Guide and Strategy | Squee and Spleen the Goblin Techies
Introducing The Goblin Pusher/Disabler 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:
. Please enjoy the guide of Squee and Spleen - The Goblin Techies.
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.
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.
Stasis Trap
- 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.
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.
Remote Mines
- 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.
Detonate.
- Detonates ALL of Goblin Techies Remote Mines.
Skill BuildLevel 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 - 1000NOTE: 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 COMPLETETotal 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 COMPLETETotal cost: 2375
This would be the end of our Essential Item Build.
Reasons for ItemsEssential 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 ItemsEssential 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%)
Level 2:
- 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%)
Level 3:
- 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%)
Diffusal Blade. The ability to cast Purge is what makes this item great and should be taken as part of a disabler Techies. Upgrading it into Manta Style will be your choice.
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.
Simple enough, all of these items helps in many ways possible and you can decide which ones to use as long as you can help your team either from pushing or defending and even disabling heroes.
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!
Those are the reason why Kelen’s Dagger of Escape is far suited for Goblin Techies. Sure Lothar’s Edge does give added Agility and Damage, but useless when there are mines around the area or gem holders.
c. Yes, Eul’s Scepter is your first priority for 3 reasons.
- Mana
- Mana Regeneration
- Disable item
Even though Arcane Ring adds Mana as well as 135 mana regeneration for every 15 seconds, it does not help escaping possible early gank considering Techies has low HP and suiciding too much early game can affect your pushing/defending capabilities.
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 WalkthroughA 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.
Early Game (1-6)
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.
When you get at least Level 2 Land Mine, this is where you should try a Hit and Run Mining Charge as I like to call it. Simply wait for your creep wave to get attacked by enemy tower, then run towards the tower, plant a Land Mine as close as possible, then run back to safety and enjoy the amount of Hit Points the tower just lost. Do this technique as much as you can throughout the whole game against enemy towers. The damage of the Land Mines gets stronger the higher the level of Land Mine so maxing it as early as possible is a must.
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.
This is also the point of the game where your lane enemies will be buying Sentry Wards against your Remote Mines, but just like i said, the only point of time you would start massing Remote Mines everywhere is when you decide to defend or use your Remote Mine as a free observer wards in the two “secret” shop and runes locations.
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)
Now if you chose the first option, you best get ready that you might and will get ganked by at least 2 to 3 heroes just to kill you. Check my Added tips for pushing and defending as well as my Ways to prevent from getting double-teamed. I recommend doing this if you have at least your first disable (Eul’s Scepter).
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.
These options are good in its own way.
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.
- Easiest way to trigger this is to plant the Stasis Trap, then use Guinsoo Scythe when the target hero is next to the trap.
