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bang bang Aug 1, 2014 @ 4:16am
what does offlane means?!
i am new to the game and i dont understand what is offlane can someone explain to me please?
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Showing 1-15 of 25 comments
mrtz Aug 1, 2014 @ 4:18am 
Its your hardlane (top on radiant and bot on dire).
Offlaners are heroes that doing well in off (usually solo)
typical offlaners: wr/ds/clock/tide(especially vs melle heroes)/centaur
Last edited by mrtz; Aug 1, 2014 @ 4:18am
Off lane:

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 mid lane = creep encounter in middle of the map (if no one blocking).
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

https://www.youtube.com/playlist?list=PLDdv1UhKaheYX_f-7GYbx5uKjF8SheYnP
Wasted_46 Aug 1, 2014 @ 4:50am 
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.
Lil Pump #1 Fan Aug 1, 2014 @ 4:54am 
bounty you forgot bounty
funn1k is mad
Last edited by Lil Pump #1 Fan; Aug 1, 2014 @ 4:54am
Originally posted by CC.W45T3D:
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.
Last edited by All noobs in DotA 2; Aug 1, 2014 @ 4:56am
路过
Lil Pump #1 Fan Aug 1, 2014 @ 4:57am 
Originally posted by LEEKING2005:
Originally posted by CC.W45T3D:
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.
so we have a dual lane
Wasted_46 Aug 1, 2014 @ 5:23am 
Originally posted by LEEKING2005:
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.
Yea I wanted to mention (but forgot) that on low levels this doesnt really concern you since most lanes are 2-1-2 anyways. Inexperienced player's trilanes are bad so you are better off with dual lanes anyways, and you can farm on a dual offlane just as good as on the safe lane, all depending on the heroes.

midorfeed: I didint forgot him, these are just a bunch of examples I play on the offlane, not a list of all the heroes viable on the offlane. I dont play offlane BH anyways.
Put me in your avoid list (Banned) Aug 1, 2014 @ 5:25am 
It is also know as suicide lane
Dio Aug 1, 2014 @ 5:28am 
Originally posted by CC.W45T3D:
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.
to much text bruh
Multidevil Aug 1, 2014 @ 5:30am 
try to simplify i cant understand
Wasted_46 Aug 1, 2014 @ 5:38am 
Originally posted by Multidevil:
try to simplify i cant understand
- offlane: top for radiant, bottom for dire
- safe lane: bottom for radiant, top for dire
- offlane is dangerous to play there compared to the safelane
- lot of times you find only 1 hero on the offlane
- that hero needs to be hard to kill
- if you play with beginners then this doesnt really matter
- do a dual lane both top and bottom.
Last edited by Wasted_46; Aug 1, 2014 @ 5:38am
robo Aug 1, 2014 @ 5:48am 
Originally posted by Tyga:
i am new to the game and i dont understand what is offlane can someone explain to me please?


Radiant top, Dire bottom. Ideal solo lanes.

As easy as.. googlin' it yourself.
Last edited by robo; Aug 1, 2014 @ 5:48am
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Dota 2 > General Discussions > Topic Details
Date Posted: Aug 1, 2014 @ 4:16am
Posts: 25