One thing I noticed is that after most
This is a mid-to-late game guide for how
Techies is the ultimate maphacker
It is very difficult to initiate into a team that has Techies
When your team is pushing, drop mines and stasis traps all around that tower. Who cares if the enemy can see it under true sight, they're not going to run into you. It's not always about doing damage, it's about posturing and discouraging their initiation. Mine the typical initiation spots (treelines, ramps, etc) in plain view - no need to be sneaky. A team tower push can last 15-30 seconds, at level 7 that is enough time to drop 2-3
When your team retreats after pushing, always mine the retreat path with stasis traps and land mines
You can actually lay them down pretty fast while running, one after another. The goal isn't to get kills, the goal is to discourage the enemy from chasing you. If they do, and hit a few mines and then the OP stasis trap (3-6 second stun in a 450 radius AOE), it's very easy for your team to turn and clean up two or three. If they don't chase, then easy towers.
Always landmine uphill and on common smoke-gank paths
Even if they don't die running through the mines, continuing at 50% hp is often not worth it.
Stasis traps everywhere, mines behind every blindspot, in the tree jukelines
Takes 2 minutes, complete area denial. Might force them to get a gem at 15 minutes, but gem still makes it hard to clear juke path mines (think dire side North trees, dire T1 tower trees, etc).
Techies actually scales pretty well with gold and experience
Suicide attack doesn't actually do that much AOE damage
It's only Full damage (650/850/1150/1550) within a 200 AOE, up to 500 AOE it's actually pretty low (350/400/450/500). It's also takes a lot longer to get the suicide off than you think, it's not instant like bloodstone. Ultimately, get one level to deny the enemy kills, but don't level it up for the gimmicks.
Post a Comment