Neutral Creeps

From Liquipedia Dota 2 Wiki
"Neutral" redirects here. For neutral items, see neutral items.

Neutral creeps are a type of AI-controlled creep that do not actively take part in the war between the Ancients. They are scattered across the map in various camps, which they do not leave. They attack only when attacked first, or when approached.

These camps can be farmed by any player of either team for gold and experience. They come in different power levels and bounties, suitable for early-game and late-game farming. In general, they are a bigger threat than lane creeps, due to their varying stats and them possessing abilities.
Roshan the Immortal, who sits in one of his dens in the center river, and the Tormentor on the map corners are also neutral creeps.

Types[edit]

Spawn areas of all creep camps other than Roshan and Tormentors.

Neutral creeps always spawn in groups, known as camps. These camps have predetermined unit compositions, and are categorized in 4 tiers:

  • Small Neutral Creep Camps Small camps: very light creeps with low stats and basic abilities.
  • Medium, Neutral Creep Camps Medium camps: light creeps with low stats and stronger abilities.
  • Large Neutral Creep Camps Large camps: big creeps with with higher stats and powerful abailities.
  • Ancient Neutral Creep Camps Ancient camps: very large creeps with high stats, the ancient unit classification, and powerful abilities.

The camps are also divided into terrestrial camps and flooded camps:

  • The dry areas of the map Terrestrial camps only spawn on land, in the dry camp spots. These camps are static, and do not change throughout the game.
  • The wet areas of the map Amphibious camps only spawn within the river, in the flooded camp spots. These camps evolve over time, the creeps in these camp upgrade to higher tiers as the game goes on.

Small Camps[edit]

There are four small camp spots, from which two are dry and two are flooded. Both sides of the map contain one of each.

Camp locations Creeps Camp Name Total Gold [?] Total Experience Total Health Abilities
Default Stacked [?] For Stacker [?] Default Stacked [?]
Kobold Camp
(dry camp)
50‒60Gold (55) 42.5‒51Gold (47) 15‒18Gold (17) 89 ExperienceExperience 76 ExperienceExperience 1445 Health Prospecting Aura - Steal Weapon - Speed Aura
Hill Troll Camp
(dry camp)
58‒64Gold (61) 49.3‒54.4Gold (52) 17.4‒19.2Gold (18) 84 ExperienceExperience 71 ExperienceExperience 1450 Health Break - Heal - Heal Amplification Aura
Hill Troll and Kobold Camp
(dry camp)
59‒65Gold (62) 50.15‒55.25Gold (53) 17.7‒19.5Gold (19) 86 ExperienceExperience 73 ExperienceExperience 1400 Health Break - Speed Aura
Vhoul Assassin Camp
(dry camp)
54‒60Gold (57) 45.9‒51Gold (48) 16.2‒18Gold (17) 90 ExperienceExperience 77 ExperienceExperience 1200 Health Envenomed Weapon
Ghost Camp
(dry camp)
53‒57Gold (55) 45.05‒48.45Gold (47) 15.9‒17.1Gold (17) 94 ExperienceExperience 80 ExperienceExperience 1300 Health Vex - Frost Attack
Harpy Camp
(dry camp)
59‒65Gold (62) 50.15‒55.25Gold (53) 17.7‒19.5Gold (19) 94 ExperienceExperience 80 ExperienceExperience 1300 Health Take Off - Chain Lightning
Pollywog Camp1
(flooded camp)
51‒57Gold (54) 43.35‒48.45Gold (46) 15.3‒17.1Gold (16) 90 ExperienceExperience 77 ExperienceExperience 1200 Health Riverborn Aura
Total average 17% spawn chance, first spawn 20% spawn chance, following spawns 55‒61Gold (58) 47‒52Gold (49) 17‒18Gold (17) 90 ExperienceExperience 77 ExperienceExperience 1328 Health
1 Displayed values do not consider evolved creeps.

Medium Camps[edit]

There are ten medium camps, from which six are dry and four flooded. Both sides of the map contain three dry and two flooded spots. Additionally, the two small amphibious camps slowly evolve into medium camps over time.

