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Dota 2 · Systems · Neutral items

Dota 2 Neutral Items Guide (2026): Madstone, Tiers, Enchantments

How neutral items work in Dota 2 patch 7.41f: Madstone from jungle camps, the five tiers and when they open, crafting an artifact and an enchantment, every enchantment by primary attribute with its live values, and which to pick for each position.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • Tier 1 from 0:00 (7.41)
  • Craft costs 6 / 10 Madstone
  • Five choices at Tiers 2–5
  • Enchantments by primary attribute
Systems · the crafting bench

Clear camps, collect Madstone, craft your slot.

No more random drops: every neutral item is an artifact plus an enchantment you choose. Tiers open on the game clock; your hero's attribute decides the enchantments.

T10:006
T215:0010
T325:0010
T435:0010
T560:0010

Artifact · choose 1 of 5 from the tier

Enchantment · Tiers 2–3 · choose 1 of 5

QuickenedMovement speedGreedyGold per minuteBrawnyHealthToughAttack damageCrudeHealth restoration
QuickenedMovement speedGreedyGold per minuteAlertAttack speedBrawnyHealthNimbleMovement speed
QuickenedMovement speedGreedyGold per minuteMysticalMana regenToughAttack damageKeen-EyedCast range
QuickenedMovement speedGreedyGold per minuteAlertAttack speedMysticalMana regenTitanicBase damage

Tier times: Valve's 7.38 notes, with Tier 1 moved to 0:00 and its cost to 6 Madstone in 7.41. Options by attribute: Valve's 7.41 notes. Enchantment values: Valve's live item data, 7.41f, read 8 November 2026. Each chip shows the enchantment's main stat.

Neutral items used to fall out of jungle creeps at random. Since patch 7.38 they are crafted, and since 7.41 the stat half of the item is no longer a lottery either. Every hero has a dedicated neutral slot, fills it by clearing camps for Madstone, and builds the item from two parts: an artifact, which brings an ability, and an enchantment, which brings stats. This guide covers the system as Valve's notes and live item data describe it on patch 7.41f (8 November 2026): where Madstone comes from, when each tier opens, every enchantment with its values, and how to choose for your position.

Short answer: clear neutral camps to earn Madstone (two for the collector, one for a random teammate), then craft one artifact and one enchantment per tier. Tier 1 is open from 0:00 and costs 6 Madstone since 7.41; Tiers 2, 3, 4 and 5 open at 15, 25, 35 and 60 minutes (Valve's 7.38 timings) and cost 10 each. Tiers 2–5 offer five artifacts and five enchantments, and the enchantments depend on your hero's primary attribute — Brawny, Tough and Crude for Strength heroes at Tiers 2–3, for example.
Key takeaways
  • Madstone, not tokens: a fully cleared camp pays 2 + 1; an ancient camp 3 to the killer and 2 split between teammates.
  • Tier 1 at 0:00 since 7.41 — a support can have a neutral item before the horn if the team clears a camp.
  • One slot, no sharing. Neutral items can't be dropped or moved to the backpack; crafting replaces the one you hold.
  • Enchantments by attribute. Two or more options every hero gets, plus the ones for your attribute — no randomness since 7.41.
  • Greedy is the support enchantment: +65 / +90 gold per minute for −35 / −70 attack damage at Tiers 2 / 3.

Where Madstone comes from

Patch 7.38 (18 February 2025) removed the old system outright: “Neutral creeps no longer drop Neutral Tokens”, the neutral stash went, and “Neutral Items can no longer be dropped or moved to the hero's backpack.” In its place, “fully clearing a Neutral Creep Camp provides Madstone for the killing player's team.” The rules from those notes:

Normal camp

2 + 1 Madstone

The player who collects it gets 2, and 1 goes to a random teammate.

Ancient camp

3 + 2 Madstone

3 to the killer, 2 split between random teammates.

On the ground

20 seconds

Dropped Madstone expires after 20 s. It is collected for you only when no enemy hero is near the last creep and an ally is in range; otherwise either team can take it.

