
Techies
In the storied saga of Dredger's Bight, no business has ever been more reviled than Techies Demolitions. Then again, Dredger's Bight no longer exists. Nor does Toterin. Or even Trapper Town. In fact, if one were to track the history of Techies Demolitions they might notice that shortly after Techies appear, towns tend to disappear. <br><br>Like every inevitable disaster surrounding Techies, the obliteration of Dredger's Bight began with an invention. Tasked with designing a safer way of detonating explosives in the mines beneath the city, pyrotechnic prodigies Squee, Spleen, and Spoon developed their most outlandish creation yet: a button which, when pressed, would trigger a distant device to spark a fuse. <br><br>Overeager to test their invention, the trio stuffed barrel after barrel with flamesalt explosives, piling every corner of their tiny workshop high with the newly developed remote bombs. From this stockpile they plucked a single payload, burying it in a far away field. As they cowered in a ditch, Spleen pressed the detonator button. Yet after a moment, nothing happened. Confused, he stood up, pressing his button again and again until, finally, an explosion tore a hole in the field. Elated, Squee and Spleen turned toward home just as a massive wave of sound and force arrived to knock them over. <br><br>Bewildered, their ears ringing from the unexpected blast, they gathered in the dingy miasma to see a smoking ruin where their workshop once stood. Chunks of wood and stone continued to fall as the yawning crater before them slowly deepened into an expanding pit. The whole of Dredger's Bight shuddered, and then gradually started to slide into the mines below as its panicked residents fled. <br><br>Sitting at the edge of their sinking home they grinned and giggled, as giddy at the possibilities as they were oblivious to the scorn of their former neighbors. They wondered only one thing: how could they trigger an even bigger blast?
Base STR
19 +2.6
Base AGI
16 +1.8
Base INT
25 +3
Move Speed
310
Attack Range
600
Base Armor
2
Attack DMG
20–22
Projectile
900
Innate Abilities

M.A.D.
Techies gain a percentage of their mana pool as bonus mana regeneration.
When Techies die, they leave behind a barrel that explodes after 1.5s, damaging enemies in an area around it. Damage is based on Techies' max mana.
MANA POOL AS REGEN:
0.1%
RADIUS:
400
BASE DAMAGE:
50
MAX MANA AS DAMAGE:
30%
CURRENT MANA REGEN:
0
CURRENT DAMAGE:
0
Abilities

Sticky Bomb
Cooldown
16 / 13 / 10 / 7s
Mana
100 / 115 / 130 / 145
Lobs a Sticky Bomb towards the target area. If it lands next to an enemy hero, the bomb will stick to it, slowing its movement speed. After a few seconds the bomb will explode, dealing damage in an area around the detonation and applying a secondary slow for 3 seconds.
EXPLOSION DELAY:
2
STICK RADIUS:
300
DAMAGE:
95 / 170 / 245 / 320
MOVEMENT SLOW:
25 / 35 / 45 / 55%
SECONDARY MOVEMENT SLOW:
15 / 25 / 35 / 45%
EXPLOSION RADIUS:
350
Such revolutionary brilliance was meant to be shared.

Reactive Tazer
Cooldown
26 / 22 / 18 / 14s
Mana
60
Techies trigger an electric charge on the target ally, giving them bonus movement speed for a short period of time. Enemies attacking the target take damage and are temporarily disarmed and get a Basic Dispel.
At the end of the effect or if detonated early with the sub-ability, the charge explodes, disarming all enemies within the radius and dealing damage.
BUFF DURATION:
6
DISARM DURATION:
2.4 / 2.7 / 3 / 3.3
MOVEMENT BONUS:
18 / 22 / 26 / 30%
EXPLOSION RADIUS:
450
DAMAGE:
60 / 110 / 160 / 210
A steady bomb hand prefers an abundance of personal space.

Blast Off!
Cooldown
40 / 35 / 30 / 25s
Mana
100 / 125 / 150 / 175
Techies hurtle themselves into the enemy's midst, detonating charges upon impact which deal massive area of effect damage and stun enemies. Upon landing, the assault deals Techies non-lethal damage equal to a percentage of their current health.
EXPLOSION RADIUS:
400
FULL DAMAGE:
200 / 300 / 400 / 500
STUN DURATION:
0.8 / 1 / 1.2 / 1.4
CURRENT HP SELF DAMAGE:
20%
- The self-damage Techies receive from this blast is pure and non-lethal.
- This ability destroys trees.
Where we going?

