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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]

Minefield Sign
Play
F
G
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.
Cast Range: 500
Max Signs: 1
Cooldown 120
Watch your step!

Notes:

  • This is an innate ability and does not need to be learned or leveled.
  • Placing a new sign destroys the previous sign.
  • This ability and the sign it places does not interact with anything.
  • The sign has no collision size, so it cannot block units.
  • Does not block neutral creep camps.
Land Mine
Techies Land Mine.png
Duration Permanent
Hit Points 100
Armor 0
Collision size 8 (phased)
Sight Range 64/64
Bounty 0
Experience 14
Notes Has invisibility
(2 seconds fade time)
Blocks neutral creep camps
Unit Type: Ward

Land Mines
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. 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.
Cast Range: 100
Max Mines: 20
Trigger Radius: 200
Full Damage Radius: 200
Half Damage Radius: 500
Activation Delay: 1.75
Detonation Delay: 0.3
Damage: 300/375/450/525
Cooldown 19/16/13/10 Mana 125/150/175/205
The bane of Toterin!

Notes:

  • The mines always deal damage, no matter how they are destroyed.
  • This goes for attacking them, getting within the trigger range, or when planting a mine while having maximum allowed mines.
  • Overall, it takes 2.05 seconds for a land mine to detonate when placed right next to an enemy.
  • Mines have a small collision size, but are phased. So they can be all stacked on the exact same spot and never block any unit.
  • The damage source of the mines set to to be the mines themselves, not Techies.
  • Once triggered, the mines deal 300/375/450/525 damage within 200 radius and 150/187.5/225/262.5 damage in a ring from 200 to 500 radius.
  • Land Mines damage is not reduced by damage block abilities.
  • Provides 300 radius flying vision at its location for 1 second after detonating.
Stasis Trap
Techies Stasis Trap.png
Duration 360 (6 Minutes)
Hit Points 100
Armor 0
Collision size 8 (phased)
Sight Range 600/600
Bounty 0
Experience 6
Notes Has invisibility
(2 seconds fade time)
Blocks neutral creep camps
Unit Type: Ward

Stasis Trap
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
W
T
Stasis Trap icon.png
Ability Affects
Target Point Enemies
Plant an invisible trap that stuns nearby enemy units when triggered.
Cast Range: 150
Trigger Radius: 450
Stun Radius: 450
Activation Delay: 2
Detonation Delay: 2
Stun Duration: 2.5/3/3.5/4
Trap Duration: 360
Cooldown 20/16/13/10 Mana 80/110/140/160
The scourge of Trapper Town!

Notes:

  • Overall, it takes 4 seconds for a land mine to detonate when placed right next to an enemy.
  • The traps only stun enemies when they get triggered. They do not stun when they get destroyed by attacks or expire.
  • Traps have a small collision size, but are phased. So they can be all stacked on the exact same spot and never block any unit.
  • When a stasis trap triggers, all other stasis traps within 450 range of it owned by the same player will be destroyed with no effect.
  • With the current cooldown, cast time and trap duration, it is theoretically possible to have 17/21/25/32 traps on the map at the same time.
  • Provides 300 radius flying vision at its location for 1 second after detonating.

Suicide Squad, Attack!
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. 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.
Cast 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:

  • Death by this spell counts as suicide and thus does not award gold or experience to nearby enemy heroes.
  • Damages enemies in the area before killing Techies, so Techies still gets the experience when enemies die to this spell.
  • The respawn timer reduction takes place before the reduction from Bloodstone icon.png Bloodstone, but after the increment from Buyback.
    • Example 1: Level 25 Techies, Suicide Squad Attack, 8 Bloodstone charges, no previous death buyback
    • Death Time = ((4 x 25) x 50%) - (4 x 8) = 18 Seconds
    • Example 2: Level 20 Techies, Suicide Squad Attack, 5 Bloodstone charges, bought back on previous at level 20
    • Death Time = ((4 x 20) x 50%) - (4 x 5) + ((4 x 20)*25%) = 40 seconds
    • In short: Your base death timer x 50% - bloodstone (+ buyback penalty).
  • Provides 400 radius ground vision at Techies location for 2 second after suiciding.
  • Destroys trees within 500 radius around Techies upon cast.
Remote Mine
Techies Remote Mine.png
Duration 600 (10 Minutes)
Hit Points 200
Armor 0
Collision size 0
Sight Range 700/700
Bounty 0
Experience 6
Notes Has invisibility
(2 seconds fade time)
Unit Type: Ward

