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Lane creeps are a form of creep Creeps are basic units in Dota 2. Every unit which is not a hero, building, ward or courier is considered a creep. Creeps can belong to either faction, be neutral, or be player-controlled units. Unlike that automatically move down the three lanes A Lane is one of three paths connecting the two Ancients. Lane creeps will push along these lanes after spawning. There are three lanes: Top line, which runs along the left and top edges of towards the enemy faction`s base Ancient Building Level 1 Health 4250 Health regeneration 3 Armor 15 Magic resistance 0% Collision size 298 Vision range 2600 • 2600 (G) Bounty 0 Experience 0 Notes Abilities: Backdoor Protection True Sight This article . Each and every 30 seconds a new group (the creep wave) spawns for each faction at each of their barracks Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire , but the number in the group and their stats eventually change, as the game progresses. Lane creeps engage any hostile unit nearby, but when left unattended, the opposing creeps end up clashing each other in the lanes on their way towards the enemy base.
Like other creeps, lane creeps are vitally important to Hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During development because they grant resources, allowing for an advantage over the enemy team. They give experience to nearby enemies when killed ⃢₀ₓ as well as gold to heroes who deal the last hit Play “A murky mess.” This page has been marked for general cleanup. Please see Dota 2 Wiki style guide for information on how to improve this article. Contents 1 Last-hitting 2 Denying 3 Attack animations and they take. Allied creeps can also be denied “ Play Denied! Click to listen— Juggernaut ” Denying is the act of preventing enemy heroes from getting the last hit on a friendly unit by last hitting the unit oneself. Enemies earn reduced experience if the by their team, preventing the enemy from getting their gold bounty, and sealing a part of the experience gain from them. To get as many last hits as possible, players often manipulate creep position in the lane by abusing their simple AI, gaining an advantage and disrupting the pace of the battle into their favor. Creep control techniques Play “A murky mess.” This page has been marked for general cleanup. Please see Dota 2 Wiki style guide for information on how to improve this article. Contents 1 Last-hitting 2 Denying 3 Attack animations and include disruptively pushing Chen and Shadow Shaman destroying a Tower.Pushing is the process of clearing enemy creep waves and building up large allied creep waves in order to take down enemy buildings rapidly. Contents 1 The advantages of forward into towers, pulling Enchantress in the middle of Jungling Jungling (also referred to as bushing or neutral creeping) is when a player concentrates on killing Neutral Creeps during the game, usually for additional Gold or Experience. It refers neutral creeps for allied lane creeps to fight, or aggroing enemy melee creeps to change their target.
Lane creeps (while controlled by the AI) are the only units capable of disabling Backdoor Protection. Be that as it may, once taken over by a player, a lane creep no longer disables the protection.
Types
There are three types of lane creeps: Melee, Ranged and Siege. Melee creeps spawn in larger numbers and have more health and less attack damage than ranged creeps. Ranged creeps have lower health, but deal more damage per attack to creeps, and are able to attack from a distance. Be that as it may, their attack type causes them to deal less damage against heroes and buildings. Siege creeps spawn in every tenth wave. They have high health and, unlike other lane creeps, have high magic resistance. They have a long ranged attack which deals significantly more damage against buildings Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire . They also prioritize buildings over other units when in range.
Destroying either of the enemy team`s melee or ranged barracks Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire causes the destroying team`s respective lane to begin spawning super creeps instead of regular creeps. Super creeps are stronger versions of regular lane creeps that give less gold and experience to the enemy when killed. When all enemy barracks are destroyed, mega creeps begin to spawn from all lanes and siege creeps gain additional damage.
Videos
Spawning
Spawn timing
Lane creeps spawn the first time as the game timer reaches 00:00, right after the game horn sounds. After that, they spawn every 30 seconds. Unlike melee and ranged creeps, siege creeps start spawning on the eleventh wave, and then every tenth wave. This means siege creeps spawn every 5 minutes, with the first ones spawning at 5:00.
