Monster

Monsters are neutral units in League of Legends. Unlike minions, monsters do not fight for either team, and will not automatically attack a champion unless they are attacked (with the exception of the, which simply runs away).

Summoner's Rift
Historically, the forest where the Rift resides was the site of several battles between the Protectorate (Stag crest) and Magelords (Owl crest) summoners, two sides who sought out to use the natural magical energy of the area for their personal use.

The large amount of concentrated magic has it mutated the local wildlife. From, to  it has also attracted the attention of a powerful  who currently resides in one of the battle torn ruins. , and  are creatures made from local flora and earth infused to construct a magical being. The Rifts unstable magic has inadvertently cause the reemergence of, a large Serpent/Worm largely believed to be dead for centuries. It has his corruption affecting the land around him.

Twisted Treeline
After the fall of the Shadow Isles, the islands inhabitants were changed by the Myst. Numerous individuals and creatures now serve the Harrowing's will.

The is an ancient spider of unknown origin currently residing in the cursed forest. The "Cult of the Spider" has most of its followers located in Noxus and Demacia. serves as its High Priestess, traveling to and from between the two nations and the Shadow Isles, bringing her followers to live with the Spider God, Vilemaw, for eternity, or so they believe.

Bilgewater
Various monsters from across Runeterra, such as the, , , and are shipped through the black market and used for monster brawls.

Monster behavior
Monsters reside in the jungle between the lanes, and will not move from their designated camp until attacked. When attacked, the monster will move towards and attack the nearest champion who recently dealt damage to it, up to a certain distance from its spawning point (its "leash" distance). If the monster is unable to attack any target or reaches its leash range, it will walk back to its original spawn point, regenerating to its full health within a few seconds. If attacked on its way back to its spawn point, this health regeneration will cease and it will resume trying to attack the champion who most recently dealt damage to it. Since monsters attack the nearest champion, they can select a new target after having attacked. There is an internal counter for these target changes, and after having changed target 6 times, a monster will return to its spawn point and fully regenerate even if attacked.
 * Monsters do not immediately "forget" champions that hide in bushes, and try to walk into the bush to attack champions who recently damaged them, up to their leash range (Leash range: 700).
 * A monster that can see a champion provides vision of this champion to all of the monsters in its camp.
 * Monster attacks are part melee (,, , , , , , and ) and part ranged (, , , ,  and ). The  is the exception to this, as it does not attack, even when it's being attacked.
 * The practice of "Leashing" monsters when they spawn for the first time at the start of the game is an important component of Jungling. Leashing involves two or more allied champions (one of them being the jungler) attacking the same monster camp at the same time. When the monster's health is low, The non-jungler champions will cease their attacks and head to their respective lanes, allowing the jungler to last hit the monsters for the experience and gold reward. If done correctly, this allows the jungler to take less damage from the first monster camp he fights thus making his first jungle run quicker and safer, and allowing him to have the maximum amount of health if the jungler goes to gank a lane afterwards.

Camp respawn
After a camp has been completely cleared, it will remain empty for an amount of time specific to that camp (its "respawn time"), then all of the monsters will reappear. If at least one allied champion is able to witness the death of an entire monster camp that provides buffs, either by being present for it or by seeing it with a ward, then they will have knowledge of that camp's respawn timer, visible by pressing the TAB key.

A monster camp will not respawn unless all of its creeps have been slain. For example, if the has been slain, but at least one of its two  companions has not, the red brambleback respawn timer will not start until the last cinderling has been slain. Jungle invaders may deliberately do this to slow the opposing jungler's gold/experience income.

This tactic can be counter-productive if :
 * 1) The enemy team consistently, immediately kills the leftover monsters: in that case, not killing the last small monster is just a plain loss of gold/xp.
 * 2) You plan on regularly invading the enemy jungle, and expect to steal the enemy camp again when it respawns.

Monster Rewards
As a general rule, killing a monster rewards its killer with gold and experience points. The experience is split between allied champion within a 400-unit range, while the gold goes to the last-hitting champion. And like minions, the gold and experience rewards from slaying monsters increases as the game progresses.

Additionally, certain large monsters offer greater rewards when killed, like an individual buff, a team buff, or a gold global reward. Some rewards go to the entire team, some to all of its living members. In addition to the above buffs, which are acquired by killing their respective monsters, certain monsters provide temporary buffs to any champion who casts the spell on them.
 * The stacking buffs acquired for slaying the  are applied to all team members, whether living or dead, and last indefinitely.
 * The buff is only applied to living teammates when  is killed. The buff lasts for three minutes and is lost upon death.
 * The and  buffs respectively are transferred to the champion who kills the champion currently possessing them, resetting their duration in the process. These two buffs disappear entirely if the champion holding them is executed by a minion, monster or tower, and wear off after 2 minutes.
 * Using on the  will summon a nature spirit that grants sight over the nearby crossroads for 95 seconds. Whenever an enemy champion comes in range of the nature spirit, it will chase them for a short duration. This bonus can only be claimed once per spawn.
 * Using upon the  will grant  for 90 seconds, which will grant you true sight for 10 seconds the next time you are spotted by an enemy ward. This bonus can only be claimed once per spawn.
 * Using upon  will grant you  for 90 seconds, causing every 6th basic attack to stun minions and monsters. Additionally, you can attack a tower to expend the buff early - dealing a large amount of bonus true damage (65 + 15 x level). This bonus can only be claimed once per spawn, and only by smiting the Ancient Krug - Smite cannot be used on the small Krug.
 * Using upon  will grant  for 90 seconds, which  any units (including champions) that attack you: dealing 10 +  magic damage over 3 seconds. This bonus can only be claimed once per spawn.
 * Using upon the  will restore a large amount of mana over 2 seconds (25% of your maximum mana). This bonus can only be claimed once per spawn.
 * Using on  will restore a large amount of health instantly (20% of your maximum health). This bonus can only be claimed once per spawn.

List of Monsters and Rewards
This table lists the initial statistics each monster grants, and the value of gold and experience granted when killing it.
 * The monsters spawn level 2 (6 for the ) in Summoner's Rift.
 * The monsters spawn level 2 in The Twisted Treeline.

Over time the monsters will grant additional rewards; monsters will level up after having been killed, except, , and , who will level up throughout the game. Check the individual monster pages to see these level up values.

Summoner's Rift= Twisted Treeline=

Monster experience
All jungle monsters (with the exception of ) will grant modified experience points if the level of the champion killing them differs from than that of the monster.
 * Champions receive less experience if the cleared monster camp is three levels lower than their own.
 * Champions gain 10% less experience for each level they are above the camp they are killing. This penalty caps at 50%.
 * The modifier caps out at 350% for champions 5 levels or more below the camp's level.

Jungle monsters will grant extra experience at higher levels.
 * Levels 1-4: 0% more experience
 * Levels 5-7: 3% more experience
 * Levels 8-10: 6% more experience
 * Levels 11-18: 10% more experience

Media
Themes=
 * Related Themes

Patch History
Monstruo 野怪