Creep control techniques


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Last-hitting

Last-hitting is a technique where you (or a creep under your control) get the `last hit` on a neutral creep Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps dota2 , enemy lane creep Lane creeps are a form of creep that automatically move down the three lanes towards the enemy faction s base. Each and every 30 seconds a new group (the creep wave) spawns for each faction at dota2 , or enemy hero   Main   Mechanics   Attributes Table   Release Dates   Grid Layout     Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During dota2 . The hero that dealt the killing blow to the enemy unit will be awarded a bounty.

For the exact amount awarded to the last-hitter and assist-gold refer to gold “ Play Now that s how you make gold. Click to listen— Alchemist ” Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings. Contents dota2 .

When trying to control Equilibrium on a lane you should always consider that by getting the last hit on any enemy lane creep you will naturally push the lane, since you are an additional damage source on the enemy wave. You can counteract this by attacking and denying your lane creeps or by Pulling Enchantress in the middle of Jungling Jungling (also referred to as bushing or neutral creeping) is when a player concentrates on killing Neutral Creeps during the game, usually for additional Gold or Experience. It refers dota2 .

Auto-attacking refers to the technique of simply letting your hero attack at will. This keeps friendly units alive, and helps when pushing, but it is much more difficult to last hit. In the late game, be that as it may, heroes often do enough damage per second to simply auto-attack and last hit. Auto-attacking can be useful in any case if you wish to push a lane forward, since it kills enemy creeps faster. This is especially useful for killing towers. In the early game, be that as it may, pushing towards an enemy tower is considered dangerous, as it leaves you far from your own towers and makes it much easier for enemies to gank you.

Videos

Denying

Denying “ Play Denied! Click to listen— Juggernaut ” Denying is the act of preventing enemy heroes from getting the last hit on a friendly unit by last hitting the unit oneself. Enemies earn reduced experience if the dota2 is the act of preventing enemy Heroes from getting the last hit on a friendly unit by last hitting the unit yourself. All allied units can be denied once they fall below a certain percentage of health: creeps and siege units at 50%, heroes at 25% (only under certain debuffs), and towers at 10%. Illusion and summoned units act as creeps in these instances. This prevents your enemy from gaining any gold and a portion of experience   Main   Changelogs     “ Play I grow stronger! Click to listen— Storm Spirit ” Experience allows heroes to level up, which makes them stronger and allows them to learn new abilities. Experience is earned dota2 from the kill.

Attack animations and missile speeds

Shorter attack animations Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a (on all Heroes) and faster missile speeds Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a (on ranged Heroes) make last-hitting easier.

Equilibrium

It is important not to push Chen and Shadow Shaman destroying a Tower.Pushing is the process of clearing enemy creep waves and building up large allied creep waves in order to take down enemy buildings rapidly. Contents 1 The advantages of dota2 your lane too much, but try to keep the lane creeps fighting in approximately the middle of the lane so you never are too far from the safety of your tower. Take care not to attack the enemy team`s archers as though they are squishy and easy gold they help push the enemy creepwave towards your tower. Creep equilibrium is generally maintained by balancing last-hitting and denying, and on occasions attacking your own creeps before the deny point or attacking the enemy creeps to push. This technique is also known as static farming. Creep pulling can also help maintain equilibrium, by resetting the equilibrium to the normal meeting-point. Take care the whole creepwave dies in the jungle though.

This is always situational though being pushed might be a bit safer but if the enemy lane is able to slowly chip away at your tower you should push harder. Also access to the side shops might be hinderance on occasions.

Creep Blocking

Creep Blocking is a tactic that makes the equilibrium of the lane lean towards your side. This is accomplished by physically blocking your creeps` path with your hero so they take longer to reach the middle of the lane. Since your creeps move more slowly, they will meet closer to your tower, making it safer for you to farm, and more risky for the enemy.

Creep blocking is generally most useful for the first creep wave at the start of the game. In the middle lane, being able to stand on your side of the river - not in the river - to last hit is valuable. The high ground allows you to see your opponent`s side of the river, and for ranged heroes avoids the 25% miss chance of last hitting uphill.

For the "long" or "safe" lane, creeps sprint until about halfway between the Tier 1 and 2 towers. This makes it much harder to creep block all the way from the barracks.

Pushing

Pushing is the act of damaging enemy creeps through auto-attacks or through abilities. Pushing is used to move the creepwave towards the enemy tower, or simply away from the allied towers. Late-game, pushing is used to move creepwaves towards the enemy base to win the game.

Some heroes have abilities that facilitate expedient pushing, such as Leshrac   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Leshrac 16 + 1.8 23 + 1.7 26 + 3 Level Base dota2 `s Diabolic Edict   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Leshrac 16 + 1.8 23 + 1.7 26 + 3 Level Base dota2 , Techies   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Techies 17 + 2.3 14 + 1.3 22 + 2.9 Level Base dota2 ` Proximity Mines   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Techies 17 + 2.3 14 + 1.3 22 + 2.9 Level Base dota2 or Pugna   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Pugna 17 + 1.5 16 + 1 26 + 4.5 Level Base dota2 `s Nether Blast   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Pugna 17 + 1.5 16 + 1 26 + 4.5 Level Base dota2 , which can damage multiple creeps and towers at the same time.

Pulling

Pulling is the act of redirecting route of your lane creeps towards a neutral camp (usually the easy and hard camps, as they are closest to the lane). This has several aspects. Pulling, assuming you don`t get a double wave, resets the creep equilibrium, denies XP (and gold) to your lane opponents and gives you additional XP and gold. Pulling creeps is not recommended when enemy creeps are about to push, as it will hurt your tower or carry (tanking creeps) more.

It is also a good habit to stack easy camp before pulling, because only 1 stack is usually not enough to clear the creep wave and you`ll end up having so called "double wave", which will eventually make you end up by the enemy`s tower. You can also repull again from easy camp towards medium/hard camp, using the same technique when neutral creeps are about to die, to prevent double waving. This is known as connecting the pull, double pulling, or chain pulling.

Pulling is usually done by a support, while carry should stay at the lane and farm lane creeps (which gives more gold/exp). It gives support quite a good chunk of gold/exp, without leeching it from your carry.

Roles and last-hitting

Depending on your role The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the dota2 in your team you should focus on different things.

Carries The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the dota2 should focus most of their attention on getting last hits.

Supports The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the dota2 should focus on denying creeps and harassing enemy Heroes so that their carries can last hit without being harassed. Do not throw away the last hitting entirely as a support, because there are some last hits which are impossible for a carry to get (for instance, the creep is being killed faster than a carry could possibly get in the attack range).

Supports can also creep stack Creep Stacking is the process of drawing neutral creeps away from their camps in order to increase the number of units in an area. Generally, neutral creeps will spawn in the first 30 seconds of dota2 to help their carry farm.