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Goblin Techies

Squee Spleen and Spoon

  • Strength Squee Spleen and Spoon Strength
    17 + 2
  • Agility Squee Spleen and Spoon Agility
    14 + 1.3
  • Intelligence Squee Spleen and Spoon Intelligence
    22 + 2.9
  • Squee Spleen and Spoon

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 20 mines placed at a time.

Stasis Trap

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

Suicide Squad, Attack!

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

Remote Mines

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

  • Sentinel
  • 0.5 / 0.5
  • 29 - 31
  • 0 / 0.51
  • 6.96
  • 1.7
  • 270
  • 900
  • 700
  • 1800 / 800

This team of tiny Goblins provide the oddest gameplay style of any hero. Relying almost entirely on hidden traps and mines, the Goblin Techies rely on planning and strategy to defeat their enemies. Land Mines, Stasis Traps, and Remotes Mines all must be placed ahead of time to be used effectively. Nearly useless in combat, the Goblin Techies sole offensive ability is suicidally exploding with the hope of taking an enemy with them. However, attacking a base defended by the Techies is extremely difficult, due to the inevitable myriad of invisible traps scattered across the battlefield. Some method for detecting invisibility is a must for outwitting these sly Goblins.

Devilishly clever, the goblin techies, despite their small physical presence, are a force to be reckoned with. In line with their goblin brethren, the techies have the skill of laying mines in the earth, invisible to the naked eye. Also, after extensive training with the Orcish voodoo priests of Kalimdor, the Techies are adept at laying paralysis-inducing traps along with their potent explosives. Wary be the foe who takes these three lightly.


Land Mines

  • Active
  • Point
  • E

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 20 mines placed at a time.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 125
  • 25
  • 100
  • 200 Full damage AoE / 500 Half Damage AoE
  • Until Killed
  • Enemy unit
  • 300 damage
  • 2
  • 150
  • 20
  • 100
  • 200 Full damage AoE / 500 Half Damage AoE
  • Until Killed
  • Enemy unit
  • 400 damage
  • 3
  • 175
  • 15
  • 100
  • 200 Full damage AoE / 500 Half Damage AoE
  • Until Killed
  • Enemy unit
  • 500 damage
  • 4
  • 205
  • 10
  • 100
  • 200 Full damage AoE / 500 Half Damage AoE
  • Until Killed
  • Enemy unit
  • 600 damage

Notes

• Damage type: mixed
• Has a 1.75 second activation time
• Becomes invisible after 2 seconds
• If destroyed by attacks the mines will still explode.
• When a 21st mine is placed the oldest will explode.
• The -stats (-st) command can be used to know how many of your mines are placed on the map.




Stasis Trap

  • Active
  • Point
  • T

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



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 80
  • 20
  • 150
  • 200 Activation AoE / 450 Stun AoE
  • 3 seconds (stun duration) / 270 seconds (ward duration)
  • Enemy unit
  • Stuns all enemy units in the AoE
  • 2
  • 110
  • 16
  • 150
  • 200 Activation AoE / 450 Stun AoE
  • 4 seconds (stun duration) / 300 seconds (ward duration)
  • Enemy unit
  • Stuns all enemy units in the AoE
  • 3
  • 140
  • 13
  • 150
  • 200 Activation AoE / 450 Stun AoE
  • 5 seconds (stun duration) / 330 seconds (ward duration)
  • Enemy unit
  • Stuns all enemy units in the AoE
  • 4
  • 160
  • 10
  • 150
  • 200 Activation AoE / 450 Stun AoE
  • 6 seconds (stun duration) / 360 seconds (ward duration)
  • Enemy unit
  • Stuns all enemy units in the AoE

Notes

• Has a 1 second cast time.
• Takes 2 seconds after casting for the Stasis trap to become live.
• Once live, it takes 2 seconds for a triggered Stasis Trap to activate.
• Stasis Traps destroy all other Stasis Traps in their AOE when they activate.




Suicide Squad, Attack!

  • Active
  • Point
  • C

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



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 180
  • 100
  • 200 Full Damage AoE / 500 Partial Damage AoE
  • N/A
  • Enemy unit / Ground / Buildings
  • Deals 650 full damage / Deals 350 partial damage
  • 2
  • 125
  • 170
  • 100
  • 200 Full Damage AoE / 500 Partial Damage AoE
  • N/A
  • Enemy unit / Ground / Buildings
  • Deals 850 full damage / Deals 400 partial damage
  • 3
  • 150
  • 160
  • 100
  • 200 Full Damage AoE / 500 Partial Damage AoE
  • N/A
  • Enemy unit / Ground / Buildings
  • Deals 1150 full damage / Deals 450 partial damage
  • 4
  • 175
  • 150
  • 100
  • 200 Full Damage AoE / 500 Partial Damage AoE
  • N/A
  • Enemy unit / Ground / Buildings
  • Deals 1550 full damage / Deals 500 partial damage

Notes

• Damage type: mixed
• Techies' death time is halved when he uses this skill.
• Using this skill counts as a suicide, which does not give normal gold or experience to the enemy team.
• Techies will earn experience for kills he gets with this skill.
• Destroys trees in its area.
• When autocast is enabled, the Techies will use this skill instead of attacking on a right-click.




Remote Mines

  • Active
  • Point
  • R

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



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 200
  • 10
  • 500 (700*)
  • 400/410*
  • 480 seconds
  • Enemy unit
  • Deals 300 (450*) damage when activated
  • 2
  • 240
  • 10
  • 500 (700*)
  • 410/425*
  • 480 seconds
  • Enemy unit
  • Deals 450 (600*) damage when activated
  • 3
  • 300
  • 10
  • 500 (700*)
  • 425/425*
  • 480 seconds
  • Enemy unit
  • Deals 600 (750*) damage when activated

Notes

• Damage type: magical
• Can be improved by Aghanim's Scepter (* shows the improved values).
• If destroyed by attacks the mines will still explode.
• Has a cast time of 1.5 seconds.
• Mines each have the




Focused Detonate

  • Active
  • Point
  • F

Detonates all remote mines in 700 aoe around target area.



  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 0
  • 1
  • Global
  • 700
  • Remote Mines
  • N/A
  • Detonates all remote mines in the target area.

Notes