That last rule matters in fights near camps: if an enemy hero stands next to the camp you just finished, the Madstone stays on the ground and they can walk over it. Valve's 7.38 notes also capped how much Madstone a player can hold — zero at the start, then 5 at 5:00, 15 at 15:00, 25 at 25:00, 35 at 35:00 and 45 at 60:00, with no cap from 70:00. Patch 7.41 moved Tier 1 to 0:00 without publishing a new cap table, so treat those cap numbers as the 7.38 baseline and watch the counter in your client.

When each tier opens, and what it costs

TierOpensCraft costFrom
Tier 10:006 Madstone7.41: from 5:00 to 0:00; cost 5 → 6
Tier 215:0010 Madstone7.38 timing
Tier 325:0010 Madstone7.38 timing
Tier 435:0010 Madstone7.38 timing
Tier 560:0010 Madstone7.38 timing · recraft 20, 30 …

Two crafting rules shape the whole game: “Players must craft a Tier 1 Neutral Item before they can craft a Tier 2 Neutral Item”, and “crafting a Neutral Item replaces the existing Neutral Item, if there is one.” You always hold exactly one neutral item, and each craft is an upgrade you commit to. After Tier 5, you can keep re-rolling: Valve's 7.38 notes let you recraft a Tier 5 item for an escalating cost — 20 Madstone, then 30, and so on.

Artifacts and enchantments

A neutral item is two halves. The artifact is the ability — a passive, an active or both — and “each Artifact belongs to a single tier.” The enchantment is the passive stat package, and enchantments span several tiers, getting stronger as the tier rises. When you craft, you choose one of each. Since 7.41 Tiers 2–5 offer five artifact choices and five enchantment choices (four each before); in 7.38 one of the artifact options was to keep your current artifact, so check the panel for that option before you swap away an artifact you like.

Witch Doctor, a hunched purple Dota 2 hero holding a tall wooden staff hung with skulls
Witch Doctor is an Intelligence hero in Valve's data, so at Tiers 2–3 he chooses from Mystical, Tough and Keen-Eyed plus Quickened and Greedy — and as a support, Greedy is usually the pick.Image: Valve

The 7.41 notes changed the artifact pool too: new artifacts at Tiers 1, 3, 4 and 5, several old ones returning, and Hobble moving from Tier 4 to Tier 2. Two of the new Tier 1 artifacts give a sense of the design: one lets you see trees you can forage, with the find listed as an Ironwood Nut, a Tomo'kan Ringcap, a Vital Toadstool or a Bag of Gold; the other toggles between a Pound of Feathers and a Pound of Rocks. The artifact list changes most patches, so we don't reprint it — the crafting panel always shows the current five.

Every enchantment and what it gives

7.41 made the options deterministic: “Enchantments are no longer randomized” and “options are based on your hero's primary attribute, with some enchantments available to all heroes.” The matrix below is Valve's 7.41 list; the values in the cards are Valve's live item data on 7.41f. Values are per tier, lowest tier first.

TierEvery heroStrengthAgilityIntelligenceUniversal
Tier 1 QuickenedVital BrawnyToughAlertBrawnyMysticalToughAlertMystical
Tiers 2–3 QuickenedGreedy BrawnyToughCrudeAlertBrawnyNimbleMysticalToughKeen-EyedAlertMysticalTitanic
Tier 4 QuickenedTimeless BrawnyToughCrudeAlertBrawnyNimbleMysticalToughKeen-EyedAlertMysticalTitanic
Tier 5 EvolvedFleetfootedTimelessVampiric HulkingAudaciousFeverishManic

Tier 4: Valve's 7.41 list names only the all-hero additions (Quickened, Timeless); the attribute enchantments have Tier 4 values in the item data, so we show them as available there. Check the panel in game.

