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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.
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.
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:
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