Lane creeps


Info

Lane creeps.png

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 dota2 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 dota2 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 dota2 . 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 dota2 , 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 dota2 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 dota2 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 dota2 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 dota2 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 dota2 . 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 dota2 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.


Unit Model Health “ Play Life becomes death becomes new life. As it should be.  Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life dota2 Armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor dota2 Move Speed DPS multiplier when chasing Minimum (pursuer MS / target MS) Ratio for Maximum Chase DPS Movement speed (sometimes abbreviated as move speed or MS) is the speed at which a unit can move. Movement speed dota2 Attack Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2 BAT The frequency with which units attack is measured in attack speed. A unit s attack speed can be modified by items, agility, abilities, and auras. Contents 1 Base attack time 2 Attack speed representation 3 Attack dota2 Attack Range Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by Sight Range Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a dota2 Bounty “ Play Now that s how you make gold. Click to listen— Alchemist ” Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings. Contents dota2 Experience   Main   Changelogs     “ Play I grow stronger! Click to listen— Storm Spirit ” Experience allows heroes to level up, which makes them stronger and allows them to learn new abilities. Experience is earned dota2 Other stats
Mega Melee Creep See more: Lane creeps Mega Melee Creep Lane Creep Level 1 Health 1270 Health regeneration 0.5 Armor 3 Magic resistance 0% Attack damage 96‒104 Acquisition range 500 Attack range 100 Base attack time 1 Attack dota2 Mega Melee Creep Radiant model.pngMega Melee Creep Dire model.png 1270 3 325 96‒104 1 100 750/750 16‒24 25 Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 : 0%
Attack animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a : 0.467+0.533
Mega Ranged Creep See more: Lane creeps Mega Ranged Creep Lane Creep Level 1 Health 1015 Health regeneration 2 Mana 500 Mana regeneration 0.75 Armor 1 Magic resistance 0% Attack damage 131‒136 Acquisition range 800 Attack range 500 dota2 Mega Ranged Creep Radiant model.pngMega Ranged Creep Dire model.png 1015 1 325 131‒136 1 500 750/750 18‒26 25 Mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 : 500
Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 : 0%
Attack animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a : 0.5+0.3
Melee Creep See more: Lane creeps Melee Creep Lane Creep Level 3 Health 550 Health regeneration 0.5 Armor 2 Magic resistance 0% Attack damage 19‒23 Acquisition range 500 Attack range 100 Base attack time 1 Attack animation dota2 Melee Creep Radiant model.pngMelee Creep Dire model.png 550 2 325 19‒23 1 100 750/750 34‒38 40 Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 : 0%
Attack animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a : 0.467+0.533
Ranged Creep See more: Lane creeps Ranged Creep Lane Creep Level 2 Health 300 Health regeneration 2 Mana 500 Mana regeneration 0.75 Armor 0 Magic resistance 0% Attack damage 21‒26 Acquisition range 800 Attack range 500 Base dota2 Ranged Creep Radiant model.pngRanged Creep Dire model.png 300 0 325 21‒26 1 500 750/750 42‒48 90 Mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 : 500
Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 : 0%
Attack animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a : 0.5+0.3
Siege Creep See more: Lane creeps Siege Creep Lane Creep Level 4 Health 825 Health regeneration 0 Armor 0 Magic resistance 80% Attack damage 35‒46 Acquisition range 800 Attack range 690 Base attack time 2.7 Attack animation dota2 Siege Creep Radiant model.pngSiege Creep Dire model.png 825 0 325 35‒46 2.7 690 750/750 66‒80 88 Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 : 80%
Attack animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a : 0.7+2
Super Melee Creep See more: Lane creeps Super Melee Creep Lane Creep Level 1 Health 700 Health regeneration 0.5 Armor 3 Magic resistance 0% Attack damage 36‒44 Acquisition range 500 Attack range 100 Base attack time 1 Attack dota2 Melee Creep Radiant model.pngMelee Creep Dire model.png 700 3 325 36‒44 1 100 750/750 16‒24 25 Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 : 0%
Attack animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a : 0.467+0.533
Super Ranged Creep See more: Lane creeps Super Ranged Creep Lane Creep Level 1 Health 475 Health regeneration 2 Mana 500 Mana regeneration 0.75 Armor 1 Magic resistance 0% Attack damage 41‒46 Acquisition range 800 Attack range 500 dota2 Ranged Creep Radiant model.pngRanged Creep Dire model.png 475 1 325 41‒46 1 500 750/750 18‒26 25 Mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 : 500
Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 : 0%
Attack animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a : 0.5+0.3
Super Siege Creep Siege Creep Radiant model.pngSiege Creep Dire model.png 550 0 325 51‒62 2.7 690 750/750 66‒80 88 Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 : 80%
Attack animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a : 0.7+2

Videos

Spawning

Spawn location of Radiant and Dire lane creeps, bot mid and top

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.

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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

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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

Version
Description
  • 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.

