Sunday, May 31, 2009

Nerubian Assassin Guide imba

Anub'arak, The Nerubian Assassin Guide by Baconzilla

Updated for DotA - Allstars version 6.52c
Dota has seen many changes since it first began. Nerubian Assassin was first seen as a weak hero because his usefulness dropped drastically during late-game. But since the removal of Aegis and the introduction of the Bottle, Nerubian Assasin is now one of the top picks in most games (he is even banned in most games). Why is Nerubian Assassin such ownage? Because he has strong lane control and is also one of the best gankers in the game. 

There is only one way to play Nerubian Assassin and his role is to gank. If you look at his skills you will see that he has 3 active single target abilities. His job is to establish lane control at the beginning of the game and to roam around the map ganking with his allies and doing massive burst damage before the enemy can react. 

Nerubian Assasin works in any games because all opponents fear his ganking ability.
Read Maruchan's analysis on some heroes which includes Nerubian-Assassin.
This guide will analyse all his skills and give guidelines on how to use him. I will also provide strategical advice and hopefully this guide will aid you in gaining experience in playing Anub'arak and DotA in general.

Impale:
Mechanics:the damage is magical. Impale renders a unit invulnerable for 1 second while it is in the air and the Stun duration begins once the unit hits the ground, so in total the disable lasts for 3.25 overall. Because it is an Impale based spell from ladder it does not affect units that are already stunned by some other Impale-based ability. They also do not affect units that are under the effects of Frostbite or Overgrowth (because they are based on Entangling Roots) or of Ensnare.
Impaled units also face the caster when they land on the ground.
Strategics:This is your only stun so you have to use it wisely. Because of the Impale coding you don't want to ruin any of your allies spells so use this wisely. It can also be used for farming because of its large aoe and damage.

Mana Burn:
Mechanics:it has a range of 500/575/650/725 and the damage is magical. It deals damage based on the amount of mana burnt, so if they have no mana you can't deal any damage with this spell.
Strategics:This is the reason why Nerubian Assassin has strong lane control. Mana Burn ruins most lane combos because the enemy will be unable to harass you with their spells.

Spiked Carapace:
Mechanics:Stacks with Blademails and returns the damage as magic damage so magic immunity will prevent this.
Strategics:this is the weakest spell of the bunch because it only returns melee damage and your job is not to tank but to deal burst damage.

Vendetta:
Mechanics:It is the same damage as a normal attack. It is almost like as if you did a critical, which explains the numbers above his head when he attacks. Can also be used during channeling spells like TP.
Strategics:This is your signature move and the reason why ganking is so easy. The invisibility means that you are able to approach the enemy with the element of suprise and to deal burst damage. It lasts 50 seconds and has a 60 second cooldown at lvl 16 which means you can be invisible 90% of the time late game with 20% bonus movespeed. Use it to begin ganks and for the ms bonus late game.

There is only one build for Nerubian Assasin because he only has one role.

Level 01 - Impale/Mana Burn
Level 02 - Mana Burn/Impale
Level 03 - Mana Burn
Level 04 - Impale
Level 05 - Impale
Level 06 - Vendetta
Level 07 - Impale
Level 08 - Mana Burn
Level 09 - Mana Burn
Level 10 - Attribute Bonuses
Level 11 - Vendetta
Level 12 - Attribute Bonuses
Level 13 - Attribute Bonuses
Level 14 - Attribute Bonuses
Level 15 - Attribute Bonuses
Level 16 - Vendetta
Level 17 - Attribute Bonuses/Spiked Carapace
Level 18 - Attribute Bonuses/Spiked Carapace
Level 19 - Attribute Bonuses/Spiked Carapace
Level 20 - Attribute Bonuses/Spiked Carapace
Level 21 - Attribute Bonuses
Level 22 - Spiked Carapace/Attribute Bonuses
Level 23 - Spiked Carapace/Attribute Bonuses
Level 24 - Spiked Carapace/Attribute Bonuses
Level 25 - Spiked Carapace/Attribute Bonuses

If you plan to get a kill at level 1 then get Impale because the stun can be combined with an allies stun to get a kill. But if you plan to lane normally then get Mana Burn because it allows you to harass and establish lane control.

Now the splitting of paths begins. Usually if you are able to keep the opponents Mana low then your Mana Burn will not be doing full damage so Impale will be a better choice as it does will deal full damage and has higher damage. However, if the opponent has a decent Mana pool and/or regeneration at lvl 5-7 (bottle) then get Mana Burn instead because your Mana Burn will be effective and they will actively have to go look for a rune or return to the fountain to refill the bottle and will give you and your allie more time to farm. Most heroes that get bottle are usually gankers who want to regenerate Mana for their stuns or nukes, Mana Burn will be more helpful against them than Impale in these situations (note Mana Burn has a bigger casting range than Impale).

