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Playing Tinker - Your One Stop Tinker Guide - Page 6

Forum Index > Dota 2 Strategy
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Dead9
Profile Blog Joined February 2008
United States4725 Posts
August 15 2013 15:45 GMT
#101
he'd be permanently bkb'd though
so he could just walk into teamfights and spam sheep/shiva/bkb or w.e
Jrix
Profile Joined September 2004
United States12 Posts
Last Edited: 2013-08-15 23:05:48
August 15 2013 23:05 GMT
#102
? wtf are you talking about.
im not saying bulldog never farms lanes you idiot. im saying he prioritises farming jungles and ancients when his other 2 cores can take the available lanes. sometimes he even leaves lanes for the supports to take too. obviously he will take the lane if he is the only one who can take advantage of the enemy's position, thats what a furion does. but that isnt what im talking about. and i hope your last sentence is a mistake because otherwise the stupidity in your post reaches baffling levels.


First, let's make this clear, the REASON Tinker counters Furion so well is that he nullifies his ability to split push down towers, and to a lesser extent, to split push in general.
Whereas other heroes must waste a tp, removing a hero from the teamfight, Tinker doesn't have that problem.

You initially suggested that Tinker doesn't counter him because he jungles. That has nothing to do with anything.

My last sentence was not a mistake. I have never seen a Furion, in pubs or in competitive matches split farm AS OPPOSED to jungling. This is an utter strawman argument. They always start out jungling.

So perhaps then, you meant Furion jungles then continually splits farms lanes for the rest of the game. So why does Tinker counter him specifically in that situation and not the split pushing one? Is it because he's vulnerable "more often"? Because when you're dealing with a global presence, there's no such thing as degrees of vulnerability, you either are or you aren't.
Mail any quote advice to: middle of the Atlantic, capsized boat#321.
evilfatsh1t
Profile Joined October 2010
Australia8653 Posts
Last Edited: 2013-08-16 04:20:23
August 16 2013 04:11 GMT
#103
By that logic kotl and wisp are also counters to furion because they can instantly bring someone into a fight who is on the other side of the map disrupting furions pushes. Being able to handle furions split pushing doesnt make u a counter to him. A counter to someone is a hero who is capable of absolutely destroying an enemy heros chances of getting levels and items or nullifying the heros impact in games. Tinker cant do this if furion just sits in jungles and farms. Being able to handle one aspect of furions gameplay doesnt make you a counter.
Hurricane Sponge
Profile Joined March 2010
868 Posts
August 16 2013 05:05 GMT
#104
On August 16 2013 08:05 Jrix wrote:
Show nested quote +
? wtf are you talking about.
im not saying bulldog never farms lanes you idiot. im saying he prioritises farming jungles and ancients when his other 2 cores can take the available lanes. sometimes he even leaves lanes for the supports to take too. obviously he will take the lane if he is the only one who can take advantage of the enemy's position, thats what a furion does. but that isnt what im talking about. and i hope your last sentence is a mistake because otherwise the stupidity in your post reaches baffling levels.


First, let's make this clear, the REASON Tinker counters Furion so well is that he nullifies his ability to split push down towers, and to a lesser extent, to split push in general.
Whereas other heroes must waste a tp, removing a hero from the teamfight, Tinker doesn't have that problem.

You initially suggested that Tinker doesn't counter him because he jungles. That has nothing to do with anything.

My last sentence was not a mistake. I have never seen a Furion, in pubs or in competitive matches split farm AS OPPOSED to jungling. This is an utter strawman argument. They always start out jungling.

So perhaps then, you meant Furion jungles then continually splits farms lanes for the rest of the game. So why does Tinker counter him specifically in that situation and not the split pushing one? Is it because he's vulnerable "more often"? Because when you're dealing with a global presence, there's no such thing as degrees of vulnerability, you either are or you aren't.


Tinker only counters Furion's ability to split push down towers if he can beat him in a 1v1 manfight. Obviously this varies game-to-game, but just getting to the other side to combat the split push is only half the battle. The other half is making sure you have the firepower to drive Furion off.
Jrix
Profile Joined September 2004
United States12 Posts
Last Edited: 2013-08-16 16:19:36
August 16 2013 16:19 GMT
#105
On August 16 2013 13:11 evilfatsh1t wrote:
By that logic kotl and wisp are also counters to furion because they can instantly bring someone into a fight who is on the other side of the map disrupting furions pushes. Being able to handle furions split pushing doesnt make u a counter to him. A counter to someone is a hero who is capable of absolutely destroying an enemy heros chances of getting levels and items or nullifying the heros impact in games. Tinker cant do this if furion just sits in jungles and farms. Being able to handle one aspect of furions gameplay doesnt make you a counter.


