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UniversalUniversal · Ranged

Techies

Surprises enemies with invisible landmines and explosive attacks

NukerDisablerModerate to play
Techies portrait

Win rate

50.9%

B across all ranks

Pick rate

14.2%

of public matches

Public picks

481.5K

in the sample

Pro scene

22

75 bans · 45% win rate

Win rate by rank

  • Herald1Herald50.9%
  • Guardian2Guardian51.7%
  • Crusader3Crusader51.2%
  • Archon4Archon51.1%
  • Legend5Legend50.8%
  • Ancient6Ancient50.6%
  • Divine+7Divine+50.5%

Bars start at 50%. Sample sizes: Herald 10.3K · Guardian 35.7K · Crusader 69.1K · Archon 109.6K · Legend 125.2K · Ancient 75.2K · Divine+ 56.3K.

Last 6 days

51.2%

Popular item build

Starting items

Bought before the horn

  1. 1

    Iron Branch

    55g
  2. 2

    Tango

    90g
  3. 3

    Observer and Sentry Wards

    50g
  4. 4

    Blood Grenade

    50g
  5. 5

    Faerie Fire

    65g
  6. 6

    Sentry Ward

    50g

Laning

The first minutes

  1. 1

    Boots of Speed

    500g
  2. 2

    Tranquil Boots

    900g

Mid game

Core items

  1. 1

    Arcane Boots

    55%1,500g
  2. 2

    Consecrated Wraps

    61%2,600g
  3. 3

    Solar Crest

    67%2,575g
  4. 4

    Essence Distiller

    55%1,775g
  5. 5

    Force Staff

    57%2,200g

Late game

The full build

  1. 1

    Force Staff

    57%2,200g
  2. 2

    Scythe of Vyse

    66%5,200g
  3. 3

    Consecrated Wraps

    61%2,600g
  4. 4

    Solar Crest

    67%2,575g
  5. 5

    Glimmer Cape

    54%2,150g
  6. 6

    Soul Booster

    3,000g

Most-bought items for Techies in OpenDota’s sample of parsed public matches (1,284 purchases counted). Bars compare each item with the most-bought one in its phase. The percentage is the win rate in games where Techies bought the item by minute 30 (green or red when it is clearly above or below Techies’s average). Teams that are ahead buy items sooner, so a high number shows the item goes with winning games, not that it causes the win. Items with fewer than 100 games show no percentage. Cheap components are hidden from the mid and late game.

Best win rate by purchase time

Bought ≤ 12 min

  1. Arcane Boots

    387 games

    59%
  2. Aether Lens

    99 games

    52%

Bought 12–15 min

  1. Aether Lens

    86 games

    64%
  2. Arcane Boots

    239 games

    49%

Bought 15–20 min

  1. Glimmer Cape

    80 games

    65%
  2. Tiara of Selemene

    87 games

    64%
  3. Aether Lens

    445 games

    58%

Bought 20–30 min

  1. Scythe of Vyse

    131 games

    69%
  2. Solar Crest

    98 games

    64%
  3. Mystic Staff

    203 games

    64%

Final items compared within the same purchase window (at least 60 games each), so they are not simply ranked by how late or expensive they are. Still a correlation: a team that is far ahead can buy anything sooner.

What these items do

  • Iron Branch

    55

    • +1 All Attributes

    Use: Plant Tree: Targets the ground to plant a happy little tree that lasts for 20 seconds.

  • Tango

    90

    Use: Devour: Consumes a target tree to gain 7 health regeneration for 16 seconds. Consuming an Ironwood Tree doubles the heal duration. Comes with 3 charges.

  • Observer and Sentry Wards

    50

    Use: Plant: Plant the currently active ward. Double-Click to switch the currently active ward.

    Full description

    Use: Plant. Plant the currently active ward. Double-Click to switch the currently active ward.

    • Hold Control to give one ward to an allied hero.
  • Blood Grenade

    50

    • +50 Health

    Use: Throw Grenade: Throw a grenade at the target area. Enemies in the area will take 50 damage on impact, and be slowed by -15% and take 15 damage every 1s for 5…

    Full description

    10s

    Use: Throw Grenade. Throw a grenade at the target area. Enemies in the area will take 50 damage on impact, and be slowed by -15% and take 15 damage every 1s for 5 seconds. Radius 300.

  • Faerie Fire

    65

    • +2 Damage

    Use: Imbue: Instantly restores 85 health.

    Full description

    5s

    Use: Imbue. Instantly restores 85 health.

