1 | 3 | 5 | 7 |
2 | 4 | 6 | 8 |
10 | 12 | 13 | 14 |
9 | 11 | 16 |
15 | 17 | 18 |
Tinker, while lacking the DPS of most hard carries makes up for it with the ability to reuse most hard carry items. He never runs out of Manta, Mjollnir can be put on multiple targets, Abyssal blade can perma-stun even a BKB'd opponent and Mask Of madness or Satanic can be reused over and over. Items like Daedulus, Desolator, or Eye of Skadi can be thrown in for extra dps and he will trump other hard carries with his startling dps and 3 second laser.
Obviously, Build Tinker normally if you can, but if your team lacks late game; this is surprisingly good. He can outcarry people such as TA, Spectre, OD, and many other carries late game. Imagine him as a less scary looking Terrorblade that can stun you a bunch and get off about a million procs of chain lightning.
From my personal experience, hes good if your team is supportive, doesn't flame you for playing Tinker a bit weird, and is decent at Dota.
If you qualify with those requirements then congratulations, your close to playing dps Tinker.
PROS
Can reuse dps items over and over and over
Enemies will never expect
Mjollnir can do amazing damage when 5 chain links are up.
Perma stun with Abyssal is a fun time
Never Ending Life steal
Can shut down anyone if given the right opportunity
CONS
Cant out dps real hard carries
Low Mana
Can only rearm about 5 times
Lower Damage
Low hp
LASER
A helpful tool, especially against other DPS carries. Assuming they havent bought a BKB yet or their BKB is on cooldown, This will stop them from doing physical damage unless they have purchased a MKB. Also a helpful nuke early game and in lane. You should use this skill whenever the enemy carry is about to start right-clicking OR someone on the other team is about to kill you or one of your teammates (this will stop all their right clicks, can't hurt.)
MISSILE
This is a nice skills to have any way you play Tinker. Its a good long range nuke that can finish off any enemy. In this guide, Missile is a good early to mid game skill but levels off in the late game as the damage becomes less and less helpful. For this build In particular, I wouldn't recommend spamming it as it does have a relatively high mana cost which could instead be used for rearm.
*For support Tinker, Picking up two levels of this early is helpful for picking up kills and adding a bit of Nuke Potential
MARCH OF MACHINES
This skill is great for many reasons; It allows you to farm very quickly, allows you too push out lanes, split push if you really want to, or just do damage in a team fight. In lane, you can substitute this for missile to keep your opponent at bay or even take an early tower.
*You should be spamming this skill after you get it Mid game. Why Mid game? Because that's when your going to be teamfighting
REARM
The Bread and Butter of the dps Tinker build; this allows you to rearm all your helpful spells and items to be used again. When it reaches the 1 second rearm time, you can reuse abyssal multiple times, manta as many times as you want (Note that you can only have two illusions at one time), multiple mjollnir charges (multiple charges on manta illusions work well) and as much lifesteal as you could want. Situational items such as blade mail or heavens halberd can also be rearmed and used multiple times.
Friends:
Anyone with good disable or +attack damage. This includes magnus, vengeful spirit, beastmaster, earthshaker, lion, shadow shaman, etc. Due to dps Tinker not having a set diable (unless you buy one), anyone who can keep your enemies in place is a great friend to have
Enemies:
Anyone with high burst or good disable. The bane of all carries, heavy disablers can ruin your day, especially the ones that go through BKB. Nukers can rip through tinker due to his relatively low hp (satanic helps) so be careful. Examples of both include skywrath mage, batrider, magnus, beastmaster, lina, etc.
The Special Mention: One person in particular really eats you alive, yes I'm talking about Doom. Really he counters everyone but he gets a special mention because he stops the only reason dps tinker is good (which is the items coupled with rearm). Disruptor with an aghs has the same effect but only for a few seconds and only if you get caught. if you find yourself playing against Doom, play the other kind of tinker and go for linkens first.
In General, tinker is played as an Int. Nuker, Disabler, Initiator and Pusher. THIS Tinker should be played more conservatively. Staying in the back lines and running in when the fight starts. During the Early game, he's more useful than other hard carries due to his nuking potential. With March of the Machines, you can quickly farm your items. From there, play him like you would Luna or Terrorblade. Laser should be used to shut down other DPS carries on the other team, rocket to finish off fleeing enemies. Other than that, use your items to spread out or focus your damage as much as possible in the shortest time possible.
Due to the 5000 letter requirement, I figured I might as well throw this in. Tinker can support just as well as any other support If in not better. Due to rearm, many of what supports can use once, tinker can use multiple times. While Items such as mekanism and Pipe can't go over each other until a certain amount of time has passed (NOTE: rearm can get these ready quicker, but can't use them in a chain).
Examples:
Mekanism has a 25 second duration but a 45 second cooldown
Pipe Of insight has a 10 second duration but a 60 second cooldown
Force staff CAN be used Multiple times in a row
etc.
Tinker can use helpful Items in rapid succession. Drums can be used to speed up the entire team for a short duration, for whatever reason you need a double dose of drums? Rearm and go for it. Eui's can keep someone out of a fight for 2.5 seconds, Unless your Tinker in which case it can keep them out indefinitely. Arcanes don't rearm but are nice to have. Things like force staff can be used multiple times, and the classic sheepstick can still be picked up and used to your hearts content. Laser should still be focusing any high dps carries on the other team but now Missile can be used multiple times as well as March. Halberd is another helpful pickup that, granted the opponent has no BKB, can disarm them until they run or you're manaless. Overall, support Tinker is an average skilled support with a great way to keep using the support items that help so much.
BKB
Arcanes
Refresher
Midas
Helm Of Dominator
Linkens Sphere
Necronomicon
So why include these two very different styles of playing Tinker? Many reasons. First of all, they're different and more fun to play; I find that switching up playstyle on certain hereos makes the game more fun, even if they do need tweaking and adjusting. Secondly, Tinker CAN be played in both of the roles mentioned above with a high degree of success, but it IS situational. If either of these ways to play Tinker by some miracle become popular, I can take all credit (Although I never see that happening).
The normal way to play Tinker is good; It works, Its effective, and If your newer then you should defiantly play him the other way, but it ISN'T the only way to play. Even when this get downvoted, at least people read it and have an idea of the roles Tinker can play other than Mid Carry. If you have any questions or suggestions, leave a comment down below and If by some miracle I remember to read it, I'll try to respond As soon as I can. Thanks for reading and try to think outside of whats Mainstream.
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