In DotA, you can avoid the aggro of the creeps by single-casing attack-based skills, e.g. Blades of Wisdom from Silencer or Frost Arrows from Drow. Can you still do that in DotA 2?
Dota – Can you still use single-attacks in dota 2 to avoid creeps
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From the Dota 2 wiki:
Experience in DotA 2 is given by a unit on the enemy team that dies.
- Experience is equally shared by all allied heroes in a 1500 range.
- Hero kills outside of 1500 range will give experience to the killer. (I.e. Sniper's Assassinate, Invoker's Sun Strike, Zeus' Thundergod's Wrath or any summoned unit - Lone Druid's Spirit Bear, Nature Prophet's Treants, Broodmother's Spiderling and Spiderite)
- Denying an allied Hero does not grant experience to the enemy.
- Denying lane creeps grants 25% of their usual experience to both the enemy and the ally.
- Denying a player-controlled unit does not grant experience to the enemy or the ally.
- Neutrals killing lane creeps is considered the same as the enemy creeps killing them—it's not a deny, and gives full XP. You must deny the creep yourself to deny its XP.
- Neutral creep deaths grant experience to any nearby hero, regardless of the team that gets the last hit.
- Heroes take their share of experience even after level 25, even though they cannot use it.
- Observer Wards grant 100 experience when killed
- Ancients and Roshan acts as Neutral creeps with shared experience to all heroes within 1500 radius
- Bounty Rune grants experience to the hero that activates the rune (25 base exp + 7 exp/min)
- Hand of Midas active ability grants 185% of the transmuted creep's experience bounty to the hero that activates the item
- Tome of Knowledge active ability grants 500 exp to the hero that activates the item plus an additional 135 exp for each tome used by the team.
Countering Bloodseeker is a matter of winning the first few levels before he can get his Bottle. The typical Bloodseeker build is QB+Stout Shield+Healing Salve. Assuming you're a ranged hero, trade as much damage as you can as soon as possible. If he ignores you and goes for last hits, you can pound him harder than he regenerates. After you've done this twice, he's out of regen and too low on health to come to the creep wave. If you're a melee hero, you'll have a bit harder of a time because you'll take a lot of creep damage doing this, but the same concept applies.
If you let him get an early Bottle or Boots or a few extra levels and extra points in Blood Bath, winning the lane becomes significantly harder. Instead, you need to take whatever damage he and the creeps deal to you and harass him for all it's worth, as you can be safe in the knowledge that he has no surprise spells to pull on you (other than a 120 damage DoT which just allows you to hit him harder).
Abuse creep aggro constantly. When the Bloodseeker goes in for last hits, draw the creep aggro on purpose by right clicking him and then backing off. This will cause his creeps to harass you and your creeps to chase those creeps. You can then drop the aggro, step in front of the wave, and deal extra harass damage if he goes for the last hit, or simply mess with his timing and then deny the creep. If he tries to trade with you, just micro well and this is exactly what you want because you have adequate regen where he's relying on a single Salve to last him until his Bottle. As a melee hero, Bloodseeker needs to have a health buffer to go for last hits, because you can kite him as he tries to run out of range and hit him 4-5 times if necessary.
If you're a melee hero, it's a bit different. You have to be equally aggressive in trading harass but you also have to expend mana (if you're a melee hero without a nuke you probably shouldn't be mid in the first place) to force him off the wave. This is actually usually really easy.
Bloodseeker is a very weak hero: his only strength is his Silence which can be useful against heroes that rely on mobility spells. In order to counter him, all you have to do is carry a TP Scroll. If he uses his ultimate on you and there's no tower close by to retreat to, you just TP away. He can't stop you, and has wasted a lot of time and effort ganking that he can't afford to as a carry.
Alternatively, you can just dual lane mid and he automatically loses the lane badly, usually even if an ally comes to make it a 2v2. Specific heroes can also beat Bloodseeker 1v1 without any real effort in solo mid simply because they're much stronger heroes or have strong slows to force him off the creep wave:
- Venomancer
- Viper
- Ancient Apparition
- Tiny
- Sand King (Level E)
- Templar Assassin
- Luna
- Stormspirit
- Lich
- Warlock
- Night Stalker
- Batrider
I'd link to a couple of replays but I literally haven't seen a Bloodseeker in weeks because the hero is just terrible once people learn to always carry TP's.
EDIT: I finally came across a Bloodseeker!
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Best Answer
I think the term you are looking for here is orb-walking. Just like in the original DotA, orb-walking in DotA 2 does not draw the aggro of creeps when you attack enemy heroes.
In the original DotA these kinds of skills were referred to as orb effects. In DotA 2, they are called Unique Attack Modifiers. It is called orb walking because people harass/kill enemy heroes with these skills by cancelling the full animation of the attack by moving, making it easier to land several hits in succession.
Like Decency mentions, you will draw the aggro of creeps if these skills are toggled to auto-cast. Note that not all unique attack modifiers are toggled skills (such as Anti-Mage's passive Mana Break) so you will draw aggro if you right click a hero near creeps in such cases.