Boush, the Tinker, is a ranged intelligence hero who relies heavily on his assortment of nukes for ganking and pushing. While he does have rather low stat gain, he is able to reset the cooldown on his abilities, which in conjunction with Boots of Travel gives Tinker global mobility rivaled only by Nature's Prophet, which combined with his two high damage nukes, Laser and Heat-Seeking Missile, makes him a constant threat. Tinker abilities' mana costs are very high, however, thanks to his ultimate Rearm, and Boots of Travel, Tinker can simply to go back to base to refill health and mana, Rearm and go back to the lane to push or gank once more. Acquiring said boots early with a level advantage is key to success, considering he is lackluster without them. With the right items, mana management, and ability management, in the right hands, there is little that stands in the way of this hero.
|Boush, the Tinker|
|Play "Victory is 10% inspiration, 90% decapitation!"|
|Role:||Carry / Nuker / Pusher|
|Lore:||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.|
|Voice:||Harry S. Robins (Responses)|
- Plays a sound effect during the cast time, which is audible to everyone.
- Uses the creep duration for creep-heroes.
- When upgraded with Aghanim's Scepter, the Laser bounces to the closest enemy hero within a 650 radius of its current target.
- The bounces happen instantly, with no time interval between them. Has no bounce limit.
- Can only bounce to heroes and creep-heroes. When the primary target is a regular creep/summon, it still bounces to valid targets within range.
- Does not bounce on invisible units or units in the Fog of War.
- Can never hit the same unit twice per cast.
- Heat-Seeking Missile interrupts Tinker's channeling spells upon cast.
- The missiles travel at a speed of 900 and can be disjointed.
- When all missiles hit, they collectively can deal up to 250/400/550/700 ( 500/800/1100/1400) damage (before reductions).
- When no valid targets were in range, the rockets are released and fall on the ground, showing that the cast failed.
- The robots move at a speed of 400 and move a distance up to 1800 forwards, taking 4.5 seconds to travel the full distance.
- The 900 spawn radius is centered and fixed around the cast point, not on Tinker's location.
- The spawn area is a line with 1800 length, which is centered 900 range behind the targeted cast point.
- So the overall affected area is rather square-shaped, with 1800 side lengths.
- Robots spawn in 0.0417 second intervals at a random point of the line, which is 24 robots per second, for a total of 144 robots.
- Robots do not spawn at points of the spawning line which are outside of the map boundaries.
- When an enemy comes within 50 radius of a robot, the robot deals damage in 150 radius around itself and then disappears.
- If a single enemy with standard 24 collision size remains stationary in the radius for the entire duration, they would take an average of 189.44/284.16/378.88/473.6 damage (before reductions).
- If each explosion could hit a single target, it would deal up to 2304/3456/4608/5760 damage (before reductions).
- The sound effect upon cast is not audible by enemies. The marching sounds are.
- The following items cannot be rearmed:
- Arcane Boots, Black King Bar, Hand of Midas, Helm of the Dominator, Linken's Sphere, Necronomicon, Pipe of Insight and Refresher Orb.
- Visually resets the cooldown of Tranquil Boots, but does not skip the broken state.
- Does not reset charges on charge-based items ( Bottle, Drum of Endurance, Diffusal Blade).
- Only refreshes items in Tinker's inventory. Items in stash, in other units' (e.g. couriers) inventories or dropped items are unaffected.
- Only refreshes items owned by Tinker. Allied items in his inventory are not refreshed.
- When the channeling is interrupted, nothing is rearmed.
- Can rearm Crimson Guard and Mekansm, but does not reset their stack restriction timer.
- Can rearm a disabled Blink Dagger and Heart of Tarrasque as well as the cooldown of Skull Basher and Abyssal Blade.
- Rearm's sound gets shorter with each level to match the decreasing channel time.
|+100 Laser Damage||25||20% Spell Lifesteal|
|+15% Magic Resistance||20||+75 Cast Range|
|+4% Spell Amplification||15||+225 Health|
|+6 Armor||10||+8 Intelligence|
- The armor is added as bonus armor, and therefore does not benefit illusions.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- The magic resistance stacks multiplicatively with other sources of magic resistance.
- The spell lifesteal stacks additively with that of Octarine Core.
- Tango combined with a Healing Salve give Tinker enough HP regen to survive harassment in-lane.
- Clarity is useful for replenishing Tinker's mana so that he can always have the mana to push out a lane with March of the Machines or have enough nuke power to attempt a kill.
