
Squee and Spleen The Goblin Techies
Table of Contents
- 1. Foreword
2. Hero Story
3. Hero Overview
4. Pros and Cons
5. Skill Description
6. Skill Build
7. Reasons for Skill Build
8. Item Build
9. Reasons for Item Build
10. Usage of Items
11. General Gameplay Walkthrough
12. General Tips and Tricks
13. Replays
14. Best Allies
15. Worst Heroes
16. How to Avoid/Counter
17. FAQs
18. Conclusion
19. Credits
Foreword
I wanted to write this guide in order to help other players realize that Goblin Techies are not just meant for the constant use of Suicide Squad, Attack! or stacked Remote Mines.
Goblin Techies has three major strengths:
- Pusher
- Defender
- Farmer
Needless to say, Goblin Techies is one of the most versatile heroes that can become anything you want him to be at end game with the items of your choice. This guide will support Tips and Trick on how to survive, push, defend, and trap as well as kill enemy heroes.
Remember that a guide is meant to help you improve on a game play of a hero; the following items/skills/strategy does not have to be followed word for word, step by step. Try it, and then try to even better improve your game with your own idea.
Please enjoy the guide of Squee and Spleen - The Goblin Techies.
Hero's Story
Devilishly clever, the goblin techies, despite their small physical presence, are a force to be reckoned with. In line with their goblin brethren, the techies have the skill of laying mines in the earth, invisible to the naked eye. Also, after extensive training with the Orcish voodoo priests of Kalimdor, the Techies are adept at laying paralysis-inducing traps along with their potent explosives. Wary be the foe who takes these three lightly.
Hero's Overview
Squee and Spleen - The Goblin Techies
Primary Attribute: INTELLIGENCE
Starting Level:
Damage: 24-26
Range: 650
Health Points: 473
Mana: 286
Damage Reduction: 5%
Movespeed: 270
Hp Regeneration: 0.76
Mana Regeneration: 0.9
Attack Speed: 1.49 (+14% IAS)
Attack Range: 650
Armor: 1
Hero Attributes:
Strength: 17 + 2/level
- Each point increases hit points by 19
- Initial hit point regen at .76hp/sec
- Each point increases hit point regen by 0.03hp/s.
Agility: 14 + 1.3/level
- Every 7 points increase armor by 1
- Each point increases attack speed by 1%
Intelligence: 22 + 2.9/level
PRIMARY ATTRIBUTE
- Each point increases damage by 1
- Each point increases mana by 13
- Initial mana regen at .9mana/sec
- Each point increases mana regen by 0.04mp/s
Pros and Cons
Pros:
Perfect hero to get first blood
Incredible Pusher
High damage Area of Effect (AoE) spells (all of it)
Great farming abilities
Strongest stun duration skill
Best defender
Longest range hero
Versatile hero
Cons:
Lowest base damage
An Intelligence Hero with no direct nuke
Low Health Points and Mana
Very mana dependant
Slow attack speed
Movement speed is slow
Fragile hero
Skills Description
Land Mines
Plants an invisible mine that explodes when an enemy nears. The explosion deals less damage if the target is farther away. You may only have 15 mines placed at a time. Floating Heroes do not trigger this.
(Damage Reduction)
(Tower Damage)
Level 1 Deals 300 damage within 200 AOE. (225)(~156)
Level 2 Deals 400 damage within 200 AOE. (300)(~208)
Level 3 Deals 500 damage within 200 AOE. (375)(~260)
Level 4 Deals 600 damage within 200 AOE. (450)(~312)
Mana Cost: 125 / 150 / 175 / 205
Cooldown: 25 / 20 / 15 / 12 seconds
Added Note: The maximum range of the AOE blast is 500 radius.
Stasis Trap
Plants and invisible Stasis Trap that stuns nearby enemy units when detonated.
Level 1 Stuns for 3 seconds.
Level 2 Stuns for 4 seconds.
Level 3 Stuns for 5 seconds.
Level 4 Stuns for6 seconds.
Mana Cost: 80 / 110 / 140 / 160
Cooldown: 20 / 16 / 13 / 10 seconds
Added Note: The enemy has to be physically within range of the trap for 2 seconds or at least past the trap.
Suicide Squad, Attack!
Sacrifice yourself for the greater good. Deals massive area of effect damage.
Level 1 Deals 650 damage. (487)
Level 2 Deals 850 damage. (637)
Level 3 Deals 1150 damage. (862)
Level 4 Deals 1550 damage. (1162)
Mana Cost: 100 / 125 / 150 / 175
Cooldown: 75 / 75 / 75 / 75 seconds
Added Note:Does not damage building. Not anymore.
Remote Mines
Plants an invisible mine that will only activate when triggered. Does not damage buildings. Last 8 minutes.
Level 1 Deals 300 damage when activated. 400 Area of Effect
Level 2 Deals 450 damage when activated. 425 Area of Effect
Level 3 Deals 600 damage when activated. 450 Area of Effect
Mana Cost: 200 / 240 / 300
Cooldown: 10 / 10 / 10 seconds
Added Note: Does not damage buildings.
Skills Information
Land Mine
- A non-ultimate spell that can be used against enemy hostile tower (Ancient Protectors or Spirit Towers) that deals a considerable amount of damage. The tower will automatically hit the Land Mines first almost all the time but not on certain occasions, but mostly random occasions.
- A very useful farming spells, as well as non-ultimate hero killing besides Remote Mines.
- To ensure higher chance of killing an enemy hero, stack them as much as you can as close as you can, but be warned that you can only lay 15 maximum, and if you go over, a random mine will be destroyed automatically.
- Land Mine does not trigger its effect if the unit/hero is flying over the Land Mine, while Remote Mines works well with flying unit/hero.
- The Goblin Techies AoE spells Land Mine deals 150/200/250/300 damage to all units that are within its range of 500. While unit within its 200 range are damaged more of 250/350/450/550 instead.
- It is a physical damage spell meaning the damage will be reduced by armor level.
- The spell triggers upon contact by enemy units/hero after it was planted. It has a 2 second detonation delay after planting NEXT to a enemy unit/hero.
- IT DOES NOT trigger when place right next to any non-hostile building anymore.
- A maximum of 6 seconds stun, the longest stun imaginable that can only be triggered when enemy creeps are around the Stasis Trap for at least 3 seconds. Infinite amount of Stasis Trap can be laid out and only disappear if it's destroyed, triggered, or time duration expires.
- Easiest way to trigger this is to plant the Stasis Trap, then use Guinsoo Scythe when the target hero is next to the trap.
