Squee, Spleen, and Spoon, the Techies, are a trio of ranged intelligence heroes, known for laying deadly traps around the field with a wide array of mines.
Having little direct combat ability, the Techies have an unorthodox, if effective, method of dealing damage to the enemy team in the form of powerful laid explosive mines and stasis traps that enable other heroes to set up a gank or retreat. Their mines, set across key points of the map — and even less conventional locations — are an effective method of denying area and guaranteeing damage if enemies dare to initiate. They have an even more bizarre ability in the form of their Blast Off! which causes them to violently explode and lose half their life but deal massive damage in a moderate area of effect.
[external_link_head]The unique mechanics of the mines mean that the Techies utilize mechanics not used by any other hero, including preemptive mine clusters and such strong area denial that they actively play a large role in securing the area controlled by friendly heroes. The Techies have statistics aligned to those of semi-carries, but play a largely passive, defensive role throughout the game.
Mục Lục
Bio[]
Squee, Spleen, and Spoon, the Techies
▶️ “Measurements made.” “Bombs built.” “Powder’s dry.” “Okay, let’s blow something up!”
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.
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.
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.
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.
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?
Abilities[]
Plant an invisible mine that cannot be detected by True Sight, but is visible if an enemy is within the active 400 AoE of the mine. Mines detonate if an enemy is standing within the active AoE for 1.6 seconds. The explosion deals full damage in the blast radius, and deals 30% damage to buildings.
Cast Animation: 0+0.47
Cast Range: 100 ( 400)
Trigger Radius: 400
Damage Radius: 400
Activation Delay: 1.75
Detonation Delay: 1.6
Damage: 200/380/560/740
Building Damage Percentage: 30%
Number of Charges: 3
Charge Replenish Time: 23 ( 20)
0
110/
Increases cast range.
Modifiers
modifier_techies_land_mine: Undispellable. Persists death.
Notes:
- Techies gets all 3 charges immediately upon learning Proximity Mines.
- The mines cannot be triggered during the 1.75-second activation delay.
- During this delay, Proximity Mines are visible to the enemies. Once active, they turn invisible.
- It takes a total of 3.35 seconds for a Proximity Mine to detonate when placed right next to an enemy unit or structure.
- The mines only detonate when an enemy stands within its trigger radius for 1.6 seconds.
- This means quickly entering and leaving the area does not cause them to trigger.
- Upon entering its trigger radius, a sound is emitted from the mine, warning the enemy that they are within the trigger radius.
- Both the warning and mine explosion sound is audible to everyone and audible through the Fog of War.
- Can be triggered by invisible, but not by invulnerable or hidden units.
- Proximity Mines cannot be triggered by flying units and it does not damage wards.
- Proximity Mines only damage enemies when they are triggered, not when they are destroyed by attacks.
- The damage source is the mine itself, meaning certain on-damage effects (e.g. Damage Return) react on the mine rather than on Techies.
- The damage is based on the current level as it detonates, and not as it was placed.
- Proximity Mines deal 60/114/168/222 damage to buildings.
- Provides 300 radius flying vision at its location for 1 second after detonating.
- Proximity Mines cannot be placed within 400 radius of other allied Proximity Mines.
- When mouse-hovering on the ability, all own Proximity Mines display a red circle, indicating their trigger radius.
- With the mines movement speed granting talent, the mines can be moved and overlap on each other after being placed.
- Proximity Mines do not block neutral creep camps.
Plant an invisible trap that roots nearby enemy units instantly when triggered.
Cast Animation: 1+0
Cast Range: 150 ( 450)
Trigger Radius: 400
Root Radius: 600
Activation Delay: 2
[external_link offset=1]Root Duration: 2/3/4/5
20/
80/
Increases cast range.
Modifiers
modifier_techies_deploy_trap: Undispellable. Persists death.
modifier_techies_stasis_trap: Undispellable. Persists death.
modifier_techies_stasis_trap_stunned: Dispellable with any dispel.
The scourge of Trapper Town!
