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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
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?Abilities
- 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.
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- 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.
- Land Mines can be triggered by invisible, but not by invulnerable units.
- 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.
- Flying units such as Flying couriers, Visage's Familiars and Beastmaster's Hawks and units under the effect of Firefly can neither trigger nor can be damaged by the mines.
- 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.
- This is how much damage buildings take, considering their armor values, full damage and (half damage) (needs update):
- Ranged Barracks, subsidiary buildings (10 armor): 140/187/234/281 (70/93/117/140)
- Melee Barracks, ancients (15 armor): 118/158/198/237 (59/79/99/118)
- Tier 1 towers (20 armor): 103/136/171/204 (51/68/85/102)
- Tier 2 and Tier 3 towers (25 armor): 90/120/150/180 (45/60/75/90)
- Tier 4 towers (30 armor): 80/107/134/161 (40/53/67/80)
- Provides 300 radius flying vision at its location for 1 second after detonating.
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N/A
Enemies
- Stasis Trap has a 1 second cast time.
- 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.
- Stasis traps do not trigger on spell immune, invisible or invulnerable units. They can stun invisible units though.
- 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.
- 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, 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).
- Does not damage ancient creeps, Roshan, Warlock's Golem and the Primal Split spirits.
- Provides 400 radius ground vision at Techies location for 2 second after suiciding.
- Destroys trees within 500 radius around Techies upon cast.
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- Remote Mines has a 1.5 second cast time.
- 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 is unlocked when Remote Mines is learned.
Remote Mine ability
- This is cast from the mine itself. This allows Techies to trigger mines when he can't use Focused Detonate at the moment.
- Detonates all of the selected remote mines with a 0.03 second delay from each other.
- Pinpoint Detonate has an instant cast time.
Recommended items
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Equipment
Techies/equipment
Tips
- 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. If you see one, alert your allies and try to retrieve it as soon as possible.
- Land Mines and 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, however, deal magical damage. Most enemies will not increase their magic resistance in the same rate as their armor, which makes Remote Mines more effective than Land Mines on the late game.
- 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 units. Notable ones are Naga Siren, Lycan, Nature's Prophet, Terrorblade, Lone Druid.
- Land Mines do not require you to detonate them. Remote Mines do. This means when you're making a stack of Remote Mines, you need to be alert for enemies coming close to them.
- You can place an Observer Ward to give vision over the area you're planting your Remote Mines. This makes it easier to spot enemies coming close to your mines.
- 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, Pudge, Centaur Warrunner), high armor (for Land Mines, like Naga Siren, Night Stalker, Terrorblade) or high magic resistance (for Remote Mines, like Huskar, Anti-Mage).
Trivia
- 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 ▶️ sound effect played.
- Techies' lines ▶️ "They're going to have to glue you back together! Yeah, in Hell!" and ▶️ "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 ▶️ "Counter-Techies Win" , ▶️ "Bomb has been planted" or ▶️ "Bomb has been defused. Darn!".
- Techies' attack line ▶️ "See! Fore!" is a pun on the plastic explosive C4.
- The line ▶️ "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 ▶️ "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 ▶️ "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
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Balance changelog
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Replaced abilities
Gallery
- Techies Concept2.jpg
Concept art
- Techies Concept1.jpg
Concept art
- Techies Concept.jpg
Concept art
See also
- Template:Hero res
- Techies sounds
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