* Pounce prevents Tinker from blinking away.
* Slark frequently builds Shadow Blade, which allows him to approach Tinker unnoticed. Since Tinker's farming usually covers a significant amount of area on the map, Sentry Wards may not be cost effective.
* Shadow Dance allows Slark to detect both common and unusual wards. Eliminating common ward causes Tinker trouble farming many lanes if he does not know who may be waiting to jump on him. Slark is also uniquely able to identify some of the less common wards used by Tinker, such as those placed on the cliffs at map edges which Tinker uses to give him vision over the trees he uses to hide in.
* Slark's extremely high move speed from Shadow Dance, potentially stacked with
Shadow Blade, allows him to easily follow Tinker between lanes, especially if Tinker has pushed the lanes out.
* Dark Pact dispels Laser's blind.
* Pounce's root prevents Earth Spirit from using Rolling Boulder to escape, making it easier for Slark to shut him down especially in the laning phase.
* Storm Spirit destroys trees and ignores impassable terrains with Ball Lightning, rendering them dangerous places for Tinker to hide within.
* Ball Lightning disjoints projectile from
Heat-Seeking Missile and damage from
March of the Machines.
* Electric Vortex prevents Tinker from teleporting away, and
Static Remnant and
Overload can easily burst him down.
Additional:
* He can easily catch Tinker in the trees with Ball Lightning and kill him with
Orchid Malevolence and his abilities, which deal both physical and magical damage, making them difficult for Tinker to itemize against.
* Storm Spirit outlanes Earth Spirit wins by having a ranged attack type, and also deals damage to the Earth Spirit every time he approaches the creeps with his ability Static Remnant, which is why he overtakes Earth Spirit in level and gold
* Storm Spirit has the ability to quickly kill Earth Spirit under his ability Electric Vortex, which Earth Spirit cannot do if Storm Spirit buys
Falcon Blade at the liner stage, because Storm Spirit will have too much health for Earth Spirit`s abilities and will survive Earth Spirit`s damage.
Additional:
* Storm Spirit outlanes Earth Spirit wins by having a ranged attack type, and also deals damage to the Earth Spirit every time he approaches the creeps with his ability Static Remnant, which is why he overtakes Earth Spirit in level and gold
* Storm Spirit has the ability to quickly kill Earth Spirit under his ability Electric Vortex, which Earth Spirit cannot do if Storm Spirit buys
Falcon Blade at the liner stage, because Storm Spirit will have too much health for Earth Spirit`s abilities and will survive Earth Spirit`s damage.
* Tinker who can't fight multiple heroes will suffer greatly against Ransack and Earthbind.
* Heroes with high mobility can be prevented from using it to their advantage with Earthbind, even if they pack a dangerous arsenal: Earth Spirit,
Ember Spirit,
Storm Spirit,
Nature's Prophet,
Phantom Assassin,
Riki,
Anti-Mage,
Weaver.
* See items and abilities disabled by roots
* Similarly, heroes with low cooldown teleports can be afraid to split push against X Marks the Spot, such as Tinker and
Nature's Prophet.
* In general, highly mobile heroes like Earth Spirit or
Storm Spirit are at a disadvantage against X Marks the Spot.
* Similarly, heroes with low cooldown teleports can be afraid to split push against X Marks the Spot, such as Tinker and
Nature's Prophet.
Additional:
* X Marks the Spot can be used to prevent Tinker from escape with
Blink Dagger or
Keen Conveyance, discourage him from snapping farm and snapping gank. However, in later game, it'll be much more difficult because Tinker can buy
Black King Bar or
Linken's Sphere to prevent Kunkka from placing X on him, or
Eul's Scepter of Divinity to prevent the recall.
* In general, highly mobile heroes like Earth Spirit or
Storm Spirit are at a disadvantage against X Marks the Spot.
* Similarly, heroes with low cooldown teleports can be afraid to split push against X Marks the Spot, such as Tinker and
Nature's Prophet.
* Lifestealer's Rage makes him immune to all of Tinker's damage and debuffs.
* Lifestealer can infest a mobile ally (teams usually pick one against Tinker), which may ensure that Tinker will die if he is caught.
Additional:
* Rage will dispel Laser's blind and turns him spell immune for the duration so Tinker cannot damage him.
* Feast will quickly bring down Tinker due to being so fragile.
* Wave of Terror can reveal a Tinker attempting to hide in the trees and then
Nether Swap and
Magic Missile will both serve to interrupt/lock him down, should he attempt to town portal or reload.
* Silencer can stop Rearm, preventing Tinker from spamming his abilities/items or escaping.
* Tinker heavily relies on his mana pool and has mana issues throughout the entire game and Silencer's intelligence steal does not help with that.
