Lane Creeps Mechanics in Dota 2

Lane Creeps Mechanics in Dota 2

Freelancer1 Dota 2, Guides

There are many short things that can lead you to victory in a Dota 2 match. From the beginning rune contest to the final mega fights, everything goes well if you follow the mechanics properly. Every game starts with four bounty runes to spawn and either of the team contests to get the starting gold lead over the enemy. After that, creeps spawn in each lane. This is where the main battle starts. To get the early advantage, that eventually leads to winning the lane most of the time, there are certain lane creeps mechanics that every player should learn. The following are some of the best ways to control your lane creeps and use them to your advantage.

Creep Blocking

The first and foremost task that everyone needs to do is to learn how to block a creep wave. Creep blocking gives you the advantage of fighting enemies under your tower. Creeps can be blocked through some ability like Earthshaker’s Fissure, or you can block them physically. 

When you physically place yourself in front of a creep wave, the wave starts moving slowly. On the other hand, if the enemies somehow miss their creeps, their creeps will move at a regular pace. Eventually, your creeps will meet the enemy wave later than it was expected. 

Creep Blocking is highly useful at the beginning of the game. Usually, in the mid-lane, it gives you an advantage as your blocked creeps don’t cross the river and you can easily take last hits on enemy creeps without missing an attack and staying under vision. If you block the creeps successfully, you stay on the higher end of the ground and the chances for an enemy gank decrease enormously. 

For the safe-lane, creeps move a little faster until they reach between the Tier 2 and 1 towers. It is much easier to block a wave during this time as the creeps move slower and give you a better chance to physically block them.

Maintain an Equilibrium

In the early phases of the game, it is very important to maintain an equilibrium in the lane. For a carry to farm better, creeps should always stay on the safe side of the map. Pushing the enemy creep wave instantly is never a good option in the beginning. As if you do so, you become more vulnerable as you move closer to the enemy tower and the chances of ganks become greater. 

You must also keep in mind that you should not totally block the creep wave as it will allow the enemy creeps to move under your tower. At the beginning of a match, a carry doesn’t have enough damage to match the rhythm of a tower hitting the creeps. Sometimes, the damage from ally creeps and the tower disturbs the last-hitting of the carry and destroys the whole lane farm. 

A solid equilibrium is made when you equally hit the creeps and deny them. Therefore, the lane doesn’t move to any side aggressively. However, keeping the creeps in the middle of both Tier 1 towers is the best a player can do. 


Pulling the Lane

Pulling the creep wave is an act of redirecting their path from your lane. Pulling the lane is done when it is compulsory. If by-mistake or during an enemy clash, your creep lane is pushed too much that the enemies start taking the advantage of the lane, you can always pull your creep lane through neutral creeps on the side of each lane. Sometimes, you get a double creep wave in your lane as killed all enemy creeps too fast and now your creeps are just piling up. In these scenarios, you can always redirect them to different neutral camps. 

A support in the lane can pull the creeps and seek the last hits and denies while the creeps fight the neutrals. This provides extra experience and gold to the team. Similarly, Pulling the creep wave is not recommended when the enemy creeps are about to stomp your tower. This deals early damage to your tower and your carry takes some extra hits from the creeps. 

It is also a good habit to stack a neutral camp before pulling the lane as one neutral camp is not enough to kill the whole creep lane. Therefore, sometimes, creep pulling doesn’t go as effectively as it can be. The half-health pulled creeps join your lane as the neutral camp dies, and you end up getting a double creep wave in your lane. This creates another problem and your enemy lane immediately gets pushed. 


Last-hitting is the most essential part of the lane if you wish to control your lane and creep wave. A carry should not randomly attack the creeps and push the lane to any side. However, just hitting on the last moment and grabbing the gold and experience is important. Last-hitting is not just important for the enemy creeps, it is highly required in the lane to deny your enemy creeps and don’t let the enemies take the farm from you at any cost. Last-hitting doesn’t only go for a carry in the lane. However, a support should also focus on last-hitting, especially when a creep is out of carry’s range and ranged support can easily kill it. A support should also focus on last-hitting while the carry is dead or not present in the lane, thus not disturbing the equilibrium of the lane overall. 

Pushing the Lane

In the end, pushing the lane is also an important part of the lane-period. A carry should know when is the right time to instantly kill all enemy creeps and push the lane with your creeps. Pushing the lane is not recommended in the early phases of the game. However, when you are confident enough that you can now deal some significant damage to the enemy tower, you should push the lane. 

Overall, handling the creeps in the early stage of the game gives you an upper hand on the enemies to perform better in the game. 

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