- Melee creep: 550 HP, 2 armour
- Deny below 50% health
- Denied creep: enemy gets 50% XP
- Quelling Blade: +8 vs creeps (melee)
The killing blow is the paycheck.
Only the hero who lands the last hit gets a creep's gold. Below half health it becomes yours to deny. Here is every lane creep drawn to scale, with the line where each one turns deniable.
Creep health, armour, gold and XP: Liquipedia's Lane Creeps page (community, read 8 November 2026); the deny line and the half-XP rule: Dota 2 Wiki. Gold ranges are the base values before the 7:30 upgrades.
Ask any coach what separates a Herald carry from an Ancient one and the answer usually starts with the number in the top-left corner of the screen: LH / DN, last hits and denies. Every creep you finish is gold in your pocket; every creep you deny is gold the enemy never sees and experience they only half get. Nothing else in Dota is as repeatable, as measurable or as quick to improve. This guide covers how a last hit works on patch 7.41f, what each creep is worth, the deny rules, why your hero's attack animation matters more than its damage, the maths behind a good score at ten minutes and a practice plan you can start tonight.
- Gold goes to the killer only; experience is shared by the enemy heroes nearby, so supports level without last hitting.
- Deny below 50%: a deny takes away all of the gold and half of the experience.
- The ranged creep matters most: it carries the most gold and XP of the base wave (50–56 gold, 69 XP).
- Animation beats damage: start the swing before the creep is low enough; the hit lands later than you click.
- Count your ceiling: a wave every 30 seconds is about 8 lane creeps a minute, so about 80 by 10:00.
- Practise on purpose: ten minutes a day in a lobby beats a hundred ranked games of guessing.
How a last hit works
Every lane creep has a gold bounty and an experience bounty. When it dies, the hero (or the hero's unit) that dealt the killing blow gets the gold. The experience doesn't need a last hit: enemy heroes within the experience range share it, which the Dota 2 Wiki puts at 1500 units. That split is the whole economy of a lane. Cores stand where they can take the killing blows; supports stand close enough to soak the experience and harass, but leave the creeps alone.
A creep killed by your tower, by your own creeps or by nobody in particular still gives experience to heroes in range, but the gold simply vanishes. That's why a lane where creeps die "on their own" is a lane where somebody is losing money, and why holding the wave away from your tower (covered in our laning guide) makes last hitting easier: tower shots ruin your timing.
Some heroes are built around last hits. Valve's own hero data for
Shadow Fiend describes his innate
Necromastery as stealing a soul from every unit he kills, with 1 bonus damage per soul, so every missed creep is damage he won't
have. Others get gold or damage from kills in their own way; the habit is the same for all of them.
What every creep is worth
The base wave is three melee creeps and one ranged creep, sent every 30 seconds from 0:00. Siege creeps (catapults) join every 10th wave, and Liquipedia lists the numbers below as base values; melee and ranged creeps upgrade every 7 minutes 30 seconds, and patch 7.40 made the melee creep's gold bounty rise by 1 with each upgrade. Patch 7.41 brought the first extra siege creep forward from 35:00 to 30:00 and added a second at 60:00.
Melee creep
- Health
- 550
- Armour
- 2
- Gold
- 32–38
- Experience
- 57
- Deny below
- 275 HP
Three in every wave; gold +1 every 7:30 upgrade (7.40)
Ranged creep
- Health
- 300
- Armour
- 0
- Gold
- 50–56
- Experience
- 69
- Deny below
- 150 HP
One in every wave; the most XP of the base wave
Siege creep
- Health
- 875
- Armour
- fortified
- Gold
- 66–80
- Experience
- 88
- Deny below
- 437 HP
Every 10th wave; a second one from 30:00 (7.41)
Flagbearer creep
- Experience
- 60 (7.41, was 57)
- Bounty radius
- 1500 (7.40)
When a player-controlled unit kills it, it always pays its bonus bounty, and that bonus counts as creep gold since 7.40. Last hit it yourself rather than letting creeps finish it.
Creep values: Liquipedia (community), read 8 November 2026; the in-game unit tooltip is the final word. Flagbearer values: Valve's 7.40 and 7.41 notes.
