Dota 2 creep pulling is one of the critical skills that Dota players must possess, regardless of which lane they have at their disposal. As you know, the creep can be neutral (for example, jungle) and linear (allied or enemy). In short, it means the withdrawal of neutral creeps to the lane for the battle with your own. This should be done to guarantee an easy farm under the tower to your teammate and not be left without gold and experience for yourself.
To win in the laning stage, two teammates need to coordinate their efforts constantly. In this case, the most convenient method of obtaining an advantage at this stage is precisely the pull of neutrals.
In Dota 2, pulls are an action when a gamer brings a pack of neutrals to the line so that allies creeps can attack them. At the same time, the opponent’s creeps approach the tower, where the teammate hero can farm it relatively safely.
The main reason for using the pulls is that it deprives the opponent of gaining experience. If the opponent is located in the distance, the amount of experience gained from the line decreases. This enables the player’s character to become stronger than the enemy over time. In addition, a support that makes a pull also gains extra experience and money by killing neutrals.
Another reason is the ability to rebalance the line. When the creep wave meets closer to their tower, it is more difficult for opponents to attack in the lane and gank and continue chases since the team is protected by a tower that generates a powerful aura. Playing in the laning stage is a regular attempt by a support and a core character to acquire an equilibrium advantage, which allows them to play more aggressively.
For a successful manoeuvre, the player needs to bring neutrals to the line, due to which the allied creeps will be aggro.
This type of pull allows you to avoid pushing into enemy territory. With a normal spawn, all allied creeps are unlikely to die, and therefore become participants in the attack on the enemy tower. However, when tapped for two spawns, the pack of allied creeps completely dies, which cancels the push.
The experience of numerous players has shown that it is most convenient to pull with a ranged hero. This allows you not to approach forest neutrals to aggro them. In addition, such a character will not be under the camp of a centaur or the stomp of a bear. However, some melee heroes can also cope with this task: Tusk, Clockwerk, Dark Seer.
To play most effectively, making life difficult for the opponents’ hardliner and providing the carry teammate with experience and farming, creeps should be pulled only at the beginning of every minute. Linear neutral creeps appear strictly at zero and thirty seconds. Therefore, it would be best to focus your tactics on the zero, which turns out to be at the withdrawal point of approximately 10-15 seconds. Their fight with jungle creeps drags on until the end of the minute. After that, you can step back and wait for new creeps. This strategy allows you to hold the line at your tower regularly.
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