Techies Guide


Items

Starting Items:

Early game:

Core:

Gameplay

Playstyle
Techies   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Techies 17 + 2.3 14 + 1.3 22 + 2.9 Level Base dota2 is a very unorthodox hero in the game, as their team contribution comes mainly from placing traps outside of combat rather than engaging enemies in fights. Playing Techies requires good map awareness and game sense in order to know when and where to place traps.
Pros Cons
  • Very high attack range.
  • Excellent base armor (7).
  • Not dependent on teamfights to be effective.
  • Very long root with Stasis Trap.
  • Can deny self with Blast Off!.
  • Very mana dependent in the early game.
  • Low starting health.
  • Lowest starting damage.
  • Easily countered by silence and summoned units.
  • Very low mobility.

Videos

Info

Hero Strategy Counters Play “Many hands make light work.” This article is badly written or needs more information. Please help the community by updating it. Read this formatting guide first.   Hero   Strategy   Counters   Equipment   Equipment   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e Techies Equipment (collapse sets)Sets Swine of the Sunken Galley BundleSquee Swine dota2 Gear   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     This is a list of cosmetic items that reflects Techies s design aesthetics. dota2 Responses   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane Sounds   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e  Dota 2 Sounds Hero Sounds Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Squee, Spleen, and Spoon, the Techies In the storied saga of Dredger s Old Abilities   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Land Mine Ward Level 1 Duration Permanent Health 100 Health regeneration 0 dota2 Changelogs   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Contents 1 Version history 2 Patch history Version history edit] Version Description dota2

Nuker/Disabler

Techies spends most of the game stacking mines across the map and pushing, however during the laning phase he does wonders as a safe-lane support as his mines can secure his carry`s lane from gank attempts, and Blast Off! helps turn them around. On top of that, his attack range of 700, the highest base attack range in the game, means that he can easily harass the enemy off-laner nonstop, without aggro-ing creeps. His low base damage is offset by his ability to spam it.

You should always keep an ear out for one of your traps going off and ping it to your team mates, especially if the enemy survives the explosion with low @@@#@@@HP(hp.com)###@### and a nearby ally can go finish him off.

There are debates over maxing Stasis Trap or Blast Off! second or third, but Proximity Mine should definitely be maxed out first, as it will become your main source of last hits once the laning phase ends. On top of that, your already placed Proximity Mines level up as you level up your skill, which means that mines placed early can still dish out 750 Magical Damage if the enemy runs into them much later.

Once you`ve purchased a Soul Ring, never let it go off cooldown, and place Proximity Mine with Stasis Traps stacked on top of them everywhere, turning your half of the map in a minefield that the enemy team will have much trouble navigating. Don`t hesitate to place some in unorthodox places instead of choke-points to catch savvy enemies. A good spot is also the runes, as they have just enough vision to tell your team which rune spawned there, or root an enemy hero long enough for one of yours to snatch the rune.

Proximity Mines and Stasis Traps don`t trigger if the enemy is under the effects of Eul`s Scepter of Divinity, which makes it an amazing item to set up a kill, on top of giving you the much desired move speed and mana you lack.

Aghanim`s Scepter considerably increases your damage potential, and makes your ult actually powerful, on top of giving Minefield Sign the ability to cloak your mines. The extra cast range means you can help during fights from a much safer distance. You should always consider getting it at some point.

Once you`ve reached that point, the enemy should be unable to push toward your base as you clear out waves from afar, and periodically harass their towers with Proximity Mines. Every time you see a team fight break up, place some mines on its edge so your team can safely fall back should the enemy follow them.

Ability Builds

Battle Techies
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 18 20 25
  • You are able to harass early with your Proximity Mines and gank/countergank with Blast Off!, dealing huge amounts of magic damage.
  • It is possible to build small nests of mines later in the game to shutdown escape routes for your enemies or create some for your own team.
  • You can farm and push reliably with your Proximity Mines.
  • In some situations skipping Remote Mines and maxing Blast Off! can be very effective.

Talents

Hero Talents   Main   Table of Gained Bonuses     The Talent Selection interface. Talents are traits unique to each hero. They are chosen every 5th level starting at level 10, offering a permanent choice between dota2
+250 Damage 25 +20% Cooldown Reduction
+400 Blast Off! Damage 20 +120 Gold/Min
+200 Cast Range 15 +30% XP Gain
+2 Mana Regen 10 +20 Movement Speed
Notes:
  • The mana regen is added as a bonus and does not benefit illusions.
  • The attack damage is added as bonus attack damage, and therefore does not benefit illusions.

General

  • Techies are also one of the few heroes able to truly mess with the enemy. Play mind games with them. Do not force yourself into any habits, while making sure you continually adapt to theirs.
  • Due to their skill set, Techies is best played as a roamer or off-laner in the laning stage. The high nuke damage provided by their traps allows them to get early kills with well-placed Proximity Mines. These traps can make life hard for the enemy supports if they try to zone you out as an off-laner or rotate for ganks, and can be used to get kills on the enemy mid if they attempt to get runes.
  • In general, it is best to place your mines in areas where the Fog of War prevents them from being spotted until it is too late. Examples of this include at the top of stairs that transition from low to high ground, inside of trees and juke paths in the jungle, and inside of Roshan`s pit.

