* Corrosive Skin will protect Viper from Techies' magical damage.
* Even though Reactive Tazer will disarm Viper if he attacks Techies with Poison Attack, he does lots of damage with his other abilities that can still kill Techies.
* Nethertoxin disables Dawnbreaker's Luminosity. Since she's a melee hero, she needs to close gap to attack and Nethertoxin will be bad for her since she cannot heal.
* Viper Strike and Poison Attack will severely slow her down and combined with Nethertoxin, it will be her death sentence (unless her Celestial Hammer or Solar Guardian are off cooldown). Besides that, chasing her down will be easy due to the slow.
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Gust can shut down most of Dawnbreaker's abilities, rendering her useless.
* Frost Arrows followed by a high attack speed, makes it hard for Dawnbreaker to escape.
* Plague Wards may reveal a hiding Techies. If there's a sentry nearby, they may also reveal a stack of mines hidden in a juking spot.
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion, Crystal Maiden ,Venomancer etc.
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion, Crystal Maiden ,Venomancer etc.
* Aphotic Shield makes it less likely for allies to be killed by mines.
* Because they explode in very short intervals, a stack of Remote Mines will always trigger Borrowed Time, making them impossible to kill Abaddon unless his resistances are lowered enough or Abaddon is affected by Break.
* Abaddon can easily dispel the long-lasting root of Stasis Trap on himself and on an ally, while at the same also providing protection against the other mines' damage.
Additional:
* Borrowed Time's automatic activation will help Abaddon survive a field of Proximity Mines or a Blast Off combo. However, the damage from a single mine can kill him if his HP is low enough.
* Aphotic Shield's can easily break Techies' Etheral Blade combo.
* Oracle can negate all of Techies' skills with Fate's Edict, as they are all magic damage. Fate's Edict can also be used to search and trigger Proximity Mines when crossing mined territory.
* Oracle can dispel Reactive Tazer off Techies, as well as the silence from Blast Off!, with Fortune's End.
* Oracle can further delay Techies' burst damage capability with False Promise.
Additional:
* Fate's Edict gives 100% magic resistance, which prevents most of Techies' damage.
* Oracle's Fortune's End dispels Reactive Tazer buff from Techies allowing him to be attacked. However, Reactive Tazer will instantly perform the area of effect disarm that is normally applied at the end of the duration.
* Fortune's End will also dispel Blast Off silence, Techies' Etheral Blade, Proximity Mines' magic resistance reduction, and Sticky Bomb's slow. However beware that it will only dispel Sticky Bomb's first or second instance of slow and not the damage, which will trigger as normal.
* Familiars can fly over the mines, rendering them safe from damage of Techies's mines. Visage can also use Familiars to check for mines on the map.
* Techies's low attack speed and damage will give them a hard time in destroying Visage's Familiars, and that can become even worse if they are affected by Grave Chill.
* Gravekeeper's Cloak allows Visage to survive Damage from Techies's mines.
* Dark Ascension also allows Night Stalker to fly over Proximity Mines without triggering them.
* Crippling Fear is effective in stopping Techies from using Blast Off and Void is effective in stopping them from running to the safety of their mines.
* Savage Roar interrupts Starbreaker.
* Dawnbreaker is a slow moving hero. Although tanky, Lone Druid can eventually wear her down with his better movement speed.
* Wraith King's skeletons from Vampiric Spirit keeps the choke points and rune spawns safe from Proximity Mines.
* Wraith King is not afraid to go into a field of Proximity Mines, wherever he goes as long as Reincarnation is off cooldown .
Additional:
* Wraith King is not afraid to walk into mines, whenever he goes with his Reincarnation ready.
* Shadow Demon's spammable illusions can be used to scout Techies' Proximity Mines.
* Exorcism's ghosts will automatically clear all Proximity Mines revealed when Death Prophet walks near them, provided that the ghosts do not have a specific target at that time.
* Death Prophet is a natural Eul's Scepter of Divinity carrier, meaning she can easily escape a Blast Off initiation.
* Juggernaut can trigger Proximity Mines while in Blade Fury, and can walk away from a initiation with Blast Off if Blade Fury is activated before the silence.
* Juggernaut ignores Reactive Tazer when he uses Omnislash, whether Techies used it to protect an ally or themselves.
* Kinetic Field prevents Dawnbreaker from escaping with Celestial Hammer.
* Kinetic Field and Static Storm can pin down Dawnbreaker after she jumps in with Solar Guardian.
