Neutral creeps

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Neutral creeps.png

Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps scattered in the jungle on both sides of the map. They come with different power levels and most of them have unique abilities. Roshan, who sits in his den at the river, is also considered a neutral creep.

Types[edit | edit source]

There are many different types of neutral creeps which spawn in small groups inside of camps within the jungle. These camps are categorised into small, medium, large and ancient creep camps.

Small camps[edit | edit source]

Small creeps are the weakest of the neutral creeps. They give little gold and experience, deal low damage and have low health, making them easy to kill for any hero at any time of the game. Usually, jungling heroes start farming these camps before other camps.

There are 6 different types of small camps, consisting of Kobolds, Hill Trolls, Vhouls, Ghosts and Harpies. The sixth camp type is a combination of kobolds and trolls. Besides the kobold camp which consists of 5 units, all small camps consist of 3 units.

Kobolds are the smallest creeps, but come in bigger groups. They are all melee and have no abilities besides one movement speed buffing aura on the biggest Kobold. Hill Trolls are ranged creeps, with one of the 3 having an active Heal ability which it spams whenever an ally is damaged, and a mana regen boosting aura. Vhouls are also ranged creeps and have all poisoned weapons, which afflicts damage over time. The ghost camp consist of 2 melee units and 1 ranged unit, which has a slowing attack. The Harpies are ranged creeps with effectively no ability. Although one of the Harpies has a very potent Chain Lightning, it never uses it.

Camp locations Creeps Camp Name Total Gold Total Experience Total Health Abilities
Smallcamps.png Kobold model.pngKobold model.pngKobold model.pngKobold Soldier model.pngKobold Foreman model.png Kobold Camp 61-75 Gold (68 Avg) 141 Experience 1445 Health Speed Aura (Kobold Foreman) icon.png Speed Aura
Hill Troll Berserker model.pngHill Troll Berserker model.pngHill Troll Priest model.png Hill Troll Camp 65-77 Gold (71 Avg) 123 Experience 1450 Health Heal (Hill Troll Priest) icon.png Heal​, Mana Aura (Hill Troll Priest) icon.png Mana Aura
Hill Troll Berserker model.pngHill Troll Berserker model.pngKobold Foreman model.png Hill Troll and Kobold Camp 67-81 Gold (74 Avg) 123 Experience 1400 Health Speed Aura (Kobold Foreman) icon.png Speed Aura
Vhoul Assassin model.pngVhoul Assassin model.pngVhoul Assassin model.png Vhoul Assassin Camp 63-87 Gold (75 Avg) 123 Experience 1110 Health Envenomed Weapon (Vhoul Assassin) icon.png Envenomed Weapon
Fell Spirit model.pngFell Spirit model.pngGhost model.png Ghost Camp 70-86 Gold (78 Avg) 144 Experience 1300 Health Frost Attack (Ghost) icon.png Frost Attack
Harpy Scout model.pngHarpy Scout model.pngHarpy Stormcrafter model.png Harpy Camp 81-91 Gold (86 Avg) 144 Experience 1350 Health Chain Lightning (Harpy Stormcrafter) icon.png Chain Lightning
Total average 17% spawn chance, first spawn 20% spawn chance, following spawns 68-83 Gold (75) 133 Experience 1342.5 Health

Medium camps[edit | edit source]

Medium creeps are also relatively weak camps, but stronger than the small creeps. They give a bit more gold and experience, deal low to moderate damage and have more health. Some of them can be dealt with early on, but some may be too strong.

There are 5 different types of medium camps, consisting of Centaurs, Wolves, Satyrs, Ogres and Golems. The number of units varies between 2 and 4 based on the camp.