Suicide Squad, Attack!
- The skill DOES NOT GIVE you or enemy hero experience but it does give experience to your teammate if you kill the hero or the creeps.
- Perfect spell for getting First Blood.
- Mostly used for First Blood, or to escape death from enemy hero. Use it before you get killed by an enemy hero to deny him of experience as well as gold.
- This is an amazing Area of Effect spell that gives a full damage of 650/850/1150/1550 within its 250 radius, and 350/400/450/500 within its 500 radius.
- This skill should NEVER EVER suicide on an enemy hero if the target hero has full HP. Take out at least 3/4 of its HP before doing so.
- Goblin Techies Ultimate that deals 300/450/600 damage within 450 ranges. Reduced by spell damage resistance and CAN BE blocked by magic immunity, meaning a hero with AVATAR On cannot be affected.
- This is what the Goblin Techies uses as a killing tool against heroes as well as a farming tool if combined with Land Mine.
- Due to the massive damage it gives especially when stacked, this skill can be countered easily with any True Sight item/ability.
- Best used when stacked as close as possible, just like a Land Mine, difference is that this can be triggered at any given time by the user as long as the 8 minute duration does not pass.
- There is a 2 second fading on Remote Mines, meaning in that 2 seconds, it can be damaged or destroy by creeps and/or enemy heroes.
- Detonates ALL of Goblin Techies Remote Mines.
Skill Build
Level 1: Land Mine
Level 2: Suicide Squad, Attack! (for early first blood)/ Attribute Points
Level 3: Land Mine
Level 4: Suicide Squad, Attack! (for early first blood or to ensure first blood) / Attribute Points
Level 5: Land Mine
Level 6: Remote Mines
Level 7: Land Mine
Level 8: Attribute Bonus / Suicide Attack, Squad! (if you chose Attribute Points first)
Level 9: Attribute Bonus
Level 10: Attribute Bonus
Level 11: Remote Mines
Level 12: Stasis Trap
Level 13: Attribute Bonus
Level 14: Attribute Bonus
Level 15: Attribute Bonus
Level 16: Remote Mines
Level 17: Stasis Trap
Level 18: Stasis Trap
Level 19: Stasis Trap
Level 20: Attribute Bonus
Level 21: Attribute Bonus
Level 22: Attribute Bonus
Level 23: Attribute Bonus / Suicide Squad, Attack! (if you chose Attribute first)
Level 24: Suicide Squad, Attack!
Level 25: Suicide Squad, Attack!
Summary:
Land Mine: 1,3,5,7
Stasis Trap: 12,17-19
Suicide Squad: 2,4,24,25
Remote Mines: 6,11,16
Attribute Bonus: 8-10,13-15,20-23
Reasons for Skill Build
a. Why max Land Mines early?
b. Why get Suicide at level 2 and 4?
c. Why Stasis Trap at level 12, and not finish it until level 17?
d. Why Attribute Bonus instead of maxing Suicide or getting Stasis Trap?
a. Land Mine is Goblin Techies farming spell. This AoE spell should be maxed as early as possible to be able to push against enemy creep waves, as well as to deal insane amount of damage to enemy towers (Ancient Protectors or Spirit Towers).
b. Getting Suicide at level 2 is essential to get for a first blood early game if done correctly. The reason for getting another point for Suicide is that it adds more damage and a possibility of a double kill. It is not maxed until late game since your priority is to push as much as you can and if you intend to suicide all game, don't be surprised to be underleveled.
Using suicide too much means you'll be delayed or under leveled by enemy heroes. Lastly, Suicide gives a certain fear to the enemy heroes. Knowing that the techie they are facing uses Suicide means they will try to back away from you as much as possible, giving you and your lane partner an early advantage.
c. The reason for getting Stasis Trap at level 12 is that in the early stages of the game, your main priority is to take down the first 2 enemy towers and not to kill heroes but the possibilities of you getting ganked is high. Another reason is that Stasis Trap can greatly help your team during team pushes and defending your own tower as well. Final reason why Stasis Trap is not finished until you get to level 17 is that the Stasis Trap will benefit at its fullest when doing a team push down in the middle lane. Not to mention the lack of location to actually plant Stasis Trap early game besides defending or stopping enemy creeps push.
d. Attribute Bonus was taken at level 8 because Goblin Techies is a very fragile hero with both low health points and mana. The +2 bonus gives the hero added Health Points and Mana pool.
Item Build
Essential Item Build
Do not be confused with the image above, it simply shows the different paths of getting the items. The Essential Item Build are Eul's Scepter of Divinity, Arcane Ring, and Boots of Travel. Upgrading Eul's Scepter is a must after only all the charges are used. A second Eul's Scepter can be bought if you need to.
Animal Courier - 225
Ring of Protection - 175
Sobi Mask - 325
Ring of Basilius COMPLETE
Void Stone - 900
Robe of Magi - 450
Staff of Wizardry - 1000
Eul's Scepter of Divinity Recipe - 450
Eul's Scepter of Divinity COMPLETE
Energy Booster - 1000
NOTE: Disassemble Ring of Basilius by placing the item inside your Circle of Power and clicking on the golden cog-like image. Pick the Ring of Protection first and buy the Arcane Ring Recipe first before picking Sobi Mask.
Ring of Protection (after disassemble)
Arcane Ring Recipe Scroll - 525
Arcane Ring COMPLETE
Sobi Mask (after disassemble)
Boots of Speed - 500
Boots of Travel Recipe - 2200
Boots of Travel COMPLETE
Total Cost: 6100
Upgrade the used up Eul's Scepter of Divinity
Robe of Magi - 450
Sobi Mask - 325
Quarterstaff - 1150
Oblivion Staff COMPLETE
Guinsoo's Scythe of Vyse Recipe - 450
Guinsoo's Scythe of Vyse COMPLETE
Total cost: 2375
This would be the end of our Essential Item Build.
Reasons for Items
Essential Item Build Explanation
Animal Courier: The ability to carry items from one place to another as well as an additional inventory for future items.
Eul's Scepter of Divinity: It gives +18 to Intelligence that boosts your damage as well as your total mana and gives off a natural mana regeneration. Has 6 charges of Cyclone.
Arcane Ring: It gives +300 to the heroes total mana pool and the ability to replenish 135 mana around the caster.
Guinsoo's Scythe: Adds additional mana and the ability to turn a single unit/hero into sheep.
Boots of Travel: It adds +90 to movement speed and the ability to teleport every minute.
