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It's a great idea to want to play Tinker. He is an intelligence ganker and pusher whose ultimate, if used correctly, could be absolutely overpowered in the face of the enemy.
I've created a list of important pros and cons which must be considered if you would like to play Tinker.
Some great strengths of Tinker are:
Laser: This skill is a very important skill throughout the game, but much more important early game when it deals enough damage to kill a hero when paired with Heat Seeking Missile and a few auto-attacks. It should be maxed first along with Heat Seeking Missile to maximize its usefulness. Remember: The blinding effect of Laser is extremely effective against right-clickers. In the case that you're being chased by one hero, blind them and TP out.
Heat Seeking Missile: This skill is most useful early game, when heroes are squishier and susceptible to ganks. It should be used in conjunction with Laser, or if you have sight on a hero who's running away (Heat Seeking Missile has a very large range).
March of the Machines: As I mentioned before, this skill is best used for pushing lanes in conjunction with Boots of Travel. Simply TP to a lane, cast March of the Machines on the enemy creepwave, Rearm, cast it again, TP home, and repeat. You will have piles of gold and your enemies's towers in absolutely no time.
Rearm: This skill is what makes Tinker, Tinker. It effectively takes most every item and skill of yours off of cooldown (Except for a select few, which are Black King Bar, Arcane Boots, Helm of the Dominator, Hand of Midas, Refresher Orb, Linken's Sphere and Necronomicon). Used correctly, it will tear your foes to pieces and have them crawling on the ground like a pig, begging to be blinded with a Laser.
Starting items for Tinker are a Healing Salve, a Tango set, two Clarity vials, and three Iron Branches. This leaves roughly 100 gold to put towards a bottle as soon as possible.
When in lane, get a Bottle and Soul Ring as soon as possible. I cannot stress this enough. The faster you get your Bottle and Soul Ring, the faster you get your Boots of Travel. Use your Bottle to get runes and gank often (I know it sounds selfish, but try to get someone else to get a courier and ward the runes if they aren't warded yet, you need the money early game). Use your Soul Ring and Bottle to harass the enemy with your Rockets once you have Rearm up.
You should have your Boots of Travel before the laning stage ends. Having them at the earliest time possible is imperative.
You will want to get a horse Staff and BKB next, becuase you have very limited survivability as an Intelligence hero.
Because of your great farming power with March of the Machines, you should have a pile of gold every time you cycle to and from lanes. You should spend the next chunk on a Scythe of Vyse. This is possibly the most important item on Tinker, especially when his Rearm reaches its top level. It will allow you to, with a sufficient mana pool, disable an enemy hero permanently. The mana and intelligence benefits are amazing on Tinker as well.
In terms of luxury items, if you have enough gold, pick up any one of the items I put on the Extensions line above. For more damage and stomping potential, get a Dagon and Blink Dagger (a special mention also goes to Veil of Discord which will help amplify your magic damage). They will allow you to roll into the lategame with enough presence to 1v1 some enemies with ease. The Blink also serves as a good escape.
In terms of pushing, a Shiva's Guard and a Manta Style are a staple among Tinkers. They will allow you, along with March of the Machines, to decimate creepwaves and towers faster than the enemy can realize they're being pushed.
For more perma-disables, Eul's Scepter of Divinity and Orchid Malevolence are great in teamfights, and correct usage nearly always ends in a won teamfight.
Lastly, Bloodstone will give some much needed HP and mana points, as well as unmatched mana regen.
Here are some useful tips I picked up while playing Tinker:
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