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SUPER TECHIES!!

Created by Shimrra_3 on 2007-01-17
Last modified: 2008-09-11
Viewed 440264 times

Rating: 99999

 
Hello, me again, Shimrra_3, with another amazing guide. I am so good with Techies that I wanna show everyone how. This is probably not too smart, seeing as everyone will pick Techies and kill me with them now. Oh well. Thanks to Steve-O for figuring out the screenies. Enjoy it! This guide has been edited to conform with new heroes, newly discovered combos, and similar, as of DotA v6.54b.
Squee and Spleen

Squee and Spleen - The Goblin Techies


Range: | Move Speed: 270
Primary: INT
Str: 17 + 2 | Agi: 14 + 1.3 | Int: 22 + 2.9
Damage: 29 – 31 | HP: 473 | Mana: 286
HP Regen: 0.76 | Mana Regen: 0.9
Attack Speed: 0.67 | Armor: 1
Land Mines
Land Mines (E)
Plants an invisible mine that explodes when an enemy nears. The explosion deals less damage if the target is farther away (At 200 range, it deals 50% of the stated damage). Deals damage to buildings. You may only have 15 mines placed at a time.
Level 1 - Deals 300 damage.
Level 2 - Deals 400 damage.
Level 3 - Deals 500 damage.
Level 4 - Deals 600 damage.
• Damage type: mixed
• If destroyed by attacks the mines will still explode.
• When a 21th mine is placed the oldest will explode.
• Techies will gain experience for hero kills resulting from Land Mines regardless of where he is on the map.
Mana Cost: 125 / 150 / 175 / 205
Cooldown: 25 / 20 / 15 / 12 seconds
Comment: Contrary to what I previously said, these are quite spammable at all levels (hero and skill). Put loads on one spot so they all activate simultaneously for maximum damage output - and make sure the spot is out of the creeps' way so only a hero will activate it. Choice locations are Runes and areas near the cliffs in middle lane.

Stasis Trap
Stasis Trap (T)
Plants an invisible Stasis Trap that stuns nearby enemy units when detonated.
Level 1 - Stuns for 3 seconds.
Level 2 - Stuns for 4 seconds.
Level 3 - Stuns for 5 seconds.
Level 4 - Stuns for 6 seconds.
200 Activation AoE. 450 Stun AoE. It takes 2 seconds for a triggered Stasis Trap to activate. Stasis Traps destroy all other Stasis Traps in their AOE when they activate.
Mana Cost: 80 / 110 / 140 / 160
Cooldown: 20 / 16 / 13 / 10
Comment: Powerful skill. This is a SIX SECOND STUN. Impossibly good. Place in escape routes - theirs and yours. Place these behind your team when you push - enemies gank you, retreat into a lovely stun ward and counterattack. Getting this over Landmines works fine, bar not getting random kills when you aren't looking.
Suicide Squad
Suicide Squad (C)
Sacrifice yourself for the greater good. Deals massive area of effect damage. The explosion deals less damage if the target is farther away. If you die and kill some units, you will earn gold, but not the experience. Similar to Proximity Mines, the farther the enemy is from you, the less damage they will receive. Does not damage buildings.
Level 1 - Deals 650 full damage or 350 partial damage.
Level 2 - Deals 850 full damage or 400 partial damage.
Level 3 - Deals 1150 full damage or 450 partial damage.
Level 4 - Deals 1550 full damage or 500 partial damage.
• 200 Full Damage AoE.
• 500 Partial Damage AoE.
• Damage type: mixed
• Techies' death time is halved when he uses this skill.
• Using this skill counts as a suicide, which does not give normal gold or experience to the enemy team.
• Destroys trees in its area.
• When autocast is enabled, the Techies will use this skill instead of attacking on a right-click.
Mana Cost: 100 / 125 / 150 / 175
Cooldown: 180/170/160/150 seconds
Comment: Best early game skill ever. Amazing damage. Usually an instant kill, be careful when you use this seeing as you die. IMPORTANT! - Coordinate with your lanemate and/or other allies when you decide to do this (unless its a sudden decision with no time). Slowers, stunners, and immobilisers can make your Suicide much easier. Things to avoid are horrible timing on, say, Impale, when your targetting is revoked by their brief invincibility and you get mashed to death by a tower; similar with Sprout, Nightmare, possibly Toss, and definitely Fissure. Do not Suicide if there is a better option available, like a pile of Remotes.
Remote Mines
Remote Mines (R)
Plants an invisible mine that will only activate when triggered. Does not damage buildings. Lasts 8 minutes.
Level 1 - Deals 300 (450*) damage when activated.
Level 2 - Deals 450 (600*) damage when activated.
Level 3 - Deals 600 (750*) damage when activated.
• Casting Range 500 (700*)
• Damage type: magical
• Can be improved by Aghanim's Scepter (* shows the improved values).
• Techies will gain experience for hero kills resulting from Remote Mines regardless of where he is on the map.
• If killed Remote Mines will still detonate.

