鲍什 the 修补匠 is a 远程 智力 英雄 who relies heavily on his assortment of nukes for gank and 推进. While he does have rather low stat gain, he is able to reset the cooldown on his abilities, which in conjunction with 远行鞋 gives Tinker global mobility rivaled only by 先知, which combined with his two high damage nukes, 激光 & 热导飞弹 make him a constant threat. Tinker abilities' 魔法值 costs are very high, however thanks to his 终极技能 再装填, and 远行鞋, Tinker can simply to go back to base to refill health and mana, Rearm and go back to the lane to 推进 or gank once more. Acquiring said boots early with a level advantage is key to success, considering he is lackluster without them. With the right items, mana management, and ability management, there is little that stands in the way of this hero.
- 如果一个落单的敌人在整段持续时间内都站在区域内，他会受到平均189.44/284.16/378.88/473.6( 307.84/402.56/497.28/592)点伤害(减免前)
- 如果每一次爆炸都能击中一个单体目标，会造成最多2304/3456/4608/5760( 3744/4896/6048/7200)点伤害(减免前)
|+0.3秒 ||25||+100 |
|+10 ||20||+10 护甲|
|+11% 魔法消耗/损失降低||15||+2秒 |
|+125 施法距离||10||+10% 技能增强|
combined with a give Tinker enough HP regen to survive harassment in-lane. is useful for replenishing Tinker's mana so that he can always have the mana to push out a lane with or have enough nuke power to attempt a kill. gives Tinker more base damage as well as a bigger starting mana pool. It is useful for helping with Tinker's last-hitting and casting in-lane. es are cheap and give simple stats to help with the early game. Branches can later be built into a if needed.
are basic mobility requirements for any hero. Getting them early on Tinker allows him to more easily position himself for casting his spells. gives Tinker more stats, particularly strength to give him more HP and thus survivability. is essential for a mid Tinker, as it provides HP and mana regen critical for allowing him to stay in-lane to farm. Bottle remains vital on Tinker throughout the game, as it extends his mana pool when teleporting forward to cast spells and speeds up healing in fountain, so consider dropping it in the Stash instead of selling it later.
provide global mobility and map presence in the form of teleportation to any friendly building or creep. Combined with , Tinker can reposition himself globally at will to swiftly push lanes, join teamfights, and then return to the fountain to replenish his mana. greatly extends Tinker's mana pool when teleporting around the map to cast spells, as he can dip into his HP pool to extend his active operation time. As he can reset its cooldown at will with Rearm, using Soul Ring once per cycle can give him vastly more mana to use. As well, he can offset the HP cost via the use of Bottle, keeping him at full HP even with regular use. drastically improves Tinker's mobility, and gives him great survivability when pushing lanes with March of the Machines. As it can be shift-queued after teleporting to the front lines, Tinker can instantly blink into the treeline to safely cast his spells without giving the enemy an opportunity to spot him.
greatly improves the size of Tinker's mana pool, and gives him powerful mana regen, increasing the number of spells he can cast on deployments before returning to base. The Hex is extremely powerful as combined with Rearm it allows Tinker to permanently hard-disable an enemy for as long as he has the mana to do so. gives Tinker much needed intelligence to continue use of Rearm, and gives him a magic nuke to assist in pushing. The extra armor and passive attack speed slow also give him resistance against physical damage if he shows up to teamfights, and the active nuke can be refreshed and cast multiple times. is a good cheap mana item that gives Tinker good mana regen and a useful disable. Used properly, the Cyclone can be used to set up disables on enemies offensively, or buy Tinker time if he's caught while pushing a creep wave. extends the size of Tinker's mana pool and gives him a re-positioning tool should he or his team run into trouble. In ganks, it is also a cheap tool to use to break a target's so that further disables can be easily targeted. is a very powerful burst damage nuke on Tinker that additionally increases the size of his mana pool as it is upgraded. Combined with and , it can instantly blow up lone targets, especially once combined with Rearm to increase the damage output by multiples. is useful for giving Tinker stats across the board, increasing his survivability, but its main use is in using the active to dispel debuffs from yourself and giving the enemy multiple targets to pick from. Under the right circumstances, Tinker can cause enough confusion in order to give himself enough time to escape. prevents Tinker from being locked down in teamfights, particularly since Rearm is a channeled spell that can be interrupted. While it cannot be refreshed by Rearm, it can give Tinker the survivability he needs to cast his spells uninterrupted in a fight. gives Tinker a vast amount of teamfight contribution, as he can use Laser to blind and deal Pure damage to multiple enemy heroes per cast, forcing them to dispel the debuff if they want to deal any physical damage, and bombarding them with long-range artillery using Heat-Seeking Missile. is a useful upgrade to Boots of Travel for engaging in fights at inopportune locations. The ability to teleport to allied heroes rather than just creeps allows Tinker to bring instant reinforcements to any unfolding fight, particularly if they take place where there are no friendly creeps to jump to. can be a strong survivability item, both for Tinker and his team. As he can