This team of tiny Goblins provide the oddest gameplay style of any hero. Relying almost entirely on hidden traps and mines, the Goblin Techies rely on planning and strategy to defeat their enemies. Land Mines, Stasis Traps, and Remotes Mines all must be placed ahead of time to be used effectively. Nearly useless in combat, the Goblin Techies sole offensive ability is suicidally exploding with the hope of taking an enemy with them. However, attacking a base defended by the Techies is extremely difficult, due to the inevitable myriad of invisible traps scattered across the battlefield. Some method for detecting invisibility is a must for outwitting these sly Goblins.
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.
Land Mines
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
125
25 seconds
100
200 Full damage AoE / 500 Half Damage AoE
Until Killed
Enemy unit
300 damage
2
150
20 seconds
100
200 Full damage AoE / 500 Half Damage AoE
Until Killed
Enemy unit
400 damage
3
175
15 seconds
100
200 Full damage AoE / 500 Half Damage AoE
Until Killed
Enemy unit
500 damage
4
205
12 seconds
100
200 Full damage AoE / 500 Half Damage AoE
Until Killed
Enemy unit
600 damage
- Damage type: mixed
- If destroyed by attacks the mines will still explode.
- When a 16th mine is placed the oldest will explode.
- Techies will gain experience for hero kills resulting from Land Mines regardless of where he is on the map.
- The '-mines' command can be used to know how many of your mines are placed on the map.
- It takes 2 seconds for a triggered Stasis Trap to activate.
- Stasis Traps destroy all other Stasis Traps in their AOE when they activate.
Suicide Squad, Attack!
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
100
75 seconds
100
200 Full Damage AoE / 500 Partial Damage AoE
N/A
Enemy unit / Ground / Buildings
Deals 650 full damage / Deals 350 partial damage
2
125
75 seconds
100
200 Full Damage AoE / 500 Partial Damage AoE
N/A
Enemy unit / Ground / Buildings
Deals 850 full damage / Deals 400 partial damage
3
150
75 seconds
100
200 Full Damage AoE / 500 Partial Damage AoE
N/A
Enemy unit / Ground / Buildings
Deals 1150 full damage / Deals 450 partial damage
4
175
75 seconds
100
200 Full Damage AoE / 500 Partial Damage AoE
N/A
Enemy unit / Ground / Buildings
Deals 1550 full damage / Deals 500 partial damage
- Damage type: mixed
- Using this skill counts as a suicide, which does not give gold or experience to the enemy team.
- Destroys trees in its area.
- When autocast is enabled, the Techies will use this skill instead of attacking on a right-click.
Remote Mines
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
200
10 seconds
500 (900*)
400/410*
480 seconds
Enemy unit
Deals 300 (450*) damage when activated
2
240
10 seconds
500 (900*)
410/425*
480 seconds
Enemy unit
Deals 450 (600*) damage when activated
3
300
10 seconds
500 (900*)
425/425*
480 seconds
Enemy unit
Deals 600 (750*) damage when activated
- Damage type: magical
- Can be improved by Aghanim's Scepter (* shows the improved values).
- Techies will gain experience for hero kills resulting from Remote Mines regardless of where he is on the map.
- If destroyed by attacks the mines will still explode.