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Dota 2 Weekend!; CAUSE YEAH
Topic Started: Feb 12 2014, 02:32 AM (18,048 Views)
dwestfan13
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Crocker:

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Darkie:

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Dwest:

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Ghost:

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Lightning:

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Oli:

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I love this new function. So much.
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DarkFlashlight
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it will take a toll
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#teamblink
#teamfuckaghs
#teamwhyaretangoesghost'sfifthmostcommonitem
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cscrocker
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Ang tanging Pilipino sa forum na ito
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Guess that makes me our third best player. #totallynotrubbingitin
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Olinea
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No finesse
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cscrocker
Mar 19 2015, 10:21 AM
Guess that makes me our third best player. #totallynotrubbingitin
KDA is still a pretty subpar measure of stats. It's hard (i think impossible) to mathematically quantify game impact. I can TP around the map and rack up a shitload of kills on Tinker while pushing out the lanes with March so teammates can't safely farm it, die once, and then we fokkin lost. On dotabuff I look great. In reality I'm a huge money sink and my misplay means a lot more as a result. GPM/XPM are also reliant on the role, and to some degree heroes someone tends to play - still good indicators of performance in a game but average GPM/XPM means very little. I play greedy and my numbers inflate. Cool to have numbers for this sort of stuff but with a complex game like this? They don't mean anything. Your TA can run circles around mine. Dwest is a better Phoenix, ghost is way better at Skywrath, Darkie is a better Ember, Lightning throws games way less often than I do because he thinks before yolomoding. Skill-intensive heroes like Tinker/Earth Spirit/Invoker? I can top charts with them. Getting baited into thinking I'm fighting 1v1 and then having it turn 1v4? That'd be my specialty too. Everyone here absolutely has unique strengths and flaws in their gameplay. Team game.

Why the shit are Treads in my top items? I buy Phase way more often. I'm okay with the rest of those items though.
Edited by Olinea, Mar 19 2015, 02:34 PM.
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DarkFlashlight
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it will take a toll
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Oli
 
Dwest is a better Phoenix, ghost is way better at Skywrath, Darkie is a better Ember, Lightning throws games way less often than I do....

lb not better at any hero than oli confirmed; shots fired
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Olinea
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No finesse
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Well he's better at taking shots than you
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tfghost92
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swag on this dick, bitches
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I don't really think I have many strengths. i suppose there are things I can do effectively but I wouldn't call anything a strength
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Snowman
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Berserker
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^ me irl
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dwestfan13
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One of my strengths is an unnecessary Ult to 'secure' a kill.
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Snowman
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Berserker
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One of my strengths is being a cut above.
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DarkFlashlight
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it will take a toll
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My biggest strength is probably supporting.
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Olinea
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No finesse
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snowman irl

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Olinea
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So recently I decided I wanted to do another megapost, but there's very little about general gameplay and mechanics that I feel you all are unaware of, so I decided I'd instead write about something I'd enjoy talking about, as evidenced by me having repeated this stuff a hundred times before already:



OLI GUIDE TO TINKER
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DISCLAIMER: This is how I play the hero. You may have your own style and he's super versatile but I think a lot of the advice in here will make you better and more comfortable with the hero in general – if nothing else, being able to understand what an enemy Tinker wants can let you play against him better.

Tinker is an intel hero whose versatility comes from Rearm, which lets him abuse activatable items to an extent that no other hero can do. Most notable is the interaction with Boots of Travel, allowing him to quickly pump out spells and retreat to his fountain to regenerate his spent mana. This leaves him in an odd state of simultaneously being gated by mana but having a fairly dependable way to recover it. However, as you probably are aware, because a Tinker played to his fullest extent abuses activatable items, Tinker is highly item-reliant and his power spikes are very significant – 875 gold can turn a Tinker with an Ultimate Orb/Mystic Staff, which are next to useless on him by themselves, into a permahex user. As a result if you're unable to quickly obtain farm your snowball potential is hugely dampened and you can find yourself deprived of the tools you need. Tinker is squishy, has no hard crowd control, and packs no escapes. With that combination of downsides on a core hero you need to be able to patch that up or compensate.

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Laser

Bread and butter skill early. I always do either Laser/Missile or Laser/March for my early spec. Its early damage is significant due to being Pure damage (suck it Huskar) and the blind is the icing on the cake. This skill wins trades in laning, either by forcing them to back off or get pummeled by your autos without being able to respond in kind. With the level advantage from mid it's not uncommon for this skill to take out some 30-40% of a hero's health bar in one shot when it's maxed. Heroes like PA, Drow, Clinkz, etc. who are highly autoattack-reliant are crippled by the blind at all stages of the game and its damage is never really insignificant. It's a fantastic skill.

It's not without its own flaws, though. The low cast range and long windup make this skill very in-your-face, unlike Missile or March which are fire-and-forget. Being as vulnerable as you are, Laser is often a high-risk/high-reward skill after laning ends and you find yourself needing to evaluate multiple of your enemies' positioning. It's deceptively committal in nature – which is fine in lane, but after that it gets a little riskier to put your neck on the line to cast this. But, that said, its early/mid nuking power and ability to establish lane dominance make it an automatic pickup for me. It's so damn good and I cannot remember the last game I played where I didn't have this maxed as soon as possible.


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Heat-Seeking Missile

Laser/Missile spec, for me, is reserved for lane opponents I think I can kill early, either because I don't think they're that good or because they're squishy and the Laser/Missile burst can establish a significant kill threshold.

Missile's a good spell but I don't find it to be one of the cornerstones of Tinker. The damage is nice and its range is very high – it makes for an excellent way to continually seige pushers once you have BoT provided you can maintain vision on them – but if damage is what you're after then Laser does it better. To me, an early Missile is more of a finisher after you can't sneak in any more autos. It's a great contributor to your burst potential (Laser/March might have problems with reliable killing unless people run around in your March) but as a skill that's simply damage it'll fall off eventually without any other utility to its name. It's also unable to hit fogged units which has costed me more than my fair share of kills because of being a split second too slow to hit W. That said, always remember it's an option during a skirmish because it's a great way to safely deal damage from afar or finish off people you can't further commit to.


