Hey, I’m Zathong and this guide is about Techies Build in Dota 2. I works hard to keep my’s Dota 2 builds and guides updated, and will help you craft the best Techies build for the meta.
Best Techies build guides for Dota 2 2024. Learn more about Techies’s abilities, items, combo, skill order and counter.
Attack Type: Ranged
Strength: 19 + 2.5 | Agility: 14 + 1.3 | Intelligence: 25 + 3
Techies Items build
Techies’s Skill Order
Skill Order: Proximity Mines -> Blast Off! -> Stasis Trap -> Remote Mines.
Heroes combo: Techies + Batrider
How To Counter Techies ?
- High movement speed.
- Long attack range.
- Excellent base armor.
- Low starting damage.
- Craves mana in the early game.
- Low starting health.
How To Play Techies ?
Best items for Techies
Start items for Techies in dota 2 are: Tango, Healing Salve, Clarity, Iron Branch, Orb of Venom.
Meta items for Techies in dota 2 are: Rod of Atos, Tranquil Boots, Ethereal Blade, Scythe of Vyse, Aether Lens, Octarine Core.
Pro items for Techies in dota 2 are: Black King Bar, Tranquil Boots, Ethereal Blade, Scythe of Vyse, Refresher Orb, Aether Lens.
Tips and Tricks
The ideal way to play Techies is as an offlaner or roamer. With strategically placed Blast Off, they can obtain early kills thanks to the high nuke damage.
Being dead, silent, or otherwise incapacitated becomes less of a problem after you have enough traps on the map because your stasis traps, proximity mines, and remote mines can detonate manually.
For a constant source of mana in the early game before you get items that regenerate mana, ferry out Clarity. The more mines and traps you can set up, the longer you can stay on the map.
Sends a Sticky Bomb flying in the direction of the target. The bomb will stick to any enemy heroes it touches, delaying their movement. The bomb will detonate after a short period of time, causing damage in the immediate area and a 3.0 second secondary slow.
Techies temporarily increase their movement speed by generating an electric charge. Attacking enemies receive a Basic Dispel and are momentarily disarmed. All foes inside the radius are disarmed when the charge bursts at the end of the effect.
Techies launch themselves into the path of the adversary, exploding charges that stun and cause a ton of damage in an immediate area of effect. The assault deals Techies non-lethal damage upon landing that is based on a portion of their current health.
Plant a warning sign that renders any mines within its range impervious. There can only be one sign active at once. 60 seconds long.
Plant a mine that is invisible to True Sight, yet visible to enemies if they are within its active 500.0 AoE. When an enemy stands within the active AoE for 1.0 seconds, mines explode, delivering damage and momentarily decreasing the enemy’s Magic Resistance. If the victim is inside a 150.0 radius of the explosion, the damage is dealt in full; it lowers by up to 50% on the edge. Buildings receive damage of 30.0%.
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