Techies/Guide

Roamer
Techies players do not have many options in how they wish to play any individual game. Generally, the early game is spent placing mines in choke points such as ramps and rune spots. Players who wish to be more active can skill their first skill point in in order to prioritize getting an easy First Blood. Priority number one for any Techies player is farming a Soul Ring, which in tandem with Tranquil Boots solves most of Techies' early mana problems. Once these two items have been obtained, the player should focus on placing mines throughout the enemy jungle to disrupt the farm of the enemy cores. After Aghanim's Scepter has been farmed, Techies becomes a fearsome AOE nuker, using their ultimate to rain 750 magic damage onto the enemy heroes from afar. Additionally, with Aghanim's Scepter and Boots of Travel, Techies is one of the fastest split-pushers in the game, able to one-shot entire creep waves with a single Remote Mine and pressure towers with Land Mines.

Talents

 * Level 10: Most of the time you want some early mana regen, the extra movement speed is nice, but a does the same for 250 gold.
 * Level 15: +200 cast range is nearly an, so it frees an itemslot for lategame. If you are doing well and are not behind in level take the extra cast range, because it helps in teamfights and highground defends.
 * Level 20: A little gold boost is always helpful, even when the game is going smoothly. A minute shorter respawn timer could be useful, but most of the time a buyback is the better solution in a critical situation. Remember that you can detonate your even when you are dead.
 * Level 25: You want the 25% Cooldown Reduction 99% of the time. Together with an your  has an 100% uptime.

General

 * Techies are also one of the few heroes able to truly mess with the enemy. Play mind games with them. Do not force yourself into any habits, while making sure you continually adapt to theirs.
 * Due to their skill set, Techies is best played as a roamer or off-laner in the laning stage. The high nuke damage provided by their traps allows them to get early kills with well-placed . These traps can make life hard for the enemy supports if they try to zone you out as an off-laner or rotate for ganks, and can be used to get kills on the enemy mid if they attempt to get runes.
 * Planting mines very close to each other can increase the amount of focused damage they deal, and confuse the enemy by preventing them from easily seeing how many mines have been placed in a spot.
 * Unlike Techies' other mines, the get revealed when there is an enemy within an 400 AOE.
 * In general, it is best to place your mines in areas where the Fog of War prevents them from being spotted until it is too late. Examples of this include at the top of stairs that transition from low to high ground, inside of trees and juke paths in the jungle, and inside of Roshan's pit.
 * Keep track of your enemy inventory to see if they have a . If you see one, alert your allies and try to retrieve it as soon as possible.


 * Proximity Mines is a powerful trap that triggers if an enemy stands near it for 1.6 seconds, dealing Magical damage.
 * They cannot be stacked on top of each others, so they are best used spread over a large area, securing space for your carries to farm. Sometimes they might catch off a low HP hero and net you a kill, but more often than not they'll serve to weaken full HP hero before they can gank your lane, on top of revealing their position.
 * As they become visible to the enemy when they are in range, you need to stack them on top of a Stasis Trap to ensure that they'll get hit. By creating a lattice of Proximity Mines and Stasis Traps pairs, you can ensure that the enemy will get hit anyway if he force-staffs himself forward.
 * It is highly recommended to max out this skill first, and spend most of the game laying Proximity Mines down across the map, preferably in unexpected places, where the enemy is likely to go when he runs away from a gank. As a rule of thumb, you should never have this spell off cooldown.
 * However, you are not to spend the entire game planting them outside of lanes. As a single level 3 proximity mine can clear out an entire creep wave they make the bread and butter of your Gold-per-Minute, and they also deal huge damage to towers, so you should spend a fair amount of time pushing lanes and taking towers quietly when the enemy team is busy somewhere else.
 * Proximity Mines still trigger if an invisible enemy walks over them, letting you know when one of them is coming your way.
 * A great combo is to wait for the enemy to walk into a Stasis Trap stacked on top of a Proximity Mine, then Blast Off! on top of him and place another Proximity Mine right as the first one explodes, netting you 2200 Magical damage before damage amplification/reduction.


 * Stasis Trap is an unorthodox trap that can root multiple enemies for up to 5 seconds.
 * They really shine when stacked together with a Proximity Mine, as they ensure that the enemy will take the mine's explosion (since both mines have the exact same activation radius), on top of giving time for your team to come finish them off.
 * Remember that a Stasis Trap going off also disables any other Stasis Traps within its radius. Be sure to separate your Stasis Traps accordingly so that you do not end up wasting them.
 * Stasis Traps do not disarm enemies, so ranged enemies can still destroy Proximity Mines while rooted, which they will do instantly if they are Attack Moving and there are no other units nearby, and they can see it.
 * Most of your time should be spent stacking those mines across the map to ensure your team the upper hand if a fight breaks out near one of your minefield, as those do great to catch up fleeing enemy heroes. If you're feeling dangerous and you trust that your team will get the upper hand without you, place traps behind the enemy team to cut their retreat.


 * Blast Off! is one of the strongest abilities in the game at level 1, dealing 300 magic damage on top of silencing its victims for 4 seconds. It also allows you to deny yourself by using it when under 50% of your max HP. Be careful when using it at barely 50% HP as surviving with a sliver of health often means that the enemy will kill you with his next attack.
 * No matter which spells you decide to max out first, you should definitely take at least 1 level of it early, preferably at level 1.
 * Blast Off! is an excellent ability to use during team fights since its jump means you don't even need a Blink Dagger to surprise the enemy team. While it can be tempting to wait for enemies drop to low HP and finish them off with it, remember that its silence lasts a long time so it is best used early in a team fight.
 * It's also a great ability to gank and net kills early. As Proximity Mines can be placed instantly, a tip is to place one right as you land, as the enemy often won't notice it, netting you some easy extra damage, if not outright doubling it.
 * While Blast Off! is convenient to deny yourself when under 50%, remember that you can use it above 50% to jump through terrain uphill to safety so you can teleport home, in case you see enemy heroes coming for you.


 * Remote Mines are Techies' most powerful nuking spell, allowing them to kill virtually any hero in the game given enough time to plant the required number of mines.
 * Unlike Proximity Mines, Remote Mines aren't automatically triggered by enemy units walking within range, and they can be stacked on top of each others. This allows Techies to place them in the middle of lanes and in high-traffic areas, activating them only when a kill is assured. Be creative with when and where you place your traps, as Remote Mines give you more control over when and where you can deal your damage.
 * Remote Mines provide vision in an 800 radius, so they can be used as pseudo-wards to give your team map vision.
 * Due to its cast range, you can safely throw them during team fights, before using Blast Off! They become much more dangerous once level 3 and with Aghanim's Scepter.
 * With standard 25% magic resistance, Remote Mines are able to deal 225/337.5/450/(562.5) damage. Remembering these values or aligning health bar markers with them allows you to guarantee kills with relative ease on most enemies.
 * Level 3 remote mines with Aghanim's Scepter also clear out non-super/mega creep waves in one blow, however you might rather not use them over Proximity Mines due to their increased mana cost, unless the extra cast range is more important in this situation.


 * Minefield Sign, combined with Aghanim's Scepter, allows Techies to place mines that are not revealed by True Sight.
 * Remember that you must move exactly to the spot where you wish to place the sign, and that its effect radius is only 125. This means that you must effectively place your mines right on top of the sign in order to shield them from detection.
 * The long cooldown on the sign means that you must make the most of each placement, as placing the sign means that it is unavailable for placement again for another 6 minutes.
 * Minefield Sign can be used to play tricks on your opponents. When using it to defend your base, you can place it in a covering area but spend your time placing traps in other lanes. This way, enemies who know that you have Aghanim's Scepter get discouraged from attacking down a lane, when in fact there are no traps there.

Items
Starting Items:
 * gives Techies health recovery in-lane, mitigating harassment damage.
 * allows for a quick way to regain your health after an early kill or escape attempt using.
 * Multiple stacks of provide Techies with the mana needed for early-game  and.
 * is a necessary purchase for all teams at the start of a match.
 * is useful for planting mines in a lane or at rune spot before the enemy heroes have a chance of reaching them.