Luxury Items Explanation
Eye of Skadi: Added bonus to all stats (+25), 200 to life and 150 to mana as well as a nifty constant frost attack.
Linken's Sphere: Added bonus to all stats (+15), health and mana regeneration as well as a spell negation every minute.
Necronomicon: It adds +15 to Intelligence and +6 to Strenght, and able to summon a Necronomicon Warrior and Necronomicon Archer that tends to get stronger and stronger for every upgrade. Can only be upgraded twice.
Diffusal Blade: Adds +10 to Agility and +6 to Intelligence. Gives off a feedback ability and 7 charges of Purge.
Kelen's Dagger of Escape: The ability to cast Blink to any given location as long as it has been discovered.
Aegis The Immortal: Gives off +10 to Armor level and spell reduction of 35% as well as 3 charges of Reincarnation.
Manta Style: Gives +18 Agility, +250 HP, and a higher damage of Feedback as well as the ability to create 2 illusions.
Mekansm: Gives +5 to all stats, +5 to armor, a healing aura, and an activated ability to heal 250hp around the caster.
Radiance: Gives +70 damage and an immolation effect of 35 damage per second and 8% evasion.
Eul’s Scepter of Divinity: This would be your 2nd Cyclone staff that can be bought after the creation of Guinsoo.
Usage of Items
Essential Item Build Usage
Animal Courier. Best way to use this to its full potential is that you buy the item when you have the money for it. So even if you die, you won't lose money considering you got what you needed ready for you the moment you spawn again.
Eul's Scepter of Divinity. The 6 charges of Cyclone helps you escape from ganks or help your teammate kill a certain hero w/o trouble. For example: A 5 enemy hero pushes. You simply use Eul's on the tanker while you lay a Stasis Mine under the Cyclone, then your teammate(s) pound on the other heroes. The point of having this item is to disable the tanker while your team takes out the rest.
Arcane Ring. This item replenishes the heroes mana as well as the surrounding area for 135 mana. Fast cooldown and stackable with other Arcane Rings. USE THIS EVERY CHANCE YOU GET especially when your around other heroes.
Guinsoo's Scythe of Vyse. Use this to turn a hero into sheep to save others as well as help kill an insane strong hero, along w/ your 2nd Eul's Scepter of Divinity. You Cyclone one, and you sheep one, then your team will kill the one that has been turned into sheep.
Boots of Travel. Just like what it does, it lets you teleport to a non-hero friendly unit as long as the unit is still alive or intact (buildings). Best way to ensure that your teleport will not be interrupted is that to teleport to a unit that is OUT OF DANGER. Some players will definitely kill the unit being used for teleportation. Use the boots to travel from one place to the other for farming, supporting team pushes, as well as saving others from being killed.
Luxury Items Usage
Eye of Skadi. The ability to attack with frost effect is what makes this item very nice for Goblin Techies because of his long range and the added bonus on stats is a plus.
Linken Sphere. Not much of a strategy on using Linken's Sphere. Used mainly to block at least one kind of spell, item or not.
Necronomicon. The ability to summon 2 more units at your command. Here are the stats.
Level 1:
- Necronomicon Warrior 1 (400 Hit Points, 21 Damage, 6 Armor)
Passive: Mana Break (Burns Away 25 Mana per Attack)
Passive: Last Will (Deals 200 Damage to the Unit that Kills it) - Necronomicon Archer 1 (400 Hit Points, 31 Damage, 6 Armor)
Active: Mana Burn (Burns 200 Mana from Target Unit)
Passive: Endurance Aura (Increases Nearby Allies’ Movement Speed by 3% and Attack Rate by 3%)
- Necronomicon Warrior 2 (600 Hit Points, 41 Damage, 8 Armor)
Passive: Mana Break (Burns Away 50 Mana per Attack)
Passive: Last Will (Deals 400 Damage to the Unit that Kills it)
Necronomicon Archer 2 (600 Hit Points, 61 Damage, 8 Armor)
Active: Mana Burn (Burns 250 Mana from Target Unit)
Passive: Endurance Aura (Increases Nearby Allies’ Movement Speed by 6% and Attack Rate by 6%)
- Necronomicon Warrior 3 (800 Hit Points, 61 Damage, 10 Armor)
Passive: Mana Break (Burns Away 75 Mana per Attack)
Passive: Last Will (Deals 600 Damage to the Unit that Kills it)
Passive: Magic Sentry (Increased Vision Range. Also Reveals Nearby Invisible Units)
Necronomicon Archer 3 (800 hit points, 91 damage, 10 armor)
Active: Mana Burn (Burns 300 Mana from Target Unit)
Passive: Endurance Aura (Increases Nearby Allies’ Movement Speed by 9% and Attack Rate by 9%)
Kelen's Dagger of Escape. Goblin Techies does not have any escape spells beside the 2 items mentioned above: Eul's Scepter of Divinity and Guinsoo's Scythe of Vyse, as well as his Stasis Trap. Kelen's Dagger of Escape allows you to Blink away from traps or if you're stuck between the creeps or heroes.
Aegis of the Immortal. This shield gives you the added armor for your survivability as well as the revive charges in order to help push or defend after death. DO NOT USE SUICIDE while you have full HP otherwise that will be a waste, you can do it for fun when you know it's over.
Manta Style. This allows you to make 2 illusions of yourself that can greatly confuse enemy heroes when used in a right time mostly on pushes or as a means of escape. The moment you make that 2 extra copy of yourself, immediately split them apart and do not cluster them together.
Mekansm. Gives off a healing aura, as well as an activated ability to heal 250hp. Use the activated healing ability while pushing with your creeps or hero lanes/team.
Radiance. The immolation ability helps you farm easily especially after the 45 min mark. Blowing up a level 3 Remote Mine on a creep wave under a 45 minute mark is enough to annihilate them, but the moment it past, they are left with at least 10-30 hp meaning the immolation effect of Radiance is enough to finish them off. Used for farming when in the hands of Goblin Techies.
Eul’s Scepter of Divinity. The 2nd Cyclone staff made after the first conversion to Guinsoo’s Scythe. The purpose of having this 2nd Eul’s is to be able to disable another hero as well as the added mana and mana regeneration.
Questions about Item Build
Questions:
a. Why does the Luxury Item consist of 10 different items?
b. Why Kelen's Dagger of Escape, and not Lothar's Edge?
c. Arcane Ring after Eul's Scepter?
d. Linkin's over BKB?
Answers:
a. The reason for having a Luxury items is because it branches off into whatever you want your Goblin Techies to perform during game.
