Hello and welcome to my second guide, this one is for Goblin Techies. Goblin Techies is quite a unique hero and requires good knowledge of the map and a brain.
Lore: Devilishly clever, the goblin techies, despite their small physical presence, are a force to be reckoned with. In line with their goblin brethren, the techies have the skill of laying mines in the earth, invisible to the naked eye. Also, after extensive training with the Orcish voodoo priests of Kalimdor, the Techies are adept at laying paralysis-inducing traps along with their potent explosives. Wary be the foe who takes these three lightly.
Goblin Techies is one of the best heroes when it comes to counter-pushing or winning teamfights before they even started. His role as whole is to kill heroes. Goblin Techies relies on killing heroes to gain exp as well as gold.
+ Incredibly long stun (6 Seconds)
+ Good Pushing Capabilities
+ Global Anti Pushing
+ Good harass because of his sick attack range
+ Can "Prepare teamfights"
+ Can one-shot a team
+ Can deny himself
- Countered by any true sight (Gem, Dust, Wards).
- ****ty agility gain.
- Low base damage
- Needs time set up kills.
- Countered by Heroes that can summon things to fight for them.
- Squishy even tough he has decent strength gain.
- You need very good map awarness
Plants an invisible mine that explodes when an enemy is near. The explosion deals less damage if the target is farther away. There is a max of 20 mines placed at a time.
Radius: 200 Full damage radius/ 500 Half damage radius
Duration: Until destroyed
Full Damage: 300 / 400 / 500 / 600
Half Damage: 150 / 200 / 250 / 300
Mana Cost: 125 / 150 / 175 / 205 Cooldown Time: 25 / 20 / 15 / 10
*Note* Techies signature skill, the land mine. This skill plants a mine on the ground that after a short delay will become invisible and wait for a enemy to walk on it. You will usually use this skill to stack a few mines up and once a enemy walk over it, BOOM. Dead. This skill does also clear creep waves fast and does damage to towers. It has just enough vision to be used as a rune ward aswell. I will show more of this in the gameplay guide.
PS: Something important to know about this skill is that it deals mixed damage, which means it can get reduced by both armor and magic resistance.
Plants an invisible Stasis Trap that stuns nearby enemy units when detonated.
Radius: 200 Activation radius/ 450 Stun radius
Stun Duration: 3 / 4 / 5 / 6
Ward Duration: 270 / 300 / 330 / 360
Mana Cost: 80 / 110 / 140 / 160 Cooldown Time: 20 / 16 / 13 / 10
*Note* This is "Mine" that stuns enemies in a 450 radius for SIX seconds. This one of the reasons you can plan teamfights so well. If a enemy gets stunned by this you can directly place another one on top of him, which gives potential to stun people for 12 seconds (Yeah really)you can not however stack this because of statis traps destroys other statis traps in its 450 radius. This skill also has activation time of 2 seconds which basically means that once enemy's are fast enough they can run trough it without triggering it.
Suicide Squad, Attack!
Sacrifice yourself for the greater good. Deals massive area of effect damage.
Radius: 200 Full Damage radius/ 500 Half Damage radius
Full Damage: 650 / 850 / 1150 / 1550
Half Damage: 350 / 400 / 450 / 500
Mana Cost: 100 / 125 / 150 / 175 Cooldown Time: 180 / 170 / 160 / 150
This is what makes enemies in lane afraid to attack you, this can often get you a first blood if your mines didn't. Using this skill counts as a suicide, which does not give gold or experience to the enemy team. However this skill should not be abused a lot since it will make you severely underlevled and lose you gold (Which Techies actually do need) Again this skill deals mixed damage, so if you see a hero at level 2 with 500 health don't expect this will kill him.
Plants an invisible mine that will only activate when triggered.
Range: 500 (700*)
Radius: 400 / 410 / 425 (410 / 425 / 425*)
Duration: 480 seconds
Increase placement range, explosion radius and damage.
Damage: 300 / 450 / 600 (450 / 600 / 750*)
Mana Cost: 200 / 240 / 300 Cooldown Time: 10
Techies ultimate, which gives him the potential to wipe a team in less than a second and counter pushing attempts from across the map. This skill does magic damage, and all heroes start off with 25% magic resistance. This skill actually does 225/335/450/560* damage. Since this skill doesn't get activated by creeps you often place this a bit in front of towers to counter pushes. This mines also make excellent ward with their vision of 900.
Here's a video showcasing this potential, its DotA 1 grapgics but i think you will understand my point anyway.
Teachies is very mana hungry and to be effective early game he needs Clarity potions to create as many mine spots as possible. You can also buy a Town Portal Scroll to quickly get down to the lane and start placing mines.
Mid game you want to be aiming for a Soul Ring and Arcane Boots, these two items are essential for techies to survive his thirst for mana.
Late game you should be trying to get Aghanim's Scepter and a Force Staff. Depending if you feel the enemy are countering (Gem, Dust etc.)you a lot you can get a force staff first. This is because even tough the enemy might have a gem you can still force staff them into mines. If the game isn't over them Eul's Scepter of Divinity is a good choice as you can use its active effect and then place a Mine/Statis Trap beneath them. Possible follow ups are Scythe of Vyse, Shiva's Guard, Orchid Malevolence and Necronomicon.
I made this map to showcase some good land mine spots, most of these also make excellent statis trap spots too but i figured it would just clutter up the map. Feel free to comment if you have other spots you'd like to add.
Early Game: Run/Teleport to your lane and start mining a spot for first blood (4 Mines will do). After you placed your first mana immediately use one of your Claritys and repeat until you mined your first spot. Its important you observe how your enemies like to move, and then mine these paths. You need a Soul Ring before level 6, so if you have to steal some farm then do it.
Mid Game: Now that you have some decent mana regeneration, go around the map and place mines all over it. This should neat you kills and in the same time give you enough gold to finish your mana boots. If you find yourself underlevled at this stage you can use your mines to get some exp off the neutral camps. At level 11 you should start using remotes a lot more to counter pushes and possibly scrap some kills with them.
Late Game: You should have Aghanim's Scepter and possibly a Force Staff by this stage, keep using the remotes to win teamfights and set up kills for your team. Be vary of people buying gems as people tend to have money for such things late game. Land mines have lost a lot of its effectiveness at this stage so try focusing more on remotes.
Goblin techies works well with these hereos:
These guys can telekinesis/hook/toss people into your mines for extreme pain.
All three of these also provide a stun which makes suicide easier if you attempt it.
Who doesn't love free mana regeneration?
Dark seer can vacuum the other team into remotes. Enigma can cast his ult and you can follow it up with Trap/Mines.
This douche will just fly over your mine spots, cripple your already slow movement speed and then drag you off with ultimate into the abyss.
These guys can all summon stuff for them to so their summons can walk over your mines while they stand safe and laugh at you. Also Beastmaster's hawk has true sight later on so picking techies when hes in the game is generally a bad idea.
These two people have high magic resistance. Meaning they wont take a lot of damage against your mines. Anti-mage can also blink over them *sigh*.
Can easily mine check using repel.
That concludes my guide to Techies, he is a fun hero to play but does not see much love in the competitive scene for obvious reasons, if you have any criticism or ideas feel free to post a comment below.