Additional:
* As Tinker relies heavily on his spells to be effective, Last Word and
Global Silence will render him largely useless.
* Arcane Curse effectively prevents Tinker from casting spells during its duration, as he will otherwise suffer heavy damage.
* Glaives of Wisdom deal pure damage, which make quick work of fragile heroes like Tinker.
* Silencer's intelligence steal permanently weakens Tinker since he's a hero who requires lots of mana to be effective.
* Shapeshift allows Lycan to chase down Earth Spirit.
* Press the Attack can dispel Laser's blind while providing great attack speed and health regeneration.
* Once caught in a Duel, Tinker, who completely relies on his spells to be effective, has little chances of survival with his low health pool and armor.
* Heroes rely on their debuff to control the opponent will have a hard time against Press the Attack: Venomancer,
Earth Spirit,
Ogre Magi
* Heroes with abilities that blind or cause Legion Commander to miss will prevent her from winning Duels: Arc Warden,
Keeper of the Light,
Riki,
Tinker
* Heat-Seeking Missile allow easy Spiked Carapace stuns.
* As a fragile hero that relies on mana and intelligence items, Tinker is vulnerable to Mana Burn.
* Nyx Assassin's stuns can interrupt Rearm and leave Tinker helpless.
Additional:
* Nyx Assassin's whole skillset is good against Tinker:
* Impale prevents Tinker from blinding Nyx Assassin or fighting back, while giving Nyx' allies time to catch up to Tinker's position.
* Mind Flare generally deals more damage to intelligence based heroes like Tinker.
* Spiked Carapace can stun Tinker at a moment of Nyx Assassin's choosing if March of the Machines has been cast. It is also quite easy to time Spiked Carapace against Heat Seeking Missiles.
* Vendetta allows Nyx to approach Tinker in the trees or wait for him in common hiding spots and deal heavy damage to his low armor.
* Aphotic Shield is a strong dispel, meaning it can save allies from Earth Spirit's stun, slow, silence, and Magnetize.
* Borrowed Time makes it nearly impossible for Earth Spirit to kill Abaddon.
* Shadow Wave provides good sustain against Tinker's spammable abilities.
* Shallow Grave can stop Tinker from bursting down a target.
* His global teleportation with Boots of Travel and
Rearm is easily countered with
Haunt, and Spectre can reach him anywhere on the map.
* He is squishy, and if alone Desolate will kill him very fast.
* Dispersion can reflect and reduce his burst damage.
* Night Stalker is one of the best heroes to find (and silence) Tinker in the trees during Dark Ascension.
Additional:
* Night Stalker can easily find Tinker in the trees during Dark Ascension.
* Void's mini-stun will stop Rearm and
Keen Conveyance
* Crippling Fear's silence will prevent Tinker from fighting back, as Tinker relies on his spells.
* Tinker relies on his high mobility from Keen Conveyance and
Blink Dagger to survive. Those items don't help him if Spirit Breaker manages to cast Charge of Darkness on him.
* Spirit Breaker can easily cancel Rearm and
Keen Conveyance.
* Zeus can easily reveal Tinker's location in the trees with Thundergod's wrath.
* When Zeus has an Aghanim's Scepter, he can use his
Nimbus, together with
Lightning Bolt to interrupt Tinker's
Keen Conveyance channelling and cancel Tinker's
Blink Dagger.
Additional:
* Due to Tinker's low health pool, Zeus can easily burst Tinker down, while also cancelling Rearm.
* Once Zeus gets Aghanim's Scepter, he will gain
Nimbus, which allows him to scout out Tinker on the map, especially when he is pushing lanes while hiding in the trees.
* Skywrath Mage stands perfectly on the center line against Tinker, thanks to his nuke and silence. Also, thanks to his abilities, he can quickly kill a victim, and Tinker is one of the most subtle heroes in the game
Additional:
* Skywrath Mage stands perfectly on the center line against Tinker, thanks to his nuke and silence. Also, thanks to his abilities, he can quickly kill a victim, and Tinker is one of the most subtle heroes in the game
* Ember Spirit easily finishes off all creeps on the line against Earth Sprit, exchanging health with him under his Flame Guard, which is why Earth Spirit can leave the line for ganks very early and without the necessary amount of gold and levels, which will give the Ember Spirit team an advantage to fight off such ganks
* The Sleight of Fist ability helps Ember Spirit dodge all of Earth Spirit's abilities, which makes his gank potential practically useless against Ember Spirit, and with the purchase of
Black King Bar, Ember Spirit can use
Sleight of Fist to combine with
Searing Chains to catch and kill Earth Spirit.
