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Showing posts with label boush. Show all posts
Showing posts with label boush. Show all posts

Jan 19, 2012

Virot2 : tinker Guide





Do you want to play as a hero that cannot be beaten by ANY hero 1v1?
Do you want to be able to kill one of the three heroes that ambuses you, then run away unharmed?
Do you want to be able to teleport at will?
Get every kill in a creep wave in only three seconds?
Permanently disable a single enemy hero?
Listen to your opponents call your hero "as broken as 5.84b Medusa" while you demolish their base?
There is one and only one hero for you.


Manta style on Boush the Tinker




How to build the perfect hero


By Virot2.


Last updated for 6.36b.






I. Table of Contents
Introduction
Summary
Stats and Skills
- Stats
- Skills
Skill and Item Build
- Skill list
- Short item list
- Long item list
Strategy Guide
- Earlygame- until Boots of Travel
- Midgame- until Manta Style
- Lategame- after Manta Style
Important Tactics
- Aiming March of the Machines
- Manta/March Turbo-Pushing (VERY IMPORTANT)
- Cyclone/Purge Use
- Lategame Combat vs. a Single Hero
- Lategame Combat vs. a Gang of Multiple Heroes
- Combat in Team Battles
- Permahex
- Clock Tricks
Troubleshooting
- Unpleasant Heroes Earlygame
- Trouble Farming for Boots of Travel
- Aggressive Pusher Opponents
- Permabash
FAQ
Final Note
Replay Section
1. Introduction


When most people think of Tinker, they think of an annoying and boring nuker that is strong early game but quickly gets weak once heroes advance beyond level 8. I am here to tell you that this conception is completely and utterly false. Tinker is weak when played as a nuker. He gets damage roughly equivalent to Lion or Lina, but unlike the other nukers does not get more powerful nukes at later levels and does not have a stun. I will describe a Tinker strategy that will make Tinker the an insanely strong combat hero and one of the best pushers in the game. Use this strategy, and you will have a tool for every occasion, an answer to every threat. You will be strong early, middle and lategame. If you like being prepared for anything, you cannot choose a better hero than Tinker.


Before I begin, I will state clearly that this strategy has only been tested in public games. I have never played a TDA game (I play on Lordaeron) or a clan match. Chances are, this guide will not help you win any CAL matches, though if you're playing in those, you probably don't need a guide anyways. What this guide will do is give you an extremely entertaining strategy that will allow you to dominate just about any public game (I cannot speak for TDA or IH games). This strategy has been thoroughly tested, and I maintain a win ratio of around 95% when I use it in public games, which is vastly higher than that of any other strategy I have tried.


Enjoy your stay, and good luck!




2. Summary


For earlygame, we will max the skills Missile and March, with one level of Rearm. After building a Eul's to defend ourselves, we will build to Boots of Travel and Manta Style. With these items, we suddenly become an insanely fast pusher, the fastest in the game besides KotL (this is NOT exaggeration, as you will see). We will use the BoT to jump at all times to push the lane with the weakest defense or strongest attack. As money rolls in, we will build uber-items: Guinsoo's, Linken's, Radiance, and Skadi. Lategame, we will be so strong that we can beat in combat any single hero, most pairs of heroes, and even some groups of three heroes. The enemy defense cannot last forever against an incredibly powerful foe who can teleport at will to defend or attack.




3. Stats and Skills


Stats


Name: Boush the Tinker
Description: Boush has been educated in the most advanced goblin technology. These mechanical systems allow him to damage his enemies from a distance, while keeping himself relatively safe. He can also upgrade his systems to allow his weapons to fire quickly. A true demonstration of the power of knowledge.


Strength: 17 + 2.0/lvl
Agility: 13 + 1.2/lvl
Intelligence: 27 + 2.2/lvl


Damage: 22-28 + INT (Initial Damage: 49-55)
Armor: 2 + AGI*0.14 (Initial Armor: 4)
Initial HP: 473
Initial MP: 351


Speed: 305 ("Fast"; becomes "Very Fast" with Boots of Speed")
Range: 500


Comment: Tinker has below average stat growth. He gains a total of 5.4 stat points per level, by contrast to an average of 6.2 among most other heroes. In particular, Tinker's intelligence growth of 2.2/level is the lowest of all intelligence heroes except Ogre (the lowest, at 1.9/level). Tinker does, however, have very high starting intelligence, which combined with his very reasonable range and his generous movespeed allow him to last hit and carry himself well in the earlygame.


Skills:


Information about skills that is not part of the official description will be in blue. If you have already read the tool-tip, please read the blue parts for additional information.


Laser




Fires an intense beam of light at a target, dealing damage and blinding all in the area for 18(9) seconds. Deals precise damage. 14 second cooldown at all levels.


Level 1 - 80 damage, 10% miss. 95 mana.
Level 2 - 160 damage, 15% miss. 110 mana.
Level 3 - 240 damage, 20% miss. 125 mana.
Level 4 - 320 damage, 25% miss. 140 mana.


Comment: As of 6.35, Laser finally deals exactly the stated damage (in older versions it did 75% damage to heroes and other odd things to other units). This makes Laser the strongest single-target non-ultimate nuke in the game! This makes Laser very, very powerful, and we will be using it to establish lane control in the earlygame and set up constant ganks in the midgame. Compared to Heat Seeking Missile, it does much more damage to a single target for a lower mana cost and cooldown. Laser never becomes useless due to its AoE miss effect, which will protect you and your allies in large battles at any point in the game.


Heat Seeking Missile




The Tinker fires a rocket at the nearest visible enemy hero. Range of 2500. 25 second cooldown at all levels.


Level 1 - 100 damage. 120 mana.
Level 2 - 175 damage. 140 mana.
Level 3 - 250 damage, 2 targets. 160 mana.
Level 4 - 325 damage, 2 targets. 180 mana.


March of the Machines




Calls in hordes of robotic goblins to destroy your enemies. 35 second cooldown at all levels.


Level 1 - 16 damage/goblin. 145 mana.
Level 2 - 24 damage/goblin. 160 mana.
Level 3 - 32 damage/goblin. 175 mana.
Level 4 - 40 damage/goblin. 190 mana.


Comment: This is a tricky ability which is primarily used for farming, though it can make a big difference in hero combat too. To learn how to use it most effectively, see the sub-section "Aiming March of the Machines" below. One annoying fact: Creep waves spawn every 30 seconds. March has a cooldown of 35 seconds. That means that March cools down just too slowly to use every wave without also Rearming.


Rearm




Instantly refills the Tinker's weapons. No cooldown.


Level 1 - 3 seconds to rearm. 150 mana.
Level 2 - 2 seconds to rearm. 250 mana.
Level 3 - 1 seconds to rearm. 350 mana.