Camp locations Creeps Camp Name Total Gold [?] Total Experience Total Health Abilities
Default Stacked [?] For Stacker [?] Default Stacked [?]
Centaur Camp
(dry camp)
74‒82Gold (78) 62.9‒69.7Gold (66) 22.2‒24.6Gold (23) 122 ExperienceExperience 104 ExperienceExperience 1450 Health Cloak Aura - War Stomp
Wolf Camp
(dry camp)
74‒84Gold (79) 62.9‒71.4Gold (67) 22.2‒25.2Gold (24) 140 ExperienceExperience 119 ExperienceExperience 1600 Health Intimidate - Critical Strike - Packleader's Aura
Satyr Camp
(dry camp)
72‒84Gold (78) 61.2‒71.4Gold (66) 21.6‒25.2Gold (23) 140 ExperienceExperience 119 ExperienceExperience 1800 Health Purge - Mana Burn - Mana Aura
Ogre Camp
(dry camp)
78‒90Gold (84) 66.3‒76.5Gold (71) 23.4‒27Gold (25) 112 ExperienceExperience 95 ExperienceExperience 2200 Health Ogre Smash! - Ice Armor
() Golem Camp
(dry camp)
80‒100Gold (90) 72.8‒92.2Gold (83)1 14.4‒15.6Gold (15)2 136 ExperienceExperience 126 ExperienceExperience1 2500 Health Hurl Boulder - Shard Split
Froglet Camp3
(flooded camp)
75‒87Gold (81) 63.75‒73.95Gold (69) 22.5‒26.1Gold (24) 126 ExperienceExperience 107 ExperienceExperience 2100 Health Riverborn Aura - Arm of the Deep - Water Bubble (Small)
Total average 20% spawn chance, first spawn 25% spawn chance, following spawns 75‒88Gold (82) 65‒76Gold (70)1 21‒24Gold (23)2 129 ExperienceExperience 111 ExperienceExperience1 1942 Health
1 Summons are not affected by the 15% stack penalty.
2 Summons do not grant their stacker any gold.
3 Displayed values do not consider evolved creeps.

Large Camps[edit]

There are ten large camps, all of which are dry. Both sides of the map contain five camps each. Additionally, the four medium amphibious camps slowly evolve into medium camps over time. The small amphibious camp end up as large camps during their evolution, and do not evolve further.

Camp locations Creeps Camp Name Total Gold [?] Total Experience Total Health Abilities
Default Stacked [?] For Stacker [?] Default Stacked [?]
Large Centaur Camp
(dry camp)
92‒102Gold (97) 78.2‒86.7Gold (82) 27.6‒30.6Gold (29) 154 ExperienceExperience 131 ExperienceExperience 1800 Health Cloak Aura - War Stomp
Large Satyr Camp
(dry camp)
98‒110Gold (104) 83.3‒93.5Gold (88) 29.4‒33Gold (31) 160 ExperienceExperience 136 ExperienceExperience 2000 Health Purge - Mana Burn - Mana Aura - Shockwave - Unholy Aura
Hellbear Camp
(dry camp)
96‒108Gold (102) 81.6‒91.8Gold (87) 28.8‒32.4Gold (31) 156 ExperienceExperience 133 ExperienceExperience 1650 Health Swiftness Aura - Death Throe: Rush - Thunder Clap - Death Throe: Power
Wildwing Camp
(dry camp)
96‒106Gold (101) 81.6‒90.1Gold (86) 28.8‒31.8Gold (30) 142 ExperienceExperience 121 ExperienceExperience 1650 Health Tornado ( Tempest) - Hurricane - Toughness Aura
() Troll Camp
(dry camp)
82‒96Gold (89) 69.7‒81.6Gold (76) 24.6‒28.8Gold (27) 174 ExperienceExperience 148 ExperienceExperience 2100 Health Ensnare - Raise Dead ( Rally)
+ 3 Skeletons 94‒114Gold (104) 81.7‒99.6Gold (91)1 24.6‒28.8Gold (27)2 186 ExperienceExperience 160 ExperienceExperience1 2100 Health
Warpine Camp
(dry camp)
100‒104Gold (102) 85‒88.4Gold (87) 30‒31.2Gold (31) 152 ExperienceExperience 129 ExperienceExperience 1700 Health Seed Shot
Frog Camp3
(flooded camp)
111‒123Gold (117) 94.35‒104.55Gold (99) 33.3‒36.9Gold (35) 165 ExperienceExperience 140 ExperienceExperience 2700 Health Riverborn Aura - Tendrils of the Deep - Water Bubble (Medium)
Total average3 17% spawn chance, first spawn 20% spawn chance, following spawns 96‒107Gold (102) 82‒91Gold (87) 29‒32Gold (31) 158 ExperienceExperience 134 ExperienceExperience 1943 Health
98‒110Gold (103) 84‒94Gold (88)1 29‒32Gold (31)2 160 ExperienceExperience 136 ExperienceExperience1 1943 Health
1 Summons are not affected by the 15% stack penalty.
2 Summons do not grant their stacker any gold.
3 Displayed values do not consider evolved creeps.