- Radiance helps you push lanes against mountains of creep waves after the 45 minute mark.
- Manta Style was only taken because of the conversion from Diffusal Blade as well as a small added HP.
- Eul’s Scepter of Divinity is bought for disabling heroes by blowing them off the sky.
- Diffusal Blade and Eye of Skadi are for both slowing opponents down and Eye of Skadi gives off a nice stat boost.
- Linken’s Sphere, Aegis, Mekansm, and Necronomicon all gives added survivability either through spell negation, armor and spell reduction, healing aura and activated ability, or added HP as well as 2 more units at your disposal.
- Kelen’s Dagger of Escape is a means of an escape mechanism from ambushes or possible death.
b. Kelen's Dagger of Escape is better for Techies for the following reasons:
- Cheaper.
- Nobody knows where exactly he's going blink out after he blinks.
- Finally. You are a Goblin Techies, what's your specialty? Lay out INVISIBLE MINES. What does Lothar's Edge do, makes you invisible. What do they have against you? WARDS! EYES OF THE FOREST! GEMS! NECRONOMICON 3!
c. Yes, Eul's Scepter is your first priority for 3 reasons.
- Mana
- Mana Regeneration
- Disable item
d. BKB is not suitable for Techies for specific reasons. Not a DPS hero, not as much stat bonus to help Techies, and undroppable.The undroppable part the most important reason, the slot BKB will take could be better of with other items that benefits his strengths.
General Gameplay Walkthrough
A MUST know of Techies or Team player
- Never plant any kind of trap or mines when you are visible through mini-map because of enemy creeps otherwise it won't be as secretive as it should be.
- Never use Suicide Attack unless it is for enemy hero deny exp/gold, or first blood as well as succession in the kill.
- Detonate your Remote Mines if you need to save your ally, don't make an excuse that "It's only [insert hero here] it'll be a waste".
- Defend if you need to defend, every tower counts. Defense is the best offense.
- Call missing enemy heroes, even if they just looked like they went to heal, CALL IT.
- Check enemy heroes inventory every time you get the chance.
- Patience is a MUST. Do not blow up Remote Mines if you know in your gut feeling someone else will be coming to join the enemy.
- NEVER EVER rely on all your teammates for everything, if things doesn’t go wrong, you won’t bad-mouth them.
- Communication is a must. Don’t expect your teammate to know what you want done or what must be done.
Depending on whether the game is All Random or All Pick, Team Random or Team Pick, and even Versus Mode, the first item in your disposal should be Animal Courier AKA Chicken followed by your Ring of Basilius. Choosing a lane shouldn't be much of a problem because Goblin Techies is one of the few good heroes that can handle any location (Top, Middle, or Bottom). Pick a lane and wait for enemy creep wave to clash with your creep wave. But before the Clash of the Creeps, make sure you warn your teammate about you being just a pusher/supporter/defender/disabler not suicide techies. Tell them that you’re going to be massing Remote Mines for the sake of defending towers or lanes against both creep waves and heroes.
Before making any type of movement, if you know that the hero you are fighting against has any type of disable or AoE spell, then play it safe and use your Land Mine to destroy creeps. The main priority in Early game part for you is to farm as much as possible IN your lane, NOT on neutral creeps.
- (Hero is melee) Place your Land Mine between the enemy melee and range to damage all of them (and hero). Even level 1 Land Mine can pack a punch to a hero especially if they are Agility/Intelligence type.
- (Hero is range) Place your Land Mine next to the enemy melee creeps and finish off the range creep with your regular attack.
NEW CREEP ALERT!!! - Every 6 waves, a glaive thrower/meat wagon comes out with the creeps.
The glaive thrower/meat wagons seems strong at first but not a threat at all. It can’t be damaged using Remote Mines BUT Land Mines can really rip these things apart.
The moment you get Suicide Squad, it is possible to get first blood and I suggest you try to get it. Use the tips and trick I suggested in the General Tips sections. It is also possible to get a double kill by simply weakening both heroes enough for your Suicide Attack damage to kill them within its range.
If you did make a successful Suicide, try to buy everything you need using your chicken while you wait to re-spawn then go back to your lane as fast as you can (slow movement speed) or use a Scroll of Teleport. Considering you did an awful lot of damage to the enemy hero, they are probably still in the fountain healing or just re-spawned at the same time as you did if they died because of the explosion.
During the early stages, it is best to just play it safe and try not to get harassed to much. Place a Land Mine during creep wave battles, and place a Land Mine as close as possible near the tower to do damage, but do not at any circumstances lay a Land mine when you do not have any of your creep wave to back you up or take the damage for you from the tower.
By the time you get to level 6, this is where you will be able to destroy an entire creep wave (no matter how stacked they are) with your Level 3 Land Mine along with your Level 1 Remote Mine BUT do not overuse this if it's not stacked at all otherwise your wasting your precious mana, instead start stacking 4-5 Remote Mines near your tower as a defense against a pushing hero. At this point, you will either push or defend, depending on how your enemy is playing.
- To Defend: Stacked at least 3-4 Remote Mines near your tower between the Melee and Range range creeps.
- To Push: Lay a Land Mine next to tower and run, to ensure the tower is going to be yours, estimate the amount of HP it will have after your Land Mine blast so nobody can take the tower kill for you.
Farming GB101
Farming early game is mostly about using your Land Mines and regular attack at the right time. Simply attack each creep once or let your creep attack them and then place your Land Mine next to them in order to get the kill. In most cases, you should be able to get at least 2-4 creep kill. Don't get frustrated for not being able to farm this early because you will shine later on at mid game. Try to get your Land Mine to the enemy creeps as close as possible but without getting attacked/disabled by the enemy hero. The best money giver at this stage will be the enemy tower so be sure to get that destruction.
Mid Game (7-14)
In this stage of the game you should still be pushing whatever lane you're in (or along with your lane hero), chances are that you will be ganked the moment you pushed too hard towards their second tower especially if you're pushing alone. After you destroyed the first tower (and hope you get the gold from the mayhem), you can now do the following:
- Use your chicken to buy whatever item necessary to help you push (Your first Eul's Scepter and Arcane Ring), then keep pushing towards 2nd tower. (Optional)
- Switch to a different lane and push that side along with your teammate (If you we're on Top, go either Bottom or Middle whoever needs help pushing). Go for the kill to the tower for more gold. (Recommended)
If you chose the second option, which I recommend first so you can even up the lanes, push it along with your teammates and only plant the Land Mine next to the tower the moment its HP went down to 250 to get a guaranteed gold from the tower.
