Lane creeps

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Lane creeps.png

Lane creeps are a type of creep that automatically moves down the three lanes towards the enemy faction's Ancient. 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 a hero's progress 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 stealing 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. 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 18‒26 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 21‒28 22 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 35‒41 57 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 48‒58 69 Mana: 500
Magic resistance: 0%
Attack animation: 0.5+0.3
Siege Creep Siege Creep Radiant model.pngSiege Creep Dire model.png 875 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 18‒26 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 21‒28 22 Mana: 500
Magic resistance: 0%
Attack animation: 0.5+0.3
Super Siege Creep Siege Creep Radiant model.pngSiege Creep Dire model.png 875 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.

Initially, a creep wave consists of 3 melee creeps and 1 ranged creep (and 1 siege creep every 10th wave). As the game progresses, their quantity gets upgraded:

  • 31st wave and onwards (15:00): All lanes get +1 melee creep. Total count of melee creeps is now 4 for all lanes.
  • 61st wave and onwards (30:00): All lanes get +1 melee creep and +1 siege creep. Total count of melee creeps is now 5 and total count of siege creeps is now 2 for all lanes.
  • 81st wave and onwards (40:00): All lanes get +1 ranged creep. Total count of ranged creeps is now 2 for all lanes.
  • 91st wave and onwards (45:00): All lanes get +1 melee creep. Total count of melee creeps is now 6 for all lanes.

After the 45th minute, a creep wave consists of 6 melee creeps and 2 ranged creeps (and 2 siege creeps every 10th wave), resulting in a total of 8 (10 with siege creeps) creeps per 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 Radiant icon.png Radiant side Dire icon.png Dire side
Top Creeps spawn slightly behind the barracks, right at the center of the triangle formed by the barracks and the effigy building below. Creeps spawn in front of the tier 3 tower, right at the edge of the ramp.
Middle Creeps spawn between the melee and ranged barracks, on the circle between them. Creeps spawn right in front of the tier 3 tower, slightly behind the edge of the ramp.
Bottom Creeps spawn right 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 effigy building above.

The spawn locations do not change throughout the entire match. The creeps spawn so that the ranged creeps are always behind the melee creeps. However, the siege creeps spawn between 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 upgrade to their health and attack damage, as well as an increase to their gold bounty. 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: +1 gold bounty
  • Mega creeps: +1 gold bounty

These health and damage upgrades are applied a maximum of 30 times, while the gold bounty upgrade has no limit. This means their health and damage are fully upgraded at 225:00 in-game time, which is 3 hours and 45 minutes. The total values on each upgrade cycle can be seen in the following table.

Siege creeps only gain one upgrade, and that is +16 damage upon destroying their respective lane's ranged barracks.

Mega creeps do not grow stronger, but have their bounties increased over time.