Remote Mines
Not blocked by Linken's Sphere. Cannot be purged. 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.
Cast Range: 500 (700*)
Damage Radius: 425
Activation Delay: 0
Detonation Delay: 0
Damage: 300/450/600 (450/600/750*)
Mine Duration: 600
Cooldown 10 Mana 200/240/300
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases damage and cast range.
The downfall of Dredger's Bight!

Notes:

  • The mines always deal damage, no matter how they are destroyed.
  • This goes for attacking them, detonating them manually, or when they expire.
  • Remote mines can be instantly detonated after placing them.
  • The damage source of the mines set to to be the mines themselves, not Techies.
  • The mines have a no collision size. So they can be all stacked on the exact same spot and never block any unit.
  • With the current cooldown, cast time and mine duration, it is theoretically possible to have 52 mines on the map at the same time.
  • Unlike land mines and stasis traps, remote mines do not block neutral camps.
  • Provides 500 radius flying vision at its location for 3 seconds after detonating.
  • Level 2 mines are 10% bigger than level 1 mines and level 3 mines are 20% bigger than level 1 mines.

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

Notes:

Remote Mine ability[edit]

Pinpoint Detonate
Play
Q
D
Pinpoint Detonate icon.png
Ability
No Target
Detonate all selected remote mines.
Kablooey!

Notes:

  • This is cast from the mine itself. This allows Techies to trigger mines when he can't use Focused Detonate icon.png Focused Detonate at the moment.
  • Detonates all of the selected remote mines with a 0.03 second delay from each other.

Recommended items[edit]

Explanation:
Starting Items:

  • Clarity icon.png Clarity provide Techies with the mana needed for early-game mine stacks.

Early game:

  • Soul Ring icon.png Soul Ring allows Techies to use their abilities more often by mitigating their abilities' high mana costs.
  • Tranquil Boots icon.png Tranquil Boots are good for sustaining the damage from Soul Ring icon.png Soul Ring and to improve his movespeed (currently the lowest in the game).

Core:

  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity provides Techies with more much-needed mana and move speed, as well as a guaranteed disable. Cyclone is also a great setup to plant the remote mines.
  • Aghanim's Scepter icon.png Aghanim's Scepter allows Remote Mines to be a much greater threat. Increasing the cast range means you can participate in teamfights more safely. Also, the damage from one can instantly clear a non-mega creep wave.

Situational:

  • Force Staff icon.png Force Staff gives Techies more mana and mobility, and can also be used to push enemies into mine traps (specially Gem carriers).
  • Bloodstone icon.png Bloodstone provides a lot of necessary mana and mana regen and a secondary way to deny yourself and reduce your respawn timer.
  • Ghost Scepter icon.png Ghost Scepter is a great survival item, and can be upgraded into Ethereal Blade icon.png Ethereal Blade for more damage from Remote Mines icon.png Remote Mines. Note that Land Mines icon.png Land Mines and Suicide Squad, Attack! icon.png Suicide Squad, Attack! deal physical damage, so they are negated by the Ethereal debuff.
  • Scythe of Vyse icon.png Scythe of Vyse is a very powerful intelligence item, providing a lot of mana and a very strong disable that can help you land the Stasis Trap icon.png Stasis Trap.
  • Necronomicon icon.png Necronomicon will aid on pushing, has good synergy on stats, and the true sight from the Necro Warrior helps remove sentry wards from the enemy which could spot your mines.
  • Shiva's Guard icon.png Shiva's Guard has much needed Intelligence, added to a good slow aura and active ability that helps to keep enemy in range for the Stasis Trap icon.png Stasis Trap detonation.

