![]() ![]() However, their attack type causes them to deal less damage against heroes and buildings. Ranged creeps have lower health, but deal more damage per attack to creeps, and are able to attack from a distance. Melee creeps spawn in larger numbers and have more health and less attack damage than ranged creeps. There are four types of lane creeps: Melee, Ranged, Flagbearer, and Siege. However, once taken over by a player, a lane creep no longer disables the protection. ![]() Lane creeps (while controlled by the AI) are the only units capable of disabling Backdoor Protection. Creep control techniques include disruptively pushing forward into towers, pulling neutral creeps for allied lane creeps to fight, or aggroing enemy melee creeps to change their target. To get as many last hits as possible, players often manipulate creep position in the lane by abusing their simple AI, gaining an advantage and disrupting the pace of the battle into their favor. Allied creeps can also be denied by their team, preventing the enemy from getting their gold bounty, and halving the experience gain from them. ![]() They give experience to nearby enemies when killed – as well as gold to heroes who deal the last hit they take. Like other creeps, lane creeps are vitally important to a hero's progress because they grant resources, allowing for an advantage over the enemy team. Lane creeps engage any hostile unit nearby, but when left unattended, the opposing creeps end up clashing each other in the lanes on their way towards the enemy base. Each and every 30 seconds a new group (the creep wave) spawns for each faction at each of their barracks, but the number in the group and their stats eventually change, as the game progresses. Lane creeps are a type of creep that automatically moves down the three lanes towards the enemy faction's Ancient. ![]()
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