The Centaurs are melee creeps, one of them being small and the other being big. The big centaur has a small area stun, which it only uses when enough enemies are within its range. The small centaur has an aura which makes its allies more resistant against magical damage. The Wolves come in a pack of 3, all of them having Critical Strike. The big wolf also has an attack damage boosting aura, which makes this camp deal the most damage. The Satyr camp consists of 2 small satyrs, which are comparable to the creeps in the small creep camp power-wise, are ranged, and have a Purge ability which they never use, and 2 medium Satyrs, which are melee and have a mana burning ability which they also never use. Ogres are melee creeps which come in a group of 3, from which one has the Ice Armor ability which it never uses. Golems come in pairs, but split each into 2 smaller golems on their death. They are melee and have a long ranged stun which they do not use.

Camp locations Creeps Camp Name Total Gold Total Experience Total Health Abilities
Mediumcamps.png Centaur Courser model.pngCentaur Conqueror model.png Centaur Camp 86-102 Gold (94 Avg) 160 Experience 1450 Health Cloak Aura (Centaur Courser) icon.png Cloak Aura​, War Stomp (Centaur Conqueror) icon.png War Stomp
Giant Wolf model.pngGiant Wolf model.pngAlpha Wolf model.png Wolf Camp 81-97 Gold (89 Avg) 212 Experience 1600 Health Critical Strike (Giant Wolf) icon.png Critical Strike​, Critical Strike (Alpha Wolf) icon.png Critical Strike​, Packleader's Aura (Alpha Wolf) icon.png Packleader's Aura
Satyr Banisher model.pngSatyr Banisher model.pngSatyr Mindstealer model.pngSatyr Mindstealer model.png Satyr Camp 84-100 Gold (92 Avg) 206 Experience 1800 Health Purge (Satyr Banisher) icon.png Purge​, Mana Burn (Satyr Mindstealer) icon.png Mana Burn
Ogre Bruiser model.pngOgre Bruiser model.pngOgre Frostmage model.png Ogre Camp 81-139 Gold (110 Avg) 144 Experience 2300 Health Ice Armor (Ogre Frostmage) icon.png Ice Armor
Mud Golem model.pngMud Golem model.png Golem Camp1 100-132 Gold (116 Avg) 176 Experience 2560 Health Hurl Boulder (Mud Golem) icon.png Hurl Boulder​, Shard Split (Mud Golem) icon.png Shard Split
Total average 20% spawn chance, first spawn 25% spawn chance, following spawns 86-114 Gold (100) 179.6 Experience 1942 Health

1 Values include 4 Shard Golems.

Large camps[edit | edit source]

Large creeps are the strongest of the regular camps. Their gold and experience bounties per camp are on the same level as the bounty of a lane creep wave. They consist of strong creeps with strong abilities and are very difficult to deal with early on.

There are 5 different types of large camps, consisting of Centaurs, Satyrs, Hellbears, Wildwings and Trolls. Besides the Hellbear camp which consists of 2 units, all large camps consist of 3 units.

The Centaurs of the large camp are the same as the ones from the medium camp, except that the large camp contains two small centaurs and one big one, instead of one of each. The large Satyr is similar to the medium one. It contains the same small and medium Satyr, but one of each instead of two, and has a big Satyr, which is a strong melee creep with a strong long-ranged area nuke which it uses only if enough enemies are within range, and a strong health regen boosting aura. The Hellbears are strong creeps which come in pairs, both being melee. The big one has an area damage and slow ability which it only uses when enough enemies are within range, and an attack speed boosting aura. The small hellbear also has a magic resistance increasing aura just like the small centaurs. Wildwings are 3 melee creeps, two of them being small and relatively weak and one of them being big and able to summon a Tornado which deals area damage over time for a long duration. However it never uses that spell. Besides that, it also has an armor boosting aura. The trolls are ranged creeps, two of them being small and without abilities and the other being big, with two abilities. It can ensnare a target for a short duration, which it never does, and temporarily reanimate 2 skeletons from a nearby corpse.

