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Lane creeps

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 halving 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 Backdoor Protection. However, once taken over by a player, a lane creep no longer disables the protection.

Types[]

There are four types of lane creeps: Melee, Ranged, Flagbearer, 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. Flagbearer creeps are identical to melee creeps, but have higher magic resistance, carry an aura that grants nearby allies health regeneration, and grant their gold bounty to every enemy within an area around them when killed. They start spawning at the fifth creep wave and spawn on every second wave from that point on, replacing one melee creep in those waves. Siege creeps spawn in every tenth wave. They have high health and high magic resistance. They have a long ranged attack which deals significantly more damage to buildings, but less to other units. 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. Flagbearer creeps do not get upgraded.


Lane Creeps Attribute Table
Unit Model Health Armor Attack Damage BAT Attack Range Vision Gold XP
Flagbearer Creep Melee Creep Radiant modelMelee Creep Dire model 550 2 19‒23
Runty icon Runty
1 Melee 100 Daytime 750
Nighttime 750
34‒39Gold
(37 Gold)
57XP
Mega Flagbearer Creep Mega Melee Creep Radiant modelMega Melee Creep Dire model 1270 3 96‒104
Runty icon Runty
1 Melee 100 Daytime 750
Nighttime 750
20‒26Gold
(23 Gold)
25XP
Mega Melee Creep Mega Melee Creep Radiant modelMega Melee Creep Dire model 1270 3 96‒104
Runty icon Runty
1 Melee 100 Daytime 750
Nighttime 750
20‒26Gold
(23 Gold)
25XP
Mega Ranged Creep Mega Ranged Creep Radiant modelMega Ranged Creep Dire model 1015 1 131‒136
Piercing icon Piercing
1 Ranged 500 Daytime 750
Nighttime 750
19‒25Gold
(22 Gold)
22XP
Mega Siege Creep Siege Creep Radiant modelSiege Creep Dire model 935 0 51‒62
Reinforced icon Reinforced
3 Ranged 690 Daytime 750
Nighttime 750
59‒72Gold
(66 Gold)
88XP
Melee Creep Melee Creep Radiant modelMelee Creep Dire model 550 2 19‒23
Runty icon Runty
1 Melee 100 Daytime 750
Nighttime 750
34‒39Gold
(37 Gold)
57XP
Ranged Creep Ranged Creep Radiant modelRanged Creep Dire model 300 0 21‒26
Piercing icon Piercing
1 Ranged 500 Daytime 750
Nighttime 750
43‒52Gold
(48 Gold)
69XP
Siege Creep Siege Creep Radiant modelSiege Creep Dire model 935 0 35‒46
Reinforced icon Reinforced
3 Ranged 690 Daytime 750
Nighttime 750
59‒72Gold
(66 Gold)
88XP
Super Flagbearer Creep Melee Creep Radiant modelMelee Creep Dire model 700 3 36‒44
Runty icon Runty
1 Melee 100 Daytime 750
Nighttime 750
20‒26Gold
(23 Gold)
25XP
Super Melee Creep Melee Creep Radiant modelMelee Creep Dire model 700 3 36‒44
Runty icon Runty
1 Melee 100 Daytime 750
Nighttime 750
20‒26Gold
(23 Gold)
25XP
Super Ranged Creep Ranged Creep Radiant modelRanged Creep Dire model 475 1 41‒46
Piercing icon Piercing
1 Ranged 500 Daytime 750
Nighttime 750
19‒25Gold
(22 Gold)
22XP
Super Siege Creep Siege Creep Radiant modelSiege Creep Dire model 935 0 51‒62
Reinforced icon Reinforced
3 Ranged 690 Daytime 750
Nighttime 750
59‒72Gold
(66 Gold)
88XP


Spawning[]

Lane creeps spawn locations

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. While melee and ranged creeps spawn on every wave, flagbearer creeps and siege creeps are delayed and do not spawn on every wave. Flagbearer creeps first start spawning on the fifth wave, and then every second wave, meaning they spawn every minute, with the first ones spawning at 2:00. When Flagbearer creeps spawn, they replace a random melee creep in that wave, so that they do not increase the number of creeps in those waves. Siege creeps start spawning on the eleventh wave, and then every tenth wave, meaning they 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. Total count of melee creeps is now 5 for all lanes.
  • 71st wave and onwards (35:00): All lanes get +1 siege creep. 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.

As mentioned before, flagbearer creeps replace a random melee creep when they spawn, keeping the total count of creeps the same.

After the 45th minute, a creep wave consists of 6 melee creeps (or 5 melee creeps and a flagbearer creep every second wave) and 2 ranged creeps (and 2 siege creeps every tenth 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 Radiant side Dire icon 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[]

Every 7 minutes and 30 seconds, melee and ranged creeps gain a permanent upgrade to their health and attack damage, as well as an increase to their bounties. The following bonuses are applied:

  • Melee creeps: +12 health, +1 attack damage, +1 gold bounty
  • Ranged creeps: +12 health, +2 attack damage, +6 gold bounty, +8 experience bounty
  • Super melee creeps: +19 health, +2 attack damage, +1.5 gold bounty
  • Super ranged creeps: +18 health, +3 attack damage, +6 gold bounty
  • Mega melee creeps: +1.5 gold bounty
  • Mega ranged creeps: +6 gold bounty

These health and damage upgrades are applied a maximum of 30 times, while the gold and experience bounty upgrades have 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.

Flagbearer creeps do not get upgraded and stay the same throughout the entire match. Although Super and Mega versions of them exist, only the default Flagbearer Creeps spawn, even when other creeps use their super and mega forms.

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

Time Wave Upgrade number HP melee DMG melee Gold melee HP super melee DMG super melee Gold super/mega melee HP ranged DMG ranged Gold ranged EXP ranged HP super ranged DMG super ranged Gold super/mega ranged
0:00 1 0 550 19‒23 34‒39 700 36‒44 20‒26 300 21‒26 43‒52 69 475 41‒46 19‒25
7:30 16 1 562 20‒24 35‒40 719 38‒46 21.5‒27.5 312 23‒28 49‒58 77 493 44‒49 25‒31
15:00 31 2 574 21‒25 36‒41 738 40‒48 23‒29 324 25‒30 55‒64 85 511 47‒52 31‒37
22:30 46 3 586 22‒26 37‒42 757 42‒50 24.5‒30.5 336 27‒32 61‒70 93 529 50‒55 37‒43
30:00 61 4 598 23‒27 38‒43 776 44‒52 26‒32 348 29‒34 67‒76 101 547 53‒58 43‒49
37:30 76 5 610 24‒28 39‒44 795 46‒54 27.5‒33.5 360 31‒36 73‒82 109 565 56‒61 49‒55
45:00 91 6 622 25‒29 40‒45 814 48‒56 29‒35 372 33‒38 79‒88 117 583 59‒64 55‒61
52:30 106 7 634 26‒30 41‒46 833 50‒58 30.5‒36.5 384 35‒40 85‒94 125 601 62‒67 61‒67
60:00 121 8 646 27‒31 42‒47 852 52‒60 32‒38 396 37‒42 91‒100 133 619 65‒70 67‒73
67:30 136 9 658 28‒32 43‒48 871 54‒62 33.5‒39.5 408 39‒44 97‒106 141 637 68‒73 73‒79
75:00 151 10 670 29‒33 44‒49 890 56‒64 35‒41 420 41‒46 103‒112 149 655 71‒76 79‒85
82:30 166 11 682 30‒34 45‒50 909 58‒66 36.5‒42.5 432 43‒48 109‒118 157 673 74‒79 85‒91
90:00 181 12 694 31‒35 46‒51 928 60‒68 38‒44 444 45‒50 115‒124 165 691 77‒82 91‒97
97:30 196 13 706 32‒36 47‒52 947 62‒70 39.5‒45.5 456 47‒52 121‒130 173 709 80‒85 97‒103
105:00 211 14 718 33‒37 48‒53 966 64‒72 41‒47 468 49‒54 127‒136 181 727 83‒88 103‒109
112:30 226 15 730 34‒38 49‒54 985 66‒74 42.5‒48.5 480 51‒56 133‒142 189 745 86‒91 109‒115
120:00 241 16 742 35‒39 50‒55 1004 68‒76 44‒50 492 53‒58 139‒148 197 763 89‒94 115‒121
127:30 256 17 754 36‒40 51‒56 1023 70‒78 45.5‒51.5 504 55‒60 145‒154 205 781 92‒97 121‒127
135:00 271 18 766 37‒41 52‒57 1042 72‒80 47‒53 516 57‒62 151‒160 213 799 95‒100 127‒133
