|Surprises enemies with invisible landmines and explosive attacks.|
|Techies Demolitions was not so much a business as it was an excuse for Squee, Spleen, and Spoon to practice their favorite hobby: Blowin' stuff up. For them, battle is a matter of mischief. Giggling while they lob Sticky Bombs around the battlefield, hiding their renowned Proximity Mines they buried beneath Toterin that collapsed the town into a heap of rubble, testing their latest invention — a disarming zaps firing Reactive Tazer, and much more. Techies Demolitions handles dissatisfied customers with unexpected cheer. Their last words "Blast Off!" can be heard just before an epic and reckless explosion delivers enough to leave most enemies dead. Or at least enraged. Often both.|
- Techies throws their Sticky Bomb in an arc up to ? range high, with a projectile speed of 2000, so that other units can pass below them.
- Does not latch to any targets while the projectile is travelling.
- Upon landing on to the target, the Sticky Bomb circles around the targeted area for 2 seconds in a speed of 500 or until it latches onto an enemy target.
- Also destroys trees within 100 range when it lands.
- When area-targeted, and the Sticky Bomb latches onto the closest enemy target within 250 ( ) radius of the targeted area, it slows the target by 25%/35%/45%/55% over its 1.2 initial slow duration.
- When area-targeted and there is no valid enemy targets to latch on, Sticky Bomb explodes after its activation delay and applies its aforementioned effects.
- Although multiple instances of Sticky Bombs increases the status buff counter, the movement speed slow do not stack, but refresh the debuff instead upon explosion.
- However, the explosion damage fully stacks.
- Affects invisible units as well as targets perched on tree with .
- Does not affect hidden units.
- Provides 250 ( ) radius ground vision at its location for during its activation delay.
- Reactive Tazer only triggers when a unit lands an attack, regardless of distance. This means it cannot trigger on missed attacks.
- Attacks from secondary attacks sources (e.g.
, and etc.) do not trigger Reactive Tazer.
- However, the secondary attacks from other instant attacks do trigger Reactive Tazer.
- Losing the disarm debuff . in any way applies the
- With ↓↓ Double-tapping automatically targets self.
- Reactive Tazer first applies the disarm, .
- 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 non-lethal, so it can't be used to deny themselves.
- Techies is fully disabled during the leap.
- The explosion first applies the debuff, then the area damage, then the self damage .
- 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.
- 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.
- Techies gets all 3 charges immediately upon learning Proximity Mines.
- The mines cannot be triggered during the 1 ( ) second activation delay.
- During this delay, Proximity Mines are visible to the enemies. Once active, they turn invisible.
- It takes a total of 2 ( ) seconds for a Proximity Mine to detonate when placed right next to an enemy unit or buildings.
- The mines only detonate when an enemy stands within its 500 trigger radius for 1 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 magic immune or flying units and it does not damage wards.
- Proximity Mines first apply the magic resistance reduction, then the damage.
- Reduces most heroes' magic resistance to 18%/14%/10%.
- Stacks multiplicatively with other sources of magic resistance.
- Multiple instances of the debuff do not stack, but refresh the debuff instead.
- However, it does not reduces the buildings' magic resistance.
- 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. ) 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.
- It can deal up to 200/287.5/375 ‒ 400/575/750 ( 60/86.25/112.5 ‒ 120/172.5/225) damage (before reductions) based on the distance between enemies and the mines.
- Provides 300 radius flying vision at its location for 1 second after detonating.
- Proximity Mines cannot be placed within 350 radius of other allied Proximity Mines.
- When casting ability, all own Proximity Mines display a red circle, indicating their trigger radius.
- Proximity Mines do not block neutral creep camps.
|-0.8Activation Delay||25||+252 Damage|
|+3 Mana Regen||15||+200Damage|
|-3sCooldown||10||+20% Magic Resistance|
- The magic resistance talent stacks multiplicatively with other sources of magic resistance.
- Increases Techies's magic resistance to 40%.
Main Article: Techies/Changelogs
- explosion now slows affected enemies within the explosion radius by 15%/25%/35%/45% for 2 seconds.
- Rescaled disarm duration from 3 on each level to 2.4/2.7/3/3.3.
- Changed health cost from max health to current health.
- Reduced self damage from 50%/45%/40%/35% to 35%/30%/25%/20%.
- Reduced area damage from 275/350/425/500 to 200/300/400/500.
- Reduced cooldown from 45/40/35/30 to 39/36/33/30.
- Level 20 right talent changed: +100 damage ➜ +125 latch/explosion radius.
- intelligence gain from 3.3 to 3. Reduced
- Increased base attack damage from 9‒11 to 21‒33.
- Reduced armor from 5 to 3.
- Reduced base movement speed from 320 to 300.
- Increased base attack speed from 90 to 100.
