1 | 3 | 5 | 7 |
11 | 13 | 14 | 16 |
2 | 4 | 8 | 9 |
6 | 12 | 18 |
10 | 15 |
Before starting, this guide should not be followed completely and is based entirely on my playstyle. This guide is merely to help beginners know what Techies has to offer and to let them explore on their own whichever works best for them. Let me know if I put something wrong or let me know your opinions because this is my first time to make a guide.
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Techies is an extremely fun hero to play and at the same time very annoying if the enemy knows how to play against them. What you want to do is to stall and play it smart early on, then go completely impulsive in the mid games then back to smart at late. Be prepared for a long game if you do. The sooner you finish the game, the better and easier it is. Late game usually is hard because enemies have already figured out your habits and probably has BKB. Bluffing and bursting is necessary to win in late game. Defending is all you can do at late too. Do not leave a single space open in your base. Push hard and defend with your bombs.
Q: Why play offlane techies?
A: Because this hero is extremely safe to farm and lots of enemies will hesitate ganking a minefield. A good way to practice Techies is to play solo and offlane is the best lane that offers it.
Now, since this is for beginners so if you are a capable Techies-user, this may seem weird or good to you.
Q: Why learn Proximity Mines at level 1? They deal no damage!
A: That is why you play it smart. The good thing is if you plant a level 1 mine in the base at the start of the game, those existing mines also levels up when you level up the Q levels. In short, all Proximity Mines will deal the same damage at any time in the game.
Q: What good does that do?
A: This means your level 1 Qmines are not meant to explode. They are there to last until you reach level 5. The damage increase per level is HUGE so investing early points on it is good. Remember when I said to play it smart? Control the lane so your Qmines will always kill or badly wound someone.
Q: How about the mana issues?
A: That is what Soul Ring and Arcane Boots are for. Besides, you can pop Clarity potion on early levels if you aren't used to it yet. You are still new so don't feel bad.
Q: Is this really for beginners?
A: Depends how you define beginners but yes, this is very basic and won't let you die a lot. Dying too many times using a new hero discourages you from using it in the future.
Q: I still die a lot! Is this even legit???
A: I cannot promise a guaranteed way of winning a lane but I can offer ideas to help you. You are still new so you are bound to make a lot of errors. Besides, Techies is a known suicide bomber, you are bound to have so many deaths especially early. To die is to kill!
Q: When should I NOT pick Techies?
A: When there is AM or a sniper. Sniper is less troublesome but it is hard to work around him since he is unreachable for you (unless your Rmines are planned). AM will simply make you work double. He is definitely someone you shouldnt bother with since he will most likely live anyways.
Enough with the questions, let's have a tour on the wonderful road to raging teammates and enemies.
PROS
As I mentioned this is a playsafe or turtle playstyle. Meaning you are going to see less action than brawling heroes. The Qmines will do the farming and Rmines will deete a hero. Wmines are there for safety while Suicide is always an option when you're gonna die anyways.
An essential tool for Techies is the psychological damage it gives to the enemies. Try imagining yourself against Techies. Will you gank Techies if your creeps are not reaching his tower (most common if Techies is lv5)? Will you engage if Techies is low health (best bait ever)? Interestingly, will you kill a courier delivering items to Techies?
If you say yes to these then congratulations! You probably died trying. Inflicting the first psychological damage on them as fast as possible will do the following:
1. They will plant a ton of wards (very dangerous for techies);
2. They will gank less (they learned their lesson);
3. They will just farm safely (unlikely);
4. Learn nothing.
Most common thing I notice after this is that the enemies tend to "not fall for the same trap". Meaning they will double check before dying the same way (diving or same mine spots). They will be extra careful and this is when you take advantage of them! Everytime you go near them, they will heaitate, everytime you are close to dying, they will think. This makes it so easy to farm because all their focus is on the traps. You can walk and they wont punish you most of the time.
What do you do if the enemies are good? Safe farming is always good. But deception and smart setups are also extremely good weapons! Here's a few:
1. Buy wards to disrupt enemies pulling and/or deny enemy wards;
2. Safe farm if level 5 (Plant Qmines 100-200 units from tower - kills an entire wave if placed correctly);
3. Hide the bombs inside trees or foggy areas (Wards cannot reveal unelss they have vision);
4. Advanced planting (tier 2-3, jungle, base, shrines or warding).
Safely farming is always a good choice. In fact, that is your best option since you do not really need to engage enemies. But take note that Qmining for exp requires you to be close to get the EXP. Rmines give EXP no matter how far (for now).
Do not forget to move around lanes when you aren't getting good things anymore. An insurance bomb on other lanes help you gain money and enemies cant push as fast.
Techies will not be great at teamfights for sure, but can blow up anyone trying to start a teamfight. The full potential of the mines are present before and after teamfights. You cannot really contribute a lot to it. Prevention is the best protection! Kill supports and carries to avoid a teamfight. You are an excellent pusher yourself so force an enemy to defend.
Soul Ring: this should be the first build if not Arcane boots. Always use before a skill. Helps reduce HP for baits.
Arcane Boots: You can buy Energy booster before boots if you want. More mana means more setups. Spam as much as possible.
Scepter: for your flag to have a purpose. It is very important as you rely on this. For the entire game.
Aether Lens: unpopular for others but the cast range makes it even safer for your Rmines. The damage on your mines are not increased (gonna test more) however the range is still very much appreciated. Build this before scepter if you cannot win or farm against highly aggressive enemies (ones who force you to safe farm and destroy your mines). Reason for this is to plant Rmines as safe as possible.
Forcestaff: Your best friend against nosy ranged units with vision on your mines. Push and kill, pretty simple. Must have but not rushed. Your best mobility in the game. Having Aether Lens also makes the range very good for pushing enemies to your traps.
