Understanding Split Push
Split pushing, often called "ratting," is a strategic approach where you push lanes away from your team instead of grouping for teamfights. The goal is to create map pressure, force enemy rotations, and take objectives while your team defends or creates space elsewhere.
Core Concept
A successful split push trades your presence in teamfights for tower damage and map control. You're betting that the tower you take is worth more than the teamfight you're missing.
Benefits of Split Pushing
- Forces rotations: Enemy must send heroes to deal with you, weakening their push
- Creates space: Your team can farm safely while you draw attention
- Takes objectives: Towers and barracks while enemies are occupied
- Counters strong teamfight: Avoids enemies' superior 5v5 abilities
- Accelerates farm: Uncontested waves give gold and XP
When to Split Push
Split Push Conditions
| Situation | Why It Works |
|---|---|
| Enemy has strong teamfight (Black Hole, Ravage, RP) | Avoids their win condition |
| You have reliable escape mechanisms | Can push aggressively without dying |
| Your team can defend 4v5 | Creates net positive map trade |
| You're underfarmed compared to your role | Catch-up gold from waves and towers |
| Enemy is committing to a push | Trade towers or force TPs back |
| Enemy has slow rotations (no TPs, no global) | More time to damage towers before response |
When to Group Instead
Don't Split Push When:
- Your team has better teamfight: Use your advantage
- You're the primary damage dealer and team can't survive without you
- Enemy has fast catch (Spirit Breaker, Clockwerk, Storm Spirit): You'll just die
- High ground defense: All 5 heroes usually needed
- Roshan is contested: Critical team objective
- Enemy has no TP scrolls and grouped: You can wipe them
Best Split Push Heroes
Nature's Prophet
S-Tier Split Pusher
- Global Teleport (no cooldown with Aghanim's)
- Treants for pushing and tanking towers
- Wrath of Nature for cross-map wave clear
- Can escape with Shadow Blade or Blink
Key item: Aghanim's Scepter removes Teleportation cooldown
Anti-Mage
S-Tier Split Pusher
- Blink for reliable escape
- Fast farming accelerates item timings
- Manta Style illusions push waves
- Counterspell blocks single-target disables
Key timing: Battle Fury + Manta timing (18-22 min)
Ember Spirit
A-Tier Split Pusher
- Fire Remnant for escape (leave one at base/safe spot)
- Sleight of Fist clears waves instantly
- Can BoT to lane, push, remnant back
- Difficult to catch with Flame Guard active
Key combo: BoT in → push → Remnant out before enemies arrive
Lone Druid
A-Tier Split Pusher
- Spirit Bear deals massive tower damage
- Bear can continue pushing while hero escapes
- Savage Roar for escape
- Can safely push with Bear from distance
Key strategy: Send Bear to push, hero stays back near trees
Terrorblade
A-Tier Split Pusher
- Conjure Image creates strong illusions
- Metamorphosis illusions melt towers
- Sunder for survival if caught
- High armor makes him tanky vs towers
Key item: Manta Style for 3 illusions pushing together
Lycan
B-Tier Split Pusher
- Wolves and creep aura for fast pushing
- Shapeshift for escape (max movespeed)
- Howl buffs creeps and summons
- Can solo Roshan early
Key timing: Need Shapeshift off cooldown to push safely
Tinker
B-Tier Split Pusher
- Boots of Travel with Rearm = global presence
- March of the Machines clears waves
- Can push all 3 lanes rapidly
- Blink + Matrix for escape
Key playstyle: BoT to creeps, March, Rearm, BoT to next lane
Naga Siren
B-Tier Split Pusher
- Illusions can push multiple lanes
- Song of the Siren for escape
- Mirror Image + Manta = 5 illusions
- Heart makes illusions nearly unkillable
Key item: Radiance for AoE damage on illusions
Map Awareness While Splitting
The most critical skill for split pushing is map awareness. You must constantly watch the minimap and track enemy positions to know when it's safe to push aggressively and when to back off.
Key Map Reading Skills
- Count heroes: If you see 4 enemies on the opposite side, assume the 5th is coming for you unless they're dead or in fountain
- Track TP scrolls: Note which enemies used TPs recently. If 3 enemies TP'd to a lane, they can't TP to stop you for 80 seconds
- Watch enemy items: Blink Dagger, Shadow Blade, or Smoke mean enemies can appear without warning
- Time rotations: Know how long it takes enemies to walk or TP to your lane. Stop pushing before they can arrive
- Use wards: Deep wards in enemy jungle reveal rotations early, giving you more reaction time
The Golden Rule
When enemies disappear from the map, stop pushing immediately and move to safety. Resume only when you confirm their location again. Assume missing enemies are coming for you.
Escape Mechanics & TP Timing
The difference between a successful split push and a feeding spree is knowing exactly when to leave and having reliable escape mechanisms.