A "Counter" is if one hero is one team, it decreases the winrate of the hero on the opposing team. It's not about "destroying" them. Shadow Demon Counters Naix, Naix however will always wreck SD's face in in a 1v1 fight.

In this respect, Wisp and Tinker are considered strong counters to Furion in competitive play, and Kotl is a soft counter. Furion's teamfight presence is one of the lowest in the entire game, even with farm. If it weren't for his split pushing ability he'd never be picked. It's not just "one aspect" of the hero, it's a significant one.

Tinker only counters Furion's ability to split push down towers if he can beat him in a 1v1 manfight. Obviously this varies game-to-game, but just getting to the other side to combat the split push is only half the battle. The other half is making sure you have the firepower to drive Furion off.


That's just not true at all. Blink/Marching can ward off his pushes trivially even with half the farm of a furion.

Mail any quote advice to: middle of the Atlantic, capsized boat#321.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
August 16 2013 16:24 GMT
#106
My only comment is that Furion (once hex is acquired) has a lot of tools to punish tinker for tp'ing to an "open" lane. Even if you blink into the trees, prophet has 2 skills that let him scout the trees (break them with treants, plus sprout gives vision).
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
NTTemplar
Profile Joined August 2011
609 Posts
August 16 2013 17:58 GMT
#107
Prior to a hex/orchid on furion, a tinker has laser which takes away furions main dmg, his attack, furion isn't particularly tanky either so tinker nukes him well. He doesn't have an innate escape nor particularly good movespeed, his main advantage is global presence, however since tinker can follow him everywhere this makes him very weak to tinker.

A furion with hex or orchid can cause some trouble for a tinker, but once tinker follows up with his own hex furion gets destroyed by tinker, also a tinker often opts for a ghost scepter which makes furions autoattack useless yet again.

Tinker is definitely a counter to furion, in the sense that at every stage of the game tinker can greatly reduce the impact a furion has, from beating him early due to nukes and blind and being able to follow him once BoT is acquired, then mid game tinker can prevent most of his dmg output with laser in teamfights and with a ghost scepter is pretty much able to 1v1 him at all times and thus stopping all his pushes, late game tinker is very strong and can disable him through either hex or e-blade for fights, and can easily kill him with perma hex and nuke.
"Between Tomorrow's dream and yesterday's regret, is today's opportunity"
evilfatsh1t
Profile Joined October 2010
Australia8653 Posts
Last Edited: 2013-08-16 18:16:38
August 16 2013 18:10 GMT
#108
On August 17 2013 01:19 Jrix wrote:
Show nested quote +
On August 16 2013 13:11 evilfatsh1t wrote:
By that logic kotl and wisp are also counters to furion because they can instantly bring someone into a fight who is on the other side of the map disrupting furions pushes. Being able to handle furions split pushing doesnt make u a counter to him. A counter to someone is a hero who is capable of absolutely destroying an enemy heros chances of getting levels and items or nullifying the heros impact in games. Tinker cant do this if furion just sits in jungles and farms. Being able to handle one aspect of furions gameplay doesnt make you a counter.


A "Counter" is if one hero is one team, it decreases the winrate of the hero on the opposing team. It's not about "destroying" them. Shadow Demon Counters Naix, Naix however will always wreck SD's face in in a 1v1 fight.

In this respect, Wisp and Tinker are considered strong counters to Furion in competitive play, and Kotl is a soft counter. Furion's teamfight presence is one of the lowest in the entire game, even with farm. If it weren't for his split pushing ability he'd never be picked. It's not just "one aspect" of the hero, it's a significant one.

Show nested quote +
Tinker only counters Furion's ability to split push down towers if he can beat him in a 1v1 manfight. Obviously this varies game-to-game, but just getting to the other side to combat the split push is only half the battle. The other half is making sure you have the firepower to drive Furion off.


That's just not true at all. Blink/Marching can ward off his pushes trivially even with half the farm of a furion.


what the hell does winrate have to do with anything? a hero (a) could totally shutdown another hero (b) and still lose the game. that doesnt mean that (a) isnt a counter to (b). it just means you lost the game. and did you even read what i said? i never said anything about destroying a hero in a 1v1 manfight. you dont have to be able to instajib a hero to be considered a counter. if you reduce the hero's impact in the game to basically nothing, you are considered a counter. for example, doom is considered a counter to many big ulti heroes because thats all they have to offer in a fight and 1 doom renders you useless. picking a tinker against a furion doesnt render furion useless. he will still farm items, he will possibly be able to outright kill you in a 1v1 situation, and he will have an impact in teamfights. if you think furions have no impact in teamfights then you clearly have no idea what youre talking about. furions buy items like hex for a reason

On August 17 2013 02:58 NTTemplar wrote:
Prior to a hex/orchid on furion, a tinker has laser which takes away furions main dmg, his attack, furion isn't particularly tanky either so tinker nukes him well. He doesn't have an innate escape nor particularly good movespeed, his main advantage is global presence, however since tinker can follow him everywhere this makes him very weak to tinker.