Octarine: Arguably the best for spell casters. However it is extremely costly. Not a priority over scepter and lens. You will probably get this when you are stuck defending the base though. Extra CDR will be your salvation for a bomb heavy build! Haven't tested the heal yet, sorry.
Bloodstone: There will come a time when Soul Ring is barely noticable, this is the time to build this.
Eul's and veil: Very lame for the build because it seems to be inclined to support builds. These items go well with Blast Off which is not really the primary concern of this playstyle and build. Good substitutes though.
Summary: Items you build after Scepter (and maybe Aether Lens too) are very situational. You will have to adjust on the condition of the team. Are you ahead? Need to push? Need to def? Need for mobility? Do you die a lot?
Q: Proximity Mines
1. You CANNOT place them on top of each other anymore! The best method now is either a square, triangle or up-down and left-right placements. I will show pics soon if necessary. Putting statis (Wmines) in the middle of your Qmines is tbe best location for it. And generally you want these Qmines to be placed outside creep waves (excluding the Safe farming Qmine/s of course). My favorite spot for these would be ramps in the jungle. Place on both ends and inside the trees (outside neutral range) then send them to paradise. Works incredibly well on gankers with low hp (2 Qmines at level 5 will kill an unprepared mirana).
2. Putting Qmines in enemy jungle trees would be the best places for gold (cuz they either die or run home). However, this can backfire when the Qmines are too obvious. They can also be a source of gold for the enemies. If you notice your mines getting farmed, try putting them elsewhere.
3. Safe farming includes a lv5 (meaning 3 points on Qmines) inside the creep wave. You might need to attack if you fail killing the entire wave though. Consider your own creep wave as well to know where to plant the Qmine. Enemy heroes will most likely not kill the bomb. Why? Because of the psychological damage. 1 Lv5 Qmine is all it takes to make every carry cry. (Anti-Mage will laugh soon. Never play against him).
4. I cannot confirm this but as far as I can tell, Sentry wards DO NOT REVEAL Qmines. Reason is probably because they aren't invisible in the first plce.
5. I will repeat, ALL QMINES DEAL THE SAME DAMAGE ANYWHERE IN THE MAP. This does not mean that there is no point maxing it. This means that a lv1 Qmine will become lv3Qmine if you level the Qmines. Wherever they are in the map as long as they dont explode, they can still level up. Don't be afraid to plant Qmines and Wmines in the base if you have full MP and waiting for HP.
6. They dont expire until killed or used!
7. They are delayed when they explode, visible for some 1.6s before they do. This is a great chance for enemies to kill it.
8. Feel free to bluff, never hurts.
9. This skill is a beast if you hit tower, racks and creeps at the same time. Plant in their tier 3 tower at XX:28 or XX:58
W: Statis Trap
1. The best crowd control for you in every teamfight. Before dying, plant these inside. Qmines and Rmines are also ok but if your carry killed a rooted enemy, that makes it way better.
2. Like Qmines, they last indefinitely.
3. Discourage enemies from ganking. Explodes on invisible units too, no escape really.
4. Snare enemies near Qmines to make sure they take damage.
5. Explodes on creeps. Be careful planting in lane.
E: Blast Off!
1. The 2nd easiest way to suicide. Bloodstone is first.
2. Deny yourself than kill. Do both if you can. Meaning you should think about killing with this skill. If it does not kill the target or you, you're the one who lost.
3. Jump for the Kill? Or Jump to be killed? Decide and commit. There's no stopping when you cast this (jumping). Cancellable before jumping. Killing during jump still damages (sometimes, very weird really).
4. If your lane is not guarded well, use this to escape as fast as you can. If you know you're dead, why bother escaping when you can damage and farm with it.
5. EXP and gold still goes to you even if you die. Death penalty applies still.
6. Bloodstone helps backing this skill up.
R: Remote Mine
1. The best pressure skill for you. You can destroy hopes with this.
2. Extremely potent in pushing and defending once you get scepter. Kills the entire wave
3. Keep in lane. This is the reason why enemies will buy wards.
4. Flag them soon. This doesnt mean you wont plant outside the flag. This just means you will make them think there are no bombs in the flag.
5. Range is extremely safe with scepter and aether. Seriously, try it.
6. You can chunk a tower very fast by killing all their creeps fast.
7. Feel free to stack them all on 1 spot! This is why even tanks are afraid of you.
8. You can Detonate the area if you are under a hard CC. However, you can click the Rmines instead and detonate them. Techies is stunned or dueled, not the mines.
9. Keep some under tower. Some enemies can avoid pressure by planting wards. Your Rmines and other mines too, are safe under the turret. You can also hide under the tower at low hp and kill them off there, a very good bait and worked a lot of times.
10. WATCH THE REMOTE MINES WHEN YOU ARE DEAD! You can farm, observe, kill, push, defend and all sorts of things while dead. You can never be too bored.
11. Dont trigger when you cant kill anyone. There is seriously no reason to do so unless you are discouraging the enemies (which in most cases they wont). Not exploding the Rmines can serve as wards.
12. Bluffing is your best friend to lead enemies to a wrong ward spot or wrong ideas to be wary of.
Since I used mobile tocreate this guide, for now pls besr with this:
10: MANA REGEN
15: CAST RANGE
20: Only take Blast Off when you are very ahead
25: CDR. You will probably never need to auto attack late game.
So this boring guide is here to help aspiring players entering the world of mindgames. I will put pictures and maybe even videos soon if you guys really need it. I did not focus on support or whatever role he can do because offlane is probably his practice spot.
Thank you for bearing with me and I hope you learn a lot! Again, I will update when asked to such as match ups and all that.
I made this guide in mobile. Don't judge.
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