Centaur Camp

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Centaur Camp.jpg

The Centaur camp is a medium camp of neutral creeps. It contains 1 Centaur Conqueror and 1 Centaur Courser, and gives a total of 128 experience and 69-81 gold.

Centaur Conqueror
Centaur Conqueror model.png
Jungle Creep
Level 5
Health 1100
Health regeneration 1
Mana 200
Mana regeneration 1
Armor 4
Magic resistance 0%
Status resistance 0%
Attack damage 49‒55
Acquisition range 500
Attack range 100
Base attack time 1.5
Attack animation 0.3+0.3
Movement speed 320
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 800
Vision type Ground
Bounty 53‒62
Experience 95
Model scale 1
Centaur Courser
Centaur Courser model.png
Jungle Creep
Level 2
Health 350
Health regeneration 0.5
Mana regeneration 1
Armor 1
Magic resistance 0%
Status resistance 0%
Attack damage 18‒21
Acquisition range 500
Attack range 100
Base attack time 1.3
Attack animation 0.5+0.3
Movement speed 320
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 800
Vision type Ground
Bounty 16‒19
Experience 33
Model scale 0.8

Abilities[edit]

Centaur Conqueror

War Stomp
War Stomp (Centaur Conqueror) icon.png
Ability
No Target
Affects
Enemies
The Centaur Conqueror's powerful hooves stomp the ground, stunning and damaging nearby enemies. Heroes recover more quickly.
Cast Animation: 0.4+0.57
Radius: 250
Damage: 25
Hero Stun Duration: 2
Non-Hero Stun Duration: 3
Cooldown: 20
Mana: 50
Modifiers
Debuff Stunned: Dispellable with strong dispels.

Notes:

  • The stomp first applies the debuff, then the damage.
  • As a neutral unit:
    • The centaur only casts this spell when there are 3 or more enemy units within the radius while it is attacking.
    • This means it does not cast it when there are 3 invulnerable units, however, it does when it is aggroed.
    • All 3 units must be valid targets for the spell. Units which are not affected by the spell do not count.
  • As a player controlled unit:
    • No restrictions.
  • Has a cast backswing of 0.6 when cast by Doom minimap icon.png Doom (acquired through Devour).
  • Has a cast backswing of 1.07 when cast by Rubick minimap icon.png Rubick (acquired through casting Spell Steal on Doom).


Centaur Courser

Cloak Aura
Partially usable by illusions. Disabled by Break. Pierces spell immunity.
Cloak Aura (Centaur Courser) icon.png
Ability
Aura
Affects
Allies
This creature protects its allies with a Magic resistance aura. Creeps are better protected.
Radius: 1200
Hero Magic Resistance Bonus: 10%
Non-Hero Magic Resistance Bonus: 20%
Aura Linger Duration: 0.5
Partially usable by illusions. Illusions can bestow the aura, but are not affected by the magic resistance.
Modifiers
Buff Mudgolem Cloak Aura Bonus: Undispellable.

Notes:

  • The aura's buff lingers for 0.5 seconds.
  • Multiple instances of Cloak Aura stack multiplicatively with each other.
  • Increases most heroes' total magic resistance to 32.5%, assuming basic 25% magic resistance and no other sources of magic resistance.


Tips[edit]

  • The Cloak Aura is not very useful for heroes, but heroes that summon or control units such as Chen minimap icon.png Chen may really benefit from it. The 20% magic resistance bonus will make it harder for the enemy to kill them with magic damage.

Bounty[edit]

This is how much gold and experience the camp will provide, accounting for the 2% increase of the base bounty every 7 minute and 30 seconds.

Time Average gold Experience
0:00-7:30 75 128
7:30-15:00 76.5 129
15:00-22:30 78 132
22:30-30:00 79.5 134
30:00-37:30 81 137
37:30-45:00 82.5 140
45:00-52:30 84 142
52:30-60:00 85.5 145
60:00-67:30 87 148
67:30-75:00 88.5 150
75:00-82:30 90 153
82:30-90:00 91.5 155

Trivia[edit]

  • In the original DotA, the Centaur Conqueror was known as "Centaur Khan", and the Centaur Courser was known as "Centaur Outrunner".

Version history[edit]

Version
Description
  • Centaur Courser
    • Reduced health from 550 to 350.
    • Reduced armor from 2 to 1.
  • The centaur camps in the large neutral creep camps now spawns 2 Centaur Courser. [?]
  • Added a new ability for Centaur Coursers
Cloak Aura
This creature protects its allies with a Magic Resistance aura. Creeps are better protected.
Radius: 900
Hero magic resistance bonus: 5%
Non-hero magic resistance bonus: 20%
Note: Multiple instances of Cloak Aura stack.
  • Centaur Conqueror's Swiftness Aura has been moved to Hellbear Smasher
  • Centaur Conqueror Attack Time improved from 1.65 to 1.5
  • Centaur Courser Attack Time improved from 1.35 to 1.3
  • Swapped the medium pullable Neutral Camp with the small camp
  • A neutral creeps camp will no longer spawn the same set of neutral creeps twice in a row
  • Small reduction to the pull timing duration of the mid Sentinel and mid-top Scourge camp
  • Neutral spawn empty check no longer considers corpses in its spawn rules
  • Adjusted neutral creep active abilities to all be on the bottom left most spot
  • Increased neutral creep Centaur's aura by 5%
  • Changed the location of some of the Scourge creep camps
  • Changed the locations and distribution of neutral creep camp groups
  • Reworked Neutral Creep abilities and mechanics to better balance them out
  • Lots of tweaks to the gold bonuses, levels, stats and abilities on neutral creeps.
  • Added two new neutral creep spots
  • Increased the cooldown on the neutral creeps' Warstomp.
  • Neutral creeps now spawn at the 2 minutes mark rather than 3 minutes.
  • Changed the spawns between sent and scourge sides to better balance
  • Neutral creep return/acquire mechanics tweaked
  • Neutral Centaurs no longer ressurect
  • Changed neutral creep chase mechanics a bit