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.
| Squee, Spleen, and Spoon, the Techies
| Play "Measurements made." "Bombs built." "Powder's dry." "Okay, let's blow something up!"
|| Nuker / Disabler
|| 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?
|| Dee Bradley Baker (Responses)
| Land Mine
| Stasis Trap
- It takes 3 seconds for a stasis trap to detonate when placed next to an enemy.
- The traps only stun enemies when they get triggered, not when they are destroyed by attacks or when they expire.
- When a stasis trap triggers, all stasis traps within the effected 450 radius owned by the same player will be destroyed with no effect.
- The traps can be stacked on one spot and cannot block unit pathing.
- Can have up to 17/21/25/32 traps at a time with the current cast time, cooldown and duration.
- Provides 300 radius flying vision at its location for 1 second after detonating.
- Stasis traps which are already placed do not upgrade when you level up the ability.
- Damages enemies in the area before killing Techies, so Techies still gets the experience when enemies die to this spell.
- Respawn timer reduction is calculated with the following priority: Buyback, then 50% from Suicide Squad, Attack!, and lastly the flat reduction from Bloodstone's charges.
- Provides 400 radius ground vision at Techies location for 2 second after the suicide.
- Destroys trees within 500 radius around Techies upon cast.
- This is an innate ability and cannot be learned or leveled.
- Only one sign can exist on the map at a time.
- The sign has no collision and cannot block unit pathing.
- Does not block neutral creep camps.
- Aghanim's Scepter grants the Minefield Sign an aura, which turns nearby mines immune to True Sight.
- The aura only affects Land Mines, Stasis Traps and Remote Mines. Other kinds of wards are not affected.
- The aura affects the mines of all allied players, not just the ones of Techies himself.
- The aura's buff lingers for 0.5 seconds.
| Focused Detonate
| Detonate all remote mines in the target area.
| Cast Time: 0+0.53|
Cast Range: Global
|Why light one fuse when you can light them all?
- Focused Detonate can be cast without having to face towards the targeted area.
- This ability can be used while Techies is dead, but not while Techies is disabled.
| Remote Mine
| Pinpoint Detonate
| Detonate all selected remote mines.
| Cast Time: 0+0|
- This is cast from the mine itself, making it possible for Techies to detonate his mines while unable to use Focused Detonate due to disables.
- Detonates all selected remote mines with a 0.03 second delay from each other.
- Tango gives Techies HP recovery in-lane, mitigating against harass damage. In general, a Healing Salve is not necessary since the hero can use Suicide Squad, Attack! in case the enemy tries to jump on them for a kill.
- Multiple stacks of Clarity provide Techies with the mana needed for early-game Land Mines stacks.
- Animal Courier is a necessary purchase for all teams at the start of a match.
- Town Portal Scroll is usefull to plant mines faster in a lane or rune spot.
- Tranquil Boots are very strong on Techies due to their low cost, passive HP regen, increased armor and increased movement speed. Techies is the slowest hero in the game, so increasing your base movement speed allows you to be more mobile when planting traps.
- Soul Ring is your most important early-game purchase, as it allows Techies to continue planting mines over extended periods of time. The HP cost is countered by Tranquil Boots' passive HP regen.
- Town Portal Scroll is extremely important on Techies, as the hero has to be globally mobile in order to plant traps in unexpected areas. The hero's strong defensive potential allows them to instantly fortify a tower's defenses, discouraging the enemy from pushing.
- Null Talisman gives you mana, damage, and HP, as well you can use it with Soul Ring to gain more mana.
- Eul's Scepter of Divinity provides Techies with a bigger mana pool, scaling mana regen and more base movement speed, allowing the hero to be more mobile and plant mines more frequently. As well, the active ability can be used to disable an enemy (either to place a mine at their feet to deal nuke damage when they land, or deploy a Stasis Trap to stun them for a longer duration), or to provide temporary invulnerability and a self-dispel if the enemy jumps on them.
- Aghanim's Scepter drastically increases Techies' effectiveness across the board. Remote Mines become a much bigger threat due to their increased damage, and Techies can place them from farther away, allowing them to be used tactically in teamfights and allowing Techies to place traps more safely. Additionally, Minefield Sign becomes a usable ability, allowing Techies to use the sign to place guaranteed undetectable traps or to trick the enemy into avoiding an area that does not have mines.