The melee creep type always forms the majority of the creep wave, but over the course of a battle the number of these creeps in a single wave increases from three/four up to six, at set intervals. Initially, a creep wave consists of 3 melee creeps, 1 ranged creep and 1 siege creep every 10th wave. The mid lane starts with 4 lane creeps instead. As the game progresses, their quantity gets upgraded:
- 33rd wave and onwards (16:00): Side lanes get +1 melee creep. Total count of melee creeps is now 4 for all lanes.
- 63rd wave and onwards (31:00): All lanes get +1 melee creep. Total count of meele creeps is now 5 for all lanes.
- 81st wave and onwards (41:00): All lanes get +1 ranged creep and +1 siege creep. Total count of ranged and siege creeps is now 2 for all lanes.
- 93rd wave and onwards (46:00): All lanes get +1 melee creep. Total count of melee creeps is now 6 for all lanes.
So after the 46th minute, a creep wave consists of 6 melee creeps, 2 ranged creeps and 2 siege creeps every 10th wave, resulting in a total of 8 (10 with siege creeps) creeps per wave. Note that the siege creep count upgrade at the 41st minute effectively only takes effect on the 45th minute, since they still can only spawn every 10th wave.
Spawn locations
Lane creeps spawn close to the lanes` barracks. There is however some minor adjustment for each lane, so that they meet at certain points of each lane if they are not interrupted or distracted.
Lane | Dire side | Radiant side |
---|---|---|
Top | Creeps spawn in front of the tier 3 tower, right at the edge of the ramp. | Creeps spawn slightly behind the barracks, right at the center of the triangle formed by the barracks and the shrine below. |
Middle | Creeps spawn right in front of the tier 3 tower, slightly behind the edge of the ramp. | Creeps spawn between the melee and ranged barracks, on the circle between them. |
Bottom | Creeps spawn slightly behind the barracks, right at the center of the triangle formed by the barracks and the shrine above. | Creeps spawn right in front of the tier 3 tower, right at the edge of the ramp. |
The spawn locations do not change throughout the entire match. How the creeps spawn within their spawn areas is random, there is no unit order. This means the ranged creep or siege creep may spawn in front or behind the melee creeps.
Stats
For the first 15 waves (up to 7:00), the creeps on Radiant`s bottom lane and Dire`s top lane have their movement speed boosted by 30%, moving at a speed of 422.5. On the Radiant side, the boost lasts for 16 seconds, effectively lasting until two thirds of the way from the tier 2 tower to the tier 1 tower. On the Dire side, the boost lasts for 8 seconds, effectively lasting until reaching the tier 2 tower. At the same time, Radiant`s top lane and Dire`s bottom lane are slowed by 35%, moving at a speed of 211.25. On the Radiant side, this slow lasts for 8 seconds, effectively lasting until reaching the Radiant symbol on the ground between the two ramps. On the Dire side, the slow lasts for 22 seconds, effectively lasting until halfway reaching the tier 1 tower from the tier 2 tower. The 16th and following waves (7:30 and onwards) move unboosted and unslowed at a speed of 325. The middle lane always moves at 325 speed.
Every 7 minutes 30 seconds, melee and ranged creeps gain a permanent health and attack damage bonus, as well as bounty increase. The following bonuses are applied:
- Melee creeps: +12 health, +1 attack damage, +1 gold bounty
- Super melee creeps: +19 health, +2 attack damage, +1 gold bounty
- Ranged creeps: +12 health, +2 attack damage, +1 gold bounty
- Super ranged creeps: +18 health, +3 attack damage, +1 gold bounty
- Siege creeps: No bonuses
- Mega creeps: No bonuses
Siege creeps only gain one upgrade, and that is +16 damage upon destroying their respective lane`s ranged barracks.
When a lane creep gets denied by one of its allies, or killed by a neutral creep, it grants 70% of its experience value to enemies within the area, and the remaining 30% is granted to the denying team within the area. Enemies may only get full experience when the creep dies to them. Gold bounties are only granted to the enemy player who gets the last hit on the creep.