constantly have the effect up with Rearm, Tinker becomes much harder to catch since the enemy must bring detection, and their magic nukes become far less potent for focusing him down. In fights, Tinker can use the active on multiple allies simultaneously, allowing him to either save them en masse or give them increased initiation ability. is an extremely strong defensive item, both for pushing and for teamfighting. Echo Shell can prevent enemies from easily disabling Tinker, as using targeted disables or nukes reflects them back, disabling or nuking the enemy in turn and forcing them to reconsider the engagement. As well, since Echo Shell can be refreshed with Rearm, it can be placed on multiple allies at once, giving your team a strong edge in fights. is a better item to build than Bracer, as it provides Tinker with more damage, which helps with last-hitting. As such, it is advised to start with a Null Talisman when playing mid, as the extra damage can make a huge difference against certain lane opponents. As well, it builds into a Dagon, which is far more useful on Tinker than a Drum of Endurance. s are very important to purchase on Tinker due to his mobility. As he can jump immediately to the front lines with Boots of Travel, he is uniquely qualified for placing aggressive wards that his team can capitalize on. Forward wards can give him advance warning on incoming ganks, as well as provide vision for painting targets with Heat-Seeking Missile. is a powerful intelligence item to build on Tinker, as it gives many of the same bonuses as a Scythe of Vyse. It can serve as a complementary disable to Hex as Tinker can permanently silence a target in a teamfight when combined with Rearm, allowing him to use Soul Burn on an important spell caster while reserving Hex for their carry. gives Tinker intelligence and some more HP, increasing his survivability. While its root is a much softer disable than a Hex, its long cast range should never be underestimated, and can be useful as a complementary disable. is a powerful utility item to purchase on Tinker. While it only provides mediocre stats and the armor is not always useful on Tinker, the active ability can increase creeps' vulnerability to March of the Machines, allowing him to push more efficiently. As well, used in a teamfight it can drastically improve the effectiveness of Heat-Seeking Missiles and March of the Machines, to say nothing of Dagon or any magic nukes your teammates have. Combined with Rearm, you can ensure that the enemy is permanently inflicted with reduced magic resistance. can be upgraded from Soul Ring, though it is recommended to purchase a second Soul Ring afterward as the extra 150 mana per cast of Rearm is very powerful. Bloodstone drastically improves Tinker's HP and mana pool, allowing him to cast many more spells on rotations. As well, the active can be reset by Rearm, ensuring that you are always able to deny yourself whenever caught by the enemy. The reduction in respawn time is also very powerful, as Tinker can return to being active on the map faster, preventing the enemy from capitalizing on his death to take map objectives. does not give Tinker very beneficial stats, however it is useful for augmenting Tinker's already impressive burst magic damage against enemies, especially if he has built numerous intelligence items, and can be used on himself or teammates to grant immunity against physical damage. In a pinch, it can also be used on one of the enemy's carries to prevent them from attacking if Laser was already used on another target. is situational pick-up if you are being threatened by heroes relying on basic attacks such as and , allowing you to disable their auto-attack for 6–9 seconds per cast between the Halberd's Disarm and your Laser. As well, it can be useful to get if the enemy has built a Monkey King Bar to negate the miss chance of Laser. It may seem superfluous however, when compared to Scythe of Vyse which serves a similar function.
|定位：||核心 爆发 推进|
|玩法风格：||Compared to magic, the study of natural law was much more consistent, but no less dangerous. From their subterranean laboratory, Boush and his colleagues opened a portal to a distant world, a portal through which untold horrors began to pass into this realm. Cutting his way to freedom with a Laser, Boush surfaced as the only Tinker to survive the Violet Plateau incident. Equipped with contraptions befitting a maniacal researcher, Boush launches Heat-Seeking Missiles from his shoulders, and radios in armies of robotic drones to disassemble his enemies. Unhindered by the delays of magic, the Tinker Rearms his tools on the fly, wasting no time in demolishing anything that stands in his way.|
- 修补匠的配音演员，Harry "Hal" Robins，也是Half-Life 2中艾萨克·克莱纳博士和Half-Life中黑山科学家的配音演员，许多修补匠的语音台词引用自Half-Life世界中的人物和事件。除此之外" "与" "十分相似，修补匠的背景故事描述的事件与Half-Life中的事件也有着惊人的相似
蜘蛛幼虫的台词▶️ "Lamarr, is that you?"和▶️ "Lamarr?!"引用自Dr. Kleiner的"无牙"宠物 ，
- 许多在使用再装填时的修补匠台词直接是从Half-Life 2中获得的，包括▶️ "The massless field flux should self-limit"和▶️ "I've clamped the manifold parameters to… CY base and LG orbifold… Hilbert inclusive"
- 修补匠的死亡台词▶️ "It's probably not a problem, probably"也是引用自克莱纳博士的，他在Half Life第二章开始，获得装备之前，并且他的队伍经受一次灾难性故障，使得外星人入侵黑山时说的这句话
- 修补匠的选择台词▶️ "With my brains and your brawn, we'll make an excellent team"也是引用自克莱纳博士的
- 修补匠的台词▶️ "I tink! Therefore I am!"是引用自 主张的哲学性命题" "，拉丁原文为"Cogito ergo sum."
- 修补匠的台词▶️ "Tinker, failure…Soldier…Fie…"是引用自1974年英国作家John le Carré所写的关于 (在2011年改编电影中由Gary Oldman饰演)的谍报小说，Tinker, Tailor, Soldier, Spy
- 修补匠的死亡台词▶️ "The machine, stops."是引用自 的同名短篇故事