In Dota 2, each position has a distinct short-term objective.
Every core in Dota 2 requires a farm, regardless of their game-specific goals. The ultimate objective of the game is to accumulate enough money and XP to successfully push high ground.
Since stacking neutrals was nerfed in Dota 2's last pre-TI patch, the meta has taken a newfound interest in strong laners.
To maintain good momentum with a powerful laser, it's critical to get a farm advantage right on. Gold and XP advantages in lanes, of course, are contingent on safe passage to the creep wave.
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The basic safe lane pull
The pull camps, which are tiny neutral camps near the safe lane tier-1 towers, are the most frequent type of pull. The goal of a safe lane pull is to reduce the gap between the creep equilibrium and the tower.
In Dota 2, a complete creep wave may destroy a small camp in approximately 10 seconds, giving the enemy creep wave time to get closer to the safe lane tower.
It is also feasible to link a pull and stack a neighboring hard camp on the current map of Dota 2 patch 7.30c by chopping specific trees.
Denying a whole creep wave
There are two methods to fully deny a safe lane wave, i.e. have it destroyed by neutrals.
Before pulling the creeps, you may stack the tiny pull camp. Once pulled, a Dota 2 double-stacked tiny camp can destroy three whole creep waves.
Another option is to lure the creep wave into the tiny camp, then assault the adjacent medium camp before entering the small camp. The medium camp creeps should assault the player soon as the last tiny camp creep dies. If timed properly, the allied lane creeps will be redirected to assault the medium camp.
In Dota 2, denying the whole wave may result in a huge XP advantage if the safe lane receives all of the opponent's XP. The tower's rapid killing of the opposing creep wave also acts as a reset of the natural creep wave balance.
This is tough to do in practice. Both versions of this pull are likely to elicit a response from the opposing lanes, who will subsequently rush in to fight the pull.
Pulling into the safe lane may sometimes cause the creeps to be delayed long enough for the opposing creep wave to pass under the tower and be destroyed before the pulled wave returns to the lane. In the following wave, this will produce a double wave, pushing the equilibrium even farther away from the safe lane.
To prevent this catastrophe, it's always preferable to do a half-pull, which is mechanically one of Dota 2's most difficult tactics. It demands you to timing your pull and position yourself near the creep wave in such a manner that the aggro range only derails two of the four-lane creeps.
Alternate things you can do if you don’t have a good lane at all:
Staying Alive
As previously said, your main objective is to get as many final strikes as possible while avoiding death. As a carry, the latter is particularly important. Being dead, after all, means you can't actively earn money, which is terrible for carrying heroes. Don't be too hungry for final hits, and keep your placement in mind. This allows your opponents to easily penalize you early on. Concentrate on remaining alive while obtaining as much as possible.
Your supporters should be able to annoy and deter your opponents from troubling you excessively. If they haven't already, politely request that they "pull" the neutral creep camp nearest to your tower. If done correctly, the following friendly creep wave will be forced to go towards the jungle rather than the lane.
Restraint
The creep equilibrium controls almost 90 percent of lane location. You'll be able to farm more aggressively if the creep wave is closer to your side of the map. This is because your opponents will be more likely to dispute final hits or even try for kills on you. You'll have the safety net of your tower to fall back on, making farming more enjoyable overall.
For these reasons, we highly advise against auto-attacking creeps until you are prepared to deliver the last blow. Attacking creeps mindlessly all the time causes them to die quicker, shifting the balance away from your side. It also makes it more difficult to land final hits in the first place, which necessitates a certain amount of time.
On your way to the jungle
The jungle is there if the lane goes south, especially if you die a few times or are unable to score last hits. It's sometimes preferable to just leave the lane and harvest neutral creeps in the jungle. If your lane opponents wish to punish you, they'll have to leave the lane and miss out on their own final hits.
Of course, there are a few drawbacks to starting this early. To begin with, not all carry heroes are suitable for early jungle farming. In the early game, neutral creeps are much more powerful than heroes, thus farming the jungle may be risky. Second, compared to lane creeps, jungle creeps yield less gold on average. This will significantly slow down your farm, but it is much preferable to dying over and over again.
Otherwise, you may seek to switch positions with your offline as the last option. Although this is the least desirable situation, it is always preferable to getting nothing out of being obstinate in the safe lane.