Top Preface In before Goo why are you posting this again?! Ever heard of Edits?! Yes, ok. If you dont recall I created my last Tinker guide over a year ago if I am not mistaken, that means it is not updated for 6.83 and I never had the time to go in and play a bunch of Tinker games to test stuff and try to find the path of least resistance in terms of dealing with the nerfs, and there was a lot of them. So, I am re-creating this guide, its basically 50% the old guide, with modified values and explanations where its needed; and 50% new stuff, new content, explanation of how you go about playing the hero nowadays. Now with that aside...



Also this guide has a ton of colors and pictures to, you know, keep it fun and easy to digest. If you think this guide is distracting because of the reasons listed, here is a link that should do. I decided to create this guide because it seems that as of today the dawn of time, people that master Tinker Tinker



So here we go, Tinker Smoke of Deceit blocking the ancient camp are some of the things you do to prevent a Tinker



There are plenty of things that make Tinker Be careful around Tinker I sure welcome any comments, but please, dont question my item decisions trying to make math-based comparisons, its not constructive, and if you want to earn the right to comment below, at least read the guide.



I highly recommend that if you find this guide any helpful you also check out my guide to mid and my guide to improving and technique. They both complement the playstyle of Tinker

Wheee! Dotabuff!

I decided to create this guide because it seems that as of, people that masteris the midding bourgeoisie, and the rest is people that attempt it, and not necesarilly fail at it, but they never get the full potential out of the hero. As an experiencedplayer I'm here to expose the top tricks and explain the already known ones in depth.So here we go,is of course an intelligence based ranged hero that can be extremely powerful if not dealt with early in the game.ganking, dewarding andare some of the things you do to prevent afrom unleashing hell upon your team.There are plenty of things that makesuch a special hero, starting from having the ability to farm at extreme rates, being independent from his teammates, nuking down the tankiest of carries, to the possibility of traveling quickly to any point in the map.

Top 1. The Tinker Mentality This section is exactly as in the old guide, everything here is still relevant.

Apart from the basic requierments you are need in order to play a proper Tinker Tinker Number 1: Muscle memory. It is key that you are confortable with your keybinds and that you are able to perform them quickly and with no error. Basically have macros in your brain. You must be able to:



Boots of Travel March of the Machines Soul Ring Bottle Rearm March of the Machines Soul Ring Bottle Blink Dagger Boots of Travel



Farming fast and being able to know your weapons when engaging a foe have to be brainlessly inscribed in you. Number 2: Fast Reflexes. Mainly for the Blink Dagger Doom Blink Dagger



Protip: Imagine you are pushing a lane, and you see a TP animation coming up. DO or DIE. Regular Player: Blink Dagger C O L O R S and proceed to decide, it is a dangerous encounter? Do you have enough mana to rearm several times? Are you properly armed? (remember armed is farmed without the F). Alright, you see its Beastmaster Primal Roar Blink behind him, Dagon, He is now facing your way, he has no stun now, you Laser Rearm Blink behind him now, because as he is blinded, he will composite axes you, Heat seeking missiles from safe distance, Laser $Profit$ , Feel free to type rekt.



