I’d like to introduce you to the various “Creep families” in the following four articles. When I say “Creep families” I mean the Creeps by their colors (green, white, blue, red). Have the Creep Smash project team members from Hft Stuttgart put some thoughts into the naming/design and features of the Creeps or was it purely arbitrary? If any one of you who’s reading this article knows more about this than me then please send me a PM. Furthermore easy tactical tips will top this article off. More information about how to send Creeps right can be found in the Tactic-Forum. Certainly it depends on the map being played, the tower placements of your opponents, the game mode,the way the player behind you is attacking you and if there are multiple opponents how you have to send the Creeps. Because of that, mentioned tips in this article should only be seen as such. One possibility among plenty of others!

This introduction will start with the “green” Creeps.Aside from the color these Creeps all have a similar sweeping motion in a backward direction. This makes them appear a lot faster than they truly are.

The Mercury <!--:de-->mercury<!--:--> is probably named after the roman god Mercurius. His Greek example is known as Hermes and was considered as a “messenger of the gods” and god of the traders and thieves. This at least lets suggest its design, because it is a reminder of the “winged helmet” from Mercurius. A similar design can be found at the US-marque Mercury. (LOGO)

A Mercury is the cheapest but also weakest Creep. Therefore, its use is especially at the beginning of a game suited to “steal” lives. As a Creep wave it is indeed able to overcome a Basic tower LvL 1. You can use Mercuries through the clever sending of them as a “sacrifice creep” to support other Creeps in the opening by distracting the towers. This succeeds especially on bad placed basic towers or ones that have had their tactics improperly adjusted.

Another use of the Mercury is to force the opponent to build towers. Some players abandon building towers in the beginning of the game, so they can get a bigger income faster. A few strong Creeps will be let out for this purpose. However this method won’t be profitable with Mercuries because they steal too many lives and so the advantage of the higher income is destroyed.

In the progressing course of the game and at the beginning of the map a well placed Splash tower is usually enough to destroy the threat. So Mercuries will be used in the early game if at all to produce income and hinder the opponent.

The name Demeter <!--:de-->demeter<!--:--> comes from the Greek god of the Harvest. She represented grain and cereals as well as presided over the season and the fertility of the Earth. Possibly that’s why the Creep is green. As soon as your income reaches 1000 you’re able to set your opponent under pressure through sending a Demeter at the end of a round and right after the start of the following one.

The Vulture <!--:de-->vulture<!--:--> isn’t really fitting compared to the other Creeps which are named after gods. Even so he’s acting properly like a vulture should, slowly making circles above the map of the opponent.

The Zeus <!--:de-->zeus<!--:--> is like his eponym (the mightiest god in the Olympus) the strongest “Green” Creep. It has the additional ability to permanently regenerate. Despite its leisurely speed it is a to a very unpleasant Creep for the opponent. If it won’t be fired at continuously it’ll be very difficult to beat it. Thereby a look at the map of the opponent helps the attacker. If the towers aren’t spread good there is a great chance, that Zeus will overcome the map. Especially a group of towers kill Zeus. With Zeus you can also absorb the fire from the Ultimate- and Speed towers while other “fast” Creeps cross the map. This can be prevented through an optimized strategy of the towers. In the end the regeneration will be useless, the lives of the opponent will be taken by other Creeps. The Zeus serves as cannon fodder and distraction Creep.

Results: Three of four green Creeps are named after gods. The arrow-shaped design is more or less distinct for all. They’re slow and therefore they rarely overwhelm a map. Anyway you have to be on guard with them and you also shouldn’t underestimate them. They can be tricky if they continue unnoticed.