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Squee, Spleen and Spoon the Goblin Techies



Introduction


Hello and welcome. I'm happy to introduce myself as Chuavechito. Before you continue I want to state clearly that my English is not the world's best and you may happen to find a lot of incorrect grammar. Furthermore I have never played a high competitive game, so I cannot assure that this guide will help you through a tougher match. Thanks for your patience and understanding.

The Goblin Techies is one of the most fun heroes to play with. He is also a unique character since his playstile is totally different from any other hero. I believe he is a unique character and I decided to make a guide about him. Thanks for reading this and let me introduce you to Chuave's Guide to Squee, Spleen and Spoon the Goblin Techies.

Index


1. History
2. Stats
3. Skills
A. Land Mines
B. Stasis Trap
C. Suicide Squad, Attack!
D. Remote Mines
4. Skill Build
5. Item Build
6. Gameplay
A. Starting
B. Early Game
C. Mid Game
D. Late Game
7. Your Role In Team Fights
8. The Fine Art of Pushing and Farming
9. Random Tips
A. Power Up Your Bottle
B. No Jungle
C. First Blood Mines
D. First Blood Suicide
E. Safety Zone
F. Suicide = TP
G. Shop Short Keys
H. Level 1 5 Man Push
I. Level 1 Roaming
J. Jungling
K. About Runes
L. About Roshan
M. Countering Gem
N. Countering Sentry Wards
10. Goblin Techie's best friends
11. Heroes to watch out for
12. Replays
13. Final Word
14. Changelog

History


A goblin is an evil or merely mischievous creature of folklore, often described as a grotesquely disfigured or gnome-like phantom wiser than humans.

The names Squee comes from "Squee, Goblin Nabob", a Magic the Gathering card:


I believe (I’m not sure though) the name Spleen comes from this Magic the Gathering card:


The name Spoon comes from an implemented cosmetic suggestion in DotA Allstars Forum [External Link].

The current Goblin Techies was introduced in DotA Allstars 5.36. The Old Goblin Techies wasn’t much different from the current one, Land Mines used to inflict 300/400/550/750 damage, Stasis Trap used to stun for 5/7/10/13 seconds, Suicide Squad, Attack! used to be his ultimate (1050/1900/3800 damage) and instead Remote Mines he used to have a passive skill that would make him revive faster (20/40/60/80 % faster).

Stats


Strength

17 + 2

Agility

14 + 1.3

Intelligence

22 + 2.9

Base Damage: 24 - 26
Attack Animation: 0.5 / 0.5
Casting Animation: 0 / 0.51
Base Armor: 1
Base Attack Time: 1.7
Movespeed: 270
Attack Range: 650
Sight Range: 1800 / 800
Missile Speed: 900

Skills

Land Mines



Plants an invisible mine that explodes when an enemy nears. The explosion deals less damage if the target is farther away. You may only have 15 mines placed at a time.

Level 1: 125 MP. 25 seconds cooldown. 300 damage.
Level 2: 150 MP. 20 seconds cooldown. 400 damage.
Level 3: 175 MP. 15 seconds cooldown. 500 damage.
Level 4: 205 MP. 12 seconds cooldown. 600 damage.

The area of effect is 200 for full damage and 500 for half damage. If destroyed by attacks the mines will still explode. When a 16th mine is placed the oldest will explode.

Techies will gain experience for hero kills resulting from Land Mines regardless of where he is on the map. He will gain exp even if he is dead but there is a sort of bug related to this issue. Lordshinjo explained it better in this thread: [Link].

Inflicts mixed type damage: [ (Total Damage / 2) * (Spell Resistance / 100) ] + [ (Total Damage / 2) * (Armor / 100) ]
It can damage towers: (Total Damage / 2) * (Tower’s Armor / 100)

Remember magic inmunity =/= 100% spell resistance.

It last until it gets triggered or is destroyed. 64/64 Sight Range. Good for scouting the Runes before level 6 and good to check if opponent team is trying to kill Roshan or stack Ancients since they last forever. They can block neutrals from respawning so you can use them to scrub your opponents farming goals if they try neutral creeping.

Good locations:




















Stasis Trap



Plants an invisible Stasis Trap that stuns nearby enemy units when detonated.

