Techies/Counters

Bad against...

 * 's automatic activation will help Abaddon survive a field of Proximity Mines or a Blast Off combo. However, the damage from a single mine can kill him if his HP is low enough.
 * 's can easily break Techies' Etheral Blade combo.


 * Thanks to 's magic resistance, Anti-Mage has a good chance of surviving a Blast Off combo.
 * Anti-Mage is a natural carrier, meaning he can dispel the silence from Blast Off and blink away when Techies initiates on him.


 * creeps can be used to clear mines.
 * If Chen has an he can send his Ancient creeps to clear proximity mines with little risk of giving up their bounties because their magic resistance is extremely high.


 * 's ghosts will automatically clear all Proximity Mines revealed when Death Prophet walks near them, provided that the ghosts do not have a specific target at that time.
 * Death Prophet is a natural carrier, meaning she can easily escape a Blast Off initiation.


 * Juggernaut can trigger Proximity Mines while in, and can walk away from a initiation with Blast Off if Blade Fury is activated before the silence.
 * Juggernaut ignores Reactive Tazer when he uses, whether Techies used it to protect an ally or themselves.


 * Lifestealer's lets him clear Proximity Mines without taking damage, and allows him to hit heroes whom Techies has used Reactive Tazer on.


 * will protect Viper from Techies' magical damage.
 * Even though Reactive Tazer will disarm Viper if he attacks Techies with, he does lots of damage with his other abilities that can still kill Techies.


 * also allows Night Stalker to fly over Proximity Mines without triggering them.
 * is effective in stopping Techies from using Blast Off and is effective in stopping them from running to the safety of their mines.


 * gives 100% magic resistance, which prevents most of Techies' damage.
 * Oracle's dispels Reactive Tazer buff from Techies allowing him to be attacked. However, Reactive Tazer will instantly perform the area of effect disarm that is normally applied at the end of the duration.
 * Fortune's End will also dispel Blast Off silence, Techies' Etheral Blade, Proximity Mines' magic resistance reduction, and Sticky Bomb's slow. However beware that it will only dispel Sticky Bomb's first or second instance of slow and not the damage, which will trigger as normal.


 * can be very useful in safely neutralizing Proximity Mine fields, or absorbing Techies' Blast Off combo.

Others

 * Heroes with summons like, , ; or illusions, like , are effective at keeping the choke points and rune spawns safe from Proximity Mines.
 * Ranged heroes as a whole deserve a mention since they can remove mines with basic attacks from a safe distance.
 * Heroes with forced movement abilities or non-interrupting forced movement, such as, , , , as they can cancel blast-off mid air, removing his ability to initiate or escape.

Items

 * can help in the early game against Techies' magical damage.
 * is useful in avoiding a Blast Off combo and killing Techies without getting disarmed.
 * / or are useful in disrupting Techies' Blast Off combo while you are silenced.
 * , and  significantly reduce the damage caused by Techies' abilities.
 * can dominate creeps and send them to defuse bombs or use them as living wards.
 * passively prevents a Blast Off combo.
 * and can waste Blast Off, putting it on cooldown if you use it on Techies while they are airborne.

Good against...

 * Techies can turn his tree jumping ability against him, by placing Proximity Mines that will detect him near trees, and then destroying the trees around him with Blast Off, stunning him and dealing high damage, on top of him being silenced when the stun expires.
 * Monkey King's mobility is also severely limited around Techies' mines as he will almost always trigger them due to the cooldown time between tree jumps. Monkey King will be forced to take mine damage or escape with.


 * Techies does huge amounts of magical damage, which will bypass.
 * Enchantress depends on abilities to do damage and heal, which Blast Off's silence prevents.


 * Techies has great area of effect damage to deal with illusions.
 * Blast Off silences Chaos Knight, stopping him from using his disables and allowing his teammates to walk away from his heavy damage.
 * Reactive Tazer will disarm all of Chaos Knight's illusions even if he has activated his.


 * Morphling usually has low max health due to shifting strength into agility, which combined with Blast Off's silence will prevent him from using and, leaving him defenseless and making him an easy target to burst down.

Others

 * Techies is very good against roaming supports and gankers such as, , , , , etc. that are constantly moving around the map.
 * He is also good against squishy heroes in general.

Works well with...

 * can pull enemy heroes through Proximity Mines.
 * 's turn-rate debuff allows Techies' mines to trigger easily as enemies try to destroy them.
 * Batrider lacks reliable lockdown, so he benefits greatly from Blast Off's silence and Sticky Bomb's slow, which combined with 's damage gives enemies little options to survive.


 * is a great set up for Techies to place their Remote Mines and buy time for them to activate, as it disarms and roots the enemy.
 * Since Techies' abilities cost a lot of mana, having is very helpful.
 * If the enemy team lack a lot of disable for, Techies can ensure Crystal Maiden can get a full channel off by silencing the only enemies that can interrupt it.


 * Magnus can a number of enemies onto Proximity Mines.
 * is good for setting up a deadly Blast Off. Since the enemies are stunned and bunched up, three Proximity Mines will be easy to place and devastating.


 * used together with Proximity Mines can quickly bring down an enemy tower
 * can be used to prevent an enemy hero from attacking Techies' mines. As a plus, it amplifies their damage altogether
 * The slow of provides a good setup for Blast Off and amplifies its damage.
 * Pugna can place a next to a cluster of mines, making it dangerous for enemy heroes with a short attack range to get closer to it and attack it . Likewise, Techies can plant his mines next to a Nether Ward to protect it


 * Putting Techies in a is good for setting up a Mine on top of a stunned enemy.
 * can be used to kick enemies into mines over long distances.


 * Techies can defend with Proximity Mines.
 * Sticky Bomb's slow can keep enemies near the Tombstone.
 * Undying lacks disables, so he benefits greatly from Blast Off's silence and Reactive Tazer's disarm.

Others

 * Heroes with abilities that provide forced movement, such as, , , , , , , , ,  can displace enemies on to mines.
 * Techies generally works well with any heroes that have disarm combined with a slow or root allowing techies to set up Proximity Mines, a great example being Treant Protector's.
 * Techies is great for defending heroes that channel their abilities, such as as they can Blast Off and burst down heroes from a long range that try to interrupt the channel.
 * upgraded Reactive Tazer can help initiator type strength heroes such as or  that lack armor from being killed with physical damage before their team can follow up.

List of heroes that counter Techies, and list of heroes that work well with Techies.

Techies/Противостоящие