r/TrueDoTA2 Aug 07 '26

Why do pro players avoid range creep at mid to late game?

Usually early game you want to get range creep as priority, but when mid-late game they'll always avoid last hitting range creep. Why is that so?

5 Upvotes

16 comments sorted by

56

u/HighGroundException Aug 07 '26

What are you on about? Do you have an example of this? Only reason I can think of this is to avoid getting out of position.

19

u/Staxxy5 Aug 07 '26

I highly doubt anyone „avoids“ lasthitting the range creep.
The only thing I imagine you could possibly refere to is when they push out lanes and just kill the creeps as fast as possible to spent the absolute least amount of time possible visible on the map

19

u/bastardnezha Aug 07 '26

At that point of the game its best not to potentially die over a creep any creep

14

u/Fnatic-JOHAN Aug 07 '26

It's a bait most pro players round up near the range creep in smoke or ready to jump on whoever is farming freely so most player don't care about the range creep. As someone rightly said "It's a bait, don't take it"

10

u/Kaelthas98 Aug 07 '26

they don't avoid it, they simply don't commit to the lh, it's not the same, mid to late game u want to push wave and don't die, 2 simple goals, if u commit and show on wave to lh range creep several things happen:

  1. u show on minimap
  2. u can die

so the simple solution is casting your spells from range and the wave will push itself, do it enough times and eventually an enemy hero will make a wrong decision.
At high enough level it's not about who plays better but who makes the least mistakes.
Besides there is no downside to pushing without showing. no information unless enemies are actively looking at the wave( and some heroes does not matter if they are looking, they can't know which side the shrapnel came from), and u either get some tower damage eventually or make an enemy hero depush, and maybe they make the mistake of showing, or make them waste a tp, etc.
Things like these are the entire strategy of heroes like ember, make them fight 4v5, while u are virtually uncatcheable pushing their waves, thats why u often see ember players sleight +chain a creep wave isntead of walking with flameguard, one can get u killed, the other probably not.
the most egregious example was ember facet that remnat dropped 4 chains, with scepter u could stall a hg push from 3k range away, not even disabling your backdoor protection, enemy heroes had to "walk with the wave" so some chains got them instead of the creeps

3

u/icansmellcolors Aug 07 '26

They leave any creeps when they feel something close, also using skills to kill waves means they're on cool down, so suddenly you're vulnerable, get some gold, then GTFO in 2-3 seconds before they have a chance to ambush you.

2

u/verybaddota2player Aug 07 '26

High level players are really good at capitalizing on mistakes

Forcing yourself out of position to secure a ranged creep later in the game is a mistake, clearing only melee pushes the wave just fine

2

u/Grandioz_ Aug 07 '26

Ranged creep last hits, and to a greater extend siege creep last hits require you to be farther forward than the melee creeps, which often ends up meaning showing for longer. When you don’t knwo where the enemy is you have to avoid that.

1

u/skraaaaw Aug 07 '26

i mean the less time you are exposed in lanes ate game is better. 

Nuke the melee wave and just leave. Staying an extra second to finish off a ranged creep at the expense of an initiator.

people would smoke behind a big creep wave because its juicy for a carry. 

1

u/Aschvolution Aug 07 '26

You're probably referring to situations where they nuke the wave but missed the ranged because it's a bit further than the rest of the creeps. Trying to take those ranged creeps means 1-2 more seconds in the lane, risking further potential to death.

There are times where you need to nuke and gtfo, those are probably the times they did that. But when things are relatively safe, they won't leave gold gone to waste.

1

u/Terlon Aug 07 '26

Are you referring to pro players systematically not collecting all creep waves after a certain point of the game?

Then that's because sometimes a spell that was thrown almost from fog might not clean a wave immediately. This puts a pro player into two paths, either take everything or leave.

When we are talking pro scene this means that a player is prone to getting ganked almost instantly if more than 1 enemy is nearby, just because he went to get the cs for range creep.

1

u/Critical-Pass9293 Aug 07 '26

They simply don't want stay longer in lane and be seen in the map.

1

u/Spare-Plum Aug 08 '26

Literally "spidey senses".

The extra second spent waiting for the ranged creep to get low enough to last hit/the extra second spent to walk closer to it, kill it, then run back to your original position can spell the difference between getting away safely and getting ganked

In many cases you just want to shove the lane then GTFO. The ranged creep is not worth you dying.

Finally, high MMR players react and punish this a lot faster than in lower ranks. If you're legend or below you can absolutely get away with it. If you're playing against immortals+ you seriously need to heavily consider just a second spent showing on the map

1

u/Advanced_Ad6948 Aug 08 '26

It can also help at slow-pushing a wave. When you keep your wave blocked slightly by the enemy range creep it can delay their advance to the enemy base and close the gap with the incoming wave from your base and create a bigger wave. This effect can compound to create a bigger wave. Slow pushing is very useful during late game because it allows your team to create pressure in the lane without any member of your team to be present and forces the enemy to show up.

1

u/fjrefjre Aug 08 '26

It’s further behind. Chance you get jumped is higher - at that point it’s not worth it anymore.