Level 1: 80 MP. 20 seconds cooldown. Stuns 3 for seconds.
Level 2: 110 MP. 16 seconds cooldown. Stuns 4 for seconds.
Level 3: 140 MP. 13 seconds cooldown. Stuns 5 for seconds.
Level 4: 160 MP. 10 seconds cooldown. Stuns 6 for seconds.

150 casting range. Last for 270, 300, 330 and 360 seconds. Activation area is 200 units and the stun area is 450 units. It takes 2 seconds for a triggered Stasis Trap to activate. Stasis Traps destroy all other Stasis Traps in their area of effect when they activate.

They shorter cast range, shorter sight (600/600) and shorter duration than Remote Mines so they are really ineffective as wards. You will need at last 4 seconds of stun to cast and trigger this plus all the times Techies needs to go to the location of where you want to plant the ward since the casting range is really small. In other words forget about casting and triggering this unless you are walking with 2 o more stunners or there is a team fight going on.

Good locations:




If you are low life you can retreat and your opponent may follow you. Since they are next to your towers opponent Sentry Wards can’t detect them (nobody will plant one next to a tower) and your opponent may get stunned. He may even die for that since the tower will waka-waka him for 3-6 seconds.

Suicide Squad, Attack!



Sacrifice yourself for the greater good. Deals massive area of effect damage.

Level 1: 100 MP. Deals 650 full damage and 350 partial damage.
Level 2: 125 MP. Deals 850 full damage and 400 partial damage.
Level 3: 150 MP. Deals 1150 full damage and 450 partial damage.
Level 4: 175 MP. Deals 1550 full damage and 500 partial damage.

75 seconds cooldown. The area of effect is 200 for full damage and 500 for partial damage. Inflicts mixed damage (same type than Land Mines but it doesn’t damage Towers). Using this skill counts as a suicide, which does not give gold or experience to the enemy team. Destroys trees in its area. When autocast is enabled, the Techies will use this skill instead of attacking on a right-click.

Techies plays with the fear factor: Who would want to gank a non-late game hero when they know they can’t profit from it? If you will die there is no reason what so ever to let your opponent get experience and gold from it. If your opponents profited from you then you failed as Techies. If you can see you will die soon then suicide immediately.

To maximise the damage you will inflict use all your skills (Urn and Land Mine mostly) and try to target your Suicide to inflict as much damage as possible to the biggest amount of opponent heroes as possible. To minimise the negative effect try to buy items before dying to reduce the amount of gold you will lose.

DO NOT ABUSE THIS SKILL. Do not gank with this skill (except for maybe a First Blood attempt or Double Kill attempt). If you do abuse this skill you will be seriously underleveled and that will kill your economy which kills Techie’s late game anti-pushing skills.

Remote Mines



Plants an invisible mine that will only activate when triggered. Doesn't damage buildings.

Level 1: 200 MP. 425 AoE. 300 damage.
Level 2: 240 MP. 435 AoE. 450 damage.
Level 3: 300 MP. 450 AoE. 600 damage.

10 seconds cooldown. Casting time: 2 seconds. Can be improved by Aghanim's Scepter (+150 damage and +400 casting range). Inflicts magical damage. Techies will gain experience for hero kills resulting from Remote Mines regardless of where he is on the map. It last for 8 minutes. When a Remote Mine is placed, it is added to your selection.

If you want to kill a hero with them you will need to stack them. Since they don’t get triggered when creeps walk around (unlike Land Mines) the best locations are the same than Land Mines combined with lines (since creeps don’t trigger them, unlike Land Mines) and in front of your towers (specially during late game).

You can also plant a single one or two of them for other uses like scouting (they are amazing wards since they have a sight of 900/900) and for clearing creep waves (for either farming, pushing or anti-pushing).

Good locations for scouting:





















Anywhere where you can plant an Observer Ward is a good location for a Remote Ward, except for 2 locations:



Skill Build


Quote:














* Level up attribute bonus whenever any of your skills arent available.
* You can take the first level of Suicide at level 1 if you want to attempt a level 1 Suicide.
* You can take the second level of Suicide at level 3 if you want to attempt a First Blood or Double Kill.
* Some people take 1 level of Stasis Trap at level 5. I don’t because Techies doesn’t have the mana to support Stasis that early. Every Stasis you place is a Land or Remote you don’t. You can level it up but I don’t recommend using it so imo having a level 2-4 Suicide will probably do a better job than having a skill that you will not use anyways.
* Some people take Suicide’s level 2-4 at level 23-25. Don’t do it. First, stats means nothing for a hero like Techies. Second, mixed damage means nothing late game so the only real effect of taking Suicide at level 23-25 is to increase it’s mp cost for no reason at all. If you don’t want to level up Suicide early game, don’t do it at all for the rest of the game.