Comment: The one thing that makes Tinker stand out from the crowd. Rearm will channel for the stated period of time, then refresh the cooldowns of Boush's three other abilities as well as those of any items in his inventory EXCEPT Hand of Midas, Necronomicon, Helm of the Dominator, and Refresher Orb. A quick warning: since Rearm has no cooldown, if you click the ability more than once you will begin to cast it more than once, wasting mana and delaying the rearm, so only click it once!




4. Skill and Item Build


Skills:


Lvl 1-8: Laser x4, Missile x4
Lvl 9: Rearm
Lvl 10-13: March x4
Lvl 14-16: Attribute Bonus x3
Lvl 17-18: Rearm
Lvl 19-25: Attribute Bonus x7


Explanation: Laser is too good to pass up. It's damage is unreduced by anything, making it the most powerful single target nuke available, and it has fairly low cooldown and a reasonable mana cost. This means we will be using it liberally in the earlygame to take control of our lane and make sure we don't have to worry too much about our enemies. Laser alone makes Tinker one of the strongest earlygame heroes.


We also take Missile earlygame to augment our nuking abilities. Although generally we will be casting Laser instead of Missile, the threat of a Missile at any time means that enemies have effectively 244 fewer hit points (the damage dealt by level 4 Missile after reduction). Furthermore, a double nuke makes us much more effective as a ganker.


Although it won't be needed until midgame, March is crucial to the strategy. We must have March in order to push, farm, and fight in large battles, and once we get Boots of Travel we will be able to replenish mana fast enough to use March often.


A note on level 2 and 3 Rearm. Leveling Rearm drastically increases the mana cost, and you may not have enough mana to use the higher levels effectively when you are first able to take them. For this reason, I generally take levels 2 and 3 of Rearm at levels 17 and 18, though you can of course adjust this as you wish to fit the current game or your playstyle.


Items:


I give two item lists, the first of which tells you all you really need to know. The second list is a long laundry list of all the little parts and side items you need along the way. I suggest reading the short list, as it is all you really need, though the second is provided for those who love detail (and for some reason it is expected from guides). Feel free to mess around with the less important parts (i.e., Sapphire Water, Chicken, Null, etc.) to suit your own playstyle.


a. The short list:


1. Null Talisman OR Bracer (510)
2. Boots of Travel (2700)
***3. Manta Style (5500)***
4. Guinsoo's Scythe of Vyse (5175 more)
5. Linken's Sphere (5535)
6. Radiance (5325)
7. Eye of Skadi (6795, with selling Null Talisman/Bracer)


The key items:




b. The long list:


1. Animal Courier (225)
2. Ancient Tango of Essification (and more as needed)
3. Circlet of Nobility (185)
4. Gauntlets of Ogre Strength OR Mantle of Intelligence (150)
5. Robe of the Magi (450)
6. Boots of Speed (500)
7. Observer Wards (and more as needed)
8. Boots of Travel Recipe (2200) -> Boots of Travel
9. Blade of Alacrity (1000)
10. Diffusal Blade Recipe (1550) -> Diffusal Blade
11. Vitality Booster (1100)
***12. Manta Style Recipe -> Manta Style***
13. Robe of the Magi (450)
14. Robe of the Magi (450)
15. Null Talisman/Bracer Recipe (175) -> Null Talisman/Bracer
16. Staff of Wizardry (1000)
17. Void Stone (900)
18. Eul's Scepter of Divinity Recipe (450) -> Eul's Scepter of Divinity
19. Sobi Mask (325)
20. Quarterstaff (1150) -> Oblivion Staff
21. Guinsoo's Scythe of Vyse Recipe (450) -> Guinsoo's Scythe of Vyse
22. Ultimate Orb (2300)
23. Void Stone (900)
24. Ring of Health (875) -> Perseverence
25. Linken's Sphere Recipe (1460) -> Linken's Sphere
26. Sacred Relic (3800)
27. Radiance Recipe (1525) -> Radiance
28. Ultimate Orb (2300)
29. Ultimate Orb (2300)
30. Point Booster (1200)
31. Eye of Skadi Recipe (1250) -> Eye of Skadi


Explanation: The later items, Guinsoo's, Linken's, Radiance, and Skadi, are just luxuries. All we really need is Boots of Travel and Manta Style. This build tries to get Boots of Travel relatively early because when combined with Rearm, it grants Tinker incredible mobility, significant farming potential, and the ability to return to the fountain to regain mana quickly whenever needed. The next item is Manta, the build's key item. After Manta, our power level jumps, and we have enough money for the uber-items. I think no one will argue with Guinsoo's, and Linken's is great for the spell shield, which is refreshed with Rearm. Besides, stat gains and regen both greatly benefit our strategy. Afterwards, I prefer Radiance to improve pushing even more and Skadi for the biggest stat boosts possible, but you can substitute here whatever you like. A note on Skadi- we will not get the benefits of frost attack because feedback from Manta overrides. Nonetheless, with practically unlimited funds we cannot find another item that provides greater benefit.




5. Strategy Guide


I will separate the gameplay chapters into Strategy and Tactics. This section covers strategy, the general, long-term goals and descriptions of what you should be trying to do at each step. Tactics are the individual techniques you will use when confronted with various situations.


Earlygame- until Boots of Travel:




The average player believes that Tinker is strong earlygame but becomes weak later on. Though nothing could be more false than the second part of the statement, the average player is right in thinking that Tinker is strong earlygame. Our main spell at this point is Laser, which is very strong. Once you hit level 3, Laser is strong enough to do serious damage, but you should still use it somewhat sparingly unless laned against a low hp hero. At level 5, it will generally be worth using Laser every time the cooldown ends. Our goal is to outfarm and outlevel our opponents, which we achieve by harassing and hopefully forcing retreats with Laser. Good chicken use helps in this regard by allowing us to never leave the lane. Note that once Missile hits two targets, it does do more damage per mana point if against two heroes; if laned against two low hp heroes, you may consider spamming level 3 and 4 Missile instead of Laser, although in most circumstances the higher focused damage of Laser will be more helpful. At this stage, we do not expect kills without allied help- our goal is to build up advantage over our opponents while working towards Boots of Travel. You may be able to get a sneaky kill by hiding behind trees, then ambushing and casting Laser and Missile on a clueless enemy hero, but don't count on it. On the other hand, if we have an allied nuker in the lane, consider being very aggressive to get kills- Tinker with another nuker can kill many heroes from full health!


After getting some basic items and Boots of Speed, it's time for perhaps the most difficult part of the build: saving 2200 gold to buy the Boots of Travel recipe. At this point, I strongly recommend buying a set of Observer Wards. I cannot stress enough how helpful Observer Wards are. Apart from the standard significant benefits of avoiding ganks (one gank avoided is worth about two or three sets of Observer Wards), Observer Wards help Tinker in particular because the extended vision range allows Tinker to hit far away opponents with Missile. Generally, it is difficult to take advantage of the full 2500 range on Missile, and Observer Wards can help you to achieve that. Simply place two wards near your lane to cover possible ganks. On the side lanes, this means one ward in the river (preferably by the rune, to help your team) and one ward in the forest. In the center lane, one ward at each rune spot should work.