Time Wave Upgrade number Health melee creep Damage melee creep Bounty melee creep Health super melee creep Damage super melee creep Bounty super/mega melee creep Health ranged creep Damage ranged creep Bounty ranged creep Health super ranged creep Damage super ranged creep Bounty super/mega ranged creep
0:00 1 0 550 19‒23 35‒41 700 36‒44 18‒26 300 21‒26 48‒58 475 41‒46 21‒28
7:30 16 1 562 20‒24 36‒42 719 38‒46 19‒27 312 23‒28 49‒59 493 44‒49 22‒29
15:00 31 2 574 21‒25 37‒43 738 40‒48 20‒28 324 25‒30 50‒60 511 47‒52 23‒30
22:30 46 3 586 22‒26 38‒44 757 42‒50 21‒29 336 27‒32 51‒61 529 50‒55 24‒31
30:00 61 4 598 23‒27 39‒45 776 44‒52 22‒30 348 29‒34 52‒62 547 53‒58 25‒32
37:30 76 5 610 24‒28 40‒46 795 46‒54 23‒31 360 31‒36 53‒63 565 56‒61 26‒33
45:00 91 6 622 25‒29 41‒47 814 48‒56 24‒32 372 33‒38 54‒64 583 59‒64 27‒34
52:30 106 7 634 26‒30 42‒48 833 50‒58 25‒33 384 35‒40 55‒65 601 62‒67 28‒35
60:00 121 8 646 27‒31 43‒49 852 52‒60 26‒34 396 37‒42 56‒66 619 65‒70 29‒36
67:30 136 9 658 28‒32 44‒50 871 54‒62 27‒35 408 39‒44 57‒67 637 68‒73 30‒37
75:00 151 10 670 29‒33 45‒51 890 56‒64 28‒36 420 41‒46 58‒68 655 71‒76 31‒38
82:30 166 11 682 30‒34 46‒52 909 58‒66 29‒37 432 43‒48 59‒69 673 74‒79 32‒39
90:00 181 12 694 31‒35 47‒53 928 60‒68 30‒38 444 45‒50 60‒70 691 77‒82 33‒40
97:30 196 13 706 32‒36 48‒54 947 62‒70 31‒39 456 47‒52 61‒71 709 80‒85 34‒41
105:00 211 14 718 33‒37 49‒55 966 64‒72 32‒40 468 49‒54 62‒72 727 83‒88 35‒42
112:30 226 15 730 34‒38 50‒56 985 66‒74 33‒41 480 51‒56 63‒73 745 86‒91 36‒43
120:00 241 16 742 35‒39 51‒57 1004 68‒76 34‒42 492 53‒58 64‒74 763 89‒94 37‒44
127:30 256 17 754 36‒40 52‒58 1023 70‒78 35‒43 504 55‒60 65‒75 781 92‒97 38‒45
135:00 271 18 766 37‒41 53‒59 1042 72‒80 36‒44 516 57‒62 66‒76 799 95‒100 39‒46
142:30 286 19 778 38‒42 54‒60 1061 74‒82 37‒45 528 59‒64 67‒77 817 98‒103 40‒47
150:00 301 20 790 39‒43 55‒61 1080 76‒84 38‒46 540 61‒66 68‒78 835 101‒106 41‒48
157:30 316 21 802 40‒44 56‒62 1099 78‒86 39‒47 552 63‒68 69‒79 853 104‒109 42‒49
165:00 331 22 814 41‒45 57‒63 1118 80‒88 40‒48 564 65‒70 70‒80 871 107‒112 43‒50
172:30 346 23 826 42‒46 58‒64 1137 82‒90 41‒49 576 67‒72 71‒81 889 110‒115 44‒51
180:00 361 24 838 43‒47 59‒65 1156 84‒92 42‒50 588 69‒74 72‒82 907 113‒118 45‒52
187:30 376 25 850 44‒48 60‒66 1175 86‒94 43‒51 600 71‒76 73‒83 925 116‒121 46‒53
195:00 391 26 862 45‒49 61‒67 1194 88‒96 44‒52 612 73‒78 74‒84 943 119‒124 47‒54
202:30 406 27 874 46‒50 62‒68 1213 90‒98 45‒53 624 75‒80 75‒85 961 122‒127 48‒55
210:00 421 28 886 47‒51 63‒69 1232 92‒100 46‒54 636 77‒82 76‒86 979 125‒130 49‒56
217:30 436 29 898 48‒52 64‒70 1251 94‒102 47‒55 648 79‒84 77‒87 997 128‒133 50‒57
225:00 451 30 910 49‒53 65‒71 1270 96‒104 48‒56 660 81‒86 78‒88 1015 131‒136 51‒58
Melee creeps
  • When fully upgraded, regular melee creeps have almost as much health as super melee creeps with 11 upgrades
  • When fully upgraded, regular melee creeps have almost as much attack damage as super melee creeps with 6 upgrades.
  • After 30 upgrades, super melee creeps have as much gold bounty as regular melee creeps with 13 upgrades.
Ranged creeps
  • When fully upgraded, regular ranged creeps have a bit more health than super ranged creeps with 10 upgrades
  • When fully upgraded, regular ranged creeps have as much attack damage as super ranged creeps with 13 upgrades.
  • After 30 upgrades, super ranged creeps have still a lower bounty than regular ranged creps with 0 upgrades, although they are close.

When fully upgraded, super creeps are as exactly as strong as mega creeps, but this does not automatically make them mega creeps. All barracks must be destroyed to get mega creeps. But at this point, the only difference between super and mega creeps is their visual appearance.

Bounties[edit]

When a lane creep gets denied by one of its allies, it grants 25% of its experience value to enemies and to allies within the area. Enemies may only get full experience when the creep dies to them, or when a neutral creep kills it. Gold bounties are only granted to the enemy player who gets the last hit on the creep.

