Bio
Squee, Spleen, and Spoon, the Techies | |
Play "Measurements made." "Bombs built." "Powder`s dry." "Okay, let`s blow something up!" | |
Role: | Nuker / Disabler |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Squee, Spleen, and Spoon, the Techies In the storied saga of Dredger s : | In the storied saga of Dredger`s Bight, no business has ever been more reviled than Techies Demolitions. Then again, Dredger`s Bight no longer exists. Nor does Toterin. Or even Trapper Town. In fact, if one were to track the history of Techies Demolitions they might notice that shortly after Techies appear, towns tend to disappear. Like every inevitable disaster surrounding Techies, the obliteration of Dredger`s Bight began with an invention. Tasked with designing a safer way of detonating explosives in the mines beneath the city, pyrotechnic prodigies Squee, Spleen, and Spoon developed their most outlandish creation yet: a button which, when pressed, would trigger a distant device to spark a fuse. Overeager to test their invention, the trio stuffed barrel after barrel with flamesalt explosives, piling every corner of their tiny workshop high with the newly developed remote bombs. From this stockpile they plucked a single payload, burying it in a far away field. As they cowered in a ditch, Spleen pressed the detonator button. Yet after a moment, nothing happened. Confused, he stood up, pressing his button again and again until, at long last, an explosion tore a hole in the field. Elated, Squee and Spleen turned toward home just as a massive wave of sound and force arrived to knock them over. Bewildered, their ears ringing from the unexpected blast, they gathered in the dingy miasma to see a smoking ruin where their workshop once stood. Chunks of wood and stone continued to fall as the yawning crater before them slowly deepened into an expanding pit. The whole of Dredger`s Bight shuddered, and then gradually started to slide into the mines below as its panicked residents fled. Sitting at the edge of their sinking home they grinned and giggled, as giddy at the possibilities as they were oblivious to the scorn of their former neighbors. They wondered only one thing: how could they trigger an even bigger blast? |
Voice: | Dee Bradley Baker ( Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane ) |
Abilities
Target Area
Enemies
Magical
Notes:
- It takes 3.35 seconds for a Proximity Mine to detonate when placed right next to an enemy unit or structure.
- Proximity Mines are visible during the activation delay.
- The mines only damage enemies when they get triggered, not when they are destroyed by attacks.
- The mines only detonate when an enemy stands within its trigger radius for 1.6 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 just got within the trigger radius.
- This sound is audible to everyone and audible through the fog of war. The mine`s explosion is also audible through the fog of war.
- Proximity Mines can be triggered by invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear , but not by invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as @@@#@@@HP(hp.com)###@### Removal. Most friendly effects, such as healing or hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. units.
- Proximity Mines cannot be placed within the trigger radius of other allied Proximity Mines.
- When selecting the spell, all own Proximity Mines display a red circle, indicating their trigger radius.
- The damage source is the mine itself, meaning certain on-damage effects Item Old Abilities Changelogs Blade MailBL A razor-sharp coat of mail, it is the choice of selfless martyrs in combat. Cost2200 Bought FromArmor Active Damage Return Bonus +10 Intelligence+6 Armor+22 react on the mine rather than on Techies (e.g. Blade Mail).
- Flying units ( Flying Couriers, Familiars, Hawks, and units during Firefly or Arctic Burn) cannot trigger or be damaged by the mines.
- Wards cannot trigger or be damaged by the mines either.
- A Proximity Mine deals 37.5/87.5/137.5/187.5 damage to buildings.
- Provides 300 radius flying vision at its location for 1 second after detonating.
- The damage is based on the current level of Proximity Mines, rather than its level as the mine was placed.
- Proximity mines cannot be targeted by Quelling Blade and its upgrades.
- Proximity mines do not block neutral creep camps.
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Ward | ||||||||||||||||||||||||
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Target Area
Enemies
Notes:
- Roots the targets, preventing them from moving and casting certain mobility spells.
- Does not interrupt the targets` channeling spells.
- Does not provide True Sight over the targets.
- The traps only root enemies when they get triggered, not when they are destroyed by attacks.
- When a stasis trap triggers, all other stasis traps owned by the player within 600 radius of the triggering trap are destroyed.
- Despite this, the traps can still be placed within 600 range of each other.
- Stasis traps do not trigger on spell immune, invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear , invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as HPTechnology company Removal. Most friendly effects, such as healing , or hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. units.
- Be that as it may, invisible units are rooted when within range as a trap is triggered.
- Provides 600 radius flying vision at its location for 1 second after detonating.
- The root duration is based on the level of Stasis Trap as the trap was placed, and not as it detonates.
- The trap`s explosion is audible through the fog of war.
- Stasis traps can be targeted and destroyed with Quelling Blade and its upgrades.
- Stasis traps do not block neutral creep camps.
Target Area
Enemies / Self
Magical
Notes:
- Leaps in an arc up to 281.108 range high, so that other units can path below them.
- The self damage is lethal, so that Techies can deny themselves with this ability.
- The self damage is flagged as HP Removal and therefore cannot be blocked or altered by most sources of damage manipulation.
- Borrowed Time, Ghostship and False Promise are the only ones able to interact with the self damage.
- Shallow Grave prevents dying to the self damage.
- Damages enemies in the area before damaging Techies, so Techies still gets the experience when enemies die to this spell.
- This means Techies can die to Blade Mail, Spiked Carapace, Dispersion, Last Will and Static Charge if his health was low enough on cast.
- Destroys trees within 400 radius around Techies upon landing.
- Can be interrupted by forced movement during the leap but is not interrupted by any other sort of disable.