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March of the Machines

Skill's fuckin broke

I mean, on the surface it seems puny, but it's got a ton of upsides to it. It's able to deal damage while you're off doing other stuff (it really is fire-and-forget) and the damage rapidly adds up the longer people stay in it. In a sense it can be used as a zoning tool because anyone crossing it is guaranteed to take a hefty chunk of damage. It farms creep waves, pushes lanes, kills pushes, and when people underestimate it they regret it. The sheer DPS potential, especially dealt to a team rather than a single target, keep this skill perpetually powerful at all stages of the game. It's no concentrated/reliable burst but that's not its job.

When using this skill remember that the machines will move in the direction of where you cast it. Abuse this fact.. During laning, rather than clicking in the direction of your opponent, you can get more significant harass on them by turning backwards and casting it, so the machines spawn right behind them and they don't have their creeps acting as a buffer to block them. When deploying a March to kill a push, consider your deployment angle – depending on where you cast it, you can 'delay' when the machines get to the creeps there to maximize the number of machines that don't pass in front of creeps. More on that in a bit.


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Rearm

This skill is the reason I love Tinker so much – because there's always something to do. After a channeling time your ability cooldowns get reset, and all items with the exceptions of:

Arcane Boots
BKB
Bottle
Hand of Midas
Helm of the Dominator
Linken's Sphere
Necronomicon
Refresher Orb

This seems like a pretty limiting list but there's still a pretty big variety of items you can Rearm, including:

Posted Image Boots of Travel
Item's pretty decent for Tinker. Gives him a moderate amount of global pressure and a way to recoup mana and provides mobility on a hero that doesn't have any.

It's fuckin legit. You all can piece together why being able to refresh the cooldown on these boots is absolutely vital for the hero, considering Rearming spells doesn't mean anything without the mana to back it up, and in a few seconds you can TP to a lane, plop down a March, Rearm, Blink into the treeline, and escape to quickly farm, push, and pressure. They're core on Tinker. You all know this by now. The sooner you get them, the sooner you can abuse the ability to unload an entire mana pool and regenerate it all back in seconds. It's somewhat limited in a normal setting since it may take you awhile to get into jungle fights due to only being able to target towers and creeps, but it also can target summons/player units like Chen creeps, Visage Familiars (even when they're in the ground), Beastmaster's Hawk, and, a pretty neat one, Elder Titan's Astral Spirit (which also carries Natural Order to amplify nuke potential). You're gimping yourself by delaying these. Get them.

Posted Image Soul Ring
To be honest, this item's almost equally as important as Boots of Travel for the hero. You are far, far more likely to be gated by mana than health. Tinker eats mana so damn quickly it's not even funny. A free +150 every time you pop Rearm adds up.

Think of this: At level 1, Rearm costs 150 mana and Soul Ring grants 150 mana. Because Rearm refreshes Soul Ring, you're effectively negating the entire Rearm cost and you're free to spend your entire mana pool on missiles, marches, or whatever you want. The health cost seems like it'd add up but realistically you'll end up using it 1-3 times per teleport depending on how many abilities you're throwing out. Not enough to endanger you, and if you're that worried about the health cost remember that a Bottle charge basically gives you all that health back, and the Bottle comes with three charges.

If I can give one single tip that I think will drastically improve someone's Tinker play, it's that If your Soul Ring is not on cooldown when you're about to Rearm, use it. You are heavily gated by mana. When you're TPing to fountain, nine times out of ten it's to regenerate a significant loss of mana rather than regenerating your health. 150 mana may seem small but it's significant as far as being able to get back the single biggest factor that puts you out of fights (yes, more significant than health). Even if you're at full mana and Rearming for whatever reason, that cuts out 150 mana from the Rearm cost. It's a huge timesaver and it's a waste of the item if you don't use it right before you'll refresh its cooldown. Make sure your Soul Ring is popped before you cast Rearm. It's almost literally free mana. You need it.

Posted Image Blink Dagger
It may seem weird considering 2 of your 3 skills aren't super limited by mobility (Missile has a huge range and you don't really need Blink to cast a good March) but Blink Dagger, for being an outstanding item to begin with, is pretty heavily abusable by Rearm.

For starters, remember the hero you're playing. You have no strong lockdown or disengage, no gap closers, and you sure as hell are not tankier than the average hero. Mobility is hugely important on a vulnerable hero such as yourself. Also, consider that Rearm and Boots of Travel have channel times that can't be ignored. If you can reposition yourself into a safer spot, such as a cliff or in the middle of a tree patch, it significantly cuts down the number of options your opponents may have to interrupt your casts. And you still get the immeasurably nice benefits that the item gives for everyone – extending the range on abilities, surprise initiation, instant escape mechanism, map mobility (well, BoT provides that already), what have you. Blink Dagger's able to patch up flaws in the hero that otherwise might make you a lot tastier of a meal for someone, as well as lets you press an advantage if you're able to get far enough ahead.

Posted Image Scythe of Vyse
Probably doesn't even need an explanation, but what the hell. 3.5 second disable that has no animation, can be recast on the same target (You can't re-Euls a target until they come down), lets your team attack and cast spells on them, and lasts for longer than Rearm's cast time at any level. If you can get the jump on someone you basically automatically win the 1v1 unless it's some stupidly strong Pudge/Centaur/Abbadon/whoever where you don't have the mana to sustain that. You can't pop BKB while you're a pig. Permahex is hugely strong but you don't really have much you can do to a target if you rush the item (who cares how long you remain a pig if your opponent can't do anything significant damagewise during that time?) and your opponents are likely packing BKBs later in the game when this is a much more attractive pickup. It still belongs in a 6-slotted Tinker arsenal (hell, a lot of 6-slotted heroes should be packing this) and a prime candidate for Rearm abuse.