Item Build


Quote:
╠═══╣Starting╠═══╣



╠═══╣Or╠═══╣


x6
or

╠═══╣Core╠═══╣




or

╠═══╣Advanced╠═══╣


You can see that your core build contains only 5 items. You have 1 empty slot in your inventory which you can fill with whatever you want (Stats, a second Bottle, Sentry Wards, Dust of Appearance, Ring of Regeneration, Ring of Basilius, Void Stone if you already have Urn or Urn if you already have Void Stone, etc). It really depends on the game.

Any other item after that is a luxury. The first luxury you should always try to get is Guinsoo’s (especially if you already have Void Stone). Other luxuries are Shiva’s, Mekansm, Pipe, Eul’s, Orichid and Necrobook. There are also other situational items that could be considered a luxury: Kelen’s Dagger, Lothar’s Edge and Force Staff.

Gameplay


Starting (Level 1)


I will recommend you go to middle lane. If you go to the short or the long lane get a Currier and some regeneration items. You will need a lot of Clarity potions in order to farm the 800 gold needed for the Flying Currier and Empty Bottle. After that, Bottle-Crow will provide a lot of regeneration which covers the lack of regeneration you don’t get from Rune whoring.

Branch and other stats item aren’t really needed since you won’t use your attack to last/hit deny very much since Techies starting damage is beyond atrocious. You will use your normal attacks to harass a lot but 2/3 damage will not make any difference while 200/300 MP will.

Soul Ring recipe first is not a very good idea since if you fail at farming the 675 gold needed for RoR/Sobi you may ruin Techies early game (and that’s a major fail). Getting Currier means you can deliver more Clarity/Tangos if they are needed.

If you go to middle lane get your Bottle and go straight to top rune to plant a mine then go to bot rune and plant another mine. Heal yourself once with Bottle before placing that second mine. It will take you around 40 seconds to go to top rune from base and around 30 to go to bot rune. If you did everything fast (picking/buying) heal yourself with Bottle once and you will be able to plant another Mine on bot rune at around the same time creeps spawn (in other words you planted 3 mines for free). If rune spawned in bot drink your bottle twice and store it.

If you face good opponents ask one or two of your teammates who will lane in middle or bottom lane to come with you to check for bot rune (Stun + Land + autoattacks = first blood).

Remember Techies casting animation is 0.51 seconds longer than his casting point which means you should always animation cancel his casting animation to win some extra time.

Early Game (Level 1 to 6)

You can either:
1) Push a lot by planting Land Mines to clear waves fast and get fast gold and using Land Mines to take down the first tower as soon as possible.
2) Rune Whore as much as possible and plant as much Land Mines as possible. This is more a babysit role so you should use your Bottle to heal your baby if needed.

Mid Game (Level 7 to 16)


Roam around the map looking for kills or planting Mines as Wards. Spam your Mines to provide as much vision as possible. Make several groups of Mines ready to kill opponents.

About the skill build, you can either get a Void Stone for a late game Guinsoo if you aren’t planning to go next to your team or an Urn of Shadows if you plan to go next to your team a lot. Urn gives you much supporting capabilities and much HP to prevent been instantly nuked to death while Void lets you get Guinsoo faster and provides of more MP regeneration.

Late Game (Level 17 to 25)


Provide vision near your base to prevent been pushed by several heroes without been prepared. Plant lots on Mines and Stasis in your base to prevent pushes. If your team wants to push clear opponent creep waves fast with Remote Mines, use your Land Mines to take down the Towers and use your Stasis Traps to prevent been initiated.

Your Role In Teamfights


The main role is nuker, the secondary role is disabler. First of all try to force team fights near some Remote Mines. Once team fight starts plant Stasis Trap in escape routes. Plant Land Mines and Remote Mines as soon as they are off colddown. Do not suicide unless you know it will make a huge difference or unless you know you will die shortly after. Use your Urn/Meka/Guinso/Necrobook/Etc as much as possible.