- Mantle of Intelligence gives Tinker more base damage as well as a bigger starting mana pool. It is useful for helping with Tinker's last-hitting and casting in-lane.
- Iron Branches are cheap and give simple stats to help with the early game. Branches can later be built into a Magic Wand if needed.
- Boots of Speed are basic mobility requirements for any hero. Getting them early on Tinker allows him to more easily position himself for casting his spells.
- Bracer gives Tinker more stats, particularly strength to give him more HP and thus survivability.
- Bottle is essential for a mid Tinker, as it provides HP and mana regen critical for allowing him to stay in-lane to farm. Bottle remains vital on Tinker throughout the game, as it extends his mana pool when teleporting forward to cast spells and speeds up healing in fountain, so consider dropping it in the Stash instead of selling it later.
- Boots of Travel provide global mobility and map presence in the form of teleportation to any friendly building or creep. Combined with Rearm, Tinker can reposition himself globally at will to swiftly push lanes, join teamfights, and then return to the fountain to replenish his mana.
- Soul Ring greatly extends Tinker's mana pool when teleporting around the map to cast spells, as he can dip into his HP pool to extend his active operation time. As he can reset its cooldown at will with Rearm, using Soul Ring once per cycle can give him vastly more mana to use. As well, he can offset the HP cost via the use of Bottle, keeping him at full HP even with regular use.
- Blink Dagger drastically improves Tinker's mobility, and gives him great survivability when pushing lanes with March of the Machines. As it can be shift-queued after teleporting to the front lines, Tinker can instantly blink into the treeline to safely cast his spells without giving the enemy an opportunity to spot him.
- Scythe of Vyse greatly improves the size of Tinker's mana pool, and gives him powerful mana regen, increasing the number of spells he can cast on deployments before returning to base. The Hex is extremely powerful as combined with Rearm it allows Tinker to permanently hard-disable an enemy for as long as he has the mana to do so.
- Shiva's Guard gives Tinker much needed intelligence to continue use of Rearm, and gives him a magic nuke to assist in pushing. The extra armor and passive attack speed slow also give him resistance against physical damage if he shows up to teamfights, and the active nuke can be refreshed and cast multiple times.
- Eul's Scepter of Divinity is a good cheap mana item that gives Tinker good mana regen and a useful disable. Used properly, the Cyclone can be used to set up disables on enemies offensively, or buy Tinker time if he's caught while pushing a creep wave.
- Force Staff extends the size of Tinker's mana pool and gives him a re-positioning tool should he or his team run into trouble. In ganks, it is also a cheap tool to use to break a target's Linken's Sphere so that further disables can be easily targeted.
- Dagon is a very powerful burst damage nuke on Tinker that additionally increases the size of his mana pool as it is upgraded. Combined with Laser and Heat-Seeking Missile, it can instantly blow up lone targets, especially once combined with Rearm to increase the damage output by multiples.
- Manta Style is useful for giving Tinker stats across the board, increasing his survivability, but its main use is in using the active to dispel debuffs from yourself and giving the enemy multiple targets to pick from. Under the right circumstances, Tinker can cause enough confusion in order to give himself enough time to escape.
- Black King Bar prevents Tinker from being locked down in teamfights, particularly since Rearm is a channeled spell that can be interrupted. While it cannot be refreshed by Rearm, it can give Tinker the survivability he needs to cast his spells uninterrupted in a fight.
- Aghanim's Scepter gives Tinker a vast amount of teamfight contribution, as he can use Laser to blind and deal Pure damage to multiple enemy heroes per cast, forcing them to dispel the debuff if they want to deal any physical damage, and bombarding them with long-range artillery using Heat-Seeking Missile.
- Boots of Travel 2 is a useful upgrade to Boots of Travel for engaging in fights at inopportune locations. The ability to teleport to allied heroes rather than just creeps allows Tinker to bring instant reinforcements to any unfolding fight, particularly if they take place where there are no friendly creeps to jump to.
- Glimmer Cape can be a strong survivability item, both for Tinker and his team. As he can constantly have the effect up with Rearm, Tinker becomes much harder to catch since the enemy must bring detection, and their magic nukes become far less potent for focusing him down. In fights, Tinker can use the active on multiple allies simultaneously, allowing him to either save them en masse or give them increased initiation ability.
- Lotus Orb is an extremely strong defensive item, both for pushing and for teamfighting. Echo Shell can prevent enemies from easily disabling Tinker, as using targeted disables or nukes reflects them back, disabling or nuking the enemy in turn and forcing them to reconsider the engagement. As well, since Echo Shell can be refreshed with Rearm, it can be placed on multiple allies at once, giving your team a strong edge in fights.