Posted Image Shiva's Guard
Shiva's is a little varied in the benefits it provides since it does a few things for you. The most obvious benefit is the AoE damage, which is a lot more reliable for clearing creep waves than March, which takes awhile to get the goblins out. Double Shivas will usually suffice to clear out ranged creeps, as well as nail the melee ones and usually pick up a few of them on the second cast as your creeps attack theirs during the cast time of Rearm. The active also provides a slow, which you don't have, and flying vision which can definitely come in handy for scouting, even if the effective area is a little small. Beyond that, it's a significant bump to your mana pool and provides quite a bit of armor, enough to make a difference in situations where you're getting autoattacked. It also doesn't interrupt channeling skills like Rearm and BoT, which is neat. It's not going to provide a giant Dagon-esque blast of damage but that's not its purpose. A utility item through and through, Shiva's is a safe pickup but not an item you can blindly build – think of why you need it before you commit to building it. Usually the question of “Shivas or Dagon?” needs to be asked after Blink Dagger is picked up. If you're confident in your lead Dagon can help further your pressure, but in a losing/even situation, or where you're afraid you may be too vulnerable to build Dagon and use it aggressively, Shivas is a more than acceptable pickup.

Posted Image Dagon
Fuck yeah.

Dagon is the real deal on this hero. It supplements your burst around the time Laser/Missile may not be enough to significantly tell someone who's really in charge. It's got cheap components which means you don't need to save for a long time to get your Mystic Staff/Eaglesong/Ultimate Orb/whatever. It lets you power spike over and over again rather than having long power spike droughts in between picking up expensive items. It has no animation and instantly deals its damage, and can be used when you're silenced. It is fun as shit and an 800 damage nuke is never irrelevant at any point in the game. To repeatedly cast it is a death warrant for your victim.

Posted Image Eul's Scepter of Divinity
I'll admit I rarely pick up this item, mostly because I can't really think of situations where it's super necessary compared to other options. BoT/Soul Ring/Blink are almost 100% necessary, and usually in that order. After Blink you need a damn good reason to need repeated Euls casts (since your target is invulnerable during this time) and it doesn't exactly provide a huge boost to your mana pool, nor does its movespeed really make or break you considering you've built BoT and have a refreshable Blink Dagger. To me, an early Euls is only going to buy time for your target's teammates to arrive and it doesn't last long enough to where you can keep multiple opponents in the air, nor are there a lot of situatons at that gametime where teamfights would be decided by that, or times where you need to Euls yourself and have a plan for when you land. A late Euls is questionable since Scythe of Vyse's disable is way better later on. Euls is a good item and it has its perks but there aren't exactly a lot of situations where it's the best pickup to get, and if you need a disable you need a good reason to be skipping Scythe of Vyse – I guess usually that'd be money, but it's just not something I find myself building very often. To each their own, however – you might find you get mileage out of the item, in which case I'm all for creating your personal build on a hero that absolutely thrives from doing that.

Posted Image Force Staff
It's like Blink Dagger, but the biggest plus is that it's usable after taking damage. Blink's still probably a better item since it's got a longer range, it's instant, doesn't kill trees, and doesn't telegraph where you're going. It's not a crime to build both but you only have so many item slots so you need a good reason to necessitate those two + BoT + only three more items (Dagon/Eblade/Shivas/Sheep/Soul Ring/etc – which of these would you be dumping off?). Remember that mobility/utility mean very little in this game if you can't take advantage of them.

Posted Image Orchid
Silence is nice, amplified damage on a target, mana pool boost, and arguably the best buildup for a major item. Orchid is a solid pickup on Tinker but to me it never provides something you absolutely need – it's just a good item, not core. A silenced target isn't likely to sit there and let you Rearm all of your shit without running away, and Eblade only costs about 700 more but has the Ethereal component which packs a hell of a lot more utility for yourself, including attack blocking, a very significant and needed slow, and dealing its amplification damage when you use an ability rather than delaying it until the end. The Silence has its niche but mostly this item's just outclassed by Eblade. Still worth consideration.

Posted ImagePosted Image Ghost Scepter / Ethereal Blade
I'm basically sold on this item being core for Tinker, mostly because I fell in love with the Dagon → Eblade route a long time ago and it worked so damn well. Let's see how useful it is:

Let's start with Ghost Scepter. If I haven't drilled the point home enough, you're super vulnerable and squishy, and you tend to be a gold vacuum with your global presence and farming power. Protection is necessary. Blink Dagger is nice and all but being disabled on damage is a killer, doubly so when opponents have a multitude of ways to get the jump on you. A Rearmable Ghost Scepter is a cheap pickup that instantly negates a lot of heroes' ways to properly pressure and kill you. PA, Lifestealer, Huskar, Weaver, Viper, etc etc. If they can't autoattack you, there's very little they can do at all to you. It shuts out a huge number of heroes for how much it costs. You can proceed to Ethereally Rearm, cast it one more time, and buy yourself time to Blink away as you laugh to yoursef. Probably the best way to outplay a BKB holder, since most of them tend to be autoattack carries. It's not perfect (Diffusal is a killer here, a smart Riki will wait until you pop Ghost Scepter and then remove it) but it's close.

Eblade is similar, but provides enough utility to where it's almost a completely different item with a different purpose. So now, on top of being able to turn yourself autoattack-immune, you also have the benefits listed earlier in the Orchid section where you can amplify magic damage (Eblade/Dagon HURTS later on, that nuke potential will whittle anyone down, and sometimes is enough to outright 100-0 supports/squishies with help from a Laser/Missile) and completely prevent your burst from being irrelevant, prevent someone from autoattacking (remember that if they pop BKB they remove the debuff – be ready to Rearm as soon as the projectile comes out so you can Eblade yourself after they cast BKB), slow them down, and on top of that even adds damage of its own when the projectile hits. In a pinch it can save allies (typically though it might be better to cast it on whoever's attacking them) and the item even adds significant amounts of agility which lets you push structures and actually deal damage to them. The Ethereal debuff is so double-edged of a sword that being able to exploit its benefits and drawbacks at will makes Eblade an insanely good pickup. Eblade's amazing and when you buy it you need to realize that you've just made yourself a lot stronger than you were before.

