Every figure shows its source. Where a source is missing, the number is a placeholder — and it is never written as fact.

By GamGem ResearchLast updated 22 Sept 2026

Techies

Ranged · Universal

Win rate
50.5%
Pick share
1.2%
Matches
531,690
Patch
7.41f
Draft coverage
BringsNukerDisabler
NeedsCarrySupportInitiatorFrontlineTower damageEscape

Recommendation

Pick

  • The game is heading for 20–30 min — that is where this hero measures best, at 49.7% over 4,205 matches.
  • You are playing around Herald — its strongest medal, 51.7% over 14,826 picks.

Avoid

  • Phoenix is on their side — this hero wins 36.6% of 71 matches against it.
  • Keeper of the Light is on their side — this hero wins 37.3% of 67 matches against it.
  • Axe is on their side — this hero wins 41.5% of 118 matches against it.

What players buy

The items bought most in each of Valve’s four game stages

Public matches · each item’s own count
1stMost bought
177 buys
2ndSecond most
104 buys
3rdThird most
102 buys
4thFourth most
97 buys
5thFifth most
94 buys

Skill Order

Which ability to max first, and where each point goes — what most league players on Techies took at each level.

Q

Sticky Bomb

Lobs a Sticky Bomb towards the target area.

Point Target · AOE · Magical damage
W

Reactive Tazer

Techies trigger an electric charge on the target ally, giving them bonus movement speed for a short period of time.

Unit Target · Magical damage
E

Blast Off!

Techies hurtle themselves into the enemy's midst, detonating charges upon impact which deal massive area of effect damage and stun enemies.

Point Target · AOE · Magical damage
R

Proximity Mines

Plant an invisible mine that cannot be detected by True Sight, but is visible if an enemy is within the active 500 AoE of the mine.

Point Target · AOE · Magical damage

Max Order

EWQ

Max E first, then W, then Q. Most took R at 6 / 13.

Level-up Order

  • Q
  • W
  • E
  • R
  • T
Ability123456789101112131415
QSticky BombQQQ
WReactive TazerWWWW
EBlast Off!EEEE
RProximity MinesRR
TTalentTT

Matchup map

How Techies performs against every opponent with 30 or more counted games

96 opponents · public matches40%60%Techies's win rate
≥ 60%Very favorable
55 – 60%Favorable
50 – 55%Even
45 – 50%Unfavorable
40 – 45%Hard
< 40%Very hard

If this happens, use this

  • They are running away

    Something that holds them still, or closes the gap yourself. Matched on “slow”, “stun”.

  • I am being jumped

    A way out, a way to shrug the debuff, or something to eat the burst. Matched on “dispel”, “invisib”.

  • Kill them in one window

    Damage that lands now rather than over a minute. Matched on “magical”.

  • Clear or push the wave

    Creeps, summons and anything that hits a building. Matched on “building”.

  • Stay in lane

    Healing, regeneration or lifesteal — not having to walk back. Matched on “regenerat”.

  • Pressure their mana

    Burn it, drain it, or take the spell away entirely. Matched on “mana”.

  • See what is coming

    Vision, or true sight against something invisible. Matched on “true sight”.

By medal

  • Herald51.7%14,826
  • Guardian51.0%50,038
  • Crusader50.6%84,242
  • Archon50.8%110,151
  • Legend50.5%110,020
  • Ancient49.7%70,886
  • Divine50.1%47,451

One count per medal, not one rate split across them; a medal with no counted matches is left out.

By match length

  • 0–20 min47.0%1,527
  • 20–30 min49.7%4,205
  • 30–40 min49.6%2,615
  • 40–50 min47.7%1,074
  • 50 min +45.4%493

Bands under 120 matches are absent rather than shown small.

Learning Techies

Abilities

  • Sticky Bomb

    Point Target · AOE · Magical damage

    Lobs a Sticky Bomb towards the target area. If it lands next to an enemy hero, the bomb will stick to it, slowing its movement speed. After a few seconds the bomb will explode, dealing damage in an area around the detonation and applying a secondary slow for 3 seconds.