Middlegame- until Manta Style:




You got Boots of Travel. Breathe a big sigh of relief. Even if the rest of the game goes badly for you, Boots of Travel alone means you will always be able to be helpful to your team no matter what happens.


There is one thing that defines us at this stage- Boots of Travel + Rearm. This combo has countless uses, the most important of which are described here.


The most basic use is to teleport to the fountain to regain mana, then use Rearm and teleport back to your lane. Mana is now a non-issue, so you can unload your arsenal on unlucky opponents and creeps. Use March every wave, Missile every time the cooldown ends. Often, you can drive away an enemy hero by repeatedly using Missile/Laser/Rearm. Though your mana will be depleted, you can quickly teleport to the fountain, Rearm, and teleport back, while the enemy hero must make the long walk back to their own fountain.


Our goals at this stage are to gank weak enemies and to farm in safety, in that order. Watch for weak or low hp heroes in any lane, then teleport to that lane where you can't be seen, come up from behind trees, and nuke them to death. Always see if your allies in the lane can help when you perform these ganks, nukers being the most useful. Many times, you will be able to kill one enemy hero repeatedly by teleporting to his lane and ganking each time he respawns, which is even better if that hero is a carry hero. Intelligent opponents will soon see through this strategy, but that is perfectly okay. Scared opponents will push less and give your allies less trouble, which helps you get into the lategame where you can shine.


If no enemy hero makes a good target, try teleporting to a lane with no enemy hero and simply farming. Once you get level 3 or 4 March, you can use that if you want, but in general last hitting should be enough to gather lots of cash. If there is no enemy hero around to stop you, last hitting is as effective or more so than using level 4 March, unless your goal is to push.


Always watch the minimap! You need to watch for two things: missing heroes and towers/lanes that need help. If enemy heroes attempt a push, you can probably fight it off by teleporting over, then repeatedly March/Rearming. Overlapping marches will decimate even the largest push. Beware of ganks as well- there is nobody opponents like to gang more than a solo farmer. For this reason, try not to stay in one lane for too long and keep an eye on the minimap. If you can't find two of the enemy heroes, it may be a good idea to go farm somewhere else for a while.


Keep a lookout for heroes with low life. Often when a hero is in red, you can teleport in and Missile to kill. Even if they see the teleport coming, they will often not be able to escape in time, as 2500 range is VERY long (about two screens). Be sure to help out allies when you can by teleporting near friends who are in combat or fleeing.


In summary, our goal at this stage is to always be in the right place at the right time with careful Boots of Travel use. Farm safely and defend whenever necessary.


Lategame- after Manta Style:




The moment you get Manta Style, your power level makes a huge jump. We will now push any lane we see incredibly quickly while continuing to use the techniques described in the previous section. Teleport to whichever lane the enemy creeps are most advanced in and start pushing really hard there, using the Manta/March Turbo-Push described in the tactics section below. By being able to quickly push any lane we choose, we become an extremely dangerous pusher. In addition, Manta allows us to deal high damage to towers- since each image deals 40% of the base damage, Manta provides us with almost an 80% boost in damage output.


By Turbo-Pushing, you can simultaneously throw the enemy team onto the defensive and generate huge amounts of cash. Once you aquire Guinsoo's, you will be able to own most heroes and survive most ganks. With Linken's Sphere, spells slip off you like water (Rearm refreshes the spell shield). No hero can beat you 1v1, and few can beat you 2v1. This means that to stop one of your pushes, the enemy team must commit multiple heroes to running across the map to meet the teleporting Tinker. By anticipating this strategy, you can teleport to the opposite side of the map as they approach you, thus removing the would-be gankers from the game while you continue to farm and push. This puts tremendous pressure on the enemy team, and your allies will likely be able to make progress.


You now have two strategic choices to end the game. You can either continue teleporting between the side lanes, Turbo-Pushing the map, or you can travel with your allies for one big push. The advantage of going alone is that, since no single hero should be able to stop you, the enemy team must commit at least two heroes to facing you, which gives your allies numerical advantage elsewhere. On the other hand, traveling in a group makes that group extremely powerful, especially if you repeatedly Rearm, March, and Hex. In any case, the game will likely soon be over as you complete your item build.




6. Key Tactics


These tricks are the key to doing well with Tinker. Learn them well:


Aiming March of the Machines:




This ability is based on Stampede from ladder, but does not involve channelling. You click a target area, and a swarm of machines starts running from behind the Tinker in the direction of the target area. The little Goblins stop and explode when they hit an enemy, doing some AOE damage.


The naive method of aiming is to just select March and click in the middle of the enemy cluster, but this is not the most effective method. Since the machines will come from behind the Tinker, they will take a while to reach the enemies in front of him. In addition, the ranged creep will be shielded by the melee creeps in front of it and take no damage.


Instead, one might try aiming backwards, so the machines come from behind the enemy creep wave. This has the advantage of the machines hitting the target sooner and giving enemy heroes no time to get out of the way. However, one pitfall is that a stream of goblins may hit the ranged creep, shielding the melee creeps and wasting all that nice AOE on a single unit.


The most effective way to aim march is diagonally backwards in a line perpendicular to the enemy creeps. This sounds confusing, so see the following pictures:
This is an example of what I mean by shielding. The Axe has only a sliver of health, but the March will not kill him because his creeps at the lower right are shielding him. If you are not careful when you aim, the ranged creep will shield the melee creeps.

Here is the start of a perfectly executed march. Notice how the creeps are beginning to fall into a diagonal line.
The march comes perpendicular to the diagonal line of the creeps, scoring lots of hits. All those little red blood spurts are goblins hitting their targets. In the game, I got every kill in this wave except one that the Stealth Assassin took.

Manta/March Turbo-Pushing (VERY IMPORTANT):


One of the many reasons Manta Style is so good on Tinker is that the images can quickly mop up the survivers of a March of the Machines wave. As soon as you have Manta, you can farm and push insanely quickly by running up to a creep wave (preferably without too many allied creeps around), activating March and Manta, Rearming, then running onwards to the next creepwave while your images and March finish off the creeps. Note that you take very little damage doing this because as soon as you start rearming, the creeps decide you are no longer a threat and shift their focus to the images. Since you can be well on your way to the next wave before the images finish off the one you were just on, you have just effectively killed an entire creep wave, getting every kill, in about three seconds. This technique is absolutely crucial to the strategy. In almost all my games, I do this constantly. Here are screenshots showing one instance of a turbo-push. In them, watch the clock to see how quickly this all takes place.




69:44- Here I am sprinting down the bottom lane ahead of my allied creep wave. As you can see, the next enemy creep wave is just coming into view.