Posted Image Manta Style
This is a weird one but it's got its perks. The illusions are able to push a lane even while you're in the fountain (and are even noncommittal ways to chip away at a tower) and illusions are great at baiting out skills if you can properly micro them. Casting Manta also removes debuffs from you, most importantly Silences which stop you from Rearming. Manta on Tinker is a cheesy item, absolutely, but long silences on heroes that Eblade can't stop (Looking at you, Skywrath) and sustained push potential make Manta still worth a look.

Posted Image Veil of Discord
Just go Eblade. Laser isn't amplified by this (Pure damage) so unless you can Veil multiple enemies without getting jumped on, and then they fight in your multiple Marches or stay around to eat a few Missiles, it's outclassed. Do you really need to be a Veil holder over someone else on your team? Rearmed Veils don't mean much.


That about covers the items Rearm is really good at abusing. Of course, other items with active abilities exist, but they're probably not worth considering:
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Your item progression shapes how you play - this is true of every hero in the game, but because you're so item-reliant it means a lot more to Tinker than it does for most other heroes. Keep evaluating where you stand in this game and what you, and your team, need. Even if an item can't be Rearmed (BKB) or its active doesn't need to be (Bloodstone) doesn't mean it doesn't have some situational use to it. Except Aghs. 4200 gold for a longer Laser cast range and more missiles (in which case you need to be close enough to hit more than two at once) isn't worth it. At 1100 range you start running into vision problems to fully abuse the Laser cast range increase and Missile would be falling off around the time you finished Aghs anyways. Tinker is a flexible hero. Be flexible.




Early Game
So you picked Tinker and you're hopefully going to be taking mid. This guide's written for taking mid since I can't remember the last time I played him anywhere else so it's hard to provide insight for other lanes.

My standard opening items are a pack of Tangos and 2 branches. You don't need the branches and they won't build into anything you will end up using, but they're cheap and you need any help at last-hitting that you can get. The earlier you secure those BoT, the earlier the game changes. You can probably go Mantle of Intelligence, or possibly Circlet, since those will be used for Null Talisman → Dagon eventually, but I don't like spending too much at the beginning since that's effectively delaying Bottle. Tangos are a backup measure since you don't know anything about how that lane will match up (if your teammates are willing they could pool you a few of their own in order to help out with a faster BoT) but Bottle will be good for keeping your health topped off. Around level 5-6 you'll probably be spending your time in mid at either 100% health or 0%.

Decide if you want the first Bounty rune or not. You contribute almost nothing to an early skirmish at a rune (maybe if you drop March, but you need to approach and get in position first) so it's a little hard to ensure you get it unless it's totally uncontested or your teammates help you out. You can also go for a block since that can set the pace of the lane really early on. Fighting uphill is a huge drag.

Early levels (1-4)
For starters, hold off on taking your skill point/s until you need them. It can be fine to take an early Laser unless you're doing some blasphemous Missile/March build but that advice holds for a lot of heroes. The decision to go Laser/Missile or Laser/March doesn't need to be made right away. Take time to evaluate how skilled you think your lane opponent is – would they be susceptible to being taken by surprise burst, or do you need extra help in controlling the lane with March? When you've decided you can skill it really quickly by pressing Ctrl-W or Ctrl-E (I think the hotkey O also lets you skill things, so I think O-E would skill march, but I like Ctrl) in case you need that split second skill point. Consider the matchup too – Pudge, DK, Tusk, or some other Strength hero might not care about your unmaxed Missiles, but a proper March can shove creeps into their tower and get control. 2-1-1 is kind of a waste. You don't have the mana to constantly use all three, and if you're only going to use two, there's no reason not to make that second skill a little more powerful. Use your powerful skills. If you don't think Laser is going to work here and you find yourself using Missile a lot more, don't max Laser. Maxing a skill is saying you're making it your number one tool. I like Laser a lot and it's the first thing I think of when I'm fighting someone, so I max Laser and I make sure that if I'm using mana it's on the skill I max.

Last-hit as normal but never be doing nothing. If there's nothing to last-hit then attack your opponent. Laser wins autoattack trades if they try to respond in kind (try not to start shit fighting uphill, though). Autoattack harass, especially at levels 1 and 2, adds up and it'll pave the way for first blood if they let you keep hitting them. Autoattacks are the best way to rack up damage. Tinker doesn't “harass” with his skills. He doesn't have the mana to do that. Keeping your opponent at medium/low HP, even if you can't kill them, makes them play more passively which is what you want. Don't resign yourself to playing passively. Control the lane and control them. Know your limits, of course, and be aware of what they're capable of, but if you can put in free auto damage on them then go for it. You will not farm Boots of Travel if you're being manhandled. Do the manhandling yourself.

Mark Bottle on your quickbuy and get that shipped out when you can. Keep an eye on the game clock and hog runes. Around 1:40, 3:40, whatever – give yourself some time to go get that rune. Drop a March to push the wave into the opponent's tower so they need to lose CS if they want to contest it. Autoattack the creeps a bit more to get it pushing. Scare them off with a Laser. If you control runes it makes your job way easier. Bounty runes are obviously helpful, Regen runes let you put on huge harass and get all of that mana back, Haste/Invis for escapes, DD for last-hitting and great trading potential, and... well, Illusion's better than nothing (maybe send an illusion to go deny the other rune so your opponent doesn't go get that one instead). Refilling your Bottle will help establish control in the lane with an extra Laser or March and some healing, and collecting the rune denies that same rune from your opponent. However, good mids will aim to do the same thing, and it can be hard to contest a rune. Laser/Missile will be nice for a sustained trade but after the blind wears off are you going to be prepared to fight back with nothing but autos? Someone like Viper or Pudge sitting on the rune spot? Forget that and move on. That's too much risk. I'm not saying to never go for it, because your burst should absolutely be respected, even at this early stage, and this can be a good chance to weaken your opponent enough to kill them or send them back, but your opponent knows where you're about to be and depending on who they are that's very, very bad for you.

This early stage you aren't quite able to kill a high-health opponent without them underestimating Laser's potential, or them fighting in your creep wave, or whatever. Bide your time. Wait for now.

Mid levels (Levels 5-8)
As soon as your put your third point in Laser it becomes really strong. At level 5 you now pack a big chunk of burst, especially for Laser/Missile people. Here's Laser/Missile in action on a few mids:

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Level 2 Laser doesn't really offer the same “oomph” because Missile will only be at level 1 at this point which isn't that much more damage in your burst for how much mana you'd be set back. Level 7 is the same deal as level 5 – if you specced 4-3-0-0 you should be actively looking to Laser their faces off.

However, remember that opposing mid laners have their own plans. Pudge is going to get Dismember, QoP gets Sonic Wave, Storm Spirit gets Ball Lightning, Zeus gets Thundergod's Wrath, Skywrath gets Mystic Flare, etc. Level 6 for your opponent generally means a hell of a lot more than it means to you (some exceptions being Shadow Fiend, Tiny, Troll, etc.) so you need to be cautious and always pay attention to them. You're prime fodder to be picked off since you aren't capable of a full 100-0 yet and a few of them will be, so don't expect the same level of trades as before. Hopefully you've built a solid enough lead to where they're scared to turn the tables, but still respect your opponent because you never know how well they can utilize their new tool. Keep farming but never get cocky. You're still very strong – they just will be as well.

Don't pick up Rearm until you're very close to BoT. Normally for me this is around level 8 or 9 – I tend to go for Rearm when I'm about 500 gold off, since by then I'm usually able to get the rest of the gold before hitting the next level. Picking up Rearm too early is a waste (the better your skills, the more easily you can get the money) and getting it too late is effectively delaying your BoT, even if the item's sitting in your inventory. That 2k hump is going to be big but it's surmountable. Don't worry if it's later than usual, don't worry if your opponent is ahead – just celebrate that you got your boots and it's time to wreak havoc.



Midgame
Pre-Soul Ring
So you farmed BoT and you've got Rearm. At this point, with the level advantage you got from mid, you should be exerting pressure on other lanes because you're able to drop hugely damaging nukes with impunity. Your job now is, if you haven't gotten it already, to rack up enough gold to get Soul Ring. At only 800 gold you'll be able to grab it faster than BoT since you have more farming tools at your disposal. Your nuke potential is huge and with any teammate who has a stun/nuke you should be able to nab a kill for some quick gold. If your opponents are grouped, a few Rearmed Missiles or Marches can put the hurt on them while you go regenerate mana. If you have the ability to exert global pressure then make use of it. Tinker is sent mid because he can utilize levels well – otherwise you'd put him in the safelane to try and make it easier for him to farm his core item.

Don't neglect mid, because it's still a very trafficked lane, but your team has been missing their mid laner for awhile now and it's time to put up. You're capable of swinging a fight with giant nuke power – a maxed March almost completely shuts out an area as fightable, and Laser/Missile is still able to completely chunk someone out of position. Soul Ring has no super expensive components and it'll make you way better at your job.

Post-Soul Ring
You farmed BoT. You farmed Soul Ring. You probably have a Bottle from laning, a level advantage, and the map is at your command. At some point you'll have the money for Blink and then can decide where you're going from there. Let's walk through the motions of TPing to a lane.

1. Cast BoT
Okay, probably pretty self-evident. There's a certain finesse to picking the right spot, though. Be constantly aware that you're very susceptible to being picked off, so telegraphing yourself is a really good way to get picked off and killed. Being dead sucks, especially as a mid laner who's sporting boosted exp and gold levels, and still has a lot more farming to do.

An important aspect of BoT is its inability to teleport to a location near a tower like a TP scroll – rather, you're forced to teleport directly on a tower. Spells like Torrent, Split Earth, Sacred Arrow, Light Strike Array, and countless others are great tools to use on teleport spots, and teleporting directly on a tower makes it much harder for that enemy to spell your doom by awaiting your arrival. That's the good part. The bad part is that one of the last places you want to be is right onto a tower that's being sieged, since it'll have creeps and more than likely a few melee heroes right on your face when you get there. Teleporting onto a tower puts you in the thick of it, which isn't really where you want to be considering the range on Missile and the large area of March, and the fact that you aren't getting out of the middle of a fight alive. Instead, if a tower's being sieged, teleport to the creep wave approaching it and go from there. It may delay your arrival time but it's way better than dying. This also gives the advantage of hiding your teleport destination, and the enemy might not even be aware you're there.

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Do I really want to risk Shadow Blade/Blink Dagger Earthshaker watching that tower, waiting to pummel me and have his buddy Lifestealer jump me too? Safety first. Would you risk it with enemy heroes pushing your tower? The answer should be no, especially if you don't have Blink/Ghost Scepter as defensive countermeasures.

Teleporting to creeps masks what you're doing and will let you TP to the backline, where you want to be. Prioritize them.

2. Scan the area near your teleport area. Keep your finger on the S key.
If you're teleporting from fountain there's absolutely no reason to take your eyes off your teleport destination. In that channel time something may come up and you need to be prepared to deal with it. The instant you see something dangerous that you don't want to TP to, you hit that S key and stop the teleport. You can always Rearm BoT. What you're doing right now during this step is deciding what you'll do when you arrive.

Plus, fake teleports are pretty cool. If you time it well, and/or your opponent has a trigger finger, you can bait some stuff out, from minor spells to more impactful abilities.

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Poor Shadow Fiend. I knew he'd be ready for me. I was ready for him, too.

2.5 Shift-queue
I'm not sure how much you guys know about shift-queueing so here's a short rundown. Shift-queueing is basically telling your hero “as soon as you're done with X, do Y and Z”. To achieve this, you hold shift and give orders. Bear in mind that shift-queueing doesn't let your hero bypass unnecessary animation frames, and your hero will only do their next spell when they're finished with the animation for their order. This heavily slows down something like a BoT → March → Blink combo, because you'll only end up blinking after the end of the March animation – not immediately after the March comes out, after Tinker's done with his little lingering pose.

However, you're a hero that abuses items, which don't have any animation, as well as Missile which fires immediately when the button's pressed. So if I were to, for example, hold Shift as I order a TP, then a Dagon on Centaur, then a Blink back, the result is something like this:

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See, it's even so fast that the Dagon laser moves. You can be in and out faster than someone who was manually waiting to Blink after the TP ends.