Additional:
* Ember Spirit easily finishes off all creeps on the line against Earth Sprit, exchanging health with him under his Flame Guard, which is why Earth Spirit can leave the line for ganks very early and without the necessary amount of gold and levels, which will give the Ember Spirit team an advantage to fight off such ganks
* The Sleight of Fist ability helps Ember Spirit dodge all of Earth Spirit's abilities, which makes his gank potential practically useless against Ember Spirit, and with the purchase of
Black King Bar, Ember Spirit can use
Sleight of Fist to combine with
Searing Chains to catch and kill Earth Spirit.
* Beastmaster's Hawk can find Tinker easily while he is pushing or blinking into trees.
* Even though Luna has a hard time laning against Tinker because of Heat-Seeking Missile and
Laser, she can win against him in late game once she buys
Black King Bar, as none of Tinker's spells can bypass spell immunity.
* Lucent Beam and 0.25
Eclipse Lucent Mini-stun talent for
Eclipse can be used to cancel
Rearm and prevent Tinker's escape attempts with
Boots of Travel. Luna can also use
Lucent Beam and
Eclipse if she is blinded with
Laser.
* An ill-timed and ill-positioned Blink Dagger will make Tinker a very easy target for Luna's
Eclipse that can quickly tear him to shreds. This can get even better if Luna buys
Aghanim's Scepter and combines it with 0.25
Eclipse Lucent Mini-stun talent for
Eclipse.
* However, Luna needs to approach Tinker carefully, as Tinker is a natural Scythe of Vyse wielder, and if he gets a jump on Luna first, he will be able to use it to disable and burst down Luna before she can use
Black King Bar,
Lucent Beam or
Eclipse.
Additional:
* Even though Luna has a hard time laning against Tinker because of Heat-Seeking Missile and
Laser, she can win against him in late game once she buys
Black King Bar, as none of Tinker's spells can bypass spell immunity.
* Lucent Beam and 0.25
Eclipse Lucent Mini-stun talent for
Eclipse can be used to cancel
Rearm and prevent Tinker's escape attempts with
Boots of Travel. Luna can also use
Lucent Beam and
Eclipse if she is blinded with
Laser.
* An ill-timed and ill-positioned Blink Dagger will make Tinker a very easy target for Luna's
Eclipse that can quickly tear him to shreds. This can get even better if Luna buys
Aghanim's Scepter and combines it with 0.25
Eclipse Lucent Mini-stun talent for
Eclipse.
* However, Luna needs to approach Tinker carefully, as Tinker is a natural Scythe of Vyse wielder, and if he gets a jump on Luna first, he will be able to use it to disable and burst down Luna before she can use
Black King Bar,
Lucent Beam or
Eclipse.
* Tinker is heavily dependent on his abilities and Doom prevents him from using any of them.
* This becomes even worse if Doom chooses the level 25 talent {ValueColor:1|Doom applies Mute|25tal} {Symbol:Talent}, which will prevent Tinker from using items such as Blink Dagger.
Additional:
* Tinker is heavily reliant on casting his spells and Doom can disable all of his abilities and items. An
Aghanim's Scepter only makes it harder for Tinker to survive.
* Anti-Mage's high mobility from Blink and tendency to build Battle Fury makes him strong against split-pushing heroes:
Nature's Prophet,
Tinker, and
Arc Warden.
Additional:
* Tinker is fragile and vulnerable against carries like Anti-Mage.
* Mana Break burns away his mana pool and deals bonus physical damage.
* Tinker's massive mana pool makes Mana Void deal large amount of damage, and can be used to cancel a
Keen Conveyance teleport.
* Blink gives Anti-Mage many options, like disjointing Heat Seeking Missiles. He can use Blink to wait out of sight for a split pushing Tinker or chase a blinking Tinker into trees.
* Tinker doesn't want any of his spells reflected back at him through Counterspell.
* Low health spellcasters: Lina,
Witch Doctor,
Tinker,
Keeper of the Light, all rely heavily on their spells and are fragile heroes. They all also have avoidable spells, allowing Puck to get to them and quickly burst them down.
* Puck can forbid the opportunity to avoid trouble for Earth Spirit on his own Rolling Boulder, using abilities:
Dream Coil,
Waning Rift
Additional:
* Puck can forbid the opportunity to avoid trouble for Earth Spirit on his own Rolling Boulder, using
Dream Coil and
Waning Rift.
* Earth Spirit Eliminates the possibility of the Puck to hide in Phase Shift and avoid an attack by
Geomagnetic Grip with its AOE-silence, which is why it can help the team kill him
* Puck can't throw off the effect of Magnetize any of his abilities, which is why he will constantly receive damage if Earth Spirit extends this ability with his
Stone Remnant
Additional:
* Earth Spirit eliminates the possibility of Puck to hide with Phase Shift and avoid an attack by Geomagnetic Grip with its AoE silence, which is why it can help the team kill it.