Vendetta is taken whenever available because it is allows you to gank with your allies effectively. 

Spiked Carapace is only to be learnt if you are facing a majority of melee heroes (3-5 is a majority). This is levelled at 17 because the 40% will only be noticeable when the opponent has higher damage.

I have created an affordable core item build which is also very flexible.

Build order is: Tangos/Clarities > Bottle > Boots > Nulls > Dagon > Bot

Starting Items - you will start with Tangos and Clarities because they provide early regen before you get your bottle. My personal favorite starting items are 2 sets of tangos, 2 clarities, 2 branches and a mantle of int. 

Bottle - Nerubian has mana problems because he has three active spells and he wants to use them often. The solution can be found by using the Bottle. Bottle provides burst regeneration which is perfect for Nerubian Assassin as he wants to finish off an opponent and then go off to the next gank. Every single rune benefits Nerubian Assassin and he will be roaming around the map often looking for ganking opportunities.
Link to Rune Guide

Null Talisman - Nulls provide mana capacity for your combo and also a little HP if you take damage. If you want more survivability, get Bracers. Do not get Wraiths because you will rarely attack the opponent, instead you will be nuking them to death.

Dagon - NA and Dagon are like Batman and Robin, they are never seen apart. Dagon amplifies Nerubian Assassin's burst damage and also provides more mana. With the buff to Dagon you will be upgrading it to Dagon 5 because the Mana Cost and Cooldown lowers with each upgrade.
Read why Dagon is chosen.

Bot - Combined with Vendetta NA is a fast bug. Also the teleport helps in getting to ganks quickly. Teleportation is much more helpful than the AS and stats from Treads and the fact that the price of Treads is very similar to Bot means that price does not affect the argument.

Observer/Sentry Wards - Wards will help you in getting runes for your bottle and for killing enemy wards if they try to counter your invisibility. Your aim is to only get one or two sets of wards max because you want to spend your money on your other items afterwards (leave the warding to the ward-bitch).
Link to some of the best warding spots.

In this section I will mention the items that are situational or useful and I will explain when to get them or why not.

Necronomicon - provides helpful stats and the little dudes can kill wards for you and have Mana Burn. But they require too much micro and also needs to be farmed quickly which is not going to happen with NA, so it will not be bought in the core build. However, if you have finished the main build and wards are killing you late game then buy this warriors to kill them.

Diffusal Blade/Manta Style - get this to counter Warlock. Images sort of tank late-game (not really). You should never get this except to counter a enemy hero.

Heart of Tarrasque - If the game ever reaches late-game then it is suitable to tank up with Heart. You already have increased armor from Carapace so you want hp instead and if you want hp Heart is your answer.

Eul's Scepter of Divinity/Guinsoo's Scythe of Vyse - if your team is lacking disables late-game then get this for the extra disable. I don't put this in the core build because it provides too much mana regeneration when you only need bottle for your spells. When it reaches extreme late-game it is suitable to buy this for the extra disable.

Linkens Sphere - Pretty nice spell block. get it if you have the cash and enjoy the occasional spell block.

Eye of Skadi - provides nice bonuses which you will never be able to farm. Get this if you have hacked some money out of nowhere.

Hood of Defiance - get this if you are getting nuked to death. Some games you will not be able to tell if you are getting nuked to death or not but if you are get it after Dagon 1 and then continue to upgrade your dagon after it.

Shiva's Guard - pretty nice armor and aoe damage. It's a nice item for fun games. The aoe slow is pretty cool combined with your spells as they will be unable to escape your combo once it has begun.

Arcane Ring - provides burst mana regen and capacity. You can get this instead of bottle but I wouldn't suggest it because it costs more and doesn't regenerate your HP. Instead I suggest your allie get this item because NA does not need to spam his spells to farm, he just needs to gank.

Fubar-Combo:

This will be your signature combo. Basically you start a gank with Vendetta and then hit the opponent once then follow with Mana Burn/Impale and if you have Dagon then use it, if they are still alive then use Mana Burn/Impale. You will should use Impale instead of Mana Burn first if they hav high ms or have a escaping ability. This combo is a lot easier to pull of with an allies stun or nuke and does much more damage. Note the amount of burst damage this combo does depending on your level and if you have dagon. Unfortunately you cannot use way-points with NA because Vendetta is counted as a normal attack and so he will contiuously attack the target if you try using way-points, another problem with way-points is Impale completely erases all way points done on the target before. Once you get used to doing this combo without misclicking/lagging, the kills will start to roll in with your unescapable combo and element of suprise. 

