Have you ever noticed that the various denizens of the jungle act differently? Their various abilities are common knowledge – armor aura on the big Wildwing, critical strike on the small wolves and so on. But what else can they do? Why does the Ghost camp annihilate lane creeps while kobolds sometimes fail to kill a single one? Why is the large troll camp not very threatening? There are differences between the various creeps, and I would like to present those to you.
The subject being examined today is
damage type. This is a system that DOTA 2 inherits directly from the
origin of Warcraft 3 engine. Regular lane interaction is fairly basic
– heroes usually do regular/magical/pure damage, towers hurt and
catapults do more damage to towers. However, DOTA 2 features a full
system of damage type/armor type interplay and this can have
noticeable effects in effectiveness of various creeps. There are five
types of physical damage – Normal, Piercing, Siege, Hero and Chaos.
There are also six types of armor – unarmored (lane creeps), light
(unused), medium (most small creeps), heavy (large creeps, ancients,
Roshan and many summons), hero and fortified (buildings). You can
read about them here: Armor Type and Damage Type.
From what you will see in the lane,
melee creeps deal normal damage that is effective against most
targets; ranged creeps deal piercing damage that is only effective
against other creeps; siege creeps deal siege damage that really
hurts towers, and towers also deal siege damage that hurts most
targets.
Things get more interesting once you
dive into the jungle. Here is what the small creeps look like:
Before I go any further, all damage
numbers will have accompanying bars. They represent the relative
power of that particular creep against given type of armor amongst
all creeps; This helps us spot any outstanding cases.
A few other basic concepts of note –
all units have a Basic Attack Time, which is how long it takes the
unit to deal damage once. Because the speed varies, all damage is
averaged and then calculated over a period of 10 seconds.
In the small camp seen above, the only
individually noteworthy creep is the Ghost; Ghost is a ranged unit
that will absolutely devastate lane creeps. In the first 7 minutes,
it will only take 12 seconds for the Ghost to kill a melee creep (6
for ranged). As a matter of fact, the Ghost possesses the second
highest lane creep damage of all jungle options.
At the same time, the most damaging
pull camp is the Vhoul Assassin camp – they are ranged units that
deal a total of 927 damage to lane creeps every 10 seconds plus their
mild poison. If you need to lose a creep wave, this is by far your
best option.
Last noteworthy point from the Small
Camp is that if you take over the Kobold Foreman, it is truly a
pitiful unit that does less damage than an individual melee creep.
Keep them out of combat so that you can get the most out of their
aura.
Next up, we have the Medium Camp:
First and foremost, you can see that
the Centaurs are truly an outstanding medium camp as the Centaur
Conqueror does significantly more damage than anything else. At the
same time, the Centaur does very little damage to towers.
Also, with their incredible 30% aura,
the Alpha Wolf actually does the most damage to towers (with one
notable exception you’ll see in the Large camp data). This is
important as jungle creeps normally do relatively little damage to
structures, and an enterprising Chen/Enchantress or anyone with a
helm of the dominator can use the superior damage plus the aura to
significantly speed up a tower push. Just on its own, the Alpha Wolf
will deal 8% of T1 tower’s health every 10 seconds.
Next up, we have the large camp:
The most significant addition here are
the Skeleton Warriors. They are small units that the Dark Troll
Summoner is able to conjure up out of corpses. I feel they are mostly
ignored by players, as they have tiny health pools and don’t seem
to do that much. However, the skeletons have an absolutely fantastic
BAT of 1 and come in pairs; two skeletons do significantly more
damage than virtually everything else. In an ideal situation, just a
pair skeletons can deal 47% of a T1 tower’s health over their short
40 second lifespan; four skeletons will do 24% of T1 damage over just
10 seconds.
The other outlier is the Dark Troll
Summoner – while he does pitiful damage to heroes and towers, this
guy absolutely annihilates lane creeps. If you need just one unit to
push a lane with, he is your guy.
Other than that, the data here is
predictable – the large creeps do more damage than any other
options. To anything that’s not a tower, that is. However with the
exception of the skeletons and the alpha wolf, they still do more
damage to buildings than all other options. Of all the options, the
Wildwing Ripper does marginally more damage to all targets.
To sum everything up, here is a chart
consisting of only the notable creeps:
Notable in this case includes anything
with decent damage, as well as anything with an ability that might be
taken over by the player. Another factor of note are the various
auras that could affect the creeps in question. Auras come in two
flavours – attack speed increase, and damage increase. For our
calculations, they are equivalent – both increase damage linearly,
and relevant auras are already included in the numbers for the Alpha
Wolf and Centaur Conqueror. For example, here is how the chart
changes if you are a Chen or an Enchantress and have both a Centaur
Conqueror and an Alpha Wolf under your control, as well as a
Vladmir’s Offering:
As you can see, this has a major
influence on the damage – in total, you see a 66% increase. (AS and AD stack multiplicatively; individually they stack additively; here, we have 1.15AS*1.45AD = 1.6675total bonus) Using
this example, a Chen with an Alpha Wolf, a Centaur Conqueror, a Dark
Troll Summoner and two skeletons would destroy a T3 tower in just 31
seconds without any damage from the hero himself or any other
assistance. (Assuming none of the units die to the tower damage)
To draw a few conclusions, when
jungling you need to watch out for the Hellbear Smashers, the Satyr
Tormenters and Wildwing Rippers as those guys do by far the most
damage. When pulling, Vhoul Assassins are able to almost completely
destroy early creep waves with some help while all forms of Kobolds
will do nothing. If using creeps yourself, the melee Large Creeps
remain the best option for jungling overall. When pushing though, the
Dark Troll Summoner is completely unrivaled due to his killing power
versus lane creeps, and his summoned skeletons’ damage versus
towers. Overall, if in doubt bring a Wildwing Ripper as they have a
nice aura, nice HP and the best overall damage – plus their tornado
ability can help you win a teamfight.
And that’s it for jungle creep
damage. I plan to do a series of similar stats, covering jungle creep
survivability as well as summoned creeps. Things like what the
various Lone Druid skills do for the bear’s damage, how effective
the various creeps are at tanking towers, and what does the absolute
most damage when it absolutely, positively has to die. Thank you for
reading, and don’t forget to ward!
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