Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account






Or

0 Votes

6.8.6 Techies guide

March 26, 2016 by Terrestrial
Comments: 0    |    Views: 5896    |   


Offlane

DotA2 Hero: Techies




Hero Skills

Sticky Bomb

1 3 5 8

Reactive Tazer

10 12 13 14

Blast Off!

2 4 7 9

Proximity Mines

6 11 16

Talents

17 18

introduction

techies is a offlaner. enemy can get terrified or annoyed,teammate can commend you for using techies with maximum effort. with nearly unlimited map control potential techies can really have fun just by looking enemy pass by your trap in obvious route/places











lets understand techies and how its meant to play and how its designed

pros and con

Pros:

1.high damage output
2.decrease enemy navigation through the jungle
3.counter comeback
4.easy to get first blood
5.longest disable in game

con:

1.easy to get killed
2.mines could be counter by ward
3.ticklish damage
4.non-spammable skill

how strong is the mines?

WHEN YOU PLANTING THE MINES MAKE SURE YOU STACK IN ONE PLACE

level 1 mines is 150 damage which mean you need 5/6 base on opponent health on early game is usually around 700-800(6 mines x 150 damage=900 damage)(5 mines x 150 damage=750 damage)

level 2 mines is 190 you probably still on early game (5 mines x 190 damage=950 damage)
you probably need 6 or 7 if you want opponent really dead lemme calculate(6 mines x 190 damage=1140)(7 mines x 190 damage=1330)

level 3 mines is 225 i'm assuming its getting close to mid game (5 x 225=1125)(6 x 225=1350)

level 4 mines is 260 obviously its mid game (5 x 260=1300)(6 x 260=1560)

you maybe questioning why 5/6 mines, because that's the average hero health but maybe they much more have health(tiny, but jungler and tanks gonna mess you up) most importantly is you can do math for this and always know opponent max health is on certain level

Early gameplay

before pick techies wait for opponent to pick. make sure opponent has no jungler because that's gonna mess you up, once you pick techies buy quick as you can with the purchase order that i arrange lol,quickly TP to bot or top and plant mines on stairs so they gonna disoriented.when laning always learn how the opponent navigate around the lane and how they behavior is, once you know they "routine" plant mines where creep don't step in and where the opponent "routine" route is
laning with teammate and roam when opponent is missing or straight roaming but make sure they don't see you roaming around.plant mines on rune in early to mid game because its always work every single time.planting bomb on side shop doesn't always work but planting 1 mines on secret shop is considerably YOLO on their courier, doing this will disable opponent item build that requires secret shop and giving your teammate an advantage from their item as well.
prepare to kill yourself, suicide squad,attack is very useful to getting first blood if your stair trap fail, make sure they are lower than 50% of their health.

Mid gameplay

early game is almost done here is my preparation for you:
place mines on the stairs because its like a bridge. they should be disoriented by found your trap on the stairs blocking the undetected route by your teammate, this will narrowing they navigation,lol they can only navigate through lane or mid.
planting a remote mines is good thing too and once you place remote mines everywhere now your biggest problem is low mana and map awareness, mana is really needed for self deny especially when you ecounter them try to gank on you(if you really annoying the opponent this could happen to you).
planting mines on jungle may not be that effective because they probably terrified by your mines, try to plant on lane or mid on the side of the road so creep don step in(lol i say this again)stick to the team and use stasis trap to disable and disorienting them.
use remote mines to takeout creep and give path to your creep(this is a good combo you know team+you+creep)
put mines on secret shop again to troll.
lol

Late gameplay

at this point everybody is strong and can take you out like a toothpick lol.
boots of travel really good to help you navigate the jungle. i'm assuming you already take their mid tower and they take your mid tower too.
late game is easy to comeback your team or your opponent team, to evade this problem is plant remote mines in and out your base it's crucial to do this.
again planting on jungle is not effective anymore.they most likely straight to your base.
from this point its hard to predict enemy movement.
to avoid comeback push straight on mid use remote mines to take out creep quickly and doing this will make the opponent questioning "what happen to the creep".
when your arrive to their base put lot of stasis trap to make better teamfight.

conclusion

techies is sweet but sour hero for you to play but can change the enemy how they react because they rarely fight a smart tehcies(i aint lying it is)

this probably less serious than other build sorry lol

Quick Comment () View Comments

You need to log in before commenting.

Similar Guides
Featured Heroes

Quick Comment () View Comments

You need to log in before commenting.

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved