Neutral creeps


Info

Neutral creeps.png

Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold “ Play Now that s how you make gold. Click to listen— Alchemist ” Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings. Contents dota2 and experience   Main   Changelogs     “ Play I grow stronger! Click to listen— Storm Spirit ” Experience allows heroes to level up, which makes them stronger and allows them to learn new abilities. Experience is earned dota2 . 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. Roshan For Roshan as he appears in holiday events, see Roshan (Diretide 2012) and Roshan (Diretide 2013) Roshan Ancient Jungle Creep Level 30 Health 5500 Health regeneration 20 Armor 15 Magic resistance 55% Attack damage 65 dota2 , who sits in his den at the river, is also considered a neutral creep.

Neutral creeps get more valuable gold and experience wise, as their bounties increase as the game goes on, similar to how lane creeps get stronger. Every 7 minutes and 30 seconds, all neutral creeps (including Roshan) have their gold and experience bounties increased by 2% of their base bounties.

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.

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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. Usually, jungling heroes start farming these camps before other camps.

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 5 units, all small camps consist of 3 units.

Kobolds are the smallest creeps, but come in bigger groups. They are all melee and have no abilities besides one movement speed buffing aura on the biggest Kobold. Hill Trolls are ranged creeps, with one of the 3 having an active Heal ability which it spams whenever an ally is damaged, and a mana regen boosting aura. Vhouls are also ranged creeps and have poisoned weapons, which afflicts damage over time. The ghost camp consist of 2 melee units and 1 ranged unit, which has a slowing attack. The Harpies are ranged creeps with effectively no ability. Although one of the Harpies has a very potent Chain Lightning, it never uses it.

Camp locations Creeps Camp Name Total Gold Total Experience Total Health Abilities
Smallcamps.png Kobold model.pngKobold model.pngKobold model.pngKobold Soldier model.pngKobold Foreman model.png Kobold Camp The Kobold camp is a small camp of neutral creeps. It contains 3 Kobolds, 1 Kobold Soldier and 1 Kobold Foreman, and gives a total of 113 experience and 50-59 gold. Kobold Foreman Jungle Creep dota2 50-59 Gold (54.5 Avg) 113 Experience 1445 Health Speed Aura
Hill Troll Berserker model.pngHill Troll Berserker model.pngHill Troll Priest model.png Hill Troll Camp The Hill Troll camp is a small camp of neutral creeps. It contains 2 Hill Troll Berserkers and 1 Hill Troll Priest, and gives a total of 99 experience and 53-62 gold. Hill Troll Priest dota2 53-62 Gold (57.5 Avg) 99 Experience 1450 Health Heal, Mana Aura
Hill Troll Berserker model.pngHill Troll Berserker model.pngKobold Foreman model.png Hill Troll and Kobold Camp The Hill Troll and Kobold camp is a small camp of neutral creeps. It contains 2 Hill Troll Berserkers and 1 Kobold Foreman, and gives a total of 99 experience and 54-65 gold. Kobold Foreman dota2 54-65 Gold (59.5 Avg) 99 Experience 1400 Health Speed Aura
Vhoul Assassin model.pngVhoul Assassin model.pngVhoul Assassin model.png Vhoul Assassin Camp The Vhoul Assassin camp is a small camp of neutral creeps. It contains 3 Vhoul Assassins, and gives a total of 99 experience and 51-69 gold. Vhoul Assassin Jungle Creep Level 2 Health 370 Health dota2 51-69 Gold (60 Avg) 99 Experience 1110 Health Envenomed Weapon
Fell Spirit model.pngFell Spirit model.pngGhost model.png Ghost Camp The Ghost camp is a small camp of neutral creeps. It contains 2 Fell Spirits and 1 Ghost, and gives a total of 116 experience and 56-68 gold. Ghost Jungle Creep Level 3 Health 500 dota2 56-68 Gold (62 Avg) 116 Experience 1300 Health Frost Attack
Harpy Scout model.pngHarpy Scout model.pngHarpy Stormcrafter model.png Harpy Camp The Harpy camp is a small camp of neutral creeps. It contains 2 Harpy Scouts and 1 Harpy Stormcrafter, and gives a total of 116 experience and 64-74 gold. Harpy Stormcrafter Jungle Creep Level 3 dota2 64-74 Gold (69 Avg) 116 Experience 1350 Health Chain Lightning
Total average 17% spawn chance, first spawn 20% spawn chance, following spawns 55-66 Gold (60) 107 Experience 1342.5 Health

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 2 and 4 based on the camp.