69:46- As the creeps begin to cluster around me, I start the turbo-push. In this screenshot, I am casting March of the Machines and will use Manta Style as soon as it is done casting (this will happen automatically if you click Manta Style immediately after clicking to cast March). While turbo-pushing, aiming March is much less important than when farming with March alone.


69:49- Three seconds later, the turbo-push is complete. In this screenshot, I am finishing casting Rearm, the final step of the turbo-push. Unfortunately, it is impossible to queue commands after Manta, so to cast Rearm simply hit 'R' as soon as the Manta begins to cast. You can, however, set a waypoint after Rearm. If you look very closely in the picture, you can see that I have set a waypoint to move to the open space to the right of the Tinker so he will run towards it as soon as Rearm is finished. (To queue commands, hold shift while issuing them. Your hero will carry out his current orders, then immediately perform the queued command.)
69:49- Three seconds later, the turbo-push is complete. In this screenshot, I am finishing casting Rearm, the final step of the turbo-push. Unfortunately, it is impossible to queue commands after Manta, so to cast Rearm simply hit 'R' as soon as the Manta begins to cast. You can, however, set a waypoint after Rearm. If you look very closely in the picture, you can see that I have set a waypoint to move to the open space to the right of the Tinker so he will run towards it as soon as Rearm is finished. (To queue commands, hold shift while issuing them. Your hero will carry out his current orders, then immediately perform the queued command.)

69:53- Success! A mere four seconds after completing the chain of commands for a turbo-push, the marching goblins and the two images finish off the wave while the real Tinker is already off the screen, far ahead and dashing towards the next creep wave and new victims of the turbo-push.

To reiterate, the turbo-push works as follows:
Run down a lane ahead of allied creeps until encountering an enemy creep wave.
Cast March of the Machines (aim doesn't significantly matter)
Use Manta Style immediately after March.
Cast Rearm as soon as you regain control after Manta.
Queue a move order past the creep wave and move on.
While turbo-pushing, try to keep Manta refreshed at all times, because it greatly increases your chances of survival. You can use it to escape from numerous abilities, completely void slowing effects, or just take the fire off you in battle.

Cyclone/Purge Usage:


The most obvious use of Eul's Sceptor of Divinity is to escape from enemy gangs. You can also use it to get kills by casting Missile/Laser, using Cyclone, then Rearm while the hero is in the air and Missile again when the hero lands. If you have lots and lots of mana, you can also cast several Marches under the Cycloned hero so he takes plenty of extra damage when your target lands.

In the brief period of the game in which you have Diffusal Blade, Purge can be used the same way, but the slow from Purge makes it ideally suited for holding a hero in the middle of a March. Cast March first, then Purge the hero as the goblins start to hit him. Since you won't have the Diffusal Blade for a long time in this strategy, be liberal with your Purge use.

Lategame Combat vs. a Single Hero:


Whenever you use Manta while not facing an enemy hero, immediately Rearm. This ensures that you're ready to split if an enemy surprises you. The first thing that an approaching enemy must do is figure out which image is real: if they start attacking the real one, immediately use Manta again, select yourself and your images, and start focusing on the enemy. This is a significant amount of damage and many heroes will flee: if not, use Guinsoo's and keep focusing. If the hero keeps coming towards you after the Guinsoo's, Rearm if you don't think you can kill him before the hex ends: this way you are ready to use Guinsoo's again as he comes out or to split again if he starts whacking you. There is really no practical way for a single enemy hero to kill a Tinker with Guinsoo's and Manta, since unlimited hex AND split make dealing damage to the Tinker nearly impossible.

Lategame Combat vs. a Gang of Multiple Heroes:


If two or more heroes are facing you, Hex the strongest and start hitting. Unless the enemies can figure out the correct image, you actually have the higher damage output. If they do guess the right image, split and either keep hitting or run, depending on how it looks. The nice thing is that Linken's Sphere makes you immune to most dangerous disables, so it should be hard for enemies to keep you down. If things turn bad, don't be too afraid to Rearm while enemies are around: you have a lot of HP and getting one more split and sheep can often save you where simply running could not. Also, make a habit of casting March whenever you can while facing enemy heroes: I automatically cast March (and Missile if low hp heroes are around) right before I use Manta. Finally, don't rule out the possibility of using Guinsoo's, then teleporting away. Being forced to flee isn't terrible because you can be back with full health in 20 seconds.

Combat in Team Battles:


In general, after you have Manta Style you can help your team more by pushing alone than you can in a group, but you will still need to be able to work well in larger battles for when you need to defend. When many enemy heroes are around, the best thing to do is to repeatedly cast March, Hex, Rearm (and Missile/Laser if you think it will make a difference). Overlapping Marches form one of the strongest AOE's in the game, and will often force enemies to retreat. This is the key to your defensive abilities.

Permahex:


By repeatedly using Guinsoo's and Rearm, you can keep a single enemy hero (or Roshan) hexed indefinitely, or until you run out of mana. In 1v1 combat, this is much less useful than you might expect, because you must stand still while you Rearm and some of the hex time must then be wasted chasing after the fleeing sheep. However, with allies around this can be deadly. A single enemy hero, no matter how powerful, can often be taken down by a gang using this technique.

Clock Tricks:


This tactic is fairly advanced and will not greatly change your playstyle, so feel free to skip over it until you feel more comfortable with other parts of the build. However, this is a good way to improve your results once you feel comfortable with Turbo-Pushing.

As you will likely find, March of the Machines will almost always have some of the kills stolen by allied creeps if they are nearby. You can reduce the chances of allied creeps taking kills by launching your March before the creeps engage in combat, so the goblins begin to hit the enemy creeps as they walk up. This way, you will have done AOE to all of the enemy creeps before any one of them can be focused by allied creeps and taken out. In fact, you will notice in the March demonstration pictures above that the march was already on its way before the creeps were fully in place. Thus, it is to your advantage to use March as creeps approach. What can make this difficult is that it is often hard to see the next wave of creeps before it is on top of you. What we will do is use the clock to our advantage, and predict the positions of creep waves.

Fact: creep waves spawn every 30 seconds starting at 1:30 into the game. As you encounter creeps in a lane, note the game time to see how long it takes enemy creeps to reach that point. Another wave of enemy creeps will pass by that point every 30 seconds, so if you keep an eye on the clock, you can be ready and start a March roughly 5 seconds before they reach that point, which will significantly increase your yield from the wave. This is particularly useful when sieging a tower with allied creep support. You will be able to devestate the defending wave before the creeps engage each other, reducing the time creeps spend fighting each other and thus increasing the time they spend whacking the tower. Another time when this is particularly handy is when defending an allied tower from a concerted push. If you can greatly damage most of the attacking wave before it gets anywhere close to the tower, you can keep your towers alive much longer. Finally, keep the clock in mind when sieging the base tower. When the clock hits 25 or 55 seconds, begin your next Manta/March turbo-push, and the goblins should be crossing the screen right when the enemy creeps spawn in their path to prevent the spawning defenders from being able to stop your push.

