Bio
Boush, the Tinker | |
Play "Victory is 10% inspiration, 90% decapitation!" | |
Role: | Carry / Nuker / Pusher |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Boush, the Tinker Boush the Tinker s diminutive race is known for its : | Boush the Tinker`s diminutive race is known for its intelligence, its cunning, and its prickly relationship with magic. As a matter of pride, they survive by their wits, and use only those powers of nature that may be unlocked through rational methodologies. Even this forbearance has led to a great deal of trouble, as Boush can attest. Once a key investigator of natural law, Boush the Tinker led a vast intellectual investigation into the workings of nature, founding a subterranean laboratory in the rumored, mist-wreathed wastes of the Violet Plateau. While scorning mages for the dangers they visit upon the world, Boush and his Tinker associates haughtily wrenched open a portal to some realm beyond comprehension and ushered in some nightmares of their own. A black mist rose from the cavernous interior of the Violet Plateau, shrouding it in permanent darkness from which sounds of horror perpetually emanate. Boush escaped with only his wits and the contraptions he carried, the sole Tinker to survive the Violet Plateau Incident. |
Voice: | Harry S. Robins ( Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane ) |
Abilities

Target Unit
Enemies

Pure



Notes:
- Plays a sound effect during the cast time, which is audible to everyone.
- Uses the creep duration for creep-heroes.
- When upgraded with Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175
, the Laser bounces to the closest enemy hero within a 650 radius of its current target.
- The bounces happen instantly, with no time interval between them. Has no bounce limit.
- Can only bounce to heroes and creep-heroes. When the primary target is a regular creep/summon, it still bounces to valid targets within range.
- Does not bounce on invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear
units or units in the Fog of War.
- Can never hit the same unit twice per cast.
No Target
Enemy Heroes

Magical
Notes:
- Heat-Seeking Missile interrupts Tinker`s channeling spells upon cast.
- The missiles travel at a speed of 900 and can be disjointed.
- When all missiles hit, they collectively can deal up to 250/400/550/700 (
500/800/1100/1400) damage (before reductions).
- Does not target invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear
, invulnerable, hidden or spell immune units or units in the Fog of War.
- When no valid targets were in range, the rockets are released and fall on the ground, showing that the cast failed.
Target Point
Enemies

Magical

Notes:
- The robots move at a speed of 400 and move a distance up to 1800 forwards.
- The 900 spawn radius is centered and fixed around the cast point, not on Tinker`s location.
- The spawn area is a line with 1800 length, which is centered 900 range behind the targeted cast point.
- So the overall affected area is rather square-shaped, with 1800 side lengths.
- Robots spawn in 0.0416 second intervals at a random point of the line, which is 24 robots per second, for a total of 144 robots.
- Robots do not spawn at points of the spawning line which are outside of the map boundaries.
- When an enemy comes within 50 radius of a robot, the robot deals damage in 150 radius around itself and then disappears.
- If a single enemy with standard 24 collision size remains stationary in the radius for the entire duration, they would take an average of 189/284/379/473 damage (before reductions).
- If each explosion could hit a single target, it would deal up to 2304/3456/4608/5760 damage (before reductions).
- The sound effect upon cast is not audible by enemies. The marching sounds are.

