Evolving Flooded Camps in Dota 2- All new Neutral Camps in 7.38

Flooded camps are introduced in Dota 2 7.38. The new Neutral camps evolve with time.

The latest 7.38 gameplay update includes two flowing paths on both sides’ safe lanes, facilitating quicker movement and significantly altering the overall map layout. Moreover, there have been adjustments to how neutral items function, most notably with the incorporation of Madstone, which empowers players to tailor and create their own neutral items within the game. Additionally, new Neutral Creep Camps have been introduced, such as those inhabited by Amphibious creatures.

Dota 2 7.38 Patch Neutral Creep Camps

The Big Boss – Roshan

Among all creep-type characters, none is more renowned, thrilling, and desirable than Roshan. Regardless of whether he’s found on the perilous side or the luminous side of the river, his presence has always been noteworthy. The battles over Roshan have consistently been the most exhilarating moments in numerous past Tournament of Champions (TIs). For a while, Roshan was moved to either corner of the map, providing one team with an unfair advantage depending on whether it was day or night.

In terms of popularity among creep characters, none surpasses Roshan for being both thrilling and sought-after. His location on the river – be it dangerous or safe zones – has always been significant. The clashes over Roshan have historically been the most electrifying moments in multiple past Tournament of Champions (TIs). For a short time, Roshan was placed at the map’s corners, giving one team an unbalanced advantage based on whether it was day or night.

Great news for long-time Dota 2 enthusiasts! In the latest update, Roshan has made his comeback to the main river. With an expanded river area now, it’s important to note that Roshan has been placed in the central part of the river. As Roshan reappears in the river, Dota 2 spectators can anticipate increased battles, heightened activity, and of course, strategic positioning from both teams when this neutral creature resurfaces.

With the updated interface, users now have access to a device that helps predict approximately when Roshan will reappear. This tool features a timer that shows whether Roshan is currently in the pit or not. So, with no valid reason for delay, you should definitely join your team and move towards the Roshan pit.

Move your cursor over the Roshan timer located beside the mini-map to get a bonus tip about whether the beloved Neutral Creep boss, usually found in the Underhollow, is still actively pushing up scryweed or if he has possibly resurfaced above ground.

New Neutral Creep Camps

In the latest update for Dota 2, there are several newly introduced neutral creep camps. Among these new camps, some are found near waterways and possess a semi-aquatic characteristic; they’re known as Flooded Camps. Compared to regular creep camps in Dota 2, Flooded Camps offer unique benefits.

  • Neutral Creep Camps that reside within a stream are considered Flooded Camps in Dota 2
    • Flooded Camps are populated with new amphibian-neutral creeps in Dota 2.
  • These camps are:
    • Easy camp on the rim between tier 1 and tier 2 towers
    • Medium camp on the rim near tier 2 tower
    • Medium camp in the main jungle that was on the stream’s way and used to be a Hard camp
  • As the tides of the battle rise, creeps in these special camps evolve
    • Every 5 minutes one of the creeps in that camp will be forever upgraded to a next tier
    • Each camp consists of 3 units. As a result, at 15:00 Easy camp completely turns into a Medium camp, and both Medium camps will become Hard ones. At 30:00 Medium camp will become a Hard one, and both Hard camps will evolve to Ancient ones
    • Each creep can only be upgraded twice, meaning an Easy camp will never reach an Ancient status (sorry, Pollywogs)
    • Units are not upgraded if the camp is blocked. Amount of upgraded units can’t be increased, so if there is only 1 Ancient creep, attempting to stack that camp will not create another Ancient creep
  • These camps consist of the following creeps:
    • Easy camp is three Pollywogs
    • Average Bounty of 54 gold and 90 XP
    • Medium camp is two Boglets and a Marshmage Apprentice
    • Hard camp is two Croakers and a Marshmage
    • Ancient camp is two Ancient Croakers and an Ancient Marshmage

In Dota 2, Flooded Camp creeps advance every five minutes, moving up a level. This makes it crucial to gather resources from creep camps during the early game for both gold and experience benefits. The camp closest to Tier 1 is relatively easy to farm, offering a good opportunity for safe lane carries to switch to jungle farming temporarily. This allows them to boost their Gold Per Minute (GPM) significantly, either catching up with opponents or amplifying their advantage, known as the snowball effect.