Ancient Camps[edit]

There are four ancient camps, all of which are dry. Both sides of the map contain two camps each. Additionally, the four medium amphibious camps end up as ancient camps at the end of their evolution.

Camp locations Creeps Camp Name Total Gold [?] Total Experience Total Health Abilities
Default Stacked [?] For Stacker [?] Default Stacked [?]
Dragon Camp
(dry camp)
156‒172Gold (164) 132.6‒146.2Gold (139) 46.8‒51.6Gold (49) 314 ExperienceExperience 267 ExperienceExperience 3900 Health Magic Amplification Aura - Fireball - Splash Attack - Dragonhide Aura
Large Golem Camp
(dry camp)
156‒172Gold (164) 132.6‒146.2Gold (139) 46.8‒51.6Gold (49) 314 ExperienceExperience 267 ExperienceExperience 3565 Health1
3596 Health1
3627 Health1
Weakening Aura - Granite Aura
Thunderhide Camp
(dry camp)
156‒172Gold (164) 132.6‒146.2Gold (139) 46.8‒51.6Gold (49) 314 ExperienceExperience 267 ExperienceExperience 3400 Health War Drums Aura - Frenzy - Slam
Frostbitten Camp
(dry camp)
156‒172Gold (164) 132.6‒146.2Gold (139) 46.8‒51.6Gold (49) 314 ExperienceExperience 267 ExperienceExperience 3300 Health Time Warp Aura - Icefire Bomb
Prowler Camp
(dry camp)
150‒166Gold (158) 127.5‒141.1Gold (134) 45‒49.8Gold (47) 314 ExperienceExperience 267 ExperienceExperience 2900 Health Prowler Aura - Desecrate - Petrify
Ancient Frog Camp
(flooded camp)
159‒168Gold (164) 135.15‒142.8Gold (139) 47.7‒50.4Gold (49) 312 ExperienceExperience 265 ExperienceExperience 3750 Health Riverborn Aura - Congregations of the Deep - Water Bubble (Large)
Total average 20% spawn chance, first spawn 25% spawn chance, following spawns 131‒143Gold (137) 111‒122Gold (116) 39‒43Gold (41) 261 ExperienceExperience 222 ExperienceExperience 2911 Health
1 Health includes level 1 Granite Aura.
2 Health includes level 2 Granite Aura. Ability levels up at minute 15:00.
3 Health includes level 3 Granite Aura. Ability levels up at minute 30:00.

Evolving camps[edit]

  • The flooded camps evolve as the game progresses. These evolutions are permanent.
    • Every 5 minutes, one of the creeps within each flooded camp evolves to the next tier.
    • Once a creep has evolved, it cannot evolve again until the other creeps in the camp have evolved, too.
    • Each camp undergoes 6 evolutions in total, with the last evolution happening at the 30th minute mark.
    • This means by that time, all flooded camps will have evolved by 2 tiers in total.
    • The creeps evolve as follows:
  • When an evolution takes place, all creeps within the flooded camps get cleared and a new instance of the camp spawns.
    • If a camp is blocked by a player-controlled unit, or by a lane creep, or is currently aggroed, that camp will not get cleared.
    • However, the upgrade still takes place; once the creep camp gets killed, the next time they respawn they will be upgraded.
    • When a flooded camp is blocked for a longer period, the upgrades still take place and take effect on their next respawn.
    • A stacked camp is considered blocked as well, the camp will not spawn evolved creeps when stacked agan.
  • The number of volved creeps within a camp is limited until the entire camp has upgraded to the next tier.
    • This meas If a camp with 1 evolved creep gets stacked, the new instance will not include an evolved creep.
    • Until the entire camp has evolved, stacking the camp will spawn the creeps based on the previous evolution.
    • Example 1: Pollywog Camp with 1 evolution contains 2 Pollywogs and 1 Boglet.
      • If this camp gets stacked, it will spawn 3 Pollywogs.
      • If the Boglet gets killed, stacking it again will spawn 2 Pollywogs and 1 Boglet.
      • If stacked for a third time, it will spawn 3 Pollywogs again.
      • The total of evolved creeps stays at 1, no matter how often it gets stacked.
    • This also applies to when the camp already evolved 2 times.
    • Once the camp has evolved 3 times, it starts spawning creeps of the next tier when stacked.

