It's a little early, but I'm leaving on vacation shortly and won't have time to write this later. I've been a rather loud advocate that Techies is a steaming pile of trash, but whatever. Either way, he's coming, and for those of you who haven't dealt with him, here's a partial overview of his issues, and how to best exploit them.
Laning issues- Techies does not last hit.
Seriously. This guy is like
His entire laning presence is based on using normal mines to last hit creeps with their high damage(300/4/5/6 with mixed damage and scaling based on distance), and maybe the possible threat of suicide, or the backup of a stun trap somewhere. This is very easy to exploit.
First, mines cost 125 mana at level 1, and only go up(and they must go up if he wants any CS). Techies has MAJOR mana issues early game, and interrupting a
Further, it's a melee range skill, with a 25/20/15/10 second cd and a small startup time before it can do anything. If you know anything about 1v1 mid, you should be able to MURDER him for using this. Always punish a Techies walking up to the wave by dropping as much damage as you can on him. Don't let him get stuff for free
The only other threats he shows in the laning phase is either mine stacks(which leave him underleveled if not in lane, and take forever to setup with low level mines), suicide, and stun wards.
Suicide is basically a 1 trick pony. It's a threat early, but whatever. Later it's a joke, and while there's some interesting gimmick strats(yeah you're going to see tiny bombs a lot), in the end Techies players that max Suicide are 90% of the time dead weight come mid game. Just watch out for it early levels(unless you're someone like
Stun traps are what he should be leveling, and there's not a whole lot you can do about it other than either know where they are, or bring detection(
They can lead to teamwipes mid game if he's leveling them, but there's ways to deal with that.
Jungle- there's a few strats(which are actually hurt by the change in starting game time), but the short version is, if they have a Techies , and he's not in lane, and you can check the jungle with a summon, go for it. A few
Rest of the game- Summons+detection = miserable Techies .
I'm not going to write out everything you could do, because it's quite a long list, but the short version is that things like
It's worth noting that anyone who'd normally do the ward clearing is probably a good person to de-mine the field as well, although be aware that you CANNOT walk up hill blind, so it might need to be someone with more farm, or you can just get your veno a gem.
In the end, he's like a less versatile Keeper of the light. Going uphill vs him is miserable, but he becomes very very weak after the 20 min mark.
His other threats- If he's smart he's going to get some small mana items first(
Also be aware that
Finally, heroes-
Almost everyone who can summon (maybe not
Broodmother or
Lone Druid)
Vision/detection heroes-
Strong laners- Techies players tend to thrive on just leeching xp/tanking through the early game as best they can, and then trying to go off. Don't let them. Techies mid is actually somewhat legit, but it's easily the most all in mid ever. If you can either shut him down with someone like
I could do a lot more, and point out common spots and how to deal with them, and go over the various tricks he has, but in the end this should be enough for now. He's going to win games anyways because allies will walk into stuff, and maybe the mythical "pro Techies" actually exists and isn't just feeding off ignorance, but in the meantime if you're at a serious level the biggest threat I personally think he poses, is winding up on your team.
The thing
about Techies mid is he is pretty easy to gank for, particularly
against a melee hero. A good stun or strong slow allows him to land
Stasis+Mine. He can also be run as part of a trilane potentially that
has good setup disable (better for defensive since he can pull to get
exp). The latter secures the carry's farm, since it is suicide to gank
into a Techies.
Also, if he can get the mine down he can always get at least two CS a wave because lvl 1 mine does 300 damage to ranged creeps and 270 to melee ones. Punishing him for that isn't hard if you are ranged, but if you are melee you can't deal with it if he plays it right (you'll eat a mine to the face if you try).
Probably the best way to run a mid Techies is to use mines to instagib the enemy creepwave then farm and stack the jungle as you wait for the next wave while using a
Soul Ring+
Bottle to maintain the mana
costs.
Also, if he can get the mine down he can always get at least two CS a wave because lvl 1 mine does 300 damage to ranged creeps and 270 to melee ones. Punishing him for that isn't hard if you are ranged, but if you are melee you can't deal with it if he plays it right (you'll eat a mine to the face if you try).
Probably the best way to run a mid Techies is to use mines to instagib the enemy creepwave then farm and stack the jungle as you wait for the next wave while using a

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