The Fine Art of Pushing and Farming


Techis can clear a creep wave in a matter of seconds. The fact that he can do it doesn’t mean he should do it. He should only do it only in 3 cases:
* If you want to push.
* If you want to stop a push.
* If you want to farm.
Follow these rules and you will be just fine:
1) You CANNOT clear a wave if there is a late game allied near you.
Exception 1: he is autoattacking.
Exception 2: opponent creeps are attacking your tower.
Exception 3: you want to push fast (you want to arrive at opponent Tower/Rax ASAP).
Exception 4: you are less than 1000 gold short for finishing an item that will help your team a lot (Guinsoo for example).
2) You CAN clear a wave if there is no late game allied near you.
Exception 1: you don’t want to push/take down their towers (for example if your team consists of non-farmed late game heroes and their team contains gankers).

Random Tips


Power Up Your Bottle


Whenever you get or lose any sort of stat item (Urn of Shadows or Point Booster for example) your HP and MP bar will remain unchanged. In other words if your total HP is 500 and your current HP is 250 you have 50% of you total HP. If you remove a Point Booster from your inventory your new total HP will be 250 and your new current HP will be 50% of that (125).

Now, there is an useful trick regardless this knowledge: lose any stat item before healing yourself (Bottle, Urn of Shadows, Cheese, etc). Then pick up the items after you healed yourself and you will gain extra MP/HP from for free.

For example: At level 16 with Aghanim’s Scepter Techies HP/MP pool would be 1471/1151 and his current HP/MP is 500/100. If he heals himself with Bottle 3 times his HP/MP after that would be 905/310. But he drops Scepter, heals himself with Bottle and then picks up Scepter his HP/MP after that is 1051/378. He won 146 HP and 68 MP for free.

This also works with Power Treads, however they are very expensive and I wouldn’t get them for 30 extra MP once in a while if that would delay the Scepter several minutes. Also, remember this doesn’t work with Soul Ring (it would only make you lose more HP).

No Jungle


Land Mines will prevent neutrals from respawning. There is a strategy that will murder their junglers (Chen mostly, but works very well against Axe and Enigma as well). Starting items needs to be 2 TP 4 Clarity 1 Tango.

Here are some examples on single player mode to show how to do it: [Scourge] and [Sentinel]

First Blood Mines


This strategy only works in the short lane. You can place 4 Land Mines in 1 minute and 40 seconds. In order to plant 4 Mines before opponents get sight of you, you will need to buy a TP Scroll. 4 Land Mines cost 500 MP. Techies starting mana pool is 286. To reach the 500 MP needed you will have to buy 2 Clarity Potions. 4 stacked Land Mines inflict around 900 damage after reductions. That will probably give you first blood. You will also need a Currier (to put in some use the gold from the first blood and to Bottle-Crow later) and you will have enough money to get 1 Tango/Salve and 1 more Clarity Potion.

First Blood Suicide


Suicide hits for 500ish damage at level 1. If you have an ally with a stun or nuke/slow is really easy to get First Blood. You get the gold, your ally gets the exp and your opponent lose time walking back to the line.

Safety Zone


A safety zone for you and/or an allied hero is created by planting a Stasis or several Land Mines.


For the next minute or so you and your ally are safe. If you get ganked you just stay next to the Stasis or Land Mine until it triggers and then escape or kill them.

It’s so amazing to see you can escape from 3v1/3v2/4v2 ganks with just Static Trap and TP. And is even more amazing when 3v1/3v2/4v2 ganks turns into a triple kill thanks to Land Mine or Static Trap combined with an allied or Suicide.

If you made the safety zone with Land Mines remember to not harass close to creeps since you may draw creep aggro and opponent creeps may trigger the Mines when you go back to your safety zone.

If you made the safety zone with Stasis you may plant them on the opponent’s creep path, even if you know the opponent creeps may trigger them (eventually) you only look for some seconds/minutes of safetyness. By the time a creep trigger the Stasis you may even not be there (and if you are you can plant a new Stasis).

Suicide = TP


Most people don’t like Suicide because they want to have a 9001 – 0 K/D/A record. If you are one of them you will probably don’t like this.

