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Dota 2 · Map · Farming

Dota 2 Farming Patterns Guide (2026): Lane-Jungle Loops and Stacks

Farm faster in Dota 2 on patch 7.41f: how neutral camps spawn and block, stacking for yourself and your cores, lane-to-jungle loops, currents and Twin Gates, Madstone, and when to stop farming and fight.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • Camps respawn every minute
  • Stacker gets 30% (community)
  • Currents: +150 max speed (7.41)
  • Clearing camps gives Madstone
Map · Farming · patch 7.41f

Farm the clock, not just the camps.

Waves leave base every 30 seconds, camps refill on the minute and a stack needs you at :53. A good pattern is just a route that's in the right place at each of those marks.

1 minute camps refill on :00 :00 spawn + wave :30 wave :53–:55 stack
  1. Meet the waveLast hit the new wave near your tower; push it out a little.
  2. Camp AThe camp nearest the lane, refilled at :00.
  3. Next wave arrivesBack to the lane or let a support hold it.
  4. Camp BClear it, or leave it if you'll stack it.
  5. StackHit a full camp and walk it out of the box.
  6. Clear the stackTwo sets in one go, then the loop starts again.
Camps: from 1:00, every minuteStack window x:53–x:55Currents: up to +150 speed (7.41)Twin Gates: 30 mana (7.40)

Example loop by BoostPirate: real routes depend on your hero, side and camps. Spawn rules: Dota 2 Wiki; stack window: Liquipedia (community, read 8 November 2026); currents and Twin Gates: Valve's 7.41 and 7.40 notes.

Two carries can finish their laning phase with the same items and end the game ten minutes apart in net worth. The difference is rarely last hitting; it's the pattern: the route a hero takes between lane waves and jungle camps, how much time it spends walking, and whether it's in a safe place when the enemy comes looking. This guide explains how neutral camps work on patch 7.41f, how stacking pays, how to build a loop around the lane waves, how to move faster with currents and Twin Gates, what Madstone changed, where it's safe to farm and when to stop and fight.

Short answer: build your route around two clocks: lane waves every 30 seconds and camps that respawn every minute from 1:00 if their spawn box is empty. Meet each wave, clear the camps between it and the next one, and stack a camp at x:53–x:55 so you can clear two sets at once. Use the river currents (up to +150 movement speed since 7.41) and Twin Gates to cut walking, farm where your team has vision, and stop when your team needs you for a fight or an objective.
Key takeaways
  • Never let a wave die under your tower while you clear a camp: the wave is the bigger reward.
  • Camps respawn on the minute only if the spawn box is empty; any unit, wards included, blocks it.
  • Stacks pay everyone: the stacker gets 30% of what an ally earns from the stack (community).
  • Clearing a whole camp gives Madstone (since 7.38), which crafts neutral items.
  • Downstream currents speed you up; since 7.41 every section gives up to +150 max movement speed.
  • Farm toward your own side unless your team has vision and the enemy is shown elsewhere.

What a farming pattern is

A farming pattern is a loop, not a list of camps. Its job is to keep you hitting something every second: a lane wave, a camp, a stack, a tower. The gaps between are walking, and walking is where gold goes missing. A good loop has three properties:

Timedyou're at the lane when a wave arrives and at a camp when it refills
Shorteach stop is close to the next, or a current or gate carries you there
Safeit stays in vision and near an escape, so a gank finds nobody or finds you alive

Valve doesn't publish any "best route", and the map's camps move a little every patch, so learn the principle rather than a fixed path, then fit it to your side of the map. Patch 7.41 alone demoted the ancient camps near the stream ends to medium camps, turned the medium camp near the offlane defender's gate into a small camp, and changed which flooded camps can evolve.

How neutral camps work

By the Dota 2 Wiki's count there are four camp sizes, each with several creep types. Camps first spawn at 1:00 and then try to spawn every minute. A camp only spawns when its spawn box is empty: any unit inside, even an invisible ward or a hero standing there, blocks it (couriers and a few summons are exceptions). That rule is what makes stacking work, and also what lets an enemy support block your camp with a ward.

Small

6 types

Kobolds, Hill Trolls, Vhouls, Ghosts, Harpies, mixed. Quick to clear; the classic pull camps next to the safe lane.

Medium

5 types

Centaurs, Wolves, Satyrs, Ogres, Golems. The bread and butter of an early jungle loop. 7.41 demoted several camps to this size.

Large

6 types

Centaurs, Satyrs, Hellbears, Wildwings, Trolls, Warpines. The best camps to stack for a carry in the first ten minutes.

Ancient

4 types

Dragons, Hides, Golems, Frostbitten. Big gold but dangerous early; stack them for heroes that clear areas.

Camp types and counts: Dota 2 Wiki, Neutral creeps (community), read 8 November 2026.

