Hero
Tinker
Intelligence · carry / nuker / pusherTinker plays as a carry. Steal Mobility (84) first, Farm (83) if it's gone. Leave Initiation (40) alone.
Steal firstMobility 846th of 112 in the pool
If it's goneFarm 8310th in the pool
Leave aloneInitiation 40weakest of the thirteen
Damageavg 58
Burst6055th
Sustain6036th
Push5535th
Survivalavg 55
Durability5140th
Escape5953rd
Controlavg 43
Control4686th
Initiation40104th
Macroavg 70
Farm8310th
Vision4372nd
Mobility846th
Teamavg 50
Teamfight41102nd
Versatility4849th
Clutch6050th
If you stole everything from Tinker
The full set builds a One-trick Turret at OVR 22, best played at carry. You can't, of course. One spell per round.
Pool standing
No top-five spell. A filler pick: take whatever fills your weakest group.
Built the same wayAnti-MageFarm 97MorphlingFarm 91MeepoFarm 93Legion CommanderFarm 89Closest thirteen-spell profiles. Useful in Daily Draft.
GuideRead the groups, not the total