This is an old idea, some junglers die in the jungle vs neutral creeps since:
a) You don’t lose gold (if you bought everything before you died).
b) You revive in much less time than the time it would have took you to walk back to your fountain.
In early levels, Suicide is like a sort of TP Scroll. You can Suicide, then revive some seconds later, and then buy a TP and be back in lane in a matter of seconds. But if you add the fact that you can send your opponent back to their fountain or even kill them if you have an ally near you it works like an extremely imbalanced TP Scroll.

Don’t try this strategy after level 6 or 7 since the respawn time it gets too long.

Shop Short Keys

You can group your shops in your control numbers. This way you can buy items before dying, and since you know when you are going to die (Suicide mostly) you will minimise the negative effect of dying A LOT.

I use my Autokeys like this:
a) 1 = unchanged (I group my hero in this one)
b) 2 = Num Pad 7 (Inventory)
c) 3 = Num Pad 8 (Inventory)
d) 4 = Num Pad 4 (Inventory)
e) 5 = Num Pad 5 (Inventory)
f) º = 6.
In º (the bottom at the left of the number 1) or in the group number 6 I group either my Crow (during Bottle-Crow) or all my shops (the ones I use often). Whenever I believe I may die I click º, move from a shop to shop with Tab, and use the short keys to buy something expensive.

Level 1 5 Man Push


Funny strategy. You need a team/group of friends to do it. Some heroes have really good pushing skills at early levels. Techies is one of them (he can inflict a lot of damage to tower/creeps. The idea behind is to try to destroy the barracks and even throne as fast as possible (in 10 or 15 minutes).

This usually is attempted in the same game you attempt to kill Roshan with 5 level 1 heroes (there is a Guide in my signature about this) since Techies can stun Roshan for 3 seconds with a level 1 Stasis Trap (and with 20 seconds colddown at level 1 Techies could provide 6/9 seconds of stun).

You can as well try the strategy with 2 soloers and a tri-lane. Techies-KotL-Lesh for example could take down the melee rax really early.

I couldn’t find an updated one featuring Techies (found some but they where like a year old) so here is a replay of this strategy with different heroes: [Download Replay] Props to LightningZLazer for the replay.

Level 1 Roaming


Some heroes can start roaming from level 1. Some examples are Venom, CM, Tide and Techies. Don’t try to attempt this unless you have a decent team (don’t try it with randoms since you will probably fail).

If you try to roam from early levels you will need a Bottle (to abuse Bottle refill and Runes) and try to get Boots and Soul Ring as fast as possible.

Suicide is your most important skill in this type of strategy. Since you will remain at low levels you can abuse of Suicide as a TP.

I don’t like this strategy very much since it will totally kill your economy and you will be extremely underleveled. 5 level 16 heroes can kill 4 lv18 heroes so I consider it a fun strategy at best.

Jungling


Techies can jungle. He can almost reach the 16 Relic so he is an overall good jungler. You will probably affect much more the game if you lane BUT is always good to know you can jungle if you team wants to have a second soloer and there is no good jungler in your team.

Here is a single player replay to show how: [Download Replay]

To jungle you will need to:
1) Start with Tango and Ring of Basilius.
2) Pull the pullable camp whenever possible.
3) Double pull if you can.
4) Stack big or mid camp whenever possible.
5) Double stack mid camps if you play in sentinel.
6) Clear small camp with Land Mines (remember Harpies are bitches and they don’t trigger Land Mines).

From level 1-4 you will depend on the small camp and the pullable camp. Stack the big camp, since you will clear it soon. Once you hit level 5 (you can also wait until level 7 if you want) you can clear the stacked big camp with Land Mines. Once you hit level 7 you should stop jungling since you are ready to go.

About Runes


Haste:
You can use it for ganking. You can run next to them, plant a Land Mine and Suicide immediately. Any ally with a stun/slow/nuke will give you a kill.
You can store it and release it as an escape mechanism.
If you are rune whoring you can save it until you can see the new Rune, then release it, go to the rune while you heal yourself 3 times, store the new rune and go back to the line before Haste runs off (less time walking provides extra exp/gold).

Invisibility:
Similar to Haste. Is better for ganking or as an escape mechanism but it doesn’t improve your Rune Whoring skills.

Illusion:
A little extra damage helps when you harass/deny/last hit. Send one to 2 lanes and micro them to make your opponent believe you are trying to Suicide. You may trick them to waste a stun on you or just back off which gives your allies a bit of extra free farming. You can use them for scouting.

