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 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.
- Plays a sound effect during the cast time, which is audible to everyone.
- Uses the creep duration for creep-heroes.
- The laser first applies the damage, then the debuff.
- When upgraded with
, the Laser bounces to the closest enemy hero within a 450 radius of its current target.
- The bounces happen instantly, with no time interval between them. Has no bounce limit.
- Can only bounce to heroes (including clones), illusions 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 700.
- 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.
- When choosing the level 25 talent, the rockets also inflict a short stun on enemies they hit.
- The rockets first apply their damage, then the debuff.
- 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 lone enemy stands still within the area for the full duration, they would take an average of 189.44/284.16/378.88/473.6 ( 284.16/378.88/473.6/568.32) damage (before reductions).
- If each explosion could hit a single target, it would deal up to 2304/3456/4608/5760 ( 3456/4608/5760/6912) damage (before reductions).
- The robots do not explode and deal area damage when colliding with couriers.
- The sound effect upon cast is not audible by enemies. The marching sounds are.
- The following items cannot be rearmed:
- , , , , , , , , , , and .
- Visually resets the cooldown of , but does not skip the broken state.
- Does not reset charges on charge-based items ( , ).
- Only refreshes items in Tinker's inventory and backpack. 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 or backpack are not refreshed.
- When the channeling is interrupted, nothing is rearmed.
- Can rearm
and , but does not reset their stack restriction timer.
- The same rule applies when rearming Mend still restores mana. , but
- Can rearm illusions. , but recasting it replaces the previous
- Can rearm a disabled and as well as the cooldown of and .
- Rearm's sound gets shorter with each level to match the decreasing channel time.
- The Rearm modifier has only informational purpose.
|10% Spell Lifesteal||15||+40 Movement Speed|
|+75 Cast Range||10||+6% Spell Amplification|
- The cast range talent does not affect the jump distance of .
- The spell lifesteal talent stacks additively with other sources of spell lifesteal.
- The spell lifesteal talent heals for 2% from non-hero units. Treats creep-heroes as creeps and does not heal off of illusions.
- combined with a give Tinker enough HP regen to survive harassment in-lane.
- 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.
- 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.
- es are cheap and give attributes to help with the early game. Branches can be consumed with Tango for increased healing.
- are basic mobility requirements for any hero. Getting them early on Tinker allows him to more easily position himself for casting his spells.
- 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.
- 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.
- 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.
- 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.
- 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.
- grants intelligence and mana loss reduction so Tinker can use more abilities outside of base. The increased spell damage also helps with pushing waves and bursting heroes.
- increases mana pool and cast range so Tinker can use Laser and March of the Machines from a safe distance.
- 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. gives Tinker a vast amount of teamfight contribution, as he can use Laser to
- 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.
- 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.
- 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.
- 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.
- 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.
- is a good cheap mana item that gives Tinker good mana regeneration 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.
- 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.
- 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.
- 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.
- s 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.
- builds into Ethereal Blade and makes him invulnerable to physical damage. It can be refreshed ad nauseam to keep him safe from auto-attacks but the stats do not help Tinker much.
- 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.
|Roles:||Carry Nuker Pusher|
|Playstyle:||Compared to magic, the study of natural law was much more consistent, but no less dangerous. From their subterranean laboratory, Boush and his colleagues opened a portal to a distant world, a portal through which untold horrors began to pass into this realm. Cutting his way to freedom with a Laser, Boush surfaced as the only Tinker to survive the Violet Plateau incident. Equipped with contraptions befitting a maniacal researcher, Boush launches Heat-Seeking Missiles from his shoulders, and radios in armies of robotic drones to disassemble his enemies. Unhindered by the delays of magic, the Tinker Rearms his tools on the fly, wasting no time in demolishing anything that stands in his way.|
- 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 Play "Lamarr, is that you?" and Play "Lamarr?!" are a reference to Dr. Kleiner's "debeaked" pet headcrab, Hedy Lamarr. 's Spiderlings
- 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".
- Tinker's death line Play "It's probably not a problem, probably" is also a reference to Dr. Kleiner, who says it in the beggining of Half Life's second chapter right before the equipment he and his team are working on suffers a catastrophical malfunction and causes the alien invasion of Black Mesa.
- Tinker's selecting respones Play "With my brains and your brawn, we'll make an excellent team" is also a quote from Dr. Kleiner.
- The Tinker's alternate/fun name in DotA was "X!!", the 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.