Neutral creeps

Neutral creeps are a type of creep that are not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps scattered in the jungle on both sides of the map. They come with different power levels and most of them have unique abilities. , who sits in his den at the river, is also considered a neutral creep.

Types
There are many different types of neutral creeps which spawn in small groups inside of camps within the jungle. These camps are categorised into small, medium, large and ancient creep camps.

Small Camps
Small creeps are the weakest of the neutral creeps. They give little gold and experience, deal low damage and have low health, making them easy to kill for any hero at any time of the game.

There are 6 different types of small camps, consisting of Kobolds, Hill Trolls, Vhouls, Ghosts and Harpies. The sixth camp type is a combination of kobolds and trolls. Besides the kobold camp which consists of five units, all small camps consist of three units.

The Kobolds are the smallest creeps, but come in bigger groups. They are all melee and have various abilities; a movement speed buffing aura, attacks that occasionally disarm their targets, and a GPM boosting aura. Hill Trolls are ranged creeps, with one priest and two Tomahawk throwing berserkers. The priest can heal allies and passively boosts the healing capacity of nearby allies, wile the berserkers are capable of disabling their enemies' passive abilities by attacking them. Vhouls are ranged creeps that have envenomed spears which greatly cripple their target's health regeneration. The ghost camp consist of two melee spirits that can silence enemies, which they never do, and a ranged ghost with a chilling attack that slows enemies. The Harpies are ranged creeps, with one of them capable of throwing a bolt of lightning that jumps between targets, while the other two can take flight, ignoring terrain, although none of the harpies use their abilities.

Medium Camps
Medium creeps are also relatively weak camps, but stronger than the small creeps. They give a bit more gold and experience, deal low to moderate damage and have more health. Some of them can be dealt with early on, but some may be too strong.

There are 5 different types of medium camps, consisting of Centaurs, Wolves, Satyrs, Ogres and Golems. The number of units varies between two and four based on the camp.

The Centaurs are melee creeps, one of them being small and the other being big. The big centaur can stomp the ground to stun nearby enemies, which it only uses when enough enemies are within its range. The small centaur has an aura which makes its allies more resistant against magical damage. The Wolves come in a pack of three, with two of them being small with an intimidating howl that weakens their enemies attacks, however, they only howl when on low health. The big wolf is capable of striking an enemy critically, having a chance to deal more damage on an attack. It also has an attack damage boosting aura, which makes this camp deal the most damage. The Satyr camp consists of two small satyrs, which are comparable to the creeps in the small creep camp power-wise, are ranged, and may purge an enemy if they attack for a while, and two medium Satyrs, which are melee with a mana burning ability which they also never use. They also passively boost the mana regeneration of nearby allies. Ogres are melee creeps which come in a group of three, from which one can envelop an ally with a protective frost shield, slowing attacking units and granting armor to the ally. The other two ogres have a powerful ground smash attack that has a long wind-up time. Golems come in pairs, but split each into two smaller golems on their death. They have melee attacks and may occasionally throw rocks at enemies.

Large Camps
Large creeps are the strongest of the regular camps. Their gold and experience bounties per camp are on the same level as the bounty of a lane creep wave. They consist of strong creeps with strong abilities and are very difficult to deal with early on.

There are 6 different types of large camps, consisting of Centaurs, Satyrs, Hellbears, Wildwings and Trolls. Besides the Hellbear and Warpine camps which consist of two units, all large camps consist of three units.

