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Techies

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Techies
Techies.png
Strength
17 + 2
Agility
14 + 1.3
Intelligence
22 + 2.9
Level 1 16 25
Hit Points 473 1081 1765
Mana 286 871 1443
Damage 29‒31 74‒76 118‒120
Armor 6.96 9.97 14.13
Attacks / Second 0.67 0.79 0.97
Movement Speed 270
Turn Rate 0.5
Sight Range 1800/800
Attack Range 700
Missile Speed 900
Attack Duration 0.5+0.5
Cast Duration 0+0.61
Base Attack Time 1.7
Collision Size 24

Squee, Spleen, and Spoon, the Techies, are a trio of ranged Intelligence heroes, known for laying deadly traps around the field with a wide array of mines.

Having little direct combat ability, the Techies have an unorthodox, if effective, method of dealing damage to the enemy team in the form of powerful laid explosive mines and stasis traps that enable other heroes to set up a gank or retreat. Their mines, set across key points of the map -and even less conventional locations- are an effective method of denying area and guaranteeing damage if enemies dare to initiate.

They have an even more bizarre ability in the form of their Suicide Squad, Attack! which causes them to violently explode and die but deal massive damage (at early - mid game) in a moderate area of effect.

The unique mechanics of the mines mean that the Techies utilise mechanics not used by any other hero, including preemptive mine concaves and such strong area denial that they actively play a large role in securing the area controlled by friendly heroes.

The Techies have statistics aligned to those of semi-carries, but play a largely passive, defensive role throughout the game. Since their Remote Mines have a large sight range and last longer, they can act as substitute Observer Wards, allowing the rest of the team to save money.

Bio[edit]

Techies Squee, Spleen, and Spoon, the Techies
Play "Measurements made." "Bombs built." "Powder's dry." "Okay, let's blow something up!"
Role:
Lore: In the storied saga of Dredger's Bight, no business has ever been more reviled than Techies Demolitions. Then again, Dredger's Bight no longer exists. Nor does Toterin. Or even Trapper Town. In fact, if one were to track the history of Techies Demolitions they might notice that shortly after Techies appear, towns tend to disappear.

Like every inevitable disaster surrounding Techies, the obliteration of Dredger's Bight began with an invention. Tasked with designing a safer way of detonating explosives in the mines beneath the city, pyrotechnic prodigies Squee, Spleen, and Spoon developed their most outlandish creation yet: a button which, when pressed, would trigger a distant device to spark a fuse.

Overeager to test their invention, the trio stuffed barrel after barrel with flamesalt explosives, piling every corner of their tiny workshop high with the newly developed remote bombs. From this stockpile they plucked a single payload, burying it in a far away field. As they cowered in a ditch, Spleen pressed the detonator button. Yet after a moment, nothing happened. Confused, he stood up, pressing his button again and again until, finally, an explosion tore a hole in the field. Elated, Squee and Spleen turned toward home just as a massive wave of sound and force arrived to knock them over.

Bewildered, their ears ringing from the unexpected blast, they gathered in the dingy miasma to see a smoking ruin where their workshop once stood. Chunks of wood and stone continued to fall as the yawning crater before them slowly deepened into an expanding pit. The whole of Dredger's Bight shuddered, and then gradually started to slide into the mines below as its panicked residents fled.

Sitting at the edge of their sinking home they grinned and giggled, as giddy at the possibilities as they were oblivious to the scorn of their former neighbors. They wondered only one thing: how could they trigger an even bigger blast?

Voice: Dee Bradley Baker (Responses)

Abilities[edit]

Land Mines
Not blocked by Spell Immunity. Play
Q
E
Land Mines icon.png
Ability Affects Damage
Target Point Enemies Physical
Plant an invisible mine that explodes when an enemy steps near. The explosion will deal less damage if the enemy is farther away from the mine when it explodes. Mines explode 0.3 seconds after being triggered. If the number of mines planted exceeds the mine limit, the oldest mine will explode. Damages buildings.
Range: 100
Max Mines: 20
Full Damage Radius: 200
Half Damage Radius: 500
Damage: 225/300/375/450
Activation Delay: 1.75
Damage time Delay: 0.3
Cooldown 19/16/13/10 Mana 125/150/175/205
The bane of Toterin!

Notes:

  • If destroyed by attacks, the mines will still explode.
  • Mines last until they explode.
  • Mines are triggered by invisible units.
  • Mines have no collision, and can be set over other mines.
  • Mines have a small amount of vision (64/64 Sight Range)
  • Mines have 100 HP and 0 medium armor.
  • Land Mines will block neutral camps from spawning.
  • Damage from mines does not come from Techies themselves, and thus does not trigger abilities and items like Corrosive Skin, Spiked Carapace, or Blade Mail. This also applies to Remote Mines.
  • Land Mines aren't triggered by flying units, and can't damage them.