Two practical conclusions. First, the ranged creep is the priority: it's worth the most gold and experience of the base wave and, with 300 health and no armour, it drops fast, so it's the one players miss most. Second, siege creeps are slow to kill but pay the most; their 80% magic resistance (Liquipedia) means you take them with attacks, not spells.
Denying: the half of last hitting most players skip
When one of your own lane creeps drops below 50% health you can attack it; the Dota 2 Wiki lists the same 50% line for all non-hero units and 10% for towers. Finishing your creep is a deny. It does three things at once:
Halving experience is a big deal in the first minutes, when a level decides the trades. A ranged creep is worth 69 experience, so denying it leaves the enemy roughly 35. Deny two ranged creeps and an early level arrives a little later for them. Patch 7.41 also made creeps that are sacrificed by abilities count as denies, giving the enemy experience as a deny would.
Which comes first when a last hit and a deny are ready at the same moment? BoostPirate's rule: the enemy creep first if you're the farming core, because gold is the reason you're in the lane, and the deny if it's your ranged creep and the enemy core is standing right on it. Supports should deny freely; they lose nothing by it.
Deny when
- It's your ranged creep and the enemy core is waiting on it.
- You're a support and the last hits on the enemy wave belong to your carry.
- The lane is pushing towards the enemy and you want it back (fewer of your creeps alive).
Don't bother when
- A last hit on an enemy creep is ready at the same time and you're the core.
- Walking to the deny puts you in range of the enemy offlaner's spells.
- The creep is above half health: the attack order won't go through.
Attack animations and projectiles
The single biggest reason players miss last hits isn't damage. It's time. When you right-click, your hero plays an attack animation and the damage lands at a fixed point in it; ranged heroes then send a projectile that takes time to fly. Valve's hero data for Shadow Fiend, for example, lists a 1200 projectile speed and a 525 attack range: at full range the projectile is in the air for well under half a second, and the creep is losing health to the other creeps the whole time.
So the skill is predicting: start the swing when the creep will be low enough when your hit lands, not when it already is. Watch how fast the creep is losing health (how many enemy creeps are hitting it, and whether a ranged creep is about to shoot) and start earlier the faster it drops. Three techniques help:
- Attack-move cancel. Start the attack, and if you see the hit won't kill, press Stop (S) or move before the damage point. You lose nothing and you're ready to try again on the same creep.
- Hover and wait. Stand at attack range, the cursor already on the creep, and don't attack until the moment. Constant right-clicking makes you auto-attack early and push the lane.
- Use height and position. Stand where you can reach the whole wave without walking: every step you take is time your animation isn't using.
Damage, armour and Quelling Blade
Your hero's attack damage is a range (shown on the HUD), so even the perfect timing sometimes falls one point short. Armour matters too: melee creeps have 2 armour and ranged creeps none (Liquipedia), so your hit does a little less to the melee creeps than the number on your HUD. Learn your hero's real kill threshold on each creep type by watching the health bar: after a few dozen tries you'll know "about one-fifth of a melee creep's bar" by sight.
Quelling Blade is the classic fix. Valve's item data gives it, for 100 gold, +8 attack damage against non-hero units for melee heroes and +4 for ranged heroes, plus an active that cuts a tree (350 range, 4-second cooldown). Several blades don't stack. On a melee carry the bonus turns many coin-flip last hits into sure ones, which is why so many starting builds include it.
Spells can last hit too, and on some heroes a spell is the only safe way to take a contested ranged creep. But mana is a lane resource: spend a nuke on a last hit only when it also hits the enemy hero, or when the creep is the ranged one and you'd miss it otherwise.
The ten-minute maths
How many last hits are possible? A wave of four leaves each barracks every 30 seconds, so before the 15:00 extra melee creep a lane gets 8 creeps a minute, plus a siege creep every tenth wave. That gives the ceilings below. Nobody takes every creep (some die to towers, some to supports, some to the enemy), but the ceiling tells you how much you're leaving.