Burn-Harrass:

Repeated use of Mana Burn will mean that the enemy will not be able to harass you with spells which you and your ally are able to farm. Burn the enemy with the stun first because disables are deadlier than nukes. If you are in the laning phase then wait till your opponent regenerates enough mana for your next burn, which is really annoying to face against.

Impale-Save:
Save your allies or yourself by stunning the opponent. You might be able to turn a gank around within the stun period if another of your allies turns up.

Impale-Target/Splash:
Sometimes you will use Impale to stun an area instead of a person because you want to stun two heroes at once. A problem that you will get sometimes is that you are chasing someone and targetted them with Impale; but when you reach the casting range to cast it they hav already moved out of the range, unfortunately you will still cast Impale and waste it. That is why you should chase the enemy a bit more before casting Impale. Another good time to use Impale-Splash is when the enemy has just gone invisible and on a low-hp and of course you can't see them. 

Impale-Interrupt:
This is obvious, use Impale to stun an enemy who is using a channeling spell (TP/Freezing Field). However this does not work against magic immune enemies.

Impale-Farm:

Use Impale when the enemy creeps are low hp. You will need to hit the ranged creep once to kill it after Impale. You can also use it to help speed up your neutralling time.

Mana and HP Awareness:

Nerubian Assasin players should constantly be checking the opponents mana and hp during and before ganks. Your Mana Burn depends on the enemies remaining mana so it will be important to make sure they are above 260 mana before you use your Mana Burn. Mana Burn also acts as a disable as the opponent will only be able to run or fight with physical attacks and this makes your job much easier.

Your enemies will fall into differnet caregories because of their hero-type and how you plan your attacks will fall into these categories:

- In the laning phase always Mana Burn the hero with the leading stun (Sven will stun first so that Lina can aim her LSA) because the other stun will usually be harder to aim and thus ruining their lane combo.

- If you have to choose between which hero to Impale/Mana Burn always go for the one with the disable and if both heroes have disables then the one with either lower mana pool or the one with less HP.

- Always Mana Burn Str heroes because they have low mana pools and usually hav a disable or stun that can be deadly in team battles.

- Int heroes are also good victims for Mana Burn because they will usually always have mana for your Mana Burn to deal full damage and they have low HP pools.

- Anyone can be food for NA if their HP is low enough because of his great burst damage. Always gank the opponent carry because he will affect your late game the most.

Vendetta-Dodge:

Because Vendetta has 0 fade time this means that dodging targetted spells is quite easy and can save your life many times if you are caught in a gank or you need to dodge a Storm Bolt.

Duo-Vendetta:

It is possible to pull off two Vendettas in a battle late game because the cooldown is 60 seconds while it lasts 50 seconds. Wait till your Vendetta is around 3/4 cooled down (green in the diagram) and use it and it should be redy again after you do your combo. The red is when Vendetta is cooling down.

Vendetta-Hunt:
Begin a gank by using Vendetta and scouting around for a kill. Beginning a gank with Vendetta is a very effective method because angle of approach doesn't matter because you are invisible.

Tele-Vendetta:
Vendetta does not cancel channeling spells so you can activate it after you start to teleport. This can be useful if you want to get to a tower and suprise the enemy while they are near or pushing your tower. It can also be used as a last minute escape if you see an enemy coming at you while you are teleporting.

Jungle-Hunt:
I don't suggest you do this often, but if the opponents are so scared of your ganks and don't appear on the mini-map then use vendetta to scout neutrals and look for some victims.

Rosh-Steal:
If you know the opponent has been Roshing then sneak in and wait till Roshan is red hp and steal it or atleast the Aegis. Try to kill the opponent if he is soloing Roshan.

Roaming:
You will be roaming the map whenever you are not ganking. Things to do while roaming:

- Check Runes.

- Ward Neutrals, Ancients, River, Roshan

What-To-Do-If-The-Enemy-Has-Wards??:
You aren't screwed if the opponents get wards because you still have 3 spells that deal damage, a stun, a nuke and a mana burn. If your opponents have warded the map then stick with your teammates during ganks, use Vendetta as a finisher/nuke by utilising the -ms bonus and chasing with it. It's not the end of the world if you can't rely on invisible and especially for NA with his array of disables. Always remember that Vendetta provides 20% -ms and deals huge damage, even if the enemy has wards and so you will have to adjust your combo by starting with Impale/Mana Burn > Dagon/Vendetta. 