Camp locations Creeps Camp Name Total Gold Total Experience Total Health Abilities
Largecamps.png Centaur Courser model.pngCentaur Courser model.pngCentaur Conqueror model.png Large Centaur Camp 106-126 Gold (116 Avg) 201 Experience 1800 Health Cloak Aura (Centaur Courser) icon.png Cloak Aura​, War Stomp (Centaur Conqueror) icon.png War Stomp
Satyr Banisher model.pngSatyr Mindstealer model.pngSatyr Tormenter model.png Large Satyr Camp 119-141 Gold (130 Avg) 222 Experience 2000 Health Purge (Satyr Banisher) icon.png Purge​, Mana Burn (Satyr Mindstealer) icon.png Mana Burn​, Shockwave (Satyr Tormenter) icon.png Shockwave​, Unholy Aura (Satyr Tormenter) icon.png Unholy Aura
Hellbear model.pngHellbear Smasher model.png Hellbear Camp 121-143 Gold (132 Avg) 207 Experience 1650 Health Cloak Aura (Hellbear) icon.png Cloak Aura​, Thunder Clap (Hellbear Smasher) icon.png Thunder Clap​, Swiftness Aura (Hellbear Smasher) icon.png Swiftness Aura
Wildwing model.pngWildwing model.pngWildwing Ripper model.png Wildwing Camp 97-127 Gold (112 Avg) 169 Experience 1650 Health Tornado (Wildwing Ripper) icon.png Tornado​, Toughness Aura (Wildwing Ripper) icon.png Toughness Aura
Hill Troll model.pngHill Troll model.pngDark Troll Summoner model.png Troll Camp1 118-152 Gold (135 Avg) 267 Experience 2600 Health Ensnare (Dark Troll Summoner) icon.png Ensnare​, Raise Dead (Dark Troll Summoner) icon.png Raise Dead
Total average 20% spawn chance, first spawn 25% spawn chance, following spawns 112-138 Gold (125) 213.2 Experience 1940 Health

1 Values include 2 Skeleton Warriors.

Ancient camps[edit | edit source]

Ancient creeps are very powerful special creeps. Unlike the regular creeps, these creeps have a special unit type, the Ancient type, which makes them immune to numerous spells, such as converting spells. They are nearly impossible to deal with early on, and for some heroes even later into the game. They have very high health, deal high damage and have strong auras. They also have high magic resistance, making it very difficult to clear them with spells which deal magical damage.

There are 4 different types of ancient camps, consisting of Dragons, Hides, Prowlers and Golems. All 4 camps consist of 3 units.

The Dragons are ranged creeps but have a short attack range. There are 3 dragons, 2 of them being small and relatively weak and one big dragon. The small dragons have no magic resistance and abilities, making them the weakest ancient creeps. The big dragon has 3 abilities: It is able to spit a fireball which engulfs a target area in flames, dealing damage over time, a passive splash attack which causes each of its attack to deal area damage, and a stacking armor boosting aura. The Dragon never uses its Fireball ability. The Hides are, similar to the dragons, ranged creeps with a short attack range. Also similar to the dragons, it consists of 2 smaller Rumblehides, and one bigger Thunderhide. But unlike the dragons, all 3 of them have high magic resistance. The Thunderhide also has 3 abilities: It can slam the ground, dealing area damage and slowing hit enemies, it can temporarily frenzy an ally, boosting its attack speed significantly and it has an aura which boosts attack damage and attack speed of nearby allies. The Thunderhide never uses the Slam ability, but does cast Frenzy on itself. The Golems are strong melee creeps. One of the three golems is stronger than the other 2, having much more health and a bit more damage. The big golem also has an aura which increases the health capacity of nearby allies, making them the tankiest creeps of all, not only due to their high and boosted health, but also due to their high armor and magic resistance. The Prowlers are also a camp of 3 creeps, all being melee as well. Two of them are small, but have a stacking aura which grants lifesteal and considerable health regeneration to nearby allies. Since they come in pairs, this camp regenerates lost health very quickly. The big Prowler has 2 abilities, one of them slaming the ground similar to the big Thunderhide, but reducing armor instead of slowing, and the other ability being an activate attack modifier which roots and disarms the attack target, on top of dealing damage over time. The Prowler uses its first ability when there is an enemy within range, and the attack modifier is alway on autocast, so that it gets applied whenever it is ready. Unlike the other ancient creep camps, the Prowlers do not have any magic resistance, but they do have significantly higher armor.