Roshan[edit]

Main Article: Roshan

Roshan, the Immortal is a powerful neutral creep boss who can be found within dedicated lairs within the center river. Roshan's strength grows as time passes, continuously growing stronger throughout the match. As his name implies, he is immortal; When killed, he respawns after a while.

The team that kills Roshan is generously rewarded with gold and experience, as well as several powerful items that cannot be acquired in any other way. As such, Roshan is highly contested, and taking him down requires team coordination.

Camp locations Creeps Camp Name Total Gold Total Experience Total Health Abilities
Roshan 200‒290 (245)
+ 135 Gold Team Bounty
400 + 20 ExperienceExperience/min 6000 Health + 130/min Roar of Retribution - Slam - Bash - Spell Block - Throw - Strength of the Immortal - On The Move

Tormentors[edit]

Main Article: Tormentor

The Tormentor is a powerful neutral creep boss that, unlike other neutral creeps, is incapable of moving or attacking. Despite this, it is difficult to take down due to its quickly regenerating barrier, its very potent damage reflection, and passive area burn that deals damage per second. Also, it grows stronger as time passes.

Defeating the Tormentor rewards one hero of the slaying team with an Aghanim's Shard, as well as with a team gold bounty.

Camp locations Creeps Camp Name Total Gold Total Experience Total Health Abilities
Tormentor 175 Gold Team Bounty
+1 Aghanim's Shard
OR
+280 Gold Additional Team Bounty
0 ExperienceExperience 1 Health
2100 + 20/min All Damage Barrier Damage Barrier.
Unyielding Shield - Reflect - The Shining - Alleviation

Spawning[edit]

Spawn timings[edit]

Initial spawn
01:00 game time
Spawn interval
1 Minute
  • The spawn interval is locked to the in-game time, not to the time the specific camp was cleared at.
    • Therefore, after the initial spawn, the camps spawn neutral creeps in-game time 02:00, 03:00, 04:00, etc.

Spawn rules[edit]

  • A camp cannot spawn the same set of neutral creeps twice in a row.
    • For example, if a small camp spawned the Ghost Camp, its next spawn cannot be a Ghost Camp again.
    • The amphibious creep camps can only spawn in the river spots, while the other camps can only spawn on land.
    • Besides these limitation, all types of camps have the same chance to spawn within their tiers.

Stacking camps[edit]

  • A neutral creep camp does not need to be killed off in order for the next creeps to spawn
  • This allows a camp to be stacked:
    • To stack a camp, the existing creeps need to be pulled out of the camp's area, before the next spawn happens.
    • This is usually done by aggroing the creeps and running away, having the creeps follow and leave the camp area.
    • When stacked successfully, the player gets an ▶️ audio cue.
    • There is no limit to how often a creep camp be stacked.
    • For more details, see creep stacking.

Visual indicators[edit]

  • All creep camps are marked on the map with icons. The icons indicate the tier of the camp:
    Small Neutral Creep Camps A simple triangle indicates a small camp
    Medium, Neutral Creep Camps The same triangle, but with a single bar below it, indicates a medium camp
    Large Neutral Creep Camps A triangle with two bars below it indicates a large camp.
    Ancient Neutral Creep Camps A big triangle with an inlined triangle indicates an ancient camp.
  • These icons do not reveal the current state of the camp, they cannot be used to tell whether a camp got cleared or is blocked.
  • Within the world, a yellow particle effect appears within every camp about 3 seconds before the respawn timer is reached.
    • This effect appears regardless of whether the camp can spawn or not, so a blocked camp will still show these particles.