The Centaurs are melee creeps, one of them being small and the other being big. The big centaur has a small area stun, 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 3, with 2 of them being small and without any abilities. The big wolf is cappable 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 2 small satyrs, which are comparable to the creeps in the small creep camp power-wise, are ranged, and have a Purge ability which they never use, and 2 medium Satyrs, which are melee and have a mana burning ability which they also never use. Ogres are melee creeps which come in a group of 3, from which one has the Ice Armor ability which it never uses. Golems come in pairs, but split each into 2 smaller golems on their death. They are melee and have a long ranged stun which they do not use.

Camp locations Creeps Camp Name Total Gold Total Experience Total Health Abilities
Mediumcamps.png Centaur Courser model.pngCentaur Conqueror model.png Centaur Camp The Centaur camp is a medium camp of neutral creeps. It contains 1 Centaur Conqueror and 1 Centaur Courser, and gives a total of 128 experience and 69-81 gold. Centaur Conqueror Jungle Creep Level 5 dota2 69-81 Gold (75 Avg) 128 Experience 1450 Health Cloak Aura, War Stomp
Giant Wolf model.pngGiant Wolf model.pngAlpha Wolf model.png Wolf Camp The Wolf camp is a medium camp of neutral creeps. It contains 2 Giant Wolves and 1 Alpha Wolf, and gives a total of 170 experience and 66-78 gold. Alpha Wolf Jungle Creep Level 4 dota2 66-78 Gold (72 Avg) 170 Experience 1600 Health Critical Strike, Packleader`s Aura
Satyr Banisher model.pngSatyr Banisher model.pngSatyr Mindstealer model.pngSatyr Mindstealer model.png Satyr Camp The Satyr camp is a medium camp of neutral creeps. It contains 2 Satyr Mindstealer and 2 Satyr Banisher, and gives a total of 166 experience and 68-80 gold. Satyr Mindstealer Jungle Creep Level 4 dota2 68-80 Gold (74 Avg) 166 Experience 1800 Health Purge, Mana Burn
Ogre Bruiser model.pngOgre Bruiser model.pngOgre Frostmage model.png Ogre Camp The Ogre camp is a medium camp of neutral creeps. It contains 2 Ogre Bruisers and 1 Ogre Frostmage, and gives a total of 116 experience and 64-112 gold. Ogre Frostmage Jungle Creep Level 3 dota2 64-112 Gold (88 Avg) 116 Experience 2300 Health Ice Armor
Mud Golem model.pngMud Golem model.png Golem Camp The Golem camp is a medium camp of neutral creeps. It contains 2 Mud Golems, which split into 2 Shard Golems on death, resulting in 4 Shard Golems. All 6 golems give a total of dota2 1 80-106 Gold (93 Avg) 140 Experience 2560 Health Hurl Boulder, Shard Split
Total average 20% spawn chance, first spawn 25% spawn chance, following spawns 69-91 Gold (80) 144 Experience 1942 Health

1 Values include 4 Shard Golems Shard Golem Jungle Creep Level 4 Duration 60 Health 240 Health regeneration 0.5 Mana 400 Mana regeneration 1 Armor 0 Magic resistance 50% Attack damage 9‒10 Acquisition range 500 Attack range 100 Base attack time dota2 .

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 5 different types of large camps, consisting of Centaurs, Satyrs, Hellbears, Wildwings and Trolls. Besides the Hellbear camp which consists of 2 units, all large camps consist of 3 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 regen boosting aura. The Hellbears are strong creeps which come in pairs, both being melee. The big one has an area damage and slow ability which it only uses when enough enemies are within range, and an attack speed boosting aura. The small hellbear also has a magic resistance increasing aura just like the small centaurs. Wildwings are 3 melee creeps, two of them being small and relatively weak and one of them being big and able to summon a Tornado which deals area damage over time for a long duration. However it never uses that spell. Besides that, it also has an armor boosting aura. The trolls are ranged creeps, two of them being small and without abilities and the other being big, with two abilities. It can ensnare a target for a short duration, which it never does, and temporarily reanimate 2 skeletons from a nearby corpse, which it does immediately as soon as a unit dies nearby.