Now at this time of the game, you can either start defending because enemy pushes back after you push a lane. Your ability to defend should be used here by simply stacking Land Mines next to tower and not in front, and Remote Mines in front of the tower. At least 2 Remote Mines is enough to kill and entire creep wave at this point. Also plant Stasis Trap (level 12) before they reach the tower so your teammates have enough time to come and help you defend especially when at least 3 strong enemy heroes are with the creep wave.
At this rate, your team should be able to push and destroy (hopefully you got the gold again) all the first towers in 3 lanes. You should have at least an Eul's Scepter and Arcane Ring, and now working your way to Boots of Travel. If you do or already have Eul's Scepter, Arcane Ring, and Boots of Travel, then farming for the rest of your item would be faster with your mana regeneration to be able to spam your Land mines and Remote mines. Get Oblivion Staff but don't upgrade it into Guinsoo's Scythe until you use up all the charges on your first. Try to push the 2nd tower in any lane while your teammates push the other one, and use your Boots of Travel to teleport to a lane being push to start laying Remote Mines and Land Mine for defending.
If your team decides to make a strong push in a lane, go with them and assist them as much as possible (with Eul's Scepter and Stasis Trap as well as Guinsoo if you have it or just got it). Use Eul's to a Tanker or an AoE spammer/stunner/disabler. Make sure when you lay a Stasis Trap, place it in front of your heroes. Keep planting Remote Mines behind you and stack them, while you place Land Mine in front of your hero teammates. The Remote Mines are used to blow up enemy(s) coming from behind. If there are no heroes attacking from behind, use these stacked Remote Mines in-case your push failed and they followed, blow it up and hope you get a kill or two, if you think they won't die at all, save those Remote Mines and stack them some more when you push again. Another way you can use the stacked mines as a "Finishing off running away to base hero" mine. What do I mean by that? Let's say a weakened hero is about to die and got away that somehow decided to take that route, blow up enough mines to kill the hero.
Mid game is where you should be able to both push and support your team using your Guinsoo's Scythe for sheep or Eul's Scepter for Cyclone, and Stasis Trap for a short stun.
Farming GB102
Now at this point, you should have level 4 Land Mine and level 2 Remote Mine, the combine strength of these two is enough to kill an entire creep wave of insane magnitude (no matter how much stacked they are). A level 4 Land Mine is enough to weaken every single creeps within range for one last hit kill. You can also farm neutral creeps with ease but don't bother with the Ancient Neutral Creeps. I highly suggest farming for the creep waves instead of neutral creeps that way you get closer and closer to their base. The destruction of the level 2 enemy tower is the best one you should aim at as well as the creep waves.
Late Game (15-25)
This is the part where all first and second towers are already destroyed (can also be done during mid game), and where most team pushes happens. Your options to take are:
- Push alone towards base and tell your team to push a different lane or at least get the enemies attention.
- Push together with your team and support them as much as you can.
- Start massing up Remote mines in lanes or Land Mines on Fog of War spots (check Tips and Trick section) in-case enemy heroes are in possession of a Gem of True Sight.
The first option is more focused on a Two-Pronged Attack. Where your team push hard and fast on one lane, while you push the other lane forcing the enemy team to panic on who to attack and where to defend first.
The second option however is more focused on a strong push down one lane, where you can disable at least 2 or all 5 heroes with Stasis Trap, Guinsoo, and Eul's Scepter. As always, use Guinsoo to whoever has Linken's Sphere, disabler, or tank, then use Eul's to whoever has a massive AoE stun. Put the Stasis Trap between the Clashes of the Heroes push and hopefully it triggers in time and stun every heroes for 6 seconds.
The third option is more of a situational path in which you get to kill the enemy hero with Gem.
Destroy the rax (racks to some, barracks even) hard and fast and if you die, quickly buy back and teleport to another lane for another hard push.
Late game is where you should start helping your team make a group push on one lane. An important tip for defending, since you already maxed Stasis Trap, I highly suggest to start laying a Stasis trap on every lane in a straight line in-case of ambush from behind, or if the enemy heroes/creeps starts to make a big push.
Depending on the items you took on the Luxury List or an item of your own. Try to help out as much as possible by planting Remote Mines and Stasis Trap behind, and Land Mines in front of you.
Farming GB103
Ok, this is where you will truly shine when it comes to pushing, namely your level 3 Remote Mine. As long as it's under 45 minute time mark, 1 Remote Mine is enough to kill an entire creep wave as long as it is on range. And if you have to deal with overpowered creep waves (meaning, your rax was destroyed), a Land Mine and Remote Mine is suitable to kill them all.
General Tips
Tips on How to use Suicide Squad
1. Suicide Squad should never be used when a hero has full HP unless you're about to die from him. A successful suicide with a kill is best achieved when the remaining HP of the target hero is less than the damage of the Suicide Squad but bear in mind that it is PHYSICAL damage, meaning it can be reduced base on the enemy’s armor level.
2. Early game Suicide can be achieve easily just by simply taking advantage of the enemies skills. If a hero has a disable like stun, simply ask your lane partner to be stunned intentionally in order to lure them closely, then immediately run towards the enemy hero charging and use suicide.
3. Never use Suicide Squad next to an enemy tower when you're remaining HP is under 150 or less.
4. Use Suicide on ground when you think you will die to prevent experience. If running away from Avatar heroes, click on the ground instead.
5. Act of concealment, either use an Invisibility Rune, or Haste Rune then suicide from behind. But make sure you have enough damage and they are at low HP. Mostly effective during early game for first blood.
6. Use your lane partner (if you are with a partner) to disable the target then make the Suicide kill.
Tips on laying Land and Remote Mines for Pushing
1. Goblin Techies as the team pusher/defender. Massing Remote Mines and Land Mines to prevent enemy push is what he does best, unless faced with a hero carrying Gem of True Sight or other True Sight abilities.
2. Laying Land Mine/Remote Mine during a push is also vital in many ways. The closer the land mine is to the unit/hero/building, the higher the damage it gives, which means the best way to place a Land Mine/Remote Mine is between the enemy range creep and melee creep. That's to ensure maximum efficiency of the damage made. It is recommended to place your Land Mines in the middle of the creep wave AFTER engaging your creep waves in battle.
Why? Land Mine triggers the moment an enemy creep walks in it, meaning the ones behind the creep(s) that triggers it will not be damage resulting in a wasted Land Mine and mana. Also, a freshly planted Land Mine has a detonation delay of at least 2 seconds if creeps are present during the planting.