A furion with hex or orchid can cause some trouble for a tinker, but once tinker follows up with his own hex furion gets destroyed by tinker, also a tinker often opts for a ghost scepter which makes furions autoattack useless yet again.

Tinker is definitely a counter to furion, in the sense that at every stage of the game tinker can greatly reduce the impact a furion has, from beating him early due to nukes and blind and being able to follow him once BoT is acquired, then mid game tinker can prevent most of his dmg output with laser in teamfights and with a ghost scepter is pretty much able to 1v1 him at all times and thus stopping all his pushes, late game tinker is very strong and can disable him through either hex or e-blade for fights, and can easily kill him with perma hex and nuke.

seems easy on paper. how many times have you seen a tinker outfarm a furion without getting fed? how many times have you seen a tinker solo kill a furion that has equal farm, let alone a furion who is outfarming you. worst case scenario for the furion is he will just run, because you have nothing to stop him. how do you intend on following furion around everywhere when he decides to just farm ancients and jungles? tinker cant keep up with furions farm no matter how hard he tries, all he can do is mitigate the damage furion does to towers. once again, split pushing is only half of furions game. the other half is him showing up at a teamfight with an earlier mek than your team's, or an earlier hex than your team's.
Jrix
Profile Joined September 2004
United States12 Posts
August 16 2013 19:31 GMT
#109

seems easy on paper. how many times have you seen a tinker outfarm a furion without getting fed? how many times have you seen a tinker solo kill a furion that has equal farm, let alone a furion who is outfarming you. worst case scenario for the furion is he will just run, because you have nothing to stop him. how do you intend on following furion around everywhere when he decides to just farm ancients and jungles? tinker cant keep up with furions farm no matter how hard he tries, all he can do is mitigate the damage furion does to towers. once again, split pushing is only half of furions game. the other half is him showing up at a teamfight with an earlier mek than your team's, or an earlier hex than your team's.


A tinker doesn't need to "outfarm" a furion to beat him solo. Tentatively I'd say as long as tinker's within 100-150 gpm of furion then he'll probably win any 1v1, but that's really off topic here.

Furion isn't running very far when he's perma sheeped.

Again, Furion split pushing is WHY he is drafted. He turns many fights from 5v5s into 5v4s or worse. In a straight up 5v5 Furion's team presence is near the bottom of the list. I mean, wtf, this isn't even a debatable fact, this is the cost of drafting him and many teams cannot do it if they find they're lacking in teamfight ability. Great, he has a hex. Tinker has 3 hexes and a lot more damage.

Mail any quote advice to: middle of the Atlantic, capsized boat#321.
NTTemplar
Profile Joined August 2011
609 Posts
Last Edited: 2013-08-16 20:06:33
August 16 2013 19:49 GMT
#110
Show nested quote +
On August 17 2013 03:10 evilfatsh1t wrote:
On August 17 2013 01:19 Jrix wrote:
On August 16 2013 13:11 evilfatsh1t wrote:



Show nested quote +
On August 17 2013 02:58 NTTemplar wrote:
Prior to a hex/orchid on furion, a tinker has laser which takes away furions main dmg, his attack, furion isn't particularly tanky either so tinker nukes him well. He doesn't have an innate escape nor particularly good movespeed, his main advantage is global presence, however since tinker can follow him everywhere this makes him very weak to tinker.

A furion with hex or orchid can cause some trouble for a tinker, but once tinker follows up with his own hex furion gets destroyed by tinker, also a tinker often opts for a ghost scepter which makes furions autoattack useless yet again.

Tinker is definitely a counter to furion, in the sense that at every stage of the game tinker can greatly reduce the impact a furion has, from beating him early due to nukes and blind and being able to follow him once BoT is acquired, then mid game tinker can prevent most of his dmg output with laser in teamfights and with a ghost scepter is pretty much able to 1v1 him at all times and thus stopping all his pushes, late game tinker is very strong and can disable him through either hex or e-blade for fights, and can easily kill him with perma hex and nuke.

seems easy on paper. how many times have you seen a tinker outfarm a furion without getting fed? how many times have you seen a tinker solo kill a furion that has equal farm, let alone a furion who is outfarming you. worst case scenario for the furion is he will just run, because you have nothing to stop him. how do you intend on following furion around everywhere when he decides to just farm ancients and jungles? tinker cant keep up with furions farm no matter how hard he tries, all he can do is mitigate the damage furion does to towers. once again, split pushing is only half of furions game. the other half is him showing up at a teamfight with an earlier mek than your team's, or an earlier hex than your team's.


