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Line-up utilising techies

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Forum » Theory Crafting » Line-up utilising techies 16 posts - page 2 of 2
Permalink | Quote | PM | +Rep by Unscathed » November 6, 2014 10:27pm | Report
Actually, roaming techies is terrible.

He needs levels, also because the more level enemy has the tankier they got.

Techies is an offlaner.
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Permalink | Quote | PM | +Rep by Dimonychan » November 6, 2014 11:11pm | Report
Unscathed wrote:

Actually, roaming techies is terrible.

He needs levels, also because the more level enemy has the tankier they got.

Techies is an offlaner.

An offlaner with 270 movespeed hahahaha lel. I would put him on jugling list, stack, put a mine and booom! you have the gold and exp.

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Permalink | Quote | PM | +Rep by Unscathed » November 6, 2014 11:28pm | Report
Dimonychan wrote:

An offlaner with 270 movespeed hahahaha lel.


He can always put mines at gank routes

He can always blow himself up

Basically the principles of Techies is to keep the enemies away from you




Dimonychan wrote:

I would put him on jugling list, stack, put a mine and booom! you have the gold and exp.


The only weakness of this method is Creep's Stupidity.

The creeps would line up and only the frontmosts would explode.

If Creeps has phase than this would be viable as hell.
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Permalink | Quote | PM | +Rep by porygon361 » November 6, 2014 11:46pm | Report
There is a reason why I put roaming between quotation marks, and it's because I'll sort of stay in the offlane for a while to soak a couple of levels, then I'll just put a lot of mines everywhere :P.

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Permalink | Quote | PM | +Rep by Ninecent » November 7, 2014 9:02pm | Report
Techies offlane is kinda viable. Level 1 you get mines and block their pull camp while mining a "juke spot" in the lane where creeps would not ordinarily go, one that's near your tower. Max suicide if they don't zone you out well, otherwise stick to mining every possible juke spot, the river entrance, the side shop, etc etc.

The main problem with offlane techies is that it's very weak against most trilanes. If they even have 2 range, you probably will not get a good suicide ever. But it's viable sometimes.

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Permalink | Quote | PM | +Rep by Unscathed » November 8, 2014 4:05am | Report
I have an idea here.

1. Invoker- Mid
2. Lycan- Safelane
3. Techies- Offlane
4. Disruptor- Safelane
5. Treant Protector- Safelane

The means of this draft os to have a good midgame teamfights and strong pushing power. With the multiple pushes, the enemy team would be overwhelmed to traverse the lanes and jungles. This is where techies came to. Plant mines at jungle routes, juke spots, etc. to ensure his team get a safe push. After all the outer tower falls, we have to fight with our strong teamfights. Weakness? Ez counter by BKB. Although i was thinking of this combo:

Blink Dagger
Static Storm with aghs

This would prevent the enemy team to activate their BKBs, and the team would do the rest. May be initiated first with Tornado.

I think i could go Quas- Exort because we wont fight that early anyways.
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