Camp locations Creeps Camp Name Total Gold Total Experience Total Health Abilities
Ancientcamps.png Ancient Black Drake model.pngAncient Black Drake model.pngAncient Black Dragon model.png Dragon Camp 220-280 Gold (250 Avg) 279 Experience 3900 Health Fireball (Ancient Black Dragon) icon.png Fireball​, Splash Attack (Ancient Black Dragon) icon.png Splash Attack​, Dragonhide Aura (Ancient Black Dragon) icon.png Dragonhide Aura
Ancient Rock Golem model.pngAncient Rock Golem model.pngAncient Granite Golem model.png Large Golem Camp 215-245 Gold (230 Avg) 393 Experience 3795 Health1 Granite Aura (Ancient Granite Golem) icon.png Granite Aura
Ancient Rumblehide model.pngAncient Rumblehide model.pngAncient Thunderhide model.png Thunderhide Camp 209-237 Gold (223 Avg) 393 Experience 3000 Health Frenzy (Ancient Thunderhide) icon.png Frenzy​, War Drums Aura (Ancient Thunderhide) icon.png War Drums Aura​, Slam (Ancient Thunderhide) icon.png Slam
Ancient Prowler Acolyte model.pngAncient Prowler Acolyte model.pngAncient Prowler Shaman model.png Prowler Camp 234-262 Gold (248 Avg) 243 Experience 2400 Health Prowler Aura (Ancient Prowler Acolyte) icon.png Prowler Aura​, Desecrate (Ancient Prowler Shaman) icon.png Desecrate​, Petrify (Ancient Prowler Shaman) icon.png Petrify
Total average 25% spawn chance, first spawn 33% spawn chance, following spawns 220-256 Gold (238) 327 Experience 3273.75 Health

1 Ancient Granite Golem's Granite Aura (Ancient Granite Golem) icon.png Granite Aura​ increases nearby unit's maximum health by 15%.

Roshan[edit | edit source]

Main article: Roshan

Roshan is a unique creep that spawns near the middle of the map. He also counts as an ancient creep and also has its own unique category. In addition to providing a large experience and gold bounty when killed, Roshan also drops the Aegis of the Immortal icon.png Aegis of the Immortal. The third time he is killed in a single game (and every time thereafter), a Cheese icon.png Cheese also drops from Roshan. Roshan's power increases as time passes.

Roshan has a high respawn timer when killed. He possesses 4 abilities from which one is active. His first ability is an area slam which damages and slows nearby enemies. The damage gets stronger as time passes. His second ability grants his attacks a chance to bash an enemy, stunning and dealing bonus damage. His third ability passively protects Roshan from a single-target spell every few seconds. His last ability grants Roshan permanent bonuses as time passes, increasing his health, armor and attack damage, while also grants him phased movement and also instantly kills any illusion which dares to attack Roshan.

Camp locations Creeps Camp Name Total Gold Total Experience Total Health Abilities
Roshan.jpg Roshan model.png Roshan 150-400 Gold (275 Avg) + 200 gold to each allied hero 750 Experience + 20 additional experience per minute 5500 Health + 700 additional health
per 4 minutes
Spell Block (Roshan) icon.png Spell Block​, Bash (Roshan) icon.png Bash​, Slam (Roshan) icon.png Slam​, Unknown icon.png Strength of the Immortal

Spawning[edit | edit source]

Spawn areas and boxes of all creep camps. Roshan has no box.

