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The general strategy was to farm and gank a little until Magnus has a blink, then we begin going 5 man, setting up plague wards, remote mines and stasis traps in offensive positions while we push towers. Think of them like a "base" to fall back to if you get initiated upon.
Following this, we slowly chip down their tower while Clinkz is split-pushing and farming an orchid. Clinkz can join the team to push as well, but when there is a stalemate, you can definitely count on Clinkz to lure away important core heroes since Clinkz is really difficult to kill. This will open up opportunities to destroy the enemy tower. Otherwise, Axe and Magnus can use their initiation power to destroy them by bringing them close to the mines. This line-up can push hard and fast with an empowered Clinkz, especially after a teamwipe.
Alternatives to this line-up is to replace Axe with another initiating offlaner that can tank (Tidehunter, Clockwerk, Elder Titan etc.), Venomancer with a pushing or teamfight support (Warlock, Leshrac, Skywrath, Oracle), Clinkz with another annoying split-pushing carry (Lycan, Antimage, Naga Siren etc.).
So far, there are a few weaknesses:
1. Faceless Void
If he manages to catch the whole team under a Chronosphere, remote mines can't save them from their doom since they can't be activated in the sphere.
SOLUTION - Pick Elder Titan and/or oracle in response to a void pick and place stasis traps to hopefully disable the void when he comes in to destroy your team.
2. Annoying split-pushers
One reason we need a Clinkz is to take these babies out before they get farmed. However, when they do, they seriously get annoying.
SOLUTION - after setting up the offensive mines, techies can go back to defend with remotes. Lycan also deals with most annoying split-pushers easy.
3. Magic immunity
I lost a techies game once because a PA BKB'd through my remotes to get to my ancient, which was subsequently destroyed by both her and Terrorblade. (We were doing a base race in another game, where our Clockwerk was utterly incompetent and we lost :()
SOLUTION - Magnus, Axe or clockwerk can initiate on these heroes for Clinkz to lay waste to them.
4. Games get VEEEEEEEDEEEEEERY long
Enemy carries get very rich and strong.
SOLUTION - so far, the sheer force of remote mines helped me through this one, but I wish to obtain another solution since rich carries get magic immunity.
Tell me what you guys think! If you can any suggestions, feel free to tell me! I only wish to improve on this strategy which has shown itself to be successful.
EDIT:
Watching the replay before replying is encouraged :).
We did the strategy again, but with a Spectre instead of a Clinkz. I think it worked really well. It was kind of a stomp though, since our axe was going against an easy double-melee lane.
Invoker gave me ebola.
Goes sheep stick and aghs. Both items not the best in that lineup. Also blink AND force staff which you won't really need on Invoker in a lot of cases. Double mobility are good sure, but if he had invested in a BKB against the orchid and necro3 to give true sight the game might have gone different.
Invoker gave me ebola.
Goes sheep stick and aghs. Both items not the best in that lineup. Also blink AND force staff which you won't really need on Invoker in a lot of cases. Double mobility are good sure, but if he had invested in a BKB against the orchid and necro3 to give true sight the game might have gone different.
I agree. My teammates and I also came to the consensus that the invoker would have destroyed our strategy if he went for quas-wex instead of quas-exort (which the invoker couldn't pull off anyway).
We did the strategy again, but with a Spectre instead of a Clinkz. I think it worked really well. It was kind of a stomp though, since our axe was going against an easy double-melee lane.
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