Stasis Trap
Blocked by Spell Immunity. Play
W
T
Stasis Trap icon.png
Ability Affects
Target Point Enemies
Plant an invisible trap that stuns nearby enemy units when triggered.
Range: 150
Activation Delay: 2
Detonation Delay: 2
Stun Duration: 2.5/3/3.5/4
Trigger Radius: 450
Stun Radius: 450
Trap Duration: 360
Cooldown 20/16/13/10 Mana 80/110/140/160
The scourge of Trapper Town!

Notes:

  • Stasis Traps destroy all other Stasis Traps in their area of effect when they detonate.
  • Stasis Traps are not triggered by invisible units.
  • Theoretically, you can have 13/18/24/33 stasis traps at the same time before one expires (if you cast one straight away every time it's available).
  • Has a cast time of 1 second.
  • Traps have a 400/400 Sight Range.
  • Stasis Traps have 100 HP and 0 medium armor.
  • Will take a total of 5 seconds to detonate when placed directly on top of an enemy.
  • Stasis Traps will block neutral camps from spawning.

Suicide Squad, Attack!
Not blocked by Spell Immunity. Play
E
C
Suicide Squad, Attack! icon.png
Ability Affects Damage
Target Unit / Target Point Enemies Physical
Techies sacrifice themselves for the greater good, dealing massive area of effect damage. More damage is dealt to units closer to Techies when they explode. Techies' respawn time is reduced by 50% when killed by this ability.
Range: 100
Full Damage Radius: 200
Partial Damage Radius: 500
Full Damage: 500/650/850/1150
Partial Damage: 260/300/340/380
Cooldown 180/170/160/150 Mana 100/125/150/175
What's this button do?

Notes:

  • Using this ability counts as suicide, and does not award gold or experience to the enemy team.
  • Techies still earn gold and experience for kills made with this ability.
  • This ability destroys trees.
  • The Bloodstone respawn decrease takes effect after the halving, decreasing the death time still further.

Focused Detonate
Play
D
F
Focused Detonate icon.png
Ability
Target Point
Detonate all remote mines in the target area.
Range: Global
Radius: 700
Cooldown 1
Why light one fuse when you can light them all?

Notes:

  • Cannot be used whilst dead
  • Techies will turn towards the location it is cast at.

Minefield Sign
F
Minefield Sign icon.png
Ability
Target Point
Plant a warning sign to remind enemies to step lightly. Only one sign can exist at a time.
Cooldown 120
Watch your step!

Notes:

  • Rubick cannot directly steal this ability. Instead, he gains this as a sub-ability whenever he steals Land Mines or Stasis Trap.
  • If Rubick steals this ability, his sign will have a picture of his face on it.
  • This ability does not trigger a magic stick or magic wand.
  • The sign does not have a collision box, and does not block neutral camps.

Remote Mines
Blocked by Spell Immunity. Play
R
R
Remote Mines icon.png
Ability Affects Damage
Target Point Enemies Magical
Plant an invisible explosive that will only detonate when triggered. Does not damage buildings.
Range: 500 (700*)
Explosion Radius: 425
Damage: 300/450/600 (450/600/750*)
Activation Delay: 0
Mine Duration: 600 seconds (10 Minutes)
Cooldown 10 Mana 200/240/300
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases damage, explosion radius, and cast range for all levels.
The downfall of Dredger's Bight!

Notes:

  • Can be activated manually or by the sub-ability Focused Detonate
  • The mines can still be detonated when you are dead by activating them manually.
  • If destroyed by attacks the mines will still explode.
  • Has a cast time of 1.5 seconds.
  • There is no direct cap to the amount of Remote Mines you may place at once, it is only limited by the cooldown/duration.
  • Remote Mines have no collision and can be placed on top of each other.
  • Remote Mines have a 700/700 Sight Range.
  • Remote Mines have 200 HP and 0 medium armor.
  • Remote Mines will not block neutral camps from spawning.
  • The size of Remote Mines increases with levels.

Remote Mine ability[edit]

Pinpoint Detonate
Play
Q
D
Pinpoint Detonate icon.png
Ability
No Target
Detonates this remote mine only.
Kablooey!

Notes:

  • This is cast from the mine itself.
  • Detonates all of the selected remote mines at once.
  • Can be triggered while Techies are dead.

Recommended items[edit]

Explanation:
Starting:

  • Clarities provide Techies with the mana needed for early-game mine stacks.

Early game:

  • Soul Ring allows Techies to use their abilities more often by mitigating their abilities' high mana costs.