Camp locations Creeps Camp Name Total Gold Total Experience Total Health Abilities
Largecamps.png Centaur Courser model.pngCentaur Courser model.pngCentaur Conqueror model.png Large Centaur Camp The large Centaur camp is a large camp of neutral creeps. It contains 1 Centaur Conqueror and 2 Centaur Courser, and gives a total of 161 experience and 85-100 gold. Centaur Conqueror Jungle Creep Level dota2 85-100 Gold (92.5 Avg) 161 Experience 1800 Health Cloak Aura, War Stomp
Satyr Banisher model.pngSatyr Mindstealer model.pngSatyr Tormenter model.png Large Satyr Camp The Large Satyr camp is a large camp of neutral creeps. It contains 1 Satyr Tormenter, 1 Satyr Mindstealer and 1 Satyr Banisher, and gives a total of 178 experience and 96-113 gold. Satyr Tormenter dota2 96-113 Gold (104.5 Avg) 178 Experience 2000 Health Purge, Mana Burn, Shockwave, Unholy Aura
Hellbear model.pngHellbear Smasher model.png Hellbear Camp The Hellbear camp is a large camp of neutral creeps. It contains 1 Hellbear Smasher and 1 Hellbear, and gives a total of 165 experience and 97-114 gold. Hellbear Smasher Jungle Creep Level 5 Health dota2 97-114 Gold (105.5 Avg) 165 Experience 1650 Health Cloak Aura, Thunder Clap, Swiftness Aura
Wildwing model.pngWildwing model.pngWildwing Ripper model.png Wildwing Camp The Wildwing camp is a large camp of neutral creeps. It contains 2 Wildwings and 1 Wildwing Ripper, and gives a total of 135 experience and 78-102 gold. Wildwing Ripper Jungle Creep Level 5 Health dota2 78-102 Gold (90 Avg) 135 Experience 1650 Health Tornado, Toughness Aura
Hill Troll model.pngHill Troll model.pngDark Troll Summoner model.png Troll Camp The Troll camp is a large camp of neutral creeps. It contains 1 Dark Troll Summoner and 2 Hill Trolls. The Dark Troll Summoner can also summon 2 Skeleton Warriors. The trolls give a total dota2 1 97-126 Gold (111.5 Avg) 219 Experience 2600 Health Ensnare, Raise Dead
Total average 20% spawn chance, first spawn 25% spawn chance, following spawns 91-111 Gold (101) 171.6 Experience 1940 Health

1 Values include 2 Skeleton Warriors Skeleton Warrior Summon Level 1 Duration 40 Health 250 Health regeneration 0 Armor 1 Magic resistance 0% Attack damage 24‒25 Acquisition range 300 Attack range 90 Base attack time 1 Attack animation 0.56+0.44 Movement speed dota2 .

Ancient camps

Ancient creeps are very powerful special 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 high magic resistance, making it very difficult to clear them with spells which deal magical damage.

There are 4 different types of ancient camps, consisting of Dragons, Hides, Prowlers and Golems. 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 no magic resistance and abilities, making them the weakest ancient creeps. 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 also has 3 abilities: It can slam the ground, dealing area damage and slowing hit enemies, it can temporarily frenzy an ally, boosting its attack speed significantly and it has an aura which boosts attack damage and attack speed of nearby allies. The Thunderhide never uses the Slam ability, but does cast Frenzy on itself. 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 big golem also has an aura which increases the health capacity of nearby allies,

Spawning

Neutral creeps spawn for the first time at 00:30, will spawn again at 01:00, and then spawn every 2 minutes (03:00, 05:00, 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.

Experience

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 non-Lane Creep unit is killed by any neutral creep, neither team will gain any experience and it is effectively denied in full.

A Lane Creep killed by a neutral creep will grant 50% 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.

Camp Types

Neutral creep camps come in four tiers of difficulty:

  • Small
  • Medium
  • Hard
  • Ancient

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

Small Camps

On average, a small camp yields 76 gold and 133 experience.

