Creep pulling - When should you do it?
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As the firt really big MOBA, Dota 2 is a game that has many unique mechanisms, some of which can't be found anywhere else. Despite the fact that most out them turned out to be just bugs in the WC3 enigine, IceFrog decided to keep them in Dota 2 because people got used to them a lot.
The art of creep pulling is exactly one of those things. Let's take a look and find out more about this cool technique.
What is creep pulling?
To make a long story short, this is a Dota 2 mechanic where one hero attacks "forces" his own creep wave to attack a Neutral creep camp. This can happen on the top and bot lane only if you manage to time it right. In other words, you have to precisely attack the Neutral Camp and then run back so that they can collide with your incoming wave.
The idea behind doing this is getting some experience and farm if you're a support. Also, another big plus is that you force the enemy creepwave to push towards your tower, allowing you to farm safely in a place where it's hard to get killed.
When shoud I pull creeps?
Although pulling creeps is fun, sometimes, it's just not worth doing it. For example, whenever you're laning against hero compositons that have a lot of pushing power or they jusy play very aggressive, pulling your creepwave can have deadly consequenses for you, your team-mates, and the tower.
You should only go for a pull whenever you're certain that this won't affect the farm and survabiltiy of your team-mates. Perhaps a good idea would be to try and ask wheter your team-mates wants a pull or not.
There is even a situation where you can try to pull the enemy creep in. However, this is a lot more risky and in most cases, it's just not worth it. Sure, you will probably get those last hits easier but at the same time, your creepwave will push, which means that you will allow the enemy to get a lot of experience under his tower.
Once you get good at pulling, you will able to do "double-pulls", which means that you will basically force your wave to fight against two Neutral camps.