  • Sentry Ward

    50

    Use: Plant: Plants a Sentry Ward, an invisible watcher that grants True Sight, the ability to see invisible enemy units and wards, to any existing allied vision within a…

    Full description

    1s

    Use: Plant. Plants a Sentry Ward, an invisible watcher that grants True Sight, the ability to see invisible enemy units and wards, to any existing allied vision within a 1050 radius. Lasts 7 minutes. Does not grant ground vision. Hold Control to give one Sentry Ward to an allied hero.

  • Boots of Speed

    500

    • +45 Move Speed

    Movement speed bonuses from multiple pairs of boots do not stack.

  • Tranquil Boots

    900

    • +65 Move Speed
    • +14 Health Regen

    Passive: Break: Whenever you attack a hero or are attacked by any unit, the bonus 14 HP regen is lost and the movement speed bonus is reduced to 40 for 13 seconds.

    Full description

    13s

    Passive: Break. Whenever you attack a hero or are attacked by any unit, the bonus 14 HP regen is lost and the movement speed bonus is reduced to 40 for 13 seconds. Movement speed bonuses from multiple pairs of boots do not stack.

  • Arcane Boots

    1,500

    • +45 Move Speed
    • +0.25 Mana Regen
    • +125 Mana

    Active: Replenish: Restores 150 mana to all nearby allies. Radius: 1200

    Win rate when bought54.6% · 766 games

    • ≤ 12 min59%387
    • 12–15 min49%239
    • 15–20 min50%121
    • 20–30 min–19
    Full description

    55s

    Active: Replenish. Restores 150 mana to all nearby allies. Radius: 1200

    Passive: Basilius Aura. Grants 1 mana regeneration to allies. Radius: 1200 Movement speed bonuses from multiple pairs of boots do not stack.

    • Does not work on Meepo clones.
  • Consecrated Wraps

    2,600

    • +5 All Attributes
    • +250 Health

    Passive: Hallowed: Gain a charge every 4s, up to a maximum of 3 charges. Upon gaining a charge, your movement speed is increased by 15% for 5s.

    Win rate when bought60.7% · 178 games

    • ≤ 12 min–2
    • 12–15 min–3
    • 15–20 min73%44
    • 20–30 min57%129
    Full description

    Passive: Hallowed. Gain a charge every 4s, up to a maximum of 3 charges. Upon gaining a charge, your movement speed is increased by 15% for 5s. Whenever you take damage from a player-controlled source or Roshan, consume all charges to gain an all damage barrier for 5s that absorbs 120 damage per charge (360 max).

    • Charges cannot be gained for 4s after you take damage from a player-controlled source or Roshan.
    • Self-damage and HP Loss damage cannot remove charges.
    • Movement speed buff does not stack.
  • Solar Crest

    2,575

    • +7 Armor
    • +25 Move Speed
    • +200 Mana
    • +200 Health

    Active: Shine: When cast on an ally, grants them 5 armor, 60 attack speed, 15% movement speed and a 350 physical damage barrier.

    Win rate when bought67.2% · 122 games

    • ≤ 12 min–0
    • 12–15 min–0
    • 15–20 min–24
    • 20–30 min64%98
    Full description

    16s100

    Active: Shine. When cast on an ally, grants them 5 armor, 60 attack speed, 15% movement speed and a 350 physical damage barrier. Does not grant bonus armor, movement or attack speed if used on self. Duration: 7

    • Shares cooldown with Pavise.
  • Essence Distiller

    1,775

    • +1.5 Mana Regen
    • +3 All Attributes
    • +6 Armor
    • +150 Mana

    Active: Soul Release: Provides 40 health regeneration when cast on allies.

    Win rate when bought54.7% · 148 games

    • ≤ 12 min–16
    • 12–15 min57%46
    • 15–20 min48%62
    • 20–30 min–24
    Full description

    10s

    Active: Soul Release. Provides 40 health regeneration when cast on allies. Can be ground targeted to lie dormant for up to 15s and attach to the first enemy that comes within 450 radius. When on enemies, deals 25 damage per second and provides True Sight over them and shares their vision with the wearer's team. Lasts 8 seconds. Gains charges every time an enemy hero dies within 1500 units.

    • Empty distillers gain 2 charges.
    • Only the closest Essence Distiller to the dying hero will gain a charge.
    • If the allied unit is attacked by an enemy hero or Roshan, the effect is lost.
    • Does not trigger spell block or spell reflect.
    • While dormant, provides vision in 450 radius. Vision lingers for 0.5s after latching.
  • Force Staff

    2,200

    • +10 Intelligence
    • +175 Health

    Active: Force: Pushes any target unit 600 units in the direction it is facing.

