Lane creeps

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Lane creeps.png

Lane creeps are a form of creep that automatically move down the three lanes towards the enemy faction's base. Each and every 30 seconds a new group (the creep wave) spawns for each faction at each of their barracks, 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 development because they grant resources, allowing for an advantage over the enemy team. They give experience to nearby enemies when killed – as well as gold to heroes who deal the last hit they take. Allied creeps can also be denied 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 include disruptively pushing forward into towers, pulling 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 icon.png Backdoor Protection. However, once taken over by a player, a lane creep no longer disables the protection.

Types[edit]

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. However, 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. They also prioritize buildings over other units when in range.

Destroying either of the enemy team's melee or ranged barracks 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 Armor Move Speed Attack Damage BAT Attack Range Sight Range Bounty Experience Other stats
Mega Melee Creep 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: 0%
Attack animation: 0.467+0.533
Mega Ranged Creep Mega Ranged Creep Radiant model.pngMega Ranged Creep Dire model.png 1015 1 325 131‒136 1 500 750/750 18‒26 25 Mana: 500
Magic resistance: 0%
Attack animation: 0.5+0.3
Melee Creep Melee Creep Radiant model.pngMelee Creep Dire model.png 550 2 325 19‒23 1 100 750/750 34‒38 40 Magic resistance: 0%
Attack animation: 0.467+0.533
Ranged Creep Ranged Creep Radiant model.pngRanged Creep Dire model.png 300 0 325 21‒26 1 500 750/750 42‒48 90 Mana: 500
Magic resistance: 0%
Attack animation: 0.5+0.3
Siege Creep Siege Creep Radiant model.pngSiege Creep Dire model.png 825 0 325 35‒46 2.7 690 750/750 66‒80 88 Magic resistance: 80%
Attack animation: 0.7+2
Super Melee Creep Melee Creep Radiant model.pngMelee Creep Dire model.png 700 3 325 36‒44 1 100 750/750 16‒24 25 Magic resistance: 0%
Attack animation: 0.467+0.533
Super Ranged Creep Ranged Creep Radiant model.pngRanged Creep Dire model.png 475 1 325 41‒46 1 500 750/750 18‒26 25 Mana: 500
Magic resistance: 0%
Attack animation: 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: 80%
Attack animation: 0.7+2

Spawning[edit]

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[edit]

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[edit]

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[edit]

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. However, 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 example, a filler building if both are within range.

Disarming[edit]

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[edit]

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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

Patch history[edit]

Patch
Description
  • Fixed a bug where lane and neutral creeps would spawn slightly later than expected in longer matches.
  • Updated Radiant icon.png Radiant siege creep's model.

Version history[edit]