Notes:
- The traps cannot be triggered during the 2-second activation delay.
- During this delay, the traps are visible to the enemies. Once active, they turn invisible.
- Roots the targets, preventing them from moving and casting certain mobility abilities.
- While rooted, provides True Sight over the targets.
- The traps only root enemies when they get triggered, not when they are destroyed by attacks.
- The root duration is based on the level of Stasis Trap as the trap was placed, and not as it detonates.
- When a Stasis Trap triggers, all other Stasis Traps owned by the player within 600 radius of the triggering trap are destroyed.
- Stasis Traps have no placement restrictions, they can be placed within any range of each other.
- Stasis Traps do not trigger on spell immune, invisible, invulnerable or hidden units.
- However, invisible units are rooted when within 600 radius as a trap is triggered.
- Provides 600 radius flying vision at its location for 1 second after detonating.
- The trap’s explosion is audible through the Fog of War.
- Stasis Traps do not block neutral creep camps.
Techies hurtle themselves into the enemy’s midst, detonating charges upon impact which deal massive area of effect damage and silence enemies. Upon landing, the assault deals Techies damage equal to 50% of their max health.
Cast Animation: 1+0.9
Cast Range: 1000 ( 1300)
Damage/Silence Radius: 400
Max Health as Self Damage: 50%
Area Damage: 300/400/500/600 ( 600/700/800/900)
Leap Duration: 0.75
Silence Duration: 4/5/6/7
Stun Duration: 1.75
35 ( 13)
100/
Increases Blast Off! cast range by 300, and applies a 1.75 second stun to affected enemies.
Modifiers
modifier_techies_suicide_leap: Dispellable with death only.
modifier_silence: Dispellable with any dispel.
modifier_stunned: Dispellable with strong dispels.
Notes:
- The leap always takes 0.75 seconds, so the horizontal speed varies between 0 ‒ 1333.33.
- Leaps in an arc up to 281.108 range high, so that other units can pass below them.
- The self-inflicted damage is lethal, so it can be used to deny themselves.
- The explosion first applies the debuff, then the area damage, then the self damage and then the stun.
- Destroys trees within 150 radius around Techies upon landing.
- Can be interrupted by forced movement during the leap, but is not interrupted by any other sort of disable.
- Can be cast while rooted, and getting rooted during the leap does not interrupt it.
Plant a warning sign to remind enemies to step lightly. Only one sign can exist at a time. Lasts 180 seconds.
Cast Animation: 0+0.53
Cast Range: 10
Max Signs: 1
Duration: 180
Invisibility Radius: 125
Invisibility Fade Time: 0
Aura Linger Duration: 0.5
360
Allows Minefield Sign to hide any Proximity Mines, Stasis Traps, and Remote Mines in an area around the sign from True Sight.
Modifiers
modifier_techies_minefield_sign_thinker: Undispellable. Persists death.
modifier_kill: Undispellable. Persists death.
modifier_techies_minefield_sign_aura: Undispellable. Persists death.
Ability Draft Notes:
This ability is bound to Remote Mines, instead of being innate to Techies.
Notes:
- This is an innate ability and cannot be learned or leveled.
- Cannot be placed inside the fountain area.
- Only one sign can exist on the map at a time.
- Planting a second sign causes the previous one to immediately disappear
- The signs have no death animation, so they visually linger for a few seconds and then sink into the ground.
- The sign is permanently phased, so it cannot block unit pathing.
- The sign does not block neutral creep camps.
- With Aghanim’s Scepter, the Minefield Sign provides a 125 radius aura, granting Techies’ mines True Sight immunity and invisibility with a 0-second fade time.
Plant an invisible explosive that will only detonate after a brief delay when triggered. Does not damage buildings.
Cast Animation: 0.75+0.46
Cast Range: 500 ( 800)
Damage Radius: 425
Activation Delay: 0
Detonation Delay: 0.25
Fade Time: 2
Damage: 300/450/600 ( 450/600/750)
[external_link offset=2]Mine Duration: 600
8
120/
Increases damage and cast range.