Behavior[edit]

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

Drawing Aggro[edit]

Phoenix drawing aggro of two camps with Fire Spirits in order to stack them simultaneously.
▶️ Sucessful stack sound

The aggro of neutral creeps can be drawn in two ways: By coming within 240 range of them (140 range in Roshan's case), or by dealing damage to or casting a single-target spell on them while within 1800 range of them. Aggroed neutral creeps follow regular auto-attack rules, meaning they prioritize the closest enemies. So if a unit draws aggro and another unit is closer to them, the closer unit gets attacked, and not the unit which actually aggroed them. If multiple heroes are about equally close, the one which attacks them get prioritized, while the one which does not attack, or attacks an enemy from the opposing faction has second priority, and the one who attacks its own allies has least priority. Multiple non-hero units within about equal range have all the same priority, regardless of what they do. The creeps ignore units which attack them from further away, despite them being a bigger threat. They always prioritize closer units. There is one exception to this rule. If a hero within the acquisition range of an aggroed neutral creeps issues an attack order on a hero from the opposing faction, the creeps immediately switch to attack the hero that received the attack order, as if they want to protect the opposing hero, similar to how lane creeps protect their allied heroes. 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. Although neutral creeps can attack buildings, they are too far away. They lose aggro before they get within range. On the other side, towers do not attack neutral creeps, so even though creeps can be pulled close enough to towers, they do not attack the creeps.

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

Losing Aggro[edit]

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

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

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

Interaction with Lane Creeps[edit]

Neutral creeps are mostly ignored by lane creeps. The only neutral creeps which lane creeps attack are the ones from the small camps, and the large within the main jungles at the off lanes. This means these four camps are the only ones that can be used to pull lane creeps to. Neutral creeps from all other camps are completely ignored by lane creeps. However, neutral creeps can always attack lane creeps, no matter where they are from. Even when attacked by the neutrals, the lane creeps still ignore them if they do not come from the mentioned four camps.

Nighttime[edit]

During nighttime, all neutral creeps, except for Roshan, are sleeping. This means during the night, their aggro range is reduced to 0, so they do not attack enemies who get too close to them. To draw their aggro, they must be damaged, or be targeted by a single-targeted ability. Besides not automatically drawing aggro, the creeps behave the same as during the daytime. When returning to their camp after de-aggroing, they go back to sleep as soon as they reach their original spot.

Sleeping creeps are indicated by floating Zs above the creeps.

Disarming[edit]

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

Ability Cast Behaviors[edit]

Most neutral creeps will cast their abilities, if specific conditions are met. The conditions can be found within the creeps' articles.

Stats[edit]

Neutral Upgrade
Passive
Affects
Neutral Creep
Neutral creeps grow stronger as time passes by.
Max Stats Upgrades: 30
Stats Upgrade Interval: 450
Health Bonus: 30
Armor Bonus: 0.5
Base Attack Damage Bonus: 3
Attack Speed Bonus: 5
As the creeps grow stronger over time, so do some of their abilities.
Max Ability Upgrades: 3
Ability Upgrade Interval: 900
An increase in power also results in higher bounty values for neutral creeps. These increase together with the other stats.
Gold Bounty Increase: 1
Experience Bounty Increase: 5
Upg Time Health Armor AttackAttack DMG AS Gold Gold ExperienceExperience XP
1 07:30 30 0.5 3 5 1 5
2 15:00 60 1 6 10 2 10
3 22:30 90 1.5 9 15 3 15
4 30:00 120 2 12 20 4 20
5 37:30 150 2.5 15 25 5 25
6 45:00 180 3 18 30 6 30
7 52:30 210 3.5 21 35 7 35
8 60:00 240 4 24 40 8 40
9 67:30 270 4.5 27 45 9 45
10 75:00 300 5 30 50 10 50
11 82:30 330 5.5 33 55 11 55
12 90:00 360 6 36 60 12 60
13 97:30 390 6.5 39 65 13 65
14 105:00 420 7 42 70 14 70
15 112:30 450 7.5 45 75 15 75
16 120:00 480 8 48 80 16 80
17 127:30 510 8.5 51 85 17 85
18 135:00 540 9 54 90 18 90
19 142:30 570 9.5 57 95 19 95
20 150:00 600 10 60 100 20 100
21 157:30 630 10.5 63 105 21 105
22 165:00 660 11 66 110 22 110
23 172:30 690 11.5 69 115 23 115
24 180:00 720 12 72 120 24 120
25 187:30 750 12.5 75 125 25 125
26 195:00 780 13 78 130 26 130
27 202:30 810 13.5 81 135 27 135
28 210:00 840 14 84 140 28 140
29 217:30 870 14.5 87 145 29 145
30 225:00 900 15 90 150 30 150

Bounties[edit]

  • Each neutral creep has a gold bounty, consisting of a minimum and maximum value.
    • The bounty is randomized between the two values as the unit dies, using true random distribution.
    • The gold bounty is only granted to the player that kills the neutral creep.
  • Each neutral creep also has a experience bouhty. Unlike the gold bounty, this is a single fixed value.
    • The experience bounty is split evenly amongst all heroes within a 1500 radius around the dying neutral creep.
    • This includes heroes of both teams, not just the killing player's team.
  • Neutral creeps may also drop Madstone bundles. See the item's page for more details.