142:30 286 19 778 38‒42 53‒58 1061 74‒82 48.5‒54.5 528 59‒64 157‒166 221 817 98‒103 133‒139
150:00 301 20 790 39‒43 54‒59 1080 76‒84 50‒56 540 61‒66 163‒172 229 835 101‒106 139‒145
157:30 316 21 802 40‒44 55‒60 1099 78‒86 51.5‒57.5 552 63‒68 169‒178 237 853 104‒109 145‒151
165:00 331 22 814 41‒45 56‒61 1118 80‒88 53‒59 564 65‒70 175‒184 245 871 107‒112 151‒157
172:30 346 23 826 42‒46 57‒62 1137 82‒90 54.5‒60.5 576 67‒72 181‒190 253 889 110‒115 157‒163
180:00 361 24 838 43‒47 58‒63 1156 84‒92 56‒62 588 69‒74 187‒196 261 907 113‒118 163‒169
187:30 376 25 850 44‒48 59‒64 1175 86‒94 57.5‒63.5 600 71‒76 193‒202 269 925 116‒121 169‒175
195:00 391 26 862 45‒49 60‒65 1194 88‒96 59‒65 612 73‒78 199‒208 277 943 119‒124 175‒181
202:30 406 27 874 46‒50 61‒66 1213 90‒98 60.5‒66.5 624 75‒80 205‒214 285 961 122‒127 181‒187
210:00 421 28 886 47‒51 62‒67 1232 92‒100 62‒68 636 77‒82 211‒220 293 979 125‒130 187‒193
217:30 436 29 898 48‒52 63‒68 1251 94‒102 63.5‒69.5 648 79‒84 217‒226 301 997 128‒133 193‒199
225:00 451 30 910 49‒53 64‒69 1270 96‒104 65‒71 660 81‒86 223‒232 309 1015 131‒136 199‒205
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' gold bounty exceeds that of regular melee creeps with the same amount of 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 about the same gold bounty as regular ranged creeps with 26 upgrades.

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[]

When a lane creep gets denied by one of its allies, it grants 50% of its experience value to enemies. 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.

Flagbearer creeps still grant their kill bounty to the killing player normally, on top of granting the area gold bounty. This means the killing player may get twice the gold from them if they have a hero within range 1200 range of the creep upon killing it. The area gold is not granted if the creep gets denied.

Abilities[]

Flagbearer creeps possess an aura that grants nearby allies health regeneration.

Inspiration Aura
Cannot be used by illusions. Disabled by Break.
Inspiration Aura (Flagbearer Creep) icon
Ability
Aura
Affects
Allies
The Flagbearer inspires all allies, granting them bonus health regeneration.
Health Regen Radius: 700
Gold Bonus Radius: 1200
Health Regen Bonus: 3
Min Gold Bonus: 44
Max Gold Bonus: 49
Aura Linger Duration: 0.5
Buff/Debuff
Modifiers [?]
modifier_creep_bonus_xp
Undispellable
modifier_flagbearer_creep_aura_effect
Undispellable

  • Grants unreliable gold to all enemy heroes within 1200 radius around the Flagbearer Creep when killed by an enemy player.
    • A player may receive the gold bonus only once per Flagbearer Creep, even with multiple heroes within the aura radius.
  • Grants its default kill gold bounty (36 Gold) with the gold bonus (46 Gold) of Inspiration Aura.
    • Gold granted is independent of the actual kill gold bounty granted to the player. This includes kills by Hand of Midas icon Transmute.
  • Does not grant the gold bonus from the aura when denied.
  • The Flagbearer Creep is not upgraded along with the other lane creeps, meaning the gold bonus stays the same throughout the match.
  • The health regeneration is granted by an aura, its buff lingers for 0.5 seconds.
    • Can regenerate up to 180 health in one minute.


Behavior[]

Lane creeps have a set path from which they do not deviate normally. The creeps walk down the lane aggressively, meaning 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 is no longer 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[]

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 are 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.


Until the game clock reaches 5:00, lane creeps cannot be aggroed by player units, unless the lane creeps have enemy lane creeps, or neutral creeps within their acquisition range, or they are within 1500 range of their tier 1 tower. After that, lane creeps can be aggroed by player units unconditionally.

Disarming[]

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[]

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 is mainly for aesthetic purposes, but might also affect some abilities. For example, Thunder Strike icon Thunder Strike and Leech Seed icon Leech Seed follows 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[]

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 ~157 ~157 0 240 240
0:30 2 3 1 0 8 ~157 ~314 47 240 480
1:00 3 3 1 0 12 ~157 ~471 95 240 720
1:30 4 3 1 0 16 ~157 ~628 142 240 960
2:00 5 3 1 0 20 ~157 ~785 190 240 1200
2:30 6 3 1 0 24 ~157 ~942 237 240 1440
3:00 7 3 1 0 28 ~157 ~1099 285 240 1680
3:30 8 3 1 0 32 ~157 ~1256 332 240 1920
4:00 9 3 1 0 36 ~157 ~1413 380 240 2160
4:30 10 3 1 0 40 ~157 ~1570 427 240 2400
5:00 11 3 1 1 45 ~222.5 ~1792.5 475 328 2728
5:30 12 3 1 0 49 ~157 ~1949.5 522 240 2968
6:00 13 3 1 0 53 ~157 ~2106.5 570 240 3208
6:30 14 3 1 0 57 ~157 ~2263.5 617 240 3448
7:00 15 3 1 0 61 ~157 ~2420.5 665 240 3688
7:30 16 3 1 0 65 ~157 ~2577.5 712 240 3928
8:00 17 3 1 0 69 ~157 ~2734.5 760 240 4168
8:30 18 3 1 0 73 ~157 ~2891.5 807 240 4408
9:00 19 3 1 0 77 ~157 ~3048.5 855 240 4648
9:30 20 3 1 0 81 ~157 ~3205.5 902 240 4888
10:00 21 3 1 1 86 ~222.5 ~3428 950 328 5216
10:30 22 3 1 0 90 ~157 ~3585 997 240 5456
11:00 23 3 1 0 94 ~157 ~3742 1045 240 5696
11:30 24 3 1 0 98 ~157 ~3899 1092 240 5936
12:00 25 3 1 0 102 ~157 ~4056 1140 240 6176
12:30 26 3 1 0 106 ~157 ~4213 1187 240 6416
13:00 27 3 1 0 110 ~157 ~4370 1235 240 6656
13:30 28 3 1 0 114 ~157 ~4527 1282 240 6896
14:00 29 3 1 0 118 ~157 ~4684 1330 240 7136
14:30 30 3 1 0 122 ~157 ~4841 1377 240 7376
15:00 31 4 1 1 128 ~259 ~5100 1425 385 7761
15:30 32 4 1 0 133 ~193.5 ~5293.5 1472 297 8058
16:00 33 4 1 0 138 ~193.5 ~5487 1520 297 8355
16:30 34 4 1 0 143 ~193.5 ~5680.5 1567 297 8652
17:00 35 4 1 0 148 ~193.5 ~5874 1615 297 8949
17:30 36 4 1 0 153 ~193.5 ~6067.5 1662 297 9246
