana Break right clicks, which lets him follow up with Mana Void to burst him down because of his high mana pool. Anti Mage can also block and reflect Laser with Counterspell to avoid getting blinded. Defense Matrix also does Tinker little help against Anti Mage's right clicks into Mana Void burst. The Mana Void mini stun also stops the Rearm and Keen Conveyance channel.

Batrider has an easy time running down a squishy and immobile Tinker during Firefly while he is slowed by Sticky Napalm in the laning stage. Defense Matrix and the Laser blind does Tinker little help getting run down in this manner. Later in the game, Batrider's Blink Dagger into Flaming Lasso lets him drag Tinker to his team and burst him down without letting him teleport away with Keen Conveyance. Flamebreak also lets Batrider push Tinker closer to him and find him in tree lines.

Clockwerk's Rocket Flare gives him vision to find Tinker hiding in tree lines, which lets him follow up with his long range Hookshot to lock down Tinker and interrupt his Rearm and Keen Conveyance teleport. Battery Assault also prevents Tinker from Rearming or teleporting, while Defense Matrix does little against the mini stun inside Power Cogs. Clockwerk can also kick one of his Power Cogs from range to stop Tinker's channeling spells.

Doom's ultimate Doom disables a squishy and immobile Tinker from using spells, which makes him completely useless as he relies heavily on his spells to get in and out of fights as well as do damage and survive. Doom can easily run down Tinker in the duration of his ultimate with the movement speed boost during Scorched Earth. The Infernal Blade mini stun also stops Tinker's channeling spells.

Earth Spirit's Rolling Boulder lets him get on top of a squishy and immobile Tinker from range to follow up with the damage and control from the rest of his spells to burst him down. Earth Spirit is also invulnerable during his Roll, letting him avoid the March of the Machines damage. The Geomagnetic Grip silence also interrupts Tinker's channeling spells, including his Keen Conveyance teleport.

Tinker relies on staying in the back or hide in tree lines where enemy heroes cannot get to him during teamfights or while farming. But Invoker has an easy time finding Tinker with Tornado to dispel Defense Matrix and land his spell combo on the squishy hero. Invoker can also easily interrupt Tinker's Teleport and Rearm channel to ensure he cannot get away.

Kunkka's X Marks the Spot into follow up spell combo from long range is a massive problem for Tinker throughout the game as he cannot Rearm or teleport away with Keen Conveyance when targeted by the spell. Even if Tinker's teleport completes, he comes right back to the X Mark. Torrent also provides vision in its AoE to find Tinker in tree lines.

Legion Commander's Blink Dagger into Duel lets her find a squishy Tinker in tree lines while he pushes out lanes alone with March of the Machines after his Keen Conveyance teleport. This makes for easy Duel wins for Legion Commander and snowball in the game with the accumulated damage. Press the Attack also dispels the blind from Laser.

Night Stalker's flying vision and movement during Dark Ascension lets him find a squishy and immobile Tinker in tree lines while he pushes out lanes alone with March of the Machines after his Keen Conveyance teleport. Once on top of Tinker, The Crippling Fear silence prevents him from using any spells, including teleporting away with Keen Conveyance, making for an easy kill for Night Stalker. The Void mini stun during night time also interrupts Tinker's channeling spells.

Nyx Assassin has an easy time finding a squishy Tinker in tree lines during his Vendetta invisibility while he pushes out lanes alone with March of the Machines after his Keen Conveyance teleport. This gives Nyx Assassin easy kills with the Vendetta hit followed by his spells combo. Nyx Assassin can also use Spiked Carapace during the Vendetta invisibility to use the AoE damage from March of the Machines to stun Tinker and stop his channeling spells.

Pangolier has an easy time closing the gap on a squishy and immobile Tinker during Rolling Thunder and burst him down by chain stunning him to prevent him from Rearming or teleporting away with Keen Conveyance. Pangolier cares little about the Laser blind when doing damage with Swashbuckle, while the magic resistance while rolling prevents most of the damage from March of the Machines.

Pudge gets easy hooks on a stationary Tinker while he channels Rearm and Keen Conveyance in fights to bring him close and burst him down with a follow up Dismember and run down during Rot. The status resistance from Defense Matrix does little help against the slow from Rot. Pudge can also practically absorb all the damage from March of the Machines with his Meat Shield active.

Pugna's Nether Ward does massive damage to Tinker when he uses any spell in its AoE because of their high mana cost. Since Tinker uses his volley of spells multiple times in fights with Rearm, the Ward massively counters him and threatens his life if he continues to cast spells in its AoE. Pugna also cares little about the Laser blind, while his Life Drain channel keeps him healthy while standing in March of the Machines as Tinker has no stun or silence to stop it.

The silence from Silencer's Global Silence and Last Word are massive issues for Tinker throughout the game as he relies on his spells to get in and out of fights as well as do damage and survive. Arcane Curse also damages and slows Tinker for a lengthy duration if he keeps casting his volley of spells multiple times with Rearm when affected by the spell.

Skywrath Mage's long range instant silence with Ancient Seal renders Tinker completely useless in fights as he relies on his spells to get in and out of fights as well as do damage and survive. This lets Skywrath Mage follow up with his burst damage from spells to kill a squishy and immobile Tinker while he cannot do anything. Skywrath Mage can also target Tinker with his Mystic Flare burst even without Rod of Atos as he stands in place to channel his Rearm and Keen Conveyance teleport.