Laning - Anub'arak can do well in any lane because of Mana Burn but he is more suited to laning with a partner because he can combine his spells with his allies for a few kills. Note that he should lane with someone who can solo the lane later because you will be leaving the lane to gank once you obtain bottle. He can also babysit carry heroes like Spectre and Faceless Void because of his strong lane control. Use Burn-Harass to keep the opponent's mana low. Always target the hero with the leading stunning spell (Sven will stun first so that Lina can aim her LSA)


Soloing - If you are forced to solo, be agrresive and mana burn the opponent while preventing them from last hitting. Rush your bottle and get your ally to come to your lane once you get Vendetta for a gank. Use Burn-Harass to keep the opponent's mana low.


Getting Ganked - Because you have Vendetta and you roam the map often you will rarely be ganked. If you are ganked escape through the use of Vendetta or Impale. During late-game when the enemy have a gem or more wards you may have trouble escaping. You should still rely in your Vendetta to escape because the ms bonus is huge and will definitely make escaping much easier.


Ganking - Ganking is Anub'arak's purpose in life so do it often. You will spend 90% of the game ganking (the 10% is laning and fountain time). You can initiate the gank by using Vendetta or Impale and then combined with your allies spells to earn a kill. Try to use all your burst damage quickly so the opponent will not be able to blink away (blink is common nowadays).

Ganking for Nerubian Assassin is split into two stages:

- Early game-Mid game: your combo is strongest around early to mid and so you can probably solo most heroes. But I suggest you gank with allies because there is less risk of missing a kill.

- Mid game-Late game: try to finish the game before it reaches late game because your combo will start to get weaker and you will need ally assistance to kill enemies. You are still able to kill low hp int heroes though. You will want to travel around in Vendetta because of the high ms bonus and the chance to catch someone off gaurd or alone. Basically you will want to gank and kill a few heroes with your team and then try to push down raxes. If you somehow finish your Dagon 5 and Bot then get a Heart for survivability and save your money for buying back. Always push with your team because NA is a horrible pusher and his spells are most usefull against heroes. 

- Late Game QQ: if it reaches the extreme late game where your spells are absolutely useless, try to abuse your stun and use Vendetta as an escape/travelling spell. Buy Euls/Guinsoo to disable the enemy carry as much as you can and rely on your team's carry to finish the game for you.


Farming - Money is not as important to Anub'arak as other heroes because you only really need bottle to be an effective ganker. Use Impale-Farm as it is your only aoe skill. Remember to get the gold as fast as possible so you can get to a gank. You do not want to waste time last-hitting when you could be helping your team. 


Pushing - Use Impale to push. If you need to push quickly juse use impale and then run up to the next creep wave and repeat this process. If you bought Necronomicon then summon them to speed up the pushing.


5v5 Battles (defensive) - Your job is to burn the opponents mana before the battle and do burst damage so that the enemy loose their numbers quickly. Before the battle get as many long ranged Mana Burns on the enemy initiator or mana dependant heroes. Once the battle begins spam your spells and use Vendetta if you need to escape. If your team is winning then use vendetta to finish of the escaping heroes or if your team is loosing then vendetta and cut your losses.


5v5 Battles (offensive) - This is harder than defensive battles because the enemy tower might have sight of you and you will not have the advantage of invisibility. Wait until your allies have initiated (notice the trend of entering the battle last) and then run in and do your combo. Spend time in Vendetta before the battle begins because you might be able to use it twice (during battle and after). This is similar to the defensive battle but much more riskier. Try to kill any heroes you see before this big battle to give your team the upper hand.

Nerubian Assasin is based of the Crypt Lord hero in Ladder. They both have Impale but Crypt Lord's did 50/80/110 damage and stunned for 2/3/4 seconds. Crypt Lord also has Spiked Carapace which returns 15%/25%/35% melee damage and adds 3/5/7 bonus armor.

They both share the same voices:

Speech:
"I have heard the summons"
"I serve only the frozen throne"
"The scourge will devour all"
"The strands of destiny weave only a web of death"
"It was good to be the king"
"Humans check in, they don't check out"
"And they say, blizzard games don't have bugs"
"My might cannot be matched"
"Speak"
"I'm the fifth beatle"
"Time is fleeting"

Movement:
"I'll consume the living and the dead"
"Chinky"
"I'll see to it"
"By Nerub"
"Indubetebly"

Attack:
"Oblivion awaits"
"Raid"
"Feel the venom of Nerub"

Respawn:
"From the depths, I come"

Tinker Guide!