When denying a creep, the denying team gets 25% of its experience as well, split evenly amongst all within the experience area. The denying team does not get any gold.

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 issuing 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 always have 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, 600 range for ranged creeps and 800 range for 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, an effigy building if both are within range.


The creeps of the very first creep wave spawn on both side lanes cannot be aggroed by players, until they meet the opposing creep wave. The creeps of the first wave in the mid lane can be aggroed normally.

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.

Death[edit]

Upon dying to a player-controlled unit, lane creeps are knocked up to 200 range away from the damage source, in an arc with up to 50 range upwards. The distance and height get higher, based on the damage instance that killed them (capped at 500), but are still randomised, so that equal damage instances do not result in always the same distances. The knockback duration ranges between 0.4 and 0.6 seconds. Damage below 100 does not cause a knockback. The knockback itself has mainly aesthetic purposes, but might also affect some abilities. For example, Thunder Strike and Leech Seed follow the corpse of the unit with their effects.

Despite what the death animation of siege creep suggests, siege creeps are knocked back as well. This is because their death animation stays where the unit initially died, and does not follow the unit's actual location.

The knockback does not happen when the creeps are killed by units not controlled by any player.

Wave stats[edit]

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 ~167 ~167 0 240 240
0:30 2 3 1 0 8 ~167 ~334 45 240 480
1:00 3 3 1 0 12 ~167 ~501 91 240 720
1:30 4 3 1 0 16 ~167 ~668 136 240 960
2:00 5 3 1 0 20 ~167 ~835 182 240 1200
2:30 6 3 1 0 24 ~167 ~1002 227 240 1440
3:00 7 3 1 0 28 ~167 ~1169 273 240 1680
3:30 8 3 1 0 32 ~167 ~1336 318 240 1920
4:00 9 3 1 0 36 ~167 ~1503 364 240 2160
4:30 10 3 1 0 40 ~167 ~1670 409 240 2400
5:00 11 3 1 1 45 ~240 ~1910 455 328 2728
5:30 12 3 1 0 49 ~167 ~2077 500 240 2968
6:00 13 3 1 0 53 ~167 ~2244 546 240 3208
6:30 14 3 1 0 57 ~167 ~2411 591 240 3448
7:00 15 3 1 0 61 ~167 ~2578 637 240 3688
7:30 16 3 1 0 65 ~167 ~2745 682 240 3928
8:00 17 3 1 0 69 ~167 ~2912 728 240 4168
8:30 18 3 1 0 73 ~167 ~3079 773 240 4408
9:00 19 3 1 0 77 ~167 ~3246 819 240 4648
9:30 20 3 1 0 81 ~167 ~3413 864 240 4888
10:00 21 3 1 1 86 ~240 ~3653 910 328 5216
10:30 22 3 1 0 90 ~167 ~3820 955 240 5456
11:00 23 3 1 0 94 ~167 ~3987 1001 240 5696
11:30 24 3 1 0 98 ~167 ~4154 1046 240 5936
12:00 25 3 1 0 102 ~167 ~4321 1092 240 6176
12:30 26 3 1 0 106 ~167 ~4488 1137 240 6416
13:00 27 3 1 0 110 ~167 ~4655 1183 240 6656
13:30 28 3 1 0 114 ~167 ~4822 1228 240 6896
14:00 29 3 1 0 118 ~167 ~4989 1274 240 7136
14:30 30 3 1 0 122 ~167 ~5156 1319 240 7376
15:00 31 4 1 1 128 ~278 ~5434 1365 385 7761
15:30 32 4 1 0 133 ~205 ~5639 1410 297 8058
16:00 33 4 1 0 138 ~205 ~5844 1456 297 8355
16:30 34 4 1 0 143 ~205 ~6049 1501 297 8652
17:00 35 4 1 0 148 ~205 ~6254 1547 297 8949
17:30 36 4 1 0 153 ~205 ~6459 1592 297 9246
18:00 37 4 1 0 158 ~205 ~6664 1638 297 9543
18:30 38 4 1 0 163 ~205 ~6869 1683 297 9840
19:00 39 4 1 0 168 ~205 ~7074 1729 297 10137
19:30 40 4 1 0 173 ~205 ~7279 1774 297 10434
20:00 41 4 1 1 179 ~278 ~7557 1820 385 10819
20:30 42 4 1 0 184 ~205 ~7762 1865 297 11116
21:00 43 4 1 0 189 ~205 ~7967 1911 297 11413
