Farming Refer to killing creeps (AKA minions -AKA soldiers -AKA morons- AKA small little useless pieces of sh-t that walking around) for gold and EXP. Laning The purpose of laning is to get experience from enemy creeps dying, and gold from getting creep last hits. With the experience you gain levels and with the gold you gain better items. Generally if all things are equal (picks, skill, etc.), whichever team has a level and gold advantage will win the game if they continue the trend. If you play right (perfect teamwork) against another perfect teamwork team, the little things matter. Last-Hitting Last-hitting is a technique where you (or a creep under your control) get the 'last hit' (finish something at low health with a "killing blow") on a neutral creep, enemy lane creep, or enemy Hero. Creeps are your 'safest' bet on using last hits to gain a good chunk of gold. This is the primary source of gold in Mobas. It is always desirable to get a last hit on a creep, although when laning with a carry as a support do not take any last hits, instead, let the carry get them. Supports should focus on harassing enemy Heroes. Depending on your role in your team you should focus on different things. Carries should focus most of their attention on getting last hits. Supports should focus on harassing enemy Heroes so that their carries can last hit without being harassed. Do not throw away the last hitting entirely as a support, because there are some last hits which are impossible for a carry to get (for example, the creep is being killed faster than a carry could possibly get in the attack range). Auto-attacking Auto-attacking refers to the usually less desirable technique of simply letting your Hero attack at will. Because this decreases your chances of getting last hits, especially if your damage per second is low, and it pushes the lane forward, this is not beneficial. In the late game, however, Heroes often do enough damage per second to simply auto-attack and last hit. Auto-attacking can be useful in any case if you wish to push a lane forwards, since it kills enemy creeps faster. This is especially useful for killing towers. In the early game, however, pushing towards an enemy tower is considered dangerous, as it leaves you far from your own towers and makes it much easier for enemies to gank you. "Pwning" Heroes also give gold when you kill them. Everyone who did damage to an enemy Hero within 15 seconds of their death gets an assist. If you were the Hero who delivered the last hit you will get the kill and the bonus gold for it. If your tower or one of your team's creeps gets the last hit on an enemy Hero, the gold is given to the Hero who land the blow before the hit of the tower. If only one Hero hit the enemy before your tower or creep killed them, that Hero gets the credit (and the gold) for the kill. Creeps Blocking Creep Blocking is a tactic accomplished by physically blocking your creeps' path with your hero so they take longer to reach the middle of the lane. Since your creeps move more slowly, they will meet closer to your tower, making it safer for you to farm, and more risky for the enemy. Aggro Creeps Aggro Creeps is the object of "pulling" enemy creeps at you so you can farm easier on lanes and get less harassment (see below) from enemies. To execute this, select a enemy hero, land a hit then run away. The creeps will believe that you are trying to hurt it hero and will come to attack you as the consequence. Pushing Pushing is the act of damaging enemy creeps through auto-attacks or through abilities. Pushing is used to move the creep waves towards the enemy tower, or simply away from the allied towers. Late-game, pushing is used to move creep waves towards the enemy base to win the game. Heroes who can push well and independently are as they are able to slaughter tons of creeps the same time; as he summons a minion who can help pushing; as they can fortify allies creep waves and as they can deal massive damage to tower easily. Ganking Ganking is used to gain an overall experience and gold advantage. Successful ganks can significantly slow down an enemy carry's farm, help a teammate recover a difficult lane, and provide a time window to push down a tower or to kill Bosses. To gain an early advantage, active ganking and pushing are essentially mandatory. Additionally, ganking is often the easiest way to kill heroes when the other team has a large advantage in the late game. Ganking also serves as a counter to enemies trying to push because they must move deep into your territory, where they are often isolated and have little vision. Most ganking Heroes are fast-moving and acting; they also have the ability to either slow or stun their enemies, making it easy to set up kills for their allies: . Initiating Initiating is the capability of Heroes to cripple a group of enemies before a clash to gain an upper hand. The concept of initiating is central to success at the mid-and late game phase of any game of Moba, and mainly deals with the art of starting a team fight in such a way that your team already is advantaged when the fight begins. In a team without heroes well suited to this task, each team fight could become a messy affair, or your team runs the risk of always getting attacked first. For example, a good skills for this is Harassing Harassing is the process of damaging enemy Heroes during the laning phase to keep them from farming, to gain lane dominance or to drop their HP to prepare for a kill. Strong harassment can force the enemy to play extremely defensive, repeatedly return to their base, and miss out on experience and last hits. The most basic form of harassment is simply damaging the enemy Hero with auto attacks. This is most easily accomplished if your hero is a ranged one (with a greater range allowing for a greater degree of harassment) while the enemy Hero or Heroes are