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 Blast Off! which causes them to violently explode and lose half their life but deal massive damage in a moderate area of effect.
The unique mechanics of the mines mean that the Techies utilize mechanics not used by any other hero, including preemptive mine clusters 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.
- Techies gets all 3 charges immediately upon learning Proximity Mines.
- It takes 3.35 seconds for a Proximity Mine to detonate when placed right next to an enemy unit or structure.
- Proximity Mines are visible during the activation delay.
- The mines only damage enemies when they get triggered, not when they are destroyed by attacks.
- The mines only detonate when an enemy stands within its trigger radius for 1.6 seconds
- This means quickly entering and leaving the area does not cause them to trigger.
- Upon entering its trigger radius, a sound is emitted from the mine, warning the enemy that they just got within the trigger radius.
- This sound is audible to everyone and audible through the fog of war. The mine's explosion is also audible through the fog of war.
- Proximity Mines cannot be placed within the trigger radius of other allied Proximity Mines.
- When selecting the spell, all own Proximity Mines display a red circle, indicating their trigger radius.
- However, when choosing the speed granting talent, the mines can be moved together after being placed.
- The damage source is the mine itself, meaning certain on-damage effects react on the mine rather than on Techies (e.g. ).
- Flying units cannot trigger or be damaged by the mines.
- Wards cannot trigger or be damaged by the mines either.
- A Proximity Mine deals 50/100/150/200 damage to buildings.
- Provides 300 radius flying vision at its location for 1 second after detonating.
- The damage is based on the current level of Proximity Mines, rather than its level as the mine was placed.
- Proximity mines do not block neutral creep camps.
- Roots the targets, preventing them from moving and casting certain mobility spells.
- Provides True Sight over the targets.
- The traps only root enemies when they get triggered, not when they are destroyed by attacks.
- When a stasis trap triggers, all other stasis traps owned by the player within 600 radius of the triggering trap are destroyed.
- Despite this, the traps can still be placed within 600 range of each other.
- Stasis traps do not trigger on spell immune, invisible, invulnerable, or hidden units.
- However, invisible units are rooted when within range as a trap is triggered.
- Provides 600 radius flying vision at its location for 1 second after detonating.
- The root duration is based on the level of Stasis Trap as the trap was placed, and not as it detonates.
- The trap's explosion is audible through the fog of war.
- Stasis traps do not block neutral creep camps.
- The leap always takes 0.75 seconds, so the horizontal speed varies between 0 and 1333.33.
- Leaps in an arc up to 281.108 range high, so that other units can pass below them.
- The self damage is lethal, so that Techies can deny themselves with this ability.
- The self damage is magic damage flagged as HP Removal and therefore ignores most sources of damage manipulation (except for magic resistance and magical damage barriers).
- , , , and are the only ones able to interact with the self damage.
- prevents dying to the self damage.
- Damages enemies in the area before damaging Techies, so Techies still gets the experience when enemies die to this spell.
- This means Techies can die to , , , , and if his health was low enough on cast.
- The explosion first applies the debuff, then the damage.
- Destroys trees within 400 radius around Techies upon landing.
- Can be interrupted by forced movement during the leap but is not interrupted by any other sort of disable.
- Can be cast while rooted and getting rooted during the leap does not interrupt it.
- This is an innate ability and cannot be learned or leveled.
- Only one sign can exist on the map at a time.
- Planting a second sign causes the previous one to immediately disappear (although there is a visual delay).
- The sign has no collision and cannot block unit pathing.
- The sign does not block neutral creep camps.
- aura, applying invisibility which is immune to True Sight and has a 0-second fade time.
grants the Minefield Sign an
- The aura only affects wards are not affected. , s, and . Other kinds of
- The aura affects the mines of all allied players, not just the ones of Techies himself, but not enemy mines.
- Mines within range of a sign do not have to go through their fade times to become invisible.
- The aura's invisibility prevents enemies from seeing Proximity Mines even within its trigger range, or from seeing Remote Mines during their detonation delay.
- The aura's buff lingers for 0.5 seconds.
- The mines only damage enemies when they get triggered, not when they are destroyed by attacks or when they expire.
- Remote mines can be instantly detonated after placing them, but detonate with a very short delay.
- The damage source is the mine itself, meaning certain on-damage effects react on the mine rather than on Techies (e.g. ).
- The mines can be stacked on one spot and cannot block unit pathing.
- Can have up to 67 remote mines at a time with the default cast time, cooldown and duration.
- Provides 500 radius flying vision at its location for 3 seconds after detonating.
- The damage is based on the level of Remote Mines as the mine was placed, and not as it detonates.
- However, they do upgrade/downgrade when picking up/dropping .
- Level 2 mines are 10% bigger than level 1 mines, and level 3 mines are 20% bigger than level 1 mines.
- Remote mines do not block neutral creep camps.
- Focused Detonate is unlocked when is learned.
- Focused Detonate can be cast without having to face towards the targeted area.
- This ability can be used while Techies is dead and while prevented from acting, but not while Techies is disabled.
- If there are no remote mines within the search radius, nothing happens, wasting the cooldown.
Remote Mine ability
- This is cast from the mine itself, making it possible to detonate mines when unable to use due to disables.
- Detonates all selected remote mines with a 0.03 seconds delay from each other.
|+60 Mines Movement Speed||25||+251 Damage|
|-22sCooldown||20||+40 Movement Speed|
|+5 Mana Regen||15||+240Damage|
|-3sCooldown||10||+20% Magic Resistance|
- The magic resistance talent stacks multiplicatively with other sources of magic resistance.