Double Damage:
Like illusion, but worst. Only helps harassment and last hitting.

Regeneration:
Best Rune for Techies, by faaaaar. Waste all your MP and wait until all your skills are off colddown. Then release Regeneration and activate all your skills as soon as you can. You can plant 2/3/4 Mines for free and you will end up with full MP to plant even more Mines.

About Roshan


ALWAYS have a Land Mine near Roshan. Also, if your team is trying to kill Roshan you can assist them with Stasis Trap; and if they are trying to kill him you should stack Mines on Roshan’s cave since if the opponent notice your team is trying to kill Roshan they will probably go to take them down and you may win the team fight by yourself if you have some Mines there.


Countering Gem


There are 3 ways to counter a Gem:

1) You can do the first one alone: Plant Mines in some areas where your opponent doesn’t get vision until it’s too late (ramps for example).


2) You will need an ally to do this and it only works during middle game: gank with Suicide. You will need an ally since the 1100ish damage from level 4 Suicide isn’t usually enough and since you need somebody around to destroy the gem.

3) You will need your team to do this: let your team know a player is carrying a gem and ask them to destroy it as soon as that player dies. You can also ask for a gank to that player.

Countering Sentry Wards


There are 2 ways to counter a Sentry Wards

1) Use Sentry Wards yourself.

2) Don’t plant mines when you are in the sight of your opponent nor plant mines in common spots (runes for example).

Goblin Techie's best friends



Here is where I’m supposed to tell you that Techies, like every other hero in DotA, works very well with Stunners and Disablers.


Here is where I’m supposed to tell you that Techies, like every other non-late game dpser in DotA, works very well with a late game dpser.


Here is where I’m supposed to tell you that some heroes works well with Techies if you mine placement is beyond atrocious.


CM has some overall good synergy with Techies. CM’s ultimate needs AoE disable and Techies could provide some with Stasis Trap. And in return CM’s global aura helps a mana dependant hero like Techies. However, don’t think that CM’s aura equals not mana required since lv4 aura provides 300 MP every 100 seconds and Remote Mine spam equals 300 MP every 12 seconds.


Bane is BY FAR Techies best friend. No other hero in DotA works better with Techies. Why? Because Bane is the only hero in DotA with a long enough disable that can turn Static trap into a reliable ganking weapon. If Bane and Techies decide to kill somebody, that somebody will die.

How to gank?
* Bane initiates with Nightmare.
* Techies now has 2.5 seconds to go next to the target and cast Static Trap.
* Immediately after that Techies must cast a Land/Remote.
* 4 seconds later the target will get stunned for 6 seconds.
* During this 6 seconds both heroes can attack with everything they have.
* If Techies wants the kill Remote Mine is the finisher.
* If Bane wants the kill Brain Snap is the finisher.
* If for some reason the target didn’t die by the time the stun runs off Nightmare is out of colddown so Bane can Nightmare again. This will give more than enough time for Techies to use a second Land/Remote and a second Urn.
* Suicide and Fiend’s Grip are “just in case” tools.

How to gank 2 heroes? (Because Bane-Techies is such an imbalanced combination they can also kill 2 heroes with no help)
* Bane initiates with Nightmare over the hero with a spell that could stun or silence. Both heroes needs to be at last 550 units from each other.
* Techies now have 2.5 seconds to go next to the target and cast Static Trap.
* Bane needs to activate Fiend’s Grip as soon as possible on the non-Nightmare’ed hero.
* Techies needs to activate Remote Mine as soon as possible, and after that Land Mine next to the Fiend Grip’ed hero as soon as possible.
* Focus fire first the Fiend Grip’ed hero with everything you have. If he dies, proceed like if it was a 2v1 gank. If he doesn’t die Suicide is a good option.

Notes:
* If you plan to gank a hero with Lothar’s or Wind Walk one of you needs a Sentry Ward / Dust on inventory.
* If you plan to gank 2 heroes with a Stun you may need a better timing and you will probably have to Suicide.
* If you plan to gank QoP, Magina and other heroes with Blink you may need a better timing and you will probably have to Suicide.
* You probably won’t be able to do this vs Meepo but he can be easily ganked in other ways.
* Vs Syllabear you will have to proceed as if you are dealing with a 2v2 situation.
* LoA and Leoric are kind of hard to deal with. You can Suicide to take down LoA without activating Burrowed Time, or a well time Nightmare could do the trick. Leoric would require a Necrobook to prevent Reincarnation.
* You can’t use this on Tidehunter.