18:00 37 4 1 0 158 ~193.5 ~6261 1710 297 9543
18:30 38 4 1 0 163 ~193.5 ~6454.5 1757 297 9840
19:00 39 4 1 0 168 ~193.5 ~6648 1805 297 10137
19:30 40 4 1 0 173 ~193.5 ~6841.5 1852 297 10434
20:00 41 4 1 1 179 ~259 ~7100.5 1900 385 10819
20:30 42 4 1 0 184 ~193.5 ~7294 1947 297 11116
21:00 43 4 1 0 189 ~193.5 ~7487.5 1995 297 11413
21:30 44 4 1 0 194 ~193.5 ~7681 2042 297 11710
22:00 45 4 1 0 199 ~193.5 ~7874.5 2090 297 12007
22:30 46 4 1 0 204 ~193.5 ~8068 2137 297 12304
23:00 47 4 1 0 209 ~193.5 ~8261.5 2185 297 12601
23:30 48 4 1 0 214 ~193.5 ~8455 2232 297 12898
24:00 49 4 1 0 219 ~193.5 ~8648.5 2280 297 13195
24:30 50 4 1 0 224 ~193.5 ~8842 2327 297 13492
25:00 51 4 1 1 230 ~259 ~9101 2375 385 13877
25:30 52 4 1 0 235 ~193.5 ~9294.5 2422 297 14174
26:00 53 4 1 0 240 ~193.5 ~9488 2470 297 14471
26:30 54 4 1 0 245 ~193.5 ~9681.5 2517 297 14768
27:00 55 4 1 0 250 ~193.5 ~9875 2565 297 15065
27:30 56 4 1 0 255 ~193.5 ~10068.5 2612 297 15362
28:00 57 4 1 0 260 ~193.5 ~10262 2660 297 15659
28:30 58 4 1 0 265 ~193.5 ~10455.5 2707 297 15956
29:00 59 4 1 0 270 ~193.5 ~10649 2755 297 16253
29:30 60 4 1 0 275 ~193.5 ~10842.5 2802 297 16550
30:00 61 5 1 2 283 ~361 ~11203.5 2850 530 17080
30:30 62 5 1 0 289 ~230 ~11433.5 2897 354 17434
31:00 63 5 1 0 295 ~230 ~11663.5 2945 354 17788
31:30 64 5 1 0 301 ~230 ~11893.5 2992 354 18142
32:00 65 5 1 0 307 ~230 ~12123.5 3040 354 18496
32:30 66 5 1 0 313 ~230 ~12353.5 3087 354 18850
33:00 67 5 1 0 319 ~230 ~12583.5 3135 354 19204
33:30 68 5 1 0 325 ~230 ~12813.5 3182 354 19558
34:00 69 5 1 0 331 ~230 ~13043.5 3230 354 19912
34:30 70 5 1 0 337 ~230 ~13273.5 3277 354 20266
35:00 71 5 1 2 345 ~361 ~13634.5 3325 530 20796
35:30 72 5 1 0 351 ~230 ~13864.5 3372 354 21150
36:00 73 5 1 0 357 ~230 ~14094.5 3420 354 21504
36:30 74 5 1 0 363 ~230 ~14324.5 3467 354 21858
37:00 75 5 1 0 369 ~230 ~14554.5 3515 354 22212
37:30 76 5 1 0 375 ~230 ~14784.5 3562 354 22566
38:00 77 5 1 0 381 ~230 ~15014.5 3610 354 22920
38:30 78 5 1 0 387 ~230 ~15244.5 3657 354 23274
39:00 79 5 1 0 393 ~230 ~15474.5 3705 354 23628
39:30 80 5 1 0 399 ~230 ~15704.5 3752 354 23982
40:00 81 5 2 2 408 ~408.5 ~16113 3800 599 24581
40:30 82 5 2 0 415 ~277.5 ~16390.5 3847 423 25004
41:00 83 5 2 0 422 ~277.5 ~16668 3895 423 25427
41:30 84 5 2 0 429 ~277.5 ~16945.5 3942 423 25850
42:00 85 5 2 0 436 ~277.5 ~17223 3990 423 26273
42:30 86 5 2 0 443 ~277.5 ~17500.5 4037 423 26696
43:00 87 5 2 0 450 ~277.5 ~17778 4085 423 27119
43:30 88 5 2 0 457 ~277.5 ~18055.5 4132 423 27542
44:00 89 5 2 0 464 ~277.5 ~18333 4180 423 27965
44:30 90 5 2 0 471 ~277.5 ~18610.5 4227 423 28388
