Dota 2 Heroes: Tinker

Dota 2 Imba Heroes Guide


Tinkerdota 2 tinker


Type: Intelligent

Role: Carry


STR: 17  +2.0

AGI: 13  +.2

INT: 27  +2.2

Description: Boush the Tinker’s diminutive race is known for its intelligence, its cunning, and its prickly relationship with magic. As a matter of pride, they survive by their wits, and use only those powers of nature that may be unlocked through rational methodologies. Even this forbearance has led to a great deal of trouble, as Boush can attest. Once a key investigator of natural law, Boush the Tinker led a vast intellectual investigation into the workings of nature, founding a subterranean laboratory in the rumored, mist-wreathed wastes of the Violet Plateau. While scorning mages for the dangers they visit upon the world, Boush and his Tinker associates haughtily wrenched open a portal to some realm beyond comprehension and ushered in some nightmares of their own. A black mist rose from the cavernous interior of the Violet Plateau, shrouding it in permanent darkness from which sounds of horror perpetually emanate. Boush escaped with only his wits and the contraptions he carried, the sole Tinker to survive the Violet Plateau Incident.

In the early stages of a game, Tinker appears to be a straightforward offensive spellcasting hero, with two exceptionally dangerous single target abilities and a large Area of Effect ability. 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; it not only has a very long range, but will track a single enemy across the map, making it especially good for finishing off injured heroes. March of the Machines can be difficult to master, but it will cause a lot of pain if placed correctly–not to mention the amount of gold it can harvest from plentiful creep kills. However, Tinker’s true power lies in Rearm. With enough mana, Tinker can launch a constant barrage of spells on his enemies. Rearm also refreshes the cooldown of most inventory items, making high-priced equipment with active abilities far more effective for Tinker than other heroes.

Skills: 1st Laser, 2nd Heat Seeking Missile, 3rd March of the Machines, 4th Rearm

Build: 1, 2, 1, 2, 1, 2  –  1, 2, 4, 3, 3, 3 (4th skill rearm should be learned after getting the Boots of Travel then the 2nd level after buying a Mystic Staff )

Starting Items: Bottle or Mantle of Intelligence x2, Tango x2, Clarity x2

Early Items: Boots of Travel

Additional: Shiva’s Guard or Scythe of Vyse

Late Items: any of the following Manta Style, Linken’s Sphere, Mekansm

Options: Black King Bar, Dagon, Blade Mail, Ghost Scepter


See in Action:

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