* Puck can't throw off the effects of Magnetize with any of its abilities, making it constantly receive damage if Earth Spirit extends this ability with his
Stone Remnant.
* Heroes who can dodge Earth Spirit's abilities: Ember Spirit,
Puck,
Weaver
* Heroes that can gain vision over trees to catch Tinker: Invoker,
Shadow Demon,
Batrider.
* Illusion heroes, such as Naga Siren,
Phantom Lancer,
Chaos Knight,
Terrorblade will become strong against Tinker in the late game. Without
Aghanim's Scepter Tinker is forced to defensively disarm heroes with Laser, leaving illusions free to deal physical damage which Tinker's low armor makes highly effective. In addition,
Mjollnir or
Battle Fury, two common pickups against illusion heroes, don't work well on Tinker at all.
* Heroes that can gain vision over trees to catch Tinker: Invoker,
Shadow Demon,
Batrider.
* Tinker's Laser has very little effect on Jakiro.
* Tinker has to sit still for a short period of time due to Rearm, not only making it easy to catch him with Ice Path, but also by stunning him while he is Rearming, Jakiro generally spell Tinker's doom.
* With s high area-of-effect and strong damage-over-time capabilties, Jakiro can quickly burn through his Defense Matrix, and at the same time lock down his Blink Dagger. Both of which he relies heavily to survive on.
* Heroes with good counter-push abilities to clear creep waves can hinder Jakiro's early pushing ability: Death Prophet,
Sniper,
Tinker,
Windranger.
* If Tinker can stay outside of Chronosphere, Laser can cause Faceless Void to miss all his attacks.
* Faceless Void has low health and strongly relies on Time Walk's healing factor to remain alive. Getting caught by Tinker with
Scythe of Vyse will almost always spell a quick end for Void.
* Rearm ignores Time Dilation completely.
* Rolling Boulder and
Geomagnetic Grip disable Faceless Void so he cannot escape with Time Walk.
* Rolling Boulder will allow Earth Spirit to get on top of Faceless Void at all stages of the game.
* Heroes who rely on abilities to deal damage (e.g. Timbersaw,
Tinker) can fight a Razor even after Static Link.
* Boulder Smash's and
Geomagnetic Grip's (upgraded with
Aghanim's Scepter) repositioning and disables make it very difficult for Razor to keep enemies within range of Static Link and Eye of the Storm.
* The blind from Laser prevents Shadow Fiend from attacking for its duration, potentially preventing him from getting a kill.
* Scythe of Vyse can be used to prevent Shadow Fiend from casting Requiem of Souls.
* A combination of Tinker's abilities and his items (like the Dagon 5 and
Ethereal Blade combo) can kill Shadow Fiend quickly.
Additional:
* During the laning stage Laser will reduce Shadow Fiend's last hits, preventing him from getting Necromastery souls.
* Shadow Fiend has low health and is vulnerable to Tinker's high magic burst.
* Heroes that can gank Shadow Fiend in the early game: Earth Spirit,
Nyx Assassin,
Riki,
Spirit Breaker.
* Tinker is one of the few heroes who is able to defeat a Sniper on the center line thanks to his long-ranged abilities.
* Laser allow Tinker to deal damage to Sniper and blind him, causing him to miss attacks more often.
* Heat-Seeking Missile can deal heavy damage to Sniper on lane.
* Defense Matrix allow Tinker to save himself or allies from
Assassinate.
* Warp Flare from
Aghanim's Shard allows Tinker to teleport Sniper away from himself, while also reducing both his attack range and cast range. If Sniper is teleported near Tinker's allies with
Warp Flare, he will be bursted down in no time.
Additional:
* Tinker is one of the few characters in Dota 2 who is able to defeat a Sniper on the center line – Tinker. On the center line, he gains an advantage over his opponent, and later acquires additional control. It is these abilities that the enemy should have in the game against the Sniper.
* Heroes with high mobility can approach Sniper: Anti-Mage,
Earth Spirit,
Io,
Nature's Prophet,
Pangolier,
Puck,
Queen of Pain and most notably
Riki.
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* Boulder Smash and
Geomagnetic Grip allow
Earth Spirit to easily disrupt Freezing Field, regardless of where Crystal Maiden is due to their incredible range.
Earth Spirit is quite possibly the best hero for stopping long channeling abilities, and Crystal Maiden is vulnerable to him without a
Black King Bar.
* All of Earth Spirit's spells allow him to easily close in on Crystal Maiden and kill her. Since she is a low health support, she generally stays behind in teamfights, but Earth Spirit can easily close the distance.