Modifiers
modifier_techies_deploy_trap: Undispellable. Persists death.
modifier_techies_remote_mine: Undispellable. Persists death.
The downfall of Dredger’s Bight!
Notes:
- Remote Mines have no activation delay, and can be detonated immediately after being placed.
- However, once triggered, the detonation is delayed by 0.25 seconds.
- The damage source is Remote Mines itself, meaning certain on-damage effects react on the mine rather than on Techies (e.g. Damage Return).
- Remote Mines can be stacked on one spot without interfering with each other in any way.
- Can have up to 69 remote mines at a time with the default cast time, cooldown and duration.
- Provides 500 radius flying vision at its location for 3 seconds after detonating.
- The damage is based on the level of Remote Mines as the mine was placed, and not as it detonates.
- However, the damage values updates instantly when picking up or dropping Aghanim’s Scepter.
- Remote Mines have their model size increased by 10% per level.
- Remote Mines do not block neutral creep camps.
Detonate all remote mines in the target area.
Cast Animation: 0+0.53
Cast Range: Global
Search Radius: 700
1
Why light one fuse when you can light them all?
Notes:
- Focused Detonate is unlocked when Remote Mines is learned.
- Can be cast without having to face towards the targeted area.
- This sub-ability can be used while Techies is dead and while prevented from acting, but not while Techies is disabled.
- If there are no Remote Mines within the search radius, nothing happens, wasting the cooldown.
Remote Mine Ability[]
Detonate all selected remote mines.
Cast Animation: 0+0
0
Notes:
- This is cast from the mine itself, making it possible to detonate mines when unable to use Focused Detonate due to disables.
- Detonates all selected remote mines with a 0.03 seconds delay from each other.
Talents[]
Notes:
- The magic resistance talent stacks multiplicatively with other sources of magic resistance.
- Increases Techies’s magic resistance to 40%.
- This attack damage talent is added as bonus attack damage.
- Does not benefit illusions and is not affected by most percentage-based damage increasing or reducing effects.
Recent Changes[]
- Increased health regeneration from 0 to 0.25.
- Proximity Mines
- Reduced damage from 200/400/600/800 to 200/380/560/740.
- Increased building damage percentage from 25% to 30%.
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- Level 15 left talent: +5 mana regen reduced to +4.
- Level 15 right talent: +240 Blast Off! damage increased to +300.
Recommended Items[]
Starting items:
Early game:
Mid game:
- Aether Lens provides mana and mana regeneration, as well as extending Techies’ cast range so they can use items and abilities, especially Proximity Mines, from a safe distance.
- Force Staff gives Techies more mana and mobility; it can also push allies to escape or push enemies, especially Gem carriers, into mines and traps.
- Eul’s Scepter of Divinity provides Techies with a bigger mana pool, mana regeneration, and more base movement speed, allowing the hero to be more mobile and plant mines more liberally. Furthermore, the active ability disables an enemy, buying Techies time to plant mines and traps under their feet, or provides temporary invulnerability and a self-dispel.
Late game:
Situational items:
- Sentry Ward reveals enemy Observer Wards and their Sentry Wards as well. Eliminating their Sentries from play allows you to place traps in areas that they once considered safe, and forces the supports to buy more Sentry Wards, slowing their item progression considerably.
- Bottle allows roaming Techies to replenish their mana and HP as they often pass by runes on their way to set up traps.
- Kaya increases intelligence and mana. More importantly, the mana regen amplification helps them plant more mines on the map. Kaya can upgrade into Yasha and Kaya for better bonuses and extra movement speed.
- Ghost Scepter allows Techies to become temporarily invulnerable to physical damage when focused by the enemy, perhaps buying them more time to use Blast Off!, or to attempt to lead the enemy into mine traps.
- Veil of Discord amplifies magical damage of Techies and allies.
- Blink Dagger drastically improve Techies’ mobility.