The most important spells you'd be shift-queueing are Missile and Blink. Shift-queueing Missile allows you to instantly burn mana on the spell and the residual fountain regen can get most of that mana back, shift-queueing Blink instantly repositions yourself (minus the time it takes for Tinker to turn in the direction of his Blink) upon teleporting. Both have their uses and this is more of an optimization thing but it's still a useful skill to learn. Sand King in particular is way better if you can shift-queue R → Blink to avoid losing Epicenter pulses. Tinker can use it as well.

3. Upon teleporting, see if anyone immediately next to you needs a Bottle charge.
It's not a hugely important step but here's another way to abuse the game mechanics in your favor. You've probably noticed that fountain regeneration stays on your hero for a short while after you leave the fountain area - particularly noticeable when using TP scrolls or Ember Spirit's ult. So here's a secret: While you have that fountain regeneration on you, any Bottle you have on you will instantly be filled. What this means is that popping a Bottle charge immediately after leaving fountain uses up a charge and then instantly gives it back to you. You probably won't be missing mana when you teleport, but in that first second or two after your arrival, you can apply a Bottle charge to a teammate at no cost to yourself. If you're really coordinated, they can give you their own empty/used Bottle to have it instantly refill, then you give it back. It's literally free mana/health for a teammate if you time it well. When the regen from fountain wears off your Bottle charges count.

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Of note: You cannot shift-queue giving Bottle charges to a teammate. Attempting to do that just immediately orders your hero to use the charge, which cancels things like TP/Rearm. I don't know if it's a glitch or what. It just doesn't work.

4. Do what you gotta do
You teleported in. Go Laser someone, deploy a March, Missile, whatever. I can't give guidelines or tips for this. This section's for efficiency.

I can, however, talk a little about the approach for killing people in midgame. With Laser/Missile/Dagon as your burst tools your cast order can vary. For initiating on a target from afar I'm more partial to firing off Missile, chasing it, then Blinking and deploying Laser/Dagon when the missile hits for as much damage in as concentrated of a time as possible. Missile too early, or when you can't chase it, and you scare them off. You can also do Laser/Dagon/Missile last if you start the combo right next to a target – think of Sniper ult, it has the largest range so it can be saved for when they're out of range for the others. Laser before Dagon because you can use Dagon to cancel the ending frames of the Laser animation, and it has the longer range. Once you Laser you know you're in range to use the other spells.

Your best targets are squishy heroes without reliable escapes or crowd control. Veno, AA, SF, Lich, Wisp, Zeus, etc. They can, of course, fight back, so you need to be careful when committing, but pick out who you think's going to be an easy kill, since that'll let your snowball accelerate better. You won't have nearly as easy of a time trying to burst down a Centaur, Slark, Weaver, or others. They're still killable, but not from full health they aren't. It's very rare that you can unload Laser/Missile, Rearm them, and continue your assault on the same target when Rearm isn't maxed out.

Your worst enemies, besides heroes that can shrug off or foil your burst, are ones that pick you off and take advantage of your squishy, no-defense self. Invisible heroes like Nyx, Bounty Hunter, and Riki make teleporting to a lane a dangerous job since you aren't sure when they'll pop out. Heroes with gap closers like QoP, Storm, Clock, or anyone with a Blink Dagger also can wait for you to TP to a lane and then jump in on you (or pull you, in the case of Pudge). Against them, you'll want to find out where they'll assault you from, and stay as far away from that treeline as possible. For example, if you're pushing top lane, stay to the left (on Radiant's side) or upwards (on Dire's side). Pushing bottom, you'd stay on the lower side (Radiant's side of the map) or right side (Dire's side) This maximizes the distance that the ganker needs to travel to reach you, and puts creeps between you and them. This positioning also lets you blink further into the map edge's treeline when it's time to leave. Be on your guard against these heroes. Watch the minimap and track them. Figure out if they're going to jump on you, or are you teleporting to the opposite side of the map from where you just spotted them? Don't operate alone entirely, your team can provide protection and, operating as a group, you all can possibly turn the tables on a ganker who thinks they've gotten an easy meal. It's still a team game.

5. Use Soul Ring. Use Bottle. Use Rearm.
Simple explanation for this one. You always use Soul Ring before Rearming (free mana) and using Bottle right after it will regenerate the health cost + extra mana during your Rearm channel.

6. When you're ready to go back, check if you can give Bottle charges to anyone, but try to save one for yourself
It's wasteful to go back to the fountain with a Bottle that isn't empty since it's going to refill when you get there. Help your teammates.

7. Blink into trees if you have it.
Teleporting takes awhile. Trees block vision, blinking into them shrouds where you are while channeling Teleport, and not a lot of heroes are capable of getting into the trees or cutting them down to chase you. Be safe. Trees are way safer than teleporting in the open.

8. Use Bottle if it isn't empty and double-tap BoT if you're going back to fountain
Squeeze whatever you can out of that Bottle. BoT cost 75 mana to use and the Bottle will refill when you get to the fountain. You can let the Bottle charge regenerate some of the BoT mana cost during your channel time. Double-tapping BoT just teleports you right to the fountain which mitigates the risk of ending up next to the Ancient or whatever and needing to walk back. You probably won't have the mana to head to another lane and make a bunch of impact – you might be able to, but typically you'll just head back to the fountain because of a lot of missing mana. Still, be aware of the entire map while your BoT are off cooldown. It could be the difference between a missed opportunity and a big play.

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Note the shift-queue of Blink there. Sometimes it does help.

9. Soul Ring, Bottle, Rearm
Get your BoT ready for the next teleport. Soul Ring before every Rearm.

10. Spam Bottle until you're near full mana, and decide where to go now.
Efficiency via Bottle spam lets you get back out there that much more quickly. The faster you regenerate mana, the sooner you get to keep doing stuff. Never be doing nothing.

That's a basic list of what you should be doing in a standard trip out to the lane. For the most part that section, and this guide, are written with the intent of helping you maximize how efficiently you do things, so there are a few more tricks/discussions I'd like to outline while still talking about the midgame.