3. To easily destroy an entire creep wave of amazing magnitude (2 or 3 waves stacked), if the time limit is below 45min, it should and only need 1 Level 3 Remote Mine to destroy them all as long as they're in the range of the blast.
The use of Radiance after the 45 minute mark is not a necessary but optional.
4. When planting a Land Mine to destroy a tower, make sure you plant it as closely as possible to ensure maximum damage. Timing is everything in order to get the get the gold from the destruction of the building.
Tips on laying Land and Remote Mines for Defending
1. Remote Mines can also be used as a free Observer Ward. Simply put it in range for both Runes location, as well as the "Secret" Shop or further across the enemy lane.
2. To defend against enemy stacked creep waves, if it is still below the 45 minute mark, then a single level 3 Remote Mine can destroy an entire wave.
3. To defend against enemy heroes. First understand and analyze what each hero does, their attack range and what their total HP is. If both melee and range are pushing, it safe to start massing Remote Mines in between the melee and range unit, and simply place your Land Mines right next to tower not in front of it.
4. If their hero has wards/gems, then blow the Remote Mines up when creeps are around to get gold and to diminish the amount of units in the area. Then start massing Land Mine in the fog of war areas and lure the Gem of True Sight holder.
Tips on using Remote Mines as a free Observer wards
1. Not much of a trouble, simply put the Remote Mines in the river areas for Runes, as well as the two Secret Shop to know if the heroes are in those area. Rune location are more important because of their effects that can greatly help enemy heroes or team heroes use as an advantage.
2. The location of your Remote Mines as an Observer Ward varies to what you think is best and what you think could be helpful to your team. Such as "Secret" Shops, Rune Location, or even Neutral creeps.
3. This part mostly applies to whoever wants to land mine/remote mine secret shops. Understanding the range of the secret shop to ensure proper mine location is always good, the 2 screenshots will show the range of both shops.
Scourge
Sentinel
How to kill a Gem of True Sight carrier
1. Simple enough, some people say it is highly impossible to kill a gem holder w/ mines. Wrong! This is where Trapping Techies comes in, the simple use of Fog of War over ledges and turns.The following pictures will show 6 different locations for Fog of War Traps.
2. Stacking Land Mines is necessary for this. Why? Most gem carriers are invisible users heroes and you can't really detonate Remote Mines if no one is there (unless you're a maphacker).
As you can see, those are simple locations of Fog of War spots that you would most likely recognize that are closely located towards the river area of the map. There are alot of Fog of War areas located in the map and I will try to locate them for your convenience.
Added tips for pushing and defending
1. Mini-map is your best friend. Never rely on your teammates all the time because even they can screw up time to time. Nobody is perfect. When doing a push, check your mini-map if an enemy hero is missing, chances are that if you push too much, a hero or 2 will most likely to double team you.
Ways to prevent from getting double-teamed:
- (Early)Plant a Land Mine (and Remote if you can) right next to you and save enough mana for Suicide Squad. This ensures that if they do decide to double-team you, the Land Mine and Remote Mine will damage them and if they survive, use Suicide Attack. Either way, they lost a kill, experience, and most of all gold. If you are even lucky to kill regular creeps around then good for you.
- (Mid)This should be the time where you should have at least one Eul Scepter of Divinity or a Guinsoo’s Scythe. Keep at least enough mana for Suicide, and also plant a Land Mine as well as a Remote Mine or two next to you. Use Eul Cyclone to disable the strongest while you lure the weakest to the 2 Remote Mines. Go for the first kill if you can then use Suicide Attack if you think you cannot escape. Same as always, no gold, no experience, and no kill for them.
- (Late)Well now you have at least 2-3 disable, a stasis trap, and if possible, a Blink Dagger. Put a stasis next to you, immediately run and blink through a forested area or the forest itself to get out of trouble then run to a safe/hidden distance then teleport.
Ways to prevent defensive remote mines from being a waste:
- Defensive remote mines are not used to kill off heroes, but to prevent stacked regular creeps from helping heroes make a strong push. Stack one or 2 Remote Mines at least in front of the tower, and place a stacked of 2 Land Mines next to tower as well. Blow up the remote mine if there are wards/gem holders near by to get as much kills as possible.
- Place a Remote Mine in a straight line and wait if there are wards/gem holders around. Simply blow the Remote Mines one at a time and get gold from creeps.
1. Disable tanks and disablers. Use Cyclone to Tanks, then Guinsoo to other disablers.
2. Plant Stasis Trap behind you to prevent ambush.
3. Easiest way to trigger a Stasis Trap is to use Guinsoo Scythe when he is next to the trap. A 3 second sheep form is enough to trigger the 3 second detonation of Stasis Trap.
Tips and Tricks on Escaping (Early, Mid, or Late)
1. Use your disable items. Eul's Scepter for Cyclone, and Guinsoo's Scythe for Sheep.
2. Lay a Stasis Trap before pushing further ahead during late games. A simple back-up disable in-case an ambush is made by an enemy, the Stasis will stun the heroes while you run to safety.
3. Make use of your Kelen's Dagger of Escape to blink out of tight situation.
4. A final resort move. Just use Suicide Squad on the enemy if escape is inevitable. Simply cast it on the ground (or the enemy hero) before dying to deny them of experience, kill, as well as gold.
Tips on using Runes
1.Haste: Best used for early first blood. But do not just get it immediately just because it's there. Simply check which lane has a weak hero who you know will not survive your Suicide Squad. Once you locate a target, pick it up and run towards the hero and suicide for first blood, or to simply help a lane with a mad pusher like you.
2.Invisibility: Probably a better rune than Haste for achieving First Blood. Same tactics as Haste instead ask your teammate to weaken the heroes, and then before the rune effect disappear, use Suicide Squad on the hero with the lowest remaining HP possible+ and hope you can get Double Kill with it.
3.Regeneration: Another magnificent rune for the purpose of healing not only HP but Mana as well. Considering Goblin Techies has low HP and Mana, this rune benefits you to constantly lay Lane Mines as well as Remote Mines.
4.Illusion: A Rune that benefits Goblin Techies to confuse enemy heroes to go after the copy instead of the real one. This could be used to let them think you're pushing two place at once and will not know who is real.
5.Double Damage: Most likely this will benefit Goblin Techies end game the moment you have all the items you have. Why? At end game, you should have all of the bonus attribute, as well as your Intelligence items. Otherwise, give this to your teammate.