Of course, the very annoying thing about using the clock is that the huge scoreboard blocks off about a sixth of the screen when it is down, so only bring the board down for a moment to see the clock, then put it back up and count in your head if necessary. As difficult as this sounds, it will become natural after done a few times and will make your game go much more smoothly.


7. Troubleshooting

No game will go perfectly. Actually, that's a lie. Games often will go perfectly. But sometimes they don't, and you need to be prepared for the things that go wrong. DotA is a game of strategy; you must react to opponents and not blindly play the same way every time. Here are some problems and suggested solutions.

Trouble Farming for Boots of Travel:


By far the most common place to run into trouble is after getting Eul's and while saving up 2200 gold for Boots of Travel. This is the weakest stage of the game for Tinker. Since you will be killing waves of creeps with March to farm, your creep waves will be advancing far into enemy territory and making yourself susceptible to ganks. First of all, if you know your opponents like to gank, be smart and don't advance too far. If you plan to be in one lane for a while, Observer Wards are a solid option that few people consider. In general, you will simply need to use the same survival skills you would with any hero faced with ganks. Just be aware that the period farming up to Boots of Travel is the weakest period of the game for Tinker.

Aggresive Pusher Opponents:


If the game lasts long enough, you can almost always turn it around. The true problem comes against a team that intends to win quickly. I will typically acquire Manta Style in 45-50 minutes, so a team at the gates of your base in 40 minutes can really ruin your day. Watch the strategy the enemy team is using through the early stages of the game. If they have a team of multiple pusher heroes or they display significant teamwork in taking down towers relatively early, you should prepare for defense. Whenever you see multiple enemy heroes in a lane, teleport (or walk, if you don't have BoT yet) to the tower and use carefully timed Marches so that goblins cross the path just as the enemy creeps show up. With this method, you can probably kill all the creeps and often will force heroes back until the next creep wave. This simultaneously buys time and earns money.

Permabash:


Although Tinker has Laser as a built-in defense to bash (25% miss chance), the Tinker spends so much time alone that a permabashing hero, especially a ranged one like Troll, can keep you helpless until you die. If you see an enemy hero going for a basher build, change your skill build and get Laser before stats and use Laser the instant you see the hero. If Laser alone isn't enough, you must hope to Manta and Hex before you start getting stunned, which can lead to tense battles. A fed bashing N'aix is also a huge threat (a fed N'aix without bash you can simply teleport away from as he attacks you). If the bashing hero is really too much, simply try to stay away at all times, guessing the hero's location and teleporting to whichever lane the hero is not in.


8. FAQ

Query: Are you clueless? Multiple uses of Manta Style makes the old images disappear, so you don't get 20 images at once and your build doesn't work.

Answer: That's not the point. We don't want to create large numbers of images at once but rather take advantage of Tinker's ability to create images and "split" whenever he wants. To anyone who is unconvinced that this can be effective, please watch the replays.

Query: Why not get Dagon?

Answer: Dagon-Tinker is quite powerful, but works towards different goals than in this build. The strategy presented in this guide is designed to progress from a strong earlygame to a lategame in which you can carry your team. Going for Dagon abandons carrier ambitions and allows Tinker to focus completely on being a ganker. This is perfectly fine and can allow your teammates to win the game while the enemy team struggles to survive. If you want to try this build, it shouldn't be too difficult to figure out what to do- get a Dagon and Boots of Travel, then appear and nuke enemy heroes everywhere at inconvenient times.

Query: Why not get BKB?

Answer:
Any questions?

To be more explicit- BKB interacts poorly with Manta Style. Using Manta Style after BKB cancells Avatar, and using BKB after Manta Style makes it very, very obvious which is the real Tinker. While permanent magic-immunity is alluring, note that there is a bug involving repeated uses of BKB- if you activate BKB while Avatar is ending (during the animation of Tinker reverting to normal form), you will lose control of your hero! This is a problem with N'aix and his ultimate, but N'aix has the -recreate command enabled just for him. Tinker does not have access to -recreate, so if you lose control of Tinker, you're out of the game. This means you have to wait a second or two between BKB activations, which gives the enemy team plenty of time to disable you, so BKB is not as effective to counter magic as it might seem.

Query: Wouldn't Refresher be good?

Answer: No. Rearm does not refresh a Refresher Orb.

Query: Does Laser deal exactly the damage it says?

Answer: Yes Until somewhat recently (6.35), Laser had attack type Normal, which meant it did 75% damage to heroes and other odd percentages to various armor types (such as 125% damage to heavy armor, for example). Now, Laser's attack type has been changed to Hero, so it really does do the stated damage.

Query: When I get Manta and Skadi, feedback overrides frost when attacking heroes. Is there any way to get the frost effect against heroes?

Answer: That's just the way it works. For some reason, feedback is considered a buff-placer, and so it overrides Skadi against non-magic-immune units with mana. No amount of changing the order of items in your inventory will fix this. Nonetheless, Skadi is still a great item for it's hp, mana, and stat boosts.

That said, there is a way to gain the frost effect on attacks while carrying Manta. What you need is another orb effect. For example, suppose you have Manta, Skadi, and Satanic. In this case, your attacks will have both lifesteal and frost (but not feedback). Many people will look at you funny for having three orb effects (or technically two, since ranged Skadi is not an orb), but you will get that great slowing attack you wanted. I haven't found a good way to incorporate this into my build, but that doesn't mean such a strategy doesn't exist. The "third orb effects" with which this would work are Maim, lifesteal, and Maelstrom/Mjollnir.


9. Final Note

This strategy may sound stupid and useless when you read it: it is certainly unorthodox. Nonetheless, the results I have had using it speak for themselves. The best part, however, is that this strategy is incredibly fun. You have so many different tools at your disposal that combat is always interesting and never repetitive. I recommend this strategy to anyone who wants to try something new, fun, and effective.


10. Replay Section

Note: In the two latest replays, I play under the account "udu," which I use when I feel that my internet connection is somewhat unreliable (which is pretty much all the time where I am now). Shouldn't be too hard to find me: I'm the one choosing Tinker. The name "udu" is a painful nerd joke- it is a "dummy" account, and "udu" appears in calculus when using u-substitution, the introduction of a "dummy" variable.

 1.21_Tinker_Carry.w3g ( 958.87k ) Number of downloads: 773
This 6.42 replay shows the true power of Tinker's nukes. I get off to a good start with First Blood. Since I am solo lane against solo THD, I know I will end up in a contest of nukes (good thing mine are better ;-)), so I buy many tangoes and clarities and end up controlling my lane without difficulty. Once I get Boots of Travel, I spend much of the game teleporting to lanes with weak heroes and nuking them away. Trozz, a longtime forumer, appears on the other team, but his clever Techies play is not enough to save his team. I lead on kills the entire game through ganks and the aid of competent allies, and end the game with 16-0. This replay does not feature any kind of "comeback" like most of those I post and my team is never really in trouble (though it's not an easy win by any means), but it does showcase how Tinker's early to midgame can be utterly devestating in the right circumstances, even before getting Manta. I also solo Roshan for fun at some point.