    Win rate when bought57.3% · 274 games

    • ≤ 12 min–0
    • 12–15 min–3
    • 15–20 min70%53
    • 20–30 min54%218
    Full description

    19s150

    Active: Force. Pushes any target unit 600 units in the direction it is facing.

    • Self-cast will cause you to use Force on yourself.
    • Force Staff doesn't interrupt the target's actions.
    • Will not work on a unit inside Chronosphere, Duel, or Black Hole.
    • Force Staff has 850 cast range when cast on enemies.
  • Scythe of Vyse

    5,200

    • +30 Intelligence
    • +8.5 Mana Regen

    Active: Hex: Turns a target unit into a harmless critter for 2.8 seconds. The target has a base movement speed of 140 and will be silenced, muted, and disarmed.

    Win rate when bought66.0% · 153 games

    • ≤ 12 min–4
    • 12–15 min–2
    • 15–20 min–16
    • 20–30 min69%131
    Full description

    20s250

    Active: Hex. Turns a target unit into a harmless critter for 2.8 seconds. The target has a base movement speed of 140 and will be silenced, muted, and disarmed. Instantly destroys illusions.

    • The target will have a base movement speed of 140, but buffs granting maximum movement speed won't be disabled.
  • Glimmer Cape

    2,150

    Active: Glimmer: After a 0.5 second delay, grants invisibility, 20 movement speed and a magic damage barrier that absorbs up to 375 damage to you or a target allied unit…

    Win rate when bought53.8% · 355 games

    • ≤ 12 min–0
    • 12–15 min–7
    • 15–20 min65%80
    • 20–30 min51%268
    Full description

    15s125

    Active: Glimmer. After a 0.5 second delay, grants invisibility, 20 movement speed and a magic damage barrier that absorbs up to 375 damage to you or a target allied unit for 5 seconds. Can be cast while channeling.

  • Soul Booster

    3,000

    • +425 Health
    • +425 Mana

Abilities

Sticky Bomb

16 / 13 / 10 / 7s100 / 115 / 130 / 145

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.

EXPLOSION DELAY
2
STICK RADIUS
300
DAMAGE
95 / 170 / 245 / 320
MOVEMENT SLOW
25 / 35 / 45 / 55%
SECONDARY MOVEMENT SLOW
15 / 25 / 35 / 45%
EXPLOSION RADIUS
350

Reactive Tazer

26 / 22 / 18 / 14s60

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.

BUFF DURATION
6
DISARM DURATION
2.25 / 2.5 / 2.75 / 3
MOVEMENT BONUS
18 / 22 / 26 / 30%
EXPLOSION RADIUS
400
DAMAGE
60 / 110 / 160 / 210

Blast Off!

40 / 35 / 30 / 25s100 / 125 / 150 / 175

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.

EXPLOSION RADIUS
400
FULL DAMAGE
200 / 300 / 400 / 500
STUN DURATION
0.8 / 1 / 1.2 / 1.4
CURRENT HP SELF DAMAGE
20%
  • The self-damage Techies receive from this blast is pure and non-lethal.
  • This ability destroys trees.

M.A.D.

Innate

Techies gain a percentage of their mana pool as bonus mana regeneration. When Techies die, they leave behind a barrel that explodes after 1.5s, damaging enemies in an area around it. Damage is based on Techies' max mana.

MANA POOL AS REGEN
0.1%
RADIUS
400
BASE DAMAGE
50
MAX MANA AS DAMAGE
30%
CURRENT MANA REGEN
0
CURRENT DAMAGE
0

Aghanim’s ShardM.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.

Minefield Sign

Granted by Aghanim’s Scepter60s

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.

EFFECT RADIUS
1000
SIGN DURATION
240
DAMAGE
300
MOVEMENT TRIGGER AMOUNT
200

Proximity Mines

Ultimate110 / 140 / 170

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.

EXPLOSION RADIUS
500
DAMAGE
400 / 550 / 700
BUILDING DAMAGE
30%
ACTIVATION DELAY
1
MAGIC RESISTANCE REDUCTION
15 / 20 / 25%
DEBUFF DURATION
4
  • Cannot be placed within 350 AoE of another Proximity Mine.
  • Proximity Mines do not block neutral creep camps from spawning.
  • Mines last until they explode or are destroyed.
  • Mines are triggered by invisible units.
  • Grants 30 gold if destroyed by an enemy hero.