If he had a Black King Bar Bash , you would not have engaged, but TPd out before he finished TPing in. HAVE THE MENTALITY OF A SERIAL KILLER, THINK OF EVERY SINGLE VARIABLE Number 3: Numbers. Being able to calculate your current damage output, minus magic reduction items, such as Pipe of Insight their damage output just by having a quick glipse at their items. Number 4: Friendly, Forgiving, Teaching & Leadership. Do not be a moron, when playing Tinker you are representing the master race. Be polite. Be efficient. Apart from the basic requierments you are need in order to play a proper, which is mainly decent mid lane prior knowledge and map awareness, there are some that are never on paper, and these are the qualities some one needs to raise the bar and stand out from the rest of regularplayers.It is key that you are confortable with your keybinds and that you are able to perform them quickly and with no error. Basically have macros in your brain. You must be able to:in,again,to the treeline andout, all in 5-10 seconds depending on your rearm level.Mainly for the, you have got to be able to dodge stuns, evade point-target spells, likeby jumping in the treeline and out of vision during the cast animation (sinceis instant).Protip: Imagine you are pushing a lane, and you see a TP animation coming up. DO or DIE. Regular Player:into the trees and TP out. WHAT YOU DO: You quickly check the top bar for heroand proceed to decide, it is a dangerous encounter? Do you have enough mana to rearm several times? Are you properly armed? (remember armed is farmed without the F). Alright, you see its, so what do you do, you pretend to not know and proceed to attack the tower along with your creep wave, as soon as he finishes teleporting, you see thecoming, you instantlybehind him, Dagon, He is now facing your way, he has no stun now, you, he is blinded, you, Dagon,behind him now, because as he is blinded, he will composite axes you, Heat seeking missiles from safe distance,if he is not dead., Feel free to typeIf he had aor any kind of, you would not have engaged, but TPd out before he finished TPing in.Being able to calculate your current damage output, minus magic reduction items, such as, is a big tactical advantage over your enemies. Not only that, but you have to be able to calculatedamage output just by having a quick glipse at their items.Do not be a moron, when playing. Be polite. Be efficient.

Top 2. Starting Items, Early Game & Building Alright, you may have seen up there the sexy dotafire.com overlay of items and skill builds. Disregard that information. Well, not completely, but please DO NOT just go with that and not go through my explanation, Tinker is not a hero that is built the same way every match, and that is not something I can lay down up there in the diagram. I will explain what items you buy in what situations, and why so you can develop that itemization gamesense yourself that will come very handy in matches.

You got two options for starting items. First one goes like this: Tango Tango Healing Salve last hitting. Then it builds into Dagon later so, there is that.



Now there is another way. Literally Nothing. Buying absolutely no items at the start, and get Bottle now; how effective is this? Honestly? Pretty freaking effective. You stop playing as a solely mid farming hero towards Boots of Travel Wear them down slowly, and if they wont fall back wait for them to come out to their danger zones and just nuke them down. If you are given a good rune, bring the madness to a sidelane. Avoid doing this if you arent level 6 at the very least, so you have SOME nuking power, level 3 Laser Heat Seeking Missile Heat Seeking Missile Consider Laser does 300 damage (well 320) andabout 260 after reductions



Anyway... remember to use Laser



If you went for the straight Bottle 40 seconds of the match, considering creeps arrive to the river at about 25 seconds in.



If you went for Tango should be 1:30/1:40 max.

Right after that, of course, Boots of Travel Its simple, just dont die while building them, they are a big leap of gold, especially that early, they dont go building up, you gotta have 2k gold in your pocket, and that is a dangerous position to be in. With them you can replenish mana like a charm, and recharge your Bottle Bottle Tinker Tinker Boots of Travel



Boots of Travel These are the times forpurchase

Boots of Travel Under 7 minutes = Great, fast

Around 8 minutes = Decent Time

Past or 10 minutes = Slow Time

IMPORTANT NOTE: Rearm Rearm Boots of Travel Soul Ring , you use it everytime you are going to Rearm Boots of Travel You should be getting this baby 2-3 minutes after grabbing your