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.
  • 7:30 upgrade cycle:
    • Increased health upgrade from 10 to 12.
    • Increased gold bounty upgrade from 1 to 2.
  • All lane creeps:
    • Increased aggro duration from 2 to 2.5.
    • Increased aggro cooldown from 2 to 2.5.
  • Melee creep:
    • Reduced gold bounty from 38-48 to 36-40.
    • Reduced experience bounty from 62 to 45.
  • Increased ranged creep experience bounty from 41 to 90.
  • Lane creep bounty now increases by 1 gold per normal upgrade cycle.
  • Top lane creeps now meet slightly closer to Dire's tower and bottom lane creeps meet closer to Radiant's tower.
  • Siege Creeps:
    • Now behave like other lane creeps for spell targeting rules. [?]
    • Now have 80% Magic Resistance.
  • Reduced melee creep +1 quantity upgrade timings from 17:30/34:00/50:30 to 15:00/30:00/45:00. [?]
  • Reduced ranged and siege creep +1 quantity upgrade timing from 45:30 to 45:00.
  • Reduced ranged creep gold bounty from 43-53 to 42-48.
  • Top lane creeps now meet slightly closer to Dire's tier 1 tower.
  • Bottom and top lane creeps now meet slightly closer to Dire's tier 1 towers.
  • Bottom lane creeps now meet closer to Dire's tower and top lane creeps closer to Radiant's tower.
  • Increased siege creep health from 500 to 550 [?]
  • Fixed Radiant's top siege creeps upgrading when Dire's bottom ranged barrack gets destroyed, instead of top ranged barracks.
  • Increased ranged creep mana pool from 300 to 500.
  • Increased Dire melee creep attack point from 0.44 to 0.467. [?]
  • Increased Radiant siege creep attack point from 0.1 to 0.7. [?]
  • Fixed the creep quantity upgrade timer starting to count upon entering the game mode (and therefore counting the picking phase), instead of upon the game timer reaching 0:00.
  • Reduced day vision of all lane creeps from 1100 to 850.
  • Reduced day vision of all lane creeps from 1400 to 1100.
  • Fixed some occurances where Dire creeps on the bottom lane would skip the first waypoint.
  • Added a new test command to toggle creeps spawn off and on -spawnoff/-spawnon (-disablecreepspawn/-enablecreepspawn in Dota 2).
  • Super and mega melee creep:
    • Reduced gold bounty from 21-41 to 18-26.
    • Reduced experience bounty from 41 to 25.
  • Reduced super and mega ranged creeps gold bounty from 21-41 to 18-26.
  • Fixed the creep upgrade timer starting to count upon entering the game mode (and therefore counting the picking phase), instead of upon the game timer reaching 0:00.
  • Fixed some issues with the creep pathing on the bottom Radiant wave.
  • Rewrote game timer:
    • All game modes now have a certain amount of time reserved for the picking/preparation phase, instead of the pick phase counting towards game time.
    • The game timer now counts down towards 0. Lane creeps and runes spawn when the timer reaches 0 (00:30 for neutral creeps), instead of being different for each game mode.
    • First wave of each game mode spawned at:
      Default: 1:30
      All Pick: 2:00
      All Random: 1:30
      League Mode: 3:00
      Random Draft: 3:00
      Extended League: 3:00
      Single Draft: 1:30
      Mirror Match: 1:30
      Team Random: 1:30
    • Example, All Pick mode
      Previously: Game timer starts counting immediately. First creep wave spawns when the timer reaches 2:00, leaving the players 2 minutes to pick and organise.
      New: Initially, After game mode is chosen (-ap in this case), timer starts counting down from 2:00 to 0. This is the picking phase. Creeps spawn when the timer reaches 0:00.
  • Rescaled melee creep gold bounty from 33-53 to 38-48.
  • Increased ranged creep gold bounty from 33-53 to 43-53.
  • Increased siege creep gold bounty from 56-80 to 66-80.
  • Observers and replays now see a symbol ($) above a dying creep when a player gets gold for killing a unit.
  • Siege creeps now get +16 attack damage when the respective lane's range barracks is destroyed.
  • Improved Radiant creep pathing at the top lane.
  • Fixed Dire melee creeps being able to attack trees.
  • Increased ranged creep mana pool from 200 to 300.
  • Increased Dire ranged creep mana regeneration from 0.65 to 0.75. [?]
  • Melee creeps quantity no longer increases at 62:30. [?]
  • Reduced melee creep collision size from 20 to 16.
  • Reduced ranged creep collision size from 16 to 8.
  • Increased Radiant ranged creep health regeneration from 0.4 to 2. [?]
  • Added a sound for when lane creeps spawn for the first time.
  • Changed melee creep +1 quantity upgrade timings from 20:00/40:00/60:00 to 17:00/33:30/50:00/62:30 [?].
  • Reduced ranged creep +1 quantity upgrade timing from 60:00 to 45:00 [?].
  • Siege creep quantity is now also upgraded by +1 at 45:00.
  • Siege creeps are now properly counted to creep stats.
  • Reduced siege creep armor from 2 to 0.
  • Fixed creep blocking issues on Radiant's top lane.
  • Dire super and mega creeps now have a bigger model, similar to Radiant's creeps.
  • Siege creeps:
    • Now prioritize attacking buildings over other units, instead of following the same priorities as other lane creeps.
    • Now spawn every 7th wave, instead of 6th.
  • Added a new creep to the lane creep waves:
Siege Creep:
Spawns on each lane on every 6th wave. Does not get upgraded over time like other lane creeps. No super or mega version.
Has siege as attack damage type and structure as armor type.
Health: 500
Health regeneration: 0
Armor: 2
Attack damage: 35-46
Base attack time: 2.7
Attack range: 690
Movement speed: 325
Bounties: 66-80 gold, 88 experience
  • Ranged creeps now start with full mana, instead of 75/200.
  • Added -cs chat command (creep stats), which displays the amount of last hits made.
  • Improved creep pathing at the bottom lane.
  • Fixed Dire's mid ranged creep being in front of the melee creeps, instead of behind like in other lanes.
  • Fixed some lags caused by creeps spawning.
  • Fixed memory leak issues with the creep spawn system.
  • Fixed Radiant and Dire creeps not having the same attack damage values.
  • Regular creeps:
    • Rescaled Radiant's melee creep attack damage from 17-25 to 19-23.
    • Dire melee creep remains at 19-23.
    • Increased Radiant ranged creep attack damage from 20-25 to 21-26.
    • Increased Dire ranged creep attack damage from 21-25 to 21-26.
  • Super creeps:
    • Radiant melee super creep remains at 36-44.
    • Rescaled Dire melee super creep attack damage from 38-42 to 36-44.
    • Increased Radiant ranged super creep attack damage from 40-45 to 41-46.
    • Increased Dire ranged super creep attack damage from 41-45 to 41-46.
  • Mega creeps:
    • Radiant melee mega creep remains at 96-104.
    • Rescaled Dire melee mega creep attack damage from 98-102 to 96-104.
    • Increased Radiant ranged mega creep attack damage from 130-135 to 131-136.
    • Increased Dire ranged mega creep attack damage from 131-135 to 131-136.
  • Bottom lane creeps now meet a bit higher up in the lane, a bit further away from Radiant's tower.
  • Melee mega creeps:
    • Increased health from 1175/1080 to 1270.
    • Increased attack damage from 86-94/78-82 to 96-104/98-102.
  • Ranged mega creeps:
    • Increased health from 925 to 1015.
    • Increased attack damage from 115-120/116-120 to 130-135/131-135.
  • Added global message for when a team receives mega creeps.
  • Destroying all enemy barracks now spawns mega creeps again.
  • Fixed invulnerable creep bug.
  • Destroying towers no longer grants damage/health to lane creeps. [?]

Gallery[edit]