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Dota 2 · Laning · Lane control

Dota 2 Laning Guide (2026): Equilibrium, Creep Aggro, Pulls, Stacks

How to win a Dota 2 lane on patch 7.41f: creep equilibrium and where the wave should sit, creep aggro, blocking, pulling and stacking, the runes and shrines of the first ten minutes, and a plan for each lane.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • Creep aggro: 500 search radius
  • Lanes meet nearer the offlane (7.41)
  • Stack at about x:53–x:55
  • Level 2 at 240 XP
Laning · Lane control · patch 7.41f

Win the lane by owning where it meets.

Every 30 seconds two waves walk at each other. Where they clash decides who farms safely, who walks into danger and who gets the experience. Pick a state to see the wave move.

YOUR T1 ENEMY T1 RIVER FROZEN EQUILIBRIUM PUSHED PULL CAMP
FrozenJust outside your tower's range. You farm safely, they walk far to reach you.Hold it with denies and by not hitting the wave
EquilibriumWaves trade evenly near the meeting point. Fair for both sides; whoever controls the next wave tips it.Since 7.41 the meeting point sits nearer the offlane
PushedYour wave hits their tower. Good when you want to leave the lane, bad when you're still farming it.Use it before a rune, a rotation or a recall

Schematic, not to scale. The 7.41 meeting-point change is from Valve's patch notes of 24 March 2026; lane states are the players' terms, explained in our own words.

The laning phase decides more Dota 2 games than any single fight. A won lane means items on time, levels before the first skirmishes and a map that's open to your rotations; a lost one means your team plays the first twenty minutes from behind. Winning it isn't about kills. It's about the wave: where the creeps meet, who's standing safely near them and who isn't. This guide covers equilibrium and the three lane states, creep aggro, the opening creep block, pulling and stacking, the runes and shrines of the first ten minutes, the level-2 and level-6 timings, and a plan for each of the three lanes on patch 7.41f.

Short answer: keep the creep clash at equilibrium or slightly toward your own tower, so you farm safely and the enemy has to walk up. Move it with creep aggro (attacking an enemy hero turns enemy creeps within a 500 search radius on you, per Liquipedia), with denies and with pulls from your small camp. Stack camps at about x:53–x:55. Patch 7.41 moved the meeting point toward the offlane and changed early creep speed until 7:30, so older lane timings are a little off.
Key takeaways
  • The wave is the lane: where it meets matters more than trading hits with the enemy hero.
  • Creep aggro moves the wave: one attack order on an enemy hero can pull it a few steps your way.
  • Pulls reset a pushed lane; they also deny the enemy experience from that wave.
  • Stack around x:53–x:55 so the spawn box is empty at the minute mark.
  • Runes run on a clock: bounty runes every 4 minutes since 7.38, power runes from 6:00 (community).
  • Level 2 is 240 XP (Dota 2 Wiki), roughly one full wave for a hero alone in lane.

Equilibrium and the 7.41 meeting point

When nobody touches the creeps, the two waves meet, fight and push each other back and forth until they reach a stable point: equilibrium. Each lane has a natural meeting point, and patch 7.41 shifted it. Valve "adjusted the meeting point of the lane creeps toward the offlane": offlane creeps are now slightly slowed for a couple of seconds after leaving base and safe-lane creeps slightly accelerated, and both effects stop at 7:30. The tier 1 safe-lane towers also moved slightly away from their pull camps and from where the creeps meet.

In practice that means the safe lane meets a bit further from its own tower than before, and the offlane a bit closer to its own. The offlaner gets a slightly safer first minutes; the safe-lane pair needs to work a little harder to pull the wave back. Every lane-control tool below exists to move that clash where you want it.

Wave near your tower

  • You farm under protection; ganks have to walk past your tower.
  • The enemy core must stand far forward to farm.
  • Risk: tower shots take some last hits off you.

