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.
| Premium Arts |  | | | 2121 views, 0 replies ( view) |  | | | 4079 views, 2 replies ( view) | | | Fan Arts |  | | | 2640 views, 0 replies ( view) | | | | | Hero Stats | | Name: Squee and Spleen | Strength: 17 + 2 | Affiliation: Sentinel
| Agility: 14 + 1.3 | | Damage: 24 - 26 | Intelligence*: 22 + 2.9 | | Movespeed: 270 | HP: 473 | | Range: 650 (ranged) | Mana: 286 | | Attack Time: 1 | Armor: 1 | | | | Goblin Techies can easily destroy team pushes and is a great hero to defend his base, but his extremely low damage and HP, makes him a target in fights. However, The Goblin Techies is also capable fighter in a team clash. Although some argue he is "pretty useless", on the contrary. With the disposable of multiple, "timed nukes" and disables, he can change the tide of battle. Using a stasis combined with landmines, remote mines, and even a suicide, can devastate a team.
He can also be instrumental on a push. Setting up traps behind towers guarantee a retreat and mines near towers deal large amounts of damage. Early game, a 'suicide squad' can be a critical bane to enemy tanks causing them to still be fragile late game. Late game, the Goblin Techies can be used as a buff bot and place stun wards in the center of the action forcing opponents to be either stunned or move away.  | Land Mine 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. | | 1 | Until Killed | 25 seconds | 125 | 100 | 200 Full damage AoE / 500 Half Damage AoE | 300 damage | | 2 | Until Killed | 20 seconds | 150 | 100 | 200 Full damage AoE / 500 Half Damage AoE | 400 damage | | 3 | Until Killed | 15 seconds | 175 | 100 | 200 Full damage AoE / 500 Half Damage AoE | 500 damage | | 4 | Until Killed | 12 seconds | 205 | 100 | 200 Full damage AoE / 500 Half Damage AoE | 600 damage | - The Land Mines have 100 HP and has a sight range of 64/64 (day/night).
- The Land Mines would deal damage upon death or a when an enemy unit steps on it.
- Deals half damage to units 200 - 500 distance away from the mine.
- This is not blocked by Linken's Sphere.
- Not blocked by Spell Immunity.
- Land Mines deals Mixed damage which is reduced by the target's Spell Resistance, Armor and is blocked by Stout Shield, Vanguard or Kraken Shell.
|  | Stasis Trap Plants an invisible Stasis Trap that stuns nearby enemy units when detonated. | | 1 | 3 seconds (stun duration) / 270 seconds (ward duration) | 20 seconds | 80 | 150 | 200 Activation AoE / 450 Stun AoE | Stuns all enemy units in the AoE | | 2 | 4 seconds (stun duration) / 300 seconds (ward duration) | 16 seconds | 110 | 150 | 200 Activation AoE / 450 Stun AoE | Stuns all enemy units in the AoE | | 3 | 5 seconds (stun duration) / 330 seconds (ward duration) | 13 seconds | 140 | 150 | 200 Activation AoE / 450 Stun AoE | Stuns all enemy units in the AoE | | 4 | 6 seconds (stun duration) / 360 seconds (ward duration) | 10 seconds | 160 | 150 | 200 Activation AoE / 450 Stun AoE | Stuns all enemy units in the AoE | - Two actions are required to trigger the trap. First, at least one enemy has to walk past the trap. After someone has walked past the trap, at least one enemy (does not necessarily have to be the same one) has to be inside the AoE of the ward for it to Activate.
- When one goes off, all other stasis traps in the Stun AoE will disappear.
- The Stasis Traps have 100 HP and has a sight range of 600/600 (day/night).
- Activation has a 2 second delay time
- This is not blocked by Linken's Sphere.
- Blocked by Spell Immunity.
|  | Suicide Squad, Attack! Sacrifice yourself for the greater good. Deals massive area of effect damage. | | 1 | N/A | 75 seconds | 100 | 100 | 200 Full Damage AoE / 500 Partial Damage AoE | Deals 650 full damage / Deals 350 partial damage | | 2 | N/A | 75 seconds | 125 | 100 | 200 Full Damage AoE / 500 Partial Damage AoE | Deals 850 full damage / Deals 400 partial damage | | 3 | N/A | 75 seconds | 150 | 100 | 200 Full Damage AoE / 500 Partial Damage AoE | Deals 1150 full damage / Deals 450 partial damage | | 4 | N/A | 75 seconds | 175 | 100 | 200 Full Damage AoE / 500 Partial Damage AoE | Deals 1550 full damage / Deals 500 partial damage | - If this is on auto-cast, Techies will use Suicide Squad, Attack! if you right-click the enemy.
- Destroys nearby trees in the 500 AoE.
- This is not blocked by Linken's Sphere.
- Suicide Squad, Attack! deals Mixed damage which is reduced by the target's Spell Resistance, Armor and is blocked by Stout Shield, Vanguard or Kraken Shell.
- Not blocked by Spell Immunity.
|  | Remote Mines Plants an invisible mine that will only activate when triggered. Doesn't damage buildings. Lasts 8 minutes. | | 1 | 480 seconds | 10 seconds | 200 | 500 | 425 | Deals 300 damage when activated | | 2 | 480 seconds | 10 seconds | 240 | 500 | 435 | Deals 450 damage when activated | | 3 | 480 seconds | 10 seconds | 300 | 500 | 450 | Deals 600 damage when activated | - This is not blocked by Linken's Sphere.
- Remote Mines deals Magical damage which is reduced by the target's Spell Resistance and is blocked by Spell Immunity.
- Also gains the skill Detonate when Remote Mines learned.
|  | Detonate Detonates all remote mines. | | N/A | 0.5 seconds | 0 | N/A | N/A | Detonates all remote mines. | - Remote Mines themselves have the Detonate ability too, which when cast, detonates the chosen Remote Mine.
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