- Bloodstone gives Techies a great amount of HP and mana, as well as tremendous regen, allowing them to place mines more frequently. The respawn timer reduction further cuts down any respawns with Suicide Squad, and Pocket Deny can be used to deny yourself if you're caught while Suicide Squad is on cooldown.
- Ghost Scepter is a great survival item, as it allows Techies to become temporarily invulnerable to physical damage when focused by the enemy. This can buy them more time to use Suicide Squad, or to attempt to lead the enemy into mine traps.
- Shiva's Guard gives Techies much needed Intelligence as well as armor. The aura and active can be used in teamfights to hinder the enemy, reducing their ability to spread out from your area-of-effect nukes.
- Scythe of Vyse is a very powerful intelligence item, providing a lot of mana and a very strong disable that is useful in any situation. It allows Techies to provide additional lockdown in teamfights.
- Force Staff gives Techies more mana and mobility, and can also be used to quickly displace yourself either to escape or to get within range to cast Suicide Squad, or to push enemies into your mine traps (especially Gem carriers).
- Necronomicon gives Techies additional pushing ability, provides more HP and mana, and the True Sight from the level 3 Warrior can spot enemy Sentry Wards, allowing you to place traps with confidence.
- Octarine Core reduces the cooldown on all of Techies' abilities, allowing them to place traps more frequently. With Octarine Core, Techies can place up to 66 Remote Mines on the field, compared to the default 52. Techies can not lifesteal on his mines, as his mines are their own damage source.
- Techies is the most 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 well requires good map awareness and game sense in order to know when and where to place traps.
- Techies is also one of the few heroes able to truly mess with the enemy. Play mind games with them. Dont 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 Land Mines. These traps can make life hard on the enemy's 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.
- Planting mines very close to each other can increase the amount of focused damage they deal, and confuse the enemy by preventing them from easily seeing how many mines have been placed in a spot. Unlike Techies' other mines, the Land Mines are not phased, so they cannot be stacked perfectly ontop of each other. However, their small collision size still allows them to be placed very close to each other.
- 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.
- Keep track of your enemy inventory to see if they have a Gem of True Sight. If you see one, alert your allies and try to retrieve it as soon as possible.
- Land Mines is a strong basic trap that triggers when an enemy walks near it, dealing Physical damage.
- The general rule of thumb is that six Land Mines at level 1 is enough to get a kill in the early game. When laying traps in the laning stage, dropping six in one spot that you expect an enemy to traverse will usually end up netting a kill.
- Beyond the laning stage, be sure to gauge how many mines to place depending on how much HP and armor the enemy have, as well as how many levels you have in the ability. In general, Land Mines should be maxed out first, as they are your bread-and-butter trap ability until you get beyond level 11 and purchase an Aghanim's Scepter.
- One useful aspect of Land Mines is that they can damage siege creeps, as well as structures. When pushing, you can drop Land Mines at the base of enemy towers to deal tremendous amounts of damage; this can force the enemy to use their Glyph of Fortification, and you can further cause them to waste it by feinting and planting a Stasis Trap instead of a Land Mine, saving it until after the Glyph is finished.
- Beware when facing enemy heroes who can create illusions or cheap summoned minions on demand, as they can use these units to scout ahead and trigger any Land Mine clusters you have placed.
- Land Mines will still trigger if an invisible enemy walks over them. This means that it is possible to kill invisible enemy heroes who walk over them, and even get multi-kills if a group of enemies under the cover of Smoke of Deceit stumble over one of your clusters. It can be worthwhile to place your traps accordingly if you expect such situations to arise.
- Stasis Trap is an unorthodox trap that can stun multiple enemies for up to 4 seconds.
- Stasis Traps are not very useful in the laning stage, but one early level can allow you to place traps more creatively. Placing them in juke spots or incoming gank paths can allow you to turn the tables on enemies when they least expect it.
- Remember that a Stasis Trap going off will also disable any other Stasis Traps within its radius. Be sure to separate your Stasis Traps accordingly so that you don't end up wasting them. As well, be sure to avoid placing them along creep paths in order to ensure that only heroes will set them off.
- Stasis Traps affect Roshan. When killing Roshan for the Aegis, placing a Stasis Trap within the pit can stun him for a very long duration.
- Always be sure to place Stasis Traps behind your team when pushing. This ensures that if the enemy attempts to chase or initiate, they will be met with a 4 second stun. This allows you to turn chases around, as well as ensure that your team disengages safely.
