Why last hit




















I hate to say this, but the truth is you probably won't have as good CS as you did in the practice tool but that's because you now have an enemy player in your lane that draws attention away from minions. If you make your goal to just see improvement, things will go great. There is still going to be off games and that's fine; most data has outliers and so too will your CS consistency.

Just keep at it and focus on last hitting safely. Now that you know how to CS, let's go back to why it shouldn't be your goal to get 'perfect' CS. As much as minion kills at about 10 minutes sounds great, to achieve this you can't really leave lane - meaning you aren't able to buy items, giving your opponent the advantage in lane because they will have more stats than you from buying items.

The more important reason is that you will never be able to help your team until you get that 'perfect' CS. To never leave lane means you also can't Teleport from top to help fight in another lane, roam from mid to kill someone, nor fight in Dragon pit to secure the objective. You may gain an extra gold or so, but the amount your team loses from your presence and pressure means you lose more than you gain.

There will be some games however that you will just sit in lane most of the time because nothing is happening and you can't start a winning fight, so you just CS. That is fine if that happens! When fighting with an opponent for a wild Pokemon, try to get the last hit by using a move instead of a normal attack since they usual deal more damage. Don't randomly use your moves against enemies - save them up!

When you go into the grass, your opponent can't see you even if you are near them. We recommended to hide in the grass near a wild Pokemon and aim to get the last hit after your opponent has weakened it.

These moves are useful, especially when you are trying to get the last hit in a fight for Zapdos. To prevent your opponents from getting the last hit, communicate with your allies to keep your opponent away from a wild Pokemon about to die.

A great example is Snorlax's Block move which can push enemies back, allowing an ally to the last hit instead. All Rights Reserved. If it seems too risky, then ping your teammate back. In fact, adding a few last hit heroes or having one on your team would add to the strategies of what to do in a match.

If your last hit player is safe going up to hit, then either group with the rest of your team to take a camp, push another lane, or set up plays and picks somewhere else. Finally 4. More disparity between roles. This is a good thing. The more disparity between roles means more diversity among the heroes. If healers could heal others and do tons of damage, that would break the game. Giving last hit quests or talents to heroes that actually do damage would make more sense than healers.

If you wanted to give last hit quests to healers then go for it. It all depends if the last hit has to be an auto attack, one damaging ability, or by any means. Last hitting is boring and tedious. Clearing the wave and pushing it back is good enough. I dont want to tediously micromanage how i clear the wave.

Its stupid. Denying is the act of preventing enemy Heroes from getting the last hit on a friendly unit by last hitting the unit yourself. Illusion and summoned units act as creeps in these instances. This prevents your enemy from gaining any gold and a portion of experience from the kill. Shorter attack animations on all Heroes and faster projectile speeds on ranged Heroes make last-hitting easier.

It is important not to push your lane too much, but try to keep the lane creeps fighting in approximately the middle of the lane so you never are too far from the safety of your tower. Take care not to attack the enemy team's ranged creeps as though they are squishy and easy gold they help push the enemy creepwave towards your tower. Creep equilibrium is generally maintained by balancing last-hitting and denying, and on occasions attacking your own creeps before the deny point or attacking the enemy creeps to push.

This technique is also known as static farming. Creep pulling can also help maintain equilibrium, by resetting the equilibrium to the normal meeting-point.

Take care the whole creepwave dies in the jungle though. This is always situational though being pushed might be a bit safer but if the enemy lane is able to slowly chip away at your tower you should push harder. Creep Blocking is a tactic that makes the equilibrium of the lane lean towards your side.

This is accomplished by physically blocking your creeps' path with your hero so they take longer to reach the middle of the lane. Since your creeps move more slowly, they will meet closer to your tower, making it safer for you to farm, and more risky for the enemy.



0コメント

  • 1000 / 1000