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Neutral Creeps

From Liquipedia Dota 2 Wiki
For the forest!
Neutral camp spawn locations on the map. Small camps are shown in blue, medium camps in green, large camps in red, and ancient camps in yellow.
For the creeps that appear in lane, see Lane Creeps.

Neutral Creeps (often simply called neutrals) are units found in the jungle. They spawn grouped together in camps. Neutral creeps can be used for farming gold and experience, and are commonly used in strategies such as stacking and pulling.

Spawning[edit]

Neutral creeps spawn for the first time at 01:00, and then spawn every minute (02:00, 03:00, etc.) if the camp is empty. If there is a unit present within the spawn box, the camp is spawn blocked and new neutrals will not spawn. The spawn box is an invisible rectangle which checks for units within its boundaries. Holding ALT can reveal spawn boxes. If there are no units present within the box, new neutrals will spawn. A neutral camp will never spawn the same set of neutrals twice in a row.

Pulling[edit]

Pulling is the act of leading neutrals away from the spawn box. This allows multiple groups to be stacked within a single camp.

Stacking[edit]

When neutrals are stacked, they are a greater source of gold. Killing a neutral camp stack gives a bonus 35% gold bounty to the hero that stacked it. No bonus is given if the stack is cleared by an enemy or the hero that stacked it. This means it is optimal for a support to stack it, and a farming hero to clear it. An audio cue is played when a stack is successful. Stacked neutrals have a buff with the stacker's hero icon on it.

Experience[edit]

Neutral XP and Gold increases by 2% every 7.5 minutes.

Neutral creeps have no allegiance and can be attacked by either team. All neutral creeps grant experience to both teams nearby when killed. If a hero unit or summon is killed by any neutral creep, neither team will gain any experience and be effectively denied in full. However, Lane Creeps killed by a neutral creep are not denied and will grant their full experience.

Any hero that dies to Neutral creeps will have a respawn penalty, with a minimum respawn time of 26 (equal to level 6 respawn time). This only affects early game jungling.

Behaviour[edit]

Neutral Creeps do not do anything and stay in their camps unless provoked. They will aggro when units move within 240 range of them (except Roshan, who has an aggro range of 140). They will also aggro when units attack them or cast a spell targeting them within 1800 range. An Aggroed Neutral will attack the closest unit, not necessarily the one that attacked them. Priority is given to the attacker if they are one of the closest units. Creeps have a guard distance of 400 around their camp which determines how far they will chase. They will stop chasing once they have left the guard distance for 5 seconds, upon which they will return to camp, ignoring further provocation until 3 seconds after they return to camp. If they re-enter the guard distance before the 5 seconds are up, the timer is reset. They will also lose aggro if their target turns invisible or invulnerable.

If a Neutral Creep takes damage from an invisible source, it and all creeps within 500 range of it flee to a random spot 750 range away from their camp for 5 seconds.

A disarmed creep cannot be aggroed, nor will it cast spells. Neutral Creeps sleep at night. While asleep, their aggro range drops to 0, meaning that they will not attack anything walking by. They will still aggro if attacked or spells are cast at them.

Camp Types[edit]

Neutral creep camps come in four tiers of difficulty:

  • Small
  • Medium
  • Large
  • Ancient

The Primary jungle for each team has 1 Ancient, 2 large, 2 medium, and 1 small camp.
The Secondary jungle for each team has 1 Ancient, 1 large, and 1 medium camp.

Small Camps[edit]

On average, a small camp yields 60 gold and 107 experience.

Camp Composition HP (Total) Gold (Ave) Experience Abilities
Kobold Camp 3 Kobolds, 1 Kobold Soldier, 1 Kobold Foreman 400 + 325 + 240 × 3 (1445) 50-59 (54.5) 113 Speed Aura
Hill Troll Camp 2 Hill Troll Berserkers, 1 Hill Troll Priest 500 × 2 + 450 (1450) 53-62 (57.5) 99 Heal, Mana Aura
Hill Troll and Kobold Camp 2 Hill Troll Berserkers, 1 Kobold Foreman 500 × 2 + 400 (1400) 54-65 (59.5) 99 Speed Aura
Vhoul Assassin Camp 3 Vhoul Assassins 370 × 3 (1110) 51-69 (60) 99 Envenomed Weapon
Ghost Camp 2 Fell Spirits, 1 Ghost 500 + 400 × 2 (1300) 56-68 (62) 116 Frost Attack
Harpy Camp 2 Harpy Scouts, 1 Harpy Stormcrafter 550 + 400 × 2 (1350) 64-74 (69) 116 Chain Lightning