- Bloodstone gives Techies a great amount of health and mana, as well as tremendous regeneration, allowing them to place mines more frequently. Moreover, the active heal may buy Techies enough time to Blast Off! away.
- Scythe of Vyse provides a lot of mana and a powerful disable to lock down dangerous enemies in team fights.
- Shiva’s Guard gives Techies intelligence and armor. The aura and active can be used in team fights to hinder the enemy, reducing their ability to spread out from your area-of-effect nukes.
- Bloodthorn grants mana regeneration, attack speed, silence, and crit for late-game carry Techies who seek to enhance their physical attacks.
Gameplay[]
Audio[]
History[]
Equipment[]
Trivia[]
- Before their release, Techies were showcased at the All-Star match of The International 2014, used by Artour “Arteezy” Babaev. He originally picked Sniper, but right before the picking phase ended, his pick got replaced by Techies, fireworks were launched in the arena, Techies’ portrait was shown on all screens and this ▶️ sound effect played.
- According to Techies’ in-game lip syncing, Squee is the one sitting on the cart with the rocket launcher, the cigar, and the deeper voice, Spleen is the big one pushing the cart, with the high voice, and Spoon is the one inside the barrel, who rarely ever talks, but has the deepest sounding voice.
- Spoon’s design –long nose, revealed half of his fingers– was largely resembles of Kilroy, the symbol which used by US serviceman during World War II.
- Techies’ lines ▶️ “They’re going to have to glue you back together! Yeah, in Hell!” and ▶️ “We’re a sorry buncha losers. You said it” are references to similar lines lines spoken by the Demoman from Team Fortress 2 (as heard here and here).
- The flavor text of Pinpoint Detonate “Kablooey!” is a direct reference to the line “Kabloeey!” spoken by the Demoman from Team Fortress 2.
- Many of their lines also reference Counter-Strike, such as ▶️ “Counter-Techies Win”, ▶️ “Bomb has been planted” or ▶️ “Bomb has been defused. Darn!”.
- Techies’ attack line ▶️ “See! Fore!” is a pun on the plastic explosive C-4.
- The line ▶️ “Who said we couldn’t count to three, huh?” is a reference to a joke about the fact that Valve has not released a single game with the number three in the title (Half-Life 3, Left 4 Dead 3, Portal 3 etc.).
- The line ▶️ “Continue testing.” is a reference to GLaDOS, a character of Valve’s Portal series.
- The line ▶️ “Claymore! But not that kind of claymore.” is a reference to the M18 Claymore mine.
- The gag about Spoon being hidden in a barrel without the other two knowing is a reference to DotA, where only some time after Techies were released did people realize that there were actually three of them instead of two; the third one’s feet could barely be seen under the barrel behind the other two (Techies used to be named “Squee and Spleen” and eventually became “Squee, Spleen and Spoon”).
- The name “Spoon” may be a reference to a scene from the movie Matrix where a boy bends a spoon with his mind and then says to Neo “Do not try and bend the spoon. That’s impossible. Instead, only try to realise the truth“, followed by Neo asking: “What truth?” and the boy answering it with “There is no spoon. Then you’ll see, that it is not the spoon that bends, it is only yourself.“[1]
- Squee and Spleen think that Spoon died to the explosion in their workshop, so they thought “there is no Spoon” anymore and the voice is only in their heads ▶️.
- The names of the original two Techies most likely came from Magic the Gathering. Squee is a legendary goblin from Magic the Gathering lore, while Spleen was probably named after the flavor text on the Goblin Soothsayer card (“I see a great victory and rivers of blood. And . . . hmm, looks like a spleen.”)
- There is a hidden trollface in Remote Mines‘ ability icon.
- Squee’s design resembles that of the Soldier from Team Fortress 2, as his eyes are covered by a helmet, and he wields what appears to be a rocket launcher.
- The line ▶️ “Loud noises!” is a reference to Brick Tamland, a character from Anchorman: The Legend of Ron Burgundy.
Gallery[]
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Concept art
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Ability icon progress [?]
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Hero icon progress
References[]
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