Proximity Mines
Mana
110 / 140 / 170
Plant an invisible mine that cannot be detected by True Sight, but is visible if an enemy is within the active 500 AoE of the mine. Mines detonate if an enemy is standing within the active AoE for 1 seconds dealing damage and temporarily reducing the enemy's Magic Resistance. The explosion deals full damage if the target is within 150 radius and decreases down to 50% on the edge. Deals 30%% damage to buildings.
EXPLOSION RADIUS:
500
DAMAGE:
400 / 550 / 700
BUILDING DAMAGE:
30%
ACTIVATION DELAY:
1
MAGIC RESISTANCE REDUCTION:
15 / 20 / 25%
DEBUFF DURATION:
5
- Cannot be placed within 350 AoE of another Proximity Mine.
- Proximity Mines do not block neutral creep camps from spawning.
- Mines last until they explode or are destroyed.
- Mines are triggered by invisible units.
- Grants 30 gold if destroyed by an enemy hero.
The bane of Toterin!
Talents

Aghanim's Scepter

Minefield Sign
Cooldown
60s
Plant a warning sign, causing Proximity Mines within its radius to be invulnerable and deal 15% more damage. Only one sign can exist at a time. Lasts 240 seconds.
When an enemy Hero walks within 200 units of a minefield sign, the 1000 units area around the sign will become a minefield for 10 seconds, dealing damage to enemy Heroes any time they move within its area. Minefield Sign is destroyed after this effect ends.
EFFECT RADIUS:
1000
SIGN DURATION:
240
DAMAGE:
300
MOVEMENT TRIGGER AMOUNT:
200
Watch your step!
Hero Performance
Median across all public matches · OpenDotaForm
53%
Win rate in recent matches
Performance
86%
KDA ratio (kills + assists / deaths)
Laning
24%
Last hits per minute over full game
Farm
54%
Average gold per minute
Fighting
27%
Average kills + assists per match
Experience
64%
Average XP per minute
Strategy
When to Pick Techies?
No guys. Do NOT pick Techies in every game. I know the temptation is real; I know the green mines are back, and they look beautiful; I know blasting off from the fog into an overextending carry feels incredible every single time—but Techies is situational, and I will die on this hill. The current patch is an aggressive early laning patch where games are decided before twenty minutes. A techie that spends the first fifteen minutes planting proximity mines in the jungle approaches, and the enemy team ends the game at seventeen minutes through a coordinated push with Night Stalker and Spirit Breaker, achieving exactly nothing with all those mines because nobody ever stepped on them. "Situational" means something. This guide will explain exactly what the situations are.
When those situations DO exist, however... Pfiu. Before the 7.41a nerfs hit, Escorenews called Techies one of the best supports of the patch with a massive winrate spike. Valve specifically targeted techies in the emergency hotfix because the laning stage was so overbearing—Proximity Mines' damage was cut and the edge AoE damage reduced. Even after those nerfs, Team Smurf's Immortal-rank meta report confirmed laning with Techies remains absurdly strong, and BSJ himself described laning against Techies as "nearly impossible to punish" because no commitment onto either the Techies or the lane partner goes unpunished. The reason is Reactive Taser, which in the current patch can now be cast on allied heroes from level one without any item requirement—previously you needed Aghanim's Shard to cast it on allies. A reactive taser on your carry gives them bonus movement speed, enemies attacking your carry get disarmed and receive a basic dispel, and when the charge detonates, it AOE disarms every enemy in the radius. Combined with Blast Off arriving from the fog, which now applies self-damage BEFORE the enemy damage, meaning Techies chooses WHEN to take the damage rather than being stunned by it—any aggressive early move onto the Techies lane immediately answers itself with a disarm, a burst, and an AOE slow.
The M.A.D. innate is the piece that makes Techies genuinely annoying to kill throughout the entire game. A percentage of Techies' mana pool is passively converted into bonus mana regeneration, meaning the more intelligence items Techies builds, the more mana regen he generates for free. And when Techies DIES—the kill people desperately want to secure to stop the mine placement—a barrel appears at the death location and explodes 1.5 seconds later, dealing damage based on max mana to all enemies standing nearby. At high mana pools with Bloodstone or Aether Lens, that death barrel is a genuine threat that forces the enemy team to scatter from the kill location rather than collecting it and moving forward. Combined with Proximity Mines now using Techies as the damage source—meaning spell amplification and spell lifesteal apply to mine explosions—the mine damage at higher levels with even modest spell amp items is substantially higher than the listed numbers suggest. Techies thrives in slow lineups with low mobility where proximity mines are stepped on because heroes cannot blink or dash past them safely; in defensive setups where the enemy team must push through mined areas to reach objectives; and in games that go long enough for the full mine map control to materialize. Pick him into Tidehunter, Magnus, Enigma, or Doom—heroes that need to walk through specific paths and cannot easily dash over mines. Avoid him completely in high-mobility lineups with Storm Spirit, Ember Spirit, and Anti-Mage—heroes who Ball Lightning or blink directly over every minefield without ever triggering a single one and who end the game at fifteen minutes before the mine map control becomes relevant.