Since patch 7.38 the outer rims of the map carry streams, and some camps there are flooded camps that can evolve into bigger ones. Valve's 7.41 notes give two examples: the medium flooded camp near the safe-lane tier 2 towers can now evolve only once, into a hard camp, while the medium flooded camp near the bounty runes can evolve twice, into an Ancient camp. Check what the camp is before you commit a weak hero to it.

Stacking: farming in advance

Hit a full camp at about x:53 to x:55 and lead its creeps out of the spawn box so the box is empty at x:00 (Liquipedia). A new set spawns; the old one walks back; the camp now holds two sets. Repeat and you get three. The community wikis give the economics: stacked creeps pay the killer 15% less gold and experience, and the player who stacked receives 30% of what an ally earns from them.

One set, killed alone1.00
Triple stack, to the killer (3 × 85%)2.55
Bonus to the stacker (30% of 2.55)0.77

Our arithmetic from the community percentages, in units of one camp's bounty; real values vary with creep types and upgrades.

The point isn't the percentages; it's time. A carry who clears a triple stack in one swing earns three camps' worth in the time it would take to walk to one. That's why supports stack the large camp behind the safe lane during the laning phase, and why carries stack for themselves when they pass a camp at :53 on their loop. Heroes that clear areas get the most from stacks; a single-target hero may struggle with a big one early.

Building the lane–jungle loop

The lane is the anchor of every early pattern. A wave is four creeps arriving on schedule, close to your tower, and you don't have to walk into the enemy jungle to get it. BoostPirate's rules for a loop after the laning phase:

  1. Meet the wave where it's safe. Last hit it near your tower, then push it out a little so the next one meets further up.
  2. Clear the camps between this wave and the next. With 30 seconds between waves, that's one or two camps on most heroes.
  3. Stack on the way. If your loop passes a full camp at :53, pull it; you'll clear it at the next pass.
  4. Switch lanes with the clock. When one lane is pushed and the other is about to crash into your tower, go to the other one.
  5. End the loop near your team. When an objective timer is close, finish the loop on the side of the map where it will be fought.

Patterns differ between the safe lane (more camps on your side, close to your tier 1 and tier 2), the middle (two jungles within reach; the mid's loop often includes the river runes) and the offlane (fewer safe camps; the Lotus Pool and Shrine of Wisdom are on that side). Our position guides go deeper: carry, mid and offlane.

How Dota 2 neutral camps work on patch 7.41f: four camp sizes, small, medium, large and ancient; camps spawn at 1:00 and then every minute when the spawn box is empty, and any unit including a ward blocks the respawn; stack by aggroing at x:53 to x:55; stacked creeps give the killer 15 percent less and the stacker 30 percent of what an ally earns; clearing a whole camp gives Madstone since 7.38; currents give up to 150 bonus movement speed since 7.41; Twin Gates cost 30 mana since 7.40; flooded camps can evolve
Camps, stacks and the shortcuts between them. Valve's 7.38, 7.40 and 7.41 notes; camp rules from the Dota 2 Wiki and Liquipedia (community).Graphic: BoostPirate

Moving faster: currents, Twin Gates and TPs

Walking time is the hidden cost of every pattern, and the 7.38 map gave you new ways around it.

Currents

Streams run along the top and bottom rims and through each main jungle (7.38), joining the outer streams near the tier 2 towers. Going downstream speeds you up; going upstream costs nothing. Since 7.41 every section gives a maximum movement speed bonus of 150, and 7.40 extended the streams into both bases.

Twin Gates

Two portals in the corners of the map, on high ground near the Tormentor (7.38). Channel for 3 seconds (7.33) to travel to the other one. Since 7.40 it costs 30 mana, refunded if you're interrupted; 7.41 moved the gates slightly away from the stairs.

Town Portal

Still the long-distance answer: farm the far side of the map, then teleport to the lane that's about to crash into your tower. Carry one at all times; a missing TP turns a farming loop into a lost tower.

Madstone and neutral items

Neutral items changed how jungling pays. Since patch 7.38, neutral creeps no longer drop tokens; instead, fully clearing a neutral camp gives Madstone, and dropped Madstone is collected automatically if no enemy hero is within 800 units of the last creep to die. Madstone is used to craft neutral items, and each tier only becomes available after a set time. Patch 7.41 made Tier 1 available from 0:00 (it was 5:00) and raised the Madstone cost of a Tier 1 craft from 5 to 6.

For a farmer that's a small extra reason to finish camps rather than leave one creep alive, and a reason for supports to clear the odd small camp early. The full crafting rules belong in our planned neutral items guide.

Where it's safe to farm

Gold is only worth something if you live to spend it. BoostPirate's risk grid, as advice rather than data:

ZoneRisk earlyRisk lateWhen
Lane near your towerLowMediumAlways first; it's the anchor of the loop
Your main jungleLowMediumBetween waves, with a ward at its entrances
Triangle and ancient campsMediumMediumStacked, for heroes that clear areas
River and flooded campsMediumHighWhen the enemy is shown on another lane
Enemy jungleHighHighOnly with vision, a way out and the enemy seen elsewhere

The rule behind the grid: if four enemy heroes are missing from the minimap, you're the target. Back off toward your team until they show up again, and let a ward (see our warding guide) do the looking for you.