Focused Detonate (F)

Description: Detonates all remote mines in 700 aoe around target area..
Mana Cost: 0
Cooldown: 1

Mana Cost: 200 / 240 / 300
Cooldown: 10 seconds
Comment: Your key skill for mid- to late-game. Place, oh, generally 5-6 in one area, being careful to put them close together for maximum damage to one spot. Of course, the amount depends on the hitpoints and armor of the heroes and the lvl of the mines. You may be able to kill instantly with three, or it may take eight (thats based on early game - mid game you almost always need more, especially as heroes don't wander around with 400hp like in early game). Also usable for Line of Sight.
Skill Build

Skill Build:

1. Land Mines
2. Suicide Squad
3. Suicide Squad
4. Land Mines
5. Suicide Squad
6. Remote Mines
7. Suicide Squad
8. Land Mines
9. Land Mines
10. Stasis Trap
11. Remote Mines
12. Stasis Trap
13. Stasis Trap
14. Stasis Trap
15. Stats
16. Remote Mines
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
Item Build

Item Build:

1.View Details for Boots of Speed
Boots of Speed
(450)
50 Movement Speed
Note: Movement speed bonus doesn't stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
You NEED to be faster than your lanemates in early game - otherwise you can't chase them past towers (if you have to - not a survival tactic) to Suicide them. You won't need hp regen because of your superior attack range, spend your first cash on this and 1-2 Clarity Potions. Add a Sobi Mask to that if you randomed Techies. (Based on 5v5 starting money)
2.View Details for Lesser Clarity Potion
Lesser Clarity Potion
(50)
Active: Regenerate Mana
Restores 100 mana over 30 seconds. Effect ends if affected unit takes damage. You can target an ally or yourself to receive the effect.
Double clicking on Clarity Potion causes it to be used on your hero.
Note: Stacks with itself in inventory. 1 charge.
How it this a 'Lesser' Clarity Potion. Someone show me a GREATER Clarity Potion! Ahem, get these whenever you have spare cash (less than your next Robe or similar) throughout early game, possibly in mid game as well, until you are saving for bigger items (Linkens for example).
3.View Details for Robe of the Magi
Robe of the Magi
(450)
6 Intelligence
Use your item slots freely in early game - as long as you have the slots, why get Staff of Wizardry for 1000 (+10 Int) when you can get 2 Robes for 900 (+12 Int)? As long as you have the slots and need the components, start small. In the end, you need 3 Robes for your Orchid, and another for your Euls if you get it.
4.View Details for Sobi Mask
Sobi Mask
(325)
50% Mana Regeneration
Again, don't bother saving money for big items when you still need to buy the smaller bits and you can actually afford them when the big bits are out of reach. You will need 3 Sobi Masks for your Orchid. Juggle the Sobis and Robes appropriately while leaving room to buy a Void Stone and/or a Mystic Staff. Only get four Sobis/Robes at once until you can make items from them. If you do have five Sobis and Robes, your next item has to be a Quarterstaff so you can free up space by making Oblivion Staff.
5.View Details for Orchid Malevolence
Orchid Malevolence
(4125)
25 Intelligence
30 Attack Speed
30 Damage
150% Mana Regeneration

Active: Soul Burn
- Silences a target unit and amplifies the damage it takes by 30%
- Amplified damage is dealt at the end of the duration as magic damage
- Lasts 5 seconds
- 100 manacost
- 18 seconds cooldown
- 900 cast range
2x Oblivion Staff + Orchid Malevolence Recipe Scroll (775)
Disable #1, plus considerable Intelligence and absolutely bogus mana regeneration.
6. Guinsoo`s Scythe of Vyse
Disable #2, with enormous Intelligence and similarly high mana regeneration. Also starts to tank you up a bit with the stats gained from the Ultimate Orb. You may get this before Orchid.
7. Eul`s Scepter of Divinity
Disable #3, if you desire it. Cheaper than Orchid and Guinsoo, and consisting of smaller parts than Guinsoo, making it easily rushed before those larger items if you want to.
8.View Details for Boots of Travel
Boots of Travel
(2500)
100 Movement Speed