Wave near their tower

  • Your tower is safe and you can take theirs with pressure.
  • You stand far forward, open to ganks from the river and jungle.
  • Fine when you're leaving the lane anyway.

Creep aggro: pulling the wave without a camp

Lane creeps attack the closest target, but they switch to an enemy hero who attacks one of their allied heroes. Liquipedia lists a 500 search radius, a chase of about 2.3 seconds and a 3-second cooldown during which creeps ignore enemy heroes. That gives you a lever:

  1. Draw: give an attack order on the enemy hero (you can cancel it before the hit lands) while their creeps are near.
  2. Walk back: step toward your tower; the enemy creeps follow you for a moment, so the clash moves your way.
  3. Release: once they've followed a few steps, stop; after the chase they go back to the nearest target, now closer to your tower.

It's the simplest way to keep a wave from drifting into the enemy tower, and it costs nothing but a moment. The flip side: hitting the enemy hero when their wave is next to you draws the same aggro on you, so harass from where their creeps can't reach.

The opening creep block

The first wave leaves base at 0:00. Walking in front of your creeps along their path slows them, so they meet the enemy wave closer to your tower. Mids and safe-lane cores often block the first wave for that reason. BoostPirate's advice: block by stepping slightly ahead of the front creep and stopping in its path, then moving on before it walks around you; a good block saves a few seconds of walking and is worth practising in a lobby. Patch 7.41's speed changes mean an offlane block now starts with slower creeps, so a hard block there can leave the lane very close to your own tower.

Push, hold or freeze

Every decision in lane comes down to which of the three states in the drawing above you want right now:

Freeze

Keep the clash just outside your tower range. Last hit only at the last moment, deny your own creeps, and draw aggro when the wave drifts. Best when you're ahead, or when your hero farms well and theirs needs the lane.

Hold

Keep the wave near the meeting point: take last hits and denies at the same rhythm as the enemy. The default when the lane is even and nobody is going anywhere.

Push

Kill your wave's opponents fast so your creeps reach their tower. Do it before a power rune at 6:00, a rotation, a recall or when the enemy has gone missing and you want to be away from the wave.

Pulling: resetting a lane from the jungle

A pull means hitting a neutral camp near your lane and walking it into the path of your own incoming lane creeps. Your creeps fight the neutrals instead of walking to the clash, so the enemy wave pushes toward your tower, where it's safer for you, and the creeps that die in the jungle give the enemy no experience at all. Supports pull; cores benefit.

Pull when

  • The lane is pushed toward the enemy and you want it back.
  • Your core is about to lose a wave to the enemy's pressure.
  • The enemy offlaner is on a big level lead: a pull steals a wave of experience.

Skip it when

  • The lane is already near your tower; a pull would let it crash into it.
  • The enemy support is waiting in the camp's trees.
  • The camp is blocked by an enemy ward and won't spawn.

Pull timing depends on the camp's distance and on when your wave walks past. BoostPirate's rule of thumb: hit the camp when your lane creeps are a few seconds from the spot where the neutrals will cross their path (for most small camps that's around the quarter past or quarter to of the minute), then walk straight to the lane. The exact second varies by camp and side, and 7.41 moved several pull camps and trees, so test your camp in a lobby before relying on it. A double pull adds the next camp's creeps (or a second set from a stack) to slow your wave even longer.

Stacking from the lane

A camp spawns new creeps at the minute mark only if its spawn box is empty. Stacking uses that: hit the camp at about x:53 to x:55 and lead the creeps out of the box so it's empty at x:00 (Liquipedia), and a second set spawns next to the first. No hero, creep or ward may be inside the box. A support who stacks the big camp behind the safe lane two or three times gives the carry a pile of gold for after the lane. The community wikis add that the stacker gets 30% of what an ally earns from those creeps and that stacked creeps pay the killer 15% less, so stacking is good for both of you. More on routes in our farming patterns guide.

