Tango
Tango
Healing Salve
Mantle of Intelligence
Mantle of Intelligence
Iron Branch
Iron Branch
Bottle
Boots of Speed
Boots of Travel
Soul Ring
Force Staff
Scythe of Vyse
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This is my first guide here on DOTAFire. I have been playing Tinker for a couple of years now even in Dota 1. Here, I will be introducing some of the common skill and item builds with perhaps in depth explanations. Please feel free to leave a comment/criticise/or give any suggestions. Thanks everyone and hope this guide is useful to your Tinker play.
This guide is intended for newer players and those who wish to try out Tinker for the first time to better understand Tinker's game play and mechanic.
Tinker is a fun hero to play and moderate in difficulty. If you are completely new to Dota, You should first familiarise yourself with a basic understanding of all the items in the game. Tinker is an INT hero who is rather reliant on items to operate.
Tinker has no reliable escape mechanism and is extremely susceptible to ganks in the early game. He wins his lane via harassing his opponents to keep them at bay, while at the same time farming as soon as possible for his
Boots of Travel.
Tinker blinds his opponents while dealing pure damage with
laser, launches a barrage of
heat seeking missiles from afar and reset his skills with
rearm. In conjunction with boots of travel, unlock Tinkers global mobility to either assist in ganks or pushes with
March of the Machines.
Pros
Tinker is a poweful nuker, both
laser and
heat seeking missiles can deal high damage early game.
Rearm allows Tinker to Reset cooldown of both his skills and items allowing constant use of item on an enemy, such as sheepstick.
With Boots of Travel, Tinker has unlimited global mobility, which allows him to immediately assist in either ganks or clashes.
March of the Machines allows tinker to be a strong pusher and defender.
With good items, he can scale very well into late game.
Cons
With no proper escape mechanism and being fragile, Tinker is very susceptible to ganks and death, especially in the early parts of the game.
If boots of travel is farmed up too late, he will not be able to transition into a ganker and becomes a rather weak supporter.
He is a rather item dependent for an INT hero.
Laser
Laser deals pure damage and blinds your opponent for 3 seconds. In most cases, Laser should be max first especially if you are facing only 1 opponent on your lane. The blind acts as a pseudo disable to physical attacks. You can laser your opponent and immediately teleport out provided the enemy has no disable or magical spells to interrupt or kill you. The damage early game is significant, it helps you win your lane so use it constantly to harass them. Although the effect is instant, there appears to be small delay, approximately 0.4 seconds before laser is truly fired. This means if the enemy is at the edge of a fog and you begin casting this skill, it may fail. On the other hand it can be use to trick Nyx
spiked carapace by canceling the ability before it is fired. Note the range is only 550, which means you may need to get close and personal to fire it. You may want to avoid using this ability in clashes and just harass with missiles from afar to maintain range or risk being killed.
Laser is blocked by Linken's Sphere
The blind can be dispelled by going magic immune from items such as Black king Bar
or N'aix Rage
There appears to be a small delay around 0.4 seconds before Laser is truly fired
This is Tinker's long range nuke. The skill fires missles on the nearest any 2 heroes within 2500 range. You must have vision over your enemies or no missiles will be fired out and the ability will still go into cooldown and drain mana. Once the missles begin seeking your enemy, it will continue to tail them until hit. However, if the enemy goes invisible or blink, the missiles will miss and no damage is dealt. This is a huge problem to Tinker, as blinkers or invi heroes tend to dodge this spell including Puck's
Phase Shift.
smoke of Deceit is also a invisibility triggering item and can be used to dodge an incoming projectile.
or N'aix Rage
.
Linken's Sphere.
Ghost Scepter or Pugna's
Decrepify
March of the Machines is Tinkers Pushing, Defending, Farming and partial physical offensive ability. This ability is often gotten after both Laser and Heat Seeking Missiles are maxed and at least 1 point into Rearm. However against certain heroes, or if you intend to jungle with Tinker, this ability may instead be max first. More will be discuss in the build section. Note the damage is actually magical which pierces magic immune targets so called 'universal or complex damage type', spell resistance apply but not armor value, so it can hit magic immune targets. This ability requires you to be at the center of the field to be cast. This may put you in a bad position. There is a travel time, roughly 1.5 - 2 seconds before the machines march to the very end of your facing position. Since the machines are spawn behind you, you can face your back and cast so the enemies would be hit almost immediately as they are spawned. If possible, you want to cast multiple marches in the midst of a battle as they deal heavy damage. Do not however risk positioning yourself badly in the center of the battle field or you will be killed instantly. With
force staff, you can quickly get out of the center after using this ability, however it is still sometimes too risky for a fragile hero like Tinker to even remain 1-2 seconds in a center of a battlefield.
