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Thread: How to improve my last hitting?

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  1. #21
    You should start playing no stats games, Download Last hit assist mods and keep practice
    untill you are sure about what you're doin', hatchet is also a good choice for most melee heroes to improve the last hit ability.

  2. #22
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    practice is basically the only way. theirs no magic way to do it.
    altho hatchet does help

  3. #23
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    In this order:

    1. Install the Last Hit Assist mod.
    2. Play a melee hero
    3. Buy a Logger's Hatchet at the start

    This is how I learned and I'm now pretty ok at it.
    If that's still too hard,;

    4. Play a hero with a built in damage buff, like War Beast or Deadwood

  4. #24
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    First:
    Don't use last hit mods.
    Giving yourself a crutch may help in the short term, but it tends to be damaging in the long term.

    Second:
    Load up practice mode and mess around with the heroes attack animations.

    Third:
    Never use hold position to last hit, even more so on a melee hero. Stay active and move around.

    Fourth:
    The best way to improve last hitting is to play actual games, sitting around for hours last hitting in practice mode won't help you that much beyond learning attack animations. You'll get the best practice trying to out last hit and deny an oppenent. If you really want to just practice last hitting get a friend and practice 1vs1 No Stats.

    Fifth:
    Learn to leash the creeps closer to you so you don't have to get too up close and personal with enemy heroes when you're melee. This is done by telling your hero to attack an enemy hero, thus drawing the creeps attention to you, then running back while they follow you

  5. #25
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    Thanks for the advices.
    I just want to mention that I can last hit quite effectively when playing a melee hero but when I'm playing a ranged hero I suck at last hitting, it's just so hard to last hit when most ranged heroes have so low attack damage. The hardest part when playing with a ranged hero is to predict the flight time of the projectile. I mean my gold/per minute is ridiculously low most of the time. I get outfarmed always in the start and I hate it.
    Practising last hitting in practise mode isn't going to help much since you don't have anyone against you, because when you're facing someone in a real game you have to pay attention when your opponent is trying to deny (You know, most of the time when some guys try to deny they just lower the creeps' health so you can can last hit it even better) and harass you.

    And talking about harassing: I get harassed to death most of the time when I'm playing a melee hero and I'm facing a ranged hero. How to avoid getting harrassed to death when playing a melee hero?

    I'd also like to add that I'm not a noob in the sense that it would be useful to play nostats games and learn the basics, so don't recommend that. I know how to play, I'm just terrible at last hitting. Also I'm familiar with using the hold button to your advantage, using the fog of war, running around so you don't get raped and pulling creeps closer to you by attacking the enemy hero.

  6. #26
    And talking about harassing: I get harassed to death most of the time when I'm playing a melee hero and I'm facing a ranged hero. How to avoid getting harrassed to death when playing a melee hero?

    I woul say it depends on who you are up against how much you get harrased.
    if you are getting harrased to hell just stand there and try to deny for example dont try to get the last hits if pyro is there harrasing you he will **** you up.
    my advice wait till lvl 6 for ulti and try something then. you will gain more money than dying atleast .

    also try dragging creeps behind towers it helps you sometimes getting atleast a few.

    and one more thing ive had great success lately when i realised running around constantly helps me alot with the harrasing.

  7. #27
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    I didn't read all of the responses in this thread but I'll try to help you anyways.

    1. If you're a melee hero with mediocre base damage to start (Chronos, Scout, Blacksmith, the list goes on), get a Logger's Hatchet. It costs 225g and it will earn you more than that easily (maybe 8 or so last hits?). The Logger's Hatchet increases your damage vs creeps. These aren't worth it on ranged heroes 99% of the time however.
    2. Practice timing. Watch the rate at which the creep's health drops and try to time that out accordingly. It's easier to last hit with melee because melee heroes don't have a projectile that takes time traveling. Also note that different heroes have different animation lengths and certain heroes are easy to last hit on where others are harder. Heroes like Corrupted Disciple, Demented Shaman, and Engineer have it pretty easy last hitting because of their attack animation in my opinion.
    3. Have a good lane partner. A lane partner that is good at harassing makes last hitting so much easier.
    4. Practice stopping and holding ground (S and H respectively). You can press H to hold ground and you won't automatically do any commands (such as going to autoattack).
    5. Don't autoattack. Autoattacking creeps makes it that much harder to last hit and it pushes the lane.

