Dota Goblin Tinker will be a Dota Hero of the Goblin Tinker

Updated on Game 2024-04-20
4 answers
  1. Anonymous users2024-02-08

    Soul Ring Flying Shoes, the skill will be refreshed by spring water when the skill is gone, and then come out to release the skill to ensure that your blue has been consumed.

  2. Anonymous users2024-02-07

    Speed flying shoes, and then fly back and forth with spring water on the line, with the line to brush money.

  3. Anonymous users2024-02-06

    As a TK, that is, a goblin tinkerer, the first big piece must undoubtedly be flying shoes, the earlier the flying shoes come out, the sooner the other party hits gg, that is to say, don't come out with any other equipment before flying shoes, go out to outfit generally intelligence cloaks, branches and eat and drink, speed up bottles and shoes, and then go straight to flying shoes (it is recommended that you still use supplements when supplementing flying shoes, gank as a secondary), after flying shoes, it is recommended to first issue a soul ring, and then the second big piece depends on the situation to decide, you can ice armor, can be a sheep knife, can be Lincoln, but the mainstream is still a sheep knife + ice armor, basically it's OK, a team battle can brush 2-3 sets of skills and items is very good, the other party is definitely going to be destroyed, and there is a way to do it is to be assisted, just think about ehome's dai, he has pushed and pushed, refresh and push is very good, and finally remind you, in addition to abusing vegetables, don't come out of the red cane, remember!

  4. Anonymous users2024-02-05

    Goblin Tinker - Boush - Hero Abbreviation: (TK) Boush is educated in the most advanced goblin technology. Those mechanical systems can help him kill his opponents from a considerable distance, while keeping himself relatively safe.

    He can also upgrade his systems so that they can fire faster. He shows you that knowledge is power. Attack 49 - 55

    Power 17 (+2).

    +13% attack speed

    Dexterity 13 (+.)

    Armor Intelligence 27 (+.)

    Movement Speed: 305

    Range: 500

    Armor: Physical Resistance: 19%.

    Magic Resistance: 0% Evasion: 0% Laser (e).

    Fires a laser at the target, dealing damage and blinding them, causing them to lose 100% of their attacks.

    Cast Range: 550

    Rank 1: Deal 80 damage. Consumes 95 mana.

    Rank 2: Deal 160 damage. Consumes 120 mana.

    Rank 3: Deal 240 damage. Consumes 145 mana.

    Rank 4: Deal 320 damage. Consumes 170 mana.

    Thermally conductive missile (t).

    The Tinker fires a heat-guided missile that attacks the two nearest visible heroes.

    AoE: 2500

    Rank 1: Deal 100 damage. Consumes 120 mana.

    Rank 2: Deal 175 damage. Consumes 140 mana.

    Rank 3: Deal 250 damage. Consumes 160 mana.

    Rank 4: Deal 325 damage. Consumes 180 mana.

    The march of robots (c).

    Summons a large swarm of robots that deal damage to nearby enemy units.

    Pierces magic immunity.

    Cast Range: 300

    Rank 1: Each robot deals 16 damage. Consumes 135 mana.

    Rank 2: Each robot deals 24 damage. Consumes 150 mana.

    Rank 3: Each robot deals 32 damage. Consumes 165 mana.

    Level 4: Each robot deals 40 damage. Consumes 190 mana.

    Reload (r).

    The Tinker reloads his **, instantly refreshing the cooldowns of all abilities and items.

    Level 1: 3 seconds of reload time. Consumes 150 mana.

    Level 2: 2 seconds of reload time. Consumes 250 mana.

    Level 3: 1 second reload time. Consumes 350 mana.

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