Pull creeps As one of the best ways to gain an advantage in lane, understanding how to manipulate wave creep through pull creep can be very beneficial.
WHY WE NEED PULL CREEP?
One of the reasons to pull creeps is to not give your opponent experience and gold. When you pull lane creeps, at least 1-2 creeps will be killed in the process (assuming the enemy hero is not nearby). The opponent will not receive valuable experience and over many pulls, the experience gap between the two sides will get bigger and bigger. In addition to not giving the opponent experience, the pull support also gains experience from the small camp.
The second reason to pull creeps is to change the lane creep position and give you an advantage. To understand this, we need to understand what is considered a lane advantage. The most basic thing for lanes in your favor is when both creeps meet at the edge of their turrets. This means you are safe, not ganked, and your opponent won’t dare to risk a turret dive. This is the safest area for carry farm. The entire laning phase is a combination of support and carry to gain an advantage. Pulling creeps is a way to turn a losing lane (when creeps are high near enemy turrets) to advantage because it delays the next wave of creeps and allows both creeps to meet closer to your turret. BSJ has a better explanation in the video below about this concept.
TYPES OF PULL
There are many pulls you can do to get the lane balance back. Each of the options below leads to different results. The article will show you what to expect in each situation:
SMALL CAMPS
The damage a small camp does to the creep wave can vary from: delaying and no creeps dying, to wiping out 2-3 creeps (killing 2-3 creeps plays a big part in the experience reduction for enemies). player received).
As long as it’s not a kobold camp (with 5 neutral creeps), a small camp allows you to deny 2-3 creep waves. This requires the player to completely focus on denying and you must deny your creeps as soon as possible. In the case of a kobold camp, you will deny from 0 to 1 creep because the kobold dies too quickly, not having time for the creep wave to lose health. A small camp that gets stacked will erase all creep waves and leave some neutral creeps left to use for another pull or you/carry can eat yourself.
LARGE CAMP
Each large camp can deny the entire creep wave if not disturbed, ie let the big camp hit the creeps themselves, they will clear the whole wave.
OTHER WAYS TO IMPROVE LANE BALANCE SCOPE
There are other ways to change the lane balance to your advantage. With players getting better and better, understanding these different concepts will improve your laning greatly.
CHOOSE PULL CAMP CAMP
You should remember that in any side lane, both sides have pullable campgrounds. Offlane can pull creeps from the big camp closest to the lane and safe lane can pull from the small camp. During the laning phase, both sides will always try to pull the camp to gain an advantage, so blocking (blocking) the opponent’s camp: maybe with a hero or a ward will bring a huge advantage. If you can pull while your opponent can’t, you will always benefit in terms of level/experience.
Here are a few ward locations used to block camps. First are the small camps:
SMALL CAMP
To block the small camp on Dire, wards located above Phoenix usually cost two sentry to deward if the enemy can’t see you planting it in this position. Most supports will plant a sentry outside the small camp and the ward above will not be seen by the enemy sentry.
This ward is very good because the most popular sentry position in the Radiane safe lane is between the small and large camp. This Sentry will not be seen if the opponent places a sentry in the middle of the small and large camp: the most common ward placement here.
LARGE CAMP
The big camp on Dire’s side can be blocked with sentry in either position in the image above, but the sentry on the right will make enemy support spend more time searching.
As for the Radiant safe lane, the ward on the right side of Phoenix should be the position you should plug in first because it is not seen by the sentry in the middle of the small and large camp.
BREAKING PULL CREEP RIGHTS
Usually when your lane is in an advantage and your core is next to the turret, the support doesn’t have to be there. As a support, it’s best to go into your opponent’s pull camp and mess with their pull creeps. The longer you stop your opponent from pulling the creeps, the longer your lane will benefit. This is especially true if you’re a stronger support and the opponent’s suppoort can’t compete while you’re disrupting your opponent’s pull creeps.
Another tip is that even if the opponent pulls the creeps successfully, if the creeps are pulled to a small camp they will always have a few creeps left. As an offlane support, you can click A (attack) on your opponent from any distance to pull active creeps towards you and pull those creeps towards your turret to keep the advantage longer.
CHECKING FOREST
Properly chopping trees in Dota often gives you an advantage in the laning phase. This is extremely important if the radiant side carry carries a quelling blade to cut trees. It allows the support to pull from 2 camps instead of just 1. Apart from certain situations, it is more advantageous for the carry to cut as many trees as possible so that he can see dangerous ganks or create a path. private safety.
EPILOGUE
Pull creep is a unique mechanic in Dota 2 and can determine when you win lane. Hopefully with this tutorial, you’ve learned something new to apply in the game. Understanding how different camp creeps interact with waves and different options to prevent an opponent from getting what he wants is fundamental to pushing and pulling lanes.
According to dotabuff
You can read more related articles below:
Source link: Dota 2: Artistic creeps pull guide 2020
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