Active: Teleport
- Teleports you to an allied non-hero unit or building
- Casting time: 3 seconds
- Manacost: 75 mana
- Cooldown: 60 seconds
- Shares cooldown with Scroll of Town Portal

Note: Movement speed bonus does not stack with Boots of Travel, Phase Boots, Power Treads, Tranquil Boots or Boots of Speed.
Double clicking teleports you to your fountain.
Boots of Speed + Boots of Travel Recipe Scroll
Now you are mining, you need to get places. You currently don't need additional mana or anything, grab this first, be more mobile. Before you manage to buy this, get a Scroll of Town Portal to keep handy - you just never know.
9.View Details for Eye of Skadi
Eye of Skadi
(5675)
25 Agility
25 Strength
25 Intelligence
200 HP
150 Mana

Passive: Cold Attack
- Causes attacks to slow the movement speed of the target by 30% and attack speed by 20%.
Melee hero:
- Lasts 5 seconds
- Orb effect
- Buff placer
Ranged hero:
- Lasts 3 seconds
- Buff placer

2x Ultimate Orb + Point Booster + Orb of Venom
Getting Skadi makes your Techies huge. Adds lots of everything, and then throws in that awesome Frost Attack. This will be more useful for support purposes, as it is unlikely that you will be fighting hapless enemies on 200hp. END OF CORE ITEMBUILD, SEE GUIDE FOR OPTIONAL ITEMS!
Skill Build

Early Game:

Early Game lasts (varyingly) from lvl1-7/9.

Techies Pros and Cons:

Pros:

  • Most damaging early-game skill in the game.
  • Most damaging mid-game skills in the game.
  • Most damaging late-game skills in the game. Lol.
  • Very long range: 650.
  • Longest Stun in the game (6 seconds).
  • Can heavily abuse Regeneration Runes.
  • Often underestimated, use to your advantage.
  • Often feared, use to your advantage.
  • Easy farming with Landmines/Remote Mines, can kill entire creep waves.
  • Can kill himself as a deny.
  • High disabling potential with my itembuild.
  • High defending potential under any circumstances that don't include Gems or Wards.

Cons:

  • Low armor.
  • Low attack damage: base 24-26 (not worth using).
  • Lowest movespeed in the game: 270 base.
  • Relatively low hp.
  • Suiciding is easily countered, Landmines often useless for hero-killing.
  • All skills other than Suicide have high vulnerability to Gems and Wards.
  • Often lower level due to prolonged Mining and Suiciding.

 

ALL SKILLS' INFORMATION:

This entire paragraph is a link to the Techies' article on the DotA Allstars Wiki, thanking them in advance; put simply, it has everything about everything DotA. What you and I are interested in are Techies' skills, which is what the link goes to. Stunning revelations show that Landmines and Suicide do what they refer to as mixed damage, which is blocked by both armor and spell resistance and explains why you seem to do less than the stated damage. Also shows how Stasis Traps activate.

And yes, I could paste it all in here, but this is purely their work; plus I have gotten lazy again. And the guide is massive enough already.


 

Starting Items:

If you picked:

Boots of SpeedLesser Clarity Potion

If you repicked:

Boots of Speed

If you randomed:

Boots of SpeedSobi MaskLesser Clarity Potion


 

Lane assignment:

Go mid lane at all costs, do not solo. Also, attempt to have a helpful lanemate (as shown in the conclusion section, a good stunner or disabler for your Suicide) instead of some DPS hero who can't do anything yet.


 

Suicide Killing Tactics:

Due to recent updates, players start with a set amount of gold and do not get any more until the first wave of creeps. Techies is possibly the one hero who benefits from this, because it enables him to do this:

As soon as you get Techies, get all your items (Boots, Clarities, Sobi if you can afford it) and run straight to middle lane and start placing Landmines!

Put the Landmines either on top of your ledge or at the base of theirs, on either side. Actually, the right side is probably better... somehow. These can either be targeted for combos - such as Pudge's Meat Hook - or they'll just stay out of the way until a hero chases or flees into them.