Proximity Mines

  • The Proximity Mines get revealed when there is an enemy within an 400 AOE and triggers if they stay in the AOE for 1.6 seconds.
  • They cannot be stacked on top of each others, so they are best hidden in the trees near popular walking paths. Their cause is securing space for your carries to farm, catching off fleeing low HPTechnology company heroes and revealing position of your enemies, but more often than not they will serve to weaken full HPTechnology company hero before they try to gank your lane.
  • As they become visible to the enemy when they are in range, you need to stack them like a Venn diagramm with a Stasis Trap covering the middle part, so if an unaware enemy walks into the Stasis radius, he gets rooted and all three mines should explode. By creating a lattice of Proximity Mines and Stasis Traps pairs, you can ensure that the enemy will get hit anyway if he force-staffs himself forward.
  • It is highly recommended to max out this skill first, and spend most of the game laying Proximity Mines down across the map, preferably in unexpected places, where the enemy is likely to go when he runs away from a gank. As a rule of thumb, you should never have this spell off cooldown.
  • Be that as it may, you should nt spend the entire game planting them outside of lanes. As a single level 3 proximity mine can clear out an entire creep wave they make the bread and butter of your Gold-per-Minute, and they also deal huge damage to towers, so you should spend a fair amount of time pushing lanes and taking towers quietly when the enemy team is busy somewhere else.
  • Proximity Mines still trigger if an invisible enemy walks over them, letting you know when one of them is coming your way.
  • A great combo is to wait for the enemy to walk into a Stasis Trap stacked on top of a Proximity Mine, then Blast Off! on top of him and place another Proximity Mine right as the first one explodes, netting you 2200 Magical damage before damage amplification/reduction.

Stasis Trap

  • They really shine when stacked together with a Proximity Mine, as they ensure that the enemy will take the mine`s explosion (since both mines have the exact same activation radius), on top of giving time for your team to come finish them off.
  • Remember that a Stasis Trap going off also disables any other Stasis Traps within its radius. Be sure to separate your Stasis Traps accordingly so that you do not end up wasting them.
  • Stasis Traps do not disarm enemies, so ranged enemies can still destroy Proximity Mines while rooted.
  • Most of your time should be spent stacking those mines across the map to ensure your team the upper hand if a fight breaks out near one of your minefield, as those do great to catch up fleeing enemy heroes. If you`re feeling dangerous and you trust that your team will get the upper hand without you, place traps behind the enemy team to cut their retreat.

Blast Off!

  • Blast Off! is one of the strongest abilities in the game at level 1, dealing 300 magic damage on top of silencing its victims for 4 seconds. It also allows you to deny yourself by using it when under 50% of your max HP. Be careful when using it at barely 50% HP as surviving with a sliver of health often means that the enemy will kill you with his next attack.
  • No matter which spells you decide to max out first, you should definitely take at least 1 level of it early, preferably at level 1.
  • Blast Off! is an excellent ability to use during team fights since its jump means you don`t even need a Blink Dagger to surprise the enemy team. While it can be tempting to wait for enemies drop to low HP and finish them off with it, remember that its silence lasts a long time so it is best used early in a team fight.
  • It`s also a great ability to gank and net kills early. As Proximity Mines can be placed instantly, a tip is to place one right as you land, as the enemy often won`t notice it, netting you some easy extra damage, if not outright doubling it.
  • While Blast Off! is convenient to deny yourself when under 50%, remember that you can use it above 50% to jump through terrain uphill to safety so you can teleport home, in case you see enemy heroes coming for you.

Remote Mines

  • Remote Mines are Techies` most powerful nuking spell, allowing them to kill virtually any hero in the game given enough time to plant the required number of mines.
  • Unlike Proximity Mines, Remote Mines aren`t automatically triggered by enemy units walking within range, and they can be stacked on top of each others. This allows Techies to place them in the middle of lanes and in high-traffic areas, activating them only when a kill is assured. Be creative with when and where you place your traps, as Remote Mines give you more control over when and where you can deal your damage.
  • Remote Mines provide vision in an 800 radius, so they can be used as pseudo-wards to give your team map vision.
  • Due to its cast range, you can safely throw them during team fights, before using Blast Off! They become much more dangerous once level 3 and with Aghanim`s Scepter.
  • With standard 25% magic resistance, Remote Mines are able to deal 225/337.5/450/(562.5) damage. Remembering these values or aligning health bar markers with them allows you to guarantee kills with relative ease on most enemies.
  • Level 3 remote mines with Aghanim`s Scepter also clear out non-super/mega creep waves in one blow, however you might rather not use them over Proximity Mines due to their increased mana cost, unless the extra cast range is more important in this situation.

Minefield Sign

  • Minefield Sign, combined with Aghanim`s Scepter, allows Techies to place mines that are not revealed by True Sight.
  • Remember that you must move exactly to the spot where you wish to place the sign, and that its effect radius is only 125. This means that you must effectively place your mines right on top of the sign in order to shield them from detection.
  • Minefield Sign can be used to play tricks on your opponents. When using it to defend your base, you can place it in a covering area but spend your time placing traps in other lanes. This way, enemies who know that you have Aghanim`s Scepter get discouraged from attacking down a lane, when in fact there are no traps there.