Neutral creeps are a powerful force in Dota 2, but some clearly top the power tier list while others are more forgettable.
Many Dota 2 heroes revolve around neutral creeps. Some heroes steal creep abilities, while others take the entire camp with them, and still others just want to kill as many as possible. While each has its own niche, not all jungle creeps are created equal. Some provide powerful auras or spells, while others can just tank tower shots.
This neutral creep tier list considers the perspective of a player controlling the creep. Many heroes have built-in ways to take over creeps or use their abilities for themselves. Items like Helm of the Dominator and Overlord give all 122 heroes ways to exploit jungle creep abilities. It also considers their peak usefulness at any point in the match, not just in the early or late game stages.
These three creeps represent the best value in terms of spells and tankiness. Each one is arguably the best neutral creep in the game under certain circumstances. The Alpha Wolf takes the top spot due to Packleader’s Aura. 30% bonus damage is insane with the right heroes. Late game carries like Luna and Terrorblade get a huge boost from it, and it applies to their illusions too. Critical Strike also makes it the most ferocious creep in the pack.
The Dark Troll Summoner takes second due to its point target stun. Ensnare is the best form of crowd control available in the jungle. This makes it a core part of any Chen ganking party. Centaur Conqueror rounds out the S tier for similar reasons. It’s very tanky and can stun multiple heroes in the right circumstances. These three creeps definitely deserve a spot at the top of any neutral creep tier list.
The Hellbear Smasher, lovingly nicknamed “Tomato” by the Dota 2 community, is a solid neutral creep in almost every way. It’s tanky, moves quickly, and comes with a useful active ability. Thunder Clap is one of the best jungle abilities for pushing waves. The Mud Golem is exceptionally useful in the hands of a skilled player. Hurl Boulder is a point target stun, and the Shard Golems inherit the ability when it dies. That’s three stuns for the price of one.
The Satyrs camp is the most useful spawn overall for heroes that employ jungle creeps. The Tormentor’s Unholy Aura provides a solid six health regen, and kills with the Hadouken will always get you props. The blue Mindstealer has a very useful ability that steals 100 mana and health away from an enemy. All that combined makes the entire large Satyr camp the best average spawn on this neutral creep tier list.
The four creeps on this list are all useful in different ways. The Wildwing Ripper provides a nice armor boost, and the Tornado spell can be used to cause havoc in an otherwise peaceful lane. It also comes in clutch for clearing out stacked camps early. Despite being a small camp unit, the Harpy Stormcrafter’s Chain Lightning is surprisingly potent. It can usually toss out 460 damage before it runs out of mana.
The blues in the B tier of our jungle creep list are the Ogre Frostmage and Ghost. Five Ice Armor is nothing to scoff at, making it a great creep to fortify pushes. The Ghost is a favorite for carry Io players. The slow and attack speed reduction can often turn the tide in close engagements.
The second-to-last section on our neutral creeps tier list consists of two units who barely do anything. The Kobold Foreman has a 12% movement speed aura that’s so forgettable it’s typically just called the Speed Aura. If you really want to train your last hitting, dominate one and micro it in an empty lane. 15 damage doesn’t leave much room for error.
The Hill Troll Priest is also pretty bad. The heal active is almost useless. The mana regeneration aura is somewhat useful, but it pales compared to the abilities of other creeps. It used to be a niche pick back when Doom had health regeneration built into his kit, as it would allow him to spam spells in lane. Now he needs a Satyr Tormentor to sustain his health, so the Priest isn’t even useful there. If you play in low skill brackets, watch out for Chens who grab four of them and use them to heal jungling teammates.
The very bottom tier of our list is filled with creeps that don’t really do anything special at all. The majority of these units are basically just melee creeps. Some of them do have special abilities or auras, but they generally round down to nothing. The D tier creeps distinguish themselves with a whopping 5% magic resistance aura. The rest are just garbage.
For example, the Vhoul Assassins have a special poison attack that deals damage over time. That sounds situationally useful, until you realize that it does so little damage it can’t even break Templar Assassin’s Refraction. Maybe grab an Ogre Bruiser to tank the tower for an impromptu push. They’re not good for much else.