The first neutral creeps spawn 30 seconds after the first lane creeps spawn, which is at 00:30 game time. From there on, neutral creeps spawn on every odd minute mark (01:00, 03:00, 05:00, etc). A creep camp can never spawn the same set of neutral creeps in a row. This means, if for example an ancient camp contains dragons, the next time neutral creeps spawn in there, they cannot be dragons. Besides this, the chances for each type are the same.

A camp does not spawn neutral creeps when there are units within the spawn box of the camp, not even when the unit is invulnerable or hidden. This means if there are neutral creeps already in a camp, new creeps do not spawn on the next minute mark. However, it is possible for multiple neutral creeps to be inside a camp. This can be achieved by aggroing the already existing creeps and make them leave the spawn area. If the area is empty on the next minute mark, a new set of neutral creeps spawns in that camp. The previously aggroed creeps then return to their camp, so that the camp now contains 2 sets of neutral creeps. This can be repeated a finite number of time, because it eventually gets impossible to get all creeps out of the spawn area. The spawn box areas can be seen by holding down the ALT key (if the option is enabled).

Every selectable unit can block a creep camp, except for the following:

Besides units, several spells are also able to prevent neutral creeps from spawning. This is because of the dummy unit used by those spells. Unlike other dummies, this one blocks creep camps. It also provides the vision around the projectiles of these spells. The following spells can be used to block camps:

Behavior[edit | edit source]

Neutral creeps do not belong to either faction. Most of the time, they just stand in their camps, doing nothing. They only fight when aggroed, which can be done on multiple ways. Neutral creeps can also flee under certain conditions. Once dominated, a neutral creep drops these behaviors completely.

Drawing aggro[edit | edit source]

Phoenix icon.png Phoenix​ drawing aggro of two camps with Fire Spirits icon.png Fire Spirits​ in order to stack them simultaneously.

The aggro of neutral creeps can be drawn in two ways: By coming within 240 range of them (140 range in Roshan's case), or by dealing damage to or casting a single-target spell on them while within 1800 range of them. Aggroed neutral 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. 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. There is one exception to this rule. If a hero within the acquisition range of an aggroed neutral creeps issues an attack order on a hero from the opposing faction, the creeps immediately switch to attack the hero that got the attack order, as if they want to protect the opposing hero, similar to how lane creeps protect their allied heroes. 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. Although neutral creeps can attack buildings, they are too far away. They lose aggro before they get within range. On the other side, towers do not attack neutral creeps, so even though creeps can be pulled close enough to towers, they do not attack the creeps.

Only units which can be attacked can aggro neutral creeps. Hidden, invulnerable or ethereal units cannot aggro neutral creeps. In these cases, the neutral creeps just stand still and fully ignore the enemy. Invisible units cannot aggro neutral creeps either. However, if a neutral creep takes damage from invisible units, the creep and all other neutral creeps within 500 range of it flee, instead of ignoring it. They move to a random spot 750 range away from their camp spot and walk for up to 5 seconds. If they reach the flee spot earlier, they wait there and return once 5 seconds past. Neutral creeps have shared vision with both teams, so attacking them from the fog of war still draws aggro normally.

Losing aggro[edit | edit source]

If the neutral creep moves more than 400 range away from its original spot in the camp (called the "guard distance"), it loses aggro 5 seconds later and then returns to its spot. However, if the creep somehow gets within 400 range of its spot again before the 5 seconds elapse, it stays aggroed. The 5 seconds timer gets reset whenever the neutral creep gets 400 range away from its spot. If the timer does not get reset, their chase distance is effectively capped by their movement speed and the 5 seconds chase limit. This results in an average chase distance of 1750-2200 (400 base distance + 5*270-360 movement speed), assuming the creeps do not attack but only chase their target. If a neutral creep loses aggro due to the 5 seconds aggro limit, then it cannot be re-aggroed by standing too close to them until they return to their spot. It cannot be re-aggroed by damage for 3 seconds either, but can be re-aggroed by damaging them or another neutral creep within a 500 radius after 3 seconds past.

