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#1 | |
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S2 Staff Member
Join Date: Jul 2009
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Basic Laning Guide
This is the first in a series of generalized guides on playing a full game of HoN:
Laning Ganking Pushing and Teamfighting Laning refers to the beginning stage of the game in which heroes enter the 3 lanes and gain gold and XP through killing creeps and occasionally each other. This is a vital time, as your team's performance during the laning stage sets the conditions for the ganks, fights, and pushes to come. Information presented will be in a color gradient according to level of difficulty: Easy Intermediate Advanced. Quote:
Your starting item selection can both work for or against you. In general,if you are a new player, you should aim for survivability. Always grab regeneration. It's not uncommon even at higher levels for players to spend a few hundred gold on Runes of Blight.Creep Blocking Not to be confused with neutral blocking. Creep blocking is a maneuver to delay a creep wave from arriving in battle. This provides you with an advantage--the battle will begin closer to your tower. In middle, this can provide a huge advantage if you time it such that the battle occurs largely on high ground, and your opponent has a 30% chance to miss! To creep block, maneuver in front of a creep wave and move slowly in front of it, dancing back and forth and occasionally hitting stop. This will delay its arrival.Last-hitting Last-hitting is the most basic maneuver of laning. It's how you will be making the majority of your income as well as the most effective way to keep your opponent behind in gold and XP. To perform a last-hit, time your attack such that you kill the low-HP creep in one blow. Attempting to do it in multiple hits leaves the creep open to being killed by another player.Denying Denying will deprive opponents of XP. By doing this, you can create a difference in levels, giving you a huge early advantage. You can only deny creeps that are less than 50% HP. Towers can be denied once they're less than 135 HP. To deny an allied creep, last-hit it. If you are presented with both the opportunity to last-hit an enemy creep and to deny your own, deny your own if the opponent is a carry, and last-hit the enemy creep if he is not. An effective way to deny is to first harass an enemy hero, forcing him to move back, then go for the deny.Harassment Harassing a hero, depending on your role, can be the primary or secondary role in laning. If you have an orb-walker, or nuker, it is your primary. If you are a late-game carry, allow your lanemate to harass. To effectively harass, you should minimize damage to yourself. Spells and orb/arrow effects will not draw creep aggro. Use them to put pressure on your opponent.Checking Runes Runes spawn either top or bottom river every 2 minutes. If you have a Bottle, you can store the rune for later use. It will also recharge your Bottle. A more in-depth analysis of runes can be found here. If you lane mid, you can check rune every time you are in the river. Just by walking northwards, you can see if the rune is there. If it's not there, alert your team, then go see if it's bottom.Staying Alive If you find yourself in a difficult lane, your utmost priority is to stay alive. Stay outside of attack and spell range, but stay within XP range. If you see that your XP meter isn't increasing with each creep death, try to move closer. If they continue to play aggressively, tower hug until the creeps come close.Neutral Pulling The Legion bottom lane and Hellbourne top lane can neutral-pull. Pulling neutral creeps will allow for easy neutral-farming, and will often deny your own creeps outside of enemy XP range. To perform a neutral pull, walk close to or attack the outermost neutral camp to draw aggro. Time it so that when your run, you will run straight into your own advancing creep wave. Allow the neutrals to attack you right as your creep wave walks by, and it will draw their aggro.Static Farming Static farming is a defensive method of gaining XP and gold. It relies on the player having strong last-hitting in order to maintain a static position between the two clashing creep waves. Preferably, this position is close to an allied tower, providing for easy escape and defense. On the other hand, if you do not static farm, the wave will inevitably push out, making you vulnerable to ganks. To static-farm, only attack enemy creeps you can last-hit. However, if there are no enemy heroes near, you should attack allied creeps the second they are vulnerable to denial until they are dead. Do not worry about getting the deny here.Clash Management Clash management is an overarching term that refers to controlling the position at which allied and enemy creep waves collide. You can alter clash position by entering creep range, then right-clicking (issuing an attack order) on an enemy hero. This will force enemy creep aggro onto you. Now move back--they will follow you for a short bit before re-engaging allied creeps. You have now moved the creeps closer to you. When to Single-Target Nuke Single-target nukes tend to be costly in terms of mana, as they tend to be found on non-INT heroes. However, they can be very useful in preventing denies, though they should be used sparingly. You can use a single-target nuke to prevent a deny, or to kill a creep you can't get with your normal attack. When to AoE Nuke Damage spells, especially AoE nukes, should be used with caution and only under the correct circumstances. Understanding how your spell works is paramount to using it correctly. AoE nuking (ie, Defiler's Wave of Death) of creeps should generally be avoided, as it pushes the lane. You should only AoE nuke to avoid a deny or to get a last-hit you'll miss with your normal attack. When AoE nuking, position yourself and your nuke such that it will not only hit the targeted creeps, but will hit your enemy too. This way, you get the most out of it. Map Awareness Most players, understandably, only pay attention to the one or two heroes they're fighting in their lane. Most players are also understandably upset when a third hero comes out of nowhere and kills them. Don't be that guy who dies--or that guy who gets blamed for not calling the lane. Always call your lane. If you don't see a hero, type "bot mia/top mia/mid mia" right away. If they reappear in 2 seconds, type "nm".Hope it helps! Last edited by Nome; 08-15-2009 at 11:04 PM. |
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#2 |
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Join Date: May 2009
Location: Norway
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Muchas gracias, reading now!