- The magic resistance talent increases Techies's magic resistance to 40%.
- Level 10 left talent: -4s cooldown reduced to -3s.
- Level 10 right talent: +25% magic resistance reduced to 20%.
- Level 15 left talent: +6 mana regen reduced to +5.
- Level 15 right talent: +300 damage reduced to +240.
- Level 20 left talent: -28s cooldown reduced to -22s.
- Level 20 right talent: +50 movement speed reduced to +40.
- Level 25 left talent: 25 mines movement speed increased to 75.
- gives Techies health recovery when laning, mitigating harassment damage.
- restores health after an early kill or escape attempt using Blast Off!.
- provides Techies with the mana needed for early-game Proximity Mines. Because of its low cost, Techies often make several purchases of the item throughout the game as their major source of mana regeneration.
- 's damage over time works well with Techies' long attack range to harass the enemies, lowering their health enough for Blast Off! to secure kills.
- gives them mana, damage, and health. Drop Null Talisman on the ground momentarily to get more mana out of Soul Ring's active.
- converts health to mana, allowing Techies to continue planting mines over extended periods of time.
- fit Techies well in combination with a Soul Ring to compensate for their mines' mana cost, or to give mana to use Blast Off! without risking of dying/getting killed before they can deny themselves. Like Null Talisman, it can be dropped prior to using Soul Ring's active in order to gain more mana. Furthermore, Techies can disassemble it to get , which builds into Aether Lens or Bloodstone.
- grants Techies global mobility to plant traps in unexpected areas. Techies' strong defensive potential allows them to fortify a tower's defenses, discouraging the enemy from pushing.
- provides mana and mana regeneration, as well as extending Techies' cast range so they can use items and abilities, especially Proximity Mines, from a safe distance.
- gives Techies more mana and mobility; it can also push allies to escape or push enemies, especially Gem carriers, into mines and traps.
- provides Techies with a bigger mana pool, mana regeneration, and more base movement speed, allowing the hero to be more mobile and plant mines more liberally. Furthermore, the active ability disables an enemy, buying Techies time to plant mines and traps under their feet, or provides temporary invulnerability and a self-dispel.
- increases Techies' attributes, health, and mana. 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 team fights 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.
- reduces the cooldown on all of Techies' abilities, allowing them to place traps and mines more frequently.
- reveals enemy Observer Wards and their Sentry Wards as well. Eliminating their Sentries from play allows 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.
- allows roaming Techies to replenish their mana and HP as they often pass by runes on their way to set up traps.
- increases intelligence and mana. More importantly, the mana cost reduction helps them plant more mines on the map. Kaya can upgrade into for better bonuses and extra movement speed.
- allows Techies to become temporarily invulnerable to physical damage when focused by the enemy, perhaps buying them more time to use Blast Off!, or to attempt to lead the enemy into mine traps.
- amplifies magical damage of Techies and allies.
- drastically improve Techies' mobility.
- gives Techies a great amount of health and mana, as well as tremendous regeneration, allowing them to place mines more frequently. Moreover, the active heal may buy Techies enough time to Blast Off! away.
- provides a lot of mana and a powerful disable to lock down dangerous enemies in team fights.
- gives Techies intelligence and armor. The aura and active can be used in team fights to hinder the enemy, reducing their ability to spread out from your area-of-effect nukes.
- gives Techies additional pushing ability, strength, and mana regeneration. In addition, the True Sight from the level 3 Warrior can spot enemy Sentry Wards, allowing you to place traps with confidence.
- grants mana regeneration, attack speed, silence, and crit for late-game carry Techies who seek to enhance their physical attacks.
|Playstyle:||Techies Demolitions was not so much a business as it was an excuse for Squee, Spleen, and Spoon to practice their favorite hobby: Blowin' stuff up. The Proximity Mines they buried beneath Toterin collapsed that town into a heap of rubble. The Stasis Traps they set for Trapper Town stunned the trappers while their quarry got away. A new invention has to be tested on something. Packed with flamesalt explosives, a stack of Remote Mines reduced Dredger's Bight to a smoking crater. Techies Demolitions handles dissatisfied customers with unexpected cheer. The last words "Blast Off!" can be heard just before an epic explosion delivers them from the need to face any consequences.|
- Before their release, Techies were showcased at the All-Star match of The International 2014, used by Artour "Arteezy" Babaev. He originally picked , 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.
- According to Techies' in-game lip syncing, Squee is the one sitting on the cart with the rocket launcher, the cigar, and the deeper voice, Spleen is the big one pushing the cart, with the high voice, and Spoon is the one inside the barrel, who rarely ever talks, but has the deepest sounding voice.
- 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 Kabloeey!" spoken by the Demoman from Team Fortress 2. "Kablooey!" is a direct reference to the line "
- 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 C-4.
- 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 line ▶️ "Claymore! But not that kind of claymore." is a reference to the M18 Claymore mine.
- 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 truth", 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 ▶️.
- 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 ' ability icon.
- Squee's design resembles that of the Soldier from Team Fortress 2, as his eyes are covered by a helmet, and he wields what appears to be a rocket launcher.
- The line ▶️ "Loud noises!" is a reference to Brick Tamland, a character from Anchorman: The Legend of Ron Burgundy.