If they get re-aggroed within those 3 seconds, they behave exactly like described before, except that now the aggro lasts 3 seconds, instead of 5. Once all (remaining) creeps from the camp fully returned to their spots, they can be aggroed for 5 seconds again.

Neutral creeps also lose aggro when their target turns ethereal, invulnerable or hidden. In this case, aggro is lost immediately, so that they either return to their spot, or attack other nearby enemies. If they return to their spot after losing aggro this way, they still are aggressive while returning, meaning they attack any enemy within 500 range on their way back. This has no effect on their aggro timer limit. If their initial target turns unattackable while more than 400 range away from the camp spot, their 5 seconds aggro timer still runs down and does not reset if they find another target while outside the 400 range.

Disarming[edit | edit source]

If a neutral creep is disarmed, it cannot be aggroed. It completely stands still, ignoring any damage dealt to or any spell targeted on it or other neutrals. If an already aggroed neutral creep gets disarmed, it either stands still and waits for the disarm to expire after which it then returns, or it returns immediately as soon as disarmed. A disarmed neutral creep does not cast any spells either, even if the conditions are met.

Patch history[edit | edit source]

Patch
Description
  • Fixed a bug where neutral and lane creeps would spawn slightly later than expected in longer matches.

Version history[edit | edit source]

Version
Description
  • Swapped the camp locations of the medium camp and the ancient camp in the Dire's secondary jungle.
  • Shifted down the spawnbox for the ancient camp (formerly medium camp) in the Dire secondary jungle (so a high ground ward does not block the camp)
  • Neutral creeps are no longer attacked by towers.
  • Reduced spawnbox sizes for both the Dire's large camps.
  • Fixed a rare case where Dire ancients could be stuck between trees when spawning.
  • Reworked the entire jungle on both sides.
    • The primary jungles now contain each 1 ancient creep camp, 2 large creep camps, 2 medium creep camps and 1 small creep camp. [?]
    • The secondary jungles now contain 1 ancient creep camp, 1 large ceep camp and 1 medium creep camp. [?]
  • Changed neutral creep spawn timings from 0:30/1:00/2:00/3:00/4:00... to 0:30/1:00/3:00/5:00/7:00...
  • Dying to a neutral creep now results in a minimum death time of 26 seconds.
  • Added a new ancient creep camp: Prowler Camp, consisting of 2 Ancient Prowler Acolytes and 1 Ancient Prowler Shaman.
  • Slightly reduced the spawn box of the Radiant icon.png Radiant bottom lane hard camp.
  • Radiant icon.png Radiant small camp's spawn box is now smaller.
  • Ancient neutrals now behave like normal neutrals and split experience with all heroes in the AoE.
  • Added a new neutral hard camp for each team, near their respective Secret Shops.
  • Swapped medium and hard camp in Radiant icon.png Radiant jungle.
  • Adjusted Radiant icon.png Radiant small camp spawn box.
  • Reduced the size of the pull camp box on the Dire icon.png Dire safelane hard camp.
  • Nudged the Radiant icon.png Radiant small camp down very slightly.
  • Moved the Radiant icon.png Radiant mid medium camp down slightly and adjusted nearby trees.
  • Non-Ancient Neutrals now split XP with all heroes in the AoE instead of just the team that killed them
  • Swapped the medium pullable neutral camp with the small camp.
  • A neutral creeps camp can no longer spawn the same set of neutral creeps twice in a row.
  • Small reduction to the pull timing duration of the mid Radiant icon.png Radiant and mid-top Dire icon.png Dire camp.
  • Courier no longer block neutral creeps from spawning.
  • Neutral spawn empty check no longer considers corpses in its spawn rules.
  • Added a new Ancient creep camp (Thunder Lizards, has Frenzy & Slam).
  • Added a new small neutral camp.
