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This article is about the Warcraft III hero unit. For for RPG class, see goblin tinker. For general information about tinkers, see tinker.
Race Goblin
Faction Neutral
Hit points 600
Hit point regeneration Always
Hit point regeneration rate 1.25 HP/sec.
Mana 300
Mana Regeneration rate 1.01 Mana/sec.
Unit Classified As Ground
Level 1-10
Gold 425 (0, if hired first) Gold
Lumber 135 (0, if hired first) Lumber
Food 5 Food
Produced at Tavern
Requires Altar
Attacking priority 9
Hotkey Z
Weapon(s) Mechanical Claws
Normal attack 22-28 (25 avg)
Can attack Ground, Structure, Debris, Item, Ward
Range 10
Attack type Hero
Cooldown 1.54 (Basic 2.00) sec.
Weapon type Normal
Armor Type Hero
Armor 4 (Basic -1)
Day Sight 180
Night Sight 80
Movement Speed Average (290)
Sound Set HeroTinker
Hero Parameters
Primary Attribute Intelligence
Strength Infocard-heroattributes-str 20 (+2.4/level)
Agility Infocard-heroattributes-agi 15 (+1/level)
Intelligence Infocard-heroattributes-int 20 (+2.6/level)
This article contains lore taken from Warcraft III: Reign of Chaos, Warcraft III: The Frozen Throne, the manuals, and/or official bonus maps.

The Tinker is a Neutral Hero in Warcraft III: The Frozen Throne and was added in patch 1.15.

Goblins are known for their mechanical expertise and clever, though sometimes peculiar, inventions, and the Tinker is certainly no exception. With his Claw-Pack/Hammer-Tank combo, the Tinker's ingenuity is undeniable. Though his parts may sometimes fail and the occasional explosion does occur, the spirit and enthusiasm of this Hero are never diminished. There truly is more to the Goblin Tinker than meets the eye![1]


Level Strength Hit Points HP Regen Rate Agility Armor (In-game) Cooldown Intelligence Mana Mana Regen Rate Attack (Ground/Air)
1 20 600 1.25 HP/sec. 15 3.5 (4) 1.54 sec. 20 300 1.01 Mana/sec. 22-28 (25 avg)/None
2 22.4 650 1.35 HP/sec. 16 3.8 (4) 1.52 sec. 22.6 330 1.11 Mana/sec. 24-30 (27 avg)/None
3 24.8 700 1.45 HP/sec. 17 4.1 (4) 1.49 sec. 25.2 375 1.26 Mana/sec. 27-33 (30 avg)/None
4 27.2 775 1.60 HP/sec. 18 4.4 (4) 1.47 sec. 27.8 405 1.36 Mana/sec. 29-35 (32 avg)/None
5 29.6 825 1.70 HP/sec. 19 4.7 (5) 1.45 sec. 30.4 450 1.51 Mana/sec. 32-38 (35 avg)/None
6 32 900 1.85 HP/sec. 20 5.0 (5) 1.43 sec. 33 495 1.66 Mana/sec. 35-41 (38 avg)/None
7 34.4 950 1.95 HP/sec. 21 5.3 (5) 1.41 sec. 35.6 525 1.76 Mana/sec. 37-43 (40 avg)/None
8 36.8 1000 2.05 HP/sec. 22 5.6 (6) 1.39 sec. 38.2 570 1.91 Mana/sec. 40-46 (43 avg)/None
9 39.2 1075 2.20 HP/sec. 23 5.9 (6) 1.37 sec. 40.8 600 2.01 Mana/sec. 42-48 (45 avg)/None
10 41.6 1125 2.30 HP/sec. 24 6.2 (6) 1.35 sec. 43.4 645 2.16 Mana/sec. 45-51 (48 avg)/None

Hero names[]

Gazz Stripbolt, Riket Contraption, Mekka Gobb, Tek Piecetinker, Plug Rattletrap, Ratso Steamwheedle.


