Creep pulling, you pull the neutral camps down into the normal lanes so that your allied spawned creeps will attack them, you can then use them to level up via the neutral points instead of the normal creeps in the lane.
I haven't tried in HoN yet, but basically, in DotA you would aggro the creeps at exactly 15 seconds or 45 seconds and pull them to the lane directly below the neutral camp.
Top lane on scourge is insanely easy, never even bothered to notice the actual time on the clock when I did it.
I've seent his happen a few times and always assumed that someone was jungling and then decided to come and defend the lane half way through a fight in the jungle. I didn't know they were creep pulling.
Hmmm... So does anyone know if this works well in HoN or is it something that works mostly in dota?
So far, if it works well in DotA, it works well in HoN.
It works fine in HoN, though I've found the neutrals to be a little stronger than in DotA - if you're gone from the lane for awhile and no creeps seem to be coming, a decent player will guess thats what you're up to and gank you.
Creeppulling seems to be very bugged. I pull the neutrals right next to our creeps but our creeps just keep walking forward. Its a lot harder than in dota and i think the pull has to happen so that the neutral creeps walk in front of your creeps. I tried like 4 times and after that i decided not to try anymore since i just wasted my own exp & gold trying it. Note that in dota i can succeed 110%.
It's a good idea, don't over value a tower, the truth is, especially when you have a carry in your team, the closer the enemy creeps are to your base the better.
You will often hear people in the future telling you not to cross the river. So you may lose 1000 gold in tower value to your enemy, but the value your carry may recieve should well outway it.
Plus, those neuts only spawn every 2 mins, opposed to normal creeps that spawn every 30 seconds, so even though your tower will get damaged, you wont lose it in the first few minutes of the game... Unless your opponent is pushing, in which case you would lose it early anyways.
It's also easy enough for the hero left in the lane to aggro the creeps and pull them back to the next creep wave minimizing damage to the tower.
Sounds like the right time to do is when the creeps are getting too close to the enemy tower. You then pull your next wave of creeps into the jungle which forces the enemy line forward, you get some xp... etc.
I'll try this later.
does anyone know at what time stamp the first neutral creeps appear? I've never actually checked that.
You missed some important parts as don't pull on a solo lane, don't pull if it means leaving a weakened ally alone, and you don't have to "walk into them", you just have to pull them, at night this means attack, at day if you're range this means attack, and if you're melee just walk close enough and walk away again. You can do this with taking 0 enemy damage.
/edit: your "very important let yourself hit blabla" isn't important at all, if you pull good your creeps will run into the pulled neutrals.
yeah it is. In hon it is extremely difficult to time the correct point of impact where your creep hit the neutral creep head on. If you however let them hit you once, your creeps will automatically aggro the neutrals no matter where they are as long as they are within range.