melee or have low range. Directly attacking an enemy Hero will draw creep aggro, which means that nearby enemy creeps will attack you. This can be partly prevented by right-clicking the ground to move into attack range, performing an attack and immediately retreating to avoid being damaged by creeps. Most damaging spells can be used for harassment purposes. Especially suited are slowing abilities like because they allow the user to perform some additional attacks on a retreating enemy, as well as spammable abilities with a low mana cost such as .Also, experienced players usually integrate this technique into their farming: A well-placed AoE ability such as can get a last hit on a creep while simultaneously damaging an opponent. Jungling Jungling is when a player concentrates on killing Neutral Creeps during the game, usually for additional Gold or Experience. It refers to the Forests or Jungles between the lanes on either side where Neutral Creeps commonly spawn. Neutral Creeps will spawn in camps in the jungles starting at 30 seconds into the game, and will respawn every minute of the game, assuming the camp has been cleared. To clear a camp, it must have no units inside it, including Creeps, Heroes and/or wards. Creeps can be lured out of a camp, but will return after a period of time. Jungling allows a Hero to earn Experience and Gold without being threatened by enemy Heroes, or having to split Experience gain with Allies. Additionally, Jungling makes last hitting significantly easier, and has greater returns in general compared to Laning. However, a Jungling Hero cannot be in lane, meaning that it effectively forces a team to have an additional solo lane. More solo lanes has its own advantages, but also leaves another Hero vulnerable, especially because the enemy team doesn't need to sacrifice as much to put pressure on them. Jungling is also difficult for newer players, and requires plenty of practice to work. The signature Jungling hero of the game is . Lane Freezing Freezing a lane is when the opponent's creeps are pushing towards you but you do not let them move forward. You stand there at the bridge telling them "YOU SHALL NOT PASS!", and they just hit you for a while as you wait for your own minions. Freezing lanes is an important skill for controlling your lane, also forces your opponent overextend to farm and get experience. Snowballing Use Rock Fist's ultimate and roll to them. You will be like "They saw me rolling, They hating...". Kidding. Snowballs are situations that gain momentum over the course of time. For instance, you keep getting kills and keep getting stronger, like a snowball roll down from the pick, as it gather the snow, it will keep getting bigger (Lol meaning?). There also so-called "Snowball items" (League of Lesbians? Again? F-ck it, I want to Doto! F-ck you ELO! F-ck you, you awful piece of crap!) which gain you power over time (). The best heroes for this are . Warding The action of putting down [img=62X63]http://image.noelshack.com/fichiers/2013/47/1384996320-image.jpg[/img] and [img=62X63]http://image.noelshack.com/fichiers/2013/47/1384996328-image.jpg[/img]. This maybe is a not popular technique in random PVP but I desperately recommend you to know about it since it is the best and the least risky way to gain map awareness, as specially needed as a support. This will protect from ganks and give you vision in important areas such as Dragon's and Big-Bad-Boss's Cave, since with the buff can help your enemies comeback and throw the game. A hero can be used to learn about this is - Everyone's favorite WARD B-TCH! Kitting (AKA Hit-And-Run) A phase emerged from MMORPG (WOW memories flashback...), this means hit a mob and run away then return and hit it again. A very useful maneuver which can be used both for offensive and defensive purposes, this is a technique should be studied. Kitting heroes are mostly ranged heroes and have a slow spell, which can slow down enemies while blowing several additional hits. Legends of kitting are . Proxy Farming Proxying is when you farm behind the enemy turret.This will force your opponent into a state where his tower will constantly be pushed and he has to decide whether he kills you or the minions. This is a really good technique for keeping your opponent in your lane, and also for attracting attention from the enemy jungler who will (most likely) gank you. Back-dooring Backdooring (also BDing or BD) is the commonly used term for a strategy whereupon one or more heroes will attack the enemy team's structures such as tower, barracks, or the Base without the support of their friendly minion wave. In other words, sneaking into the enemy base without having pushed the lane first. The most capable heroes for this are Fighters. Their high DPS and attack speed can really wreck structure easily. Tower Diving The art of the tower-dive is a noble one. Exposing yourself to mortal danger in the hope of gaining a little gold and experience -- it's like sleeping with Lindsay Lohan. Tower diving is the process of running under one of the opponents' towers to try and kill an enemy on low health before they get away. It's one of the situations where new players, and even some experienced players, die because they don't understand the risks involved. When tower-diving, the odds are stacked massively against you for three reasons. The first is that you're taking a lot more damage than normal from the magical projectiles being fired at you. The second is that towers have 'true sight', meaning they can see through any invisibility skills. The third is that there's a big stack of enemy creeps heading your way, with none of your own creeps to distract them. More often than not, you'll end up dead even if you're able the grab the kill. However, there are also situations that were justified to tower dive. The key is weighing up the risks against the rewards.