Camp Composition HP (Total) Gold (Ave) Experience Abilities
Kobold Camp 3 Kobolds, 1 Kobold Soldier, 1 Kobold Foreman 400 + 325 + 240 ⃗ 3 (1445) 61-75 (68) 141 Speed Aura
Hill Troll Camp 2 Hill Troll Berserkers, 1 Hill Troll Priest 500 ⃗ 2 + 450 (1450) 65-77 (71) 123 Heal, Mana Aura
Hill Troll and Kobold Camp 2 Hill Troll Berserkers, 1 Kobold Foreman 500 ⃗ 2 + 400 (1400) 75-89 (74) 123 Speed Aura
Vhoul Assassin Camp 3 Vhoul Assassins 370 ⃗ 3 (1110) 63-87 (75) 123 Envenomed Weapon
Ghost Camp 2 Fell Spirits, 1 Ghost 500 + 400 ⃗ 2 (1300) 70-86 (78) 144 Frost Attack
Harpy Camp 2 Harpy Scouts, 1 Harpy Stormcrafter 550 + 400 ⃗ 2 (1350) 81-91 (86) 144 Chain Lightning

Small Creeps

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 25 (1) 7-9
Kobold Soldier 325 0.5 14-15 (Basic) 100 (Melee) 1 (Basic) 0% 270 1.35 Instant 800 / 800 25 (1) 17-19
Kobold Foreman 400 0.5 14-15 (Basic) 100 (Melee) 1 (Basic) 0% 330 1.35 Instant 800 / 800 41 (2) 23-29 Speed Aura
Hill Troll Berserker 500 0.5 28-37 (Pierce) 500 1 (Basic) 0% 270 1.6 1200 800 / 800 41 (2) 22-26
Hill Troll Priest 450 500 0.5 1 25-32 (Pierce) 600 0 (Basic) 0% 290 1.8 900 1400 / 800 41 (2) 21-25 Heal, Mana Aura
Vhoul Assassin 370 0.5 30-36 (Pierce) 500 1 (Basic) 0% 270 1.6 1500 400 / 400 41 (2) 21-29 Envenomed Weapon
Fell Spirit 400 0.5 14-15 (Basic) 100 (Melee) 1 (Basic) 0% 350 1.5 Instant 800 / 800 41 (2) 20-23
Ghost 500 400 0.5 1 45-50 (Pierce) 400 1 (Basic) 0% 320 1 900 800 / 800 62 (3) 30-40 Frost Attack
Harpy Scout 400 0.5 28-37 (Pierce) 300 1 (Basic) 0% 280 1.6 1200 1800 / 1800 41 (2) 24-27
Harpy Stormcrafter 550 400 0.5 1 30-37 (Pierce) 450 2 (Basic) 0% 310 1.6 1200 1800 / 1800 62 (3) 33-37 Chain Lightning

Medium Camps

On average, a medium camp yields 100 gold and 180 experience.
Camp Composition HP (Total) Gold (Ave) Experience Abilities
Centaur Camp 1 Centaur Courser, 1 Centaur Conqueror 350 + 1100 (1450) 86-102 (94) 160 Cloak Aura, War Stomp
Wolf Camp 2 Giant Wolves, 1 Alpha Wolf 500 ⃗ 2 + 600 (1600) 81-97 (89) 212 Critical Strike, Packleader`s Aura
Satyr Camp 2 Satyr Banishers, 2 Satyr Mindstealers 300 ⃗ 2 + 600 ⃗ 2 (1800) 84-100 (92) 206 Purge, Mana Burn
Ogre Camp 2 Ogre Bruisers, 1 Ogre Frostmage 850 ⃗ 2 + 600 (2300) 77-143 (110) 144 Ice Armor
Golem Camp 2 Mud Golems, 4 Shard Golems 800 ⃗ 2 + 240 ⃗ 4 (2560) 96-136 (116) 176 Hurl Boulder, Shard Split

Medium Creeps

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 41 (2) 20-24 Cloak Aura
Centaur Conqueror 1100 200 1 1 49-55 (Hero) 100 (Melee) 4 (Basic) 0% 320 1.5 Instant 800 / 800 119 (5) 66-78 War Stomp
Giant Wolf 500 0.5 21-24 (Pierce) 100 (Melee) 1 (Basic) 0% 350 1.45 Instant 800 / 800 62 (3) 22-26 Critical Strike
Alpha Wolf 600 0.5 30-33 (Basic) 100 (Melee) 3 (Basic) 0% 350 1.35 Instant 800 / 800 88 (4) 37-45 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 41 (2) 15-17 Purge
Satyr Mindstealer 600 600 0.5 1 24-27 (Basic) 100 (Melee) 1 (Basic) 0% 270 1.35 Instant 800 / 800 62 (3) 27-33 Mana Burn
Ogre Bruiser 850 0.5 24-27 (Basic) 100 (Melee) 1 (Basic) 0% 270 1.35 Instant 800 / 800 41 (2) 23-47
Ogre Frostmage 600 400 0.5 1 24-27 (Basic) 100 (Melee) 0 (Basic) 0% 270 1.35 Instant 800 / 800 62 (3) 43-61 Ice Armor
Mud Golem 800 400 0.5 1 29-33 (Basic) 100 (Melee) 0 (Basic) 50% 310 1.35 Instant 800 / 800 42 (4) 28-36 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 23 (4) 28-36 Hurl Boulder

Hard Camps

On average, a hard camp yields 125 gold and 213.2 experience.

