Shattered Exile Creep Routes


This map is the newest map to the w3c map pool. It has seen almost no tournament use. As such the creep routes are still very much up in the air, especially since quite a few good players have vetoed this map since they do not like change and it is not used in tournaments.

Below are various creep routes for each race (UD still under construction).

Before you try these creep routes you should check this article on how to abuse creep mechanics (including lightning shield creeps and pulling creeps):

For the night elfs who do not know how to AoW creep, you need to check out this article first:

Night Elf Creep Routes

Creep pattern for extremely quick expansion

AoW creep the expansion and then take the local greens for additional levels and to stay near your expansion to protect it.

Quick creep patterns with slow expansion/no expansions

The blue creep pattern allows you to get access to mercs quickly and you should buy them as you can. It is a bit more risky if you are facing someone who harasses. You should AoW creep the merc camp and then take the local greens. You can then decide if you want to take a later expansion by clearing the expansion or creep more.

The red creep pattern allows you to level quickly and safely. You AoW creep #1, tthen creep the other easy green spots. From there you can either continue creeping bigger creeps or take your expansion.

Human Creep Routes

Creep pattern for instant expansion

The expansion camp gives you level 2 and a decent item. There are lots of green camps surrounding this expansion so you have plenty of follow up creeping options depending on what race you are playing and what they are doing.

Creeping level 3

Blue route: easiest level 3 route. Use 3 militia to creep the first camp, then 5 to creep the expansion.

Red route: Creeping the merc camp is a little risky because it’s closer to the middle of the map so your opponent can get to you quickly. It has a couple advantages though: first, the item drop is a level 4 charged item (the group with greater healing/mana potions). Second, you get access to the mercs. They’re not the standard troll mercs, but the rogue and assassin both have shadowmeld.

Undead Creep Routes

Under construction. Check back soon for Undead creep routes!

Orc Creep Routes

Due to limited pro games on this map these are some of our potential creep routes via testing.

BM 2 Burrow Tech Lvl 3

Get your laboratory, go to the middle and snipe the item from your opponents goblin shop (also buy a circlet while you’re there ofc), then move to the 6/12 o’clock goldmine (whichever is closer to your base). Your second grunt should just arrive so you can creep the spot with the BM and 2 Grunts for lvl3. 

Little note: the creeps on the 6/12 o’clock goldmines are spread out too far from each other. It just turned night when you arrive there and when you approach the creeps from the side so that one of the metal golems notices you, you can kill the first golem without the troll trapper that’s further away from you waking up. It’s very very minor, but saves a little damage.

FS Grunt Lvl3

AoW creep the expansion and then take the local greens for additional levels and to stay near your expansion to protect it.

BM Lvl3

Get your laboratory, snipe the item from the opponents shop (the water elementals take too long to clear let them be) and go to the green spot in the middle. Finish by creeping your shop for lvl3. Just as fast as creeping both shops completely, but with an extra item.

(but if you creep both shops completely thats lvl3 too)

SH Grunt 2 Burrow Tech

For Hex/Heal:

Get your laboratory, build your voodoo lounge a bit forward (between lab and wizard spot). Lightning shield creep your goblin shop with the sh and 2 grunts, go back to the lounge, heal and lure out the kobolds at the 3/9 o’clock expansion with a grunt, so you can kill the geomancers first.

With snakes it’s easier: you can build a snake pit between the green middle camp and one goblin shop, creep both easily then take the kobold expansion.


As so often with 4+ HHs you can creep anything, start with 2 green camps and then do whatever.

FS vs HU

Let your wolves creep the kobold geomancer at the small spot next to your base while your farseer runs over to harass.