Dota 2 neutral item enchantments by primary attribute and tier in patch 7.41: every hero gets Quickened and Vital at Tier 1, Quickened and Greedy at Tiers 2 and 3, Quickened and Timeless at Tier 4, and Evolved, Fleetfooted, Timeless and Vampiric at Tier 5; Strength heroes add Brawny, Tough, then Crude, and Hulking at Tier 5; Agility heroes add Alert, Brawny, then Nimble, and Audacious; Intelligence heroes add Mystical, Tough, then Keen-Eyed, and Feverish; Universal heroes add Alert, Mystical, then Titanic, and Manic.
Your attribute picks the menu. Valve's 7.41 options; the two all-hero choices at Tiers 2–3 plus three for your attribute make the five.Graphic: BoostPirate

For every hero

QuickenedTier 1–4

  • Movement speed15 / 20 / 25 / 30
  • Max mana— / 100 / 160 / 220
  • EvasionTier 4: 15%

VitalTier 1

  • Health regen+2.25

GreedyTier 2–3

  • Gold per minute+65 / +90
  • Max mana+150 / +200
  • Attack damage−35 / −70

TimelessTier 4–5

  • Debuff amp8% / 15%
  • Spell amp5% / 12%

EvolvedTier 5

  • Primary attribute+40 (Universal +24 each)

FleetfootedTier 5

  • Movement speed+115

VampiricTier 5

  • Lifesteal30%
  • Spell lifesteal20%
  • Night vision+300

By primary attribute

BrawnyStr · Agi · Tier 1–4

  • Health110 / 150 / 190 / 230
  • Health regen— / 3 / 6 / 9
  • Slow resistanceTier 4: 25%

ToughStr · Int · Tier 1–4

  • Attack damage6 / 9 / 12 / 15
  • Armour— / 4 / 6 / 8
  • Knockback resistanceTier 4: 40%

AlertAgi · Uni · Tier 1–4

  • Attack speed7 / 15 / 23 / 31
  • Night vision— / 125 / 175 / 225
  • Attack rangeTier 4: +80

MysticalInt · Uni · Tier 1–4

  • Mana regen0.8 / 1.6 / 2.4 / 3.2
  • Magic resistance— / 10% / 13% / 16%
  • Mana costTier 4: 15% lower

CrudeStr · Tier 2–4

  • Health restoration9% / 12% / 15%
  • Base attack time6% / 9% / 12% faster
  • Intelligence−9%

NimbleAgi · Tier 2–4

  • Movement speed6% / 8% / 10%
  • Attack damage10 / 15 / 20
  • Health regen−1.5 / 2.25 / 3

Keen-EyedInt · Tier 2–4

  • Cast range125 / 135 / 145
  • Mana regen1 / 1.5 / 2
  • Max mana−10% / 12% / 14%

TitanicUni · Tier 2–4

  • Base damage8% / 12% / 16%
  • Status resistance10% / 12% / 14%
  • Attack speed−9%

HulkingStr · Tier 5

  • Max health+5%
  • Health regen+1.5% of max
  • Attack speed−30%

AudaciousAgi · Tier 5

  • Attack speed+100
  • Magic damage80
  • Damage taken+10%

FeverishInt · Tier 5

  • Cooldown reduction15%
  • Max mana20%

ManicUni · Tier 5

  • Base attack time18% faster
  • Cast speed+20%
  • Vision−20%

Notice the trade-offs Valve built in: Crude gives a Strength hero health restoration and a faster base attack time but costs 9% of their Intelligence; Keen-Eyed adds cast range and mana regeneration for 10–14% of an Intelligence hero's maximum mana; Hulking's maximum health comes with −30 attack speed; Audacious adds 10% damage taken. Greedy's gold per minute costs attack damage. The “free” options — Quickened, Brawny, Tough, Alert, Mystical — have no downside, which is why they're the safe default when you're unsure.

Which enchantment for your position

This is BoostPirate's starting point, not a rule — your lane, items and the enemy draft come first:

PositionTiers 1–3Tiers 4–5Why
1 · CarryBrawny or Alert, then your attribute's third optionYour attribute's Tier 5, Vampiric or EvolvedSurvive the mid game, then scale. Skip Greedy: you already farm.
2 · MidQuickened for rotations; Mystical or Keen-Eyed on castersTimeless on spell heroes, Feverish or Manic by attributeSpeed and spell power over raw stats.
3 · OfflaneTough or Brawny; Crude on Strength initiatorsHulking or FleetfootedBe alive after you start the fight.
4 · Soft supportQuickened, then GreedyTimeless or FleetfootedGold you don't have to farm, speed to rotate.
5 · Hard supportVital early, then GreedyTimeless, or Brawny / Mystical for survivalGreedy's −35 / −70 damage barely matters on a support.