You got two options for starting items.(A full set of 4 Tangoes purchased by yourself), and a Null tallisman.is basic regen, better thanfor many reasons, mainly because it's sustain more than it's healing; also because you deal with harass and aggro a lot in the mid lane. Null tallisman is great for making sure you don't fail at your one job,Then it builds into Dagon later so, there is that.Buying absolutely no items at the start, and getstraight,how effective is this? Honestly?You stop playing as a solely mid farming hero towards, and start spamming spells at the opposing mid to burst through their regen and zone them out, take runes, etc.Avoid doing this if you arent level 6 at the very least, so you have SOME nuking power, level 3and level 3is a bare minimum you need to land a gank, level 8 of course is better, for level 4 all around., so seeing someone with a single bar (you know, HP bars of 250) they will be killed by any of your spells, and if you see someone with 2 bars you can kill them with two spells, three bars are scary, because if you waste spells on them they will not die and you will be left with spells on cooldown, aka vulnerable.Anyway... remember to useto last hit if you are having a tough time with your attack animation and base damage without null tallisman.If you went for the straightyou should be getting it pretty much in the firstof the match, considering creeps arrive to the river at about 25 seconds in.If you went forand null tallisman youIts simple, just dont die while building them, they are a big leap of gold, especially that early,With them you can replenish mana like a charm, and recharge your(and allies''s too) to help them out with regen issues. Of course they are THEitem, but lets not forget they also help you out with movement speed, as's is pretty slow, for the same reason beingso core on him., you use it everytime you are going toin order to not deplete your mana in 2 seconds.

Top 5. Stashing & Slotting Alright! If you have never got to the point of stashing and over 6-slotting you are either a scruberino or you have never played Tinker. Or you play support, whatever.



Basically you get to the point where you have so much money that your inventory is fully maxed out, have money for buyback and you are still building more items, and more items, and you can buy the observer wards and detection for your team, even gem of true sight for allies to carry. A Tinker that has been fed constant farm and kills, and he still has momentum 60 minutes in, and he is still scary for the opposing team and relevant in fights becomes this philanthropist for the team, running around with more gold than the whole other team combined.









Its not that hard of a concept to understand , you just have to develop a proper foresight and know what items you are going to need in that trip (Trip being TPing anywhere doing your Tinker



Keep in mind mana usage and faster regeneration by dropping. Drop big int items and spam Bottle Black King Bar Rearm



Tinker Also a common thing when stashing asis messing up your keys, and it happens a lot due to muscle memory backfiring on you. Worst case scenario you pop your BKB while farming because you thought you had Bottle Or even worse maybe you kill yourself with Bloodstone Soul Ring Tinker Bloodstone Manta Style

, you just have to develop a proper foresight and know what items you are going to need in that trip (Trip being TPing anywhere doing youring about and TPing back to base).mana usage and faster regeneration by dropping. Drop big int items and spamto regen faster and go back to battle (or farming), every second counts if you want to get the better item timings. Also a thing to remember is thatis going to be sitting in your stash a lot, since you cantis there is no point on having it in your inventory if its on cooldown.Or even worse maybe you kill yourself withtrying to use(and trust me I have seen this happen in low brackets a LOT, like an absurd amount of times. So yea, this happens to everyone, maybe not withor BKB, but sometimes I do use myon accident and kill my old illusions.

Top 6. A Cunning Plan (Le' Tips) This is the section of spooky Tinker tricks, everyone has their own little tricks but these are pretty much general knowledge.

First off disjoints:







This is part of my guide to improving & techniques, but I think it was relevant enough to put it here.



Disjointing is one of those things that really makes you feel you are playing the game. In case you for some reason dont know, disjointing is using a certain ability or item to dodge a spell or its damage, generally of projectiles. In this section I will talk about how to perform more effective disjoints and also go into details of some disjoint styles or uses you can take into the game for yourself.



Escape Disjointing is the most simple one, it is used when you are in an escape situation, meaning that you dont want to engage, rather get away from your pursuers. Note that most disable spells have long casting animations, are projectiles, are ground targeted and so easy to dodge or have short casting range (stuff like shackles or nightmare). So if you are trying to escape a vengeful spirit as naga siren, you can just easily disjoint her stun when she casts it with mirror image. The vast majority of times if you are using blink to disjoint you want to cast it in the direction your base is or wherever you are trying to escape to.