* Crystal Maiden has low movement speed and no other escape mechanism, rendering her extremely vulnerable to Earth Spirit's arsenal of long-range, damaging spells.
* Laser can be cast on a initiating Ursa, normally causing him to waste multiple Overpower attacks, forcing him to either Black King's Bar, or
Enrage to protect himself.
* Ursa will probably carry a Linken's Sphere to counter Tinker's Laser. Popping it with Scythe of Vyse is actually preferable, due to Laser's high Pure damage.
* While Ursa is a common Blink Dagger carrier, but he otherwise has no way to close the gap, Baiting him into using his Blink, then blinking away, allows Tinker to easily kite Ursa.
* Enrage is generally how Ursa disengages, Due to Tinker's high maneuverability, he can follow him until it runs out. then burst him down with high magic damage.
* Positioning-reliant heroes (Windranger,
Tidehunter,
Ursa...), since Earth Spirit can disrupt positioning with his Boulder Smash.
* Illusion heroes, such as Naga Siren,
Phantom Lancer,
Chaos Knight,
Terrorblade will become strong against Tinker in the late game. Without
Aghanim's Scepter Tinker is forced to defensively disarm heroes with Laser, leaving illusions free to deal physical damage which Tinker's low armor makes highly effective. In addition,
Mjollnir or
Battle Fury, two common pickups against illusion heroes, don't work well on Tinker at all.
* An Aghanim's Scepter upgraded
Laser allows Tinker to blind Terrorblade and his illusions.
* Tinker deals incredible amounts of pure and magical damage with Laser and
Heat-Seeking Missile combined with
Rearm, which will ignore Terrorblade's armor and be devastating to his low health pool.
* Tinker is a hero who very often goes for Blink Dagger, and because Terrorblade has no disable to lock down Tinker, he will be unable to catch up with him nor to prevent him from escaping with
Boots of Travel.
* Even if Terrorblade manages to catch up to Tinker, Tinker can simply teleport Terroblade away from him with Warp Flare provided by
Aghanim's Shard, which can also weaken Terrorblade's attack range and cast range.
Additional:
* Tinker can single-handedly stop Terrorblade's early-push and quickly clear his illusions with Laser (especially with Aghanim's Scepter).
* Tinker has perfect tools to reveal Terrorblade from his illusions as well as to burst him down if he is low-health before he will be able Sunder.
* Rolling Boulder and
Geomagnetic Grip prevent Terrorblade from using
Sunder.
* Magnetize Does heavy magic damage to Terrorblade and his illusions that bypasses his high base armor.
* Heroes with either magical, physical or pure damage burst: Bane,
Ember Spirit,
Leshrac,
Lina,
Luna,
Nyx Assassin,
Phantom Assassin,
Skywrath Mage,
Tinker,
Ursa,
Void Spirit.
* Heroes that can easily bypass Chen's creeps to get to Chen: Riki,
Tusk,
Clinkz,
Sniper,
Slark,
Phantom Assassin,
Void Spirit,
Storm Spirit,
Ember Spirit,
Earth Spirit,
Spirit Breaker.
* Since Windranger is bad against magical damage, heroes with continuous magical damage or magical nukes can blast her: Zeus,
Tinker,
Leshrac,
Viper,
Skywrath Mage,
Lion,
Lina,
Venomancer.
* Positioning-reliant heroes (Windranger,
Tidehunter,
Ursa...), since Earth Spirit can disrupt positioning with his Boulder Smash.
* Heroes that commonly attack ethereal units will not have any problems against Muerta's Pierce The Veil: Tinker,
Jakiro,
Lina,
Luna,
Pugna or
Ogre Magi,
Enigma,
Batrider,
Techies,
Broodmother,
Dawnbreaker,
Shadow Shaman,
Bane,
Tinker,
Venomancer,
Arc Warden.
* Heroes with abilities that can close the gap can easily kill Muerta: Storm Spirit,
Earth Spirit,
Ember Spirit,
Void Spirit,
Lycan,
Chaos Knight,
Tusk.
* Heroes with either magical, physical or pure damage burst: Bane,
Ember Spirit,
Leshrac,
Lina,
Luna,
Nyx Assassin,
Phantom Assassin,
Skywrath Mage,
Tinker,
Ursa,
Void Spirit.
* Squishy heroes (Io,
Crystal Maiden,
Lina...), as Earth Spirit can deal tons of damage with Magnetize.
* Tinker can use Laser to save an ally or himself from Phantom Assassin's initiate Phantom Strike due to the blind, forcing her to use a Black King Bar to effectively initiate, Tinker can also use Warp Flare one he buys
Aghanim's Shard to reverse Phantom Strike's blinking with
Phantom Strike.