Contents
  • Background
  • Hero Overview
    • Stats
    • Pros/Cons
    • Skills
  • Skill Build
    • Explanation of Skill Order Choice
  • Item build
    • Explanation of Items
    • Optional and Entertainment Items
    • Items Not to Get
  • Game Strategy
    • Early Game
    • Mid Game
    • Late Game
  • General Strategy
    • Role in Team Battles
    • Using March of the Machines
    • The One on One Situation
    • The Helpful and the Hurtful
  • Change Log
  • Replays
  • Conclusion
Background Story

Why hello there and thanks for taking the time to start reading my guide. This is my very first DotA guide and I hope it will be of some help to some people. =] I chose the Tinker because he is by far one of my most favorite heroes, he is fun to play, and I see him played in a way I feel, is incorrect. Enough of me lets talk about him!

Boush has been educated in the most advanced Goblin technology. These mechanical systems allow him to damage the enemy at a distance, while keeping himself relatively safe. He can also upgrade his systems to allow him to fire quickly. A true demonstration of the power of knowledge.

Summary- All Boush wants is Bang, Bang, Bang.

Since I originally wrote this, there have been many major gameplay changes through the different versions of the map. Item build has been renewed, general early game play-style modified, random crap taken out and added to the guide hopefully making it better than it was before.

Hero Overview

 The Tinker

Strength- 17 + 2.0
Agility- 13 + 1.2
Intelligence- 27 + 2.2 <- Primary stat growth that makes me cry.

Starting Damage 49-55
Starting Armor 3.8
Starting HP 473
Starting Mana 351

Attack Range 500
Movement Speed 305 <- Above average <3


Pros
  • His ultimate is basically a refresher orb, without the cool down. Giving you interesting item combinations.
  • His skills are useful at all stages in the game.
  • You can push multiple lanes like there is no tomorrow.
  • Above average movement speed, in combination with Boots of Travel, will help you run when you have to.
  • You have a sexy backpack…thing…


Cons
  • Primary stat growth is hardly “decent.”
  • Item-less, very frail. (Also due to stat growth.)
  • May find yourself saying, “WTF WERE B MY MANAZ?!”


Skills

 Laser [E] 

Fires an intense beam of light at a target, dealing damage and blinding enemies 300 AoE within the primary target for 18(9) seconds. Deals precise damage. 
Level 1 - 80 damage, 10% miss. 
Level 2 - 160 damage, 15% miss. 
Level 3 - 240 damage, 20% miss. 
Level 4 - 320 damage, 25% miss. 
Mana Cost: 95/120/145/170
Cooldown: 15


Remarks: AoE blind + Hero damage nuke with a low-ish cool down and mana cost= Sexy nuke #1

 Heat Seeking Missle(s) [T]

The Tinker fires a rocket at the nearest visible enemy hero. Range of 2500. 
Level 1 - 100 damage. 
Level 2 - 175 damage. 
Level 3 - 250 damage, 2 targets. 
Level 4 - 325 damage, 2 targets. 
Mana Cost: 120/ 140/ 160/ 180
Cooldown: 25


Remarks: Decent damage, wtf range, and you hit two targets (levels 3 and 4). This is sexy nuke #2.

 March of the Machines [C]

Calls in hordes of robotic goblins in an area of 1200 * 1400 to destroy your enemies. 
Lasts 6 seconds.
Level 1 - 16 damage/goblin. 
Level 2 -24 damage/goblin. 
Level 3 - 32 damage/goblin. 
Level 4 - 40 damage/goblin. 
Mana Cost: 145/ 150/ 165/ 190
Cooldown: 35


Remarks: This skill, in part, makes you a pushing monster. The AoE is enormous, and overlapped via rearm, deals very substantial damage.

 Rearm [R]

Instantly refills the Tinker's weapons. 
Doesn't refresh Refresher Orb, Necronomicon, Hand of Midas, and Helm of Dominator.
Level 1 - 3 seconds to rearm. 
Level 2 - 2 seconds to rearm.
Level 3 - 1 second to rearm. 
Mana Cost: 150/ 250/ 350
Cooldown: 3/ 2/ 1


Remarks: One of my favorite ultimates. We will abuse this to make the most out of the Tinker.

Skill Build

Many skill builds are situational, but I find myself making very few tweaks to this one.

1. Laser
2. Missile
3. Laser
4. Missile
5. LaserMissile
6. MissileLaser
7. Laser
8. Missile
9. Rearm
10. March 
11. March 
12. March
13. March
14.-25. Stats until you feel comfortable with your mana pool. Then proceed to maxRearm. 