Talents

+253 Damage

25

-0.8s Proximity Mines Activation Delay

+160 Sticky Bomb Damage

20

-15s Blast Off! Cooldown

+175 Blast Off! Damage

15

+25% Reactive Tazer Buff and Disarm Duration

+15% Magic Resistance

10

-2s Proximity Mines Cooldown

Base stats

Attributes

  • StrengthStrength19+2.6/lvl
  • AgilityAgility16+1.8/lvl
  • IntelligenceIntelligence25+2.7/lvl

Universal heroes get bonus damage from every attribute.

At level 1

Damage
20–22
Attack time
1.7s
Attack range
600
Move speed
310
Armor
4.7
Magic resistance
25%
Health
538 (+2.9/s)
Mana
375 (+1.8/s)
Vision day / night
1800 / 800

Recent changes

latest 12 patches
  1. 7.41d
    • Reactive Tazer:Disarm duration decreased from 2.4/2.7/3/3.3s to 2.25/2.5/2.75/3s
    • Proximity Mines:Debuff Duration decreased from 5s to 4s
  2. 7.41c
    • Base Mana Regen decreased by 0.5
    • Intelligence gain decreased from 3.0 to 2.7
    • Damage gain per level decreased from 3.3 to 3.2
    • M.A.D.:Mana Pool as Regen rescaled from 0.08% + 0.02% per level to 0.1% + 0.01% per level
    • Reactive Tazer:Explosion Radius decreased from 450 to 400
  3. 7.41b
    • Talents:Level 10 Talent Magic Resistance decreased from +20% to +15%
    • Level 15 Talent Blast Off! Damage decreased from +200 to +175
  4. 7.41a
    • Proximity Mines:Damage decreased from 450/575/750 to 400/550/700
    • Portion of damage dealt on the edge of AoE decreased from 60% to 50%
    • Minimum Damage decreased from 240/345/450 to 200/225/350
    • Talents:Level 10 Talent Proximity Mines Cooldown Reduction decreased from 3s to 2s
  5. 7.41
    • M.A.D.:New innate ability. Passive
    • Increases mana regen by a portion of Techies' max mana equal to 0.08% + 0.02% per level
    • When Techies die, they leave behind a barrel that explodes after 1.5s, dealing magical damage equal to 50 + 30% of their max mana to enemies in a 400 area of effect. The barrel provides 400 obstructed vision until it explodes
    • Upgraded with Aghanim's Shard
    • Increases mana to damage by 10%. Adds an active component. Techies plant the M.A.D. barrel, and detonate it later by using a sub-ability. The M.A.D. barrel is invisible and can be destroyed before the detonation process begins. Detonating the barrel makes it visible and immortal, and then it explodes after the same 1.5s delay. Only one M.A.D. can exist via the active cast at one time. Barrel Health: 200. Cast Range: 450. No Mana Cost. Cooldown: 30s. Cast Point: 1s
    • Reactive Tazer:Can now always be cast on allies
    • Cast Range increased from 500 to 600
    • No longer upgraded with Aghanim's Shard
    • Blast Off!:Now deals its self damage before damaging enemies
    • Techies are now rooted and disarmed instead of self-stunned during Blast Off's leap animation
    • Proximity Mines:Damage source changed from Proximity Mines to the caster
    • Minefield Sign:Now only available with Aghanim's Scepter
    • Talents:Level 15 Talent +3 Mana Regen replaced with +25% Reactive Tazer Buff and Disarm Duration
    • Level 25 Talent Damage increased from +252 to +253
  6. 7.40b
    • Proximity Mines:Cast range increased from 400 to 450
  7. 7.40
    • Base Agility increased from 14 to 16
    • Damage at level 1 increased by 1 (from 46–48 to 47–49)
    • Talents:Level 20 Talent +125 Sticky Bomb Latch/Explosion Radius replaced with +160 Sticky Bomb Damage
  8. 7.39e
    • Reactive Tazer:Cooldown decreased from 30/25/20/15s to 26/22/18/14s
    • Proximity Mines:Min damage at the edge increased from 50% to 60%
  9. 7.39d
    • Intelligence gain increased from 2.8 to 3.0

Lore

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?

Win rates come from public Dota 2 matches (OpenDota), 3.4M matches counted, refreshed Oct 24, 2026. Tiers use the win rate in the chosen rank: S 52.5%+, A 51%+, B 49%+, C 47.5%+, D below; heroes with too few games are left unrated. Hero data and patch notes are Valve’s. Builds Forge is an unofficial fan site, not affiliated with Valve.