Dota 2 bh offlane
Dota 2 bh offlane
The shortest lane for each of the sides (Radiant top, Dire bot). Also known as “hardlane” due to the creep wave being further from your tower.
In DotA 1 m >top lane = creep encounter close to top tower and bottom lane creep encounter close to bottom tower.
The lane that the creep encounter position are further from their own tower is called offlane.
But since now a day creep always encounter in middle if no one blocking, so the side lane who near the neutral forest is the offlane for opposite team.
i recommend looking at a few vids on youtube too, these guys are pretty good despite them being older video’s. so if anything confuses you, try these guys
Lemme tell you a bit of the offlane (I play as my team’s offlaner)
The offlane (radiant: top, dire: bottom), also called the hardlane or the suicidelane. The reason is that due to the creep line and the position of the jungle, it is much harder to farm on compared to the safe lane.
The map looks like a square at first glance, but actually two of its sides are longer and due to that, creeps meet assymetrically. On the top lane, creeps meet closer to the dire T1 tower, next to the dire jungle. On bottom, this is reverse. Creeps meet near the radiant T1, so if dire wants to be in the vincinity of them, he has to go near the enemy jungle.
This makes the offlaner susceptible to ganking as enemy can appear from the jungle undetected. Also, in case of any conflict, the offlaner is farther from their tower than the enemy is. That means both retreating and TPsupport is harder compared to the opponents.
The offlaner will also face 3 heroes usually, one of them will try to zone the offlaner out of XP range while the other one pulls jungle creeps to maintain a creep line close to their tower.
For those reasons, teams usually abandon the offlane (well, regarding farming purposes anyways) and send a lonely hero who needs a couple of levels only to be active on the map. The offlaner is also hard to kill. After gaining a couple levels (which can be hard in itself, seeing that the enemy will try to zone the offlaner out) the offlaner can start roaming around the map, or the teammates can come to the lane and exploiting the level difference, (the offlaner will be LVL6 while the enemy heroes will be level 2-4) they can turn it into a push.
Good offlaner heroes are those who are hard to kill and they also can exploit level difference very well. A few offlaner heroes I play:
– Timbersaw (hard to kill, his peak time is when he hits 6 by far)
– Bristleback (hard to kill, 6->damage machine, can rush down on the enemy LVL3-4s)
– Mirana (good escape, 6->global invis very good)
– Centaur (hard to kill, 6->global steroids, very good)
– Clockwerk (hard to kill, can harass from a distance, 6->great roamer)
– Nyx (hard to kill, 6-> great roamer)
– Windrunner (good escape, can harass from a distance, can roam from LVL4-5)
– Tidehunter (hard to kill, 6-> insane teamfight)
– Magnus (okay escape, can harass the safelane, 6->insane teamfight)
etc.
Lemme tell you a bit of the offlane (I play as my team’s offlaner)
The offlane (radiant: top, dire: bottom), also called the hardlane or the suicidelane. The reason is that due to the creep line and the position of the jungle, it is much harder to farm on compared to the safe lane.
The map looks like a square at first glance, but actually two of its sides are longer and due to that, creeps meet assymetrically. On the top lane, creeps meet closer to the dire T1 tower, next to the dire jungle. On bottom, this is reverse. Creeps meet near the radiant T1, so if dire wants to be in the vincinity of them, he has to go near the enemy jungle.
This makes the offlaner susceptible to ganking as enemy can appear from the jungle undetected. Also, in case of any conflict, the offlaner is farther from their tower than the enemy is. That means both retreating and TPsupport is harder compared to the opponents.
The offlaner will also face 3 heroes usually, one of them will try to zone the offlaner out of XP range while the other one pulls jungle creeps to maintain a creep line close to their tower.
For those reasons, teams usually abandon the offlane (well, regarding farming purposes anyways) and send a lonely hero who needs a couple of levels only to be active on the map. The offlaner is also hard to kill. After gaining a couple levels (which can be hard in itself, seeing that the enemy will try to zone the offlaner out) the offlaner can start roaming around the map, or the teammates can come to the lane and exploiting the level difference, (the offlaner will be LVL6 while the enemy heroes will be level 2-4) they can turn it into a push.
Good offlaner heroes are those who are hard to kill and they also can exploit level difference very well. A few offlaner heroes I play:
– Timbersaw (hard to kill, his peak time is when he hits 6 by far)
– Bristleback (hard to kill, 6->damage machine, can rush down on the enemy LVL3-4s)
– Mirana (good escape, 6->global invis very good)
– Centaur (hard to kill, 6->global steroids, very good)
– Clockwerk (hard to kill, can harass from a distance, 6->great roamer)
– Nyx (hard to kill, 6-> great roamer)
– Windrunner (good escape, can harass from a distance, can roam from LVL4-5)
– Tidehunter (hard to kill, 6-> insane teamfight)
– Magnus (okay escape, can harass the safelane, 6->insane teamfight)
etc.
I didn’t recommend trilane strategy at all, it can be counter easily. Also i think now the creep all meet in middle between tower after some patch.