Time | Wave | Health melee creep | Damage melee creep | Bounty melee creep | Health super melee creep | Damage super melee creep | Bounty super melee creep | Health ranged creep | Damage ranged creep | Bounty ranged creep | Health super ranged creep | Damage super ranged creep | Bounty super ranged creep |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0:00 | 1 | 550 | 19‒23 | 34‒38 | 700 | 36‒44 | 16‒24 | 300 | 21‒26 | 42‒48 | 475 | 41‒46 | 18‒26 |
7:30 | 16 | 562 | 20‒24 | 35‒39 | 719 | 38‒25 | 17‒39 | 312 | 23‒28 | 43‒49 | 493 | 44‒49 | 19‒27 |
15:00 | 31 | 574 | 21‒25 | 36‒40 | 738 | 40‒27 | 18‒40 | 324 | 25‒30 | 44‒50 | 511 | 47‒52 | 20‒28 |
22:30 | 46 | 586 | 22‒26 | 37‒41 | 757 | 42‒29 | 19‒41 | 336 | 27‒32 | 45‒51 | 529 | 50‒55 | 21‒29 |
30:00 | 61 | 598 | 23‒27 | 38‒42 | 776 | 44‒31 | 20‒42 | 348 | 29‒34 | 46‒52 | 547 | 53‒58 | 22‒30 |
37:30 | 76 | 610 | 24‒28 | 39‒43 | 795 | 46‒33 | 21‒43 | 360 | 31‒36 | 47‒53 | 565 | 56‒61 | 23‒31 |
45:00 | 91 | 622 | 25‒29 | 40‒44 | 814 | 48‒35 | 22‒44 | 372 | 33‒38 | 48‒54 | 583 | 59‒64 | 24‒32 |
52:30 | 106 | 634 | 26‒30 | 41‒45 | 833 | 50‒37 | 23‒45 | 384 | 35‒40 | 49‒55 | 601 | 62‒67 | 25‒33 |
60:00 | 121 | 646 | 27‒31 | 42‒46 | 852 | 52‒39 | 24‒46 | 396 | 37‒42 | 50‒56 | 619 | 65‒70 | 26‒34 |
67:30 | 136 | 658 | 28‒32 | 43‒47 | 871 | 54‒41 | 25‒47 | 408 | 39‒44 | 51‒57 | 637 | 68‒73 | 27‒35 |
75:00 | 151 | 670 | 29‒33 | 44‒48 | 890 | 56‒43 | 26‒48 | 420 | 41‒46 | 52‒58 | 655 | 71‒76 | 28‒36 |
82:30 | 166 | 682 | 30‒34 | 45‒49 | 909 | 58‒45 | 27‒49 | 432 | 43‒48 | 53‒59 | 673 | 74‒79 | 29‒37 |
90:00 | 181 | 694 | 31‒35 | 46‒50 | 928 | 60‒47 | 28‒50 | 444 | 45‒50 | 54‒60 | 691 | 77‒82 | 30‒38 |
Behavior
Lane creeps have a set path from which they do not deviate normally. The creeps walk down the lane aggressively, means they attack any enemy which comes within their acquisition range, similar to how player-controlled units act when giving them an attack-ground order. If a lane creep gets aggroed and the aggroing unit stays within the creep`s acquisition range, it chases the aggroing unit until it is dead, or until it lost track of it, or until another enemy gets within range and draws the aggro off. If the aggroing enemy entered the fog of war, the lane creep walks up to the last spot it saw the enemy. If it then does not see the enemy again, it returns to the point at which it left the lane it belongs to. If the aggroing unit is outside of the lane creep`s acquisition range, it chases the enemy for up to 2.3 seconds before returning to its lane. A creep which no longer is aggroed does not join other lanes even if they are closer. It returns to its own lane, even if it is the furthest away.