- Suicide Squad, Attack! is one of the most bizarre abilities in the game, allowing Techies to instantly commit suicide (denying themselves in the process) while dealing tremendous Physical damage in an area around them.
- In general, this spell should be maxed out second after Land Mines, as it is most useful in the early game before enemies get enough armor to resist its damage. Getting within melee range of an enemy allows Techies to get a kill while halving their respawn time.
- Using Suicide Squad offensively is what allows Techies to be a strong off-laner. If any of the enemy supports or their carry gets too low, then Techies can kill them and then respawn faster than them, returning to lane with a gold and experience advantage. However, make sure that your suicide will net a kill, as its cooldown is very long.
- Suicide Squad can be utilized past the laning stage to get kills or deal strong nuke damage to the enemy, or to deny yourself in order to prevent the enemy from profiting from your death. Techies has little direct teamfight contribution otherwise, as time outside of teamfights should be spent placing traps.
- Otherwise, you may abstain maxing Suicide Squad, and only use the level 1 ability in terms of denial, just like you would with Bloodstone, or skip it entirely.
- 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 Land Mines, Remote Mines cannot be automatically triggered by enemy units walking within range. 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.
- While Land Mines eventually lose some of their potency due to them dealing physical damage and physical damage and enemy heroes getting more resistant to physical damage as they level due to their armor increasing, Remote Mines deal magical damage, which makes them deal overall more damage, since a hero's magic resistance doesn't increase naturally, only a few items and abilities can boost magic resistance. This, allows Remote Mines to remain useful throughout any match.
- With standard 25% magic resistance, Remote Mines will be able to deal 225/337.5/450/(562.5) damage. Remembering these values or aligning health bar markers with them will allow you to guarantee kills with relative ease on most enemies.
- 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.
- The long cooldown on the sign means that you must make the most of each placement, as placing the sign will mean that it will be unavailable for placement again for another 6 minutes.
- 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. Enemies who know that you have Aghanim's Scepter will be discouraged from attacking down a lane, when in fact there are no traps there.
- Techies has a wide array of items they can build, depending on their farm priority.
- Sentry Wards are a useful regular purchase on Techies, not only for de-warding enemy Observer Wards but also for destroying their Sentry Wards. Eliminating their Sentries from play can allow you to place traps in areas that they once considered safe, and forces the supports to buy more Sentry Wards, slowing their item progression considerably.
- One or two Null Talismans can be a useful purchase in the early game, as it increases Techies' attack damage and mana pool, allowing more placement of mines in the laning stage and utilization of physical attacks to harass the enemy carry. Combined with Soul Ring, they can be dropped to get more mana out of its active.
- Bottle can be useful to purchase on a roaming Techies, as they will often pass by runes on their way to set up traps. This allows them to replenish their mana and set traps over extended periods of time.
- Arcane Boots are a very strong purchase on Techies, as it gives them additional mana replenishment on top of Soul Ring. Like Null Talisman, it can be dropped prior to using Soul Ring's active in order to restore more mana.
- Glimmer Cape is a strong utility item, as it allows Techies to cloak themselves when traversing areas with possible ward coverage. As well, it can be used to help teammates initiate or can drastically increase an ally's magic resistance for a short period of time.
- Blink Dagger is a situational item, but can drastically improve Techies' mobility. It can be used to jump on top of enemies with Suicide Squad, place mines inside of treelines to block neutral camps in the enemy jungle, quickly get within range to use Force Staff on an enemy who is destroying your mines, and so on.
- Refresher Orb is largely situational, but has strong utility if used properly. The item itself grants tremendous scaling mana regen, allowing Techies to passively regain mana while placing mines in enemy territory. The active can be used not only to reset the cooldown on Suicide Squad, but also on Minefield Sign, reducing its downtime from 180 seconds to 15.
- Before their release, Techies were showcased at the All-Star match of The International 2014, used by Artour "Arteezy" Babaev. He originally picked Sniper, but right before the picking phase ended, his pick got replaced by 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 "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 line Play "Claymore! But not that kind of claymore" is a reference to a Claymore mine used by the U.S. military.
- 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 name "Spoon" may be a reference to a scene from the movie Matrix where a boy bends a spoon with his mind and then says to Neo "Do not try and bend the spoon. That's impossible. Instead, only try to realise the thruth", followed by Neo asking: "What truth?" and the boy answering it with "There is no spoon. Then you'll see, that it is not the spoon that bends, it is only yourself."