Farming by hero type

Heroes farm in different ways, and your loop should fit yours. Four broad shapes, described in our words:

Mobile farmers

  • Anti-Mage portraitAnti-Mage
  • Weaver portraitWeaver

A blink or a jump makes long loops cheap and escapes easy; they can cover two lanes and two jungles.

Area clearers

  • Medusa portraitMedusa
  • Luna portraitLuna

Damage that hits several creeps at once: these are the heroes stacks were made for.

Illusion heroes

  • Terrorblade portraitTerrorblade
  • Phantom Lancer portraitPhantom Lancer

Illusions farm a lane and a camp at the same time; push lanes with them and stay hidden yourself.

Single-target cores

  • Juggernaut portraitJuggernaut
  • Sven portraitSven

Strong in lanes and small camps early; leave the ancient stacks until your items can clear them.

Valve's official render of Faceless Void, the purple time-walking warrior with a tall horned head and a green-glowing mace, against a violet glow
Faceless Void, a carry who farms toward one fight. Most cores farm so their team can win the fight that matters; the loop should end where that fight will be. Image: Valve

When to stop farming

The classic carry mistake is farming on while the team loses four-against-five. Check this list every time you finish a camp:

  • An objective is coming: Roshan's respawn window, the Tormentor at 20:00 or an enemy tower your team is about to take.
  • Your team is fighting: if a fight starts within TP range, your items matter more there than the next camp.
  • You've hit an item timing: a big item is a reason to show up and use it, not to farm the next one.
  • The enemy is missing: five missing heroes means a smoke; join your team or get to safety.
  • Your lanes are pushed in: pushing them back out with your team is worth more than another camp.

Timers for the big objectives are in our Roshan and Tormentor guide; the fight itself is covered in our planned teamfight guide.

Farming mistakes

Avoid

  • Leaving one creep alive in the camp: it blocks the respawn while it stands in the box, and only a full clear gives Madstone.
  • Standing in a spawn box at the minute mark and blocking your own camp.
  • Farming the enemy jungle with no vision and no escape.
  • Walking upstream against a current when a downstream route exists.

Do

  • Meet every wave, then camps, then stacks.
  • Stack when you pass a full camp at :53.
  • Carry a TP and use it to save towers.
  • Finish your loop near the next objective.

Farming starts with the lane: our last-hitting guide and laning guide cover the first ten minutes.

Farm better, or have it played? An Immortal coach can rebuild your loop on your heroes in a coaching session ($14.90 an hour). An MMR boost (Archon 1 to Legend 1: $22.25 today) is played on your account, which Valve's Steam Subscriber Agreement forbids; read is Dota 2 boosting bannable? first.
Sources
  • Valve, Dota 2: patch 7.41 (24 March 2026: currents +150, camp demotions, flooded camps, Twin Gates moved, Tier 1 neutral items from 0:00, Madstone cost 6) · 7.40 (streams into the bases, Twin Gates 30 mana and refund) · 7.38 (streams and currents, Twin Gates to the corners, Madstone from cleared camps, 800-unit pick-up) · 7.33 (Twin Gates, 3 s channel) · patch list (7.41f, 15 September 2026)
  • Community, read 8 November 2026: Dota 2 Wiki Neutral creeps (camp sizes and types, 1:00 and every minute, spawn box, 30 % / −15 %) · Liquipedia Stacking (x:53–x:55) · Lane Creeps (30-second waves)
  • The example loop, risk grid, hero groups and stop list: BoostPirate's own advice. Checked 8 November 2026.
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FAQ

Common questions

How often do neutral camps respawn in Dota 2?
Every minute on the minute, starting at 1:00, as long as the camp's spawn box is empty (Dota 2 Wiki, read 8 November 2026). Any unit inside the box, wards included, blocks the respawn.
What is a good farming pattern in Dota 2?
Meet every lane wave when it arrives, then clear the camps between that lane and the next wave, stacking a camp on the way when the clock reaches about x:53. In BoostPirate's experience, a pattern that never leaves a wave dying under your tower beats one that clears more camps.
Who gets the gold from a stacked camp?
The killer, but less of it: the community wikis say stacked creeps give 15% less gold and experience, and the player who stacked gets 30% of what an ally earns from them. Stacking for a core is still a big net gain because they clear two or three camps in one go.
Do neutral creeps still drop neutral items?
No. Since patch 7.38, clearing a whole neutral camp gives Madstone instead of tokens, and Madstone is used to craft neutral items. Patch 7.41 made Tier 1 neutral items available from 0:00.
How do the river currents help farming?
Patch 7.38 added streams with a current along the map edges and through each main jungle; going downstream raises your movement speed and going upstream costs nothing. Since 7.41 every section of a current gives a maximum movement speed bonus of 150, which shortens the walk between lane and camps.

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