Narrow Disjoints are for those situations where you dont have a safe route where to escape to (assuming again you are using blinking abilities), unlike escape disjointing, or if you want to stick around for something like a teamfight, but just want to dodge a single spell. Narrow disjoints are regular disjoints, but done in a very reduced space, almost without moving, like blinking to the same place where you were or a few centimeters across. This disjoint has to be done in the last possible instant of the projectile in the air just before it connects with your hero, as it has to hit the space between the start of your blink and the landing point, so its a very small gap. For this is especially useful knowing the projectiles speed and the hitbox of your hero. Sometimes people are confused when a very small narrow disjoint is used, as it seems your spell vanishes and the hero you targeted is unaffected. However this could be not working in dota 2 anymore as I have been told, and even short distances provide the same disjoint effect my skillcap ;_;



Back Disjoints or backward disjoints , sometimes called back tosses are blink disjoints done along a kite move, to create distance between them and you. What I said in the last section, when sven pops a storm hammer at you and you wait until the last possible instant to disjoint it, and running away from the projectile at the same time so its on the air more time and sven is coming towards you waiting for the stun to outrun you, you turn around and blink behind him, but far away. This way, at the same time you are disjointing the storm hammer, you are also exploiting the fact that he ran all the way to you expecting the projectile to reach you, and now he has to run all the way back to you to your blink landing point, and with all that distance you can tp out, keep running away, or go into fog of war. Careful with the turning around part, as sometimes the turning rate is slower than the projectile and you can get hit before you can blink. Honorable mention to Ember Spirit



See this magnanimous graphic:







In order to counter Blink Blink Dagger excluding the turn rate to the target position) and other blink abilities have short animations that can be tricky to cancel use that to your advantage, imagine if someone tries to back toss you and you cancel your Magic Missile Blink Blink Dagger Magic Missile against high skilled players back tossing can backfire.

Next. Missile Chain. This is actually really easy to do, but it can be sort of dangerous if you go too far. Basically what it is, is chaining Heat Seeking Missile Heat Seeking Missile Rearm Blink Dagger Its also much more consistent if you do it during daytime.



First of all, practice doing long blinks. Try to get at least 1100 units per blink, and dont overshoot, this takes some practice sure, but trust me, it's something you want to be able to do to play Tinker



Missile chaining can be performed in any situation where you are out of combat range of enemies, and they are retreating.



Use Heat Seeking Missile Rearm Heat Seeking Missile Rearm And ends up in a lot of damage.

Rearm Another thing you have to be used to doing is constantly changing position via blink dagger][/color every time you, specifically when you are in their side of the map.



Use March of the Machines Rearm March of the Machines Rearm March of the Machines Pudge Mirana Sniper people very rarely expect that. Like so:





And last but not least is Audio Cues! This is something I like doing, personally. And I've seen other people do it. Basically you have a specific music playlist and you play it when the match starts. Then just be hearing the songs in the playlist you know what should be doing, what item you should have by then, etc.

Its just like a cool audio reminder for your match tempo and item timings. I recommend creating one, its helpful if you learn to use it. If you guys want I can put up the one that I use for Tinker Boots of Travel