45:00 91 6 2 2 481 ~445 ~19055.5 4275 656 29044
45:30 92 6 2 0 489 ~314 ~19369.5 4322 480 29524
46:00 93 6 2 0 497 ~314 ~19683.5 4370 480 30004
46:30 94 6 2 0 505 ~314 ~19997.5 4417 480 30484
47:00 95 6 2 0 513 ~314 ~20311.5 4465 480 30964
47:30 96 6 2 0 521 ~314 ~20625.5 4512 480 31444
48:00 97 6 2 0 529 ~314 ~20939.5 4560 480 31924
48:30 98 6 2 0 537 ~314 ~21253.5 4607 480 32404
49:00 99 6 2 0 545 ~314 ~21567.5 4655 480 32884
49:30 100 6 2 0 553 ~314 ~21881.5 4702 480 33364
50:00 101 6 2 2 563 ~445 ~22326.5 4750 656 34020
50:30 102 6 2 0 571 ~314 ~22640.5 4797 480 34500
51:00 103 6 2 0 579 ~314 ~22954.5 4845 480 34980
51:30 104 6 2 0 587 ~314 ~23268.5 4892 480 35460
52:00 105 6 2 0 595 ~314 ~23582.5 4940 480 35940
52:30 106 6 2 0 603 ~314 ~23896.5 4987 480 36420
53:00 107 6 2 0 611 ~314 ~24210.5 5035 480 36900
53:30 108 6 2 0 619 ~314 ~24524.5 5082 480 37380
54:00 109 6 2 0 627 ~314 ~24838.5 5130 480 37860
54:30 110 6 2 0 635 ~314 ~25152.5 5177 480 38340
55:00 111 6 2 2 645 ~445 ~25597.5 5225 656 38996
55:30 112 6 2 0 653 ~314 ~25911.5 5272 480 39476
56:00 113 6 2 0 661 ~314 ~26225.5 5320 480 39956
56:30 114 6 2 0 669 ~314 ~26539.5 5367 480 40436
57:00 115 6 2 0 677 ~314 ~26853.5 5415 480 40916
57:30 116 6 2 0 685 ~314 ~27167.5 5462 480 41396
58:00 117 6 2 0 693 ~314 ~27481.5 5510 480 41876
58:30 118 6 2 0 701 ~314 ~27795.5 5557 480 42356
59:00 119 6 2 0 709 ~314 ~28109.5 5605 480 42836
59:30 120 6 2 0 717 ~314 ~28423.5 5652 480 43316
60:00 121 6 2 2 727 ~445 ~28868.5 5700 656 43972

Recent Changes[]

Version
Description
  • ADDED
    Melee Creep Radiant icon Flagbearer Creep
    • Has the same stats as Melee melee creeps, with 40% magic resistance.
    • Starts spawning at 2:00 (5th wave), and then every minute onward (every 2nd wave).
    • Replaces a melee creep when spawning, so the total amount of creeps stays the same.
    • When killed, the Flagbearer creep grants gold to all enemy players within 1200 radius based on its kill gold bounty values.
    • The gold is not granted when the creep gets denied. Cannot be denied with abilities (e.g. Demonic Conversion icon Demonic Conversion).
    • The killing player still gets the regular kill bounty as well, effectively gaining twice the gold.
    • Has the Inspiration Aura (Flagbearer Creep) icon Inspiration Aura.
Inspiration Aura (Flagbearer Creep) icon Inspiration Aura
The Flagbearer inspires all allies, granting them bonus health regeneration.
Radius: 700
Health regen bonus: 3
Notes: The aura lingers for 0.5 seconds. Disabled by Break.


Gallery[]

See Also[]


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