* Glimpse can force Dawnbreaker out of a fight right after she uses Solar Guardian.
* Thanks to Counterspell's magic resistance, Anti-Mage has a good chance of surviving a Blast Off combo.
* Anti-Mage is a natural Manta Style carrier, meaning he can dispel the silence from Blast Off and blink away when Techies initiates on him.
* Refraction can be very useful in safely neutralizing Proximity Mine fields, or absorbing Techies' Blast Off combo.
* Techies spends lots of time standing still planting stacks of Land Mines away from creep waves.
* Sacred Arrow can be used to scout hidden Land Mines among trees and at uphill places. It can also be used to catch Techies while he's planting them.
* If Techies is hit with a Sacred Arrow, he can be killed before he has a chance to use Blast Off!.
* Mirana has a high attack range to destroy his traps from a safe distance.
* As long as Batrider is under the effect of Firefly, he can safely fly over Proximity Mines (He does not receive vision over the mines).
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden, Enchantress, Gyrocopter, Lion, Riki, Techies, Terrorblade, Necrophos, Invoker.
* Slow heroes that have a hard time escaping the Echo Stomp radius: Crystal Maiden, Pudge, Techies.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Heroes with channeling spells are very easy targets for Jakiro's abilities: Crystal Maiden, Dawnbreaker, Enigma, Pudge, Shadow Fiend, Shadow Shaman, Warlock.
* Luna can easily cancel channeling spells with Lucent Beam and 0.25s Eclipse Lucent Ministun talent for Eclipse, she can also buy Abyssal Blade in case they decide to buy Black King Bar: Enigma's Black Hole, Witch Doctor's Death Ward, Shadow Shaman's Shackles, Lion's Mana Drain, Bane's Fiend's Grip, Pudge's Dismember, Crystal Maiden's Freezing Field, Pugna's Life Drain, Dawnbreaker's Solar Guardian, and Naga Siren's Reel In from Aghanim's Scepter.
* Due to her slow movement speed,heroes with crowd control and slows can shut down Dawnbreaker:Lion, Crystal Maiden ,Venomancer etc.
* He can send wolves to defuse Proximity Mines, and he can catch up Techies and kill him before they can deny themselves. Even if the suicide is successful, Lycan can still survive because of his tankiness.
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,Beastmaster ,Lycan).
* Techies can easily catch Chen off guard and kill him quickly with Blast Off! and Ethereal Blade combo, especially because Blast Off! can silence Chen and stun him when upgraded with Aghanim's Shard.
* However, Chen's converted creeps can trigger Proximity Mines, wasting them.
* Starbreaker can deal huge damage to Chen and clear waves of his creeps.
* Celestial Hammer can deal damage over time to both, Chen and his creeps, which may force Chen to use Hand of God prematurely.
* Solar Guardian allows Dawnbreaker to counter Chen's pushing attempts and to rejoin her team with Solar Guardian when they require it. Aghanim's Scepter upgraded Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, wasting much of Penitence's power.
Additional:
* Starbreaker can deal huge damage to Chen and clear waves of his creeps.
* Celestial Hammer can deal damage over time to both, Chen and his creeps, which may force Chen to use Hand of God prematurely.
* Solar Guardian allows Dawnbreaker to counter Chen's pushing attempts and to rejoin her team with Solar Guardian when they require it. Aghanim's Scepter upgraded Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, wasting much of Penitence's power.
* Heroes that commonly attack ethereal units will not have any problems against Muerta's Pierce The Veil: Tinker, Jakiro, Lina, Luna, Pugna or Ogre Magi, Enigma, Batrider, Techies, Broodmother, Dawnbreaker, Shadow Shaman, Bane, Tinker, Venomancer, Arc Warden.
* Dawnbreaker can use Solar Guardian to help her team against Muerta whenever they are in distress against her, especially when trapped in the radius of the The Calling. Aghanim's Scepter upgraded Solar Guardian can also give Dawnbreaker's allies evasion against Muerta's attacks from Gunslinger while Dawnbreaker is airborne for it's duration.
* Solar Guardian and Starbreaker can disable Muerta even through both, Pierce the Veil and Black King Bar, though Starbreaker will not deal any damage to Muerta as it's damage output is physical instead of magical.
* Celestial Hammer and Solar Guardian deal magical damage which allows Dawnbreaker to fightback against Muerta whenever she has Pierce the Veil. Dawnbreaker can also buy Revenant's Brooch to attack Muerta through Pierce the Veil with Starbreaker.