Small Creeps[edit]

Name HP Mana HP Regen Mana Regen Damage Range Armor Magic Resist Move Speed BAT Missile Speed Sight
Day / Night
Experience (Level) Bounty Abilities
Kobold 240 0.5 10 (Basic) 100 (Melee) 0 (Basic) 0% 270 1.35 Instant 1400 / 800 20 (1) 6-7
Kobold Soldier 325 0.5 14-15 (Basic) 100 (Melee) 1 (Basic) 0% 270 1.35 Instant 800 / 800 20 (1) 14-15
Kobold Foreman 400 0.5 14-15 (Basic) 100 (Melee) 1 (Basic) 0% 330 1.35 Instant 800 / 800 33 (2) 18-23 Speed Aura
Hill Troll Berserker 500 0.5 28-37 (Pierce) 500 1 (Basic) 0% 270 1.6 1200 800 / 800 33 (2) 18-21
Hill Troll Priest 450 500 0.5 1 25-32 (Pierce) 600 0 (Basic) 0% 290 1.8 900 1400 / 800 33 (2) 17-20 Heal, Mana Aura
Vhoul Assassin 370 0.5 30-36 (Pierce) 500 1 (Basic) 0% 270 1.6 1500 400 / 400 33 (2) 17-23 Envenomed Weapon
Fell Spirit 400 0.5 14-15 (Basic) 100 (Melee) 1 (Basic) 0% 350 1.5 Instant 800 / 800 33 (2) 16-18
Ghost 500 400 0.5 1 45-50 (Pierce) 400 1 (Basic) 0% 320 1 900 800 / 800 50 (3) 24-32 Frost Attack
Harpy Scout 400 0.5 28-37 (Pierce) 300 1 (Basic) 0% 280 1.6 1200 1800 / 1800 33 (2) 19-22
Harpy Stormcrafter 550 400 0.5 1 30-37 (Pierce) 450 2 (Basic) 0% 310 1.6 1200 1800 / 1800 50 (3) 26-30 Chain Lightning

Medium Camps[edit]

On average, a medium camp yields 80 gold and 144 experience.

Camp Composition HP (Total) Gold (Ave) Experience Abilities
Centaur Camp 1 Centaur Courser, 1 Centaur Conqueror 350 + 1100 (1450) 69-81 (75) 128 Cloak Aura, War Stomp
Wolf Camp 2 Giant Wolves, 1 Alpha Wolf 500 × 2 + 600 (1600) 66-78 (72) 170 Critical Strike, Packleader's Aura
Satyr Camp 2 Satyr Banishers, 2 Satyr Mindstealers 300 × 2 + 600 × 2 (1800) 68-80 (74) 166 Purge, Mana Burn
Ogre Camp 2 Ogre Bruisers, 1 Ogre Frostmage 850 × 2 + 600 (2300) 64-112 (88) 116 Ice Armor
Golem Camp 2 Mud Golems, 4 Shard Golems 800 × 2 + 240 × 4 (2560) 80-106 (93) 140 Hurl Boulder, Shard Split

Medium Creeps[edit]

Name HP Mana HP Regen Mana Regen Damage Range Armor Magic Resist Move Speed BAT Missile Speed Sight
Day / Night
Experience (Level) Bounty Abilities
Centaur Courser 350 0.5 18-21 (Basic) 100 (Melee) 1 (Basic) 0% 350 1.3 Instant 800 / 800 33 (2) 16-19 Cloak Aura
Centaur Conqueror 1100 200 1 1 49-55 (Hero) 100 (Melee) 4 (Basic) 0% 320 1.5 Instant 800 / 800 95 (5) 53-62 War Stomp
Giant Wolf 500 0.5 21-24 (Pierce) 100 (Melee) 1 (Basic) 0% 350 1.45 Instant 800 / 800 50 (3) 18-21 Critical Strike
Alpha Wolf 600 0.5 30-33 (Basic) 100 (Melee) 3 (Basic) 0% 350 1.35 Instant 800 / 800 70 (4) 30-36 Critical Strike, Packleader's Aura
Satyr Banisher 300 500 0.5 1 7-10 (Pierce) 300 0 (Basic) 0% 330 1.7 1500 800 / 800 33 (2) 12-14 Purge
Satyr Mindstealer 600 600 0.5 1 24-27 (Basic) 100 (Melee) 1 (Basic) 0% 270 1.35 Instant 800 / 800 50 (3) 22-26 Mana Burn
Ogre Bruiser 850 0.5 24-27 (Basic) 100 (Melee) 1 (Basic) 0% 270 1.35 Instant 800 / 800 33 (2) 18-38
Ogre Frostmage 600 400 0.5 1 24-27 (Basic) 100 (Melee) 0 (Basic) 0% 270 1.35 Instant 800 / 800 50 (3) 28-36 Ice Armor
Mud Golem 800 400 0.5 1 29-33 (Basic) 100 (Melee) 0 (Basic) 50% 310 1.35 Instant 800 / 800 34 (4) 24-27 Hurl Boulder, Shard Split
Shard Golem 240 400 0.5 1 9-10 (Basic) 100 (Melee) 0 (Basic) 50% 310 1.35 Instant 800 / 800 18 (4) 8-13 Hurl Boulder

