Shorter attack animations (on all Heroes) and faster projectile speeds (on ranged Heroes) make last-hitting easier. This prevents your enemy from gaining any gold and a portion of experience from the kill.Īttack animations and projectile speeds Illusion and summoned units act as creeps in these instances. All allied units can be denied once they fall below a certain percentage of health: creeps and siege units at 50%, heroes at 25% (only under certain debuffs), and towers at 10%. In the early game, however, pushing towards an enemy tower is considered dangerous, as it leaves you far from your own towers and makes it much easier for enemies to gank you.ĭenying is the act of preventing enemy Heroes from getting the last hit on a friendly unit by last hitting the unit yourself. This is especially useful for killing towers. Auto-attacking can be useful in any case if you wish to push a lane forward, since it kills enemy creeps faster. In the late game, however, heroes often do enough damage per second to simply auto-attack and last hit. This keeps friendly units alive, and helps when pushing, but it is much more difficult to last hit. You can counteract this by attacking and denying your lane creeps or by Pulling.Īuto-attacking refers to the technique of simply letting your hero attack at will. When trying to control Equilibrium on a lane you should always consider that by getting the last hit on any enemy lane creep you will naturally push the lane, since you are an additional damage source on the enemy wave. The hero that dealt the killing blow to the enemy unit will be awarded with gold and experience.įor the exact amount awarded to the last-hitter and assist-gold refer to gold. Last-hitting is a technique where you (or a creep under your control) get the final blow on a neutral creep, enemy lane creep, enemy hero or building. 3 Attack animations and projectile speeds.
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