>>120276735no, the skill isn't in that
Dota 2 takes after the original game built on the WC3 engine so it has an absolutely insane number of small carry-over details that make the game fucking difficult
where in league the creeps (minions) basically do their own thing and you can't fuck with them, real dota 2 skill comes down to creep (minion) management and manipulation
in league, you go to your lane, you get last hits, and (as far as I understand) if you attack enemy heroes, enemy creeps will attack you but not move.
In dota 2, for starters, creeps don't phase through you, so at the start of the game you abuse collision to force the creeps to take more time to go to lane. This brings creep equilibrium towards your tower, making the lane safer. Normally enemy creeps are closer to the enemy side, but if you click on the enemy hero, the creeps will not only aggro you but follow you. You can use this to better position the creeps you're trying to kill, pulling them away from the tower/towards the tower, pulling them back so a support can harass, ect. Further, creeps check for aggression only every two seconds so it's possible to abuse the timer to get in, get a free hit, then get out without pulling creep aggro. Then not only do you have to last hit, but you also have to deny creeps.
Jungle camps not only exist for gold and experience, but can be aggroed as well before the minute mark in order to "stack" camps of neutral jungle creeps, for wave clearing by someone with good aoe damage. This is a good comeback mechanic, because if you're getting wrecked in lane you can leave, stack camps, then have the core hero struggling clear them for easy gold/XP, though there is the chance of the camp being stolen by the enemy team. Also, wards (vision items, whatever they are in league) block these camps, so you can use them tactically to negate the enemy's ability to come back or farm jungle.
Also these camps can be "pulled" to aggro your own creeps, denying the enemy.