Friday 11 May 2012

Basic Pulling Guide :D

As a support player, it is important to know how to support your carry in the early stages of game, as a carry without farm is a dead carry.

For the carry to farm safely in the early stages, you will want the enemy creep wave as close to your tower as possible. The BEST way to ensure this is to creep pull.

Creep pulling, as the name suggests, simply means pulling your own creep wave out the lane and into the jungle to engage neutral creeps. How do we do this? At the 15 second and 45 second mark, attack the neutral creep camps (shown in the image) and walk over to the lane immediately afterwards in the direction of your first tower. Creeps will come to aid you in the battle against the neutral creeps. With the neutral creeps feeling homesick, they will return to their camp, but with a rowdy bunch of creeps hot on their tail. Simply follow the mob and last hit those neutrals for gold and exp and deny as many of your own creeps so they don't return to lane.

There are a few of positives from this:
1.       The enemy creep wave will not have competition, and hence will travel further down the lane into your territory and hopefully into your tower range. The results:
a.       The enemy heroes cannot farm or gain exp
b.      Your carry gets to farm and get exp without the fear of being the victim to a first blood attempt
2.       Your carry gains the full amount of exp from the wave while you still gain a steady stream of exp from farming the neutral creeps.
3.    You indirectly deny the opposing heroes of exp through the deaths of the lane creep during this onslaught against the neutral creeps.

So you can clearly see that pulling creeps is very beneficial to the cause of taking down your opponents. However, your opponents also may know of pulling and may try to stop you. Firstly, when you pull, experienced players will see that the sudden large advancement of their creeps indicate a pull on the opposing side, so they may attempt to catch you off guard in the jungle, so keep an eye on your mini-map, make sure you know where your enemies are, and if they come to get you, best to back off a bit.

However, there are players who will prevent you to pull from the get go. They do this by placing an observer ward at the camp which you pull with before the first neutral camp can spawn, giving them vision of the camp and preventing neutral creeps to spawn while the observer ward is there (they are very shy), RUINING your brilliant scheme. From here you two options:

1.       Buy some sentry wards and kill there observer ward. Careful as they will see that you are trying to kill their observer ward, so keep an eye on the mini-map. Also, be sure not to place your sentry somewhere which will prevent the neutrals from spawning.
2.       Stop pulling until after 6 minutes (observer ward’s lifespan) then start pulling again.

But what they know, you now know. So, if you happen to be placed in a lane which allows the opposition, use these techniques against them if you wish.

Pictures below illustrate some of the above:
Dire pulling camp
Radiant pulling camp
Where are the creeps? Are they scared?
That is why! -____-

Step 1
Step 2
Step 3

Well, that is our guide to BASIC pulling, (more on stacking, double pulling, triple pulling, and ancient stack later) that is it from this manly fruit, ttyl.

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