* Tinker almost never uses his physical attack, relying on his spell-spamming to deal damage which ignores Blur's Evasion
* Defense Matrix prevents Coup de Grace from triggering.
* All of Tinker's damage is magic/pure and completely ignores Enchantress's Untouchable. And Tinker's nukes can quickly decimate her small HP pool, sometimes even preventing Enchantress from even responding.
* As Enchantress relies solely on her primary attacks to deal damage, and rarely builds something to dispel it, Laser's Blind is particularly effective.
* However, Enchantress will probably build a Linken's Sphere against Tinker's Laser, so getting an additional disable is highly recommended.
* Viper is kind of a mixed package. Tinker is very good against him. but stands a better chance against him than most heroes.
* Viper has a high innate magic resistance, but relies on his primary attacks to really deal damage. making Laser an effective way to save allies from him, and deal damage. Keep in mind that his Corrosive Skin will prevent Tinker from blinking.
* Viper's Viper Strike and
Poison Attack will also have a hard time damaging allies through Tinker's constant casting of
Defense Matrix.
* Viper has no solutions to cancel Rearm nor any of Tinker's escape attempts with
Boots of Travel
* However, if Viper gets a jump on Tinker first. Tinker will unlikely survive versus Viper.
* Tinker has great map presence because of Keen Conveyance and
Rearm, which means he can always teleport and defend towers whenever Nature's Prophet tries to push.
* Laser prevents Nature's Prophet from attacking. Additionally, even with
Monkey King Bar, Nature's Prophet cannot hit towers and buildings during the effect.
* Tinker can break Magnus's Blink Dagger using March of the Machines and
Heat-Seeking Missile, therefore delaying any initiation or making Magnus use Skewer or
Force Staff to initiate. His {Ability ID:Defense Matrix|Tinker} will decrease the duration of Reverse Polarity and can also be cast on all of his teammates with {Ability ID:Rearm|Tinker}. Tinker usually gets his own Blink Dagger as well, which makes him harder to lock down unless Magnus commits Reverse Polarity only for Tinker.
* Boulder Smash will push Sand King out of Sand Storm to reveal his position or an activated Epicenter off of Earth Spirit's allies, potentially wasting his combo
* Rolling Boulder and
Geomagnetic Grip allow Earth Spirit to easily stun and silence Sand King and interrupt the channeling of Epicenter, completely ruining his initiation.
* Boulder Smash can return Tusk after his initiation.
* Geomagnetic Grip prevents Tusk from using Snowball to escape.
* Laser along with
Heat-Seeking Missile allows Tinker to quickly burst down Drow Ranger due to her low health.
* Heat-Seeking Missile lets Tinker out-range Drow Ranger and hit her in the backline of a teamfight.
* Black Hole is a channeling ability and Earth Spirit has at least two possibilities which can interrupt these kind of spells. Enigma is exposed and cannot move while using Black Hole, thus making it easy for Earth Spirit to stop the feared ability with the huge range of Rolling Boulder and forcing Enigma to quickly rush a
Black King Bar to prevent this.
* Enigma is level dependant, squishy and relativly defenseless in the early game and therefore vulnerable to aggressive roam maneuvers in this stage of the game. Earth Spirit excels at ganking, shutting down a jungling or otherwise solo farming Enigma.
* Geomagnetic Grip can be used to silence Earthshaker after he blinks in, preventing him from executing his combo.
* Magnetize does damage over time and thus disables Earthshaker's
Blink Dagger for a long time.
* Laser blinds Lone Druid, making his attacks miss.
* Geomagnetic Grip is not blocked by
Linken's Sphere and can silence Morphling, preventing Morphling from using Waveform or Attribute Shift to escape from ganks.
* In addition, Boulder Smash and
Rolling Boulder provide a solid lockdown if used together.
* Templar Assassin is dependant on Refraction in teamfights. Because Magnetize deals damage per second and Earth Spirit is even able to refresh the duration of his ultimate he is suitable for wasting Refraction and allowing his team to take her down.
* All of Tinker's damage is magical and pure, which makes Cold Embrace a good setup for his nukes.
* Winter's Curse is very hard to cast on Tinker because he usually stays in the back-lines in team-fights. In turn, Tinker has mediocre attack damage and will contribute very little when he is cursed to attack an ally. He can also save his ally under Winter's Curse effect with Ethereal Blade and
Defense Matrix.
* Squishy heroes (Io,
Crystal Maiden,
Lina...), as Earth Spirit can deal tons of damage with Magnetize.