The Tinker is a melee hero, and the only melee one with Intelligence as the primary attribute (Draenei Elder Sages are also melee and Intelligence-based, but the only one is only present in the campaign levels). While able to create great damage, the Tinker's potential lies in disrupting enemy forces with stuns, unsuspected damage, and guerrilla warfare. He is usually considered a good Hero versus ranged-based armies, such as against Night Elves.

Spending Points

A suggested strategy is either choosing Pocket Factory or the Cluster Rockets, and improve it[2]. The Factory provides some defense (especially against creeps, because they'll get more than one target to focus on) and good damage while the Rockets provide some AoE-damage and a small stun, which is good for preventing hostile spells and attacks. Pocket Factory is often considered a better spell than the Cluster Rockets[3][4]. The Engineering Upgrade will boost whatever other skill you've chosen, along with boosting the Tinker's damage and movement speed. This speed is very nifty for chasing and escaping, and gives you a great hit-and-run strategy on enemy bases when combined with Robo-Goblin.

Tinker Counters

While able to make a lot of trouble and distractions, the Tinker is somewhat fragile (at least before he transforms into a Robo-Goblin). Your best shot of downing him is to ignore his clockwerk goblins (or crush the factory, if you have enough time) and all-out nuke him with whatever you got. You are likely to suffer casualities, but at least the Tinker bites the dust as well.

Spells and abilities[]

Pocket Factory[]

Creates a factory which automatically constructs a Clockwerk Goblin every 5 seconds. Clockwerk Goblins explode upon death, causing damage to nearby enemy units.
Duration Cooldown Mana Cost Range
40 sec. 35 sec. 125 50
Level Effect Hero Level Req
1 Pocket Factory has 300 HP, explosive Clockwerk Goblins deals 30 damage 1
2 Pocket Factory has 450 HP, explosive Clockwerk Goblins deals 60 damage 3
3 Pocket Factory has 600 HP, explosive Clockwerk Goblins deals 80 damage 5

Notes: Pocket Factory's Clockwerk Goblin production time with Engineering Upgrade bonuses:

Level Build Time
0 5 sec.
1 4.5 sec.
2 3.5 sec.
3 3 sec.

This spell is very nifty because of its high damage potential. Not only do the Clockwerk Goblins explode, they will also use small wrenches to first bash away at their opponents with. At high levels, damage done by Clockwerk Goblins is great. Their Kaboom-ability deals full damage to buildings (80 hp every goblin) and they are created every 3 seconds. A Goblin Tinker in Robo-Goblin form using Pocket Factories destroys enemy buildings really fast.

When you summon a factory among creeps, the first goblin is finished a few seconds later. When you are facing really strong creeps (some orange and red camps), factory could be destroyed before goblins appears. To solve this, problem, attack at night or divert enemy's attention to the Goblin Tinker or other units. Remember, that factory is not a fighting unit, so it's a secondary target and will be only autoattacked if there are not other harmfull threats nearby.

Factory placement: Clockwerk Goblins leave the factory by the door. It might be useful to focus Goblins on one monster and force other creeps to make long walks round the building to reach those small and innocent-like Goblins.

The Engineering upgrade is a great help for Pocket Factory. Clockwerk Goblins are created much faster and allows Goblin Tinker to beat orange and red creep camps alone, using only pocket factories.

The Pocket Factory could be used to block paths. A clever Goblin Tinker could use that to circle or protect units.

Another good tactical use of Pocket Factory is to disrupt ranged enemy lines. Summon a factory among enemy units, and low life Archers, Headhunters, Mortar Team, Shaman will be ripped off. Remember, Goblins blow up on death so no matter if they are killed instantly when appear, nearby foes receive damage. TheFactory will not be attacked (it's not a primary target) and Goblins will do more and more damage. This strategy is also good on workers.

Another important thing about the Pocket Factory is that goblins don't give experience at all (and the building itself gives very little).