  • Reactive Tazer

    Unit Target · Magical damage

    Techies trigger an electric charge on the target ally, giving them bonus movement speed for a short period of time. Enemies attacking the target take damage and are temporarily disarmed and get a Basic Dispel. At the end of the effect or if detonated early with the sub-ability, the charge explodes, disarming all enemies within the radius and dealing damage.

  • Blast Off!

    Point Target · AOE · Magical damage

    Techies hurtle themselves into the enemy's midst, detonating charges upon impact which deal massive area of effect damage and stun enemies. Upon landing, the assault deals Techies non-lethal damage equal to a percentage of their current health.

  • M.A.D.

    Passive · Hidden · Magical damage

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

  • Minefield Sign

    Point Target · AOE · Hidden

    Plant a warning sign, causing Proximity Mines within its radius to be invulnerable and deal 15% more damage. Only one sign can exist at a time. Lasts 240 seconds. When an enemy Hero walks within 200 units of a minefield sign, the 1000 units area around the sign will become a minefield for 10 seconds, dealing damage to enemy Heroes any time they move within its area. Minefield Sign is destroyed after this effect ends.

  • Proximity Mines

    Point Target · AOE · Magical damage

    Plant an invisible mine that cannot be detected by True Sight, but is visible if an enemy is within the active 500 AoE of the mine. Mines detonate if an enemy is standing within the active AoE for 1 seconds dealing damage and temporarily reducing the enemy's Magic Resistance. The explosion deals full damage if the target is within 150 radius and decreases up to 60% on the edge. Deals 30% damage to buildings.

Base attributes

Strength
19 +2.6
Agility
16 +1.8
Intelligence
25 +3.0
Move · range
310 · 600

Talents

  • 4+253 DamageProximity Mines Activation Delay
  • 3Sticky Bomb DamageBlast Off! Cooldown
  • 2Blast Off! DamageReactive Tazer Buff and Disarm Duration
  • 1+20% Magic ResistanceProximity Mines Cooldown

Aghanim’s Scepter

Changes Minefield Sign

Plant a warning sign, causing Proximity Mines within its radius to be invulnerable and deal 15% more damage. Only one sign can exist at a time. Lasts 240 seconds. When an enemy Hero walks within 200 units of a minefield sign, the 1000 units area around the sign will become a minefield for 10 seconds, dealing damage to enemy Heroes any time they move within its area. Minefield Sign is destroyed after this effect ends.

Aghanim’s Shard

Changes M.A.D.

M.A.D. becomes an active ability. Increases max mana as damage amount. Techies plant an M.A.D. which can be detonated manually with a sub-ability. Only one M.A.D. from the active ability can be placed at a time.

Sources

  • Kit, talents and upgrades · mechanicalread 22 Sept 2026

    Ability names, icons, behaviour, damage type and text, plus the Aghanim’s Scepter and Shard descriptions — as the game itself ships them. Nothing here was counted over matches.

  • Win rate by medal · countedread 15 Sept 2026

    The same hero at each of Valve’s eight medals, over 4,610,063 public matches. Each medal carries its own sample, because the eight buckets are nothing like the same size.

  • Matchups and match length · counted, on a narrower windowread 16 Sept 2026

    Win rate against each opponent and across five match-length bands. This channel reports far fewer games than the medal figures above: the median hero pairing is 51 matches and the largest on the whole roster is 707. Rows under 30 games are absent rather than shown small, and the ones that remain are ORDERED by a figure shrunk toward even by its own sample — the rate you see is the real one, the ranking is the careful one.

  • What players build · countedread 15 Sept 2026

    The five most common items in each of Valve’s four game stages, with each row’s own pick count.

  • Skill order · counted, in league matchesread 3 Oct 2026

    Where skill points go, read off every player's own learning order in premium and professional league matches on patches 7.41 and 7.40. Each level shows the ability most players took there and the share that did — a column only a third agree on is printed as a third, not as the rule. Heroes under 30 counted games show no path.

  • Situation index · derived, and checkableread 22 Sept 2026

    Each situation is a phrase match against Valve’s own ability text, and every row shows the phrases that matched. No win rate is attached, because nobody counts one per situation.

Mechanics are the ones Valve publishes for patch 7.41f. GamGem is not affiliated with or endorsed by Valve Corporation.