The short version
- 1Stack for heroes who can clear them fast — a stack nobody takes is worth nothing.
- 2Pull when the wave is too far forward, or to keep XP the enemy needs away from them.
- 3Every minute in lane, decide: zone, pull or stack — never just stand there.
01Stacking for Whom
Stacks pay off most for heroes who clear many creeps at once: carries with area skills, midlaners with nukes, or heroes with summons.
- Tell the team where the stacks are and how many.
- Stack camps close to the lane or to the carry's usual route.
- Midlaners can use stacks near mid when their lane is quiet.
A stack nobody takes just wastes a support's minute.
Coach's tips
- Ask your carry first: "want stacks?" — not every hero can clear them.
- Two stacks that get cleared beat five that don't.
- Stack the ancient camp for heroes already strong enough to clear it.
02Pulls That Change the Lane
A pull isn't just about neutral XP. A well-timed pull:
- Sends the enemy wave walking to your tower — their offlaner has to step into danger.
- Starves the enemy of XP: your wave dies in the jungle, so the enemy laners get no XP from it.
- Double pull: drag the wave into the small camp, then on into the next one so your wave dies completely — harder, bigger effect.
The enemy can block a camp with a ward in its spawn box. If a camp didn't spawn, bring a Sentry.
Coach's tips
- Pulls hurt most when the enemy offlaner is racing to level 6.
- Don't pull while your carry needs those creeps to last hit.
- Practise double-pull timings in Demo Hero before trying them in ranked.
03A Support's Minute in Lane
Every early minute, a support has a few options. A common order:
- Start of the minute: zone the enemy offlaner and help your carry last hit.
- Toward the :50s: stack the nearest camp.
- When the next wave passes: pull if the lane is too far forward.
The exact order doesn't matter. What matters is having a plan for every minute — not just standing behind your carry.
Coach's tips
- A support who stays in the jungle too long leaves the carry alone.
- Tell your carry before leaving to stack or pull.
- Zoning the enemy is worth as much as a stack in the early minutes.
What's your call?
Decide what you'd do, then open the answer.
The safe-lane wave keeps pushing into the enemy tower and your carry has nearly died twice. What do you do as the support?Show the answer
Pull the small camp so the enemy wave arrives first and the lane moves back toward your tower.
Your carry is Anti-Mage at minute 8 and the lane is safe. You have a free minute.Show the answer
Stack the nearby large camp and tell him. One stack cleared right away is a burst of gold.
Try it next game
In the first 10 minutes, note your decision each minute: zone, stack or pull. Aim for no empty minutes.