Explanation:

I’ve experimented with many early game skill builds such as Stats/missile, Stats/laser, Stats/March, March/Missile, Laser/March. I find this to be the most effective for a few reasons, one of them being that laser is precise damage AND a blind. Precise damage makes for a nice nuke, and the blind effect will hinder your enemy’s ability to last hit/deny, which in-turn makes it easier for you to last hit/ deny them. This skill will always be maxed first and foremost.

Missile basically adds to your early game nuking power, where you will net/assist with the majority of your kills. Maxed early as well.

This is where I disagree with many proposed Tinker builds. I find March useless early game. Using this will force your enemies back, sure. In turn this pushes your creep waves up to their tower more quickly, making it harder to deny/last hit, and easier for you to be harassed. Early game you don’t want to break the enemy’s tower, you want to be able to block, deny, last hit, and stay on your side of the river as much as possible to avoid pointless deaths.
Now for Rearm. I find no need for this skill until level 9, sometimes but hopefully not later. Before level 10-ish, it is strenuous on your mana pool to spam rearm and chain nuke enemies in your lane. Plus, if you get it too soon (e.g. level 6) you deny yourself a point in laser or missile which increase a decent amount level-to-level. I judge the time getting this skill by two things. 1) ALWAYS after laser and missile and 2) around the time you get Boots of Travel.

With that note, on to the Item Build.

Item Build

Core Set



Ideal Set (You should never get this far, ever.)



Basic starting items for many heroes, shouldn’t be too much to argue here. Normally I will stack a few branches, 2-3 sets of tangos and 2 clarities.

1. Chicken (Only if one of your allies hasn’t purchased one already, in this case ask politely for control. Or threaten him, I could care less, as long as you get one).
2. Empty Bottle
3.Boots of Speed
4.(Optional Bracers or Nulls 2-3)
5. Boots of Travel
--Cost of 3400-- 
6. Complete Eul’s scepter of Divinity
--Cost of 6200-- 
7. Complete Guinsoo's scythe of the Vyse
--Cost of 8570-- 

**Before you obtain Boots of Travel, I strongly suggest you take a Scroll of Town Portal around with you wherever you go, when you can afford one. These have saved my life countless times and should be bought on just about every hero. **

Hopefully the game has ended by now, if not, work toward the optional items mentioned further down.

Explanation: 

Chickens are gods, use them to your advantage, don’t get them killed or they will rise from the grave and eat your babies. Nothing makes me sadder then getting +15 gold from an enemy chicken left to idle at the secret shop. Get what you need, send it back. This is the first break I make from my old item order. 

After testing, I've found that empty bottle is by FAR the best way to increase your early game prowess. If you are doing your job right, with bottle you can basically run lane to lane plucking runes to refill your bottle while helping take down heroes. Around this time you will be thinking on nulls or bracers. I used to advocate bracers for the cheap and efficient hp boost. But I've found that they are not really a necessity. If you are getting your ass handed to you and can't seem to farm up the gold for travels, then go ahead and pull a few bracers or nulls.

All the other cool Tinkers at goblin school have Boots of Travel, you should too. By using Rearm in combination with boots of travel, you can be almost anywhere with full HP/Mana in around 30 seconds. Allowing you to super push lanes when needed, escape sticky situations, get back and forth between clear lanes to farm, and most importantly get to team battles/ assist allies quickly.

After Travels, Eul's is the logical choice. Mana regen, mana pool, int damage, and a reliable escape/disable.

*Exceptions! If the other team is obsessed with disabling your face, even though you should be near the back of the battle, or there is an enemy Doom Bringer, something like that. You may want to swap Eul’s out for Linken’s sphere. This will be explained in further/optional items later on.

Previously I suggested the straight manta rush after Eul's. But after playing and thinking about it, I've found it is far better (in most cases) to get Guinsoo earlier instead. Early Guinsoo is far too useful to pass up for illusions. Boasting 60 damage and Hex, this item brings a lot more to your arsenal. 

*Exceptions! There may be times you deem the purges useful. Maybe when you are against Warlock/ Ursa/ Blood Seeker/ Sven/ Anyone I’m forgetting at the moment you really need to debuff. In this case you may opt to purchase Diffusal Blade after Boots of Travel or Eul's and whore the charges for all they are worth.

Finish up your sheeper and if the game is going on STILL, FOR GOD KNOWS WHAT REASON, get some of the optional items below.

 Linken's Sphere

Item gives you stats, regen, and a spell block every minute. The catch is you are the almighty Tinker and you can refresh the cool down on the spell block. That last part increases the value of this item a lot. =]

 Eye of Skadi

You will not obtain the frost attack because of feedback. But this item is by far one of the best way to buff yourself and your images. If you have the money at this point in the game, why not aim for Skadi?