* Dawnbreaker is also common Black King Bar wielder which allows her to protect herself against Muerta's abilities. Aghanim's Shard upgraded Starbreaker can also give Dawnbreaker debuff immunity against Muerta's abilities.
* Heroes that provide vision will see Fiend's Gate coming: Techies, Templar Assassin, Treant Protector.
* Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: Luna's Aghanim's Scepter upgraded Eclipse, Dawnbreaker's Solar Guardian, Axe's Berserker's Call, Mars's Arena of Blood, Jakiro's Macropyre, Dual Breath and Ice Path, Naga Siren's Song of the Siren, Razor's Eye of the Storm and Plasma Field, Lina's Light Strike Array, Broodmother's Spinner's Snare from Aghanim's Scepter, Elder Titan's Earth Splitter and Echo Stomp, Alchemist's Unstable Concoction and Acid Spray, Queen of Pain's Sonic Wave, Dark Seer's Wall of Replica and Vacuum, Venomancer's Noxious Plague and Poison Nova from Aghanim's Scepter, Oracle's Fortune's End and Rain of Destiny from Aghanim's Shard, Bloodseeker's Blood Rite, Enigma's Black Hole and Midnight Pulse, Shadow Fiend's Requiem of Souls, Batrider's Aghanim's Scepter upgraded Flaming Lasso, Firefly, Flamebreak and Sticky Napalm, Ancient Apparition's Ice Blast, Sand King's Epicenter, Sand Storm and Burrowstrike, Gyrocopter's Call Down, Ember Spirit's Sleight of Fist, Death Prophet's Exorcism and Silence, Monkey King's Wukong's Command, Crystal Maiden's Freezing Field, Muerta's The Calling, Medusa's Stone Gaze, Zeus's Nimbus from Aghanim's Scepter. Dark Willow's Bramble Maze, Pangolier's Swashbuckle, Grimstroke's Soulbind, Ink Swell and Stroke of Fate, Earthshaker's Echo Slam and Fissure, Puck's Dream Coil and Waning Rift, Winter Wyvern's Winter's Curse, Magnus's Reverse Polarity.
* Morphling usually has low max health due to shifting strength into agility, which combined with Blast Off's silence will prevent him from using Waveform and Adaptive Strike (Strength), leaving him defenseless and making him an easy target to burst down.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Techies deals lots of magical damage with Sticky Bomb, Blast Off! and Proximity Mines that bypasses Terrorblade's high armor and can punish his low max life.
* Sticky Bomb is easy to land on a large clump of Terrorblade illusions and will damage and slow Terrorblade and all of his illusions if he can't quickly move the right one away.
* Reactive Tazer upgraded with Aghanim's Scepter can be used to protect an ally getting attacked by Terrorblade. Further, it disarms all of his illusions even while he has activated Black King Bar, greatly decreasing his damage.
* Blast Off! stuns Terrorblade, preventing him from casting Sunder.
* Heroes who have channeling abilities because Terrorblade has no disables to cancel them at all besides Terror Wave from Aghanim's Scepter, and he does not like buying disabling items at all: Enigma's Black Hole, Witch Doctor's Death Ward, Shadow Shaman's Shackles, Lion's Mana Drain, Bane's Fiend's Grip, Pudge's Dismember, Crystal Maiden's Freezing Field, Pugna's Life Drain, Dawnbreaker's Solar Guardian, and Naga Siren's Reel In from Aghanim's Scepter.
* Proximity Mines can be placed near trees to detect Monkey King.
* Follow up with Blast Off! to destroy the tree, causing Monkey King to take high damage, fall from the tree, and become stunned.
Additional:
* Techies can turn his tree jumping ability against him, by placing Proximity Mines that will detect him near trees, and then destroying the trees around him with Blast Off, stunning him and dealing high damage, on top of him being silenced when the stun expires.
* Monkey King's mobility is also severely limited around Techies' mines as he will almost always trigger them due to the cooldown time between tree jumps. Monkey King will be forced to take mine damage or escape with Primal Spring.
* After using Snowball, Tusk can't control where he's going, allowing Techies to make him roll onto mines.
* Remote Mines are frequently placed in trees, and can thus kill an unwary Hoodwink should she Scurry away due to her low HP pool.
* Blast Off! can clear out trees, denying the tactical advantages from Scurry.
* Spectre has no innate disables or silence to stop any of Dawnbreaker's abilities
* Solar Guardian allows Dawnbreaker to quickly stand next to one of her allies, denying Spectre any of Desolate's bonus.