21:30 44 4 1 0 194 ~205 ~8172 1956 297 11710
22:00 45 4 1 0 199 ~205 ~8377 2002 297 12007
22:30 46 4 1 0 204 ~205 ~8582 2047 297 12304
23:00 47 4 1 0 209 ~205 ~8787 2093 297 12601
23:30 48 4 1 0 214 ~205 ~8992 2138 297 12898
24:00 49 4 1 0 219 ~205 ~9197 2184 297 13195
24:30 50 4 1 0 224 ~205 ~9402 2229 297 13492
25:00 51 4 1 1 230 ~278 ~9680 2275 385 13877
25:30 52 4 1 0 235 ~205 ~9885 2320 297 14174
26:00 53 4 1 0 240 ~205 ~10090 2366 297 14471
26:30 54 4 1 0 245 ~205 ~10295 2411 297 14768
27:00 55 4 1 0 250 ~205 ~10500 2457 297 15065
27:30 56 4 1 0 255 ~205 ~10705 2502 297 15362
28:00 57 4 1 0 260 ~205 ~10910 2548 297 15659
28:30 58 4 1 0 265 ~205 ~11115 2593 297 15956
29:00 59 4 1 0 270 ~205 ~11320 2639 297 16253
29:30 60 4 1 0 275 ~205 ~11525 2684 297 16550
30:00 61 5 1 2 283 ~389 ~11914 2730 530 17080
30:30 62 5 1 0 289 ~243 ~12157 2775 354 17434
31:00 63 5 1 0 295 ~243 ~12400 2821 354 17788
31:30 64 5 1 0 301 ~243 ~12643 2866 354 18142
32:00 65 5 1 0 307 ~243 ~12886 2912 354 18496
32:30 66 5 1 0 313 ~243 ~13129 2957 354 18850
33:00 67 5 1 0 319 ~243 ~13372 3003 354 19204
33:30 68 5 1 0 325 ~243 ~13615 3048 354 19558
34:00 69 5 1 0 331 ~243 ~13858 3094 354 19912
34:30 70 5 1 0 337 ~243 ~14101 3139 354 20266
35:00 71 5 1 2 345 ~389 ~14490 3185 530 20796
35:30 72 5 1 0 351 ~243 ~14733 3230 354 21150
36:00 73 5 1 0 357 ~243 ~14976 3276 354 21504
36:30 74 5 1 0 363 ~243 ~15219 3321 354 21858
37:00 75 5 1 0 369 ~243 ~15462 3367 354 22212
37:30 76 5 1 0 375 ~243 ~15705 3412 354 22566
38:00 77 5 1 0 381 ~243 ~15948 3458 354 22920
38:30 78 5 1 0 387 ~243 ~16191 3503 354 23274
39:00 79 5 1 0 393 ~243 ~16434 3549 354 23628
39:30 80 5 1 0 399 ~243 ~16677 3594 354 23982
40:00 81 5 2 2 408 ~442 ~17119 3640 599 24581
40:30 82 5 2 0 415 ~296 ~17415 3685 423 25004
41:00 83 5 2 0 422 ~296 ~17711 3731 423 25427
41:30 84 5 2 0 429 ~296 ~18007 3776 423 25850
42:00 85 5 2 0 436 ~296 ~18303 3822 423 26273
42:30 86 5 2 0 443 ~296 ~18599 3867 423 26696
43:00 87 5 2 0 450 ~296 ~18895 3913 423 27119
43:30 88 5 2 0 457 ~296 ~19191 3958 423 27542
44:00 89 5 2 0 464 ~296 ~19487 4004 423 27965
44:30 90 5 2 0 471 ~296 ~19783 4049 423 28388
45:00 91 6 2 2 481 ~480 ~20263 4095 656 29044
45:30 92 6 2 0 489 ~334 ~20597 4140 480 29524
46:00 93 6 2 0 497 ~334 ~20931 4186 480 30004
46:30 94 6 2 0 505 ~334 ~21265 4231 480 30484
47:00 95 6 2 0 513 ~334 ~21599 4277 480 30964
47:30 96 6 2 0 521 ~334 ~21933 4322 480 31444
48:00 97 6 2 0 529 ~334 ~22267 4368 480 31924
48:30 98 6 2 0 537 ~334 ~22601 4413 480 32404
49:00 99 6 2 0 545 ~334 ~22935 4459 480 32884
49:30 100 6 2 0 553 ~334 ~23269 4504 480 33364
50:00 101 6 2 2 563 ~480 ~23749 4550 656 34020
50:30 102 6 2 0 571 ~334 ~24083 4595 480 34500
51:00 103 6 2 0 579 ~334 ~24417 4641 480 34980
51:30 104 6 2 0 587 ~334 ~24751 4686 480 35460
52:00 105 6 2 0 595 ~334 ~25085 4732 480 35940
52:30 106 6 2 0 603 ~334 ~25419 4777 480 36420
53:00 107 6 2 0 611 ~334 ~25753 4823 480 36900
53:30 108 6 2 0 619 ~334 ~26087 4868 480 37380
54:00 109 6 2 0 627 ~334 ~26421 4914 480 37860
54:30 110 6 2 0 635 ~334 ~26755 4959 480 38340
55:00 111 6 2 2 645 ~480 ~27235 5005 656 38996
55:30 112 6 2 0 653 ~334 ~27569 5050 480 39476
56:00 113 6 2 0 661 ~334 ~27903 5096 480 39956
56:30 114 6 2 0 669 ~334 ~28237 5141 480 40436
57:00 115 6 2 0 677 ~334 ~28571 5187 480 40916
57:30 116 6 2 0 685 ~334 ~28905 5232 480 41396
58:00 117 6 2 0 693 ~334 ~29239 5278 480 41876
58:30 118 6 2 0 701 ~334 ~29573 5323 480 42356
59:00 119 6 2 0 709 ~334 ~29907 5369 480 42836
59:30 120 6 2 0 717 ~334 ~30241 5414 480 43316
60:00 121 6 2 2 727 ~480 ~30721 5460 656 43972