March use
March is an important part of your arsenal for pushing, farming, and area denial. Proper use of it is going to help.

Typically you want March to be casted such that every creep is getting hit by it, and you want to time its use well. What this means is that, instead of always casting it directly at a creep line, consider how they'll move and alter the angle so you hit everything.

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It's a very crude diagram but it gets the point across, I hope. If you're casting March from the treeline, or while Ethereal, such that the creeps walk in a straight line, you want March to hit everything, rather than having the front creep facetank everything, so have them release perpendicularly or diagonally. Things get different if you're drawing creep aggro, at which point you might just bust out Dagon/Laser and start zapping creeps to ensure you get the last hit (yes, it's a viable strategy). But if you deploy March correctly you'll utilize the full area of its effect and it'll damage/wipe out the whole wave instead of the first few creeps.

There's also nothing wrong with a preemptive March if you don't see the enemy creep line yet but you know it's approaching. I generally estimate that, on the side lane, creeps reach the T2 tower around X:12 or X:42 and the T3 around X:20 or X:50. March lasts for awhile and there's a lot of wiggle room for its deployment. Use it correctly, and you'll kill every creep they have in a push.

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Move around
Similar to how Soul Ring should be on cooldown when you Rearm, to a similar extent Blink should be on cooldown when you teleport. Missile and March telegraph where you are, and some heroes are capable of finding or tracking you if they know this. If Blink is available then never let them know where you really are. If I Rearm after a March, even if I'm in the trees already, I try to Blink to a different spot in case someone's able to figure out where I was when I used it.

In the gif I just posted, we're being sieged by a pack of heroes including Lina, who can cut trees with Light Strike Array, and Earthshaker who has Blink and a shitload of stuns. Obviously if there are Marches centered on that treeline it doesn't take a genius to figure out Tinker's somewhere in there. So I stay one step ahead by not staying in the same place too long and it helps.

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Use your Blink, even when you're in the trees. Don't be predictable, try not to stay in the same place too long, and always be aware of what your opponents can do to you. Take the time during a Rearm to look around, because it could save your life.

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Ghost Scepter
It's an extremely important item so I figure we should talk about it.

Ghost Scepter timing is up to you but more and more I find myself buying it immediately after finishing Dagon but before upgrading it. It's so useful for defending yourself in a phase of the game where autoattack carries are starting to get relevant and you'll die if they're allowed to stick to you. If I were given the choice I think after finishing Dagon I'd have Tinker be permanently ethereal since he's not doing any significant autoattacking anyways. BoT also skirts the rule of “TP scrolls remove the Ghost Scepter debuff” so you can cast BoT while ethereal, as well as Rearm. Timing it is key since it can buy you the time you need to get Blink refreshed and escape into the trees. Also of note is that activating Ghost Scepter instantly gets rid of Ensnare from Naga Siren. It's saved me before (Not on Tinker, but still). It might not be something you remember on the spot but holding off on using it could be the difference between life and death.

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Ghost Scepter is probably the best defensive tool you're going to get on this hero. Use it tactically and use it liberally.

(continued in post 2)
Edited by Olinea, Mar 24 2015, 06:58 PM.
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Olinea
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Getting around the problematic 3
A lot of heroes end up building one or more of the following 3 items that make your life a lot harder:

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Black King Bar
THE most common counter to Tinker and the best way to foil his plans. BKB shuts out everything he wants to throw out at you, which is very problematic for Tinker since it eliminates the ability to fight back, as well as removes the Ethereal debuff he might place on you with Eblade.

If you're fighting someone who's popped BKB there's nothing you can do to fight them, so you need to buy time until it wears off. Ghost Scepter/Eblade on yourself should be the immediate response – what this means is that if you're attempting to Eblade/Dagon an enemy with BKB, you need to Blink out or Rearm your Eblade as soon as possible once you fire off the first Eblade. BKB removes the Ethereal debuff and now your best defensive tool is on cooldown while they're free to charge you down and autoattack. Keep a finger on the Blink button in case you haven't been hit yet, since typically you'll be the one to force a BKB pop and if you can make distance between you two then you can wait it out that way. Get into trees, onto a cliff, or just blink backwards. Those two tools are how you're going to escape, unless your BKB holder in question isn't going to be able to stop you from TPing away directly in their face, which they probably should be able to do.

In short, don't try to kill a BKB holder with both Ghost Scepter/Eblade and Blink on cooldown. Preferably you'd have both available to use for when they activate, but not every situation is perfect and sometimes throwing out Eblade is how you can bait out the use of BKB in the first place. Check your opponents' items very frequently and identify common BKB holders like PA, Sven, SF, and DK. Have a game plan when approaching these heroes. Try to stay a step ahead if you're going to try and make them waste it – a botched or wasted BKB activation can screw over the holder and eliminates their best defensive countermeasure against you and your team.

Linken's Sphere
Less common but some people pick this up. Blocking one spell can be pretty important since everything you use has its purpose. Mostly when you're aware that your target has Linken's you need to decide which spell you'll sac to eliminate it. Don't go popping Linkens just because they have it up, because if you can't follow up properly you're wasting your time and mana. Linkens typically means you can't solo kill the target but it's not infallible.

Missile doesn't proc Linkens (it always goes through and hits the target), but Laser/Dagon/Eblade/Sheep/Euls do. Ideally I'd opt for Laser to be blocked but, as said before, using it makes you vulnerable and the most common Linkens holder (Weaver) will take that Laser as a sign to back the hell out. I typically sac Dagon so I have Eblade available (since the projectile takes awhile to reach them and it's too valuable of a skill to sac) and, if I have the item, Sheep available to keep the target pinned down, since that buys time to bring Dagon back up. But Linkens holders tend to be heroes who have survivability built in, and need the stats that it provides – as a result, most heroes with Linkens need more than one hero to kill them. By no means should you ignore a Linken's holder thinking it's futile to kill them, but understand that the item means you'll need to devote a lot more to killing them.