That is not "seems easy on paper", that is my experiance playing tinker against a furion. Furion has to run from tinker at all stages of the game unless he is fed and thus way ahead or he has teammates.

I have solo killed a furion with equal farm and more farm many times, with hex it is very easy, if I opt for dagon and we are in the mid game then I either make him run early, run with really low hp, or die in a 1v1.

Only if he has backup or is fed does he stand a chance 1v1, with teammates he many times can kill me (due to the teammate not furion), but if he is fed and 1v1 then he has to kill me during hex to beat me most of the time, so even when fed furion doesn't roll over tinker.

And to note on farm, a furion does farm faster due to ulti, but a tinker still clears jungle, ancients and lanes faster making him able to very comfortably keep up.
"Between Tomorrow's dream and yesterday's regret, is today's opportunity"
evilfatsh1t
Profile Joined October 2010
Australia8653 Posts
Last Edited: 2013-08-17 01:28:26
August 17 2013 01:07 GMT
#111
Tinker that goes for laser rocket with bot bottle soul ring and blink is 400 short of a furion with treads midas and shadow blade. Have fun killing that. Also, because you went laser rocket have fun trying to comfortably keep up with farm when youre throwing lvl 1 marches everywhere. Why do you assume furion is just going to stand in lane and let you tp to his face and 'perma hex' him. If that happens in your games a lot i question the quality of your opponents.

Oops i forgot to factor in the cost of brown boots for tinker. So now his items not only cost more but he gets them slower courtesy of midas. Good luck keeping up in farm if you went laser rocket once again. Good luck killing him at all if you went march
architecture
Profile Blog Joined May 2008
United States643 Posts
August 17 2013 01:16 GMT
#112
That's a good point, it comes down to the timing of heroes.

A 17m tinker might not be a very good counter to what a 17m furion is doing.
tpfkan
NTTemplar
Profile Joined August 2011
609 Posts
Last Edited: 2013-08-17 05:41:16
August 17 2013 05:32 GMT
#113
On August 17 2013 10:07 evilfatsh1t wrote:
Tinker that goes for laser rocket with bot bottle soul ring and blink is 400 short of a furion with treads midas and shadow blade. Have fun killing that. Also, because you went laser rocket have fun trying to comfortably keep up with farm when youre throwing lvl 1 marches everywhere. Why do you assume furion is just going to stand in lane and let you tp to his face and 'perma hex' him. If that happens in your games a lot i question the quality of your opponents.

Oops i forgot to factor in the cost of brown boots for tinker. So now his items not only cost more but he gets them slower courtesy of midas. Good luck keeping up in farm if you went laser rocket once again. Good luck killing him at all if you went march


At 18-19m I normally have midas, bottle, BoT, soul ring, blink; 4 march, 4 rocket, 4 laser and 1/2 rearm.
While a furion at this point usually has midas, threads, shadow blade and a part of a big item.

So I can keep up in farm due to march and midas, and I can kill him due to rocket laser. I don't assume he will stand there, quite the contrary furions I have met usually pop their shadowblade immediatly and run/TP/Sprout, some combination of that; so I buy dust and I TP on the wave behind, run for 10 sec then blink on him dust,(possibly march depending on positions), rocket, laser, rearm, blink, rocket, laser then either auto attack, march or rearm depending on the situation. Assuming he gets no backup, since then I run.

Now that combo kills him sometimes and other times makes him run at low hp, however considering this is the point I find furion the strongest in relation to tinker, the point between furion having shadow blade and tinker not having dagon/hex, I don't really see furion being able to deal with tinker when he still has to run at this point.

Even if he gets a hex after sb he won't have the dmg to kill tinker alone, and now with most likely rearm 3: dust, rocket, dagon, blink, rearm, rocket, blink, dagon, rearm, rocket, dagon kills him. This allows tinker to stay in fog almost all the time greatly reducing chance of being hexed, it is still a bit difficult to kill him due to hex, since if he lands it he survives. But not as hard as earlier.