Runes, shrines and the first ten minutes

The lane isn't only creeps. A string of timed events pulls players away from it, and knowing the clock lets you push your wave before each one:

  1. Creeps and bounty runesFirst wave leaves base; bounty runes spawn (then every 4 min since 7.38)
  2. Neutral campsCamps spawn, then respawn every minute if the box is empty
  3. Water runesRiver rune spots: 40 HP and 80 mana (community)
  4. Bounty + waterSecond bounty set and the last water runes
  5. Power runesFirst power rune, then one every 2 min (community)
  6. Shrines of WisdomFirst activation; 200 XP, then 500, 800 … (7.41)
  7. Creep upgradeLane creeps upgrade; the 7.41 lane-speed tweak ends
  8. Bounty + powerThird bounty set, second power rune

Bounty runes spawn at 0:00 and every 4 minutes since patch 7.38, with gold that grows with the game clock (7.40 made it depend on when the rune spawned, not when it's picked up). Shrines of Wisdom replaced Wisdom runes in 7.38 and activate every 7 minutes; a hero has to stand within 300 units for 3 seconds, and patch 7.41 changed the payout to 200 experience for the first activation and 300 more for each one after (200, 500, 800 …). Both Shrines and Lotus Pools now run their countdown backwards if an enemy hero steps in. Water runes (2:00 and 4:00) and Power runes (from 6:00, every 2 minutes) are the Dota 2 Wiki's figures.

The first ten minutes of a Dota 2 lane on patch 7.41f: 0:00 creeps leave base and bounty runes spawn, every 4 minutes after; 1:00 neutral camps spawn and respawn every minute; 2:00 and 4:00 water runes; 6:00 first power rune then every 2 minutes; 7:00 Shrines of Wisdom activate for 200 experience then 500 and 800; 7:30 lane creeps upgrade and the 7.41 lane-speed tweak ends; plus the three lane states: frozen, equilibrium and pushed, and the stack window at x:53 to x:55
Push before the clock calls you away. Valve's 7.38, 7.40 and 7.41 notes; water and power rune times from the Dota 2 Wiki (community).Graphic: BoostPirate

Level 2 and level 6

The Dota 2 Wiki lists 240 experience for level 2 and 2,440 in total for level 6. A base wave is three melee creeps (57 XP each) and a ranged creep (69): exactly 240. A mid alone in lane who soaks the whole first wave hits level 2 as its last creep dies; in a two-against-two lane the same experience is split, so level 2 comes during the second wave, and denies decide who gets there first. The first hero with two spells usually wins the first trade, so watch the enemy's level as closely as your own.

Level 6 is the ultimate, and the moment many lanes turn into kills. Before you hit it, ask what the enemy's level 6 does to you: a lane that was safe at level 5 can be deadly a wave later.

A plan for each lane

Safe lane · pos 1 + 5

  • Juggernaut portraitJuggernaut
  • Crystal Maiden portraitCrystal Maiden

The carry farms; the support protects, pulls and harasses. Aim to freeze near your tower, pull when the wave drifts and stack the big camp. Since 7.41 your creeps meet slightly further out, so the first pulls matter more.

Mid · pos 2

  • Shadow Fiend portraitShadow Fiend
  • Lina portraitLina

One against one. Block the first wave, take level 2 first, control the runes at 6:00 and 8:00 and push your wave before you leave to rotate, so you don't lose a wave of farm to the tower.

Offlane · pos 3 + 4

  • Tidehunter portraitTidehunter
  • Lion portraitLion

Survive and take experience; make the enemy carry's lane uncomfortable. The 7.41 creep slowdown keeps your wave nearer your tower early, and the Lotus Pool moved slightly closer to your tower. Contest pulls and block their camp with a ward.