Early game:
 * are very strong on Techies due to their low cost, passive health regen, increased armor and increased movement speed. Techies are the slowest hero in the game, so increasing their base movement speed allows you to be more mobile when planting traps, as an alternative to picking the +20 move speed talent.
 * fit Techies well in combination with a Soul Ring to compensate for your mines' mana cost, or to give yourself the mana to use without risking of dying/getting killed before you can deny yourself.
 * is your most important early-game purchase, as it allows Techies to continue planting mines over extended periods of time. The health cost is countered by Tranquil Boots' passive health regen.
 * is extremely important on Techies, as the hero has to be globally mobile in order to plant traps in unexpected areas. The heroes' strong defensive potential allows them to instantly fortify a tower's defenses, discouraging the enemy from pushing.
 * gives you mana, damage, and health, as well as you can use it with Soul Ring to gain more mana.

Core:
 * provides Techies with a bigger mana pool, scaling mana regen and more base movement speed, allowing the hero to be more mobile and plant mines more frequently. As well, the active ability can be used to disable an enemy (either to place a mine at their feet to deal nuke damage when they land, or deploy a to stun them for a longer duration), or to provide temporary invulnerability and a self-dispel if the enemy jumps on them.
 * drastically increases Techies' effectiveness across the board. become a much bigger threat due to their increased damage, and Techies can place them from farther away, allowing them to be used tactically in teamfights and allowing Techies to place traps more safely. Additionally,  becomes a usable ability, allowing Techies to use the sign to place guaranteed undetectable traps or to trick the enemy into avoiding an area that does not have mines.

Situational:
 * gives Techies a great amount of health and mana, as well as tremendous regen, allowing them to place mines more frequently. The respawn timer reduction stacks with the one from your lvl 25 talent, and Pocket Deny can be used to deny yourself if you don't have time to do it with.
 * is a great survival item, as it allows Techies to become temporarily invulnerable to physical damage when focused by the enemy. This can buy them more time to use, or to attempt to lead the enemy into mine traps.
 * gives Techies much needed Intelligence as well as armor. The aura and active can be used in teamfights to hinder the enemy, reducing their ability to spread out from your area-of-effect nukes.
 * is a very powerful intelligence item, providing a lot of mana and a very strong disable that is useful in any situation. It allows Techies to provide additional lockdown in teamfights.
 * gives Techies more mana and mobility, and can also be used to quickly displace yourself either to escape or to push enemies into your stasis traps (especially Gem carriers).
 * gives Techies additional pushing ability, provides more health and mana, and the True Sight from the level 3 Warrior can spot enemy Sentry Wards, allowing you to place traps with confidence.
 * reduces the cooldown on all of Techies' abilities, allowing them to place traps more frequently. With Octarine Core, Techies can place up to 66 on the field, compared to the default 52. Techies cannot lifesteal with his mines, however he can lifesteal with, but since the damage to yourself is applied after the damage to the enemies, it will only have any noticeable effects when you are already missing some health. Your health will never be above 50% after using it. By using the +400 Blast Off! damage level 25 talent and landing  on all 5 enemy heroes, you can completely negate any damage to yourself if your health was bellow 50%. Keep that in mind when trying to deny yourself if you are carrying an Octarine Core.
 * s are a useful regular purchase on Techies, not only for de-warding enemy Observer Wards but also for destroying their Sentry Wards. Eliminating their Sentries from play can allow 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.
 * One or two s can be a useful purchase in the early game, as it increases Techies' attack damage and mana pool, allowing more placement of mines in the laning stage and utilization of physical attacks to harass the enemy carry. Combined with Soul Ring, they can be dropped to get more mana out of its active.
 * can be useful to purchase on a roaming Techies, as they often pass by runes on their way to set up traps. This allows them to replenish their mana and set traps over extended periods of time.
 * are a very strong purchase on Techies, as it gives them additional mana replenishment on top of Soul Ring. Like Null Talisman, it can be dropped prior to using Soul Ring's active in order to restore more mana.
 * is a strong utility item, as it allows Techies to cloak themselves when traversing areas with possible ward coverage. As well, it can be used to help teammates initiate or can drastically increase an ally's magic resistance for a short period of time.
 * is a situational item, but can drastically improve Techies' mobility.
 * is largely situational, but has strong utility if used properly. The item itself grants tremendous scaling mana regen, allowing Techies to passively regain mana while placing mines in enemy territory. The active can be used to reset the cooldown on, reducing its downtime from 180 seconds to 15.