Welcome to the Dota 2 Jungle – How To Jungling The Right Way

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Welcome to the Dota 2 Jungle – How To Jungling The Right Way

Know everything there is to know about the Dota 2 jungle and its wild inhabitant neutral creeps

Jungling is the act of killing neutral creeps in the game for Gold or Experience. The forests or jungles are located all over the map and contain various levels of creeps. Neutral Creeps start spawning after the first 60 seconds of the game and after every minute when the camp is cleared.

Two common terms players use are:

  • Stacking – Pulling the creeps right out of the spawn box at respawn time to create two creep stacks.
  • Blocking – Placing a unit or ward in the spawn box to stop neutral creeps from spawning.

A jungler Hero tends to stay in the jungle, forcing a solo lane and causing the solo teammate  to be more vulnerable to ganks and poor farm. Heroes that can control or convert jungle creeps tend to have an advantage in the early game, utilizing the unit’s abilities to deal extra nukes, dispels and disables.

The 4 Jungle Camp Categories 

With the recent update of 7.33 adding many more jungle camps, it might be confusing to identify and locate them. So here is a rundown of the camps and where they are located.

Welcome to the Dota 2 Jungle - How To Jungling The Right Way Credit: https://escorenews.com/

Small Camps

There are 4 small camps on the map, located close to the Radiant and Dire safe-lanes. They can be pulled to the safe-lane to drag friendly creeps and deny them from the enemy. Lane supports are responsible for stacking the small camps and pulling them.

Medium Camps

There are 8 medium camps on the map, located near the safe-lanes and mid-lanes of the Radiant and Dire sides. They are harder to kill than small camps, but most cores quickly clear medium camps in the early game.

Large Camps

There are 12 large camps on the map, located throughout all parts of the jungle. They are harder to clear in the earlier stages of the game and are the most sought-after camps by Heroes that can dominate neutral creeps due to their powerful abilities.

Ancient Camps

There are only 4 ancient camps on the map, located strictly between the off-lane and mid-lane for the Radiant and Dire. They are very difficult to clear in the early-game as they have very strong units with powerful abilities.

Jungle Creeps and Abilities

Welcome to the Dota 2 Jungle - How To Jungling The Right WayCredit: player.one

Each jungle creep has a set of abilities that can change the flow of teamfights. When playing a Hero looking to Dominate a creep, it’s essential to understand which ability would be best for your needs.

Small Camp

  • Kobold Camps – Grants 55 Gold and 89 XP
    • Kobold – Its Prospecting Aura grants allies in a 1200 radius bonus Gold of up to 40 per minute.
    • Kobold Soldier – Its Steal Weapon ability disarms a target for up to 5 seconds every 3 hits.
    • Kobold Foreman – Its Speed Aura grants allies in a 1200 radius increased movement speed of up to 16%.

  • Hill Troll Camps – Grants 61 Gold and 84 XP
    • Hill Troll Berserker – Its Break ability causes attacks to apply break for 3 seconds.
    • Hill Troll Priest – Its Heal ability heals allies for 100 health and its Heal Amplification Aura grants allies in a 1200 radius 15% increasing healing.

  • Hill Troll and Kobold Camp – Grants 62 Gold and 86 XP

  • Vhoul Assassin Camp – Grants 57 Gold and 90 XP
    • Vhoul Assassin – Its Envenomed Weapon ability causes attacks to reduce its target’s health regen by up to 90% and take damage for up to 80 for 20 seconds (2 seconds for Heroes)

  • Ghost Camp – Grants 55 Gold and 94 XP
    • Fell Spirit – Its Vex silences a target for 3 seconds
    • Ghost – Its Frost Attack causes attacks to slows targets’ movement and attack speed by up to 37% for 1.5 seconds. 

  • Harpy Camp – Grants 62 Gold and 94 XP
    • Harpy Scout – Its Take Off toggle ability lets it gain flying movement by slowing its movement speed by the lowest of 10%.
    • Harpy Stormcrafter – Its Chain Lightning ability bounces 4 times from the target, damaging for up to 260 with a 0.9 multiplier per bounce.

Medium Camps

  • Centaur Camp – Grants 78 Gold and 104 XP
    • Centaur Courser – Its Cloak Aura grants allies in a 1200 radius, increasing magic resistance of up to 32% (16% for Heroes).
    • Centaur Conqueror – Its War Stomp ability stuns enemies in a 250 radius for 3 seconds (1.6 for Heroes) and damages for up to 150.

  • Wolf Camp – Grants 79 Gold and 140 XP
    • Giant Wolf – Its Intimidate ability causes enemies in up to a 500 radius to have their total attack damage lowered by 50% for 4 seconds.
    • Alpha Wolf – Its Critical Strike ability grants attacks a 20% proc chance of dealing up to 300% damage. Its Packleader’s Aura grants allies in a 1200 radius 30% bonus attack damage.

