Advanced last hitting strategies
Last hitting is one of the most important things to learn when playing DotA. When you're talking about last hitting, there's always room for improvement. Always.
Last hitting is interlinked with lane control and overall dominance of a team. It's the core of the game.
If you're reading this, then I presume that you know what last hitting is. We all know it... moving around back and forth and trying to avoid harassment whilst trying to get as much gold as possible by getting the last hit on creeps when it has a sliver of HP left.
One hit-one kill. That's what I believe is good last hitting. You have to understand that by giving in more hits, you're upsetting a very delicate balance of creep clashes. If no hits are given, then the two creep waves will always meet at the same point. More or less, for every hit you give, you have to deal the same damage back to your creep to keep the wave clash in one place. Simple concept of "give n' take" With a good understanding of this, you can manipulate and move the creep waves in any way you want. One big plus to the team. :)
In fact, good last hitting and wave-manipulating is linked with almost everything in DotA. For example, good last hitting indirectly affects you getting ganked, or your team ganking the enemy. If you push the creeps too far ahead into the towers, you'll just give more EXP to the other guy and reduce chances of snagging a kill. You're susceptible to ganks as well. On the other hand, if you control the waves well, then you can play safe and not get ganked.
A common mistake which many players commit is last hitting consciously with concentration in the Early phase of the game but their concentration tapers off as the game progresses. If you're able to last hit consistently without losing focus throughout the game, then I'd say you're a good last hitter. This is more difficult than it sounds. In fact, it's a litmus test for the skill of a player. Remember that last hitting is more important than denying (since you can't deny the full creep exp like in older versions of DotA)
Here are a few advanced last hitting techniques:
1) MICROWAR WITH YOUR TEAM MATES
When you're given a chance to free farm, you'll get almost all the creep kills if you last hit well. But this doesn't always happen, and if you play against a good team they won't let you free farm very long. How then, do you stay on-par in terms of items?
The answer is to win the microwar WITHIN your OWN team. This involves deception in terms of movement pattern to get the last hit if your allies are good last-hitters as well.
Here's how you do it:
Move to and fro, as always and watch out for any low HP creeps. At this point your ally would have noticed it as well (if he's any good). Now both of you are likely to walk towards the creep to snag the kill. Often, it depends on your heroes attack swing, but it's still possible to do it -- right click the creep and when your strike is about to land cancel it and move a few mm. away. But since your ally thought you were going to land
the hit, he'll click the creep as timed by him. Most likely, he expected you to reduce the creep's health to just one TINY sliver so that he can get the hit, but now he did it for you, and you can get the creep kill!). Remember that you have to use the H key whenever necessary to perform this technique well.
Note that this is possible only when the creep's HP is enough to survive atleast two hits (from you and your ally and maybe your creep)
Explaining this micro strategy in words is difficult, so I'll try to edit and include pictures later.
2)TOWER-SIDE LAST HITTING: As you all know, if you're getting hit by a creep and you enter the tower's range, then the tower shifts its target and assists you by attacking the creep which is hitting you (As long as the creep is in it's range). The tower can help you last hit this way, because it quickly and easily reduces the creeps HP. You have to get to know your heroes attack swing (if you're melee) or projectile speed (if you're ranged)
With a little foresight, you can manipulate the creep's HP beforehand, such that you can get the last hit after the tower throws in a few attacks... say 2 or 3. This technique is SLIGHTLY easier to do if you're on Sentinel because the tower's projectile is a stone, which is easier to judge than Scourge's energy beam.
This strategy will help you farm fast by getting the creeps near your tower.
3)COORDINATING AoE SPELLS TO GET THE LAST HITS FOR ALL CREEPS IN AN AREA - Let me explain this to you by example: Say you're playing Queen of Pain. We know that at level four, you deal 300 damage to creeps with SoP. But by the time you get level 4 SoP, the Necromancer creeps have slightly over 300 HP. Now assume that you're walking with your creep wave and it clashes with a HUGE enemy creep wave. Give a hit (one hit) to each of the Necromancers. While you're at it, your creeps should have managed to halve the Ghouls' health. Now with a single SoP you should get all the creep kills. :)
That's all for now.
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