Right, you are Techies - Suicide someone! Stay back until a guy becomes a suitable target, or bombard him with your irritating ranged attack until he becomes such a target, or have your ally spam him. Then, target him with Suicide, do not target the ground next to him, target him!, and watch him become First Blood. If he runs and his ally follows behind you, change course and blow him up instead. As they say, 'I don't have to be faster than him, I just have to be faster than you!'

I advise waiting until you reach lvl3, and lvl2 Suicide, before using it.

Coordinate with your allies when Suiciding for maximum effect!!

If you can, try to achieve Doublekills with your Suicide, because this is an AOE skill.

Check this one out.

Abaddon and Magina are about to be stunned by my lvl2 Stasis Trap (disregard the fact that I edited Stasis Traps out of the early game in favor of Landmines - and this is still a viable tactic anyway).

Now I can Suicide them. Since Magina can Blink away, I choose to hit Abaddon instead.


Run away... This is why I got the Boots. Magina Blinked away obviously.


MONEY!! Yay. And will you look at that, Magina wasn't smart enough to run away, I got him too. Doublekill. Muwhahahahahaa!

Just keep those coming and they will hate you. Like this.


Check the distance between Earthshaker and Medusa - Medusa will only be splashed by this Suicide since I am aiming for ES. But wait, she is only on 300hp or so.


Still got Medusa. Now, if I had aimed at Medusa instead of ES, ES would have surely tanked out the 40% splash.

While the Suicide cools down, continue to stay behind your creeps, mining the ledges. Maybe charge the guys to see if they're going to flee the REAL Suicide. Its a Win-Win situation: either you know you can take them or you deny them some experience. Or maybe you just Suicide them then, if its cooled by now.

Once you hit lvl6, start planting Remote Mines in the middle, being careful a) not to be really obvious about it, such as standing in front of their creeps being attacked for 3 seconds while you plant it (or do it while they're distracted or, in fact, not even there), and b) to keep 175 mana spare so you can Suicide without warning.

This, by the way, is the point where you steadily begin to use Suicide less.


 

Runes:

At this point, finding a Rune would help you a lot, especially a Haste or Invisibility (I wonder why). Hint, mine the Runes - vision for you, death for them. Regeneration is only good once you are using Mines as your primary killing technique.

 

Another thing: persistence is better than cowardice - do not attempt to flee when it is pointless to try. Applicable to any scenario with any set of heroes - for example, if they have superior movespeed and Eye of Skadi, and you have no escape mechanism, face them down until your allies come. Look at this:


My quarry is Faceless Void, who's been slowed by my ally, Chen. But I myself have been slowed by Spectre, and Mortred is about to also slow me, and they can all pretty much have their own way with me, not to mention that I've gone behind a tower as well.


Yeah, just like I said, I got slowed and hit by Spectre, and the tower hit me too! Chen is coming to help me but its out of his hands. In this picture, I have 33hp remaining.


Ooooo I got him. Even though I nearly fed them to do this, I still got the kill in the end. In retrospect, this picture looks decidedly fake. *Sigh* Pretend I didn't say that. Wait, nevermind, you can see a spurt of blood; and he has no hp bar. Anyway, if you had 33hp, would it be a good idea to go toward a tower, or away? Is retreating a viable option? No. Not at all. If you thought you were toast, you can always Suicide the ground in front of you, which will sometimes splash the hero enough that he dies regardless - yay.


 

When to Stop Suiciding:

This has been asked and argued over and over so I will now discuss it in the guide itself.

Put simply, Suicide only until you have a more reliable way to kill them - Remote Mines. So Suicide until lvl6 - when appropriately lethal - and then start placing Remotes. You can still Suicide after this point, but only if a) you are out of lane and in a gank or similar, b) it is self-defense and you can't use the Remotes, c) you don't have enough Remotes yet, or d) it is to deny them killing you. You can also stop at the cleverly disguised point I mentioned a few paragraphs ago.


 

Expected Post-Early-Game Items:

At this point, your aim is to get one of your disabling items as soon as possible, be it Orchid Guinsoo or Euls first. It depends on your playing style. Below examples are just that: examples. If going for Guinsoo you might have three Robes and Mystic Staff instead.

