Techies/Counters

Bad against...
Vision Counters - Can scout your mines from miles away


 * can scout Techies as he is placing mines. He even triggers.
 * can be used to clear.
 * The 4 second stun of will usually be enough to deal with the squishy Techies before he can try to suicide with.


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


 * Similar to ; with an Night Stalker gains unobstructed vision during night-time allowing him to easily detect mines if he has a, but Night Stalker is a melee hero so he has to use Quell to safely defuse  and.
 * is effective in stopping Techies from suiciding and is effective in stopping him from running to safety of his mines.


 * can scout Techies as he is placing mines. They even trigger.


 * 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.

Tank Counter - Are tanky enough to survive a well placed stack


 * automatic activation will help Abaddon survive a massive explosion; however, the damage from a single one will kill him if his HP is low enough.


 * Thanks to Anti-Mage's he can fight Techies head on and trip multiple mines once the late game hits.


 * Juggernaut can attack and trigger  while in.


 * Lifestealer's lets him clear  and  with proper vision.


 * let heroes safely defuse a high-ground defense, but  goes through spell immunity.


 * gives a 100% magic immunity, which prevents most of techies damage and his dispels  root.


 * 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  stack or.
 * Special mention for a bug with his . If enemies get killed from your mines under the effect of "Wraith Delay", they get denied instead of counting the kill for you.

Summons Counter - Create Summons to clear mines safely from the distance


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


 * ed creeps can be used to clear.


 * His relentless 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.

Others

 * Due to their high magic resistance are siege creeps the best possible creep to dominate for scouting and killing mines.
 * 's Timewalk allows him to backtrack any damage taken from Techies' mines. Also, he can kill Techies easily with his and, preventing him from suicide.
 * In general, heroes such as, , , , and others with reliable disables are crucial to killing Techies before he can suicide.
 * Heroes with summons like, , ; or illusions, like , , are effective at keeping the choke points and rune spawns safe from Proximity mines in the early game.
 * Techies struggles early game against heroes with naturally large strength and health regeneration such as, or , as the player is forced to lay down more mines than usual to kill these bulkier heroes.
 * Ranged heroes as a whole deserve a mention since they can remove mines with basic attacks from a safe distance.

Items

 * can help early against some mines.
 * 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.
 * /its upgrades can be activated to instantly destroy and  from a safe distance.
 * is useful in safely pushing a high-ground against a Remote Mine/Stasis Trap defense, provided they are visible.
 * / or are useful in taking Techies down before he can suicide.
 * not only provides a character with more bulk against Techies's mines, but the passive regeneration can easily allow that hero to reenter another mine pit in less time than Techies can create another pit.
 * , and  significantly reduce the damage caused by Techies's abilities.
 * can dominate creeps and send them to defuse bombs or use them as living wards.

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.


 * 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.


 * Techies can turn his tree jumping ability against him, by placing Proximity/Stasis traps that will detect him near trees, and then destroying the trees around him with Bast Off!, stunning him and dealing high damage, on top of him being silenced when he comes out of his stun.


 * 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.


 * Phantom Assassin has low HP and mediocre strength growth and most of Techies's spells have a large magical damage output, which is good until she gets.


 * 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 Proximity 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 Blast Off!.


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


 * can pull an enemy onto mines.


 * Putting Techies in a is good for setting up a Mine on top of a stunned enemy.


 * Tiny can an enemy onto a unit standing on mines (but not onto a mine itself).


 * Can an enemy into mines.

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