Last hitting and minion-to-minion damage

Apology for poor English.

I have a friend with a similar problem who in this case is struggling a bit as a carry. Part of the problem for us is coming from Heroes of the Storm as a first MOBA, which is a game where I feel you can't really become familiar with some the basic elements of traditional MOBAs.

While it is possible to last hit the very first wave of minions without any stat boosts, it is much easier to attempt it with some extra damage. Extra damage in the very beginning increases the window for which a basic attack on a minion will result in a last it; the more damage you have, the longer the orange health bar can be and still award you the bonus CXP when you land the basic attack.

Maybe the easiest way to do this is to play the 1 cost tokens at the start that add 1 point worth of stats to your damage. The problem with this, and one of the major problems I have with this game in general, is the overall quality of the contents of the random 5-card packs are such that these and many other useful cards never seem to drop with near the frequency that the 3, 4, and even 5 cost upgrade cards seem to, often forcing players to wait until their card shows up in a weekly pack (imagine my joy when Meltdown and Drink the Spirits both recently showed up at once as an I&S player...).

Anyway, my friend had a habit of stacking Attack Speed in the beginning as a carry instead of damage and as a result he found himself behind in hero level and card points every game. Only after I convinced him to build cheap damage cards before attack speed did he begin to find himself useful to the team.

/r/paragon Thread