Understanding How Enemy Towers (Ancient Protectors or Spirit Towers) Work
1. Towers always attack wards/mines first about half the time. (Land Mine, Remote Mine, Stasis Mine, etc) *With the exception of Witch Doctor's Ultimate and Juggernaut's Healing Ward*
2. If no wards are around, tower ends up attacking the lowest remaining HP unit possible.
3. When a unit is teleporting to tower and Land Mine triggers. NO DAMAGE CALCULATION IS MADE. There is no damage calculation to tower if it triggers while someone is still teleporting due to the sudden increase of defense (Thanks to inde_ed for the information) on the teleporting effect. If it triggers the moment he appears, then damage is calculated.
Mining Neutral Creeps and Secret Locations
What are the benefits of mining a neutral creeps? Almost EVERYHERO kills them for the same reason. Gold/exp.
Why add here? To rack up some gold and prevent them from getting gold?
Best time to start mining neutral creeps is at night, that way when you plant your Remote or Land Mine, it will not trigger them to attack the mines while it is visible or you.
How to counter true sight items/skills
There are a few ways to counter True Sight items/skills.
- Sentry Wards: Either buy a Sentry ward to counter them or get Necronomicon Level 3 for the summons true sight passive skill.
- Eyes of the Forest (Treant's Skill): Buy a Tango of Essification and eat the tree that bears the "Eye".
- Gem of True Sight: See the how to kill gem holder section. Stacked Land Mines around the fog of war area.
- Necronomicon Level 3: Hardest one to counter since the only thing you can do is to kill it instantly the moment it is summoned. The one holding the book is your primary target, but this one is more hero situational.
Replays
My Replays.
Short Games:
Sentinel: Bloodseeker, Morphling, Goblin Techies (me), Priestess of the Moon, and Lightning Revenant
Scourge: Medusa, Tinker, Dwarven Sniper, Juggernaut, and Stealth Assassin
I was laned against Sniper and SA early game in which making my first blood a whole lot easier. Notice as how i almost got a double kill on my Suicide Attack but SA was left off fine. I took the change of item build with Arcane Ring then Eul's scepter to be able to spam Remote Mines against SA. This one was a failed tower kill because of insufficient mana and wrong timing early game. Ended the game with 6-2 in which both deaths was for suicide kill and deny.
Sentinel: Alchemis, Earthshaker, Vengeful Spirit, Goblin Techies (me), and Treant Protector
Scourge: Bone Fletcher, Priestess of the Moon, Tidehunter, Beastermaster, and Nerubian Weaver
This game is a bit different item order in which I took Arcane Ring first and then Euls for the early spamming of spells. The essential build was still taken by mid game and reached level 16 before the 45 minute mark that gave me time to farm like crazy. The end score was 12-7 in which the first suicide was not for first blood but just for the gold and instant re-spawn in the fountain.
Long Games and Highly Recommended:
13-6 score & 5v5 w/ no leavers past 60min mark. After i achieved my essential items and converted my first used up Eul's Scepter into Guinsoo's Scythe, I decided to buy a Kelen's Dagger as an escape tool. A game played along with Gerbear, this replay is about the whole 9 yards of pushing, defending, and supporting heroes.. in what way? Buy them stuff.
Sentinel: Spectre, Bloodseeker, Goblin Techies (me), Dwarven Sniper, and Necro'lic
Scourge: Lord of Olympia, Drow Ranger, Priestess of the Moon, Lightning Revenant, and Lich
Laned against Lightning Revenant and Lord of Olympia, surviving early game is a drag, but by the time level 3 hits I was able to get my first blood and bought Boots of Speed. Watch my early mistake that way it won't happen to you, the early mistake I made was that I didn't get the tower kill and missed the chance to kill Lightning Revenant because of 1 more missing Remote Mine.
By later game, I was still able to get at least 2-6 levels higher than my teammates and enemies, and allowed me to farm Radiance.
I didn't get to end it because I was disconnected.
Sentinel: Pandaren Brewmaster, Prophet, Stealth Assassin, Goblin Techies (me), and Slayer
Scourge: Netherdrake, Juggernaut, Bone Fletcher, Doom Bringer, and Alchemist
Laned against Clinkz and Doom in which I was forced to keep a safe distance against LVL? Death and arrows from clinkz in order to survive early. I took Eul's Scepter for the disable and mana regeneration and was able to get my Arcane ring next. My first double kill was from SA and Juggernaut that gave me not just 200 gold but also a heaping amount of experience from the 2 heroes and creeps. Reached level 16 by 24 minutes time and was able to farm like crazy and ended up being 5 levels above most heroes in my team and the enemies as well. I took a Radiance for easy farming along with Eye of Skadi for survivability. Ended the game with 13-0 and watch it to witness the power of Radiance and Remote Mines combined when farming.
Line-up:
Sentinel: Lord of Olympia, Phantom Assassin, Tinker, Stealth Assassin, and Earthshaker
Scourge: Bloodseeker, Skeleton King, Goblin Techies (me), Alchemist, Naga Siren
I was laned against Stealth Assassin early on this one and achieved first blood with Land Mine and Suicide Attack combo. The harassment I gave SA allowed me to take down the tower in 6 minutes followed up with constant kill over SA. I decided to buy Boots of Speed on this game to be able to catch up and run away from SA. The tactics I used against SA is to make a stacked Remote mines and stand on top of them waiting for him to attack me.
I reached my Essential Build and suicided twice for first blood on SA, and deny on Zeus in which almost throughout the whole game I was about 2-4 levels above every hero. Ended the game with 9-2.
Best Allies
Pushers: Heroes worth sticking around. Mostly consist of Intelligence hero such as Furion the Prophet, or Ezalor Keeper of the Light. Furion's Force of Nature and Keeper of the Light's Ignis Fatuus can definitely help you push. The 2 new heroes of Dota also help you push as well as kill an enemy hero. Alchemist's Acid Spray, a huge AoE spell that damages any unit inside the cloud for 12 seconds as well as reducing their armor level. Warlock's Rain of Chaos/Infernal can greatly help you push and destroy towers as well.
Silencers: Pretty much heroes that can silence other heroes to force them from using any type of spells at their disposal. A few heroes such as Drow Ranger and Death Prophet, but the best one for the job would be Silencer.
Tanks: Heroes with insane amount of Health Points and Armor Level. He takes the damage while you help back up with disable and your team with the damage.