This is Tinker's ultimate and acts like a
refresher orb. This ability resets cooldown of all your skills and certain items. Rearm is why
Boots of Travel makes Tinker a formidable ganker and gives him global mobility. The mana cost starts at 150, then 250 and reach a significant 350 mana cost at level 3. This is a channeling ability and can be interrupted. The effect is only seen after the channeling is completed, regardless it will still consume mana even interrupted! You don't have to necessary max Rearm every time it is available, the mana cost is too significant at early levels. Rearm is often gotten at level 9 when both
lasers and
Heat seeking missiles are max first. Then upgraded at level 14 and so on. You can actually leave it at level 1 and when to level it up depends on weighing the mana cost and the reduce channeling time. There is no point in rearming quickly when you don't even have enough mana to spam your skills anyway and the same goes that you cant chain your skills if your rearm is taking forever.
Rearm is channeling ability, if interrupted, still consumes mana and not refreshing your cool downs.
Helm of Dominator,
Black King bar,
Linkens,
Arcane boots,
Hand of Midas and
Refresher orb. This items are therefore avoided in most cases, except black king bar.
Tinker has multiple skill builds, and they depend on your play style or personal preference. Sometimes specific skill builds is required when laning against certain opponents.
(If possible by teammates/supporters)
observer ward.
mantle of intelligence and 2
iron branches provides 8 INT and 2 STR + AGI. This boost your last hit and deny, even your auto attack harassment. Although it finishes your starting gold, it provides a solid startup in lane which maybe essential against a experienced opponents. The drawback is that you'll need to farm your
bottle from scratch and takes the entire inventory space.
)
bottle from scratch and takes the whole inventory. I tend to use this build nowadays.
null talisman takes only one space and provides a boost to all stats, which is great early game. The drawback, only a set of
tango may not be enough to remain in lane against a aggressive opponent (you can use courier to deliver extra tangoes when needed). You'll have to farm
bottle from scratch. Occasionally I go this build.
Bottle only allows immediate rune control and possibly capturing the first rune spawn in game. This provides no stats at all. You should never go this build. A skilled opponent can last hit and deny the entire creep wave. I have never used this build ever since.
Bottle and
Boots of Speed.
Rearm, this unlocks Tinker's ganking potential and gives him supreme global mobility. It must be farm as soon as it is possible. Your enemies would most likely either try to delay or even worse halt your progress from farming this item. The recipe cost 2000 gold and it could be the hardest part of your entire Tinker play in the game depending on the opponents you are facing up against. It is most often achieved at around 11 - 14 minutes. Sometimes it may only be gotten past 14 minute mark if you are heavily pressured early game, especially against more experienced players. Having this item very early in the game can potentially inflict a life threatening migraine to your opponents!
Soul ring exchanges 150 health for 150 mana. With soul ring you basically get a lvl 1 rearm for free. This is a great item on Tinker even until the end. Rearm refreshes Soul ring.
OR
Force staff or
Blink Dagger. I personally prefer Force staff but its a matter of personal preference. Some even go to the extent of taking both!
Force staff provide stats; +10 INT which can help to slightly increase your mana pool. It can also be used when taking damage so it is a more reliable tool for mobility during battles. Allows you to re-position your allies or rarely your enemies as well so it not only benefits you. Components are easy and cheaper to assemble. Drawback is that its range is only 800 push and a longer cool down. It is not a form of teleportation and enemies can see the direction of your push.
The blink dagger provides better initiation and longer range coverage. It prevents enemy from predicting your blink since its a form of short range teleportation. It can be used to blink into forest after a boots of travel so you wont be ganked down easily. Drawback, it has no components so you need to save money up. It doesn't provide any stats at all and is silenced if you are taking damage. This item only benefits you.
ethereal blade provides extremely high burst damage. The mana cost of dagon 5 is only 100 and with
Rearm, it can be cast multiple times. The Nuker build is good against soft enemy lineups as this immediately kills them off. This is also perhaps a more common built in public games.
sheepstick is more commonly gotten, but sometimes both sheepstick and
Eul's are both taken.
