HERO / GET TO KNOW THEM

Techies

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
TechiesHERO GAME PLAN

What I want to do in the game

I block approaches with mines and use explosive initiation where the team can follow up.

For the Techies, battle is a matter of mischief. Giggling while they lob sticky bombs around the battlefield, their hidden explosive mines, disarming zaps, and reckless blast-off attacks are enough to leave most enemies dead. Or at least enraged. Often both.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

04

Support · position 4

Initial recommendation

I contribute through laning, control and movement. I adapt the expensive core route to my budget.

03

Offlane · position 3

My resource is the team's space: I hold the lane and build for initiation or team protection.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

I pick this to restrict space and make approaches dangerous, while keeping an active role near the team.

What I watch out for

Scouting, detection and awkward open ground reduce the mines' value. Four allies should not have to wait while I build the perfect set.

What I do in combat

I establish threats on relevant routes and link my entry with team follow-up. Before a burst engagement, I understand how I will survive the response and help afterwards.

What I check first

Mines control space; they are not a reason to leave the team playing as four across the map.

02 / ITEMS FOR A PURPOSE

What I buy and why.

This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.

Support · position 4

My starting plan

Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

  1. 01 / First stepArcane Boots

    Provide mana for laning and regular ability use.

  2. 02 / FoundationAether Lens

    Lets you use targeted abilities and items from a safer distance.

  3. 03 / FoundationForce Staff

    Moves me or an ally out of danger; direction depends on the target's facing.

  4. 04 / Next choiceAghanim's Scepter

    Unlocks or upgrades Minefield Sign. The exact effects are shown below in the abilities section.

  5. 05 / Next choiceBlack King Bar

    Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

What I change for the situation 3 options
Glimmer Cape ↗

Adds a protective tool and hides the chosen ally; invisibility does not replace escaping detection.

Ethereal Blade ↗

Creates a window for magical burst or protection from attacks; I coordinate its use with allies’ physical damage.

Aghanim's Shard ↗

Unlocks or upgrades M.A.D.. The exact effects are shown below in the abilities section.

I see the minute on the clock. And the situation too.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Sticky Bomb

Lobs a Sticky Bomb towards the target area. If it lands next to an enemy hero, the bomb will stick to it, slowing its movement speed. After a few seconds the bomb will explode, dealing damage in an area around the detonation and applying a secondary slow for 3 seconds.

↻ 16 / 13 / 10 / 7 sec.Mana 100 / 115 / 130 / 145
Ability

Reactive Tazer

The hero surrounds the selected ally with an electrical charge, briefly increasing its movement speed. Attacking the charged target damages the attacker and applies a disarm and basic dispel to it.

↻ 26 / 22 / 18 / 14 sec.Mana 60
Details

Techies trigger an electric charge on the target ally, giving them bonus movement speed for a short period of time. Enemies attacking the target take damage and are temporarily disarmed and get a Basic Dispel. At the end of the effect or if detonated early with the sub-ability, the charge explodes, disarming all enemies within the radius and dealing damage.

Ability

Blast Off!

The hero leaps into the midst of enemies and explodes his ammunition on landing, dealing massive damage to enemies hit and stunning them.

↻ 40 / 35 / 30 / 25 sec.Mana 100 / 125 / 150 / 175
Details

Techies hurtle themselves into the enemy's midst, detonating charges upon impact which deal massive area of effect damage and stun enemies. Upon landing, the assault deals Techies non-lethal damage equal to a percentage of their current health.

Ability

Proximity Mines

Places a mine whose invisibility cannot be revealed. It becomes visible when an enemy enters its activation area with a radius of 500 and explodes if the enemy remains there for 1 sec.

Mana 110 / 140 / 170
Details

Plant an invisible mine that cannot be detected by True Sight, but is visible if an enemy is within the active 500 AoE of the mine. Mines detonate if an enemy is standing within the active AoE for 1 seconds dealing damage and temporarily reducing the enemy's Magic Resistance. The explosion deals full damage if the target is within 150 radius and decreases down to 50% on the edge. Deals 30% damage to buildings.

Innates, upgrades and other forms2 abilities +

These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

Innate

M.A.D.

Increases the hero’s mana regeneration based on his maximum mana.

Full description and upgrades

Increases the hero’s mana regeneration based on his maximum mana. On death, the hero leaves a barrel that explodes after 1.5 sec., dealing damage to nearby enemies based on the owner’s maximum mana.

Aghanim’s Shard

M.A.D. becomes an active ability. Increases max mana as damage amount. Techies plant an M.A.D. which can be detonated manually with a sub-ability. Only one M.A.D. from the active ability can be placed at a time.

From Aghanim’s Scepter

Minefield Sign

The hero places a sign that makes Proximity Mines invulnerable and increases their damage by 15%. Only one sign can exist, and it lasts 240 sec.

Full description

Plant a warning sign, causing Proximity Mines within its radius to be invulnerable and deal 15% more damage. Only one sign can exist at a time. Lasts 240 seconds. When an enemy Hero walks within 200 units of a minefield sign, the 1000 units area around the sign will become a minefield for 10 seconds, dealing damage to enemy Heroes any time they move within its area. Minefield Sign is destroyed after this effect ends.

Valve base stats +
Health · base
538
Mana · base
375
Damage · Valve field
20–22
Armour · Valve field
4.67
Movement speed
310
Attack range
600
Strength · base / gain
19 / 2.6
Agility · base / gain
16 / 1.8
Intelligence · base / gain
25 / 2.7

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

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One hero. Many decisions.

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