I want to go for a more timing based hero, and instead of using robots, I used robot arms. Here are my thoughts:
1. Power Overload (Innate Passive) - If the TInker successfully casts a sub spell, gains a charge, which decays over time and stacks on each other. Every charge gives his next sub spell a bonus effect, and if Tinker gains up to 3 charges, he can turn into his mechanical form, unlocking his Robot Form spell.
- Charged Bolt - Charges up the system of the Tinker, making his next spell slow the enemy unit/s affected.
- Ignite - The next spell of the Tinker would reduce the armor of the enemy hero by a set percentage. Does not affect enemy units.
- Cogwheel Spin - The next spell of the Tinker would reduce the armor of the enemy hero by a set percentage. Does not affect enemy units.
- Energy Boost - The attack range of Tinker would become ranged for a short duration after the next spell cast.
2. Chain Grab - The Tinker launches a chain at the target point, snagging the nearest enemy hero at the target point upon arrival in front of him. This ability may be casted again for a 2 second delay in order to cast Charged Bolt.
Charged Bolt - The Tinker uses one of his mechanical arms to shock the pulled enemy hero, dealing magical damage. This can only be casted if an enemy hero is pulled in by the Tinker.
3. Steam Release - The Tinker exhumes large amounts of steam at the target area, slowing all enemy units by a small amount and making them unable to dodge attacks of all enemy units. This ability may be casted again for a 1.5 second delay in order to cast Ignite.
Ignite - The Tinker turns all of the steam into flames, dealing moderate magical damage to all enemy units, but removing the steam cloud. This can only be casted if Steam Release is casted.
4. Cog Roll - The Tinker launches a large rolling cogwheel into the target point, dealing damage to all enemy unit/s it passes through and destroying all debris. This ability may be casted again in a .5 second delay in order to cast Cogwheel Spin.
Cogwheel Spin - The Tinker spins the cog at its current location, dealing damage to all enemy units that passes by it. This can only be casted if Cog Roll is casted.
5. Plasma Shield (Ultimate) - The Tinker surrounds himself with a shield of plasma, allowing him to take up to a certain amount of damage until the shield is destroyed. Additionally, enemy units nearby the Tinker take damage over time until they stay away from him.
Energy Boost - The Tinker severely increases his own movement speed for a short duration.
6. Robot Form - This skill may only be casted when the Tinker has the required amount of charges. At this form, he gains an Increased Attack Damage Aura and Reconstruction aura, which heals his nearby allied units. Additionally, every attack deals splash damage and armor reduction, but reduces his attack speed per attack. The Tinker also gains a massive attack range bonus and becomes a ranged attacker. Lasts for a short duration.
Tips:
Start with a Cog Roll, when it hits the target enemy hero, immediately cast Cogwheel Spin. Its best if you are near the Cogwheel. Then grab him with Chain Grab to hit him twice in the Cogwheel Spin, then hit him with a Charged Bolt. After the bolt, place a Steam cloud in front of them to slow them down, then when they are almost exiting the cloud, burn the cloud with ignite. They should take a lot of damage by now, and would either be dead or begging to live. If they still live, chase with a Plasma Shield or continue the combo. Robot Form should only be in team fights, and makes you a one man wrecking crew. Steam Release-Ignite and Cog Roll-Cogwheel Spin are also good here.