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

Melee Creep h
Attributes
Attack Type
Armor Type

Basic

Basic
Stats
Unit Type:
Creep
Hit Points:
550
HP Regen:
0.5
Damage:
19-23
Armor:
2
Movespeed:
325
Base Attack Time:
1
Attack Range:
100
Missile Speed:
Instant
Attack Duration:
0.467
Sight Range:
850 / 800
Gold Bounty:
33-43
Experience:
45
Notes:
Gains 12 health, 1 damage, and 2 gold bounty every 7 minutes 30 seconds.
Ranged Creep h
Attributes
Attack Type
Armor Type

Pierce

Basic
Stats
Unit Type:
Creep
Hit Points:
300
HP Regen:
2
Mana:
500
Mana Regen:
0.75
Damage:
21-26
Armor:
0
Movespeed:
325
Base Attack Time:
1
Attack Range:
500
Missile Speed:
900
Attack Duration:
0.5
Sight Range:
850 / 800
Gold Bounty:
40-50
Experience:
90
Notes:
Gains 12 health, 2 damage, and 2 gold bounty every 7 minutes 30 seconds.
Siege Creep h
Attributes
Attack Type
Armor Type

Siege

Fortified
Stats
Unit Type:
Creep
Hit Points:
550
Damage:
35-46
Armor:
0
Movespeed:
325
Base Attack Time:
2.7
Attack Range:
690
Missile Speed:
1100
Attack Duration:
0.7
Sight Range:
850 / 850
Gold Bounty:
66-80
Experience:
88
Magic Resistance:
80%
Super Melee Creep h
Attributes
Attack Type
Armor Type

Basic

Basic
Stats
Unit Type:
Creep
Hit Points:
700
HP Regen:
0.5
Damage:
36-44
Armor:
3
Movespeed:
325
Base Attack Time:
1
Attack Range:
100
Missile Speed:
Instant
Attack Duration:
0.467
Sight Range:
850 / 800
Gold Bounty:
16-24
Experience:
25
Notes:
Gains 19 health, 2 damage, and 1.5 gold bounty every 7 minutes 30 seconds.
Visually larger than normal creeps.
Super Ranged Creep h
Attributes
Attack Type
Armor Type

Pierce

Basic
Stats
Unit Type:
Creep
Hit Points:
475
HP Regen:
2
Mana:
500
Mana Regen:
0.75
Damage:
41-46
Armor:
1
Movespeed:
325
Base Attack Time:
1
Attack Range:
500
Missile Speed:
900
Attack Duration:
0.5
Sight Range:
850 / 800
Gold Bounty:
18-26
Experience:
25
Notes:
Gains 18 health, 3 damage, and 1.5 gold bounty every 7 minutes 30 seconds.
Visually larger than normal creeps.
Super Siege Creep h
Attributes
Attack Type
Armor Type

Siege

Fortified
Stats
Unit Type:
Creep
Hit Points:
550
Damage:
51-62
Armor:
0
Movespeed:
325
Base Attack Time:
2.7
Attack Range:
690
Missile Speed:
1100
Attack Duration:
0.7
Sight Range:
850 / 850
Gold Bounty:
66-80
Experience:
88
Magic Resistance:
80%
Mega Melee Creep h
Attributes
Attack Type
Armor Type

Basic

Basic
Stats
Unit Type:
Creep
Hit Points:
1270
HP Regen:
0.5
Damage:
96-104
Armor:
3
Movespeed:
325
Base Attack Time:
1
Attack Range:
100
Missile Speed:
Instant
Attack Duration:
0.467
Sight Range:
850 / 800
Gold Bounty:
16-24
Experience:
25
Notes:
Visually different from normal creeps.
Mega Ranged Creep h
Attributes
Attack Type
Armor Type

Pierce

Basic
Stats
Unit Type:
Creep
Hit Points:
1015
HP Regen:
2
Mana:
500
Mana Regen:
0.75
Damage:
131-136
Armor:
1
Movespeed:
325
Base Attack Time:
1
Attack Range:
500
Missile Speed:
900
Attack Duration:
0.5
Sight Range:
850 / 800
Gold Bounty:
18-26
Experience:
25
Notes:
Visually different from normal creeps.
Mega Siege Creep h
Attributes
Attack Type
Armor Type

Siege

Fortified
Stats
Unit Type:
Creep
Hit Points:
550
Damage:
51-62
Armor:
0
Movespeed:
325
Base Attack Time:
2.7
Attack Range:
690
Missile Speed:
1100
Attack Duration:
0.7
Sight Range:
850 / 850
Gold Bounty:
66-80
Experience:
88
Magic Resistance:
80%
Melee Creep h
Attributes
Attack Type
Armor Type

Basic

Basic
Stats
Unit Type:
Creep
Hit Points:
550
HP Regen:
0.5
Damage:
19-23
Armor:
2
Movespeed:
325
Base Attack Time:
1
Attack Range:
100
Missile Speed:
Instant
Attack Duration:
0.467