Pocket Factory Counters

As with all buildings, simply destroying it will prevent any more damage.

Cluster Rockets[]

Bombards an area with rockets, stunning enemy land units for 1 second and damaging nearby enemy units.
Duration Cooldown Mana Cost Range Area of Effect Allowed Targets
1 sec. 6 sec. 70 80 20 Air, Ground, Enemy, Neutral, Building
Level Effect Hero Level Req
1 6 missiles at 11.25 damage each, 420 max damage (45 per Unit) 1
2 12 missiles at 19.75 damage each, 780 max damage (79 per Unit) 3
3 18 missiles at 30.5 damage each, 1200 max damage (122 per Unit) 5

Notes: Cluster Rockets area damage radius with Engineering Upgrade bonuses:

Level Area of Effect
0 20
1 23
2 26
3 29

Rockets have a big area of effect, bigger than Blizzard or Flame Strike. That area further increases with the Engineering upgrade. Damage is low, especially at first level (35 hp really seem a joke) but there isn't any limit to the number of units affected. At level 3, 100 damage is more respectable and with it's low cooldown and cost, can be repeatedly used.

Cluster Rockets will stun everybody in a big area, not just the one you are targeting. This is often the spell's most useful attribute.

Similarly, rockets can be used also to break focuses. Launch them and then move your units when enemy is stunned. This permits the Goblin Tinker to redeploy his troops.

Rockets do full damage to buildings. Some players tend to put burrows or farms together, often in order to make a shield around important buildings. This, like most offensive AoE spells, is perfect to use on such piles. A combination of cluster rockets, Clockwerk Goblins and demolish can wreck an enemy base really fast.

Engineering Upgrade (Passive)[]

Improves other Tinker abilities with each level learned, also gives bonus damage and increases the Tinker's movement speed.
Spell Effect
Pocket Factory Builds Clockwerk Goblin more quickly.
Cluster Rockets   Larger Area.
Robo-Goblin Increases armor and Strength; enhances Demolish.
Level Effect Hero Level Req
1 +2 damage, +10% movement speed 1
2 +4 damage, +20% movement speed 3
3 +6 damage, +30% movement speed 5

Speed increase is probably the most important bonus of Engineering. The Goblin Tinker is small and rarely get struck by other units or buildings. Wearing boots of speed and using engineering speed boost, makes him a very fast and agile hero, capable of chasing damaged enemies and retreating when needed.

Robo-Goblin (Ultimate)[]

Transforms the Tinker into a Robo-Goblin, a powerful armored form that has the following traits:
  • +5 strength and +1 armor.
  • Use of the Demolish ability, which grants bonus damage against buildings.
  • The Tinker becomes mechanical, rendering him immune to stun, most offensive spells, and several beneficial spells.
Cooldown Mana Cost Effect Hero Level Req
1 sec. 25 Transforms into Robo-Goblin 6


  • Tinker stats in Robo-Goblin Form (including Engineering Upgrade bonuses):

Level Strength Hit Points HP Regen Rate Armor (In-game)
6 37 1025 2.10 HP/sec. 6.0 (6)
7 39.4 1075 2.20 HP/sec. 6.3 (6)
8 41.8 1125 2.30 HP/sec. 6.6 (7)
9 44.2 1200 2.45 HP/sec. 6.9 (7)
10 46.6 1250 2.55 HP/sec. 7.2 (7)

Level Strength Hit Points HP Regen Rate Armor (In-game)
6 39 1075 2.20 HP/sec. 7.0 (7)
7 41.4 1125 2.30 HP/sec. 7.3 (7)
8 43.8 1175 2.40 HP/sec. 7.6 (8)
9 46.2 1250 2.55 HP/sec. 7.9 (8)
10 48.6 1300 2.65 HP/sec. 8.2 (8)