Drawing aggro
Aggroed lane creeps follow regular auto-attack rules, meaning they prioritize the closest enemies. So if a unit draws aggro and another unit is closer to them, the closer unit gets attacked, and not the unit which actually aggroed them. If multiple heroes are about equally close, the one which attacks them get prioritized, while the one which does not attack, or attacks an enemy from the opposing faction has second priority, and the one who attacks its own allies has least priority. For the creeps, it does not matter whether the attack actually happens or not, and it also does not matter how far away the target of the attack order is. The attack order alone is enough to aggro or de-aggro them, as long as the creeps are within acquisition range of the aggroing hero. This means issuing an attack command on allied heroes de-aggroes them, while ussuing an attack command on enemy heroes aggroes them. Be that as it may, this behavior has a cooldown of 3 seconds, means they can only be aggroed and de-aggroed this way every 3 seconds. Multiple non-hero units within about equal range have all the same priority, regardless of what they do. The creeps ignore units which attack them from further away, despite them being a bigger threat. They always prioritize closer units. Siege creeps have always a lower priority than heroes and other units, regardless of what they do. Buildings have a lower priority than siege creeps and wards have a lower priority than buildings, also regardless of what they do. If a lane creep attacks one of those 3 unit types, and another creep or hero gets within attack range, the lane creep switches to attack that enemy. Only enemy units within the lane creep`s acquisition range is considered by this aggro system, which is 500 range for melee creeps and 800 range for ranged creeps and siege creeps. It is possible to attack enemies without drawing aggro of nearby enemy lane creeps. This is doable by manually casting active attack modifier on enemies, referred to as orb walking, or by attacking the enemy while not within the creeps` acquisition range.
Siege creeps follow the same aggro system, except that buildings are their highest priority, and enemy siege creeps their second highest. This means if an enemy building is within the siege creep`s attack range, the creep immediately switches away from its current target and starts attacking the building. The siege creep prioritizes attacking buildings over other buildings, so a tower is more likely to get attacked than, for instance, a filler building if both are within range.
Disarming
If a lane creep is disarmed, it stops moving and stands still until the disarm expires. It completely ignores everything in this state. This prevents the creep from walking past towers if disarmed while at a tower.
Wave stats
The table only considers regular lane creeps, ignoring super creeps and mega creeps.
Expand the list by clicking on the expand button at the very right.
