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Tinker

Boush

  • Strength Boush Strength
    17 + 2
  • Agility Boush Agility
    13 + 1.2
  • Intelligence Boush Intelligence
    27 + 2.2
  • Boush

Laser

Fires an intense beam of light at a target, blinding it for 3 seconds causing it to miss all of its attacks. Deals precise damage.

Heat Seeking Missile

The Tinker fires rockets at the nearest 2 (*4) visible enemy heroes.

March of the Machines

Calls in hordes of robotic goblins to destroy your enemies.

Rearm

Instantly reloads the Tinker's weapons.

  • Sentinel
  • 0.35 / 0.65
  • 49 - 55
  • 0.53 / 0.5
  • 3.82
  • 1.7
  • 305
  • 900
  • 500
  • 1800 / 800

In the early stages of a game, the Tinker appears to be a straightforward offensive spellcasting hero, with two exceptionally dangerous single target abilities and a large area of effect one. Laser deals extremely high damage to one enemy and temporarily blinds them, making it very deadly against fragile spellcasters and agility heroes who rely on their physical attacks. Heat Seeking Missile also does a lot of damage, and since it tracks and has very long range it's especially good at finishing off injured heroes. March of the Machines is a little difficult to use, but can cause a lot of hurt if placed correctly. This spell is also great for getting gold from creep kills. However, the Tinker's true power lies in the Rearm skill. With enough mana, the Tinker can launch a constant barrage of spells on his enemies. In addition, Rearm also refreshes the cooldown of most inventory items, making high priced equipment with active abilities far more effective for the Tinker than other heroes.

Goblin engineering was always innovative, but Boush brought it to such extreme that most refuse to believe that his powers lie in machine and rather think that he fights with magic. He can shoot focused light and homing projectiles as powerful and as flashy as most destructive Elven Arcane spells. It is said that not even the best Necromancers can raise armies comparable to seemingly endless amount of clockwork goblins that Boush can easily summon. And while some refuse to believe in his machinery skills and other call him the master artist of engineering, none can deny the destructive force of this goblin.


Laser

  • Active
  • Unit
  • E

Fires an intense beam of light at a target, blinding it for 3 seconds causing it to miss all of its attacks. Deals precise damage.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 95
  • 14
  • 550 (*1100)
  • N/A
  • 3 seconds on Heroes(6 seconds on creeps)
  • Enemy unit
  • 80 damage, 100% miss
  • 2
  • 120
  • 14
  • 550 (*1100)
  • N/A
  • 3 seconds on Heroes(6 seconds on creeps)
  • Enemy unit
  • 160 damage, 100% miss
  • 3
  • 145
  • 14
  • 550 (*1100)
  • N/A
  • 3 seconds on Heroes(6 seconds on creeps)
  • Enemy unit
  • 240 damage, 100% miss
  • 4
  • 170
  • 14
  • 550 (*1100)
  • N/A
  • 3 seconds on Heroes(6 seconds on creeps)
  • Enemy unit
  • 320 damage, 100% miss

Notes

• Damage type: pure
• The damage is dealt immediately while the miss effect is delayed until the projectile hits.
• Can be improved by Aghanim's Scepter (* shows the improved values)




Heat Seeking Missile

  • Active
  • Instant
  • T

The Tinker fires rockets at the nearest 2 (*4) visible enemy heroes.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 120
  • 25
  • N/A
  • 2500
  • N/A
  • Enemy Hero
  • 100 damage, 2(*4) targets
  • 2
  • 140
  • 25
  • N/A
  • 2500
  • N/A
  • Enemy Hero
  • 175 damage, 2(*4) targets
  • 3
  • 160
  • 25
  • N/A
  • 2500
  • N/A
  • Enemy Hero
  • 250 damage, 2(*4) targets
  • 4
  • 180
  • 25
  • N/A
  • 2500
  • N/A
  • Enemy Hero
  • 325 damage, 2(*4) targets

Notes

• Damage type: enhanced (attack type: spells)
• Targets but does not damage ethereal units.
• Does not target magic immune units, but damages them if they become magic immune while missiles are in the air.
• Can be improved by Aghanim's Scepter (* shows the improved values)




March of the Machines

  • Active
  • Point
  • C

Calls in hordes of robotic goblins to destroy your enemies.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 145
  • 35
  • 300
  • 900* / 50** / 150***
  • 6 seconds
  • Enemy unit
  • 16 damage/goblin
  • 2
  • 150
  • 35
  • 300
  • 900* / 50** / 150***
  • 6 seconds
  • Enemy unit
  • 24 damage/goblin
  • 3
  • 165
  • 35
  • 300
  • 900* / 50** / 150***
  • 6 seconds
  • Enemy unit
  • 32 damage/goblin
  • 4
  • 190
  • 35
  • 300
  • 900* / 50** / 150***
  • 6 seconds
  • Enemy unit
  • 40 damage/goblin

Notes

• Damage type: universal
• Universal damage is reduced by spell resistance but not blocked by magic immunity.
• Robotic goblins spawn at a rate of 24 per second.
• (*) Goblin spawn AoE
• (**) Goblin collision AoE
• (***) Goblin explosion AoE




Rearm

  • Active
  • Instant
  • R

Instantly reloads the Tinker's weapons.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 150
  • 0
  • N/A
  • N/A
  • N/A
  • Self
  • 3 seconds to rearm
  • 2
  • 250
  • 0
  • N/A
  • N/A
  • N/A
  • Self
  • 2 seconds to rearm
  • 3
  • 350
  • 0
  • N/A
  • N/A
  • N/A
  • Self
  • 1 seconds to rearm

Notes

• Rearm works on all items except Black King Bar, Arcane Boots, Helm of the Dominator, Hand of Midas, Refresher Orb, and Necronomicon.
• This spell uses mana when cast, but will not refresh abilities until finished casting. This means interrupting Rearm while it is casting will waste mana but have no effect on ability cooldowns.