 Massing Eul’s

An idea a friend gave to me and made sense. If you have the money after the core build, you can keep buying Eul’s using up the charges, then passing it off to someone on your team and buy another. With Eul’s and your original Guinsoo, you basically can make every team battle a 5v3. If you don’t want to throw it away after the charges have expired, then simply make another Guinsoo.

 Radiance 

Although the bonus damage is not beneficial to the Manta images, it is one of the better items in damage to cost. After Manta/Guinsoo/Linken’s your real Tinker’s damage is pretty decent, radiance will help with this. The immolation is also spread out (but does not stack) with your images. And with 8% evasion as well, no one can complain.

 Manta Style

I took this out of the original core build, but that doesn't make it any worse of an item to grab later. Basically for all the reasons I suggested it in the first place make it an item worth getting later on. Rearm and images allow you to have constant images, images spread, but do not stack the radiance immolation, and Manta allows you to break many different spells.

Items to take into consideration:

Black King Bar

Gives Strength, damage, and magic immunity that you can refresh. A bit over-kill compared to Linken’s but fun to mess around and scare people with. (For those who don’t know, you turn into a tank thing when you use bkb on Tink).

Dagon

I've really flip-flopped on this item a lot recently. I've found if I can grab one in under 15 or so minutes you can really work down enemy heroes and keep them there. In my opinion though, bottle and your allies that should be there are generally enough to successfully gank whatever heroes. Dagon does and can help, but for the price you are paying for it, you can almost have bottle and travels instead.

Items Not to Get

 Arcane Ring

Seems okay at first, 300 mana, +3def, and replenish. Potentially it can be a good item since it restores mana to both you and your allies. But by getting this you delay Boots of Travel, your MOST important item. A Tinker without boots is a terrible one. Assuming you get this after Travels, it allows you to use level 1 rearm for minimal Mana cost, even though you can very well Tele to base and refill. This would take the place of Eul’s, but it provides no real Mana regen, or the priceless 2800 gold cyclone charges.

In addition a few versions back made it so that rearm would not rearm the arcane ring, making it far less useful to the team and yourself. Bottle > Arcane.

 DPS Items

Lack of any real damage boosting skills makes pure damage items pretty useless on Tinker. The only exception I would make would be for Radiance. With a highly inflated Mana pool, and pushing power, you may begin to live near your enemies’ base. The immolation combined with March and normal attacks creates a pushing monster.

 Cranium Basher

Please, if you considered this, never play Tinker again.

 Refresher Orb



Enough with items, on to Strat.

Game Strategy

Early Game

Whatever I said before is different now. Tinker is a VERY good solo hero. He is capable of holding his own against just about any other solo if played well. So if at all possible demand a solo lane. The added jump on experience will make you more useful while your nukes do considerable damage relative to the max hp of most heroes on the map. Stay alive, deny as much as possible to keep the creeps close to your tower to ensure survival. It may take a while to get used to Tinker’s attack animation. It is a bit slow, practice, practice, blaah. But more importantly, when you get an opportunity, take down the heroes in other lanes by abusing the bottle and runes. 

If you do not get the solo lane, do not fear. Hopefully you are paired with another nuker and between the two of you, you should net kills fairly easy.

Mid Game

Around this time you should be getting your Boots of Travel, if you haven’t done so already. And with one level or rearm, as stated previously, you can simply tele to any part of the map and farm in peace, assist allies in trouble, or participate in team battles. You should make your enemies know, that wherever they go, there will be a missile and blind waiting for them. Much of mid game you need to farm as much as possible in order to obtain the Manta. Something I must stress here, if you haven’t read Bengal_Tiger’s guide to misconceptions of farming, do so. Using march on every creep wave you can may seem fast, but it is sloppy and you may not get every kill in the wave and you end up pushing too fast, denying yourself or your teammates farming time. Take the time, get the last hits, earn the gold.

Late Game

If things have gone well, when late game rolls around you better have Travels and Guinsoo. By this time you will want to have also maxed Rearm. Normally I’ll do this somewhere between 16 and 18 since the one second casting time is invaluable, though the Mana cost is high. Make sure you do not leave your team stranded, with refreshable Boots you should be in every team battle. But, your main job should be… Pushing! It is now more acceptable to use March on creep waves as you want to push multiple lanes as quickly as possible. Keep the pressure on the enemy team, push hard with allies, win. =D

General Strategy 

Role in the Team battle

If team battles occur before level 10 there is not much to do. Just use your skills and assist with poking. By mid game, in team battles you should try to blind as many enemies as possible then proceed to use March, Missile, Rearm, Laser another group for the blind effect or the low EHP heroes to assist in damage, March again, and Missile again. That should drain the majority of your mana. Aside from blinding a dps or cluster of heroes, your main goal is to get March down twice. The giant AoE and damage will significantly help the team. Late game is almost the same, you just need to be a little quicker with your fingers and make sure to Manta and Hex (or cyclone), Rearm, repeat. Make sure to disable the biggest threats, use your judgment.