* Luminosity outheals the damage dealt by Dispersion.
Additional:
* Spectre has no innate disables or silence to stop any of Dawnbreaker's abilities
* Solar Guardian allows Dawnbreaker to quickly stand next to one of her allies, denying Spectre any of Desolate's bonus
* Luminosity outheals the damage dealt by Dispersion
* Techies has great area of effect damage to deal with Phantasm illusions.
* Blast Off silences Chaos Knight, stopping him from using his disables and allowing his teammates to walk away from his heavy damage.
* Reactive Tazer will disarm all of Chaos Knight's illusions even if he has activated his Black King Bar.
* If Storm Spirit isn't careful, he could fall into a trap set by Techies and another hero acting as bait.
* Stasis Trap roots Storm Spirit for 2/3/4/5 seconds and Blast Off! silences for 4/5/6/7 seconds, which effectively prevents Storm Spirit from using Ball Lightning to escape for a lengthy duration.
* Solar Guardian can save an ally getting targeted and focused by Spirit Breaker.
* Reactive Tazer can lock multiple Meepos in place and prevent them from Poofing.
* Proximity Mines, Sticky Bomb and Blast Off! can deal heavy magic damage to multiple Meepos.
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,Beastmaster ,Lycan).
* Heroes with nukes that can jump her: Clockwerk, Snapfire, Spirit Breaker, Techies
Additional:
* Techies does huge amounts of magical damage, which will bypass Untouchable.
* Enchantress depends on abilities to do damage and heal, which Blast Off's silence prevents.
* Heroes with channeling spells because Shadow Fiend has nothing to cancel channeling outside of Requiem of Souls: Bane, Enigma, Pudge, Shadow Shaman, Dawnbreaker, Warlock, Crystal Maiden.
* Techies is very good against roaming supports and gankers such as Bounty Hunter, Riki, Weaver, Earthshaker, Nyx Assassin, etc. that are constantly moving around the map.
* Techies is very good against roaming supports and gankers such as Bounty Hunter, Riki, Weaver, Earthshaker, Nyx Assassin, etc. that are constantly moving around the map.
* Heroes whose abilities can affect multiple enemies at once: Dawnbreaker, Ember Spirit, Lina, Luna, Jakiro, Leshrac, Invoker, Muerta, Dazzle.
* Heroes capable of perofrming interceptions who can anticipate and counter-initiate after Phantom Assassin blinks on them with Phantom Strike will often kill her than the other way around: Axe, Bane, Dawnbreaker, Centaur Warrunner, Luna, Medusa, Omniknight, Pudge, Razor, Terrorblade, Underlord.
* Techies is very good against roaming supports and gankers such as Bounty Hunter, Riki, Weaver, Earthshaker, Nyx Assassin, etc. that are constantly moving around the map.
* Techies is very good against roaming supports and gankers such as Bounty Hunter, Riki, Weaver, Earthshaker, Nyx Assassin, etc. that are constantly moving around the map.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Dawnbreaker can easily clear waves of Naga Siren's illusions from Mirror Image with Starbreaker, Celestial Hammer and Solar Guardian.
* Aghanim's Shard upgraded Starbreaker will allow Dawnbreaker to dispel Ensnare and freely attack Naga Siren during Song of the Siren when combined with Black King Bar, a common item on Dawnbreaker.
* Solar Guardian allows Dawnbreaker to counter any attempts of Naga Siren and rejoin her team with Solar Guardian when they require it. Aghanim's Scepter upgraded Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, as Naga Siren mainly relies on direct attacks in order to deal damage.
Additional:
* Dawnbreaker can easily clear waves of Naga Siren's illusions from Mirror Image with Starbreaker, Celestial Hammer and Solar Guardian.
* Aghanim's Shard upgraded Starbreaker will allow Dawnbreaker to dispel Ensnare and freely attack Naga Siren during Song of the Siren when combined with Black King Bar, a common item on Dawnbreaker.
* Solar Guardian allows Dawnbreaker to counter any pushing attempts of Naga Siren and rejoin her team with Solar Guardian when they require it. Aghanim's Scepter upgraded Solar Guardian can also give Dawnbreaker's allies evasion while Dawnbreaker is airborne for it's duration, as Naga Siren mainly relies on direct attacks in order to deal damage. Solar Guardian can also be used after Naga Siren uses Song of the Siren near her allies to either escape from or counter-initiate against them.