Core:

  • Eul's provides Techies with more much-needed mana and move speed, as well as a disable.
  • Aghanim's allows Remote Mines to be a much greater threat.
  • Force Staff gives Techies more mana and mobility, and can also be used to push enemies into mine traps.

Situational:

  • Bloodstone provides a lot of necessary mana and mana regen and a secondary way to deny yourself.

Equipment[edit]


Trivia[edit]

  • Before their release, Techies were showcased All-Star match of The International 2014, used by Artour "Arteezy" Babaev.
  • Some of Techies' lines, such as Play "They're going to have to glue you back together! Yeah, in Hell!" and Play "We're a sorry buncha losers. You said it" reference lines spoken by the Demoman from Team Fortress 2, another title by Valve.
  • Many of their lines also reference Counter-Strike, such as Play "Counter-Techies Win" , Play "Bomb has been planted" or Play "Bomb has been defused. Darn!".
  • One of the Techies' potential lines upon attacking Play "See! Fore!" is a pun on the plastic explosive C4.
  • The line Play "Who said we couldn't count to three, huh?" is a reference to a joke about the fact that Valve has not released a single game with the number three in the title (Half-Life 3, Left 4 Dead 3, Portal 3 etc.).
  • The line Play "Continue testing." seems to be a reference to GLaDOS, a character of Valve's Portal series.
  • The gag about Spoon being hidden in a barrel without the other two knowing is a reference to DotA, where only some time after Techies were released did people realize that there were actually three of them instead of two; the third one's feet could barely be seen under the barrel behind the other two (Techies used to be named "Squee and Spleen" and eventually became "Squee, Spleen and Spoon").
  • The line Play "Claymore! But not that kind of claymore" is a reference to a Claymore mine used by the U.S. military.
  • The names of the original two Techies most likely came from Magic the Gathering. Squee is a legendary goblin from Magic the Gathering lore, while Spleen was probably named after the flavor text on the Goblin Soothsayer card ("I see a great victory and rivers of blood. And . . . hmm, looks like a spleen.")
  • There is a hidden trollface in the Remote Mines icon.

Update history[edit]

September 26, 2014 Patch

  • Fixed Techies icon.png Techies Scepter not having the proper cast range

Balance changelog[edit]

6.82

  • Land Mines icon.png Land Mines:
    • Cooldown decreased from 25/20/15/10 to 19/16/13/10
    • Damage type from Composite to Physical (still pierces Spell Immunity)
    • Damage reduced from 300/400/500/600 to 225/300/375/450
  • Stasis Trap icon.png Stasis Trap:
    • Stun duration from 3/4/5/6 to 2.5/3/3.5/4
    • Activation area now matches stun area (200->450)
    • Duration from 270/300/330/360 to 360
  • Remote Mines icon.png Remote Mines:
    • Duration increased from 8 to 10 minutes
    • Vision reduced from 900 to 700
    • Area from 400/410/425 to 425
  • Batrider icon.png Batrider in Firefly icon.png Firefly, Visage icon.png Visage's Familiars, Beastmaster icon.png Beastmaster's Hawk, and Flying Couriers no longer trigger or get hurt by Land Mines icon.png Land Mines
  • Suicide Squad, Attack! icon.png Suicide Squad, Attack!:
    • Damage type from Composite to Physical (still pierces Spell Immunity)
    • Damage reduced from 650/850/1150/1550 (350/400/450/500 partial) to 500/650/850/1150 (260/300/340/380)

6.75

  • Armor increased by 6.
  • Land Mines icon.png Land Mines cooldown decreased from 25/20/15/12 to 25/20/15/10.

6.74

  • Attack range increased from 650 to 700.

6.72

6.69

  • Base damage increased by 5.
  • Remote Mines icon.png Remote Mines
    • Autoselection removed.
    • Cast time reduced from 2 to 1.5 seconds.
    • Added a new sub ability Focused Detonate icon.png Focused Detonate that you can use on the minimap or in an area to detonate all nearby remote mines (AoE of 700).

6.68

6.64

  • Remote Mines icon.png Remote Mines now adds to your most recently placed mine to your selection panel as a secondary unit.

6.60

6.41

6.37

6.19

  • Remote Mines icon.png Remote Mines have no collision size, no more creep blocking.

6.17

  • Techies' Stasis Trap icon.png Stasis Trap duration on creeps reduced to the duration on heroes.

6.05

  • Improved the backswing timing of techies attack.

Replaced abilities[edit]

Detonate
D
F
Unknown icon.png
Ability
No Target
Detonates all remote mines.
Range: Global
Cooldown 1

Gallery[edit]

See also[edit]


References[edit]