In case you for some reason dont know, disjointing is using a certain ability or item to dodge a spell or its damage, generally of projectiles. In this section I will talk about how to perform more effective disjoints and also go into details of some disjoint styles or uses you can take into the game for yourself.is the most simple one, it is used when you are in an escape situation, meaning that you dont want to engage, rather get away from your pursuers. Note that most disable spells have long casting animations, are projectiles, are ground targeted and so easy to dodge or have short casting range (stuff like shackles or nightmare). So if you are trying to escape a vengeful spirit as naga siren, you can just easily disjoint her stun when she casts it with mirror image. The vast majority of times if you are using blink to disjoint you want to cast it in the direction your base is or wherever you are trying to escape to.are for those situations where you dont have a safe route where to escape to (assuming again you are using blinking abilities), unlike escape disjointing, or if you want to stick around for something like a teamfight, but just want to dodge a single spell. Narrow disjoints are regular disjoints, but done in a very reduced space, almost without moving, like blinking to the same place where you were or a few centimeters across. This disjoint has to be done in the last possible instant of the projectile in the air just before it connects with your hero, as it has to hit the space between the start of your blink and the landing point, so its a very small gap. For this is especially useful knowing the projectiles speed and the hitbox of your hero. Sometimes people are confused when a very small narrow disjoint is used, as it seems your spell vanishes and the hero you targeted is unaffected., sometimes calledare blink disjoints done along a kite move, to create distance between them and you. What I said in the last section, when sven pops a storm hammer at you and you wait until the last possible instant to disjoint it, and running away from the projectile at the same time so its on the air more time and sven is coming towards you waiting for the stun to outrun you, you turn around and blink behind him, but far away. This way, at the same time you are disjointing the storm hammer, you are also exploiting the fact that he ran all the way to you expecting the projectile to reach you, and now he has to run all the way back to you to your blink landing point, and with all that distance you can tp out, keep running away, or go into fog of war. Careful with the turning around part, as sometimes the turning rate is slower than the projectile and you can get hit before you can blink. Honorable mention tothe king of back tossing.In order to counterdisjoint heroes you must use your casting animation as a tool, ashas no animation () and other blink abilities have short animations that can be tricky to cancel use that to your advantage, imagine if someone tries to back toss you and you cancel youranimation, theyback and you stun them there, now they are severely screwed, and by the timecomes off cooldown so is, and you probably got some allies come to help in those 10 seconds. So be advised,This is actually really easy to do, but it can be sort of dangerous if you go too far. Basically what it is, is chainings down a single or a pair of targets down a lane; you can do this by havings,at least level 2 and aTry to get at least 1100 units per blink, and dont overshoot, this takes some practice sure, but trust me, it's something you want to be able to do to playto the max.Useand instantly after use, in the travel time of the missiles they will go into fog of war, blink forward and get them to flash out of fog for just an instant, useagain,and repeat. Usually there can be 3 missiles in the air at once, during daytime I've managed to put four at max.Use, Blink,, Blink,again,, Blink; keep blinking even when you are inside the trees, this way they cant keep track of you just by using the line of the, sometimes they expect this moving, especially heroes that can screw you over when you are in trees, like, heroes that can break trees too. If they start checking go backwards,This is something I like doing, personally. And I've seen other people do it.and you play it when the match starts.

Top 8. Reddit Q&A! This is some questions Ive been made in reddit about Tinker. From /r/learndota2 mostly.

Q: hey what should I get as starting item? and what do you buy after bottle? do you get soul ring before boots of travel? also how do you play in lane and after you get boots of travel?



A: Usually a solid all around starting set is tangoes (one set or two shared) and a Null Tally. However, in this patch I have found full bottle rush is good enough to go for. No starting items, one last hit away from bottle, or a bounty rune. Level 1 laser to get the last hit guaranteed. You dont get soulring before BoTs anymore, what you would do before is build a quad ancient stack, then get to level 6 as 1-1-3-1, and take the stack with bottle and soulring, to get min 6/7 BoTs, but since you cant do that anymore you are using 800 gold, and that delays your BoTs; also Soulring's only use during early game is to compensate for mana loss from rearm.





Q: do people still get ethereal blade? what are common (winning build) for tinker?



A: Yes, eblade is a good buy as it has always been, usually I get it if they are scrambling around positions a lot and I need more burst + a little bit of defensiveness to avoid damage or getting bashed cancelling your channeling. If you have like a dagon 5 and need more damage and you dont need the hex or something like a bkb just yet, get the Eblade.





Q: what are common timing for the items purchase?



A: Bottle (00.30), BoTs (anything under 7.00 is really good, anything around 9 is average, 10+ is slow, 12+ is probably a loss), Soulring (90 seconds after BoTs max), Blink Dagger (12 to 15 minutes), Dagon 1 (17-20 minutes top), Dagon 5 (25-28 mins), Eblade (29-33), Hex (36 max). Not always like that because sometimes you get Eblade or the Ghost scepter before finishing Dagon 5, or get Euls or a BKB, subject to change but a good reference point.