  • Satyr Camp – Grants 78 Gold and 140 XP
    • Satyr Banisher – Its Purge ability slows a target’s movement speed by 50% for 5 seconds.
    • Satyr Mindstealer – Its Mana Burn ability burns a target’s base Mana by up to 35 and 4 times its Intelligence, dealing 100% of the burnt Mana as damage. Furthermore, its Mana Aura ability grants allies in a 1200 radius 2 bonus Mana regen.

  • Ogre Camp – Grants 84 Gold and 112 XP
    • Ogre Bruiser – Its Ogre Smash ability stuns an area of radius 230 after a short channel time. Units hit are damaged for up to 400 plus 8% of their current health, and stunned for 2.4 seconds.
    • Ogre Frostmage – Its Ice Armor ability grants a target up to bonus 8 armor for 45 seconds. Attacking enemies will be slowed by 30% for 5 seconds.

  • Golem Camp – Grants 90 Gold and 136 XP
    • Mud Golem – its Hurt Boulder ability does 150 damage (75 for Heroes) and stuns the target for 0.5 seconds. Upon death, they split into two more Golems.

Large Camp

  • Large Centaur Camp – Grants 97 Gold and 154 XP

  • Large Satyr Camp – Grants 104 Gold and 160 XP
    • Satyr Tormenter – Its Shockwave ability does 160 damage as it travels to a target location for 1200 distance.

  • Hellbear Camp – Grants 102 Gold and 156 XP
    • Hellbear – Its Swiftness Aura grants allies in a 1200 radius up to 27 attack speed bonus. Its Death Throe: Rush ability grants allies in a 700 radius 100 attack speed for 5 seconds upon death.
    • Hellbear Smasher – Its Thunder Clap ability damages enemies in a 300 radius for up to 350 and slows them by 25% for 3 seconds. Its Death Throe: Power ability also grants allies in a 700 radius a 50% attack damage bonus for 5 seconds.

  • Wildwing Camp – Grants 101 Gold and 142 XP
    • Wildwing – Its Tornado channeling ability creates a controllable tornado for up to 15 seconds. Enemies in a 600 radius of the tornado are damaged up to 45 per second and slowed by 15%.
    • Wildwing Ripper – Its Hurricane ability summons a hurricane that can push a unit for 400 distance toward a targeted location. Its Toughness Aura grants nearby allies in a 1200 radius bonus 3 armor.

  • Troll Camp – Grants 89 Gold and 174 XP
    • Hill Troll – Its Ensnare ability immobilizes a target for 1.75 seconds.
    • Dark Troll Summoner – Its Raise Dead ability can summon 3 skeletons with up to 275 HP and 21 Damage for 25 seconds. The skeletons’ Rally ability grants allies in a 1200 radius 3 bonus attack damage.

  • Warpine Camp – Grants 102 Gold and 129 XP
    • Warpine Raider – Its Seed Shot ability bounces for a maximum of 12 times, damaging units for up to 100 and slowing their movement by 100% for 1 second.

Ancient Camp

  • Dragon Camp – Grants 164 Gold and 314 XP
    • Ancient Black Drake – Its Magic Amplification Aura grants allies in a 1200 radius up to 9% increased spell damage.
    • Ancient Black Dragon – Its Fireball ability ignites an area, dealing 85 damage in a 300 radius for up to 12 seconds. Its Dragonhide Aura grants allies in a 1200 radius bonus 3 armor.

  • Large Golem Camp – Grants 164 Gold and 314 XP
    • Ancient Rock Golem – Its Weakening Aura lowers enemy armor by up to 5 in a 1200 radius.
    • Ancient Granite Golem – Its Granite Aura grants allies in a 1200 radius max health bonus of up to 19%.

  • Thunderhide Camp – Grants 164 Gold and 314 XP
    • Ancient Rumblehide – Its War Drums Aura grants allies in a 1200 radius increased accuracy by 51% and attack speed by 25
    • Ancient Thunderhide – Its Slam ability damages enemies in a 350 radius for 250 damage, and slows them by 60% for 4 seconds (3 for Heroes). Its Frenzy ability grants an ally 75 bonus attack speed for 8 seconds.

  • Frostbitten Camp – Grants 164 Gold and 314 XP
    • Ancient Frostbitten Golem – Its Time Warp Aura grants allies in a 1200 radius cooldown reduction of up to 14%.
    • Ancient Ice Shaman – Its Icefire Bomb causes the enemy target to take 50 damage per second for 8 seconds. Buildings take 0.25 of the total damage.

Conclusion

Now you know all there is to know about the Dota 2 Jungle and its inhabitants. Looking for more guides and tips? Stay tuned to our page for more Dota 2 content coming your way! 

 

Welcome to the Dota 2 Jungle – How To Jungling The Right Way
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