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

Rohan

Rohan

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

The 7.38 gameplay update has introduced two streams on the safe lane of each side. The streams allow for faster movement and also completely change up the map’s terrain.

There are also changes in the way neutral items work, especially with the addition of Madstone which lets you customize and craft your own neutral items in the game. There are also several new Neutral Creep Camps - including Amphibious ones. 

Dota 2 7.38 Patch Neutral Creep Camps

The Big Boss - Roshan

The biggest, the most exciting, and the most sought-after creep is Roshan. Roshan has traditionally always been in the river, be it on the dire side or the radiant side.

The river fight over Roshan was particularly exciting and have been the highlight of several past TIs as well. For a brief period, Roshan was relegated to either of the two corners of the map, which gave one team an undue advantage depending on whether it was day or night.

Good news for veteran Dota 2 fans, Roshan is back in the river. There’s a lot more river in the new update, so let us clarify, Roshan is back in the central river. With Roshan returning to the river, Dota 2 viewers can expect a lot more fighting, a lot more action, and of course, a lot more positioning from both sides when the neutral is back up.

The new UI also provides users with a tool to better estimate when Roshan will be back up. The tool gives a timer indicating whether Roshan is in the pit or not. There’s literally no excuse for you not to head towards the Roshan pit when the rest of your team is going so.

Hover over the Roshan timer next to the minimap for an extra hint on whether everyone's favorite Neutral Creep boss is still pushing up scryweed in the Underhollow or might have already returned topside.

New Neutral Creep Camps

There are several new neutral creep camps. Some of the new camps come in the stream and have an amphibious nature and are called Flooded Camps. Flooded camps in Dota 2 have some advantages over other (normal) creep camps. 

  • 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

One important update is that Flooded Camp creeps evolve in Dota 2. Every five minutes one of the creeps in that camp will be forever upgraded to the next tier. So it is important to farm the creep camps in the early game to secure maximum advantage both in terms of gold and XP.

The creep camp near the tier 1 is one of the easiest ones, which means safe lane carries can alternate to farming in the jungle for a while. This helps them further increase their GPM and either bridge the gap against opponents or increase their 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

In addition to the above-mentioned neutral creeps, we also have two new Level 5 Ancient creep camps - one ranged and one melee. 

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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