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If this works its either because: (1) your opponents are terrible or (2) you are being carried by the members of your team. There are so many things wrong about this guide, I don't even know where to begin. Going out of the box to make something good is always welcome, but anyone can come up with random, useless builds. Sorry.
Again, Situational. Thats all Magic nuke. If you play against someone like lifestealer who has magic immunity or antimage and you have no dps. You might be better off going this build. This also works well against BKB carries. And again, I never said the DPS build was better than dagon E-blade. I merely said you could do it and that it can work.
Again, these ways of playing Tinker are very situational. I've found they're helpful whenever I've been on an uncooperative team that doesn't have certain roles filled (such as support or hard carry). I never said things such as arcanes or BKB rearmed (although I will put in a section about what doesn't rearm soon to clarify) and I DID mention things such as Pipe, Manta and Mek. To add to this, Manta gets rid of past illusions but DOES create two new ones. You can't use Pipe or Mek in a chain (as stated in support section) but the duration for each is 25 seconds while the cool down is 45. Rearm can get these ready quicker to be used again. I'm sorry if reading this was confusing and I'll try to straighten it out a bit and clarify on the iffy parts.
Support Tinker isn't that bad, but that kind of build isn't what I was thinking about: in my opinion, you should max March of the Machines and get a Soul Ring a soon as possible to start farming ancients or solo pushing lanes; then you get a (late) pair of Boots of Travel - like 20 minutes in - and scale into a "carry" role.
The build you suggest isn't bad, but it's a below-average way to play this Hero: I'd never pick a Tinker to play him that way if Heroes like Lina have better nuking potential (and she also has a much higher range) or others like Shadow Shaman can push better without worrying much about mana.
As for the carry build, I think Tinker does his best in the mid game: you can play him as a #1 role if your team is suited for a mid game-oriented strategy, but otherwise any other carry with a BKB can basically win against him. His DPS will never be consistent enough, so I'm afraid the Scythe of Vyse is the only "real" late game item for him unless you want to go Dagon.
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The build you suggest isn't bad, but it's a below-average way to play this Hero: I'd never pick a Tinker to play him that way if Heroes like Lina have better nuking potential (and she also has a much higher range) or others like Shadow Shaman can push better without worrying much about mana.
As for the carry build, I think Tinker does his best in the mid game: you can play him as a #1 role if your team is suited for a mid game-oriented strategy, but otherwise any other carry with a BKB can basically win against him. His DPS will never be consistent enough, so I'm afraid the Scythe of Vyse is the only "real" late game item for him unless you want to go Dagon.
Yeah, sorry this doesn't work. A bunch of items you mention don't work properly with Rearm - for example BKB and Arcane Boots, Manta Style, Mekansm and Pipe of Insight are also patchy. This pretty much kills those builds, and Boots of Travel are too good to pass up on Tinker.
It's a joke whether or not you think it is.
Both builds are.
You should read this post, Sando
Both builds are.