Heroes to watch out for


Here is where I’m supposed to tell you that Techies, like every other hero in DotA, will die if he is perma-stunned.


Here is where I’m supposed to tell you that Techies, like every other spellcaster hero in DotA, won’t do much if he is perma-silenced.


Here is where I’m supposed to tell you that Techies, like every other non-late game dpser in DotA, will fail if he there is an over-farmed late game dpser in the opposite team.


This dude is a serious problem. If he decides to lane against you forget about you Lane Mines since he haves that stupid over 9000 hp bear that can walk over them. And the problem doesn’t just disappear as the game progress because is almost impossible for Techies to kill his because that hero since his ultimate provides him of over 9000 hp. And that’s not even the worst part, he can put a Gem on his Bear and you have no fucking out for that since his Bear has a ridiculous amount of hit points which prevents perma-stunning and if he is close to death Sylla can Return the Bear to him instantly. Thank god he isn’t picked very often.


Anub’Arak is BY FAR Techies worst nightmare. First, he will compete against you for the runes, he haves better movement speed and a summon ability with almost no mana cost or colddown which means he will be better than you there. And the nightmare doesn’t ends there because once he hits level 6 you are food for him. If he decides to kill you, you will die. And you can’t even Suicide because you don’t know that he is trying to gank you until you are already stunned because of Vendetta/Impale and you will die before the stun runs out because Techies haves really low HP while NA has too many nukes. If there is a good NA in the other team I suggest you to ALWAYS go next to 2/3 members of your team, stay next to your towers all the time and spend all the time you don’t spend roaming, staking mines in your base.

Replays


Personal Replays


5v5 game ft Synergy & Friends.
Attachment 18154
An overall good replay. Good skill level despite of been a public game since half of the players where league/tournament players. There was only 1 bad player but his lack of skill was covered with the fact that he was using MH. Extreamly long game that shows lots of team fights, ganks, anti-pushs, pushs, etc.

We had 6 barracks left while they had 3 barracks (2 ranged, 1 melee) and 1 tower left. Scourge backdored at min 94 and host ragequited 10 seconds later.
20 kills, 2 suicides, 2 deaths, 11 assist, 2 triple kills.


2v2 game.
Attachment 18155
An overall decent replay. Is a 2v2 ARNT game in Garena. My ally and opponents weren’t the best. You can see some Rune action, Suicide abuse (First Blood Suicide, Suicide Gank and 5 Suicide deny) and a lot of pushing. You can also see at middle game that I know I won’t kill QoP with Suicide so I plant a Land Mine, then Suicide and then the Mine kills her.

Sentinel wins. 6 kills, 0 deaths, 7 suicides.


4v5 game.
Attachment 18156
Not the best skill level but an overall nice replay. Soloed mid vs Lion (lol) and first blooded him (rofl). Our Boots first Ursa left during early game with a 0-3-0 record. There are some nice double kills and team fights.

Sentinel wins. 10 kills, 0 deaths, 3 suicides.


Other People Replays


1v5 Techies ft Jackfrog.
Attachment 18157
Learn from the master.

Techies in hige level games ft Puppey.
Attachment 18158
I have seen Puppey playing Techies several times. This is a good overall replay of him. You will need DotA 6.65 and v1.24c to watch this replay.


Techies in hige level games ft DeMeNt.
Attachment 18159
This is a rL vs srs game. You will need DotA 6.59d and v1.23 to watch this replay.

Final Word


We have reached the end. I hope you enjoyed reading it as much as I enjoyed writing it. Feel free to ask anything and I will try to answer your questions as best I can.

Changelog


Quote:
06/16/2010 This Guide Was Created
06/17/2010 My 22 years old birthday
06/18/2010 Added Layout





Squee Spleen and Spoon the Goblin Techies
Author: chuavechito
Map Vers.: 6.67c

Chuave's Guide to Goblin Techies

Chuave's Guide to Goblin Techies

Date Posted: 06/16/10
Last Comment:05/09/2012
Total Votes: 53
Current Rating: 7.88
Views: 111690



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