Rod of Atos is rarely taken, but it does provide a poweful chain slow and also improves your survival for a cheap price. With
rearm, these items can be repetitively casted to perma-disable your opponents. Disabler Tinker is better suited if facing a more tanky hero or magic immune lineup. It is also a more common built in higher level games.
Manta seems to be better for pushing and
Shiva appears to be better for defending or counter push. If you are rich, both can be gotten for synergistic effect. This build is great against opponents who choose either the pushing or turtling part of the triad. This built is also slightly more common in higher level matches.
Tinker is famous for his ultimate
which resets the cooldown of both items and abilities, allowing it to be casted in succession. This forms a chain-ability with very devastating capabilities. We will study this in more detail below.
NOTE: This section is Technical and can be skipped, but maybe required for those who truly wishes to understand all of Tinker's mechanic. The values given are merely estimates from countless trials and feedbacks from other players. The reference point taken was sheepstick. This section becomes clearer as you play more Tinker games.
everytime they get into cooldown (obviously). You can perform multiple rearms to form a chain of events.
{end of initiation period but start of Reactive time 1}
{end of Reactive time 1, chain 1 complete}
{chain 2 completed}
has 0.4s static time,
march of machine around 0.3s and
missiles around 0.1s. If all are casted, the overall static time is 0.8s. Note: Items have a static time of 0.1s.
blink dagger has a travel time of 0.1s and
force staff 0.4s.
sheepstick is faster than you active abilities like
Laser with static time of 0.4s.
Dagon
sheepstick is use to disable an opponent for 3.5s. Your modifiable time is assumed to be 1s. You need to get nearer to cast your spells and is using
force staff to move. Distance travel is 0.4s.
Dagon
Dagon
blink or Storms
ball lightning may find it hard to escape from you.
phase shift, Weaver's
shukuchi, silencer's
global silence or Naix
rage. A split second for them to react could potentially allow the to escape or retaliate back. This is essential even if it means dealing no damage from your items or abilities. The mana cycles increase but the mana value decreases.The Tinker often takes the middle lane solo which allows him to farm his Boots of Travel without any competition and quickly. With his offensive capabilities, he can win his lane via constant harassment and rune control. In some games like higher level games, Tinker can solo the safe lane, which is top for Dire and bottom for radiant since one will be a jungler. If you are facing one opponent which is usually mid lane, max
Laser first as it deals higher damage per mana ratio. On the other hand, if you are facing 2 opponents like top or bottom lane, take
Heat Seeking Missiles as they hit both heroes.
Vision is extremely important for Tinker and therefore
observer wards are mandatory. The wards should be placed for both defensive and rune control purposes if you are mid and mostly defensive warding if you are taking top or bottom lane. This is essential, the wards allow you to scout for any incoming ganks or to have vision over opponents on top of the cliff. Remember,
Heat Seeking Missiles require vision over enemy heroes to work.
Always be alert when enemy heroes are missing from the map, a gank might occur soon enough and you maybe the target. Tinker is often ganked early to delay or halt his farm for
boots of Travel effectively shutting him down. Be reminded that observer wards are not entirely gank proof,
smoke of deceit is an effective way to bypass warded areas unnoticed. Be extra careful when enemy heroes are missing and stay within tower range even if this means loosing some creep score.
If you have been playing Tinker for some time, you will notice that certain tactics or strategy may need to be employed when facing certain heroes. Often they are a headache to you and are also potentially difficult to overcome at times. We will take a look at some of the common middle lane heroes. To actually win your lane, you need to know how they actually operate, strength and weaknesses. Some heroes can have different builds and you need to quickly analyse and change your strategy almost immediately. Tinker is a good mid lane hero but not entirely great at it too, you'll soon realise there are so many heroes that can do well mid lane.