Worst Enemies/Items
Mana Burners/Destroyers: Whether it's a skill or item, Mana Burners can be a threat to you especially during the early/mid stages of the game. Nerubian Assassin's Mana Burn, Anti-Mage's Mana Break, as well as Keeper of the Light's Mana Leak are a threat to you and you are pushing methods. Diffusal Blade/Manta Style at end game can screw you up if a hero holding this has the ability to generate an exact copies of ones self.
Spell Spammers: These are mainly heroes that just spam their AoE spells, disable or damage. Heroes with pure damage AoE spell are mostly composed of Intelligence Hero while heroes with stun and damage are more on Strength Hero. Heroes like these can great harass you and force you to make a fountain trip every once in a while. Keeper of the Light has to be one of them with his Illuminate (high damage AoE) and Chakra (recharges his mana pool) combo. You get hit with his Illuminate is enough to send you back or even kill you (if hit twice).
Tanks: Heroes with insane amount of Health Points and Armor Level. As a tank can be a good ally to Goblin Techies, a tank can pose a threat to Goblin Techies as well considering taking heroes like these will take a long effort, and lots of remote mines, or if possible, a team attack. Depending on the HP, it takes about 10 level 3 Remote Mines to get a guaranteed kill on an enemy hero with 3k HP.
Windwalkers: Mostly composed of Agility Heroes that can literally almost spam their Wind Walk Skill to get away from tight battles. These heroes do not pose serious threat the moment you get Eul's Scepter of Divinity. Heroes like these usually carry Gem of True Sight, or Sentry Wards to do a mine sweep around the area. But following my guide, Gems and Wards are rendered useless for there are no Land/Remote Mines stacked to be destroyed.
Image Heroes: Probably the most deadly hero you will have to face. If combined with the right disabler as well as Manta Style against you, it could be your doom. Heroes like Naga Siren with her Net and Copies along with her critical damages, your dead meat. Another hero to be mentioned would be Terrorblade, his Metamorphosis combined with Copies, and if he has Eye of Skadi, then the result could be the same as fighting with Naga Siren. Lastly, Phantom Lancer, known for his random chances of creating a copy of himself is possibly one of the best Agility solo pusher and killer.
Avatar heroes: Item or not, these heroes are unaffected by Remote Mines, or your disable items (Guinsoo and Eul's Scepter). Heroes like Naix the Lifestealer, or any hero with Black King Bar can prevent you from disabling heroes like them.
Hero skills that prevents you from casting: Ultimate or not there are skills that can render a Goblin Techies in at its knees. Such skills are Doom Bringer's Doom, Faceless Void's Chronosphere, and Treant's Overgrowth.
Linken's Sphere Wielders: Spell negation every minute can also be a threat to team pushes especially if a Tank is holding it. Nonetheless, it is very easy to counter but very threatening for a disabler techie. It's a good thing that Techies skills are unblockable by Linken's Sphere.
EXP deniers: These are players that are very well skilled in the art of killing their weakened creeps to deny you of getting full experience from an enemy creep death. Mainly composed of range heroes.
Maphackers: Do not even start. These kinds of players are not much of threat because:
- Goblin Techies should not farm neutrals (you can, but do not bother).
- You will not be laying Remote Mines everywhere to kill a hero.
- You have at least 2 disable + an escape item (Dagger of Escape Aka Blink Dagger).
- He tries to use his hack; his movement will be easy to see.
How to Avoid/Counter
Mana Burners: Depending on who your enemy is:
- Nerubian Assassin - Lane Switch. Otherwise Plant your mines early and use all your mana before he uses Mana Burn on you, this lessens the damage you take as well as the amount of wasted mana lost. Late game, him Mana burn won't be a problem, just his damage and stun, and Windwalk bonus damage.
- Anti-Mage - Keep a safe distance and plant your Land Mine next to you so he would not dare blink right next to you if he wants to live. Another tip against him is to make sure you have enough mana for Suicide, so instead of him burning off your mana down to 0, suicide to him and let your teammate finish him off. ONLY use suicide on him the moment he gets next to you and start hitting you. Late game, I suggest you use Guinsoo and run off somewhere safe.
- Keeper of the Light - His Mana Leak will drain your mana from 20/40/60/80% the moment you cast a spell. Wait for it Mana Leak's effect to disappear before casting a new spell. Late game, do not cast anything until it wears off. That's 80% late game and that is pretty much will take all your mana away.
Tanks: Push with teammates, either use Cyclone or sheep the tank using Guinsoo. Also lay a Stasis Trap for additional survivability.
Windwalkers: Nothing much. Just use Cyclone and run/teleport to a safe place.
Image Heroes: Use a remote mine to determine who the real one is then warn the others who it is, or use Guinsoo on the real one so your teammate will know who the real one is.
Avatar Heroes: Either Blink away or stay out of sight and wait for them to activate it. Another method is to lure them to a stacked Land Mine (if you decided to make one) since Land Mine is a physical damage and not blocked by Magic Immunity. If you cannot get away from the Avatar hero, then simply click on Suicide and use it on the ground. It will not allow you to suicide if you target enemy hero.
Hero skills that prevent you from casting: Depending on whom your enemy is:
- Doom Bringer - Be on high alert, Doom + Lvl? Death can kill Goblin Techies early game. Go swap lane with others or stay out of reach of his spells. Late game, simply use Guinsoo before he cast his Doom on you then either run out of distance/sight then teleport somewhere safe, or Blink from the forest using Kelen's Dagger of Escape.
- Faceless Void - Have a Remote Mine and Land Mine next to you and Suicide when you can, early game there are chances that he can kill you because of his bash. In Late game, simply uses Guinsoo on him, or Blink Away with Kelen's Dagger of Escape.
- Treant - Early game, with his high base damage, he can pretty much kill you with Overgrowth then some pounding, if you can get away run away, if you think you'll die in two hits and he's catching up, Suicide on him. Late game, Treant could probably have Refresher and Radiance; best way is to Blink Away with Kelen's Dagger of Escape or Guinsoo then run.
EXP deniers: Normally, you should deny him as well but considering your lack of attack speed especially damage (...24-26, yes that is very low) your denying ability is bad and not recommended. Keep charging him/her to make him/her think that you are going to suicide to prevent the hero from killing off their weak units.
Maphackers: Simply plant Remote Mines everywhere, and watch your mines. He starts to move cautiously and avoiding every Remote Mine and Land Mine w/o a Gem of True Sight or Necromicon and even a Sentry Ward around, you can definitely say they have their hacks on. (Most of these hackers are public games).
thx to 1st post ~Jays~@dota-allstars.com
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