Blade Mail
This one's interesting and situationally it can stop Tinker dead in his tracks. This item's a great deterrent against glass cannons, doubly so against heroes that can't stop their damage from coming out (like popping Blade Mail and running underneath a Skywrath ult). If you turn on Blade Mail and run around in a March you're going to make a Tinker very sad. Blade Mail carriers tend to be significantly tanky heroes that can send back a ton of damage with their huge health pools, and the cost of their health to whittle down a tiny little Tinker is well worth it.

But it's not perfect. Most activations of Blade Mail come in response to assault, rather than before any damage is taken. And, while the users of it tend to be very tanky, you weren't about to try and 100-0 an Axe, Centaur, Bristleback, Clockwerk, or anything like that alone.

So this means that Blade Mail, while it succeeds in being able to return damage and make you think twice before shooting crap at them, needs to be timed such that Tinker's either going to take a lot of unavoidable March/Missile damage, or timed such that the user can turn the tables of the fight without risking being blown up by him. Tinker's best option, therefore, is to unload burst into the target before Blade Mail is popped, wait out the item as he would a BKB, and then follow up again. Or, if the user is weak enough when they activate Blade Mail, Tinker can ignore the Blade Mail, fire off everything he wants, eat the return damage, retreat into the trees weakened, and heal back up in the fountain.

A Dagon lead is the best way to foil Blade Mail users (since it's instant damage and that kind of burst typically makes a user think “shit I need to turn on Blade Mail before he nukes me more”), as well as simply working with your team. If you do find that someone's turned on Blade Mail inside your March/es, and you're worried that this will kill you if allowed to continue, you need to TP out as soon as possible and hope that fountain regeneration can sustain you well enough to wait out the Blade Mail. Ghost Scepter is fine to use since the damage return is Pure damage and therefore not amplified by being Ethereal, but it won't block the damage.

Generally, nobody will buy Blade Mail purely as a response to a threatening Tinker. It's just an item you need to play around, and it may be a successful deterrent that lets the user get away from you or control a fight, but it's not the best way to stop Tinker.


I may go back and edit in more stuff for this section if I remember anything else. I feel like there are a lot more tricks I use but for now I've listed out what I can remember doing in an average game. A lot of the midgame section is playing conservatively yet pushing your burst to assert yourself. Stall pushes with March and make space. Don't take big risks and don't die.


Lategame
Lategame is pretty loosely defined but I typically view it as around the time I've picked up Eblade and possibly moved into getting Sheepstick. At this point you need to make sure you have buyback gold whenever you have buyback available. March is still potent as ever as far as killing pushes before they happen. Enemies have tools like Blink Dagger and BKB which make your job harder, Rearm is maxed and you're able to pump out a shitload of burst damage yourself, your team is looking to make a big fight succeed, and the stakes are high.

If you're the best-scaling lategame hero on your team you guys are in deep shit. I'll be real. While you do put out a crapload of damage, you can't really afford to use more than 2-3 sets of standard spells (Dagon, Eblade, Sheep, Rearm is 180 + 150 + 100 + 350 = 780 mana, and at level 25 your mana pool isn't going to be much higher than 2000 unless you have Bloodstone or something) so you're not going to solo teamwipe everything, and regenerating that mana is going to take WAY too long, to the point where the teamfight will generally be decided by the time you get most of it back. Your job at this stage of the game is decided by proper use of these items – you do have very threatening burst and anti-carry measures, and repeated Hexes on a high-priority target can swing a fight in an instant, but you can be out of mana in an instant if you don't manage it properly.

A Rearmable Eblade/Dagon is still gigantic burst and if you're able to find someone and pick them off, depending on the target it can be just what your team needs. You're still capable of 100-0ing some heroes but you can't continually do that because you still need to be concerned about running low on mana. Don't put yourself out of a fight just to put one of them out of a fight. This means that picking someone off is not the best way to start a teamfight, but it's a damn good way to set one up if your team knows to wait for you to go get that mana back. You aren't an initiator by any means. The kinds of heroes that are susceptible to 100-0 burst during the lategame generally weren't going to heavily swing a fight – there are exceptions, of course, but the squishiest targets will generally be underleveled supports. Glass cannon carries like Drow and Sniper can be picked off and killed, and that's absolutely a great way to make an upcoming teamfight way more favorable, but bear in mind that pulling that off may drain you of a lot of mana and lategame it's going to take a while to regenerate a large mana pool like yours.

Sheepstick is your best friend here and proper use is going to win you the game. It's such a strong item – even just going Sheep-Rearm-Sheep-Rearm with a team hammering the target can be a viable way to kill a high-priority target and a good use of your mana. But if there's one thing that separates midgame and lategame it's that you cannot go lone wolf and have it end well. People will be grouping up and if you dive someone you will be punished.

March is still strong but Laser and Missile should be reserved for putting the finishing touches on a Hexed target without backup, or to blind a BKB-less autoattack carry. Your mana is too valuable to waste at this point and Missile damage is negligible. March is an exception because of its potential DPS and creep-clearing capabilities, but your role in the lategame is dictated by the items you hold. They are your new spells. Carefully consider what you're using. BoT/Blink/Sheep are almost always a lock, Eblade/Dagon should usually be kept, and a utility item such as Shiva's, Manta, Bloodstone (for mana), Force Staff, or BKB occupies the last slot.

I can't claim to have a lot of insight for the lategame skirmishes but be assured it's stressful. You can be picked off and killed in an instant if you play too recklessly and if you play too conservatively you won't be helping your team properly. You hold the ability to kill off pushes and force backdoor protection, permahex, significant burst capabilities, and whatever else is in your arsenal. You're still a core hero and, properly played, you can lay the groundwork for that last fight and push.



I think that about covers what I think I have to say about the hero. I don't expect the guide to convince anyone to play him but I enjoyed writing it and if I had any other heroes I felt comfortable enough to write about, I'd try to make another one of these. Nonetheless I hope you enjoyed reading.
Edited by Olinea, Mar 24 2015, 06:49 PM.
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LightningBolt
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Does Diffusal Blade purge ethereal? I feel like that in combination with BKB would be useful for an agility carry if the Tinker's just trying to dick around in ethereal form if it does while your BKB is in effect.
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