Large Camps[edit]

On average, a Large camp yields 101 gold and 171.6 experience.

Camp Composition HP (Total) Gold (Ave) Experience Abilities
Large Centaur Camp 2 Centaur Coursers, 1 Centaur Conqueror 350 × 2 + 1100 (1800) 85-100 (92.5) 161 Cloak Aura, War Stomp
Large Satyr Camp 1 Satyr Banisher, 1 Satyr Mindstealer, 1 Satyr Tormenter 300 + 600 + 1100 (2000) 96-113 (104.5) 178 Purge, Mana Burn, Shockwave, Unholy Aura
Hellbear Camp 1 Hellbear, 1 Hellbear Smasher 700 + 950 (1650) 97-114 (105.5) 165 Cloak Aura, Thunder Clap, Swiftness Aura
Wildwing Camp 2 Wildwings, 1 Wildwing Ripper 350 × 2 + 950 (1650) 78-102 (90) 135 Tornado, Toughness Aura
Troll Camp 1 Dark Troll Summoner, 2 Hill Trolls, 2 Skeleton Warriors 500 × 2 + 1100 + 250 × 2 (2600) 97-126 (111.5) 219 Ensnare, Raise Dead

Large Creeps[edit]

Name HP Mana HP Regen Mana Regen Damage Range Armor Magic Resist Move Speed BAT Missile Speed Sight
Day / Night
Experience (Level) Bounty Abilities
Centaur Courser 350 0.5 18-21 (Basic) 100 (Melee) 1 (Basic) 0% 350 1.3 Instant 800 / 800 33 (2) 16-19 Cloak Aura
Centaur Conqueror 1100 200 1 1 49-55 (Hero) 100 (Melee) 4 (Basic) 0% 320 1.5 Instant 800 / 800 95 (5) 53-62 War Stomp
Satyr Banisher 300 500 0.5 1 7-10 (Pierce) 300 0 (Basic) 0% 330 1.7 1500 800 / 800 33 (2) 12-14 Purge
Satyr Mindstealer 600 600 0.5 1 24-27 (Basic) 100 (Melee) 1 (Basic) 0% 270 1.35 Instant 800 / 800 50 (3) 22-26 Mana Burn
Satyr Tormenter 1100 400 1 1 49-55 (Hero) 100 (Melee) 0 (Basic) 0% 290 1.35 Instant 800 / 800 95 (5) 62-73 Shockwave, Unholy Aura
Hellbear 700 0.5 39-44 (Hero) 100 (Melee) 3 (Basic) 0% 320 1.5 Instant 800 / 800 70 (4) 36-44 Cloak Aura
Hellbear Smasher 950 300 1 1 49-55 (Hero) 100 (Melee) 4 (Basic) 0% 320 1.55 Instant 800 / 800 95 (5) 61-70 Thunder Clap, Swiftness Aura
Wildwing 350 0.5 20-25 (Basic) 128 (Melee) 2 (Basic) 0% 300 1.35 Instant 800 / 800 20 (1) 12-16
Wildwing Ripper 950 400 0.5 1 50-56 (Hero) 128 (Melee) 4 (Basic) 0% 320 1.35 Instant 800 / 800 95 (5) 54-70 Tornado, Toughness Aura
Tornado 500 0.5 125 300 / 300 0 (4) Tempest
Hill Troll 500 0.5 24-27 (Pierce) 400 0 (Basic) 0% 270 1.35 1200 800 / 800 50 (3) 21-26
Dark Troll Summoner 1100 550 0.5 1 40-45 (Hero) 400 1 (Basic) 0% 320 1.35 1200 800 / 800 95 (5) 43-50 Ensnare, Raise Dead
Skeleton Warrior 250 0 24-25 (Basic) 90 (Melee) 1 (Basic) 0% 270 1 Instant 800 / 600 12 (1) 6-12

Ancient Camps[edit]

On average, an ancient camp yields 190 gold and 261.75 experience. Most ancients are have 70% Magic Resistance. In addition, there are some spells that are restricted from working on them.