 1.21_Tinker_Support.w3g ( 1.26mb ) Number of downloads: 701
Here's a 6.41 game showing how Tinker can make a big difference for the team even when things individually don't go too well. In this game, our team of random pubbers play against several friends on LAN. We have a Bloodseeker who goes 1-6 and leaves, making the game 4v5, and our team trails on kills the entire game. Noting that the enemy team is focusing heavily on ganking, I buy 12 Observer Wards over the course of the game, which save my allies and me on numerous occasions. Despite the 4v5 disadvantage, the enemy team cannot cope with the combined pushing pressure of me and our allied Keeper of the Light. This replay does not so much show off the carry power of Tinker, as our allied Faceless Void goes 8-1 and acts as our carrier. Nonetheless, this is a well-executed example of how Tinker play can hold off large pushes, keep the other team defending for long periods of time, and constantly keep enemy heroes retreating.

(Old Replays: These are replays from patch 1.20, so they can no longer be watched normally. However, it is still possible to watch them by fiddling with your .dlls: see this thread for details. Be careful if you try this, as a mistake might cause big problems, though if you follow the directions to the letter you should have no trouble)

 _6.32b__Tinker_Epic.w3g ( 995.43k ) Number of downloads: 6691
Here's a recent replay from 6.32b. This game is eventually reduced to a 3v3 in which our team is significantly down in tower and hero kills. Furthermore, our remaining team is entirely composed of intelligence heroes (the others are Leshrac and Rhasta), and the rather fed enemy team of combat heroes (Sand King, Nerubian Assassin, Bristleback) is starting to get BKB's. When the enemy team can effortlessly kill my allies and a magic-immune team battling a team of disable-reliant intelligence heroes, it takes Tinker's secret weapon to win the game. This replay has a thread in the Replays forum with a more full description, found here.

 _6.27b__Tinker_with_Manta.w3g ( 506.54k ) Number of downloads: 7262
This replay demonstrates a typical example of the power of Manta Tinker. By the time I get Manta Style at 43 minutes, we are in a 3v4 and the enemy team has more than double our number of kills (13-27). In fact, one opponent has just announced "gg" after a member of our team left. Despite the seemingly difficult odds, Manta Tinker simply walks right over the enemy team, and we win the game in 20 more minutes with relatively little challenge!

 _6.27b__Tinker_Impossible_Victory.w3g ( 1.04mb ) Number of downloads: 19446
The Big One- if you hear someone talking about a Tinker replay on the forums, they probably mean this. This replay has a long thread in the Replays forum, found here. Here is my description from there:

QUOTE(Virot2 @ Feb 20 2006, 06:39 PM) 

Picture this:

-It's 80 min into the game, 4v4
-The game score is 21-50, and every hero on the Sentinel team has a negative record
-The Scourge have lost 5 towers, the Sentinel 8 (including two base towers)
-The entire Scourge team has godly items:
--- Drow has Burize, Butterfly, and Stygian
--- Stealth Assassin has MKB, Sange & Yasha, and Heart
--- Axe has Heart, Aegis, and a Reaver
--- Zeus has BoT, Refresher, and Aghanim's
-The best hero the Sentinel have is a Tinker with 2-6.

See if you can guess who wins the game, then watch the replay and be amazed.


This is taken directly from www.dota-allstars.com.

Tinker Guide


Why play Tinker? 
No cooldown on almost any skill/item thanks to his Rearm ability. Strong at all stages of the game. Tinker's trademark skill is that he can Rearm Boots of Travel and teleport almost anywhere on the map!


Generic Skill Build:
Lvl 1-8: Max Missile/Laser 
Lvl 9: Rearm
Lvl 10-13: Max March of the Machines
Lvl 14: Rearm
Lvl 15: Stats
Lvl 16: Rearm


My Generic Item Order:
Bottle -> Boot -> Boots of Travel -> Soul Ring -> Guinsoo -> Manta Style -> Linken's Sphere -> Shiva's Guard -> Dagon 5


Get (blank) Item By (#) Minutes: 
Boots of Travels: 10-15 minutes
Must have items before getting Guinsoo: Boots of Travel, Bottle, Soul Ring
Guinsoo: 20-30 minutes
Manta Style: 30-35 minutes
Linken's Sphere: 35-40 minutes


Final Item Choices (in order of importance):
1. Boots of Travel
2. Guinsoo
3. Manta Style
4. Linken's Sphere
5. Shiva's Guard
6. Dagon/Ethereal Blade/Soul Ring


General Tinker Tips:
Use Heat Seeking Missile FIRST then use Laser. This will allow both spells to hit at almost the same time. By doing the two spells in this order, it'll reduce the time blink heroes or wind walk heroes have to react to trigger their abilities to negate the Missile damage.
2 overlapping March of the Machines does A LOT of damage. If a hero is foolish enough to fight you in this madness, stay, fight, use a Laser for 3 seconds of miss, and you will probably win.
Use March of the Machines with your back facing the enemy/enemy creeps and at a 45 degree angle for maximum damage. There is also a certain way which you should run and lead the enemy creeps/heroes through the March to maximize the damage. The picture below is a rough depiction of what I mean. If this is still confusing, watch a couple of my replays.


