The short version
- 1Hit the enemy hero when he steps up to last hit — he has to choose between trading back and taking the creep.
- 2Manage HP with regen and the courier; walking back to base early costs you a wave or two.
- 3Losing a lane is normal. What matters is still getting XP and not dying.
01Trading: When to Hit the Hero
A trade is swapping damage with an enemy hero. A good trade is one where the enemy loses more:
- Hit him when he steps up to last hit — he has to choose between trading back and taking the creep.
- Hit him while his key spell is on cooldown.
- After hitting, step back to safety; don't stand inside the enemy creep wave.
Attacking an enemy hero makes nearby enemy creeps attack you. Trade away from their wave, or accept those extra hits as the price.
Coach's tips
- Ranged heroes usually win early trades against melee ones.
- Trades are cheapest when your support hits too.
- Don't trade when your HP is much lower — you'll be the one forced home.
02Managing HP & Regen
Lanes are often won by whoever has more HP when a kill chance appears:
- Use Tango and Healing Salve before your HP gets too low — a Healing Salve ends if an enemy hero attacks you.
- Send regen by courier instead of walking home. Going back early costs you the XP and gold of a wave or two.
- Magic Stick stores charges from enemy spells — save them for an emergency.
An enemy with low HP and no regen is the easiest gank target there is.
Coach's tips
- Use your Healing Salve behind your creeps, not in front of the enemy.
- Check the enemy's items — without regen he can't stay in lane long.
- Ping a low-HP enemy so your support or midlaner comes over.
03When You're Losing the Lane
Not every lane can be won. When the matchup is against you:
- Stand close enough to get XP, even without last hits.
- Take only the safe last hits, usually when the wave is near your tower.
- Ask your support for a pull or a rotation.
- If the lane is truly locked, move to the jungle or an empty lane — better than dying again and again.
Losing a lane without dying often evens out by minute 15. Losing it while dying three times doesn't.
Coach's tips
- XP matters more than a few missed last hits.
- Level 6 often changes the matchup — survive until then.
- Tell your team early when your lane needs help.
What's your call?
Decide what you'd do, then open the answer.
You're a ranged hero at full HP. The enemy offlaner (melee) steps up for a last hit. What do you do?Show the answer
Hit him once or twice as he steps up, then step back. He has to choose between trading back and taking the creep — both favour you.
You're at 40% HP at minute 4. No regen, and the enemy in your lane has a stun.Show the answer
Send a Healing Salve by courier and play behind the wave until it arrives. Walking home now costs you the XP and gold of a wave or two.
Try it next game
In the first 10 minutes, count how often you walk home for HP. Aim for zero — use regen and the courier.