Camp Composition HP (Total) Gold Experience Abilities
Ancient Dragon Camp 2 Ancient Black Drakes, 1 Ancient Black Dragon 950 × 2 + 2000 (3900) 176-224 (200) 224 Fireball, Splash Attack, Dragonhide Aura
Ancient Golem Camp 2 Ancient Rock Golems, 1 Ancient Granite Golem 920 × 2 + 1955 (3795) 172-197 (184.5) 314 Granite Aura
Ancient Thunderhide Camp 2 Ancient Rumblehides, 1 Ancient Thunderhide 800 × 2 + 1400 (3000) 167-190 (178.5) 314 Frenzy, War Drums Aura, Slam
Ancient Prowler Camp 2 Ancient Prowler Acolytes, 1 Ancient Prowler Shaman 600 × 2 + 1200 (2400) 187-210 (198.5) 195 Desecrate, Petrify, Prowler Aura

Ancient Creeps[edit]

Name HP Mana HP Regen Mana Regen Damage Range Armor Magic Resist Move Speed BAT Missile Speed Sight
Day / Night
Experience (Level) Bounty Abilities
Ancient Black Drake 950 0.5 34-45 (Pierce) 300 -1 (Basic) 0% 350 1.8 900 800 / 800 50 (3) 28-36
Ancient Black Dragon 2000 500 2 1 48-81 (Hero) 300 3 (Basic) 70% 300 1.5 1500 800 / 800 124 (6) 120-152 Fireball, Splash Attack, Dragonhide Aura
Ancient Rock Golem 800 400 0.5 1 29-33 (Basic) 100 (Melee) 4 (Basic) 70% 270 1.35 Instant 800 / 800 95 (5) 43-50
Ancient Granite Golem 1700 600 1.5 1.5 77-87 (Hero) 128 (Melee) 8 (Basic) 70% 270 1.35 Instant 800 / 800 124 (6) 86-97 Granite Aura
Ancient Rumblehide 800 400 0.5 1 41-48 (Basic) 300 2 (Basic) 70% 270 1.8 1500 1400 / 800 95 (5) 48-56
Ancient Thunderhide 1400 400 0.5 1 60-65 (Hero) 300 2 (Basic) 70% 270 1.8 1500 1400 / 800 124 (6) 71-78 Frenzy, War Drums Aura, Slam
Ancient Prowler Acolyte 600 0.5 400 1 33-38 (Basic) 100 (Melee) 10 (Basic) 0% 270 1.5 Instant 800 / 800 50 (3) 59-66 Prowler Aura
Ancient Prowler Shaman 1200 0.5 400 1 59-65 (Hero) 100 (Melee) 11 (Basic) 0% 300 1.5 Instant 800 / 800 95 (5) 69-78 Desecrate, Petrify

Roshan Pit[edit]

For more information, see Roshan.

Spawn Blocking[edit]

Blocking neutral camps from spawning is a common strategy in high level matches. By doing so, it prevents the enemy from pulling, stacking, and farming. This is usually done by planting Sentry Wards within the spawn box, hidden by trees. The enemy must spend gold to deward the camp, making it a very effective strategy against most line ups.

Some units will not block spawns. These units are:

Version History[edit]

Version Balance Changes
7.22g
  • Nerf Basic neutrals now give 5% less bounty
7.20
  • Buff Stacked neutral creeps now give the stacker 35% of the bounty instead of 25%
  • Buff Basic neutrals now provide 5% more gold bounty
7.15
  • Buff Neutral camp stack bounty increased from 20% to 25%
7.12
  • Buff Neutral creep stack bounty increased from 15% to 20%
7.09
  • Buff Killing a neutral camp stack now gives a bonus 15% gold bounty to the hero that stacked it
    • No bonus is given if the stack is cleared by an enemy or the hero that stacked it
7.07
  • Rework Neutrals now sleep at night
    • They have zero aggro range while sleeping
7.06
  • Buff Neutrals now spawn every minute instead of every 2 minutes
  • Nerf Neutrals now give 20% less XP and Gold
  • Buff Neutral XP and Gold now increases by 2% every 7.5 minutes (When creeps are upgraded)

See also[edit]