Shadow strike along with auto attacks and later with
Scream of pain. Her good attack animation allows her to easily score creeps better than you. She has superb rune control, pushing via
scream of pain before every 2 minute mark and moving quickly to rune areas with
Blink.
allows her to dodge any incoming projectile en route to her notably
Heat seeking missile. Overcome this by reducing the reaction time through anticipation and distance. It is difficult to win rune over Akasha, one way is to head over the rune spawn area and wait before every 2 minute(this may put you in a dangerous position!) and have furion teleporting to the runes that you cant reach. You can go for the conventional build and try to out nuke her. If you are constantly harassed, perhaps switching to the march build and focus on getting
as soon as possible. She is notoriously difficult (assuming both of you are equally skilled in play) to lane against and should strongly consider changing lane or skip Tinker.
Meat Hook and
Rot. However they are not entirely reliable, hook requires it to be aimed and rot needs to be in melee range. If he lands a hook or gets you in melee range with rot, he is going for a kill rather than a harass. He has no proper way of rune control, aside from pushing with
Rot before the 2 minute interval mark. Having high str gain makes him tanky and capable of absorbing some of your punishment early.
Laser and auto attacks whenever you have the chance (when he attempts to last hit or deny). Having vision on top of the hill is required to prevent hooks from connecting which may prove to be life saving. Don't let yourself get too near or he may
Rot and attempt to finish you off. Keyword here is being careful and not to be Hooked. At lvl 6 or 7, he will start abandoning mid and begins ganking so be sure to warn your allies.
Quas provides health regeneration while adding Permanent str to mitigate incoming harassment.
Wex provides boost in movement and attack speed increasing his mobility while
Exort increases damage allowing better harassment from auto attacks and last hit or denies. His most common harassing tool is
Cold snap which triggers a ministun for every damage you take. This can work as a from of pseudo disable if his attacks are rapid which can be achieved if Wex is invested more, the so called Quas-Wex combination. Occasionally, a cold snap is followed closely by
Sun strike which deals pure damage if hits. His good attack animation allows good creep scoring. He takes advantage of Wex movement speed boost to quickly move to a rune spawn location when needed.
cold snap to harass which can be particularly dangerous if you are getting aggroed by creeps.
Laser can blind invoker to prevent him from triggering the freeze but remember that Laser has a cast time of approximately 0.4 seconds which can be interrupted by the ministun. You can time it with his incoming projectile auto attacks. If he is Wex invested, it is best to retreat until the debuff is gone. Beware of a
Sun strike follow up. You can predict this when the invoke animation is playing. If it is exort invested, he is going to creep score well. Its best to constantly harass him with your nukes. Quas-Wex combination invoker is particularly difficult to overcome, you might need to control runes to keep him in check.
Illusory orb, silencing with
Waning rift and dodge incoming projectiles with
Phase shift. His main harassing tool is
Illusory orb, if you maintain a far distance and vision over him, you can increase the reaction time allowing you to dodge the orb.
Phase shift allows Puck to easily evade your missles. He can control rune by either pushing with
Illusory orb before the 2 minute interval or using it as a displacement with
ethereal jaunt to quickly reach a rune if needed.
Laser should be max as it deals high damage and non-dodgeable. Since shift is instant cast,
heat seeking missile is unlikely to hit unless the reaction time is dramatically reduce. This means fulfilling all 3 criteria, reduce vision, distance and anticipation.
Essence Aura
Astral imprisonment keeping them at bay. This steal intelligence causing the opponent to have reduce mana pool and damage if he is an INT hero such as Tinker while increasing his damage improving his auto attacks for either harass and creep scoring. He lacks offensive capabilities early and can only auto attack to harass. He can attempt to deny you from your rune by pausing you with Astral imprisonment and then rush to the rune area.
Astral imprisonment can severely shut down your harassment and last hitting early game while boosting his. The depleted mana pool can also open you up for ganks. Perhaps going for the march build and aim at farming while controlling runes or calling in to gank on him early. You should reconsider changing the lane or skip Tinker altogether.
Refraction, disjoint projectiles with
meld, harass by spilling his damage via
Psi blades. Lanaya can control rune at lvl 6 with
Psionic trap granting vision over rune areas or to be used to slow you from reaching them while she rushes for it.
Refraction while harassing her and preventing her from getting close to the creeps. Take
Laser to blind her in case she close in for harassment or to deny her from creeps. Control the rune by pushing with march and sustaining your mana with refilled bottle from runes.
