- Camps respawn every minute
- Stacker gets 30% (community)
- Currents: +150 max speed (7.41)
- Clearing camps gives Madstone
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.
- Meet the waveLast hit the new wave near your tower; push it out a little.
- Camp AThe camp nearest the lane, refilled at :00.
- Next wave arrivesBack to the lane or let a support hold it.
- Camp BClear it, or leave it if you'll stack it.
- StackHit a full camp and walk it out of the box.
- Clear the stackTwo sets in one go, then the loop starts again.
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.
- 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:
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 typesKobolds, Hill Trolls, Vhouls, Ghosts, Harpies, mixed. Quick to clear; the classic pull camps next to the safe lane.
Medium
5 typesCentaurs, Wolves, Satyrs, Ogres, Golems. The bread and butter of an early jungle loop. 7.41 demoted several camps to this size.
Large
6 typesCentaurs, Satyrs, Hellbears, Wildwings, Trolls, Warpines. The best camps to stack for a carry in the first ten minutes.
Ancient
4 typesDragons, 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.
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:
- 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.
- Clear the camps between this wave and the next. With 30 seconds between waves, that's one or two camps on most heroes.
- Stack on the way. If your loop passes a full camp at :53, pull it; you'll clear it at the next pass.
- 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.
- 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.
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:
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
Weaver
A blink or a jump makes long loops cheap and escapes easy; they can cover two lanes and two jungles.
Area clearers
Medusa
Luna
Damage that hits several creeps at once: these are the heroes stacks were made for.
Illusion heroes
Terrorblade
Phantom Lancer
Illusions farm a lane and a camp at the same time; push lanes with them and stay hidden yourself.
Single-target cores
Juggernaut
Sven
Strong in lanes and small camps early; leave the ancient stacks until your items can clear them.
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.
- 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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