Level Strength Hit Points HP Regen Rate Armor (In-game)
6 41 1125 2.30 HP/sec. 8.0 (8)
7 43.4 1175 2.40 HP/sec. 8.3 (8)
8 45.8 1225 2.50 HP/sec. 8.6 (9)
9 48.2 1300 2.65 HP/sec. 8.9 (9)
10 50.6 1350 2.75 HP/sec. 9.2 (9)

Level Strength Hit Points HP Regen Rate Armor (In-game)
6 43 1175 2.40 HP/sec. 9.0 (9)
7 45.4 1225 2.50 HP/sec. 9.3 (9)
8 47.8 1275 2.60 HP/sec. 9.6 (10)
9 50.2 1350 2.75 HP/sec. 9.9 (10)
10 52.6 1400 2.85 HP/sec. 10.2 (10)

  • Weapon: Demolisher Hammer
  • Unit type: Mechanical
  • Robo-Goblin abilities:
Demolish (Passive)
Causes attacks to 200% of their damage to buildings.
Notes: Demolish damage against buildings with Engineering Upgrade bonuses:
Level Effect
0 200% damage against buildings
1 250% damage against buildings
2 300% damage against buildings
3 350% damage against buildings
Revert to Tinker Form
Returns to normal Tinker form, losing the benefits of Robo-Goblin but once again becoming organic.

As a mechanical unit, the Robo Goblin is similar to a building. Most spells doesn't work on him, and you can even use workers to repair him. Being immune to spells such as Frost Nova, Death Coil, Storm Bolt, etc, he is good against any nuking-strategies your opponents may be using. One of his specialities is storming enemy bases solo. Towers and other buildings are destroyed fast and when the enemy tries to come back, he can simply run away or use Staff of Teleportation (which is almost impossible to interrupt, as no stuns work on the Goblin Tinker) to return home.

The Tinker can switch between his Robo-Goblin form and tinker form whenever he want, given he has enough mana (25). This is very nifty for when you want to heal him with spells such as Holy Light or Healing Wave.

Robo-Goblin Counters

The Robo-Goblin's weakness is that he cannot be healed by friendly spells. If you focus your attacks on him, you might be able to kill him before he reverts into his organic form so he can be healed.

World Editor description[]

Cunning Hero, exceptional at disrupting battles and enduring damage. Can learn Pocket Factory, Cluster Rockets, Engineering Upgrade and Robo-Goblin. Attacks land units.


April Fools' joke[]

On April 1, 2004 Blizzard Entertainment announced the goblin tinker as a new neutral hero, that would be available in the next patch.[5] A day later, Blizzard revealed that the tinker was merely an April Fools’ joke.[5] However, the tinker became subject to many forum posts and petitions that wanted the tinker to be a playable hero.[6] On April 14, Blizzard announced the tinker to be added in patch 1.15.[5]


  • The Tinker, along with the Alchemist and Firelord, is one of the neutral heroes having no appearance in the official campaigns.


Patch changes[]

  • WC3tFT-logo Patch 1.18 (2005-03-01): Pocket factory hit points increased to 300/450/600 by level from 300/400/500.
  • WC3tFT-logo Patch 1.17 (2004-09-20): Cluster Rockets mana cost reduced to 70 from 75.
  • WC3tFT-logo Patch 1.16 (2004-07-01):
    • Pocket Factory cooldown reduced to 35 seconds from 40 seconds.
    • Cluster Rockets cooldown reduced to 6 seconds from 7 seconds.
  • WC3tFT-logo Patch 1.15 (2004-05-10): Added.


  1. ^ -> Goblin Tinker @
  2. ^ Battleforums -> Hero Strategy: Goblin Tinker
  3. ^ Battleforums -> Hero Strategy: Goblin Tinker
  4. ^ -> Goblin Tinker; what're your thoughts?
  5. ^ a b c Blizzard Entertainment. News Archive: April 2004. Retrieved on February 21, 2009.
  6. ^ (04-20-2004). Goblin Tinker. Retrieved on February 21, 2009.

External links[]