Pollywog

  • Level 2 Melee Creep
  • 400 Health and 200 Mana
  • 270 Movement Speed
  • 19-21 Damage
  • 1 Armor and 0% Magic Resistance
  • 17-19 Gold and 30 XP Bounty
  • Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water

Boglet

  • Level 4 Melee Creep
  • 700 Health and 300 Mana
  • 22-24 Damage
  • 290 Movement Speed
  • 2 Armor and 0% Magic Resistance
  • 25-29 Gold and 42 XP Bounty
  • Arm of the Deep: Active. Sends out tentacles in the target direction, stunning enemies for 0.8s and dealing 80/100/120/140 damage. Range: 275. Mana Cost: 40. Cooldown: 16s
  • Arm of the Deep: Neutrals will cast this ability on the closest enemy if there are three or more enemies within 550 (2x the ability’s cast range) radius. After that all copies of this ability on other neutral Boglets within 1200 range are put on 5s cooldown
  • Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water

Marshmage Apprentice

  • Level 4 Ranged Creep
  • 700 Health and 300 Mana
  • 24-27 Damage
  • 290 Movement Speed and 250 Attack Range
  • 2 Armor and 0% Magic Resistance
  • 25-29 Gold and 42 XP Bounty
  • Water Bubble (Small): Creates a barrier bubble that protects the target from 100/120/140/160 magical damage for 10s. Cast Range: 550, Mana Cost: 90, Cooldown: 16s
  • Water Bubble (Small): Neutrals will cast this ability on a random ally that is below 50% health
  • Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water

Croaker

  • Level 4 Melee Creep
  • 900 Health and 350 Mana
  • 41-46 Damage
  • 300 Movement Speed
  • 3 Armor and 0% Magic Resistance
  • 37-41 Gold and 55 XP Bounty
  • Tendrils of the Deep: Active. Sends out tentacles in a cone shape the target direction, stunning enemies for 1.2s and dealing 120/140/160/180 damage. Range: 300. Mana Cost: 50. Cooldown: 18s
  • Tendrils of the Deep: Neutrals will cast this ability on the closest enemy if there are three or more enemies within 600 (2x the ability’s cast range) radius. After that all copies of this ability on other neutral Croakers within 1200 range are put on 5s cooldown
  • Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water

Marshmage

  • Level 4 Ranged Creep
  • 900 Health and 350 Mana
  • 40-45 Damage
  • 300 Movement Speed and 250 Attack Range
  • 3 Armor and 0% Magic Resistance
  • 37-41 Gold and 55 XP Bounty
  • Water Bubble (Medium): Creates a barrier bubble that protects the target from 150/180/210/240 magical damage for 10s. After the bubble bursts, heals the target for 50% of that amount. Cast Range: 550, Mana Cost: 100, Cooldown: 16s
  • Water Bubble (Medium): Neutrals will cast this ability on a random ally that is below 50% health
  • Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water

Apart from the previously discussed neutral creeps, there are two additional Level 5 Ancient camps as well. One of these is a ranged type, while the other is melee-oriented.

Ancient Croaker

  • Level 5 Ancient Melee Creep
  • 1250 Health and 450 Mana
  • 60-64 Damage
  • 300 Movement Speed
  • 5 Armor and 30% Magic Resistance
  • 53-56 Gold and 104 XP Bounty
  • Congregations of the Deep: Active. Sends out tentacles in 6 directions around itself, stunning enemies for 1.4s and dealing 250/275/300/325 damage. Range: 300. Mana Cost: 70. Cooldown: 20s
  • Congregation of the Deep: Neutrals will cast this ability if there are three or more enemies within 600 (2x the ability’s range) radius and at least one unit is within cast range. After that all copies of this ability on other neutral Ancient Croakers within 1200 range are put on 5s cooldown
  • Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water

Ancient Marshmage

  • Level 5 Ancient Ranged Creep
  • 1250 Health and 450 Mana
  • 58-62 Damage
  • 300 Movement Speed and 500 Attack Range
  • 5 Armor and 30% Magic Resistance
  • 53-56 Gold and 104 XP Bounty
  • Water Bubble (Large): Creates a barrier bubble that protects the target from 210/240/270/300 magic damage for 10s. After the bubble bursts, heals the target and all allies in a 675 radius for 50% of that amount. Cast Range: 550, Mana Cost: 110, Cooldown: 16s
  • Water Bubble (Large): Neutrals will cast this ability on a random ally that is below 50% health
  • Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water

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2025-02-19 09:11

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