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Some Iron Branches, Healing Salves and Tangos will be the standard starting build. Get Rearm once you get your Boots of Travel max it whenever you wish to do so. Only level up March of the Machines after maxing your first two skills. Laser and Heat-Seeking Missile will be your main focus, so you should max them both out by level 8. This skill build will maximize your burst damage, making you a deadly ganker, but forces you to sacrifice pushing power and counter-gank ability during the laning phase. Whatever the goal, the first level of Rearm is usually delayed until getting a Boots of Travel, while the remaining levels are only taken once your mana pool is large enough to support repeated uses. There are a couple of ways to build Tinker depending on whether you need to push early or want to get immense burst damage quickly. Skill and Item Builds Suggested Skill Build Tinker is also quite item-dependant, needing his core items like Boots of Travel in order to be effective, so good farming skills are needed as well. Due to this, Tinker is actually quite mana-intensive as repeated uses of Rearm is quite costly, so management of mana is important for a Tinker player. Good use of Rearm can let Tinker throw out constant high damage spells, multiple layers of March of the Machines and lastly, global mobility with a Boots of Travel. With it, he can not only reset the cooldowns of his abilities, but also his items. All of these abilities have relatively high cooldowns, which is where Tinker's ultimate, Rearm, comes into play. Tinker also has March of the Machines, which is difficult to avoid and pushes creep waves very effectively. These two abilities gives Tinker relatively high burst damage from the early to mid game. His Heat-Seeking Missile is another high damage nuke that can target two heroes.
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His Laser is a very strong damage nuke that can render carries useless temporarily.
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His playstyle puts a high emphasis on getting a Boots of Travel. Tinker is a ranged intelligence hero who can be played as a ganker, a pusher and a semi-carry. "In every meeting of minds, there must be a loser."