  • Fixed some issues with the tree layout near the center scourge neutral camp.
  • Adjusted neutral pullability area for the Scourge ancients a bit
  • Rewrote creep/neutral/powerup spawn systems. The game timer now counts down to 0, at which point the creeps and powerups spawn. 30 seconds later the neutrals spawn. This behavior is the same as various popular modes, but it is now standardized to the entire game with the new clock. All game events are based off of this time rather than an arbitrary time based on the mode you used.
  • Fixed some aggro problems with one of the scourge neutral camps.
  • Added neutrals field to -cs.
  • Fixed some minor neutrals' vision and pathing glitches.
  • Change some of the Scourge's top left forest area
  • Changed the locations and distribution of neutral creep camp groups
  • Fixed neutral spawn times in various modes
  • Reworked the trees and pathing near the small Sentinel creep camp
  • Added a new creep camp group (1 Ghost with Frost Attack + 2 Fel Beasts)
  • Added a new ancient creep camp group (Jungle Stalkers)
  • Added a new creep camp group (1 Enraged Wildken with Tornado + 2 Wildkins)
  • Added a new creep camp group (1 Dark Troll Warlord with Raise Dead and 1.5 sec Ensnare + 2 Dark Trolls)
  • Changed the location of some of the Scourge creep camps
  • Redid neutral creep spawner code for some optimizations
  • Fixed the neutral creep spawn time in -rd.
  • Fixed -swaphero, neutral creep spawn time and initial gold in -xl.
  • Added -powerup and -neutrals to single player commands.
  • Added cooldown to neutral creep ability tooltips.
  • Watchers and Remote Mines no longer prevent neutral spawns.
  • Reworked Neutral Creep abilities and mechanics to better balance them out.
  • Reduced guard return timer from 5 to 3 seconds. [The duration of how long neutral creeps ceep chasing after leaving their camps]
  • Reduced netural creeps camp max guard distance from 1000 to 600. [?]
  • Added two new neutral creep spots.
  • Lots of tweaks to the gold bonuses, levels, stats and abilities on neutral creeps.
  • Fixed various neutral creep minimap glitches
  • Fixed various neutral creep tooltips
  • Fixed Spin Web from preventing Neutral Creep spawning.
  • Fixed some neutral creeps and beastmaster's summons that had collision size pathing issues.
  • Fixed various range neutral creep camp abuses.
  • Fixed the LM mode to spawn the neutral creeps at the same time offset as the other modes.
  • Fixed a range hero abuse against ancient creeps.
  • Neutral Ancients can no longer attack towers (abuse precaution).
  • Fixed some issues with neutral creeps.
  • Fixed tooltips on neutral creeps.
  • Fixed a bug that allowed extra neutral creeps to spawn by using certain exploit.
  • Neutral creeps now spawn at the 2 minutes mark rather than 3 minutes.
  • Pushed back the neutral spawn lag to before the creeps fight.
  • Delay spawn on neutral creeps as suggested by 'esby' on forums.
  • Tweaked midlane neutral creeps to help against creep redirection.
  • Changed the spawns between Radiant icon.png Radiant and Dire icon.png Dire sides to better balance.
  • Increased guard return timer from 1 to 5 second. [The duration of how long neutral creeps ceep chasing after leaving their camps]
  • Increased netural creeps camp guard distance from 200 to 600/1000. [?]
  • Reduced guard return timer from 2 to 1 second. [The duration of how long neutral creeps ceep chasing after leaving their camps]
  • Reduced netural creeps camp guard distance from 300 to 200. [?]
  • Moved the Dire neutral creep camp on the very left above the river slightly towards the right and added some trees around the camp.
  • Moved the Radiant neutral creep camp below the right rune spot slightly further up and tweaked the trees in the camp.
  • Reduced guard return timer from 5 to 2 seconds. [The duration of how long neutral creeps ceep chasing after leaving their camps]
  • Reduced netural creeps camp guard distance from 600/1000 to 300. [?]