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Fundamentals8 min read

Dota 2 Laning and Last-Hits

Equilibrium, denies, pulling, and why the range creep is the whole lane.

Last-hits and denies

You get gold for last-hits. You deny your own creeps so the enemy does not. The range creep is worth more experience โ€” deny it, and do not let theirs die for free. If you cannot last-hit under your tower, practice in a demo until you can. Ranked will not teach it.

Equilibrium

The wave should meet on your side of the river if you are the carry. If it is under their tower, you are not farming โ€” you are standing in kill range. Supports pull to reset. Cores stop auto-attacking the wave when it is already winning.

Pulling

Aggro a jungle camp into the lane wave so the next creep wave meets closer to your tower. Easy camp for a single pull; double pull on the hard camp when they freeze. A pull that tanks under the wrong tower made the lane worse.

When to leave lane

After a tower dies, after a successful gank, or when the wave is dead and a stack is ready. Sitting in an empty lane while a power rune spawns is how mids lose the map. Supports leave to ward and stack; they do not AFK behind the carry for 15 minutes.

Harass vs CS

A support who only right-clicks the offlaner and never pulls will still lose the lane if the wave is always under the enemy tower. Trade when the enemy goes for a last-hit. Do not trade your HP down to 20% for one deny.