The Centaurs of the large camp are the same as the ones from the medium camp, except that the large camp contains two small centaurs and one big one, instead of one of each. The large Satyr camp is similar to the medium one. It contains the same small and medium Satyr, but one of each instead of two, and has a big Satyr, which is a strong melee creep with a strong long-ranged area nuke which it uses only if enough enemies are within range, and a strong health regenerating aura. The Hellbears are strong creeps which come in pairs, both being melee. The bigger one can clap so powerful that nearby enemies take damage and get slowed, which it only does when enough enemies are within range. The smaller hellbear passively boosts nearby allies' attack speed. Both hellbears have a death rattle, boosting nearby allies' attack damage and attack speed respectively when killed. Wildwings are three melee creeps, two of them being small and capable of channeling a strong tornado, which they may only do when a nearby Wildwing dies. The third wildwing is much bigger and is capable of pushing heroes around with a strong gust of wind, while also passively increasing nearby allies' armor. The trolls are ranged creeps, two of them being small, with the ability to briefly ensnare enemies, and one being big, capable of raising three skeletons, which it immediately does once provoked. The skeletons rally their allies, each passively boosting their attack damage. Warpines are melee units that occasionally throw pinecones at their enemies, which can bounce between targets, damaging and slowing them.

Ancient Camps
Ancient creeps are very powerful neutral creeps. Unlike the regular creeps, these creeps have a special unit type, the Ancient type, which makes them immune to numerous spells, such as converting spells. They are nearly impossible to deal with early on, and for some heroes even later into the game. They have very high health, deal high damage and have strong auras. They also have some magic resistance, making it harder to clear them with spells which deal magical damage.

There are 4 different types of ancient camps, consisting of Dragons, Hides, Golems, and the Frostbitten. All 4 camps consist of 3 units.

The Dragons are ranged creeps but have a short attack range. There are 3 dragons, 2 of them being small and relatively weak and one big dragon. The small dragons have an aura that makes their enemies more susceptible to spell damage. The big dragon has 3 abilities: It is able to spit a fireball which engulfs a target area in flames, dealing damage over time, a passive splash attack which causes each of its attack to deal area damage, and a stacking armor boosting aura. The Dragon never uses its Fireball ability. The Hides are, similar to the dragons, ranged creeps with a short attack range. Also similar to the dragons, it consists of 2 smaller Rumblehides, and one bigger Thunderhide. But unlike the dragons, all 3 of them have high magic resistance. The Thunderhide has 2 abilities: It can slam the ground, dealing area damage and slowing hit enemies, and it can temporarily frenzy an ally, boosting its attack speed significantly. The Thunderhide never uses the Slam ability, but does cast Frenzy on itself. The Rumblehides have an aura which boosts the accuracy and attack speed of nearby allies. The Golems are strong melee creeps. One of the three golems is stronger than the other 2, having much more health and a bit more damage. The small golems have an aura that reduces their enemies' armor, while the big golem has an aura which increases the health capacity of nearby allies, making them the tankiest creeps of all, not only due to their high and boosted health, but also due to their high armor and magic resistance. The Frostbitten consist of a ranged Ice Shaman, with an ability to hurl an Icefire Bomb at a target unit or building, dealing damage over time, and two Frostbitten Golems, with an aura that reduces nearby allies' cooldowns.

1 Ancient Granite Golem's increases nearby units' maximum health by.

Roshan
Roshan is a unique creep that spawns near the middle of the map. He also counts as an ancient creep and also has its own unique category. In addition to providing a large experience and gold bounty when killed, Roshan also drops the. The second time he is killed in a single game, a drops from Roshan (and every time thereafter), a  also drops from Roshan. The third time he is killed in a single game, a or a  also drops from Roshan (and every time thereafter), a  and  also drops from Roshan. Roshan's power increases as time passes.

Roshan has a high respawn timer when killed. He possesses 4 abilities from which one is active. His first ability is an area slam which damages and slows nearby enemies. The damage gets stronger as time passes. His second ability grants his attacks a chance to bash an enemy, stunning and dealing bonus damage. His third ability passively protects Roshan from a single-target spell every few seconds. His last ability grants Roshan permanent bonuses as time passes, increasing his health, armor and attack damage, while also grants him phased movement and reduces damage from illusions.