Camp Composition HP (Total) Gold (Ave) Experience Abilities
Large Centaur Camp 2 Centaur Coursers, 1 Centaur Conqueror 350 ⃗ 2 + 1100 (1800) 106-126 (116) 201 Cloak Aura, War Stomp
Large Satyr Camp 1 Satyr Banisher, 1 Satyr Mindstealer, 1 Satyr Tormenter 300 + 600 + 1100 (2000) 119-141 (130) 222 Purge, Mana Burn, Shockwave, Unholy Aura
Hellbear Camp 1 Hellbear, 1 Hellbear Smasher 700 + 950 (1650) 121-143 (132) 207 Cloak Aura, Thunder Clap, Swiftness Aura
Wildwing Camp 2 Wildwings, 1 Wildwing Ripper 350 ⃗ 2 + 950 (1650) 97-127 (112) 169 Tornado, Toughness Aura
Troll Camp 1 Dark Troll Summoner, 2 Hill Trolls, 2 Skeleton Warriors 500 ⃗ 2 + 1100 + 250 ⃗ 2 (2600) 118-152 (135) 267 Ensnare, Raise Dead

Hard Creeps

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 41 (2) 20-24 Cloak Aura
Centaur Conqueror 1100 200 1 1 49-55 (Hero) 100 (Melee) 4 (Basic) 0% 320 1.5 Instant 800 / 800 119 (5) 66-78 War Stomp
Satyr Banisher 300 500 0.5 1 7-10 (Pierce) 300 0 (Basic) 0% 330 1.7 1500 800 / 800 41 (2) 15-17 Purge
Satyr Mindstealer 600 600 0.5 1 24-27 (Basic) 100 (Melee) 1 (Basic) 0% 270 1.35 Instant 800 / 800 62 (3) 27-33 Mana Burn
Satyr Tormenter 1100 400 1 1 49-55 (Hero) 100 (Melee) 0 (Basic) 0% 290 1.35 Instant 800 / 800 119 (5) 71-91 Shockwave, Unholy Aura
Hellbear 700 0.5 39-44 (Hero) 100 (Melee) 3 (Basic) 0% 320 1.5 Instant 800 / 800 88 (4) 45-55 Cloak Aura
Hellbear Smasher 950 300 1 1 49-55 (Hero) 100 (Melee) 4 (Basic) 0% 320 1.55 Instant 800 / 800 119 (5) 76-88 Thunder Clap, Swiftness Aura
Wildwing 350 0.5 20-25 (Basic) 128 (Melee) 2 (Basic) 0% 300 1.35 Instant 800 / 800 25 (1) 15-20
Wildwing Ripper 950 400 0.5 1 50-56 (Hero) 128 (Melee) 4 (Basic) 0% 320 1.35 Instant 800 / 800 119 (5) 67-87 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 62 (3) 26-33
Dark Troll Summoner 1100 550 0.5 1 40-45 (Hero) 400 1 (Basic) 0% 320 1.35 1200 800 / 800 119 (5) 54-62 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

On average, an ancient camp yields 234 gold and 355 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) 203-297 (250) 279 Fireball, Splash Attack, Dragonhide Aura
Ancient Golem Camp 2 Ancient Rock Golems, 1 Ancient Granite Golem 920 ⃗ 2 + 1955 (3795) 210-245 (230) 393 Granite Aura
Ancient Thunderhide Camp 2 Ancient Rumblehides, 1 Ancient Thunderhide 800 ⃗ 2 + 1400 (3000) 211-235 (223) 393 Frenzy, War Drums Aura, Slam
Ancient Prowler Camp 2 Ancient Prowler Acolytes, 1 Ancient Prowler Shaman 600 ⃗ 2 + 1200 (2400) 234-262 (248) 243 Desecrate, Petrify, Prowler Aura

Ancient Creeps

Name HP Mana HP Regen Mana Regen