Dark Moon/Units

A Way With Worgs
The first round of Dark Moon consists of Worgs and Alpha Worgs. This round is split up into 2 phases:
 * Initially, 3 packs of 12 Worgs spawn randomly at the spawn locations. They spawn in 8 second intervals, starting immediately as the round begins. They spawn a total of 4 times, resulting in 144 Worgs.
 * In the second phase, which begins 45 seconds after the round began, which is 21 seconds after the previous phase's last wave spawned, 3 packs of 7 Worgs and 2 Alpha Worgs spawn. These spawn in 5 second intervals, starting immediately as this phase begins. These spawn a total of 6 times, resulting in 126 Worgs and 36 Alpha Worgs
 * Altogether, this round spawns 270 Worgs and 36 Alpha Worgs, 306 units in total.

The Worgs have a passive. The Alpha Worgs have the same Critical Strike, and also have, an attack damage boosting aura.

Don't Count Your Chickens
The second round of Dark Moon consists of Tamed Wildwings and Acolytes of Dezun. Every 10 seconds, starting immediately as the round begins, 3 groups of 5 Tamed Wildwings and 1 Acolyte of Dezun spawn randomly at the spawn locations. This means every 10 seconds, 15 Tamed Wildwings and 3 Acolytes of Dezun spawn. The waves spawn 6 times, resulting in a total of 180 Wildwings and 36 Acolytes of Dezun, 216 units in total.

The Tamed Wildwings do not have any abilities, but come in greater numbers. The Acolytes of Dezun have a slightly modified version, which they use whenever 2 allied units are at low health. They directly target the wounded ally, so quickly killing that target cancels the cast, delaying it further.

Nyx Nyx Nyx
The third round of Dark Moon consists of Hellbears and Zealot Scarabs. Every 10 seconds, starting immediately as the round begins, 3 groups of 8 Hellbears and 1 Zealot Scarab spawn randomly at the spawn locations. This means every 8 seconds, 24 Hellbears and 3 Zealot Scarabs spawn. The waves spawn 6 times, resulting in a total of 144 Hellbears and 18 Zealot Scarabs, 162 units in total.

The Hellbears have no abilities, but deal decent damage with their attacks this early on. The Zealot Scarabs deal twice as much damage as the Hellbears and also have a slightly modified version of, which they only cast when 2 or more enemies are within its range. They always choose the closer target.

It's Morphlin' Time
The fourth round of Dark Moon consists of Lesser Elementals and Greater Elementals. Every 10 seconds, starting immediately as the round begins, 3 groups of 7 Lesser Elementals and 1 Greater Elemental spawn randomly at the spawn locations. This means every 10 seconds, 21 Lesser Elementals and 3 Greater Elementals spawn. The waves spawn 7 times, resulting in a total of 147 Lesser Elementals and 21 Greater Elementals, 294 units in total.

The Lesser Elementals have no abilities, but have a short-ranged quick attack. The Greater Elementals deal twice as much damage as the Lesser Elementals and also have a slightly modified version of, which they only cast when 2 or more enemies are within their range.

Party Fowl
The fifth round of Dark Moon is a bonus round. It consists of a single Rooster, which runs around the map at high speed. It cannot be killed, but damaging it makes it drop gold bags. The rooster is 100% immune to disables and is hasted, so it cannot be slowed.

The Rooster can drop a total of 10000 gold. It runs around the map for up to 60 seconds, or until reaching the gold drop limit. At this point, the rooster teleports out of the map using its Boots of Travel. While channeling it, it is invulnerable.

From My Black Grimoire
The sixth round of Dark Moon consists of Enthralled Golems and Demon Charmers. Every 16 seconds, starting immediately as the round begins, 2 groups of 6 Enthralled Golems and 2 Demon Charmers spawn randomly at the spawn locations. This means every 16 seconds, 12 Enthralled Golems and 4 Demon Charmers spawn. The waves spawn 7 times, resulting in a total of 84 Enthralled Golems and 28 Demon Charmers, 112 units in total.

