Laning in Dota 2 is a delicate process that’s balanced by your hero and item choices. The other major determining factors are rune spawns and enemies. Runes and enemies provide random components which will keep you on your toes while you’re fighting to dominate the lane. What are you fighting for, you ask? Every precious creep score that tilts the game in your favor. Last hitting an opponent’s creep awards you with gold and assurance that you’ll recieve 100% of the experience that can be rewarded. If you deny one of your own creeps the enemies will not gain any gold. And, ranged heroes get 18 experience per denied creep; melee heroes are consolidated with twice that amount. Ranged and melee creeps normally grant 41 and 62 experience, respectively.
Manipulating the creep flow is one way to ensure your creep score is maximized while simultaneously minimizing the enemies efforts. One of the most popular methods for achieving an equilibrium is to only attack creeps with a last hit. There’s also an alternative approach for denying your enemies by pulling allied creeps into the neutral creeps. If the enemies don’t pick up on this they’ll lose more experience than traditional denying because they won’t be in range. To decide how you should be controlling the lane you’ll need map awareness.
Wards eliminate most surprises. This maintains a safe laning environment as long as the enemies don’t counter-ward. Along with well placed wards you’ll need to practice watching the mini-map. Proper warding will reveal rune spawns and advancing enemies. With this information you’ll be able to determine the best course of action to take in lane.
When you aren’t creeping you should try killing the enemy to create an advantage. Even if you can’t successfully kill the opponent you can at least send them back to base or zone them out of the resource gaining perimeter. If you’re able to get a kill the foe will be punished with gold and time loss. After this happens you have to choose if you want to push the lane or continue farming.
Pushing a tower is an immediate reward that can develop into a risk. Towers naturally conserve the creep equilibrium, so, I think it’s best to keep towers up if you want to reduce the dangers of farming. For example, if you push down a tower you’re giving the enemy more space to safely farm. And, if you want to farm that lane the creep line will probably be in enemy territory. This can be counteracted by sustaining aggressive pushes on all sides of the map. Or, you can wait to push when your team has a commanding lead.