To sum this part up, use your skills... duh.

Using March of the Machines 

This skill is kinda funky, and takes a bit of practice to get going right. Here are attempts at screen shots with professional editing to perfectly demonstrate the exact and only usage for this skill. (I lied about all of that).

Creeping



This may not be the best screenie because I moved from where I had cast in the first place.

Key:
Blue circle- Original position
Yellow circle- Target point
Green line- Creep line
White arrows- Direction of March

In most cases, you want March to be cast in diagonals. This allows for a few more machines to hit the targets as they pass by. The diagonals do not need to be perfect. As long as you do not cast this skill horizontal to the creep line, it should work just fine. (If you cast it horizontally, the first one or two creeps take all the hits leavign the last ones unscathed).

Casting when trying to Detour/Delay/Damage a Chasing Enemy

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When an enemy is chasing you, and you have no other option but to run, March should be casted in this way.

Key:
Green circle-Enemy
Red arrow- Escape route
White arrows- Direction of March

As you can see in the first Screenie, March is targeted in the direction toward the enemy. This should cover your escape route and force the chaser, if he decides to purse further, to walk through the entire wave of Machines going by.

When Ganking an Enemy Hero



Key:
Green square- Enemy 
Green arrow- Enemy possible escape route
Red arrow- Your entrance path
Yellow circle- Target location 
White arrows- March direction

By using March in this way, you force the enemy to be hit by your nukes as well as the March by covering the path of escape.

Team Battles

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This might be the confusing one...

Key:
Green- Enemies and their entrance route
Red- Allies
White arrows- March Direction

As you can see, I cast March with my back to the enemy. By doing this, the machines spawn from the area where the enemy is. Assuming they will move in, the March will continue to hit them. As opposed to casting it toward them, where they could avoid it, or I would have to move closer to get a better target area, putting me in harm's way.

Honestly though, if you panic, just cast it. There is a 99% chance it will do something. It is pretty hard to miss with the giant AoE.

The One on One Situation

You will encounter this eventually. Early/Mid game you have a few options. If you think you can win, you generally should know (I hope), Use your nukes, throw a Eul’s, Rearm, nuke again. Without a stun or a slow, they have a pretty good chance of getting away from you if they are at full hp. If they are low and running, normal attack them, and try to run at the same time. This too takes a bit of practice, but you can get a few hits in while keeping up, or close behind them. Then fire the missile if you have not already. If your missile doesn’t kill them, don’t both chasing unless you feel confident that you can run and chase like and idiot for 25 second waiting for your missile cool down to finish. What I’m saying is leave them and continue farming, if you have to chase that long, allies will be there, and you will die. Option two of course is running for your life. If you have Eul’s, use it and Tele out. If you do not have to use Eul’s if they have nothing to interrupt your Tele, and you have enough hp to take 3 seconds of hits. If they have a Mini-stun and you don’t have Eul’s, last resort is running for your life. Try to lose them in fog, and Tele as fast as you can. Read the guide on Ambush and Escape by Fun With Gamen for help, saved me a lot I know. =P There are more than that are included on the guide, look for nooks and crannies, they could buy you the extra second or two you need.

The Helpful and the Hurtful

Tinker works best early game with other heavy nukers or those with a disable nuke, Examples are:


Tinker has the same generally enemies as most Intel heroes. Other heavy/combo nukers (stated above + Scrouge), disablers, perma-bashers. Most notably:


Pudge, the Butcher. Let it be known I hate Pudge with an undying passion. If he pulls his combo on you, you are as good as dead


Void/Troll/Anti-Mage, many people go for the lame perma-bash builds on these heroes. If you can’t disable them before they get to you, get a drink of water since you will be at the fountain for a while waiting. More on Magina, if perma-bash wasn’t enough, Mana Break and Mana Void rape your empty Mana pool hard.


N’aix can be annoying at times, but without a basher or MKB, you can just Tele away.


Silencers, again not so bad, but still pesky. You can use Manta to break silence, or at least use Hex/Cyclone to contribute to the battle.
by-deviPod dotaportal.com