The Enthralled Golems are are very weak on their own, having very low health and damage. However, the accompanying Demon Charmers have, which greatly boosts the Enthralled Golem's health and doubles their attack damage and model size. The Demon Charmers also have a slightly modified version of and. They cast Upheaval only when 2 or more enemies stand close enough to each other while within cast range. The Demon Charmers are very selfish, and cast Shadow Word on no one but themselves.

We're Falling Apart Without You
The seventh round of Dark Moon consists of Enraged Devourers and of Berserk Zombies, which come back as Berserk Zombie Torsos when killed once. Every 20 seconds, starting immediately as the round begins, 3 groups of 10 Berserk Zombies and 3 groups of 11 Berserk Zombies spawn randomly at the spawn locations. This means every 20 seconds, 63 Berserk Zombies spawn. The waves spawn 4 times, except for one of the 10-spawn waves, which spawn 4 additional zombies in a 5th wave, resulting in a total of 252 Berserk Zombies. 30 seconds after round begin, 3 Enraged Devourers on the 30th second and then every 20 seconds. This means they spawn 10 seconds before the next zombie wave, and never together with them. The Enraged Devourers spawn 7 times, resulting in 21 Enraged Devourers. This brings the total unit spawn count of this round up to 273.

The Berserk Zombies are slow units which effectively have to be killed twice. They do not die easily, and continue to attack their enemies as torsos after losing their legs. As torsos, the Zombies somehow deal more damage and gain high magic resistance, but have much lower health. Due to this, this round effectively contains 525 enemies, as the torsos count as separate units and each Berserk Zombie comes back as a torso. The Enraged Devourers are fast units which on their enemies upon attacking, regaining lots of health per attack, and can fall into a, becoming temporarily spell immune and attacking faster.

A Rising Tide Lifts All Boats
The eighth round of Dark Moon consists of Recruits, Captains, Fleet Admirals, Krill-eaters, Shark-eaters and Whale-eaters. Every 10 seconds, starting immediately as the round begins, 2 groups of 4 Recruits, 4 Krill-eaters, 1 Captain and 1 Shark-eater spawn randomly at the spawn locations. This means every 10 seconds, 8 Recruits, 8 Krill-eaters, 2 Captains and 2 Shark-eaters spawn. The waves spawn 6 times, resulting in a total of 48 Recruits, 48 Krill-eaters, 12 Captains and 12 Shark-eaters. 20 seconds after round begin and then every 12 seconds, a Fleet Admiral and a Whale-eater spawn randomly at the spawn locations. They spawn a total of 3 times each.

The Recruits and Krill-eaters are small units without any specialties. The Captains and Shark-eaters are bigger and stronger and have a very slightly modified version of and  upgraded  respectively. The Fleet Admirals are even bigger and stronger, hitting harder and being tankier. On top of the same Torrent as the Captains, the Admirals also have an unmodified and. But the strongest units of the wave by far ar the Whale-eaters. Not only are they hitting very hard and are extremely tanky, they also have very disruptive abilities with the same Gush as the Shark-eaters and a modified version of and cannot be disabled properly, because they also have a modified version of.

Numerous Launches Detected
The ninth round of Dark Moon consists of Creeps, Trappers and Chaotic Hurlers. Every 15 seconds, starting immediately as the round begins, 10 Creeps, 10 Trappers and 2 Chaotic Hurlers spawn at a random spawn location. A total of 7 waves spawn, resulting in 70 Creeps and Trappers and 14 Chaotic Hurlers.

The Creeps do not have any abilities. The Trappers have, rooting enemies in a radius for a short duration. The Chaotic Hurlers are able to the ground, dealing heavy splash damage and knocking enemies back. They never normally attack heroes. Their attack has a very high downtime of 100 seconds, so they chose to only attack the Towers and the Temple. They are also able to additional troops.

Flock-a-doodle-doo
The tenth round of Dark Moon is a bonus round. Every second, starting immediately as the round begins, 5 individual Baby Roshans (although they are small chickens, they are named Baby Roshan) spawn randomly at the spawn locations. The waves spawn 12 times, resulting in a total of 60 Baby Roshans.