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* Heroes with considerable mobility can easily escape from a rolling Pangolier: Anti-Mage,
Queen of Pain,
Void Spirit,
Storm Spirit,
Ember Spirit,
Earth Spirit, moreover, if a player is familiar with how Rolling Thunder works, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
* Heroes with Evasion or abilities that cause Tiny to miss like Phantom Assassin and
Tinker are very effective because of Tiny's low attack speed. Additionally,
Monkey King Bar is not a good item for Tiny because of its reliance on high attack speed to proc for magical damage.
* Heroes with wide AoE abilities will reveal Monkey King through Mischief: Necrophos,
Phoenix,
Alchemist,
Earthshaker,
Razor,
Tinker,
Leshrac,
Queen of Pain
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* Heroes with magical or pure damage output will not have any problems against Atrophy Aura at all: Luna,
Lina,
Jakiro,
Pugna,
Bane,
Snapfire,
Muerta,
Nyx Assassin,
Enigma,
Tinker,
Witch Doctor,
Zeus,
Crystal Maiden.
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* Heroes with powerful spammable abilities will prove problematic for Grimstroke as Ink Swell does not protect him from them: Zeus,
Skywrath Mage,
Tinker,
Lina
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* Earth Spirit's useful kit of Slows, Stuns, and Silences can set up kills on Ogre Magi and the silence can stop him from using his abilities.
* Lion has an incredibly fragile health pool, making him weak against nukers like Tinker or
Oracle.
* Heroes with high armor like Dragon Knight, or with abilities to cause attacks to miss like
Phantom Assassin,
Riki and
Tinker will be hard to deal with, as Clinkz relies almost entirely on physical attacks.
* Positioning-reliant heroes (Windranger,
Tidehunter,
Ursa...), since Earth Spirit can disrupt positioning with his Boulder Smash.
* Tinker is relatively helpless against Invoker, as his Rearm and
Boots of Travel can be easily interrupted by Invoker's long range disables, even if he blinks away.
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* Earth Spirit is a dangerous foe to encounter for Invoker in the early stages of the game. Since Invoker needs to gain levels as fast as possible and is not very strong in the early game, Earth Spirit can use his incredible early game power to gank Invoker and ruin his game plan.
* Earth Spirit combines stuns and silences with his spells and can apply them from a great distance. This is bad for Invoker as he is dependent on a smart usage of his spells with Invoke and Earth Spirit can disrupt his combos easily.
* Tinker's
Laser is useful against Outworld Destroyer, as the blind prevents him from landing Arcane Orbs.
* Heroes who rely on basic attacks will suffer from Laser: Phantom Assassin,
Wraith King,
Huskar.
* Heroes who rely on basic attacks will suffer from Laser: Phantom Assassin,
Wraith King,
Huskar.
* Illusion heroes, such as Naga Siren,
Phantom Lancer,
Chaos Knight,
Terrorblade will become strong against Tinker in the late game. Without
Aghanim's Scepter Tinker is forced to defensively disarm heroes with Laser, leaving illusions free to deal physical damage which Tinker's low armor makes highly effective. In addition,
Mjollnir or
Battle Fury, two common pickups against illusion heroes, don't work well on Tinker at all.
* Laser prevents Juxtapose from triggering, as it only triggers on successful attacks
* Laser does high splash, and upgrading it with Aghanim's Scepter makes it deal twice as much damage due to the bounce. Combined with Rearm, Tinker can rapidly deplete Phantom Lancer's illusion army
* However, if Phantom Lancer ambushes Tinker, Tinker will not survive versus Phantom Lancer.
* Timbersaw's ability to destroy trees can be a serious problem for some heroes that use them, as either a way of enhancing their spells like Treant Protector, or heroes that tend to hide inside of them like
Tinker and
Monkey King.
* All Tinker's damage is magic/pure and completely ignores Timbersaw's Reactive Armor.
* Timbersaw very rarely builds Black King Bar, making him very vulnerable if Tinker builds
Scythe of Vyse.
* Illusion heroes, such as Naga Siren,
Phantom Lancer,
Chaos Knight,
Terrorblade will become strong against Tinker in the late game. Without
Aghanim's Scepter Tinker is forced to defensively disarm heroes with Laser, leaving illusions free to deal physical damage which Tinker's low armor makes highly effective. In addition,
Mjollnir or
Battle Fury, two common pickups against illusion heroes, don't work well on Tinker at all.
* With Aghanim's Scepter, Tinker's Laser completely stops Chaos Knight's damage, forcing him to buy either a Black King Bar for his own survivability while leaving his illusions still vulnerable, or a Monkey King Bar leaving him still vulnerable to Tinker's nukes, though improving his damage.
