In the last weeks I’ve been really interested in the hero Techies. I tried to play them in the offlane with some success (in Unranked All Pick) and they can be really useful during the mid-late game at delaying or ending a game if played right.

This post isn’t focused on how to play Techies (everyone has their playstyle and we have enough discussion about this hero), but instead is focused on something for every Techies player: Damage calculations.

Techies can deal massive AoE damage in numerous ways at all stages of the game and with such big numbers it can often happen to fail a suicide or a mine stack, wasting a lot of time. To reduce the risk of this happening I tried to calculate Techies’ damage output based on Hit Points and Armor and I tried to make it easy to use while playing. This is the result:

Land Mines

Damage type: Physical
Damage: 300/375/450/525

ArmorRank 1Rank 2Rank 3Rank 4
1282353424495
2267334401468
3254317381444
4241302362423
5230288346403
6220275330385
7211264316369
8202253304354
9194243292340
10187234281328

This one is tricky, it’s not really reliable and quickly loses effectiveness as the match goes on. If you like to do the “TP + clarities into early mine stack” strat no Hero can survive four rank 1 Land Mines with no items and level 1. Spirit Breaker can barely survive with Ring or Protection and some Gauntlets of Strenght.

Suicide Squad, Attack!

Damage type: Physical
Damage: 500/650/850/1150

(Partial Damage: 260/300/340/380)

ArmorRank 1Rank 2Rank 3Rank 4
14716128021085
24475817601027
3424551720925
4403524686927
5385500654885
6368478625846
7352458599810
8338440575778
9325442552747
10313407532719

This one is very useful to know. I harass the carry until the treshold is right and I bait the supports to go for the kill while I’m at half hp or in a bad position. Keep in mind the Armor value you see it’s rounded down so a 4 Armor enemy could have instead 4.99 Armor, having almost the same reduction as a 5 Armor hero. For this reason I check the enemy Armor and increase the value by 1. Also Stout Shield/Poor Man’s Shield/Kraken Shell can proc the Damage Block.

I keep all these numbers on the spells descriptions of my build, as can be seen here.

Remote Mines

Damage type: Magical
Damage: 300/450/600 (450/600/750)*

*with Aghanim’s Scepter

This one is my favorite. Considering almost every hero has 25% Magic Resistance (exceptions: Visage 10%, Meepo 35%) the Remote Mines damage is 3/4 of the original value. What I use it’s an autoexec to change the health bar based on the Remote Mine current rank and upgrade:

bind "kp_7" "dota_health_per_vertical_marker 225"
bind "kp_8" "dota_health_per_vertical_marker 338"
bind "kp_9" "dota_health_per_vertical_marker 450"
bind "kp_4" "dota_health_per_vertical_marker 563"
bind "kp_5" "dota_health_per_vertical_marker 250"

If I press the number 7 on the numpad and count the enemy health bars I will know exactly how much rank 1 Remote Mines I will need to kill him, switch the health bar back to normal with number 5 and prepare an adequate stack.

Numpad 7: Rank 1

Numpad 8: Rank 2 / Rank 1 with Aghanim

Numpad 9: Rank 3 / Rank 2 with Aghanim

Numpad 4: Rank 3 with Aghanim

Numpad 5: Base health bar

Note: some spells and items can give bonus magic resistance, making this obsolete. Here is listed every hero and item: Huskar, Pudge, Anti-Mage, Viper, Rubick, Visage, Oracle, Cloak, Hood of Defiance, Pipe of Insight.

I hope this was useful and any constructive comment on how to improve this guide is welcome.



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