TL;DR
- Flooded camps evolve every 5 minutes with two upgrade cycles maximum
- Riverborn Aura provides significant combat bonuses when fighting in water terrain
- Camp blocking prevents evolution progression – strategic denial requires careful planning
- Ancient tier creeps offer game-changing abilities with area denial and team support
- Proper timing and positioning around water zones maximizes farming efficiency
Games and Esports Articles Dota 2
Dota 2’s Wandering Waters update introduced a revolutionary neutral camp system that dynamically evolves throughout matches. These aquatic-themed camps feature unique fish-like creatures that grow stronger as the game clock advances, creating strategic opportunities for teams that understand their progression patterns.
The Flooded Camps occupy strategic positions along the newly implemented river systems, with each faction controlling three distinct locations. Initially, the map contains two easy-difficulty camps and four medium-level camps, but their composition transforms systematically. Evolution triggers occur at precise 5-minute intervals, with each camp capable of undergoing two distinct upgrade phases. A critical tactical consideration involves camp blocking mechanics – when camps remain uncleared, their evolutionary progression halts completely, preventing the emergence of more powerful units.

List of Flooded camp creeps and their abilities in Dota 2
Pollywog
- New Level 2 Melee Creep
- 400 Health and 200 Mana
- 270 Movement Speed
- 19-21 Damage
- 1 Armor and 0% Magic Resistance
- 17-19 Gold and 30 XP Bounty
- Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water
Boglet
- New Level 4 Melee Creep
- 700 Health and 300 Mana
- 22-24 Damage
- 290 Movement Speed
- 2 Armor and 0% Magic Resistance
- 25-29 Gold and 42 XP Bounty
- Arm of the Deep: Active. Sends out tentacles in the target direction, stunning enemies for 0.8s and dealing 80/100/120/140 damage. Range: 275. Mana Cost: 40. Cooldown: 16s
- Arm of the Deep: Neutrals will cast this ability on the closest enemy if there are three or more enemies within 550 (2x the ability’s cast range) radius. After that all copies of this ability on other neutral Boglets within 1200 range are put on 5s cooldown
- Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water
Marshmage Apprentice
- New Level 4 Ranged Creep
- 700 Health and 300 Mana
- 24-27 Damage
- 290 Movement Speed and 250 Attack Range
- 2 Armor and 0% Magic Resistance
- 25-29 Gold and 42 XP Bounty
- Water Bubble (Small): Creates a barrier bubble that protects the target from 100/120/140/160 magical damage for 10s. Cast Range: 550, Mana Cost: 90, Cooldown: 16s
- Water Bubble (Small): Neutrals will cast this ability on a random ally that is below 50% health
- Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water
Croaker
- New Level 4 Melee Creep
- 900 Health and 350 Mana
- 41-46 Damage
- 300 Movement Speed
- 3 Armor and 0% Magic Resistance
- 37-41 Gold and 55 XP Bounty
- Tendrils of the Deep: Active. Sends out tentacles in a cone shape the target direction, stunning enemies for 1.2s and dealing 120/140/160/180 damage. Range: 300. Mana Cost: 50. Cooldown: 18s
- Tendrils of the Deep: Neutrals will cast this ability on the closest enemy if there are three or more enemies within 600 (2x the ability’s cast range) radius. After that all copies of this ability on other neutral Croakers within 1200 range are put on 5s cooldown
- Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water
Marshmage
- New Level 4 Ranged Creep
- 900 Health and 350 Mana
- 40-45 Damage
- 300 Movement Speed and 250 Attack Range
- 3 Armor and 0% Magic Resistance
- 37-41 Gold and 55 XP Bounty
- Water Bubble (Medium): Creates a barrier bubble that protects the target from 150/180/210/240 magical damage for 10s. After the bubble bursts, heals the target for 50% of that amount. Cast Range: 550, Mana Cost: 100, Cooldown: 16s
- Water Bubble (Medium): Neutrals will cast this ability on a random ally that is below 50% health
- Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water
Ancient Croaker
- New Level 5 Ancient Melee Creep
- 1250 Health and 450 Mana
- 60-64 Damage
- 300 Movement Speed
- 5 Armor and 30% Magic Resistance
- 53-56 Gold and 104 XP Bounty
- Congregations of the Deep: Active. Sends out tentacles in 6 directions around itself, stunning enemies for 1.4s and dealing 250/275/300/325 damage. Range: 300. Mana Cost: 70. Cooldown: 20s
- Congregation of the Deep: Neutrals will cast this ability if there are three or more enemies within 600 (2x the ability’s range) radius and at least one unit is within cast range. After that all copies of this ability on other neutral Ancient Croakers within 1200 range are put on 5s cooldown
- Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water
Ancient Marshmage
- New Level 5 Ancient Ranged Creep
- 1250 Health and 450 Mana
- 58-62 Damage
- 300 Movement Speed and 500 Attack Range
- 5 Armor and 30% Magic Resistance
- 53-56 Gold and 104 XP Bounty
- Water Bubble (Large): Creates a barrier bubble that protects the target from 210/240/270/300 magic damage for 10s. After the bubble bursts, heals the target and all allies in a 675 radius for 50% of that amount. Cast Range: 550, Mana Cost: 110, Cooldown: 16s
- Water Bubble (Large): Neutrals will cast this ability on a random ally that is below 50% health
- Riverborn Aura: Passive. All allies within a 1200 range receive a 10/12/14/16% movement speed and outgoing damage bonus, as long as the aura owner is in water
Strategic analysis reveals that these creeps create distinct power spikes throughout the game. The Pollywog serves as an early-game mobility enhancer, while Boglets introduce crowd control capabilities. The Marshmage variants provide crucial defensive support, making them priority targets during engagements. Ancient tier units demand coordinated team efforts but offer substantial rewards for successful clears.
Mastering Flooded camp timing requires understanding the 5-minute evolution windows. Optimal farming patterns involve clearing camps just before upgrade triggers to maximize gold and experience gains. Advanced players should coordinate with teammates to secure evolved camps during critical power spike moments.
A common mistake involves underestimating the Riverborn Aura’s impact. When fighting near water terrain, these creeps can significantly boost allied neutral units’ combat effectiveness, turning routine farming attempts into dangerous engagements. Always scout water-adjacent camps before committing to clears.
Camp blocking strategies require careful consideration. While preventing enemy evolution can provide advantages, it also denies your team potential farming opportunities. Consider the trade-offs between denial and resource acquisition based on your team composition and game state.
For comprehensive Dota 2 strategy guides, check out our Complete Guide to maximize your gameplay effectiveness.
You can find the location of the Flooded camps in the video below. It’s also a full review of the new map’s layout.
Patch 7.38’s Madstone mechanics integrate with Flooded camp farming. Successful clears provide currency for crafting neutral items, creating additional strategic depth. Understanding these interconnected systems separates average players from masters.
How to get Madstone from neutral creeps in Dota 2 patch 7.38. How to farm Madstone and build new Neutral Items and Enchantments
Action Checklist
- Identify all six Flooded camp locations during the laning phase
- Time your clears to occur just before 5-minute evolution markers
- Coordinate with teammates for Ancient tier camp clears post-20 minutes
- Practice positioning to maximize Riverborn Aura benefits in water terrain
- Implement strategic camp blocking against enemy carries when advantageous
No reproduction without permission:SeeYouSoon Game Club » How new neutral fish creeps work in Dota 2. What are evolving Flooded camps of patch 7.38 Master Dota 2's evolving Flooded camps with strategic insights, ability breakdowns, and optimization tactics