No Target / Channeled
Self
Notes:
- The following items cannot be rearmed:
- Arcane Boots, Black King Bar, Hand of Midas, Helm of the Dominator, Linken`s Sphere, Necronomicon, Pipe of Insight and Refresher Orb.
- Visually resets the cooldown of Tranquil Boots, but does not skip the broken state.
- Does not reset charges on charge-based items ( Bottle, Drum of Endurance, Diffusal Blade).
- Only refreshes items in Tinker`s inventory. Items in stash, in other units` (e.g. couriers) inventories or dropped items are unaffected.
- Only refreshes items owned by Tinker. Allied items in his inventory are not refreshed.
- When the channeling is interrupted, nothing is rearmed.
- Can rearm Crimson Guard and Mekansm, but does not reset their stack restriction timer.
- The same rule applies when rearming Guardian Greaves, but Mend still restores mana.
- Can rearm Manta Style, but recasting it replaces the previous illusions.
- Can rearm a disabled Blink Dagger and Heart of Tarrasque as well as the cooldown of Skull Basher and Abyssal Blade.
- Rearm`s sound gets shorter with each level to match the decreasing channel time.
Videos
Info
Boush, the Tinker, is a ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1
hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During
who relies heavily on his assortment of nukes for ganking Play “By the forge of creation.” This section is under construction. It may still lack crucial information or contain unvalidated statements. You can help by coordinating with the autors and offer your help. Ganking is the and pushing Chen and Shadow Shaman destroying a Tower.Pushing is the process of clearing enemy creep waves and building up large allied creep waves in order to take down enemy buildings rapidly. Contents 1 The advantages of
. While he does have rather low stat gain, he is able to reset the cooldown on his abilities, which in conjunction with Boots of Travel Item Changelogs Boots of TravelB Winged boots that grant omnipresence. Cost2400 (2000) Bought FromCommon Active Teleport Bonus +100 Movement speed Disassemble? No Alert allies? No Recipe The Boots of Travel are
gives Tinker global mobility rivaled only by Nature`s Prophet Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Nature s Prophet 19 + 2.1 18 + 1.9 25 + 2.9 Level
, which combined with his two high damage nukes, Laser Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Tinker 17 + 2.3 13 + 1.2 30 + 2.2 Level Base
and Heat-Seeking Missile, makes him a constant threat. Tinker abilities` mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a
costs are very high, be that as it may, thanks to his ultimate Abilities are unique skills that heroes and creeps have access to on the battlefield. They range from simple passive effects, to devastating explosions of energy, to complex, terrain changing feats. All heroes have four or
Rearm Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Tinker 17 + 2.3 13 + 1.2 30 + 2.2 Level Base
, and Boots of Travel Item Changelogs Boots of TravelB Winged boots that grant omnipresence. Cost2400 (2000) Bought FromCommon Active Teleport Bonus +100 Movement speed Disassemble? No Alert allies? No Recipe The Boots of Travel are
, Tinker can simply to go back to base to refill health and mana, Rearm and go back to the lane to push Chen and Shadow Shaman destroying a Tower.Pushing is the process of clearing enemy creep waves and building up large allied creep waves in order to take down enemy buildings rapidly. Contents 1 The advantages of
or gank Play “By the forge of creation.” This section is under construction. It may still lack crucial information or contain unvalidated statements. You can help by coordinating with the autors and offer your help. Ganking is the once more. Acquiring said boots early with a level advantage is key to success, considering he is lackluster without them. With the right items, mana management, and ability management, in the right hands, there is little that stands in the way of this hero.
Talents
Hero Talents | ||
+100 Laser Damage | 25 | 20% Spell Lifesteal |
+15% Magic Resistance | 20 | +75 Cast Range |
+4% Spell Amplification | 15 | +225 Health |
+6 Armor | 10 | +8 ![]() |
- The armor is added as bonus armor, and therefore does not benefit illusions.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- The magic resistance stacks multiplicatively with other sources of magic resistance.
- The spell lifesteal stacks additively with that of Octarine Core.
- The spell lifesteal heals for 4% from non-hero units. Treats creep-heroes as creeps and does not heal off of illusions.
Recommended items
Starting items:
Boush, the Tinker
Recommended Roles |
Carry Nuker Pusher |
Boush the Tinker`s diminutive race is known for its intelligence, its cunning, and its prickly relationship with magic. As a matter of pride, they survive by their wits, and use only those powers of nature that may be unlocked through rational methodologies. Even this forbearance has led to a great deal of trouble, as Boush can attest. Once a key investigator of natural law, Boush the Tinker led a vast intellectual investigation into the workings of nature, founding a subterranean laboratory in the rumored, mist-wreathed wastes of the Violet Plateau. While scorning mages for the dangers they visit upon the world, Boush and his Tinker associates haughtily wrenched open a portal to some realm beyond comprehension and ushered in some nightmares of their own. A black mist rose from the cavernous interior of the Violet Plateau, shrouding it in permanent darkness from which sounds of horror perpetually emanate. Boush escaped with only his wits and the contraptions he carried, the sole Tinker to survive the Violet Plateau Incident.
Abilities
| Notes
| ||||||||||
| Notes
| ||||||||||
| Notes
| ||||||||||
| Notes
|
Talent Tree
Talent Tree | ||
+100 Laser Damage | 25 | 20% Spell Lifesteal |
+15% Magic Resistance | 20 | +75 Cast Range |
+4% Spell Amplification | 15 | +225 Health |
+6 Armor | 10 | +8 Intelligence |
Recommended Items
Standard Build | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Starting Items | Early Game | Core Items | Situational Items | ||||||||