- Can be cast while rooted and getting rooted during the leap does not interrupt it.
Notes:
- This is an innate ability and cannot be learned or leveled.
- The cast of Minefield Sign is not registered as a spell cast and thus does not proc any on-cast effects.
- Only one sign can exist on the map at a time.
- Planting a second sign causes the previous one to immediately disappear (although there is a visual delay).
- The sign has no collision and cannot block unit pathing.
- The sign does not block neutral creep camps.
- Aghanim`s Scepter grants the Minefield Sign an aura, applying invisibility which is immune to True Sight and has a 0-second fade time.
- The aura only affects Proximity Mines, Stasis Traps and Remote Mines. Other kinds of wards are not affected.
- The aura affects the mines of all allied players, not just the ones of Techies himself, but not enemy mines.
- The aura`s invisibility hides Proximity Mines and Stasis Traps during their initial activation delay.
- The aura`s invisibility hides the Remote Mines during their initial 2-second invisibility fade time.
- The aura`s invisibility prevents enemies from seeing Proximity Mines even within its trigger range, or from seeing Remote Mines during their detonation delay.
- The aura`s buff lingers for 0.5 seconds.
Remote Mine | ||||||||||||||||||||||
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Ward | ||||||||||||||||||||||
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Target Point
Enemies
Magical
Notes:
- The mines only damage enemies when they get triggered, not when they are destroyed by attacks or when they expire.
- Remote mines can be instantly detonated after placing them, but detonate with a very short delay.
- The damage source is the mine itself, meaning certain on-damage effects Item Old Abilities Changelogs Blade MailBL A razor-sharp coat of mail, it is the choice of selfless martyrs in combat. Cost2200 Bought FromArmor Active Damage Return Bonus +10 Intelligence+6 Armor+22 react on the mine rather than on Techies (e.g. Blade Mail).
- The mines can be stacked on one spot and cannot block unit pathing.
- Provides 500 radius flying vision at its location for 3 seconds after detonating.
- The damage is based on the level of Remote Mines as the mine was placed, and not as it detonates.
- Be that as it may, they do upg
Videos
Info
Hero | Strategy Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Contents 1 Gameplay 1.1 Nuker/Disabler 2 Ability Builds 3 Talents 4 Tips | Counters Play “Many hands make light work.” This article is badly written or needs more information. Please help the community by updating it. Read this formatting guide first. Hero Strategy Counters Equipment | Equipment Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Techies Equipment (collapse sets)Sets Swine of the Sunken Galley BundleSquee Swine | Gear Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs This is a list of cosmetic items that reflects Techies s design aesthetics. | Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane | Sounds Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Dota 2 Sounds Hero Sounds Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe | Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Squee, Spleen, and Spoon, the Techies In the storied saga of Dredger s | Old Abilities Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Land Mine Ward Level 1 Duration Permanent Health 100 Health regeneration 0 | Changelogs Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Contents 1 Version history 2 Patch history Version history edit] Version Description |
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Squee, Spleen, and Spoon, the Techies, are a trio of ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by Intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 heroes Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During , known for laying deadly traps around the field with a wide array of mines.
Having little direct combat ability, the Techies have an unorthodox, if effective, method of dealing damage to the enemy team in the form of powerful laid explosive mines and stasis traps that enable other heroes to set up a gank or retreat. Their mines, set across key points of the map -and even less conventional locations- are an effective method of denying area and guaranteeing damage if enemies dare to initiate. They have an even more bizarre ability in the form of their Blast Off! which causes them to violently explode and lose half their life but deal massive damage in a moderate area of effect.
The unique mechanics of the mines mean that the Techies utilise mechanics not used by any other hero, including preemptive mine clusters and such strong area denial that they actively play a large role in securing the area controlled by friendly heroes. The Techies have statistics aligned to those of semi-carries, but play a largely passive, defensive role throughout the game.
Squee, Spleen, and Spoon, the Techies
Recommended Roles |
Nuker Disabler |
In the storied saga of Dredger`s Bight, no business has ever been more reviled than Techies Demolitions. Then again, Dredger`s Bight no longer exists. Nor does Toterin. Or even Trapper Town. In fact, if one were to track the history of Techies Demolitions they might notice that shortly after Techies appear, towns tend to disappear.
Like every inevitable disaster surrounding Techies, the obliteration of Dredger`s Bight began with an invention. Tasked with designing a safer way of detonating explosives in the mines beneath the city, pyrotechnic prodigies Squee, Spleen, and Spoon developed their most outlandish creation yet: a button which, when pressed, would trigger a distant device to spark a fuse.
Overeager to test their invention, the trio stuffed barrel after barrel with flamesalt explosives, piling every corner of their tiny workshop high with the newly developed remote bombs. From this stockpile they plucked a single payload, burying it in a far away field. As they cowered in a ditch, Spleen pressed the detonator button. Yet after a moment, nothing happened. Confused, he stood up, pressing his button again and again until, finally, an explosion tore a hole in the field. Elated, Squee and Spleen turned toward home just as a massive wave of sound and force arrived to knock them over.
Bewildered, their ears ringing from the unexpected blast, they gathered in the dingy miasma to see a smoking ruin where their workshop once stood. Chunks of wood and stone continued to fall as the yawning crater before them slowly deepened into an expanding pit. The whole of Dredger`s Bight shuddered, and then gradually started to slide into the mines below as its panicked residents fled. Sitting at the edge of their sinking home they grinned and giggled, as giddy at the possibilities as they were oblivious to the scorn of their former neighbors. They wondered only one thing: how could they trigger an even bigger blast?
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Innate Abilities
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