Heat seeking missile are rather ineffective against her, refraction and meld can both negate and disjoint the projectile. You can reduce reaction time to hit but Laser is still better as it is nearly instant and the blind is useful.
Impale and
Mana burn. Negate and reflect incoming damage or nukes while stunning the source with
Spiked carapace. He can use impale to push the lane slightly to allow him time to take the runes.
mana burn will leave you low on mana preventing your harassment. To make things worse his
spiked carapace can negate and reflect while stunning you. Care is needed when using missiles or even lasers or its a nuke back at you. You can bypass this by reducing the reaction time. March is required to control the lane which can also be use to push and allow you to take the runes. In clashes when you cast march, he can ruin your combo or execution by stunning you with carapace. His combo, vendetta-impale-manaburn-(dagon) can kill you instantly.
sentry ward are important. He may go (blink dagger)-impale-vendetta-manaburn-(dagon) to bypass a warded area. Because of this you should consider skipping Tinker.
Glaives of wisdom. Damaging and draining mana with his Curse of the silentcurse of the silent and silencing, damaging and possibly disarming you with
last word. His curse of the silent is extremely effective at stopping you early. You are forced into casting your spells or risk damage and mana drain. Last word can disarm you if you refuse to cast a spell.
last word and
Global silence can ruin your rearm combo and effectively act as a pseudo disable on a hero like Tinker. Consider skipping Tinker.
ball lightning, this gives him nearly unlimited mobility if mana allows while dodging incoming projectiles. He disables and pulls enemy in with his
electric vortex, release
static remnants which provides flying vision or damage on contact while harassing with
overload after casting each spell. Against a range hero, Storm first cast static remnant which gives vision over hill or to gain creep scores while using the charged overload to harass you. Raijin can control rune by pushing with static remnant before 2 minute mark or simply ball lightning to deny the enemy if he truly needs to compete for it.
overload or auto attacks before lvl 6. He is relatively fragile and
Laser is capable of effectively harassing him. Caution is advice, storm may pull you in to a static remnant via
electric vortex if you get too near especially when trying to harass with laser. He is difficult to bring down at lvl 6 due to ball lightning.
Ball lightning can be used to dodge missiles but has a small delay before it activates (0.3 - 0.5seconds). This means anticipation is more important when calculating the reaction time. However, that alone may not work against an experienced storm player who has taken all these factors and often the reaction time is calculated very accurately. Against them, you still need to fulfill the other criteria.
necromastery, farms quickly by
shadowrazing creeps while dealing heavy AOE damage to his unsuspecting victim via his ultimate
Requiem of Souls. Shadow fiend is extremely reliant on his necromastery to get good creep scores and harasses with his auto attacks and Shadowraze at variable distance in front of him. He can compete the runes by quickly clearing the creep waves with his
shadowraze before the rune spawns and rushes for it.
necromastery to boost his physical damage and improving his creep scoring. You should constantly
Laser him, which not only deals heavy damage but also blinds him. If he is persistent enough to not stay defensive, use
heat seeking missile to finish him of. Since he is relatively fragile, this is an effective way of putting him defensive. At higher lvls, he will try to use his
shadowraze either to push the lane and get the rune to sustain his mana, or as a desperate attempt to get last hits. If you can win the rune competition, he is most likely overtly suppressed early to mid game. It is best not to remain too static when trying to harass shadowfiend as they can pull of 2 razes at his attack range.
Shadowraze can hit you at variable distance of 200/450/700 range. The first two razes can hit at normal attack range and the last when you're attempting to retreat. Considering both of you are equal in skill, you will dominate the lane most of the time. An experienced shadowfiend player will most probably get into a defensive state and snipe either the creeps or you with his shadowraze. In higher lvl games, a gank maybe called or a lane switch.
This is the end of my Tinker guide and it has taken me a significant time to write it. I will update it whenever I can. I really hope you find this guide useful and enjoyed reading this as I enjoyed writing it. Please rate and give me feed backs. I'll accept anything from positive reviews to even criticism or whatsoever you are ever welcome. This will help me improve and possibly write future guides for new players again....err probably not since its soo much work!
Update in progress**
Thanks and good luck in your Tinker play!
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