Lane Creeps

Lane creeps are aligned to either the radiant or the dire and spawn in groups called creep waves near their faction's base, and then constantly push toward their enemy's base. On the way they will attack any enemy creeps, neutral creeps or player-controlled units on sight.

Types
There are three types of lane creeps: melee, ranged and siege. Melee creeps have more health and appear in larger numbers, but deal less damage. Ranged creeps deal more damage to other creeps, but less to heroes, and have mana. Siege creeps deal more damage to buildings, have more health and spawn every seventh wave. Unlike the other lane creeps, siege creeps have 80% magic resistance. All lane creeps disable backdoor protection on enemy buildings when close. In addition, each creep wave slowly becomes more powerful throughout the game.

Destroying either of the enemy team's melee or ranged barracks will cause the destroying team's respective lane to begin spawning super creeps instead of normal creeps. Super creeps are stronger versions of regular lane creeps that give about half 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 an additional 16 damage.

Mechanics
Lane creeps spawn behind their team's barracks if they're still standing, or from the top of the ramps leading into their team's base if they have been destroyed (except for offlane [Dire's bottom lane and Radiant's top lane]), every 30 seconds. The first wave of creeps has 3 melee creeps and 1 ranged creep, and every seventh wave will have a siege creep (starting at 3:00.).

At 15:00 and 30:00, an extra melee creep is added. At 45:00, an extra melee and ranged creep is added, and an extra extra siege creep is added to every seventh wave.

Prior to 7:30, the safe-lane creeps have 406 movement speed for 15 seconds after they spawn while the corresponding hard-lane creeps have 243 movement speed for 15 seconds after they spawn.

Every 7 minutes 30 seconds, melee and ranged creeps will receive permanent damage and health bonuses. The maximum number of bonuses is 30, which will happen at 3:45:00, or alternatively after all enemy barracks are destroyed. Creep bounty increases by 1 gold per normal upgrade cycle.

Lane creeps target first enemy lane creeps, secondly enemy heroes, and lastly enemy siege creeps. Nearby creeps (500 range) will target an enemy hero if a friendly hero is physically attacked nearby, however this will not occur if the attack is a manually cast Unique Attack Modifier such as 's. Lane creeps will continue to pursue an enemy hero until they lose sight of the target, are threatened by another source, or the enemy hero attacks a friendly creep. This can allow a player to bring them behind their creeps in order to farm more safely. Lane creeps will always attempt to return to the closest point in their original lane after nothing is threatening them. When a siege creep gets within the range of an enemy tower it will start to attack the tower, disregarding any enemy creeps or heroes nearby.