Now if tinker has hex everything is different, you can just TP wave behind, run and blink in his face and hex him, if he doesn't get backup within the next 10 sec then he is dead, no need for dust or saving blink for after the first round of nukes when you have hex. If really paranoid about being spotted due to something, then just buy a smoke at this point.
"Between Tomorrow's dream and yesterday's regret, is today's opportunity"
evilfatsh1t
Profile Joined October 2010
Australia8653 Posts
Last Edited: 2013-08-17 08:45:39
August 17 2013 08:45 GMT
#114
are you kidding me? dota isnt starcraft. you cant pick a build order and know already how the game is going to be played out 5-10mins from now. thats not how dota works, and the fact that you think you will be able to farm the same items at the same timings and then purely theorycraft on how you will be able to kill furion just shows how little your knowledge of dota actually is. i could make up an argument right now about how furion could prevent being jumped on by tinker even if he tp's to the wave behind etc etc, but i dont want to turn this discussion into a "if he does this maybe he will be able to kill so and so, and if so and so does this maybe he will be able to successfully dodge tinker". i give up trying to convince you guys so unless someone else comes with something new to say im gonna stop here.
NTTemplar
Profile Joined August 2011
609 Posts
Last Edited: 2013-08-17 18:22:30
August 17 2013 18:07 GMT
#115
On August 17 2013 17:45 evilfatsh1t wrote:
are you kidding me? dota isnt starcraft. you cant pick a build order and know already how the game is going to be played out 5-10mins from now. thats not how dota works, and the fact that you think you will be able to farm the same items at the same timings and then purely theorycraft on how you will be able to kill furion just shows how little your knowledge of dota actually is. i could make up an argument right now about how furion could prevent being jumped on by tinker even if he tp's to the wave behind etc etc, but i dont want to turn this discussion into a "if he does this maybe he will be able to kill so and so, and if so and so does this maybe he will be able to successfully dodge tinker". i give up trying to convince you guys so unless someone else comes with something new to say im gonna stop here.


Why do you keep saying I theorycraft? This is my EXPERIANCE playing tinker over 700 times in dota 2 alone, with several dousen games against furion.

My item timings are not theorycrafting, they are my averages over last hundred something games at least.

My explanations against furion is a simple walkthrough of how I have PREVIOUSLY encountered furion, as in scenarios that actually unfolded in a real game, not just written down on paper.

edit: also please make up an arguement how furion prevents being jumped by tinker
"Between Tomorrow's dream and yesterday's regret, is today's opportunity"
Dead9
Profile Blog Joined February 2008
United States4725 Posts
August 17 2013 18:21 GMT
#116
uh furion makes it makes it much easier to gank tinker, esp early game
also he stops tinker splitpush pretty handily
so idk how you can consider that a counter
trinxified
Profile Joined December 2010
Canada7774 Posts
August 17 2013 18:28 GMT
#117
I've read most of the posts here. I started to play Tinker over and over again lately. I max Laser and Rockets until level 8, then one level of Re-arm, then maxing March after...

Is this bad? I mean I only play solo queue pubs, high/very high bracket.

It's either a bad or good game for me. Really depends when I can get my team mates some farm from killing heroes early or just farming the BoTs early even without March yet.
evilfatsh1t
Profile Joined October 2010
Australia8653 Posts
August 17 2013 18:34 GMT
#118
the build itself isnt bad. its how well you can play the hero with that build. if you find your supports are very active and you have a lot of map control laser rocket will dominate the early game for you. getting lvl 2 rearm at lvl 11 is better than waiting to max all 3 skills though.
trinxified
Profile Joined December 2010
Canada7774 Posts
August 17 2013 18:40 GMT
#119
On August 18 2013 03:34 evilfatsh1t wrote:
the build itself isnt bad. its how well you can play the hero with that build. if you find your supports are very active and you have a lot of map control laser rocket will dominate the early game for you. getting lvl 2 rearm at lvl 11 is better than waiting to max all 3 skills though.


I max laser first ASAP then rocket, so by level 8 they are maxed. Then I get re-arm at level 9, then next 4 levels is march.

As far as item goes, I just rush BoTs (bottle first if mid), then get Hex.

I haven't tried Dagon build at all, but sounds fun. Just worried I won't have enough mana anyway and plus that means I gotta gank instead of split pushing.
evilfatsh1t
Profile Joined October 2010
Australia8653 Posts
August 17 2013 18:49 GMT
#120
getting 2 lvls of rearm will help you kill things a lot better than an earlier max in march. you also farm faster with 2 lvls of rearm. if you go rocket laser you should be focusing on ganking anyway, as you are a terrible split pusher with low march lvls. also since youre going back to base all the time it doesnt really matter if you run out of mana, just as long as you have enough mana to cast a 2nd round after 1 rearm. get a soul ring too, it helps mitigate the mana cost for rearm
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