If you're going against a gank heavy line up with lots of roamers and you find yourself hugging tower more than usual, switch over to the March of the Machines build (maxing March by lvl 7). The rest of the skill points can either be equally distributed between Laser and Missile or all into Laser (don't ever skip Laser completely, the 3 sec miss is invaluable).
If you are going March/Laser build, you should use March when enemy creep waves stack. For example: If there are 4 creeps per wave, wait until there are about 5-6 enemy creeps in lane before you March. 
If you're solo mid Sentinel side with March build and you're having a tough time farming, occasionally stack the small neutral camp next to mid Sentinel tower and clear when you have lvl 3 or lvl 4 March.
Watch the minimap at ALL times. Analyzing the minimap determines where Tinker can farm and what heroes are safe to gank. I like to make sure that at least half of the opposing team is accounted for elsewhere on the map before Tinker TPs.
Buy observer wards right after you finish Guinsoo and place them in areas that will prevent ganks on Tinker when Tinker pushes a lane. Take this seriously, don't be cheap.
Use Soul Ring right before you Rearm for additional mana. Soul Ring is an item that should always be bought. Rearm refreshes Soul Ring.
Get an item hotkey program and get used to using it. It should be an extension of your body so when you want an item to go off, it should go off without delay. (I use Pie.Cr3w's Inventory Helper A+ which can be found here: [ inventory+ ])
Know the mana cost of all your spells. Laser: 170 mana. Missile: 180 mana. March: 190 mana. This will help push the limits of Tinker and help in critical decisions in game such as should Tinker stay or should he go? Remember that Laser and Missile (both at lvl 4) together costs 350 mana.
Guinsoo-ing a hero and then immediately TP-ing will safely get you back to base just as the Guinsoo effect ends.
If you need to escape from a hero that is hitting you to death, use Laser and TP home. The 3 second miss gives Tinker just enough time to get back to base safely.
Predict creep waves so Tinker can cast March before seeing the creep wave. This will limit the amount of time Tinker is visible and will allow for quicker farming. Detailed map of creep walking times below:
To defend your base against a push, you should do 2 pre-emptive Marches before the enemy comes into vision in addition to using your Manta images if you have the item. If you watch me during a big push in one of my replays, I'll time a march before the creeps/heroes are in range so they will walk into the March(es). This will greatly damage the heroes if they walk into it and it will clear all the creeps that make up the push. Their push is now stopped, so they either have to wait for the next wave, retreat, or push the base without creeps (which doesn't work thanks to imba Tower Regeneration).
When farming lanes as Tinker, farm the side lanes if it's possible and safe and leave the middle lane for your team mates to take care of. This will cause the enemy heroes to run long distances to organize and gank your Tinker. Frustrating for them, but fun for you.
After getting your Boots of Travels, ask someone to come and take over your solo lane and go gank the other lanes, but do not idle in the other lanes too long waiting to gank. To harass: spam 2 sets of missiles -- Missile, Rearm, Missile, and then TP home to get ready to gank or harass another lane. Once the first outer towers are down, you can start farming more intensively, while doing ganks/harassment when it is opportune.
Ignore sloppy team battles where it doesn't look like your team has a good chance of winning or when they have poor positioning. This might sound like horrible advice, but Tinker is more valuable pressuring the enemy base and forcing them to defend. If done correctly, this should enable your team to roam the map and/or farm. This is advice from personal play experience and I realize the "pros" do not exactly do this.
Against heroes that get Linken's Sphere to counter your Guinsoo, simply Laser them first to disable their Linken's. Laser's damage will work but the Miss Effect is what will trigger the Linken's Sphere. Also if you Shiva's them, the slow effect that Shiva's causes will also remove Linken's. After Linken's is triggered, proceed to kill with Hex-Nuke cycles.
Whenever you use Rearm, you should always be using a SHIFT-CLICK MOVE to move in the direction that you want to start walking when the Rearm is done. How to do this: While Rearming, simply hold SHIFT then right click with your mouse to indicate where you want Tinker to go after he's done Rearming and finally let go of SHIFT.
Many people think getting BKB is the answer to defeating Tinker. When going against heroes that have BKB, just run around in circles until it wears off then Guinsoo them and kill them or avoid them altogether if possible. Thank goodness the duration of BKB diminishes to 5 seconds after 5 uses.