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#3 |
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Join Date: Jul 2009
Location: Athens, Greece
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Pretty sweet! Good job mate.
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#4 |
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Join Date: Jul 2009
Location: RPT, OR
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The problem is that noobs are wont to just play and never look on the forums, except to post their own QQ threads.
You might also want to add that Runes respawn every 2 minutes and the exact time that you should pull creeps at. i think it's somewhere around 21-22 seconds or 51-52 seconds idk.. i've only bothered to pull a few times and i just eyeballed it. it's a little harder in HoN because if the neuts aren't actively attacking you than your creeps won't aggro to them. |
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#5 | |
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S2 Staff Member
Join Date: Jul 2009
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Quote:
TBH, grabbing two creeps per wave is the best way to go, because they will most likely die. |
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#6 |
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Join Date: Jul 2009
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This really helped me alot!
Thanks |
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#7 |
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Join Date: May 2009
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Nicely done, laning is something that took a while to figure out.
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#8 |
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Join Date: Jul 2009
Location: Toronto, Canada
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Great tips, the neutral creep pulling part particularly helped me.
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#9 |
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Join Date: Jul 2009
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Please forgive my ignorance, I'm rather a noob. I'm reading yourNeutral Pulling advice, and I'm not fully understanding how to employ it effectively.
Keeping in mind my lack of skill and knowledge, meaning I'm in an EM game, should I try to use this tactic, or will it leave our squishier towers (I read normal mode towers are more powerful) open to be worked on, which could lead to giving the other team an early tower kill. Should I have a tank lane partner with some health regen sit in front of the tower and tank the mobs, so that the tower will kill them in good time, without taking damage, and he can get full exp, and regain his hp over time? And at what point should I pull the mobs (in terms of overall game play, not at 0:22 seconds. Level 1, level 4, when i have xxx hp, etc)? Assuming it's going to be the southmost group for sentinals, they're pretty leveled. Don't i risk being killed by them alone, let alone a gank? And speaking of ganking, I assume that's the point of the wards? You see buddy pulling adds, and double team him in the middle of his two towers, while he's being worked on by the adds? I appreciate any insight people can give to better myself, and make this game more enjoyable/competitive
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#10 |
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Join Date: Jun 2009
Location: Toronto, Canada
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Thanks for the guide!
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A clan for people with manners ([LC] The Legion Civilized) [Vadi UI Mod]: better buff/debuff indicators (w/ time) all mods are 0.1.51 compatible can you code? honkit ![]() |
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#11 |
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S2 Staff Member
Join Date: Jul 2009
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Added information on starting items, creep blocking, and checking runes.
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#12 |
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Join Date: Jul 2009
Location: Oulu
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Some good notes:
Ring of teacher will give armor aura to your creeps and your creeps will own enemy creeps so they will push harder -> disadvantage. So click ring once so the aura is only for heroes. How to push down tower: First of all 2v2 line tower pushing is very risky. But if you get enemy heroes killed or force to leave the lane there are several good ways to push tower fast. 1. Use aoe spells on creeps 2. Set ring of teacher on 3. kill creeps as soon as possible (not just last hitting) After getting to enemy tower you should tower dive and a) tank & destroy next creep wave b) lure enemy creeps to neutrals This way your creeps wont change target from tower to enemy creeps Also getting help from 3rd ally is advised. The best tower pushers: - Defiler (aoe skill + ulti can attack tower) - Axe (tower dive and finish creeps very fast with your passive) - Jereziah (one heal + cleave attack finishes a wave) - Swiftblade (Bladefurry) - Pubbles (aoe skills, toss will do dmg to tower)
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![]() Last edited by Jake; 07-17-2009 at 01:16 PM. |
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#13 |
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Join Date: Jul 2009
Location: Sweden
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Speaking of stacking camps, in HoN it's silly. You barely have to move outside their spawning area as compared to DotA where you have to kite them a long way to get new spawns. You simply just pull them outside the spawn while still having full vision and range to the camp and you still get a new camp.
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#14 |
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Join Date: Jul 2009
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I like this guide a lot!
What is meant by "The Legion's Bottom/The Hellbourne's Top" lanes are defensive towers? |
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#15 |
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Join Date: Jun 2009
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You should add think of strong lanes before the match to be more effective
Ex. Glacies-Swiftblade prob best lane in the game |
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#16 | |
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Join Date: Jun 2009
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Quote:
the creeps meet at the middle point of the map the top hellbourne tower is closer to the creeps and the legion bottom tower is closer to the creeps when you creep block your own creeps in these lanes, you can potentially force the fight to be at your tower making it impossible for the other time to last hit or deny. then you can creep pull in these lanes to keep it like that practically the entire time. it's possible, not common |
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#17 |
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Join Date: Jul 2009
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nice...
all that things are wellknown from dota, but some notes are ... nice!... Author, gj =) |
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#18 |
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Join Date: Jul 2009
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Nice guide! Excelent way to describe several situation in a game and posible solutions.
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#19 |
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Join Date: Jul 2009
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Very nice guide. Big help for new people like me.
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#20 |
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Join Date: Jul 2009
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Much thanks for this guide. It helps a boat load for those that didn't have much DoTA time.
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