Just like the Rooster from round five, these units randomly run accross the map at high speed, and are just as immune to disables and slows. They drop gold bags upon taking damage and cannot be killed. Each Baby Roshan lasts for 60 seconds, so they do not disappear at the same time. Unlike the Rooster, these ones just die, instead of teleporting away.

On The Hunt
The eleventh round of Dark Moon consists of Soulstealers, Hunters and entities known as The Abyss. Every 13 seconds, starting immediately as the round begins, 4 groups of 12 Soulstealers and 1 Hunter spawn randomly at the spawn locations. This means every 13 seconds, 48 Soulstealers and 4 Hunters spawn. The waves spawn 5 times, resulting in a total of 240 Soulstealers and 20 Hunters. Additionally, starting 10 seconds after round begin, and then every 8 seconds, entities known as "The Abyss" spawn, for a total of 6 times, resulting in a total unit count of 266.

The Soulstealers are strong, skill-less units with decent damage and fast movement speed. The Hunters have, a cone-shaped nuke which slows hit enemies and also greatly reduces their vision range. They also have unmodified. The Abyss entities are tanky, hard hitting units which have a slightly modified.

Attack Of The Cat Ladies
The Twelfth round of Dark Moon consists of Tiny Monriders and Nightsilver Prowlers. Every 10 seconds, starting immediately as the round begins, 2 groups of 6 Tiny Moonriders spawn randomly at the spawn locations. This means every 10 seconds, 12 Tiny Moonriders spawn. The waves spawn 9 times, resulting in a total of 108 Tiny Moonriders. Additionally, starting 6 seconds after round begin, and then every 7 seconds, 2 Nightsilver Prowlers spawn together at a random spawn location. The Prowlers spawn 13 times, resulting in a total of 26 Nightsilver Prowlers. In total this round spawns 134 units.

The Tiny Moonriders have modified s, causing their attacks to bounce once. The Nightsilver Prowlers can throw modified s, which deal a lot of damage and stun for a long time. The Prowlers also have global vision, revealing the entire map for them and the Moonriders, making it impossible to juke them.

Albert Was A Chemist
The thirteenth round of Dark Moon consists of multiple Al, the chemists. Every 13 seconds, starting immediately as the round begins, 1 chemist spawns randomly at the spawn locations. The chemists spawn 6 times.

The chemists are very strong enemies, with very high health and attack damage. They also possess modified versions of, and.

It's A Techies Convention
The fourteenth round of Dark Moon consists of Bombers and Hurtlers. Every 4 seconds, starting immediately as the round begins, 4 groups of 1 Bomber spawn randomly at the spawn locations, up to 16 times. 20 seconds after round begin, and then every 4 seconds 2 additional groups of 2 Bombers start spawning, up to 10 times. Also 20 seconds after round begin, and then every 12 seconds, 2 groups of 1 Hurtler start spawning, up to 8 times. 30 seconds after round begin, and then every 8 seconds, 2 additional groups of 2 Hurtlers start spawning, up to 8 times. In total, 104 Bombers and 48 Hurtlers spawn, resulting in 162 units in this round.

The Bombers are weak units on their own, but walk at full movement speed and plant very potent, which deal massive damage and explode quickly. The Hurtlers are bigger units with twice as much damage as the Bombers, but still relatively low. Their goal is it to into the heroes, attempting to kill them with a heavy AoE nuke which also damages the Hurtlers themselves. The sheer amount of Bombers and Hurtlers which spawn makes it very easy for them to quickly kill uncareful heroes, or even destroy towers with their attacks if left alone for too long, despite their weak regular attacks.

Who Threatens Our Concentration?
The fifteenth wave of Dark Moon is the last and the boss round. Upon round start, Scholar of Koryx spawns at a random spawn location. 10 seconds later, Mind of Tornarus spawns. 20 seconds after round starts, Agent of Gallaron. Once all 3 of them die, the Dark Magus is summoned at the map center.

Although all 3 of the maguses have all spells (except for Ghost Walk), they only use a set of spells based on Quas, Wex and Exort respectively. The final boss, the Dark Magus, also has them all and uses them all.

Although all of these spells have 8 levels, for simplicity's sake, only the last level is displayed here, since they are always on max level for the bosses.