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 58.3%
Pick Rate 2.1%
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 (161.7 - 167.7 at level 30)
Range:
500
Armor:
6.8 + 0.2/level (15.9 at level 30)
Movement:
310
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Facets
Repair Bots
Win Rate: 71.4%
Pick Rate: 58.3%
March of the Machines applies a non-stacking heal over time when passing through allied heroes.
March of the Machines
March of the Machines applies a non-stacking heal over time when passing through allied heroes.
HEAL PER SECOND: 14 / 21 / 28 / 35
HEAL DURATION: 4
Translocator
Win Rate: 40.0%
Pick Rate: 41.7%
When a Self-Defense Matrix barrier on Tinker is fully absorbed, he blinks in a random forward direction.
DISPEL TYPE: Basic Dispel
Defense Matrix
When a Self-Defense Matrix barrier on Tinker is fully absorbed, he blinks in a random forward direction.
DISPEL TYPE: Basic Dispel
BLINK RANGE: 350
Abilities
BREAKABLE: Yes
Tinker gains 1% item cooldown reduction per 3 Intelligence, up to a maximum of 60%.
Laser
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 10% (stacking). The laser bounces once on the farthest target up to 700 range from the primary one, prioritizing heroes.
- +40 Laser Damage
- 250 AoE Laser
March of the Machines
Enlists an army of robotic minions to destroy enemy units in an area around Tinker.
RADIUS: 900
DURATION: 6
35 / 33 / 31 / 29
100 / 120 / 140 / 160
300
- +1s March of the Machines Duration
Defense Matrix
Targets an allied unit, applying an all damage barrier to them that also provides Status Resistance.
DAMAGE BARRIER: 80 / 160 / 240 / 320
STATUS RESISTANCE: 15% / 20% / 25% / 30%
DURATION: 15
20
80 / 95 / 110 / 125
700
- +75 Defense Matrix Damage Barrier
- +10% Defense Matrix Status Resistance
Rearm
CHANNELED - Resets the cooldown on Tinker's abilities.
7 / 6 / 5
100 / 150 / 200
- Rearm Grants 50% Bonus Magic Resistance
Warp Flare
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.
DAMAGE: 150
CAST/ATTACK RANGE REDUCTION: 40%
15
80
700
Talents
Rearm Grants 50% Bonus Magic Resistance
+ 0.0 %
250 AoE Laser
-0.5s Keen Conveyance Channel Time
+10% Defense Matrix Status Resistance
+ 33.3 %
+40 Laser Damage
+n/a Defense Matrix Damage Barrier
+ 37.5 %
+8% Manacost/Manaloss Reduction
+1s March of the Machines Duration
+ 60.7 %
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 and regeneration runes 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 wards yourself.
Avoid trapping yourself in tree lines where the enemy team might have an observer ward on a cliff.
You can smoke 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 sentry off camps.
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.
Lore
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.