- Squee and Spleen think that Spoon died to the explosion in their workshop, so they thought "there is no Spoon" anymore and the voice is only in their heads Play.
- 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.
- According to Techies' in-game lip synching, Squee is the one sitting on the cart with the rocket launcher and the cigar. He has the deep voice and Spleen is the big one pushing the cart, with the high voice.
- Squee's design may be a reference to the soldier from Team Fortress 2, as his eyes are covered by a helmet, and he wields what appears to be a rocket launcher.
- Suicide Squad, Attack! may be a reference to this scene from Monty Python's Life of Brian.
- Land Mines, Stasis Traps and Remote Mines
- Land Mines
- No longer has a max limit of 20 mines.
- Are no longer phased. [?]
- No longer block neutral creep camps.
- Reduced damage from 300/375/450/525 to 150/190/225/260.
- Reduced manacost from 125/150/175/205 to 60/75/85/100.
- Reduced cooldown from 19/16/13/10 to 9/8/7/5.
- Stasis Traps no longer block neutral creep camps.
- Reduced Land Mines activation delay from 1.75 to 0.5.
- Stasis Trap
- Reduced activation delay from 2 to 1.5.
- Reduced detonation delay from 2 to 1.5.
- Suicide Squad, Attack!
- Minefield Sign
- Increased cooldown from 120 to 360.
- Reduced cast range from 500 to 10.
- Now has a 175 radius area of effect.
- Now has a limited duration of 180 seconds.
- Aghanim's Scepter now causes Minefield Sign to turn all Land Mines, Stasis Traps and Remotes Mines within the radius of the Minefield Sign immune to True Sight.
- Land Mines
- Stasis Trap
- Increased trigger radius from 200 to 450 (matches stun radius now).
- Increased trap duration 270/300/330/360 to 360 on each level (from 4.5/5/5.5/6 to 6 minutes).
- Reduced stun duration from 3/4/5/6 to 2.5/3/3.5/4.
- Suicide Squad, Attack!
- Changed damage type from composite to physical.
- Reduced damage from 650/850/1150/1550 (350/400/450/500 partial) to 500/650/850/1150 (260/300/340/380 partial).
- Remote Mines
- Reduced vision radius from 900 to 700.
- Increased damage radius from 400/410/425 to 425.
- Increased mine duration from 480 to 600 (from 8 to 10 minutes).
- Increased base armor from -1 to 5(total armor is now 6.96).
- Reduced Land Mines cooldown from 25/20/15/12 to 25/20/15/10.
- Remote Mines now provide 500 radius flying vision for 3 seconds after detonating.
- Increased Land Mines max limit from 15 to 20.
- Suicide Squad, Attack!
- Now gives Techies experience for kills he gets with it.
- Now reduces Techies' respawn time by 50% when dying to suicide.
- Increased cooldown 75 on each level to 180/170/160/150.
- Removed Detonate all sub-ability.
- Reduced Aghanim's Scepter upgraded Remote Mines cast range from 900 to 700.
- Increased base attack damage from 2-4 to 7-9 (total attack damage is now 29-31).
- Remote Mines
- New placed mines are no longer automatically added to the selection group.
- Reduced cast time from 2 to 1.5.
- Added a new sub ability, Focused Detonate, that allows Techies to detonate remote mines within a 700 radius selected area. Has a global cast range and can be cast through the minimap.
- Fixed some cast mechanism issues with Suicide Squad, Attack!.
- Remote Mines now automatically adds new placed mines to the player's curret selection group.
- Remote Mines no longer prevent neutral creeps from spawning.
- Increased Detonate cooldown from 0 to 1.
- Land Mines now provide 64 radius vision around them (this makes them visible on the minimap for Techies and their team).
- Reduced Stasis Trap duration on non-heroes from 5/7/10/13 to 3/4/5/6 (matches hero duration now).
| Detonates all remote mines.
| Cast Time: 0+0.61|
|Why light one fuse when you can light them all?
- This sub-ability was removed in the 6.72 gameplay patch, due to community feedback.
- The reasoning was, there are barely ever any cases where the player wants to detonate all mines. The Focused Detonate allowed for more precise detonating.
- ↑ ,Matrix quote "there is no spoon"