    Quote Originally Posted by Ballzer View Post
    And talking about harassing: I get harassed to death most of the time when I'm playing a melee hero and I'm facing a ranged hero. How to avoid getting harrassed to death when playing a melee hero?
    Stay a bit behind your creep wave and only run forward to last hit a creep on the side of their wave (don't necessarily try to last hit the creep that's in the middle of the wave because your hero will have to run all the way around, giving the enemy an extra few last hits).

    also try dragging creeps behind towers it helps you sometimes getting atleast a few.
    Yes, this is a good time to get last hits if you are having trouble. You can pull neutral creeps to your creep wave to make them attack each other, making the enemy creep wave continue past your tower. I'm sure you could find a guide on this somewhere on these forums as this is a slightly more advanced tactic.

    and one more thing ive had great success lately when i realised running around constantly helps me alot with the harrasing.
    This is true - it's harder to click on a moving target.


    EDIT: Oh yea, I also neglected to mention that you should never start out with Marchers and in most cases never start out with a Bottle. 4x Minor Totems gives +4 damage which helps for last hitting. If you're a hero like Succubus or Wretched Hag (Int) you should get a +3 INT necklace or two as they give you +3 damage. Same thing goes for STR and AGI heroes - Crushing Claws or Duck Boots provide +3 damage for their respective hero types.
    Last edited by BDMlol; 04-14-2010 at 09:56 AM.

  8. #28
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    Quote Originally Posted by BDMlol View Post
    I didn't read all of the responses in this thread but I'll try to help you anyways.

    1. If you're a melee hero with mediocre base damage to start (Chronos, Scout, Blacksmith, the list goes on), get a Logger's Hatchet. It costs 225g and it will earn you more than that easily (maybe 8 or so last hits?). The Logger's Hatchet increases your damage vs creeps. These aren't worth it on ranged heroes 99% of the time however.
    2. Practice timing. Watch the rate at which the creep's health drops and try to time that out accordingly. It's easier to last hit with melee because melee heroes don't have a projectile that takes time traveling. Also note that different heroes have different animation lengths and certain heroes are easy to last hit on where others are harder. Heroes like Corrupted Disciple, Demented Shaman, and Engineer have it pretty easy last hitting because of their attack animation in my opinion.
    3. Have a good lane partner. A lane partner that is good at harassing makes last hitting so much easier.
    4. Practice stopping and holding ground (S and H respectively). You can press H to hold ground and you won't automatically do any commands (such as going to autoattack).
    5. Don't autoattack. Autoattacking creeps makes it that much harder to last hit and it pushes the lane.


    Stay a bit behind your creep wave and only run forward to last hit a creep on the side of their wave (don't necessarily try to last hit the creep that's in the middle of the wave because your hero will have to run all the way around, giving the enemy an extra few last hits).


    Yes, this is a good time to get last hits if you are having trouble. You can pull neutral creeps to your creep wave to make them attack each other, making the enemy creep wave continue past your tower. I'm sure you could find a guide on this somewhere on these forums as this is a slightly more advanced tactic.


    This is true - it's harder to click on a moving target.


    EDIT: Oh yea, I also neglected to mention that you should never start out with Marchers and in most cases never start out with a Bottle. 4x Minor Totems gives +4 damage which helps for last hitting. If you're a hero like Succubus or Wretched Hag (Int) you should get a +3 INT necklace or two as they give you +3 damage. Same thing goes for STR and AGI heroes - Crushing Claws or Duck Boots provide +3 damage for their respective hero types.
    Reading my last post would have saved you from the effort.

    Once again: I'm not a noob, I know what items to get first, I don't autoattack and I use hold and I know that Logger's is a must most of the time (ya rly).

  9. #29
    Quote Originally Posted by Corsten View Post
    It's pretty much about timing and knowing how much damage you can do. Getting hatchet/stats also helps (which is why boots and bottle first is usually a bad idea).

    There's also some tricks you can use in order to last hit around your outermost tower:

    - Ranged creeps die in 3 hits to the outermost tower, even after two hits, you won't be able to last hit the creep (unless you're doing a lot of damage). So what you should do is hit the creep once, then let the tower hit the creep twice, then you can last hit the creep.
    - Seige Engines die in 4, but the 3rd hit leaves the engine with very little health, which you can last hit easily.
    - I haven't really noticed many patterns with the melee creeps, but feel free to add on anything that you've noticed.
    I think melee creeps can take 5 tower hits before they're in deniable range. Pretty simple. The 5th hit will leave them at really low health iirc.

  10. #30
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    It took me about 150-200 games before I could lasthit properly, and I've played dota for about 2 years.

  11. #31
    While you are last hitting/denying I would advice against using the hold command. The reason? If you stay still you become a very easy target for any AOE spell that would normally be much more difficult to set up without ganking from the fog, or being chain stunned.

    Moving before your attack animation completes is the same thing as using the "stop" or "hold" command to stop an attack in progress. In other words, just use the move command.

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