Q: is there a special way to farm with tinker? i find i tp in to all lane and cast march but i seem to farm way too slow.



A: Look at the map and wherever you see creeps fightning creeps you Tp and kill the wave, if you get it just right you can kill top then bot and alternate from one to the other non-stop. If a lane has heroes or is risky to farm you can go to the jungle and use march to get 2 or 3 camps, and go from there. Best way hands down to get farm is to kill carries and sway gold your way, Tinker can do this extremely efficiently since you can go TP behind lines and kill farming carries, just be careful around bashers, Bkb's and stuf along those lines of ********, like omnislash.





Q: when do i start to join fight and get kills ? do I just farm until I farm dagon? people are keep blaming me for doing nothing but farming :s



A: If you get a good rune and you are level 6 (level 3 laser and heat seeking missiles) go gank a pushed sidelane. When you get BoTs and soulring you can help your sidelanes a lot, and when you are like level 10 (Laser 4, Missiles 4, March 1 and Rearm 1) and you have blink you can go for a lot of kills, since you can blink laser or missile people, and escape with blink or disjoint, etc. Also with blink you can farm safely using the treeline and go deep if they dont have any flying vision. The earlier you die the harder you get set back, if you die before BoTs, its going to be a hard match, if you die before Blink same thing. From there is not that bad.





Q: would it be a good idea to leave dagon as lv1 and just go straight to scythe or shiva, or some high int item?



A: Usually dagon 1 runs short, if I want to go for another item for whatever reason (for example your team needs a hex desperately) I build up to dagon 3 or at least 2, also leveling up dagon gives you intelligence.





Q: in which order am i suppose to use spells? missile - > laser - > dagon - > rearm?



A: Early game use laser to put someone out of the game, they got 500-600 hp you laser them now they have 200 and have to start running, then finish them off or have a teammate do it. Then, later on like mid game try to avoid using laser if you have dagon, it has a cast time long enough for people to stun you or position better to fight back. Only laser defensively to blind their right clicker and give yourself/your team some space. Late game same thing, but people have BKBs and can purge the blind off, so you turning around to blind them can get your killed. So, Eblade (hex has a smaller cast range so in the time the eblade projectile gets to them you get closer and hex them, eblade slows), Hex, Dagon, Missiles and rearm instantly (missiles are also a projectile so you rearm while they get to target) then after rearm Hex first (its only 3 secs so you have to be quick to recast the hex, to keep them down), then Eblade and dagon again, then rearm (no missiles, you cant risk running out of mana); from there you repeat that second part, rearm, eblade and dagon. Remember to use soulring before every rearm, and if you forgot, after every rearm works just as well. Blink whenever its needed to keep up. In you dont have one of those items just use the same sequence without said item, if you still dont have dagon (and of course no eblade and no hex) think about laser and missiles as your Eblade and dagon.





Q: what do you think about just skipping dagon and straight to bloodstone after blink?



A: No way, the only reason you buy a bloodstone is because you are in a huge gold sway and need some way to deny yourself consistently. Usually a seventh item, the only part you need is the deny mechanic, you dont need pools or regen. Rearm works with bloodstone suicide, the only downside is that you cant farm while dead, and getting charges get you faster respawn. Really consider the first thing I said, if its 45 minutes in and you are worth 40k gold and you die your team is going to start struggling 100%.





Q: which build do you prefer? laser + missle or maxing march in the early game?



A: Max Laser first then Heatseeking missiles, get Rearm the second you get BoTs (if that means you have to save that level-up, then do it), dont get any points in march until you have BoTs and soulring, you are not going to be farming lanes or the jungle (and you cant kill ancients), any more nuking power will help you get kills early game, and that's what gets you rolling.