* Tinker rarely finds himself in the middle of a fight, which is where Chaos Knight typically thrives, and even in the rare cases of being so, at level 3 Tinker's constant rearm and blink away can kite and dodge Chaos Knight's spells reliably, so Chaos Knight has very little catch against Tinker's mobility. This gives Tinker impunity to create more chaos in a teamfight than Chaos Knight can control, laying down the field with March of the Machines and constantly being hit by rockets and lasers.
* Heroes with fast movement abilities will suffer huge damage when afflicted by Rupture: Spirit Breaker,
Earth Spirit,
Dark Seer.
* Laser blinds Bloodseeker, preventing him from getting last hits and denies during the laning stage and preventing him from finishing off enemies.
* Tinker always buys Boots of Travel, helping him escape Bloodseeker's early ganks.
* Tinker's heavy magical damage will burst down Bloodseeker during the early to mid game, as he has little health.
Additional:
* Laser can be very effective against Bloodrage as the damage will be amplified while the blind prevents Bloodseeker from landing hits.
* Keen Conveyance guarantees him escape from Rupture.
* Meat Hook can be used to pull Tinker to Pudge while he is hiding in the trees, and a follow up with Dismember and Rot can lead to a valuable kill, as Tinker doesn't buy many survivability items.
* Flesh Heap makes it hard for Tinker to deal serious damage.
Additional:
* Pudge can Meat Hook a Tinker hiding in the trees and follow it up with
Dismember and
Rot for an easy solo kill, as Tinker doesn't tend to buy survivability items.
* Many stacks of Flesh Heap combined with items that give Pudge high strength and health will make it hard for Tinker to deal serious damage to Pudge.
* Earth Spirit can easily disrupt Dismember because he can disable from a long distance with a Stone Remnant and Rolling Boulder. With talent he can even pull his teammates out of Dismember and also silence Pudge with Geomagnetic Grip.
* Nether Ward discourages Tinker from using abilities and items due to its high damage against heavy mana usage.
* Earth Spirit does not fly a small distance on Rolling Boulder using
Stone Remnant, which will be a big problem for
Life Drain, since Pugna will stop receiving health from breaking the distance of the ability, which will give the Earth Spirit team a chance to kill Pugna, by the way, this also works well with
Boulder Smash, which pushes the enemy and can annoy the distance
* Earth Spirit has excellent control with a small recharge on Rolling Boulder and
Geomagnetic Grip, which can knock down Pugna`s
Life Drain, as well as completely turn him off in a fight, because he is very dependent on his abilities
* Magic damage from Earth Spirit's abilities can be disastrous for Decrepify, as it will kill him very quickly, and if Earth Spirit collects
Ethereal Blade in such a game, it can easily destroy Pugna in one
Rolling Boulder hit
* Earth Spirit also turns out to be a strong decision against Nether Ward, because he experiences it with his large amount of health, and if he collects
Heart of Tarrasque(and
Bracerin early game)in such a game, he may not feel it at all and calmly control Pugna with his abilities
Additional:
* Earth Spirit does not fly a small distance on Rolling Boulder using
Stone Remnant, which will be a big problem for
Life Drain, since Pugna will stop receiving health from breaking the distance of the ability, which will give the Earth Spirit team a chance to kill Pugna, by the way, this also works well with
Boulder Smash, which pushes the enemy and can annoy the distance
* Earth Spirit has excellent control with a small recharge on Rolling Boulder and
Geomagnetic Grip, which can knock down Pugna`s
Life Drain, as well as completely turn him off in a fight, because he is very dependent on his abilities
* Magic damage from Earth Spirit's abilities can be disastrous for Decrepify, as it will kill him very quickly, and if Earth Spirit collects
Ethereal Blade in such a game, it can easily destroy Pugna in one
Rolling Boulder hit
* Earth Spirit also turns out to be a strong decision against Nether Ward, because he experiences it with his large amount of health, and if he collects
Heart of Tarrasque(and
Bracerin early game)in such a game, he may not feel it at all and calmly control Pugna with his abilities
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Tinker
* Rocket Flare can find Tinker if he blinks into the treeline, and Hookshot will prevent him from teleporting out.
Rearm by stunning him repeatedly.
Hookshot and prevent him from escaping with
Power Cogs and
Battery Assault. Clockwerk can also find a Tinker hiding in trees with his
Rocket Flare.
Blade Mail, which does lots of damage to Tinker if he gets hit by his abilities (especially March of the Machines).
* Battery Assault makes Tinker unable to
Additional:
* Clockwerk can easily catch a split pushing Tinker with his
* Clockwerk usually buys a
Earth Spirit
* Clockwerk's
Battery Assault disables Earth Spirit's Rolling Boulder, while his
Power Cogs ensure, that Earth Spirit can't move away from it.
Hookshot allows him to chase after Earth Spirit, while using
Rocket Flare to gain vision.
* His