Camp Stacking Bounty[edit]

  • When stacking a camp, the newly spawned creeps gain a status buff.
    • This buff has the stacking player's icon on it, so that allies can see who stacked it.
    • The buff has the following effects:
      • The creep grants 15% less gold and experience than it would normally do, regardless of who kills it.
      • If killed by an ally, the player that stacked the camp gains the following:
        • Gold, equal to 30% of exactly what the ally got.
        • Experience, equal to 30% of the creep's reduced experience bounty.
      • The experience gained is independent from what was gained by nearby heroes around the creep.
      • If the stacking player is within the experience share radius as well, they will gain both the shared and the stack experience.
    • The stacking player gets an ▶️ audio cue whenever a creep they stacked gets killed by an ally.
    • The buff is only applied to the newly spawned creeps, the creeps that get pulled out of the camp do not gain it.
    • The buff is permanent, and cannot be dispelled. If even dominated by a player, they still carry the buff.
      • If dominated by an ally, denying the creep still grants the player the stack bounties.
  • A creep stack is creditted to whoever initially aggroed the camp.
    • This means when they switch aggro to another unit, the player that originally aggroed it still gets the credits for stacking the camp.
    • The stacking mechanic relies on the creep's aggro.
    • If a camp gets stacked without drawing their aggro at all, they do not gain the status buff.
      • If moved out of the camp by non-damaging sources of The unit is forcefully moved in the x-axis accordingly to its facing direction. Forced Movement (e.g. Gust), they do not gain the buff.
      • If aggroed and pulled out by a lane creep, they do not gain the buff either.
      • However, if a player drew their aggro after the lane creeps did, that player gains the credits.

Neutral Items[edit]

Main Article: Neutral items

Trivia[edit]

  • Creeps stacking originated as a bug in DotA on Warcraft III.
    • Originally, neutral creep camps only required the existing creeps to be cleared in order to respawn.
    • In DotA Allstars, neutral creep spawn mechanics were changed to not respawn when there are other units with the camp.
    • Originally, the intent of this was to prevent creeps from spawning on top of players who happend to be within the camp at that time.
    • The act of actively blocking a camp with wards or other units as a strategic move was a side effect of this, and not the original intent.
    • As pulling creeps was not an established strategy back then, it was not considered while this change was implemented either.
    • Once this interaction was discovered, pro players started to abuse this a lot, to optimize farming routes.
    • In 6.18, this was fixed, and camps would no longer respawn until the existing instance was cleared.
    • However, this was quickly reverted based on player feedback, and officially turned into a feature.

Recent Changes[edit]

Description
7.38
(2025-02-19)
  • Neutral Creep Camps that reside within a stream are considered Flooded Camps.
  • As the tides of the battle rise, creeps in these special camps evolve
  • Every 5 minutes one of the creeps in that camp will be forever upgraded to a next tier
  • Each camp consists of 3 units. As a result, at 15:00 Easy camp completely turns into a Medium camp, and both Medium camps will become Hard ones. At 30:00 Medium camp will become a Hard one, and both Hard camps will evolve to Ancient ones
  • Each creep can only be upgraded twice, meaning an Easy camp will never reach an Ancient status.
  • Units are not upgraded if the camp is blocked. Amount of upgraded units can't be increased, so if there is only 1 Ancient creep, attempting to stack that camp will not create another Ancient creep.
  • Added a new easy camp Pollywog Camp, a medium camp Froglet Camp, a hard camp Frog Camp, an ancient camp Ancient Frog Camp.
  • Re-added Prowler Camp with new stats.
7.33c
(2023-05-13)
  • When a stacked camp is killed, the player that did the stacking receives 30% of experience gained (same percentage as gold bounty).
7.31
(2022-02-23)
  • Neutral creeps now increase their health by 30, armor by 0.5, base attack damage by 3, attack speed by 5, gold bounty by 1, and experience bounty by 5 every 7.5 minutes, up to 30 times. [?]
  • Increased all neutral creeps' base attack time to 2 and adjusted their attack speed to keep the same attacks per second. [?]