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Solar Guardian can save allies caught inside Arena of Blood.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Starbreaker and Celestial Hammer does high AoE damage which easily clears {U:Treant}, shutting down most of Nature's Prophets damage and pushing power.
* Dawnbreaker can teleport to deal with split-pushing Nature's Prophet and rejoin her team with Solar Guardian when they require it.
* Since Starbreaker clears trees in its path followed by a stun at the end Nature's Prophet will be unable to escape the dangerous situation by using Sprout on himself and teleporting away with either Teleportation or Town Portal Scroll.
Additional:
* Starbreaker and Celestial Hammer does high AoE damage which easily clears {U:Treant}, shutting down most of Nature's Prophets damage and pushing power.
* Dawnbreaker can teleport to deal with split-pushing Nature's Prophet and rejoin her team with Solar Guardian when they require it.
* Since Starbreaker clears trees in its path followed by a stun at the end Nature's Prophet will be unable to escape the dangerous situation by using Sprout on himself and teleporting away with either Teleportation or Town Portal Scroll.
* Heroes with low health will die easily during Duels, and can be farmed for damage in the early game: Crystal Maiden, Lich, Techies, Rubick
* Solar Guardian can save allies who are being dueled and will interrupt her Duel initiation.
* Spiked Carapace can stop Dawnbreaker's Solar Guardian which will eliminate her global presence and limits her movement around the map.
Additional:
* Spiked Carapace interrupts Starbreaker before Dawnbreaker has her Aghanim's Shard, as well as Solar Guardian during the initial channel, making her ineffective at joining and dealing damage in teamfights.
* The slow projectile and damage over time effect of Celestial Hammer makes it easy to stun Dawnbreaker if she attemps to engage or chase.
* Some abilities deals damage from an independent source and not from the hero itself, so Nyx cannot counter them with Spiked Carapace: illusions or summoning units, Homing Missile, Nimbus, Mass Serpent Ward, Death Ward and especially Techies's mines.
* Heroes who rely on damage over time as Spiked Carapace can block and reflect only one instance of damage: Jakiro, Viper, Venomancer, Huskar, Ember Spirit, Dark Seer, Sand King, Doom, Dawnbreaker. However, this also means they are easily stunned.
* Illusions can be sent out to destroy Techies mines.
* Heroes with summoned units don't fare well against Dawnbreaker. (Phantom Lancer ,Beastmaster ,Lycan).
* Heroes with forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Any hero who can counter-initiate in anticipation without getting caught in Reverse Polarity: Sven, Omniknight, Enigma, Luna, Naga Siren, Mars, Jakiro, Venomancer, Elder Titan, Faceless Void, Rubick, Keeper of the Light, Pugna, Invoker, Spectre, Alchemist, Treant Protector, Lina, Oracle, Zeus, Shadow Shaman, Phoenix, Razor, Huskar, Batrider, Kunkka, Tidehunter, Wraith King, Sand King, Medusa, Dawnbreaker.
* Time Walk can easily avoid Dawnbreaker's abilities or to escape her gank attempts and backtrack any damage she deals.
* Time Dilation can prevent Dawnbreaker from using her abilities after initiating, and slowing her down severely.
* Time Lock combined with his high attack speed can lock Dawnbreaker in place, preventing her escape with Celestial Hammer.
* Chronosphere locks down Dawnbreaker in place right after she uses Solar Guardian.
* On the other hand, if Solar Guardian is cast beforehand from afar, it may discourage Faceless Void from casting Chronosphere in its location
* Solar Guardian can heal allies that trapped inside Chronosphere.
* Heroes with summons like Broodmother, Enigma, Nature's Prophet; or illusions, like Naga Siren, Terrorblade are effective at keeping the choke points and rune spawns safe from Proximity Mines.
* Heroes who can clear the waves of Enigma's Eidolons: Lina, Luna, Dawnbreaker, Jakiro, Shadow Shaman, Death Prophet, Keeper of the Light, Invoker, Leshrac, Puck.
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Techies
* Rage protects Lifestealer from all of Techies's abilities. Reactive Tazer's disarm will also not work on Lifestealer under Rage.
* Rage can also be used to trigger Techies's Proximity Mines safely.
Additional:
* Lifestealer's Rage lets him clear Proximity Mines without taking damage, and allows him to hit heroes whom Techies has used Reactive Tazer on.
Dawnbreaker
* Being a strength hero with a high strength gain means Feast can give her a hard time,especially later in the game.
* However,Starbreaker's physical damage can control him in the laning phase.