Time | Wave | Melee | Ranged | Siege | Total Creeps | Average Gold | Average Gold Accumulated | Passive Gold Accumulated | Experience | Total Experience Accumulated |
---|---|---|---|---|---|---|---|---|---|---|
0:00 | 1 | 3 | 1 | 0 | 4 | ~159 | ~159 | 0 | 225 | 225 |
0:30 | 2 | 3 | 1 | 0 | 8 | ~159 | ~318 | 50 | 225 | 450 |
1:00 | 3 | 3 | 1 | 0 | 12 | ~159 | ~477 | 100 | 225 | 675 |
1:30 | 4 | 3 | 1 | 0 | 16 | ~159 | ~636 | 150 | 225 | 900 |
2:00 | 5 | 3 | 1 | 0 | 20 | ~159 | ~795 | 200 | 225 | 1125 |
2:30 | 6 | 3 | 1 | 0 | 24 | ~159 | ~954 | 250 | 225 | 1350 |
3:00 | 7 | 3 | 1 | 1 | 29 | ~232 | ~1186 | 300 | 313 | 1663 |
3:30 | 8 | 3 | 1 | 0 | 33 | ~159 | ~1345 | 350 | 225 | 1888 |
4:00 | 9 | 3 | 1 | 0 | 37 | ~159 | ~1504 | 400 | 225 | 2113 |
4:30 | 10 | 3 | 1 | 0 | 41 | ~159 | ~1663 | 450 | 225 | 2338 |
5:00 | 11 | 3 | 1 | 0 | 45 | ~159 | ~1822 | 500 | 225 | 2563 |
5:30 | 12 | 3 | 1 | 0 | 49 | ~159 | ~1981 | 550 | 225 | 2788 |
6:00 | 13 | 3 | 1 | 0 | 53 | ~159 | ~2140 | 600 | 225 | 3013 |
6:30 | 14 | 3 | 1 | 1 | 58 | ~232 | ~2372 | 650 | 313 | 3326 |
7:00 | 15 | 3 | 1 | 0 | 62 | ~159 | ~2531 | 700 | 225 | 3551 |
7:30 | 16 | 3 | 1 | 0 | 66 | ~167 | ~2698 | 750 | 225 | 3776 |
8:00 | 17 | 3 | 1 | 0 | 70 | ~167 | ~2865 | 800 | 225 | 4001 |
8:30 | 18 | 3 | 1 | 0 | 74 | ~167 | ~3032 | 850 | 225 | 4226 |
9:00 | 19 | 3 | 1 | 0 | 78 | ~167 | ~3199 | 900 | 225 | 4451 |
9:30 | 20 | 3 | 1 | 0 | 82 | ~167 | ~3366 | 950 | 225 | 4676 |
10:00 | 21 | 3 | 1 | 1 | 87 | |||||
10:30 | 22 | 3 | 1 | 0 | 91 | |||||
11:00 | 23 | 3 | 1 | 0 | 95 | |||||
11:30 | 24 | 3 | 1 | 0 | 99 | |||||
12:00 | 25 | 3 | 1 | 0 | 103 | |||||
12:30 | 26 | 3 | 1 | 0 | 107 | |||||
13:00 | 27 | 3 | 1 | 0 | 111 | |||||
13:30 | 28 | 3 | 1 | 1 | 116 | |||||
14:00 | 29 | 3 | 1 | 0 | 120 | |||||
14:30 | 30 | 3 | 1 | 0 | 124 | |||||
15:00 | 31 | 3 | 1 | 0 | 128 | |||||
15:30 | 32 | 3 | 1 | 0 | 132 | |||||
16:00 | 33 | 4 | 1 | 0 | 137 | |||||
16:30 | 34 | 4 | 1 | 0 | 142 | |||||
17:00 | 35 | 4 | 1 | 1 | 148 | |||||
17:30 | 36 | 4 | 1 | 0 | 153 | |||||
18:00 | 37 | 4 | 1 | 0 | 158 | |||||
18:30 | 38 | 4 | 1 | 0 | 163 | |||||
19:00 | 39 | 4 | 1 | 0 | 168 | |||||
19:30 | 40 | 4 | 1 | 0 | 173 | |||||
20:00 | 41 | 4 | 1 | 0 | 178 | |||||
20:30 | 42 | 4 | 1 | 1 | 184 | |||||
21:00 | 43 | 4 | 1 | 0 | 189 | |||||
21:30 | 44 | 4 | 1 | 0 | 194 | |||||
22:00 | 45 | 4 | 1 | 0 | 199 | |||||
22:30 | 46 | 4 | 1 | 0 | 204 | |||||
23:00 | 47 | 4 | 1 | 0 | 209 | |||||
23:30 | 48 | 4 | 1 | 0 | 214 | |||||
24:00 | 49 | 4 | 1 | 1 | 220 | |||||
24:30 | 50 | 4 | 1 | 0 | 225 | |||||
25:00 | 51 | 4 | 1 | 0 | 230 | |||||
25:30 | 52 | 4 | 1 | 0 | 235 | |||||
26:00 | 53 | 4 | 1 | 0 | 240 | |||||
26:30 | 54 | 4 | 1 | 0 | 245 | |||||
27:00 | 55 | 4 | 1 | 0 | 250 | |||||
27:30 | 56 | 4 | 1 | 1 | 256 | |||||
28:00 | 57 | 4 | 1 | 0 | 261 | |||||
28:30 | 58 | 4 | 1 | 0 | 266 | |||||
29:00 | 59 | 4 | 1 | 0 | 271 | |||||
29:30 | 60 | 4 | 1 | 0 | 276 | |||||
30:00 | 61 | 4 | 1 | 0 | 281 | |||||
30:30 | 62 | 4 | 1 | 0 | 286 | |||||