- Reworked .
- Techies now has
, , as their basic abilities and as their ultimate ability.
- Removed .
- Lobs a Sticky Bomb towards a target area. If it falls next to an enemy hero it will stick to them, slowing their movement speed. The bomb will explode after 3 seconds, dealing damage within an area.
- Cast range: 1000
- Radius: 250
- Movement speed slow: 25%/35%/45%/55%
- Damage radius: 300
- Activation delay: 3
- Cooldown: 12/10/8/6
- Mana cost: 100/115/130/145
- Techies trigger an electric charge giving him bonus movement speed. Enemies attacking Techies will be disarmed. At the end of its duration, it will disarm all enemies within 400 radius.
- Self movement speed bonus: 15%/20%/25%/30%
- Buff duration: 6
- Disarm radius: 400
- Disarm duration: 3
- Cooldown: 28/24/20/16
- Mana cost: 60
- No longer can be cast while leashed.
- Max health as self damage is no longer lethal.
- Reduced max health as self damage from 50% on each level to 50%/45%/40%/35%.
- Reduced damage from 300/400/500/600 to 275/350/425/500.
- Rescaled cooldown 35 on each level to 45/40/35/30.
- can be cast on allies and deals 300 damage in its final detonation.
- Is now an ultimate ability.
- Only detonates if there's a damageable target within radius. Spell immune enemies will reveal the but can't attack them, and they will not detonate.
- Proximity Mine now applies a 5 second 10%/15%/20% magic resistance reduction debuff on all enemies within its radius. Debuff do not stack, however multiple Proximity Mines refresh the debuff.
- Increased cast range from 100 to 400.
- Reduced minimum distance between mines from 400 to 350.
- Increased damage radius from 400 to 500.
- Reduced activation delay from 1.75 to 1.
- Reduced detonation delay from 1.6 to 1.
- Rescaled damage from 200/380/560/740 to 400/575/750.
- Reduced charge restore time from 23 to 19/17/15.
- Rescaled mana cost from 110/130/150/170 to 110/140/170.
- Changed attack class from Basic to Default. [ ] [ ]
- Changed defense class from Basic to Default. [ ]
- Level 15 right talent: +300 damage reduced to +200.
- Level 20 left talent: -22s cooldown reduced to -15s.
- Level 20 right talent changed: +40 movement speed ➜ +100 damage.
- Level 25 left talent changed: 60 mines movement speed ➜ -0.8s activation delay.
- gives Techies health recovery when laning, mitigating harassment damage.
- restores health after an early kill or escape attempt using Blast Off!.
- provides Techies with the mana needed for early-game Proximity Mines. Because of its low cost, Techies often make several purchases of the item throughout the game as their major source of mana regeneration.
- 's damage over time works well with Techies' long attack range to harass the enemies, lowering their health enough for Blast Off! to secure kills.
- gives them mana, damage, and health. Drop Null Talisman on the ground momentarily to get more mana out of Soul Ring's active.
- converts health to mana, allowing Techies to continue planting mines over extended periods of time.
- fit Techies well in combination with a Soul Ring to compensate for their mines' mana cost, or to give mana to use Blast Off! without risking of dying/getting killed before they can deny themselves. Like Null Talisman, it can be dropped prior to using Soul Ring's active in order to gain more mana. Furthermore, Techies can disassemble it to get , which builds into Aether Lens or Bloodstone.
- grants Techies global mobility to plant traps in unexpected areas. Techies' strong defensive potential allows them to fortify a tower's defenses, discouraging the enemy from pushing.
- 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.
- gives Techies more mana and mobility; it can also push allies to escape or push enemies, especially Gem carriers, into mines and traps.
- 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.
- increases Techies' attributes, health, and mana. Remote Mines 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 team fights and allowing Techies to place traps more safely. Additionally, Minefield Sign 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.
- reduces the cooldown on all of Techies' abilities, allowing them to place traps and mines more frequently.
- 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.
- allows roaming Techies to replenish their mana and HP as they often pass by runes on their way to set up traps.
- increases intelligence and mana. More importantly, the mana regen amplification helps them plant more mines on the map. Kaya can upgrade into for better bonuses and extra movement speed.
- 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.
- amplifies magical damage of Techies and allies.
- drastically improve Techies' mobility.
- 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.
- provides a lot of mana and a powerful disable to lock down dangerous enemies in team fights.
- 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.
- grants mana regeneration, attack speed, silence, and crit for late-game carry Techies who seek to enhance their physical attacks.
- Before their release, Techies were showcased at the All-Star match of The International 2014, used by Artour "Arteezy" Babaev. He originally picked , 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 Kabloeey!" spoken by the Demoman from Team Fortress 2. "Kablooey!" is a direct reference to the line "
- 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."
- 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 ' 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.