Equipment[edit]


Tips[edit]

  • Try planting your mines on top of each other. With this, the enemy might not realize how many mines you actually have planted.
  • Plant your mines on spots that are hard to detect, such as uphill locations on the jungle or the Dire Secret Shop, and also the entrance of the Roshan's Pit. This way, you force the enemy to come close to it in order to get vision.
  • Keep track of your enemy inventory to see if they have a Gem of True Sight icon.png Gem of True Sight. If you see one, alert your allies and try to retrieve it as soon as possible.
  • Land Mines icon.png Land Mines and Suicide Squad, Attack! icon.png Suicide Squad, Attack! deal physical damage. They can be devastating versus low-armored heroes, but can also be uneffective against heavy-armored units.
    • This also means they will get weaker as the game progresses, with enemies building more armor. Remote Mines icon.png Remote Mines, however, deal magical damage. Most enemies will not increase their magic resistance in the same rate as their armor, which makes Remote Mines icon.png Remote Mines more effective than Land Mines icon.png Land Mines on the late game.
  • Land Mines icon.png Land Mines will be triggered no matter who comes close to it. This makes it vulnerable to heroes with summons or illusions, including the Necronomicon icon.png Necronomicon units. Notable ones are Naga Siren icon.png Naga Siren, Lycan icon.png Lycan, Nature's Prophet icon.png Nature's Prophet, Terrorblade icon.png Terrorblade, Lone Druid icon.png Lone Druid.
  • Land Mines icon.png Land Mines do not require you to detonate them. Remote Mines icon.png Remote Mines do. This means when you're making a stack of Remote Mines icon.png Remote Mines, you need to be alert for enemies coming close to them.
    • You can place an Observer Ward icon.png Observer Ward to give vision over the area you're planting your Remote Mines icon.png Remote Mines. This makes it easier to spot enemies coming close to your mines.
  • Remote Mines icon.png Remote Mines provide a small vision around them, so they can be used to scout enemies.
  • When planting a mine stack, look at your enemies. Planting 3 from the start or 4 to 5 early in the game should be enough to deal with most heroes, but some of them might resist with high HP (like Brewmaster icon.png Brewmaster, Pudge icon.png Pudge, Centaur Warrunner icon.png Centaur Warrunner), high armor (for Land Mines icon.png Land Mines, like Naga Siren icon.png Naga Siren, Night Stalker icon.png Night Stalker, Terrorblade icon.png Terrorblade) or high magic resistance (for Remote Mines icon.png Remote Mines, like Huskar icon.png Huskar, Anti-Mage icon.png Anti-Mage).

Trivia[edit]

  • Before their release, Techies were showcased at the All-Star match of The International 2014, used by Artour "Arteezy" Babaev. He originally picked Sniper icon.png Sniper, but right before the picking phase ended, his pick got replaced by Techies icon.png Techies, fireworks were launched in the arena, Techies' portrait was shown on all screens and this Play sound effect played.
  • Techies' lines 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" are references to similar lines lines spoken by the Demoman from Team Fortress 2 (as heard here and here).
  • The flavor text of Pinpoint Detonate icon.png Pinpoint Detonate "Kablooey!" is a direct reference to the line "Kabloeey!" spoken by the Demoman from Team Fortress 2.
  • 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!".
  • Techies' attack line 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." is 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]

December 17, 2014 Patch Update 5

September 26, 2014 Patch

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

Balance changelog[edit]

6.83

  • Added to Captain's Mode
  • Land Mines icon.png Land Mines damage increased from 225/300/375/450 to 300/375/450/525

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]