HERO / GET TO KNOW THEM

Tinker

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
TinkerHERO GAME PLAN

What I want to do in the game

I work from a distance, protect allies, and refresh my available actions with Rearm.

Tinker demolishes foes with swarms of machines and a host of deadly gadgets. If he can gather the resources he needs, the power that instantly refreshes his abilities enables him to lead his team from every front.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

02

Mid · position 2

Initial recommendation

Levels, lane control and joining the team at the right moment matter.

03

Offlane · position 3

My resource is the team's space: I hold the lane and build for initiation or team protection.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

This suits me if I am ready to constantly judge positioning and repeated casts, while the team creates space to work from range.

What I watch out for

I do not rely on old item habits: I need to check current Rearm and available upgrades. Instant disables on the exit break a repeat entry.

What I do in combat

I connect each reposition with a task: damage, protecting an ally or the next safe point. I do not stand in an obvious spot after a spell sequence.

What I check first

The current Rearm should not be interpreted through old guides: I check what it actually refreshes.

02 / ITEMS FOR A PURPOSE

What I buy and why.

This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.

Mid · position 2

My starting plan

Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

  1. 01 / First stepArcane Boots

    Provide mana for laning and regular ability use.

  2. 02 / FoundationBlink Dagger

    Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

  3. 03 / FoundationKaya

    Improves magical damage and mana efficiency without committing to an expensive item straight away.

  4. 04 / Next choiceAether Lens

    Lets you use targeted abilities and items from a safer distance.

  5. 05 / Next choiceShiva's Guard

    Adds armor and pressure in an area, helping limit the enemy’s health restoration.

What I change for the situation 3 options
Guardian Greaves ↗

Combine mana and health sustain for the team; useful in prolonged fights together.

Scythe of Vyse ↗

Provides a strong targeted disable for an important target when a normal slow or silence is not enough.

Black King Bar ↗

Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

I see the minute on the clock. And the situation too.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Laser

Fires an intense energy beam, damaging and blinding the target. Blinded targets miss all physical attacks.

↻ 19 / 18 / 17 / 16 sec.Mana 95 / 105 / 115 / 125
Details and upgrades

Fires an intense energy beam, damaging and blinding the target. Blinded targets miss all physical attacks.

Aghanim’s Scepter

Upgrades the laser to a shrink ray that reduces the primary target’s size and lowers its current and maximum health by 13%. Effects from multiple casts stack.

Ability

March of the Machines

Enlists an army of robotic minions to destroy enemy units in an area around Tinker.

↻ 35 / 33 / 31 / 29 sec.Mana 100 / 120 / 140 / 160
Details and upgrades

Enlists an army of robotic minions to destroy enemy units in an area around Tinker.

Aghanim’s Scepter

March of the Machines applies a non-stacking heal over time when passing through allied heroes.

Ability

Deploy Turrets

Deploys 3 uncontrollable turrets at the target location. Enemies hit by the impact take damage and are pushed away from the landing point. If Tinker is hit, he also gets pushed by the impact. Once deployed, the turret fires missiles in the direction of the nearest enemy hero.

↻ 24 / 22 / 20 / 18 sec.Mana 100 / 120 / 140 / 160
Details and upgrades

Deploys 3 uncontrollable turrets at the target location. Enemies hit by the impact take damage and are pushed away from the landing point. If Tinker is hit, he also gets pushed by the impact. Once deployed, the turret fires missiles in the direction of the nearest enemy hero.

Aghanim’s Scepter

Turrets fire missiles 20% faster.

Ability

Rearm

CHANNELED - Resets the cooldown on Tinker's abilities.

↻ 5.5 / 5 / 4.5 sec.Mana 100 / 150 / 200
Innates, upgrades and other forms2 abilities +

These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

From Aghanim’s Shard

Warp Flare

The hero fires a flare at an enemy, damaging it, moving it away from the caster, rooting it, and reducing its attack and cast range for 2 sec.

Full description

Throws a flare towards an enemy, dealing damage, teleporting them away, rooting them and reducing their Cast and Attack Range for 2 seconds. The target is teleported further the closer they are to Tinker.

Innate

Eureka!

Tinker gains 1% item cooldown reduction per 3 Intelligence, up to a maximum of 60%.

Full description

Tinker gains 1% item cooldown reduction per 3 Intelligence, up to a maximum of 60%.

Valve base stats +
Health · base
538
Mana · base
435
Damage · Valve field
52–58
Armour · Valve field
4.83
Movement speed
305
Attack range
500
Strength · base / gain
19 / 2.3
Agility · base / gain
17 / 1.4
Intelligence · base / gain
30 / 3.3

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

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One hero. Many decisions.

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