Info
Melee 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 |
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Lane Creep |
Level | 3 | 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 | 550 | Health regeneration “ 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 | 0.5 | 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 | 2 | 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 | 0% | 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 | 19‒23 | Acquisition 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 | 500 | 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 | 100 | Base attack time 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 | 1 | 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 | Movement 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 | 325 | Follow range 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 | 100 | Turn rate Turn rate is the speed at which a unit can turn. When moving to a location, a unit first turns to face that location, then begins walking. Similarly, when targeting another unit with an attack | 0.5 | Collision size Collision size is a unit s internal size that cannot be passed through by other units. This allows units to block each other with their bodies. Most heroes have the same collision size, regardless of their | 16 | Vision 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 | 750 • 750 (G) | 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 | 34‒38 | 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 | 40 | Model scale | 0.93 | Notes | Every 7:30 min: +12 health +1 damage +1 bounty | |
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
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
- Radiant Creeps
- Radiant Super Creeps
- Radiant Mega Creeps
- Dire Creeps
- Dire Super Creeps
- Dire Mega Creeps
- Show All
Notes:
Gains 12 health, 1 damage, and 2 gold bounty every 7 minutes 30 seconds.
Notes:
Gains 12 health, 2 damage, and 2 gold bounty every 7 minutes 30 seconds.
Notes:
Gains 19 health, 2 damage, and 1.5 gold bounty every 7 minutes 30 seconds.
Visually larger than normal creeps.
Notes:
Gains 18 health, 3 damage, and 1.5 gold bounty every 7 minutes 30 seconds.
Visually larger than normal creeps.
Notes:
Visually different from normal creeps.
Notes:
Visually different from normal creeps.