Spawning
Neutral creeps start spawning at 01:00, and then spawn on every minute (02:00, 03:00, 04:00, etc). A creep camp can never spawn the same set of neutral creeps in a row. This means, if for example an ancient camp contains dragons, the next time neutral creeps spawn in there, they cannot be dragons. Besides this, the chances for each type are the same.

A camp does not spawn neutral creeps when there are units within the spawn box of the camp, not even when the unit is invulnerable or hidden. This means if there are neutral creeps already in a camp, new creeps do not spawn on the next minute mark. However, it is possible for multiple neutral creeps to be inside a camp. This can be achieved by aggroing the already existing creeps and make them leave the spawn area. If the area is empty on the next minute mark, a new set of neutral creeps spawns in that camp. The previously aggroed creeps then return to their camp, so that the camp now contains 2 sets of neutral creeps. This can be repeated a finite number of time, because it eventually gets impossible to get all creeps out of the spawn area. The spawn box areas can be seen by holding down the ALT key (if the option is enabled).

Every selectable unit can block a creep camp, except for the following:
 * (Beastmaster)
 * (Elder Titan)
 * (Broodmother)
 * (Techies)
 * (Templar Assassin)
 * (Clinkz)
 * (Clinkz)

Only units can block camps. Spells cannot block camps.

Behavior
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
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 or ethereal 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
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 or hidden. 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
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.

Night Time
During nighttimes, 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-target spell. Besides not automatically drawing aggro, the creeps behave the same as during the day. 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 Z's above the creeps.

Disarming
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.

Stats
Every minutes and  seconds, neutral creeps gain a permanent upgrade to their health, armor, attack damage, and attack speed, as well as an increase to their bounties. The following bonuses are applied:
 * + Health
 * + Armor
 * + Base Attack Damage
 * + Attack Speed
 * + Gold
 * + Experience

The health, armor, attack damage, and attack speed upgrades are applied a maximum of times, while the gold and experience bounty upgrades have no limit. This means their stats are fully upgraded at :0 in-game time, which is hours and  minutes.

The total values on each upgrade cycle can be seen on each of the camps' articles.

Bounties
Every neutral creep grants gold to whoever kills them. The gold values are different for each type of neutral creep, each having their own minimum and maximum bounty values. They also grant experience, however, unlike the gold, the experience is split amongst all nearby heroes, including enemy heroes, meaning when farming neutral creeps, enemies may leech some experience by standing within the experience range.

Neutrals also have a chance to drop neutral items on death.

Camp Stacking Gold
When a neutral creep camp gets stacked, the newly spawned neutral creeps as a result of the stacking gain a status buff with the icon of the player's hero that stacked them. This modifier has 2 effects:


 * When these creeps are killed by an ally of that player, the hero who stacked them gains gold based on % of whatever the ally got. This gold is not subtracted from the ally, it is granted to the stacking hero on top of what the ally gets for farming them. This bonus gold is not granted when the stacking player or an enemy kills the stacked creeps. A ui coins big.mp3 sound effect and the typical gold visual effect indicate whenever gold is gained from stacked camps.
 * These creeps grant their killer % less gold and experience than they normally would do.

Only the creeps spawned from the stacking gain this status buff, meaning the creeps that have been pulled in order to stack the camp do not gain it. The buff does not expire, cannot be dispelled and lasts until killed. Even if a creep is taken over by a player, it still keeps the buff, granting less gold when killed, and granting gold to the stacking hero when killed by their allies. This means if taken over by an ally, the gold is only gained when denied by an ally.

A player gets credits for stacking a camp when one of their units was the first unit to aggro the camp. This means even when the neutrals switch to another closer target after being initially aggroed, the credits still go to the player that drew their aggro first. If a creep camp gets stacked without drawing their aggro at all, no one gets the credit. This is possible with the help of non-damaging position changing spells like, which can move creeps out of the camp without drawing their aggro. If a lane creep aggroed them initially, the credit goes to whichever player aggroes them afterwards first. If no player aggroes them and they stack because of lane creep aggro, no one gets the credit.

Recent Changes
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