Patch history[edit]

Patch
Description
  • Lane creeps now have a minor knockback based on the amount of hero damage in the killing blow.
    • Creeps are knocked up to 200 range back and 100 range up, traveling in a small arc. The knockback lasts between 0.4 and 0.6 seconds.
    • The distance and height are randomised, but the amount of damage dealt is factored in as well. Ignores damage below 100, and is capped at 500.
  • 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
  • Reduced melee creep gold bounty from 37-43 to 35-41.
  • Reduced super and mega melee creep gold bounties from 19-27 to 18-26.
  • Reduced ranged creep gold bounty from 48-60 to 48-58.
  • Reduced super and mega ranged creep gold bounties from 21-29 to 21-28.
  • Increased ranged creep gold bounty upgrade per cycle from 1 to 3.
  • Ranged creeps now always spawn behind melee creeps.
  • Lane creeps of the very first creep wave spawn in the side lanes can no longer be aggroed by player units, until meeting the opposing side's creeps. [?]
  • Reduced ranged creep gold bounty from 54-60 to 48-60.
  • Reduced melee creep gold bounty from 38-44 to 37-43.
  • Reduced ranged creep attack acquisition range from 800 to 600.
  • The mid lane no longer starts with 4 melee creeps for the first 15 minutes, and starts with 3 again. [?]
  • Fixed the extra lane creeps spawning a minute too late. [?]
  • Regular and super creeps can no longer grow stronger than mega creeps. [?]
  • Creeps now meet closer to each team's respective safelanes.
  • Lane creeps no longer count as denied when dying to neutral creeps. [?]
  • Reduced deny experience for the denied team from 70% to 25%. [?]
  • Reduced deny experience for the denying team from 30% to 25% [?]
  • Melee creeps
    • Increased base gold bounty from 34-38 to 38-44.
    • Increased experience bounty from 40 to 57.
  • Increased Super and Mega melee creeps base gold bounty from 16-24 to 19-27.
  • Ranged creeps
    • Increased base gold bounty from 42-48 to 54-60.
    • Reduced experience bounty from 90 to 69.
  • Super and Mega ranged creeps
    • Increased base gold bounty from 18-26 to 21-29.
    • Reduced experience bounty from 25 to 22.
  • Reduced siege creep +1 quantity upgrade timing from 40:00 to 30:00.
  • Increased siege creep health from 825 to 875.
  • 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 base 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]

See also[edit]

Promotional Content