Q: is it possible to get kills even without dagon? (after getting blink dagger)



A: I would say yes, but its really hard and you are going to need to be rearming and blinking way more to keep up and follow them around with your nukes to get the kill. Focus on getting any kill that comes to you, but if its like 16 minutes and you dont have a dagon dont go around ganking, focus on getting that first.





Q: what are some strong counters to tinker and how do you deal with it?



A: Counters to tinker go along the lines of heroes with a lot of magic immunity or resistance, like Meepo for example, Templar assassin is really annoying too because you can drop a huge nuke on her and she might block it, same with Void. Any long stun will screw you over, shackleshot is a huge one. Slardar and bounty hunter are heroes that can jump on you/break invis on you, both have high physical damage, ways to pinpoint your location and ways to cancel chanelling. Being under track is scary, they know exactly where you are which is key as tinker since you use the treelines and flash farm deep in enemy territory a lot. Then, heroes that wreck anything that stands still, Pudge, Mirana and Clockwerk, if you get caught by any of them you are probably dead. Then anything with magic immunity is annoying aswell, but you can hex them before they pop it and nuke them down/permahex them and its all fine, omniknight on the other hand.... Gyrocopter and SB are annoying because of missile and charge.





Q: what are ez opponents? and what makes them ez to face against?



A: Tinker feasts on three profiles of heroes: 1) Agility carries, like luna, drow or bloodseeker. You can kill them in a single rotation usually, also, they are easy kills that are worth a lot of gold. 2) Supports, they are usually weak and can be pinned quickly when they go ward or whatever; do not underestimate them though, if you get Frostbitten or Shackled you can very easily get followed up on and die, they can fend for themselves better than agi carries. 3) Farming mids, Tinker absolutely owns stuff like DP on mid, two huge nukes and being a constant threat makes them unable to go for runes and last hit properly.





Q: when do you level up rearms?



A: First one when you get BoTs, usually around level 7, but can go up to 9 sometimes. Second one its usually 11, but if my team isnt pushing towers yet and theres a lot of places to farm I get a second point in March and rearm on 12, so I can farm jungle more effectively. The third one is 99% of the time leveled on 16, that 1% is for pos4 tinkers that have euls.



If you want to ask something you can go to /r/learndota2 clicking here.



Top 9. 6.84 Update Small update for the patch, nothing to big, at least talking Tinker.



All buffs by the way:



The first one is something that I proposed for nerfs in 6.82, of course he didnt get this but the bigger nerf to ancient farming instead. I proposed that Laser scaled with levels, and they did that but as a buff here.



It was 3/3/3/3 duration on the blind, now it is 3/3.5/4/4.5 secs, thats a lot but then again, people buy BKBs and you generally dont use Laser much.

Second buff is very small, doesnt make much of a difference but makes Soul Ring



Rearm

Now the important part, the Aghanim's Scepter



It is, after all, the aghanim's update.



The effect was reworked, it used to shoot 4 Heat Seeking Missile Laser Laser



All visible heroes around 550 units of the primary target of Laser Laser



It is strong, but I am still unsure if I want to delay a proper item with an active for Aghs here, considering that it takes up a slot and you cant trust the enemy to walk close to each other, so its more of a situational AOE blind, with the nuke on top. Much better than the last Aghs upgrade if you ask me, this time maybe you will see it built. Gives Tinker

And last but not least is the new Boots of Travel



Are they good enough to get before finishing your slots? Yes, and No. If your team is roaming a lot and you could use some kills, then get it. Blink Dagger As you havemost of the time and you can always TP out you can help your team commit to deep dives,



Get it whenever you feel they could come in useful, or when you are slotted and its just upgrading.

Second buff is very small, doesnt make much of a difference but makesa little more relevant late game, just a tiny bit.The effect was reworked, it used to shoot 4s per use and increase's casting range, this second part has been reworked, it does not longer increase's range, its much better now.Yes, and No. If your team is roaming a lot and you could use some kills, then get it.they chase, you TP drop off, do the job and get out TP out.