Created by Shimrra_3 on 2007-01-17
Last modified: 2008-09-11
Viewed 440469 times
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.
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.
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.
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
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: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
16. Remote Mines
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)
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).
Robe of the Magi (450)
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.
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.
Orchid Malevolence (4125)
30 Attack Speed
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.
Boots of Travel (2500)
100 Movement Speed
- 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.
Eye of Skadi (5675)
Passive: Cold Attack
- Causes attacks to slow the movement speed of the target by 30% and attack speed by 20%.
- Lasts 5 seconds
- Orb effect
- Buff placer
- 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!
Early Game lasts (varyingly) from lvl1-7/9.
Techies Pros and Cons:
- 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.
- 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.
If you picked:
If you repicked:
If you randomed:
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.
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.
Why no 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.)