Tips & common mistakes
- Reactive Taser can now be cast on allied heroes from level one—most pub Techies players still treat it as a self-defensive tool only, casting it on themselves when threatened. The correct support use is casting Taser on your carry the moment an enemy support or offlaner initiates onto them—the disarm on attackers prevents the burst, the movement speed lets the carry escape or chase, and the AOE disarm explosion when detonated catches every enemy who tried to fight the tased carry simultaneously. Use a Taser on allies proactively, not reactively on yourself.
- Blast Off's self-damage is now applied BEFORE dealing enemy damage, which means Techies can deny himself with Blast Off if his HP is low enough, preventing the enemy from getting a kill and the gold. Most Pub Techies players never use this intentionally, dying to enemies when a Blast Off self-deny would have denied the enemy the kill entirely. If you are at critically low HP and the enemy is about to secure the kill—Blast Off directly, take the self-damage first, and deny yourself, and the enemy gets nothing.
- Proximity Mines are now sourced to Techies as the caster, which means spell amplification items like Aether Lens and Bloodstone now increase mine damage. Most pub Techies players build pure mana items and treat mines as fixed damage. Every point of spell amp from items increases every mine explosion proportionally, and spell lifesteal from Bloodstone returns HP to Techies from mine detonations. Build spell amp items intentionally, and your mines hit harder than any listed number suggests.
- Minefield Sign is now only available with Aghanim's Scepter—most pub Techies players still look for it in their ability list at level one. This is gone without a scepter. The mine warning sign's zone damage when an enemy hero enters was an important area denial tool in previous patches. Without a scepter, you do not have it. Adjust my placement strategy accordingly—mines without Sign need to be placed in locations where enemies will trigger them by standing in them for the activation delay rather than relying on Sign's zoning effect.
- Techies' death barrel from M.A.D. explodes 1.5 seconds after death and deals damage based on max mana—most pub enemies stand directly on the death location collecting the bounty and then wonder why they simultaneously took a burst of magic damage. As a techie PLAYER, be aware that dying in a clustered location where multiple enemies will be standing increases the barrel's value dramatically. As a Techies PLAYER'S ENEMIES, scatter immediately from the death location when Techies dies. Collect the bounty from the range.
- Proximity mines are invisible to true sight but become VISIBLE to enemies when they are within the 500-unit active trigger radius—most pub Techies players misunderstand this and think mines are completely invisible at all times. An enemy hero who approaches a mine location slowly and carefully at walking speed can see the mine reveal itself before the 1-second activation timer begins. Place mines in locations where enemies are moving at normal or high speed and will not be approaching cautiously—high-traffic run corridors, escape paths during a chase, and choke points heroes must pass through quickly.
- Techies is terrible when the game ends before the mine map control becomes relevant — most pub Techies players try to force long games by playing defensively regardless of whether their team has the tools to survive long games. If your draft has a Night Stalker carry and a Spirit Breaker soft support—both of which love ending games early—do not pick Techies as the pos 4. The draft is sending two conflicting messages about the game plan. Pick techies specifically when the rest of the draft is built around controlling space and going long: Spectre carry, tanky offlaner, defensive hard support.
Summary
Techies are situational, and honest players admit it freely. The laning stage is genuinely oppressive—Reactive Taser on allies from level one combined with Blast Off from the fog makes the lane nearly impossible to punish according to BSJ, and the M.A.D. death barrel punishes every kill attempt with a mana-scaled explosion.
But in a fast-paced aggressive patch where games end at fifteen to seventeen minutes through sheer momentum, a mine map that needs twenty-five minutes to fully materialize is a mine map that never matters. Pick techies into slow, low-mobility lineups that must walk through mined corridors to reach objectives. Pick Techies when the rest of your draft is playing for a long game.
And pick him knowing that the enemy team, no matter how annoyed they are, will eventually find a way to end the game if you give them enough time. Do not give them that time.
Strong Against
Pro Players Known For This Hero







































