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Tinker Strategies

Ranged, Carry, Nuker, Pusher

56th

Popularity

50.31%

Win rate

Gameplay

Tinker belongs to a race known for their superhuman intelligence, slyness, and a troubled relationship with magic. They find pride in using wisdom to survive, and using only natural sources of strength, unlocked through science and reason, raising the development of the whole nation to a new level. Yet, as Boush could demonstrate, even this good quality led to a great deal of trouble. Once a key researcher on the laws of nature, Boush led a large group of intellectuals, learning about how nature works. They set up a laboratory deep underground in the misty and rumored Violet Plateau.

According to rumors, this is a place to store ancient knowledge beyond the understanding of all things, and also a cemetery for those who come to this place by themselves. On the one hand, scorning wizards for the dangers they pose to the world, Boush and his associates Tinker inadvertently open a portal to a dimension beyond perception, and invites the nightmare of the world. themselves. A jet-black smoke rose from the cavern below the Violet Plateau, casting an eternal veil of darkness over the place, followed by endless horrifying sounds. Boush fortunately escaped with his quick wits, and the strange machines he brought with him, and became the only Tinker to survive the tragedy of Violet Plateau.

tinker dota 2 wallpaper masterdota

Ability Builds

Level: 0 1 15 25 30

Health: 200 560 1260 2000 2280

Health regen: +0.25 +2.05 +5.55 +9.25 +10.7

Mana: 75 435 987 1527 1743

Mana regen: +0.75 +2.25 +4.56 +6.81 +7.74

Armor: 2 4.17 6.97 10.97 12.3

Damage Block: -

Magic Resistance: 25%

Status Resistance: 0%

Damage: 24‒30 54‒60 100‒106 145‒151 163‒169

Attack Rate: 0.59/s 0.66/s 0.76/s 0.9/s 0.95/s

Attack Range: 500 (800)

Attack Speed: 100 (1.7s BAT)

Attack Animation: 0.35+0.65

Projectile Speed: 900

Movement Speed: 290

Turn Rate: . 0.6

Collision Size: 24

Vision Range: (G) 1800 • 800

Legs: 2

Gib Type: Motor

Ability Upgrades:

  • Upgradable by Aghanim's Scepter;
  • Upgradable by Aghanim's Shard.

Talents

tinker dota 2 talents masterdota

Tips & Tactics

General

skill building guide tinker dota 2

There are 2 ways to increase skills for Tinker:

Tinker Ganker: By taking advantage of the powerful combo of Laser (Q) and Heat Seeking Missile (W), Tinker will raise these 2 skills first. Since Rearm (R) consumes a lot of energy and doesn't have much effect at level 6, we will raise it to level 9, then raise it to March of the Machines (E). Finally lift complete Rearm (R) and Stats. This increase is suitable when you play Normal or Rank single.

Tinker Pusher: In pro matches, the fact that Ward from the opposing Supporter is always around makes Tinker's life by ganking difficult so Tinker will instead use March of the Machines (E) as an ability. farm lane and jungle to get early Boots of Travel and other gear. Laser (Q) and Heat Seeking Missile (W) lift depending on the situation (like the example in the picture below). Rearm (R) should still be at level 9 and last Stats.

Abilities

Laser

Cost: 95/120/145/170 mana.

Cooldown: 14 seconds.

Cast Range: 550 range.

Effect: Tinker fires a powerful laser that deals 80/160/240/320 damage to targets hit and blinds them, causing their physical attacks to miss for 3 seconds (6 seconds for minions)

Heat-Seeking Missile

Cost: 120/140/160/180 mana.

Cooldown: 25 seconds.

Cast range: 2500 distance.

Effect: Launches 2 rockets to destroy the 2 nearest enemies in sight and deal 100/175/250/325 damage each.

March of the Machines

Cost: 145/150/165/190 mana.

Cooldown: 35 seconds.

Cast range: 300 distances.

Effect: Summons an army of robots to destroy enemy units in a certain area around Tinker for 6 seconds.

Range of Robots: 900 distances.

  • Robots collision range: 50 distances.
  • Robots damage range: 150 distance.

Damage per robot: 16/24/32/40.

Rearm

Cost: 150/250/350 mana.

Cooldown: 0 seconds.

Scope of development: Self.

Effect: Restores the cooldowns of Tinker's skills and equipment after 3/2/1 second channeling.

Defense Matrix

Damage absorb: 100 / 180 / 240 / 320

Status resistance: 20 / 30 / 40 / 50

Time: 15.0

Effect: Select an ally target that shields, blocks damage, and grants resistance.

Keen Conveyance

Effect: After channeling for 4.5s teleport to a target friendly structure. Level 2 allows teleporting to friendly units and Level 3 to friendly heroes.

Items