Lane Creeps

Lane creeps are a type of creep not controlled by any player. These creeps spawn in small groups (called "creep waves") for both, the and the, on each of the 3 lanes at the Barracks every 30 seconds, starting upon battle begin. They constantly push toward their enemy's base, moving a set path along the lane they spawned in. On their way they attack any enemy creeps or neutral creep within their aggro range.

Lane creeps (while controlled by the AI) are the only units capable of disabling. However, once dominated, a lane creep no longer disables the protection.

Types
There are three types of lane creeps: Melee, Ranged and Siege. Melee creeps spawn in bigger numbers and have more health and less attack damage than ranged creeps. Ranged creeps have lower health, but deal more damage per attack and are able to attack from a small distance. However, their attack type causes them to deal less damage against heroes and buildings, but more damage against other units. Siege creeps spawn in every seventh 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 prioritise 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 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 additional damage.

Spawning
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 only spawn every sevent wave. This means siege creeps spawn every 3 minutes and 30 seconds, with the first ones spawning at 3:00.

Initially, a creep wave conists of 3 melee creeps and 1 ranged creep (and 1 siege creep every 7th wave). At 16:00 (33rd creep wave) and onwards, an additional melee creep spawns, increasing the count of melee creeps per wave to 4. At 31:00 (63rd creep wave) and onwards, a second additional melee creep spawns, increasing their number to 5. At 46:00 (93rd creep wave) and onwards, an additional melee and an additional ranged creep are added, bringing the wave's unit count to 6 melee creeps and 2 ranged creeps. Also from this point on, every seventh creep wave also spawns 2 siege creeps, instead of 1. After this, no more additional creeps are added.

Spawn locations Lane creeps spawn close to the lanes' barracks, but are adapted on each lane so that they would meet at the center of each lane if they are not interrupted or distracted.


 * Radiant bottom lane: Creeps spawn right in front of the tier 3 tower, right at the edge of the ramp.
 * Radiant middle lane: Creeps spawn between the melee and ranged barracks, on the circle between them.
 * Radiant top lane: Creeps spawn slightly behind the barracks, right at the center of the square formed by the barracks and the 2 filler buildings below.
 * Dire bottom lane: Creeps spawn slightly behind the barracks, right at the center of the square formed by the barracks and the 2 filler buildings above.
 * Dire middle lane: Creeps spawn right in front of the tier 3 tower, slightly behind the edge of the ramp.
 * Dire top lane: Creeps spawn in front of the tier 3 tower, right at the edge of the ramp.

The spawn locations do not change throughout the entire match. How the creeps spawn within their spawn areas is random, there is no unit order. This means the ranged creep or siege creep may spawn in front or behind the melee creeps.

Stats
For the first 10 waves (up to 7:00), the creeps on Radiant's bottom lane and Dire's top lane have their movement speed boosted by 25%, moving at a speed of 406.25. On the Radiant side, the boost lasts for 10 second, effectively lasting until passing the tier 2 tower. On the Dire side, the boost lasts for 2 seconds, effectively lasting until reaching the Dire symbol on the ground between the two ramps. At the same time, Radiant's top lane and Dire's bottom lane are slowed by 15%, moving at a speed of 243.75. On the Radiant side, this slow lasts for 2 seconds, effectively until reaching the tier 3 tower. On the Dire side, the slow lasts for 22 seconds, effectively lasting until reaching the tier 1 tower. The 11th 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 health and attack damage bonus, as well as bounty increase. The following bonuses are applied:
 * Melee creeps: +12 health, +1 attack damage, +2 gold bounty
 * Super melee creeps: +19 health, +2 attack damage, +2 gold bounty
 * Ranged creeps: +12 health, +2 attack damage, +2 gold bounty
 * Super ranged creeps: +18 health, +3 attack damage, +2 gold bounty
 * Siege creeps: No bonuses
 * Mega creeps: No bonuses

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.

When a lane creep gets denied by one of its allies, it grants 50% of its experience value to enemies within the area. If a lane creep dies to a neutral creep, then it grants 35% of its experience value to enemies within range. Enemies may only get full experience when the creep dies to them. Gold bounties are only granted to the enemy player which gets the last hit on the creep.