Also, it is OK to pick up an item that you don't immediately use but will need later - for example, getting a Void Stone then buying Orchid which doesn't use the Void Stone; or buying two Robes but then getting Guinsoo first.

Aiming Orchid:

Boots of SpeedOblivion StaffRobe of the MagiRobe of the MagiSobi MaskLesser Clarity PotionOrchid Malevolence

Aiming Guinsoo:

Boots of SpeedUltimate OrbVoid StoneRobe of the MagiSobi MaskLesser Clarity PotionGuinsoo`s Scythe of Vyse

Aiming Euls:

Boots of SpeedStaff of WizardryVoid StoneRobe of the MagiRobe of the MagiSobi MaskEul`s Scepter of Divinity

 

Why no Arcane Ring:

Arcane Ring

A) Not a disable.

B) As an Intelligence hero, you already have significantly high Int and Mana - therefore, a set addition and set restoration ability don't help you nearly as much as a percentage-based item such as Euls' 100% mana regen. Leave Arcane to tank casters who don't have enough mana as it is. (If your entire side is getting Arcanes then you can join in if you must.)

 

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Comments

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1148 By Transfat 2012-05-16

BUMPING THIS GUIDE WITH MORE COMMENTS

1147 By darkbeast 2012-01-18

what if the other team player is also know how to used techies??? it means they can counter tech... i am saying this because i am also a tech user....

1146 By darkbeast 2012-01-18

yah nice, great idea..but i think you can used other item like Eul's Scepter of Divinity and dagger..

1145 By lNVOKER 2012-01-12

i think you forgot the force staff?i always go for force staff in techies for escaping mechanism and for killing also. push the enemy to the bomb then detonate it. force staff is a must specially when the enemies have gem. plant in a single area then when the gem holder appears and try to detonate your own bomb,push him then detonate.you can own him ^^

1144 By TanK.JnR 2012-01-12

I am just thinking what is better to go early to mid game. Soul ring and arcane boots + scepter or boots of speed then orchid then travel.

1143 By Rashien3 2011-11-28

does using smoke hides yr mines from wards?

1142 By Transfat 2011-10-01

Commented on this guide way back in 07 when it was made, IMO still one of the most comprehensive and best maintained guides. Good job Shimrra_3 for becoming a mod to.

1141 By w3nw3n1215 2011-06-18

you forgot the gem disadvantage btw..

1140 By w3nw3n1215 2011-06-18

anybody up to update this guide? especially now with soul ring and arcane boots.. and ooh, aghanims!!
wish i could do it myself, but i dont have the time..

1139 By Mcnello 2011-03-24

@1138 That better be sarcasm.

1138 By Cookiebrenden 2011-03-07

I think i play my techies a little different. I get power treads, Orchid (for the attack speed, regeneration and silence due to the fact that you a little squishy) then i get MKB and cuirass....it works so brilliantly...Techies tank ftw :)

1137 By andelu001 2011-02-19

very nice la! this guide very help me so much ty :D

1136 By Appendix 2011-01-29

very good ΄guide ^^

1135 By Riki.rules 2010-12-25

nice guide

1134 By nobody960814 2010-11-24

@1126 one level of suicide is generally enough. the main point of it, imo, is to deny kills, not deal damage.

@1132 bracers are expensive, you can only buy its parts at the fountain and the hp bonus is unnecessary since techies should not be tanking in any case. for your experiment, why the -bleep- would someone put techies in a 1v1, especially against a hard carry like void?

1133 By bmndude 2010-11-24

bracers dont help in mana regen which u desperatly need in early game..... so sobi, or robes of magi or clarities are more beneficial

1132 By owningvoid 2010-11-11

why don't you make 2 or 3 bracers in early game? i tested darkterror facing techies i kill him in lvl2 in 1v1?

1131 By owningvoid 2010-11-11

why don't you make 2 or 3 bracers in early game? i tested darkterror facing techies i kill him in lvl2 in 1v1?

1130 By Bribe 2010-11-02

@1126
Techies at lvl 16 have theyre ulti. They are there to stop enemy push, counter contra-push and so on... If he gets enough kills to get his cores till lvl 16 (which can easily be done if u use ur suicide early game and net a few kills), there wont be much difference cuz ur role in the team is to plant bombs, not out-damage them, out-tank them or anything... at least from m point of view. He can stop pushes as well as lvl 25 techie.

1129 By Esmael 2010-11-01

best tech guide ever =D