Valve's official render of Tidehunter, the hulking green sea creature with a toothy grin, holding a giant anchor against a dark teal glow
Tidehunter, a durable offlaner. An offlaner's lane goal is levels and survival, not last hits; a hero who can stand in the wave takes the experience the enemy hoped to deny. Image: Valve

When the lane is over

There's no bell. The laning phase ends when one of these happens, and the side that sees it first gains a step:

  • A tier 1 tower falls: the lane has nowhere to freeze; move on to the next tower or the jungle.
  • The cores have their first big item: farming a contested lane costs more than it pays.
  • 7:30 arrives: lane creeps upgrade and the 7.41 speed tweak stops, so the waves behave differently from here.
  • Rotations start: once a smoke or a gank has hit one lane, the others have to react.

After that, the game is about farming patterns, vision and the first big objectives, covered in our Roshan and Tormentor guide.

Laning mistakes that lose games

Avoid

  • Auto-attacking the wave so it crashes into their tower while you still want to farm.
  • Harassing the enemy hero next to their creeps, so the whole wave hits you.
  • Leaving lane for a rune without pushing the wave first.
  • Forgetting the enemy's level 6 timing.

Do

  • Decide the state you want (freeze, hold or push) before each wave.
  • Use creep aggro and denies to keep the clash where you want it.
  • Pull and stack at the minute marks; check the clock every wave.
  • Count levels: yours and theirs.

Last hits are the other half of a lane; our last-hitting guide covers them, and positions explained covers who stands in which lane. The full list of 7.41 changes is in our patch 7.41 guide.

Losing lanes and not sure why? An Immortal coach can go through your lane replays wave by wave in a 1-on-1 coaching session ($14.90 an hour today): where the clash sat, which pull you missed and when the lane was lost.
Sources
  • Valve, Dota 2: patch 7.41 (24 March 2026: meeting point toward the offlane, early creep speeds until 7:30, tier 1 towers moved, pull camps and trees, Shrine XP 200 / 500 / 800, reversing countdowns, Lotus Pools) · 7.40 (15 December 2025: bounty rune gold by spawn time) · 7.38 (bounty runes every 4 minutes, Shrines of Wisdom, 300 units for 3 s) · patch list (7.41f, 15 September 2026, newest on 8 November 2026)
  • Community, read 8 November 2026: Liquipedia Lane Creeps (waves, creep XP, aggro 500 / 2.3 s / 3 s) · Stacking (x:53–x:55, spawn box) · Dota 2 Wiki Experience (240 and 2,440 XP) · Neutral creeps (stack credit 30 %, −15 %) · Runes (water and power runes)
  • Lane states, creep block, pull rule of thumb and lane plans: BoostPirate's own advice. Checked 8 November 2026.
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FAQ

Common questions

What is lane equilibrium in Dota 2?
Equilibrium is the spot where the two creep waves meet and trade evenly, so the lane stays put. Keeping the wave there, or slightly towards your own tower, makes you safer and forces the enemy to walk up to farm.
How does creep aggro work in Dota 2?
Attacking an enemy hero, or ordering an attack on one, makes nearby enemy lane creeps switch to you. Liquipedia lists a 500 search radius, a chase of about 2.3 seconds and a 3-second cooldown, which is why a quick right-click on an enemy hero can pull the wave a few steps towards you.
What changed in the laning phase in patch 7.41?
Valve moved the creep meeting point toward the offlane, slowed offlane creeps and sped up safe-lane creeps for a couple of seconds after they leave base until 7:30, and moved the tier 1 safe-lane towers slightly away from the pull camps and meeting point.
When should I stack or pull in the laning phase?
Stack by aggroing a camp around x:53 to x:55 so the spawn box is empty at the minute mark (Liquipedia). Pull when your lane is pushed against you: dragging a neutral camp into your own wave makes your creeps die off and resets the lane toward your tower. Exact timings vary by camp, so test them in a lobby.
When do runes spawn in the Dota 2 laning phase?
Bounty runes spawn at 0:00 and then every 4 minutes since patch 7.38. The Dota 2 Wiki lists Water runes at 2:00 and 4:00 and Power runes from 6:00, every 2 minutes, and Shrines of Wisdom activate every 7 minutes.

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