Slark's high movement speed through his innate and the mobility through Pounce lets him find and get on top of a squishy Tinker while he pushes out lanes alone with March of the Machines after his Keen Conveyance teleport. This lets Slark get easy kills and build up Essence Shift stacks as he can dispel the Laser blind with Dark Pact, while keeping himself healthy inside March of the Machines with the HP regeneration during Shadow Dance. The Pounce leash also prevents Tinker from teleporting away with Keen Conveyance.

Spirit Breaker sets up easy kills on a squishy Tinker throughout the game with his Charge of Darkness as Tinker has no way of stopping its collision. This is particularly useful in the laning stage for Spirit Breaker to keep ganking Tinker and killing him over and over to slow down his game, while snowballing himself with the gold and experience. Charge of Darkness also follows Tinker where ever he Teleports with Keen Conveyance to get on top of him, and can always be stopped manually to avoid going into Tinker's base.

Storm Spirit has a decent time in lane against Tinker as he can get last hits with Static Remnant despite the blind from Laser. Once Storm Spirit gets to level 6 and has Ball Lightning, he can easily close the gap on Tinker and burst him down during the Electric Vortex lockdown. Storm Spirit is also invulnerable during his Ball Lightning jump, which prevents all the damage from March of the Machines. The Electric Vortex pull also interrupts Tinker's channeling spells.

Zeus has a decent time in lane against Tinker as he can get last hits with Arc Lightning and Lightning Bolt despite the blind from Laser. Later in the game, Zeus' global Thundergod's Wrath finds and damages Tinker while he stays in tree lines or hides behind his team, letting Zeus follow up with the rest of his spells to close the gap and burst him down. Once Zeus gets Aghanim's Scepter, Nimbus becomes another global tool to damage Tinker and stop his channeling spells along with Lightning Bolt.

...counter items [up-to-date]

Gives you HP sustain to stay in the lane and not get zoned by Tinker's high damage from spells.

Gives you HP sustain to stay in the lane and not get zoned by Tinker's high damage from spells. Builds into a Pipe later in the game which is incredible against him.

Gives you magic resistance to significantly reduce the damage taken from Tinker's March of the Machines spam.

Infused Raindrop absorbs Tinker's high magic damage, protecting you from his devastating spells.

Gives you HP sustain to stay in the lane and not get zoned by Tinker's high damage from spells.

Gives you HP regen that does not get reduced by Tinker's constant damage from spells. Also gives you more movement speed to run out of the range of his spells.

Lets you reflect Laser and items like Scythe back onto Tinker to control him, disable his Blink, and do damage. Also lets you dispel the Laser blind.

Gives you mobility to jump Tinker and possibly delete him at the start of the fight. Works well if you have an instant stun, hex, or silence.

Provides magic resistance and reduces the damage dealt by Tinker from all his spells. Also cancels his Blink Dagger with damage over time on right clicks.

Gives you and your team magic resistance and barrier to significantly reduce the damage taken from Tinker's March of the Machines spam.

Gives you magic resistance to significantly reduce the damage taken from Tinker's March of the Machines spam.

Lets you reflect damage back onto Tinker and possibly burst him from the burst of Laser. Also cancels his Blink Dagger from the returned damage.

Gives you debuff immunity and magic resistance to avoid the Laser damage and blind as well as reduce the damage taken from Tinker's March of the Machines spam.

Lets you close the gap on Tinker through invisibility to burst him down at the start of the fight.

Lowers the cooldown on your Teleport and lets you TP on ally creeps to counter the split push from Tinker. Also gives you the potential to catch him when he TPs to lane creeps.

Gives you another layer of damage with a true strike right click that ignores the miss chance from Laser.

Gives you magic resistance and barrier to significantly reduce the damage taken from Tinker's March of the Machines spam as well as save yourself or an ally through invisibility.

Lets you spot and jump Tinker when he Blinks into treelines by placing wards on cliff spots in the jungle and close to the lanes.

Gives you an instant disable against Tinker to burst him down in its duration before he can impact fights or use Defense Matrix to Blink away.

Lets you block the Laser damage and blind. Later on, can also help block and not instantly get caught by Scythe, which is a common purchase for Tinker.

Lets you survive and never get bursted by Tinker's high damage from spells and items.

Gives you more accuracy on right clicks to ignore the miss chance from Laser.

Gives you an instant lockdown against Tinker and burst him down with a possible chain stun before he can impact fights or use Defense Matrix to Blink away.

Gives you a dispel against the Laser blind and provides a massive lifesteal gain to stand your ground and fight back in the middle of Tinker's March of the Machines spam.

Gives you a bigger HP pool and massive HP regen to recover quickly and tank Tinker's high damage from spells and items.

Bad with...

...based on stats [7.38c]
Hero
Change in Win Rate

-9.8%

-5.7%

-5.6%

-5.1%

-4.3%

-3.8%

-3.8%

-3.8%

-3.7%

-3.7%

-3.5%

-3.5%

-3.4%

-3.1%

-3.1%

Dota 2 is a registered trademark of Valve Corporation.
© 2025 Rho Technologies LLC
footer.skellyAlt