Deny

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[edit] Description

Denying is the process of last-hitting allied creeps to prevent enemy heroes from gaining the experience and gold bounties from the creeps deaths. It is also possible to deny buildings in the same way.

  • Allied creeps cannot be attacked (for purposes of denying) until they have less than 50% hp.
  • The deny of a creep will give 67%/N experience to all enemy melee heros in 1000 AoE and 33%/N experience to all ranged heroes in 1000, where N = the number of opponent heroes in the area.
  • Allied buildings cannot be attacked (for purposes of denying) until they have less than 10% hp.
  • If you attempt to deny an undeniable target, you will receive the message: "Target is invulnerable".
  • The denial of a tower reduces the amount of gold for every opponent hero to 50% and prevents a Hero gaining the extra high tower bounty.

[edit] Technique

To deny a creep or tower, simply issue the attack command ("A" by default) when the creep or tower is deniable. Remember, to successfully deny a creep or a tower you have to make sure that you get the last hit. Denying is a skill that takes time to pick up, but here are some important things to keep in mind:

  • Observe the rate at which your creeps are losing health and make sure you account for this when you go to deny.
  • Timing is key. Consider your projectile speed if you are a ranged hero and account for it if you intend to deny a creep. If you are missing denies because of your projectile travel time, consider getting closer to your creeps so your projectile will hit sooner.
  • If you don't deal much damage, it can be quite hard to deny early game. Consider getting a Logger's Hatchet to help you deny. The item is inevitably cost effective as it will also help you last-hit enemy creeps, earning you money.
  • Sometimes, it's important for you to focus on denies while your lane partner last-hits the enemy creeps. This is especially applicable in a situation where you are playing support and your lane partner is a carry.
  • Denying catapults should take priority over creeps as they give more gold and xp to the enemy.
  • There are times when it can be counter-productive to deny creeps or catapults. For instance, if you intend to push a lane an extra creep means at least one extra shot fired from the tower.

[edit] See Also

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