TP Scroll Rules
- Always carry a TP: Never push without one
- Pre-position for TP: Stand near trees or fog while hitting tower
- Channel early: Start TP when enemies are still far, not when they're on you
- Know disable ranges: Spirit Breaker charge = ~1400 range bash, Storm can gap close fast
Escape Ranges & Timing
| Ability | Range | Timing |
|---|---|---|
| Anti-Mage Blink | 1200 | 0.4s cast point |
| Ember Remnant | Global (to remnant) | 0.4s cast + travel time |
| Nature's Teleport | Global | 3s channel |
| Blink Dagger | 1200 | Instant |
| Shadow Blade | N/A (invisibility) | 0.3s fade time |
| Lycan Shapeshift | N/A (max movespeed) | 1.5s transformation |
Common Escape Mistakes
- Waiting too long to react to missing enemies
- TPing in open ground where you can be interrupted
- Using escape ability to chase kills, then dying when backup arrives
- Not accounting for enemy Blink or gap-closers
- Pushing without checking if escape is off cooldown
Itemization for Split Pushing
Core Items
Boots of Travel
Global map presence. TP to any lane with creeps, push, escape. Essential on most split pushers.
Manta Style
Creates 2 illusions that can tank tower shots and deal damage. Also dispels silences for escape.
Blink Dagger / Shadow Blade
Primary escape tools. Blink is instant but disabled by damage. Shadow Blade adds damage and works better vs sentries.
Tower Damage
Assault Cuirass
Attack speed aura and armor reduction affects towers. Helps your creeps survive longer too.
Desolator
-6 armor applies to buildings. Cheaper option for faster tower damage spike.
Mjollnir
Fast attack speed for tower damage. Active shield can be placed on creeps for wave clear.
Survival
Linken's Sphere
Blocks single-target disables. Prevents instant lockdown that would cancel your escape.
Black King Bar
Spell immunity during escape if multiple enemies arrive. Also allows aggressive tower dives.
Aeon Disk
Combo Breaker saves you from burst damage. Gives time to Blink or TP away after triggering.
Backdoor Protection Mechanics
Understanding backdoor protection is essential for efficient split pushing. Buildings regenerate health and take reduced damage when no enemy creeps are nearby.
How Backdoor Protection Works
- T1 Towers: NO backdoor protection - can attack freely
- T2, T3, T4, Barracks, Ancient: Protected when no enemy creeps within 900 range
- Protection effects: +200 HP/sec regeneration, 50% damage reduction
- Deactivation: Creeps must be within 900 range of the building
Pro Tip: Illusions and Summons
Illusions and summons (Treants, Wolves, Bear) DO NOT disable backdoor protection. Only actual lane creeps or dominated creeps can remove backdoor protection. This means even Nature's Prophet needs a creep wave to efficiently damage inner structures.
Advanced Split Push Strategies
The Double Wave Push
Stack two creep waves together by killing the enemy wave quickly, then waiting for your next wave to arrive. Two waves together deal significantly more tower damage and tank more shots.
The Bait and Switch
Show yourself pushing a lane, wait for enemies to TP to defend, then immediately use BoTs or Teleportation to push a different lane. This wastes enemy TP cooldowns and creates pressure elsewhere.
Trading Objectives
When enemies are pushing your tower, don't always defend. If you can take a more valuable objective (T2 for T1, Barracks for T3), the trade is worth it. Communicate with your team to ensure they delay without dying.
Forcing Buybacks
Push threatening lanes (with mega creeps or exposed barracks) to force enemy buybacks. This gives your team a massive teamfight advantage since enemies can't buyback again for 8 minutes.
Common Split Push Mistakes
1. Pushing Without Escape
Never push when your Blink, Remnant, or Shapeshift is on cooldown. You'll die to any rotation.
2. Ignoring the Minimap
If you can't see 4+ enemies, assume they're coming for you. Missing heroes are dangerous.
3. Not Having TP Scroll
Even with escape abilities, you need TP to return to defend or to TP out when escape is on cooldown.
4. Splitting When Team Needs You
Some fights are too important to miss - Roshan, high ground defense, or when you're the team's primary damage source.
5. Greeding for Tower Hits
Better to retreat with 0 tower damage than die. Dead split pushers give the enemy time to push your base.
6. No Vision in Enemy Territory
Ward enemy jungle when split pushing. This gives early warning of rotations and lets you push more aggressively.
Frequently Asked Questions
Is split pushing "ratting" dishonorable?
No - split pushing is a legitimate strategy that has won TI finals (Alliance TI3). It requires excellent map awareness, decision-making, and mechanical skill. If the enemy can't punish your split push, that's their failure, not your dishonor.
How do I communicate split pushing to my team?
Tell your team: "I'll push [lane], don't fight 4v5, just defend." Ping when enemies are rotating to you so they know they have space. If team insists on fighting, you may need to group to avoid tilt.
Can I split push if I'm behind?
Yes - split pushing is actually excellent when behind. It lets you farm uncontested waves, avoid teamfights where you'd lose, and potentially trade objectives. Heroes like Anti-Mage often split push when behind to accelerate their farm.
What if enemy has Spirit Breaker or Spectre?
These heroes counter split pushing with global presence. Against Spirit Breaker, get Linken's Sphere to block Charge. Against Spectre, avoid low HP and fight near teammates who can help. Consider grouping more if they have multiple globals.
Should supports ever split push?
Generally no - supports lack escape and tower damage. However, supports can shove dangerous waves (push the wave toward enemy tower then leave) to prevent enemy pushes while cores farm elsewhere.
Conclusion
Split pushing is a powerful strategy that can win games against stronger teamfight compositions. Master map awareness, know your escape timings, and always have an exit plan. With practice, you'll be taking barracks while enemies chase shadows across the map.
Remember: the best split pushers aren't just mechanically skilled - they understand when to apply pressure and when to group. Sometimes the threat of a split push is more valuable than actually pushing.
Track important game timings while split pushing
Use the Timer Tool