Our arithmetic from Liquipedia's wave rules: 2 waves a minute × (3 melee + 1 ranged), a siege creep every 10th wave, base bounties (melee ~35, ranged ~53, siege ~73 gold). Upgrades add a little after 7:30.
| By | Lane creeps | Siege |
|---|---|---|
| 5:00 | 40 | ~1 |
| 10:00 | 80 | ~2 |
| 15:00 | 120 | ~3 |
Use the number as a mirror, not a target. Valve doesn't publish what each medal averages, and the right score depends on your position: a safe-lane carry who takes 50 of the 80 by ten minutes is doing well in most games, a mid with a hard matchup may take fewer and still win the lane on levels. Check the last hits graph on your match's summary after every game and compare your 10-minute number with your own average, week by week.
Last hitting under pressure
A lobby is easy; a lane against two heroes who want you out of it is not. Three habits help the most:
- Pick your creeps. When you can't stand near the wave, give up the melee creeps in front and take the ranged creep at the back, the most valuable one, from the side.
- Pull the wave to you. A quick attack order on an enemy hero draws nearby enemy lane creeps toward you for a moment (creep aggro), so the fight between the waves moves closer to your tower. Our laning guide explains the timing.
- Take tower last hits properly. Under your tower, hit a melee creep once before the tower does, then finish it; for ranged creeps, let the tower hit first. The exact rhythm depends on your damage, so test it in a lobby.
If you're the support, your job is the opposite: make every last hit expensive for the enemy core. Stand where you threaten an attack as they walk up, deny your own creeps, and keep the enemy support busy so your core can farm alone. Our planned guides on the carry and the hard support cover the lane from both sides.
A practice plan that works
Here is BoostPirate's suggested routine. It takes ten to fifteen minutes a day, and the lobby number gives you an honest measure of progress. Create a private lobby with no bots from the Play menu, pick the hero you play most and go to your lane:
Last hits only. Count: take the number from the LH counter at 5:00. Repeat until it stops rising.
Same 5 minutes, now deny every creep you can without missing a last hit. Watch both numbers.
A melee hero, then a ranged one with a slow projectile. Your timing changes; learn both.
Ask a friend to harass you in the lobby, or play the first ten minutes of a bot game on hard.
Two rules make the routine work. Practise one hero at a time until it's automatic, and stop after fifteen minutes: tired practice builds bad habits. When your lobby number at 5:00 is close to the ceiling of 40, your problem in real games isn't mechanics any more; it's positioning, which is a laning question.
Shadow Fiend
Sniper
Anti-Mage
Juggernaut
Common last-hitting mistakes
What costs gold
- Right-clicking the wave constantly: you push the lane into the enemy tower.
- Walking in and out of range between waves instead of holding your position.
- Chasing denies while the enemy's ranged creep dies to your creeps.
- Using your nuke on a melee creep that you'd have taken with an attack.
- Ignoring the siege creep: it's slow to kill but pays the most.
What earns it
- Hover the cursor on the creep and attack at the right moment.
- Stop-cancel attacks that won't kill.
- Take the ranged creep first, the siege creep with attacks.
- Keep the wave near your tower so you farm and they walk.
- Check your 10-minute number after every game.
Last hitting is the foundation, not the whole house. The next steps are where the wave should be (laning guide), how to keep farming after the lane (farming patterns) and which position fits you (positions explained).
- Valve, Dota 2: patch list (7.41f of 15 September 2026 is the newest, read 8 November 2026) · patch 7.41 (24 March 2026: Flagbearer XP 60, siege creeps at 30:00 and 60:00, sacrificed creeps count as denies) · patch 7.40 (15 December 2025: melee bounty +1 per upgrade, Flagbearer bounty radius and bonus)
- Valve item and hero data, read 8 November 2026: Quelling Blade (100 gold, +8 / +4, 350 range, 4 s) · Shadow Fiend (Necromastery, 525 range, 1200 projectile speed)
- Community, read 8 November 2026: Liquipedia Lane Creeps (waves, creep health, armour, gold, XP, upgrades, siege magic resistance) · Dota 2 Wiki Denying (50 % / 10 % thresholds, half XP) · Experience (1500 range)
- Wave arithmetic, practice plan and the deny-or-last-hit rule: BoostPirate's own advice. Checked 8 November 2026.
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Common questions
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