- Null Talisman is a better item to build than Bracer, as it provides Tinker with more damage, which helps with last-hitting. As such, it is advised to start with a Null Talisman when playing mid, as the extra damage can make a huge difference against certain lane opponents. As well, it builds into a Dagon, which is far more useful on Tinker than a Drum of Endurance.
- Observer Wards are very important to purchase on Tinker due to his mobility. As he can jump immediately to the front lines with Boots of Travel, he is uniquely qualified for placing aggressive wards that his team can capitalize on. Forward wards can give him advance warning on incoming ganks, as well as provide vision for painting targets with Heat-Seeking Missile.
- Orchid Malevolence is a powerful intelligence item to build on Tinker, as it gives many of the same bonuses as a Scythe of Vyse. It can serve as a complementary disable to Hex as Tinker can permanently silence a target in a teamfight when combined with Rearm, allowing him to use Soul Burn on an important spell caster while reserving Hex for their carry.
- Rod of Atos gives Tinker intelligence and some more HP, increasing his survivability. While its root is a much softer disable than a Hex, its long cast range should never be underestimated, and can be useful as a complementary disable.
- Veil of Discord is a powerful utility item to purchase on Tinker. While it only provides mediocre stats and the armor is not always useful on Tinker, the active ability can increase creeps' vulnerability to March of the Machines, allowing him to push more efficiently. As well, used in a teamfight it can drastically improve the effectiveness of Heat-Seeking Missiles and March of the Machines, to say nothing of Dagon or any magic nukes your teammates have. Combined with Rearm, you can ensure that the enemy is permanently inflicted with reduced magic resistance.
- Bloodstone can be upgraded from Soul Ring, though it is recommended to purchase a second Soul Ring afterward as the extra 150 mana per cast of Rearm is very powerful. Bloodstone drastically improves Tinker's HP and mana pool, allowing him to cast many more spells on rotations. As well, the active can be reset by Rearm, ensuring that you are always able to deny yourself whenever caught by the enemy. The reduction in respawn time is also very powerful, as Tinker can return to being active on the map faster, preventing the enemy from capitalizing on his death to take map objectives.
- Ethereal Blade does not give Tinker very beneficial stats, however it is useful for augmenting Tinker's already impressive burst magic damage against enemies, especially if he has built numerous intelligence items, and can be used on himself or teammates to grant immunity against physical damage. In a pinch, it can also be used on one of the enemy's carries to prevent them from attacking if Laser was already used on another target.
- Heaven's Halberd is situational pick-up if you are being threatened by heroes relying on basic attacks such as Ursa and Huskar, allowing you to disable their auto-attack for 6–9 seconds per cast between the Halberd's Disarm and your Laser. As well, it can be useful to get if the enemy has built a Monkey King Bar to negate the miss chance of Laser. It may seem superfluous however, when compared to Scythe of Vyse which serves a similar function.
- The Tinker's voice actor, Harry "Hal" Robins, also voiced Dr. Isaac Kleiner in Half-Life 2 and the scientists of Black Mesa in Half-Life. Many of Tinker's voice lines reference characters and events from the Half-Life universe. In addition, the name "Violet Plateau" is quite similar to "Black Mesa," and the events described in Tinker's backstory are remarkably similar to the events of Half-Life.
- Tinker's responses upon killing Broodmother's Spiderlings Play "Lamarr, is that you?" and Play "Lamarr?!" are a reference to Dr. Kleiner's "debeaked" pet headcrab, Hedy Lamarr.
- Many of Tinker's lines while using Rearm come directly from Half-Life 2 including Play "The massless field flux should self-limit" and Play "I've clamped the manifold parameters to… CY base and LG orbifold… Hilbert inclusive".
- The Tinker's alternate/fun name in DotA was "X!!", name of a professional DotA player.
- Tinker's line Play "I tink! Therefore I am!" is a reference to the philosophical statement "I think, therefore I am." proposed by René Descartes. Its original Latin words are "Cogito ergo sum."
- Tinker's line Play "Tinker, failure…Soldier…Fie…" is a reference to the 1974 spy novel Tinker, Tailor, Soldier, Spy by British author John le Carré about George Smiley (who was played by Gary Oldman in the 2011 film adaptation).
- Tinker's death line Play "The machine, stops." is a reference to the short story of the same name by E.M. Forster.
- Tinker's phrase "With my brains and your brawn, we'll make an excellent team" taken from Half-Life, from scientist.