
So the overall affected area is rather square shaped, with 1800 side lengths.ĥ. The spawn area is a line with 1800 length, which is centered 900 range behind the targeted cast point.Ĥ. The 900 spawn radius is centered and fixed around the cast point, not on Tinker's location.ģ. The robots move at a speed of 400 and move a distance up to 1800 forwards.Ģ. This is just a simple skill actually but the asset of this skill is its disgustingly long range.Īllows your missiles to hit 4 people instead of 2, giving you more teamfight potential when combined with your upgraded Laser too.Įnlists an army of robotic minions to destroy enemy units in an area around Tinker.ġ. Also a good spell for softening enemies before a clash starts. This also allows you to sniper fleeing enemies that otherwise you can't reach with your Laser or your other auto-attacks. When no valid targets were in range, the rockets are released and fall on the ground, showing that the cast failed.Ī good spell in the laning phase since it allows you to harass your opposing laner by just pressing the hotkey of this spell provided you have vision of them and they are in the 2500 search radius of the spell.

Does target illusions and Meepo clones.Ħ. Does not target invisible, invulnerable, hidden or spell immune units or units in the Fog of War.ĥ. When all missiles hit, they collectively can deal up to 250/400/550/700 (Can be Improved by Aghanim's Scepter. The missiles travel at a speed of 900 and can be disjointed.ģ. Heat-Seeking Missile interrupts Tinker's channeling spells upon cast.Ģ. Number of Targets: 2 (Can be Improved by Aghanim's Scepter. Launches a pair of rockets at the nearest visible enemy heroes within 2500 range. This also allows you to snipe fleeing heroes if the hero is outside the 650 range of your Laser by using this on an enemy creep/enemy unit that is nearest to the hero. So this spell alone will give your team a great advantage during teamfights by blinding and dealing crazy amounts of damage to enemy heroes. This allows your Laser bounce against all heroes within a 650 radius. This spell also deals a huge chunk out damage in the laning phase since this spell deals PURE damage so it won't be reduce by any sort of magic resistance etc. It is also a good spell to use if you want to outfarm your opponent by blinding him/her with this spell if he/she is trying to lasthit/deny a creep then you take the lasthit/deny for your self. This allows you to trade hits against your opposing laner without worrying of his damage auto-attack damage output even though you might want to consider the possibility of the opponent's creeps attacking you. One of your best laning spells in your arsenal. Can never hit the same unit twice per cast.

Does not bounce on invisible units or units in the Fog of War.Ĩ. When the primary target is a creep, it still bounces to heroes.ħ. The bounces happen instantly, with no time interval between them. When upgraded, the Laser bounces to the closest enemy hero within a 650 radius of its current target.Ĥ.

Causes Laser to bounce to nearby enemy heroes within a 650 range.ģ. Plays a sound effect during the cast time, which is audible to everyone.Ģ. Fires an intense energy beam, dealing damage and blinding the target, causing it to miss all physical attacks.īounce Radius: 0 (Can be Improved by Aghanim's Scepter.
