Tank: Tinker
Tank Picture: Tinker

Skill: Build Towers
Skill: Repair
Skill: Tower Modules
Skill: Engineering Upgrade
cost hp type speed armor requirements
0 200 Ground 250 0 0

Fragile tank that can set up rocket/laser towers and repair. It is the only free tank in the game and comes with a teleport spell. Due to his low base hitpoints this tank works best with long range weapons and early defensive items that grant additional hitpoints (e.g. ‘iron hull’).

Use it in the early game and to transition from tank to tank in the late game.


Skill: Teleport Teleport [ Q ]

Active – Point Target
Teleports the tinker.

Level Mana Cooldown Range Area Effect
1 10 40 sec. 1000 - Teleports to the target
2 20 40 sec. 1625 - Teleports to the target
3 30 40 sec. 2250 - Teleports to the target
4 40 40 sec. 2875 - Teleports to the target
5 50 40 sec. 3500 - Teleports to the target

Notes:

  • Triggers Teleport Breaker (link!)
  • Cannot target impassable terrain (cliffs)
  • Teleports into the enemy base are not possible

Skill: Build Towers Build Towers [ W ]

Active – Point Target
Builds mini towers. You can use the Repair ability to build them faster. They are ready when they have full Hit Points. Each tower requires 8 food.

Level Mana Cooldown Range Area Effect
1 10 75 sec. 100 - Builds a Rocket Tower with 4000 HP
2 20 75 sec. 100 - Builds a Rocket Tower with 5500 HP
3 30 75 sec. 100 - Builds a Rocket Tower with 7000 HP
4 40 75 sec. 100 - Builds a Laser Tower with 8500 HP
5 50 75 sec. 100 - Builds a Laser Tower with 10000 HP

Notes:

  • Can be repaired while building up.
  • Can carry modules, but no weapons
  • Can be passed through.
  • Tower will be destroyed, when the tinker switches to another tank

Skill: Repair Repair [ E ]

Active – Unit Target (Allies, Tanks, Buildings), Autocast
Repairs allied buildings and tanks.

Level Mana Cooldown Range Area Effect
1 1 1 sec. 100 - Repairs 30 HP
2 2 1 sec. 100 - Repairs 60 HP
3 3 1 sec. 100 - Repairs 90 HP
4 4 1 sec. 100 - Repairs 120 HP
5 5 1 sec. 100 - Repairs 150 HP

Notes:

  • Only one unit can repair a target at a time
  • Can target a tinker tower while being built.

Skill: Tower Modules Tower Modules [ T ]

Active – Unit Target (Allies, Buildings)
Gives a tower module to the target unit. A tower module can increase Hit Points, heal Hit Points, increase damage, reveal invisible units, or make nearby troops stronger. A tower can only carry one item per module type.

Level Mana Cooldown Range Area Effect
1 5 40 sec. 100 - Places modules with 20% efficiency
2 10 36 sec. 100 - Places modules with 40% efficiency
3 15 32 sec. 100 - Places modules with 60% efficiency
4 20 28 sec. 100 - Places modules with 80% efficiency
5 25 24 sec. 100 - Places modules with 100% efficiency

Notes:

  • Better modules will replace modules of the same type.
  • Can target allied towers as well.
Max effects for the modules:
  • Hitpoints module: +3750 HP
  • Radar module: reveals in 1250 aoe
  • Repair module: 75 HP/s
  • Troop module: 40% extra creep damage in 750 aoe
  • Weapon module: +65% damage

Skill: Engineering Upgrade Engineering Upgrade [ R ]

Passive – Ultimate
Improves some of the Tinkers skills with every level :
Build Towers – Reduced Cooldown and building time.
Repair – Repairs more HP per second.
Also increases Tinker’s movement speed. Passive

Level Mana Cooldown Range Area Effect
1 - - - - Increases movement speed by 4%
2 - - - - Increases movement speed by 8%
3 - - - - Increases movement speed by 12%
4 - - - - Increases movement speed by 16%
5 - - - - Increases movement speed by 20%

Notes:

  • Reduces the cooldown of the towers to 65 / 55 / 45 / 35 / 25
  • Reduces the time the towers need to build by 12% / 24% / 36% / 48% / 60%
  • Increases the repaired hitpoints of Repair by 20% / 40% / 60% / 80% / 100%