Techies/Counters

Bad against...

 * automatic activation will help Abaddon survive a massive Remote Mine explosion; however, the damage from a single Remote Mine will kill him if his HP is low enough. It can also be manually activated to safely remove any visible Remote Mines for its duration.


 * The has a low cooldown and can generally push faster than Techies can replace his mines in the late game. It can also be used to clear patches of Land Mines.


 * can spy on Techies as he is placing mines.
 * can be used to clear patches of Land Mines.
 * The 4 second stun of will usually be enough to deal with the squishy Techies before he can Suicide.


 * has a chance to spawn an extra illusion, potentially tricking Techies into exploding Remote Mines or Suiciding.
 * A proc is usually enough to severely cripple the squishy Techies if not outright kill him.


 * creeps can be used to clear mines. If Chen has an he can send his Ancient creeps to defuse visible Remote Mines without the risk of giving up their bounties.


 * ed creeps can be used to clear mines.


 * During Juggernaut is magic immune and can damage mines with basic attacks allowing him to clear high-ground Remote Mine defenses if he can see them.


 * with will give Keeper of the Light unobstructed vision during daylight making him a walking mine detector if he has a.


 * Techies low HP and attack damage make him a very easy target while also disabling his ability to Suicide.


 * Similar to ; Lifestealer's lets him clear high-ground Remote Mine defenses, provided he can see them.


 * His relentelss late game pushes make defending the base with mines very difficult since he is usually equipped with or a  and can use  to position himself outside their reach.
 * Treants are useful in clearing patches of Land Mines.


 * Similar to ; with an Night Stalker gains unobstructed vision during night-time allowing him to easily detect mines if he has a . However, unlike Keeper, Night Stalker is melee and cannot safely defuse mines.
 * is effective in stopping Techies from suiciding and is effective in stopping him from running to safety of his mines.


 * led heroes can safely defuse a high-ground Remote Mine defense.
 * will keep allies safe from Land Mines and Suicide Squad Attack for its duration; however, it will not prevent damage from Remote Mines or the stun from Stasis Trap.


 * A proc will usually one-hit Techies in every stage of the game, combined with  and he may not have time to react by Suiciding.


 * can be very useful in safely navigating potentially mined choke points and rune spawns.


 * Due to and his general tankiness he can live through at least one major Remote Mine blast or Suicide.


 * can be cast on the ground to provide True Sight and reveal mines for a few seconds; however, his very low attack speed and attack range make him inept at clearing large patches of mines.

Others

 * Heroes such as, , , , and others with reliable disables are crucial to killing Techies before he can suicide.
 * If Techies decides to lane, ranged slows such as those of or  will keep him at bay and prevent him from taking a kill with Suicide.
 * Heroes with summons like, , ; or illusions, like , , are effective at keeping the choke points and rune spawns safe from Land Mines in the early game.
 * Ranged heroes as a whole deserve a mention since they can remove mines with basic attacks from a safe distance.

Items

 * s and are key to winning against Techies.
 * is also very useful due to providing True Sight and push potential.
 * s are important for catching Techies due to him rarely appearing on lane.
 * es and /its upgrades can be activated to instantly destroy a mine from safe distance.
 * is useful in safely pushing a high-ground against a Remote Mine/Statis Trap defense, provided they are visible.
 * / or are useful in taking Techies down before he can Suicide.

Good against...

 * 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. Heroes below are special mentions which do not fall in the above categories.


 * Land Mines are good for bait Bloodseeker from his Thrist advantage.


 * Ember Spirit relies on his to keep a steady push and then retreat to a safe distance. Keeping two or three patches of Remote Mines on a lane will severely impair him from pushing that lane without risking his life.


 * Due to the nature of and the playstyle of splitting up multiple Meepos across the map, Techies can limit Meepo's movement with mines forcing the Meepo player to either keep all Meepos toghether or be extra careful when moving each individual Meepo because clones cannot carry any True Sight providing item.
 * However, if a mine blast isn't enough to kill a Meepo, he can to safety of another Meepo.


 * Similar to ; Morphling uses a to retreat after pushing out a lane. However, unlike Ember, Morphling usually has low max HP due to morphing all Strength points into Agility making him an easier target.


 * A common playstyle among Tinkers is to teleport to a lane creep using and immediately blink into the trees to cast . If Techies can predict where said Tinker would blink after teleporting, he could place strategic Land Mines or even Remote Mines in those places.

Works well with...

 * can pull enemy heroes onto mines.


 * Since placing mines costs a lot of mana, having is very helpful.


 * Dark Seer can a number of enemies onto mines or bring them together for a Suicide.


 * Magnus can a number of enemies onto mines.
 * is good for setting up a deadly Suicide.


 * can pull an enemy onto mines.


 * Putting Techies in a is good for setting up a Suicide.


 * Tiny can an enemy onto a unit standing on mines (but not onto a mine itself). Can also be used to throw Techies into a group of enemies for a Suicide.


 * Can an enemy into mines.

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