Greedy is the clearest example of position mattering. +65 gold per minute at Tier 2 over ten minutes is 650 gold — real money for a position 5 — while −35 attack damage would wreck a carry's farm. A core who takes Greedy is usually behind and trying to catch up, and there are better ways to do that: see the gold and XP guide.

Collecting Madstone without wasting time

  1. Finish the camp.

    Only a fully cleared camp pays. Leaving one creep alive leaves the Madstone in the camp.

  2. Clear ancients when you can.

    Five Madstone for the team instead of three. Stacked ancients are the fastest neutral progress in the game.

  3. Pick it up before you leave.

    If an enemy hero is close when the last creep dies, the Madstone drops instead of being collected — and it expires after 20 seconds.

  4. Let supports benefit.

    Every camp also gives a random teammate one Madstone, so a carry farming the jungle is quietly funding the support's Tier 1 and 2.

Our farming patterns guide covers camp routes and stacking in detail.

Turbo and the Lotus Pools

Turbo runs the same system faster. Valve's 7.38 notes halve Madstone availability times in Turbo, and change the payout to 3 for the collector and 2 for the team (4 and 3 from an ancient camp). Lotus Pools follow the neutral tiers too: since 7.38 they spawn Great Lotuses once Tier 4 neutral items are available and Greater Lotuses once Tier 5 are. If you practise item timings in Turbo, remember everything arrives earlier there — the Turbo vs ranked guide lists the other differences.

Common mistakes

  • Walking away from a finished camp with an enemy nearby — the Madstone stays on the ground for anyone.
  • Taking Greedy on a core who needs every point of attack damage to farm.
  • Forgetting Tier 1 exists at 0:00. Since 7.41, a quick early camp can put an artifact in your slot before creeps meet.
  • Swapping a strong artifact by accident. Crafting replaces what you hold — read every option before you confirm.
  • Trusting a pre-7.41 neutral guide. Random enchantments and four choices are history.

Neutral items are one slot of six item decisions. If you'd like an Immortal player to look at your builds, coaching (from $14.90 an hour) goes through your replays with you. Related reading: the itemization guide, hero attributes explained (which attribute your hero is) and the talents and innates guide.

Sources
Free: Dota 2 MMR Calculator Your MMR or medal in — the star it is on the community table, the MMR and net wins to the next star and medal, and about where you sit among OpenDota-tracked players.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

How do you get neutral items in Dota 2?
You craft them. Since patch 7.38, fully clearing a neutral camp gives Madstone instead of a token: two to the player who collects it and one to a random teammate. When you have enough Madstone for the next tier, you craft one artifact plus one enchantment from the choices offered.
When do neutral item tiers unlock?
Tier 1 is available from 0:00 since 7.41 (it was 5:00). Valve's 7.38 notes set Tier 2 at 15:00, Tier 3 at 25:00, Tier 4 at 35:00 and Tier 5 at 60:00, and none of the later notes we read moved them. Turbo halves the times.
How much Madstone does a neutral item cost?
Six Madstone for Tier 1 since 7.41, and ten for each of Tiers 2 to 5. A Tier 5 item can be recrafted for an escalating cost that starts at 20 Madstone and rises by 10 each time, per Valve's 7.38 notes.
Are neutral item enchantments random?
No longer. Patch 7.41 made the options depend on your hero's primary attribute, with some enchantments available to everyone. A Strength hero, for example, chooses from Brawny, Tough and Crude at Tiers 2 and 3, plus Quickened and Greedy that every hero can take.
Can you share or drop neutral items?
No. Since 7.38 neutral items can't be dropped or moved to the backpack, and the neutral stash is gone. Crafting a new one replaces the item you hold, and you must craft a Tier 1 item before a Tier 2.

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