31:00 | 63 | 5 | 1 | 1 | 293 | |||||
31:30 | 64 | 5 | 1 | 0 | 299 | |||||
32:00 | 65 | 5 | 1 | 0 | 305 | |||||
32:30 | 66 | 5 | 1 | 0 | 311 | |||||
33:00 | 67 | 5 | 1 | 0 | 317 | |||||
33:30 | 68 | 5 | 1 | 0 | 323 | |||||
34:00 | 69 | 5 | 1 | 0 | 329 | |||||
34:30 | 70 | 5 | 1 | 1 | 336 | |||||
35:00 | 71 | 5 | 1 | 0 | 342 | |||||
35:30 | 72 | 5 | 1 | 0 | 348 | |||||
36:00 | 73 | 5 | 1 | 0 | 354 | |||||
36:30 | 74 | 5 | 1 | 0 | 360 | |||||
37:00 | 75 | 5 | 1 | 0 | 366 | |||||
37:30 | 76 | 5 | 1 | 0 | 372 | |||||
38:00 | 77 | 5 | 1 | 1 | 379 | |||||
38:30 | 78 | 5 | 1 | 0 | 385 | |||||
39:00 | 79 | 5 | 1 | 0 | 391 | |||||
39:30 | 80 | 5 | 1 | 0 | 397 | |||||
40:00 | 81 | 5 | 1 | 0 | 403 | |||||
40:30 | 82 | 5 | 1 | 0 | 409 | |||||
41:00 | 83 | 5 | 1 | 0 | 415 | |||||
41:30 | 84 | 5 | 1 | 1 | 422 | |||||
42:00 | 85 | 5 | 1 | 0 | 428 | |||||
42:30 | 86 | 5 | 1 | 0 | 434 | |||||
43:00 | 87 | 5 | 1 | 0 | 440 | |||||
43:30 | 88 | 5 | 1 | 0 | 446 | |||||
44:00 | 89 | 5 | 1 | 0 | 452 | |||||
44:30 | 90 | 5 | 1 | 0 | 458 | |||||
45:00 | 91 | 5 | 1 | 1 | 465 | |||||
45:30 | 92 | 5 | 1 | 0 | 471 | |||||
46:00 | 93 | 6 | 2 | 0 | 479 | |||||
46:30 | 94 | 6 | 2 | 0 | 487 | |||||
47:00 | 95 | 6 | 2 | 0 | 495 | |||||
47:30 | 96 | 6 | 2 | 0 | 503 | |||||
48:00 | 97 | 6 | 2 | 0 | 511 | |||||
48:30 | 98 | 6 | 2 | 2 | 521 | |||||
49:00 | 99 | 6 | 2 | 0 | 529 | |||||
49:30 | 100 | 6 | 2 | 0 | 537 | |||||
50:00 | 101 | 6 | 2 | 0 | 545 | |||||
50:30 | 102 | 6 | 2 | 0 | 553 | |||||
51:00 | 103 | 6 | 2 | 0 | 561 | |||||
51:30 | 104 | 6 | 2 | 0 | 569 | |||||
52:00 | 105 | 6 | 2 | 2 | 579 | |||||
52:30 | 106 | 6 | 2 | 0 | 587 | |||||
53:00 | 107 | 6 | 2 | 0 | 595 | |||||
53:30 | 108 | 6 | 2 | 0 | 603 | |||||
54:00 | 109 | 6 | 2 | 0 | 611 | |||||
54:30 | 110 | 6 | 2 | 0 | 619 | |||||
55:00 | 111 | 6 | 2 | 0 | 627 | |||||
55:30 | 112 | 6 | 2 | 2 | 637 | |||||
56:00 | 113 | 6 | 2 | 0 | 645 | |||||
56:30 | 114 | 6 | 2 | 0 | 653 | |||||
57:00 | 115 | 6 | 2 | 0 | 661 | |||||
57:30 | 116 | 6 | 2 | 0 | 669 | |||||
58:00 | 117 | 6 | 2 | 0 | 677 | |||||
58:30 | 118 | 6 | 2 | 0 | 685 | |||||
59:00 | 119 | 6 | 2 | 2 | 695 | |||||
59:30 | 120 | 6 | 2 | 0 | 703 | |||||
60:00 | 121 | 6 | 2 | 0 | 711 |
Version history
- Lane creeps now give 70% experience when killed by neutral creeps or when denied by allies, instead of 50%.
- Denying lane creeps now grants the denying team 30% of the experience bounty.
- The mid lane now starts with 4 melee creeps for the first 15 minutes, instead of 3. ?
- Creeps now meet a bit closer to the offlane towers again.
- Reduced aggro duration from 2.5 to 2.3.
- Increased aggro cooldown from 2.5 to 3.
- Reduced all lane creeps` vision range from 850/800 to 750.
- Reduced ranged and siege creep +1 quantity upgrade timing from 45:00 to 40:00.
- Melee creeps
- Reduced experience bounty from 45 to 40.
- Reduced gold bounty upgrade per cycle from 3 to 1.
- Siege creeps
- Increased spawn interval from every 7th wave to every 10th wave.