Ideal Item/Skill Sequences:
Farming Sequences:
No farming items: TP in, March, Soul Ring, Bottle, Rearm, March, Laser a creep if possible, and TP out.
Manta Style: TP in, March, Manta, Soul Ring, Rearm, March, and TP out.
Manta Style + Shiva's Guard: TP in, March, Manta, Shiva's, Soul Ring, Rearm, Shiva's, and TP out. Notice I skipped the 2nd March.
Turbo Pushing (Virot2's original strategy): Do the farming sequences above and immediately move on to the next creep wave. You will lose some experience doing this since you are leaving the creep wave before the creeps die, but in exchange, Tinker's pushing power will be increased and you will get more gold per minute.
You can cast Shiva's while TPing.
Ganking Sequences:
If the enemy hero has around 650-750 hitpoints, Tinker will not be able to kill with just one Missile/Laser combo. So this is what you do, you TP into lane unnoticed if possible and spam one Missile then Rearm. The reasoning behind this is that the enemy is only taking 1 hit from a Missile and they probably aren't low enough to panic and run. They're still around 550 or so. By the time you're done with spamming one Missile and Rearm-ing, you should still have enough mana for a Missile/Laser combo. Simply run up to them with your fast movement speed and nuke them. They should die. It's like a 1-2 punch and they didn't even see the 2nd punch coming. BAM!
Ganking a hero with only Guinsoo: (A Tinker with Boots of Travel, lvl 3 Rearm, and a Guinsoo can take out most heroes. TP in, Guinsoo, Missile, Laser, Soul Ring, Bottle, Rearm, Guinsoo, Missile, Laser, and repeat if necessary. This should create a perma-hex effect (an effect where you continuously disable them). If you can't perma-hex them efficiently, you should strongly consider mastering this before you play Tinker. If you're quick, you can fit a March in somewhere before you Soul Ring and Rearm. Video demonstrating a hex/nuke gank combo.
YouTube Video: YouTube - DotA - Arkana (I'm the 1st highlight)
Ganking a hero with Guinsoo and Manta: TP in, Guinsoo, Missile, Laser, Manta, select the Tinker images to attack the hero, hit F1 to select Tinker, Soul Ring, Rearm, Guinsoo, Missile, Laser, and repeat but skip using Manta the second time around. This is a complicated sequence of actions, so I encourage anyone who tries this to practice. Using Manta will give you less time to perma-hex the enemy hero.
Item Usage Tips:
Items that you should not get EVER:
Bloodstone: After repeated testing, the added mana, regen, and charges are not better than being able to Rearm a Soul Ring. Simply do not get.
Eye of Skadi: Skadi does give Tinker stats and hp/mana, but that's not what Tinker is looking for in an item. Tinker wants items that he can refresh and reuse. The frost effect is not effective since Tinker's time will mostly be spent moving around, casting spells, and Rearming.
Orchid of Malevolence: Not a horrible item, but I would not have this item in place of a Guinsoo/Manta/Shivas. Guinsoo already gives you a silence. Buying an item just for 25% damage amplification is simply not worth the cost.
Black King Bar (BKB): It's not refreshable anymore. I know the "Pros" get it on Tinker still like Angel/Misery/Kuroky/(Insert another "Pro" Tinker player here), but from my experience, BKB is going to be used so often that it's going to reduce down to the 5 second cooldown and only being able to use BKB every 50 seconds or so for 5 seconds is not worth the value. Tinker is better off getting a Linken's or even a Ghost Scepter or a Manta Style. Playing without BKB is another way of playing that you should be able to get used to. You can't absentmindedly run into battle anymore. Positioning in team battles becomes more important. Virot2 also advocated no BKB Tinker usage.
Hand of Midas: Doesn't refresh.
Necronomicon: Doesn't refresh. Better items available. Want pushing power? Get Manta Style. Against invisible heroes? Get a gem.
Ghost Scepter (GS)/Ethereal Blade (EB):
SpiritBreaker (SB): GS will stop SB's charge from stunning you, but won't protect Tinker from the stun from Nether Strike. If you notice that you are being charged, turn on Ghost Scepter and immediately TP.
Naga Siren: When Naga nets you, simply activate Ghost Scepter to get out of her net.
Stealth Assassin (SA): When SA clouds you and ganks you, you're silenced but you can still use items under cloud. Use Ghost Scepter, Guinsoo him if you got it, Rearm, use Ghost Scepter again, and immediately TP.
Using GS and triggering Boots of Travel right after will enable you to TP while keeping the ethereal effect.
When upgrading GS to EB, remember that you can target yourself with EB if there is no target or if the enemy hero is BKB'd.
When an enemy hero is EB'd, Missile will not do any damage to the enemy hero. Laser/March will still do damage.
Dagon:
Ganking: To gank with Dagon, there is a specific sequence in which you should do your burst damage spells. The order is – Missile. Dagon. Laser. This all should take a total of 1 second to cast. Dagon also has a long cast range. Keep this in mind if you're chasing down heroes.
Farming: When you're farming lanes, use Laser and Dagon to ensure 2 guranteed last hits of farm.
Time Benchmark: Dagon lvl 1 by around 18 minutes and Dagon lvl 5 around 26-30 minutes.
Manta Style:
Use images as bait: As a team is pushing your base, split with Manta and send out 1 image and try to make it as realistic as possible. Hopefully you waste some of their spells and if you're lucky, some ultimates.
Escaping a near death scenario: If Tinker is low HP, use Manta and move an image away from the trio of Tinkers to make the enemy believe that the one running away is the real one. If you are lucky and they decide to chase it (they usually do), immediately TP. It's quite hilarious when this works. Quite brilliant actually.
Use the Manta images to attack the tower in the lane that you are pushing. The images deal little damage, but towers don't regenerate HP and they will fall eventually from this chipping. This is the main reason why I buy Manta after Guinsoo. Tinker isn't a carry that does well in team fights late game. Buying Manta offers Tinker a win condition in the form of pushing lanes and towers. Tinker's unique ability to push lanes makes him a pushing carry.
Canceling enemy spells: Using Manta will get rid of various negative effects that are cast on Tinker. Examples: poison, most slows, silences, Treant's Ultimate, Naga's or Meepo's net, and others. When in doubt, use Manta.
Canceling stuns: Manta can be used as a Linken's Sphere block if you time it correctly. You can cancel things from Storm Bolts to even Earthshaker's Ultimate if you split at the right time. Basically works like a Blink cancel.
Focus Attack: Be sure to highlight use all your images to attack the enemy, then hit F1 to select your hero and resume casting spells.
Scouting: Unsure whether you should push a lane into no vision territory? Use the 2 images to check if it's safe.
Against a Techies: Buy a Gem. Your images will also get the True Sight ability from the Gem. Use your images to attack and destroy mines or use the images to run over mines.
Blink Dagger:
I usually don't get this item in my core Tinker build. I usually get Dagger when I significantly outlevel the opposing team in the first 15 minutes. Item sequence: Travels, Soul Ring, Bottle, Dagger, then Wards to provide vision in the enemy team's neutrals to prevent anyone from farming neutrals. By doing this, Tinker with some help from the rest of your team should be able to roam the map and prevent the other team from farming.
Buying Blink Dagger provides a different presence in the game and if you feel like heavy ganking is your style of play, by all means, buy a Dagger.
Bottle:
Appropriate use of charges: Use a bottle charge RIGHT before you rearm. A bottle charge takes 3 secs to complete so while you're Rearm-ing, the bottle charge is taking its time to complete. Use a charge while walking to the wave that you're about to farm. Use the bottle constantly when you're in fountain to regen faster.
Magic Stick/Wand:
Great item, but I'd rather save the 200 gold that would have been spent on this item towards rushing Boots of Travel.
Specific Hero Tips:
Enigma Solo: March build.
Broodmother Solo: March build.
Bloodseeker Solo: Establish lane dominance by lvl 3. Aggro with early Laser followed by 1-2 normal attacks. Stand between the creeps and Bloodseeker. Punish Bloodseeker with 2-3 normal attacks for every creep he tries to last hit. This will offset the life gained from his early levels of Bloodbath. One of Tinker's worst solo matchups.
Bane Elemental Solo: Aggressively play your lane before Bane reaches lvl 3. Win the lane by lvl 3. If you let him passively gain levels. He'll own you at lvl 5 and definitely at lvl 6.
Doombringer Solo: Same as Bane Elemental. Lvl Death lvl 2 hurts a lot when you're level 5. Be careful.
Invoker Solo: If the Invoker has a Quas/Wex build, you probably won't be able to out nuke the amount of regeneration he has, so just do the Laser/March build and focus on purely farming. If you feel like you can set up a good face off scenario where you can force him to tank a March and Laser, do it. If the Invoker does an Exort/Wex build, do Laser/Missile and out aggro him.
Shadowfiend Solo: You should win this lane 99% of the time. Aggro early and prevent him from comfortably last hitting. Try to establish a scenario where you hit level 3 before SF does. Then use Level 2 Laser to establish firm lane dominance. A level 2 Laser takes away about 40% of SF's HP.
Meepo Solo: If Meepo is getting early levels in a solo lane or a good Meepo is playing in the game, you should strongly consider going Dagon. This also depends on your team's capabilities, but nothing counters a Meepo better than early burst damage. A good Meepo rapes Tinker, unless you get Dagon in a timely fashion. Getting Guinsoo first will not help Tinker against a Meepo.
Shadow Demon Solo: You will probably not win this lane against a good SD, but I would go March build.
Templar Assassin Solo: Due to TA's Refraction skill, Laser and Missile won't be as effective. By going March build, TA will have to risk a lot if he does decide to rush you. March will get rid of the Refraction charges quick leaving TA open to a Laser and allowing Tinker a safe 3 second face off and the advantage.

Buffs/Nerfs for Tinker over the years:
Updated for 6.73c:
BUFF: Guinsoo parts were changed to make it cheaper (remember the days when Guinsoo = Old Euls+Oblivion Staff)
BUFF: Boots of Travel movement speed bonus is now 100 (used to be 90 then reduced to 85 then back to 90)
BUFF: Boots of Travel Recipe is now 2000 gold (used to be 2200 gold)
BUFF: Manta Style got buffed in terms of stat gain (remember the days when Manta Style used to give mana burn and the parts required were Diffusal Blade+Vitality Booster were some good days for Tinker. You could do a double nuke cycle with just a Diffusal Blade. Missle->Laser->Purge->Rearm lvl 2->Repeat
BUFF: Laser changed from a 25% aoe miss effect to a 2 second miss on one hero and buffed recently in 6.73 to a 3 second miss
BUFF: Missile lvl 1 and 2 now hit two targets instead of one (6.72)
BUFF: Tinker's base movement speed increased to 305
NERF: The mana cost of Missile increased from 150 to 180. The mana cost for both Missile and Laser used to be 320 now it's 350.
NERF: Removed BKB from list of items Tinker is able to Rearm.