- Increased health from 550 to 825.
- Fixed various pathing issues with the bottom Dire creeps between Tier 1 and Tier 2
- Melee creeps
- Reduced based gold bounty from 36-40 to 34-38. ?
- Increased gold bounty upgrade per cycle from 2 to 3.
- Reduced ranged creeps gold bounty upgrade per cycle from 2 to 1.
- Lane creeps now give 50% experience when killed by neutral creeps, instead of 35%. ?
Wave Spawn
Creep waves start spawning at 0:00, and spawn every 30 seconds. The 1st wave consists of 3 Melee creeps and 1 Ranged creep. Every 7th wave will also spawn a Siege creep. A Melee creep is added to each wave at 16:00, 31:00, and 46:00. A Ranged creep is added to each wave at 46:00. Starting at 45:00, 2 Siege creeps spawn every 7th wave. Creeps spawn at the barracks for the Dire Top, Dire Mid, and Radiant Bottom lane, and from the top of the ramp at the Radiant Top, Radiant Mid, and Dire Bottom lane.
Every 7 minutes 30 seconds, Melee and Ranged creeps receive an upgrade in health, damage, and bounty. These improved stats only apply to creeps that spawned after the upgrade.
Creep Aggro
Creeps search for targets within a 500 radius. If none are found, they move down the lane. When aggroed, creeps will chase to attack their target for 2.5 seconds, and then creep aggro will go on cooldown for 2.5 seconds. During the cooldown period they will ignore attacking enemy heroes instead of aggroing towards them. Normally when a hero attacks another hero, enemy creeps will target the attacker if creep aggro is not on cooldown. This occurs as soon as the attack command is made, even if out of range of the enemy. This can allow for advanced tactics such as manipulation of the creep wave equilibrium. Siege creeps preferentially target other Siege creeps and buildings.
Lane Creep Stats
Name | Health | Mana | Damage | Range | Armor | Move Speed | BAT | Missile Speed | Sight Day/Night | Exp | Bounty | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Melee Creep | 550 | 19-23 (Basic) | 100 (Melee) | 2 (Basic) | 325 | 1 | Instant | 850 / 800 | 45 | 31-41 | Gains 12 health, 1 damage, and 3 gold bounty per upgrade | |
Super Melee Creep | 700 | 36-44 (Basic) | 100 (Melee) | 3 (Basic) | 325 | 1 | Instant | 850 / 800 | 25 | 16-24 | Gains 19 health, 2 damage, and 1.5 gold bounty per upgrade | |
Mega Melee Creep | 1270 | 96-104 (Basic) | 100 (Melee) | 3 (Basic) | 325 | 1 | Instant | 850 / 800 | 25 | 16-24 | ||
Ranged Creep | 300 | 500 | 21-26 (Pierce) | 500 | 0 (Basic) | 325 | 1 | 900 | 850 / 800 | 90 | 40-50 | Gains 12 health, 2 damage, and 1 gold bounty per upgrade |
Super Ranged Creep | 475 | 500 | 41-46 (Pierce) | 500 | 1 (Basic) | 325 | 1 | 900 | 850 / 800 | 25 | 18-26 | Gains 18 health, 3 damage, and 1.5 gold bounty per upgrade |
Mega Ranged Creep | 1015 | 500 | 131-136 (Pierce) | 500 | 1 (Basic) | 325 | 1 | 900 | 850 / 800 | 25 | 18-26 | |
Siege Creep | 550 | 35-46 (Siege) | 690 | 0 (Fortified) | 325 | 2.7 | 1100 | 850 / 850 | 88 | 66-80 | 80% Magic Resistance | |
Super Siege Creep Mega Siege Creep | 550 | 51-62 (Siege) | 690 | 0 (Fortified) | 325 | 2.7 | 1100 | 850 / 850 | 88 | 66-80 | 80% Magic Resistance |
Detailed Information
Basic
Basic
Pierce
Basic
Siege
Fortified
Basic
Basic
Visually larger than normal creeps.
Pierce
Basic
Visually larger than normal creeps.
Siege
Fortified
Basic
Basic
Pierce
Basic
Siege
Fortified
Basic
Basic