The dragon pit is one of the game's most unique jungle camps on Summoner's Rift. The occupant, one of seven dragons, serves as a neutral objective that is meant to rival the importance of camps that appear in the baron pit. These dragons vary throughout a single match and every match of League of Legends, with even the initial spawn being determined at random.
One of seven monsters may occupy the dragon pit at any one time:
Prior to V6.9, was the sole occupant of the dragon pit and there was generally no need to distinguish the camp from the monster in terms of gameplay. With the introduction of the elemental drakes, it became necessary to document the objective separately from the individual dragon units. The dragon system received a substantial overhaul in preseason ten, modifying the spawn mechanics, rewards and even the layout of the pit.
On V12.2, a hotfix update was issued to temporarily disable the and its associated systems ( Chemtech Fog, , and ) as a result of their higher impact on matches than other elemental drakes and the negative feedback they received by the majority of the community.[1] The and its systems were reintroduced in V12.22 with different effects, including the elemental rift which removed Chemtech Fog.
Game Mechanics[]
Spawn[]
- Random Drakes: At 5 minutes into the game, an elemental drake ( ) of a random type spawns in the dragon pit. When a drake is slain, the next drake will respawn after 5 minutes elapse, spawning with a random new element not yet chosen from the pool.
- Rift Shift: After the second drake has been slain and the third drake has been determined, the map will transform into an Elemental Rift based on the drake's element. From now on, the drake will not change elements between respawns.
- Draconic Blessings: The drake of the respective Elemental Rift graces certain newly-spawned or live monsters, causing their effects to be Draconic and their body to visibly glow. After void corruption enters the map, new monsters' blessings are permanently severed.
- Elder Dragon: Once a team has killed their fourth drake, the camp will now instead spawn the with a 6 minute respawn timer.
The next dragon to spawn has their insignia noted in both the spawn timer and the wall of the alcove.
Elemental Rift[]
The third drake transforms the Rift before it spawns and after that, its element will be the only one to spawn for the remainder of the game. The transformation on the Rift occurs on the same areas, which are the dragon pit and the buff camps. The
type is determined by the element that dominates the rift.[]
- Mutates all life forms on the rift, enhancing jungle plants with additional effects. 8 additional each spawn within both teams' bases, near the blue-side camp of Murk Wolves and the red-side camp of , and the entrances to the river near the camps for Raptors. 14 additional each spawn in front of both teams' base gates, near the camps for and , near both teams' inner turrets within the top and bottom lanes, and near each tri-brush towards the entrances to the river.
- displaces units hit by the explosion at twice the distance.
- slows champions that consume it and also grants them a shield in addition to the heal for each fruit. The shields gained from individual fruits stack but decay in total value by 5% each second. no longer
- reveals the area around it and reduces the health of all revealed wards to 1. Additionally, for 4.5 seconds after the plant was triggered, champions of the attacker's team, including the attacker themself, hit by the pollen gain 40% bonus movement speed while facing in the direction the pollen was released in a cone. now also
[]
- Air currents flow throughout the area near the camps for 20% bonus movement speed, increased to 35% while they are out of combat. 6 additional each spawn in front of both teams' base gates and by the tri-brushes near the river. and , as well as the Dragon pit. These currents create speed zones that grant champions within
[]
- Industrializes the map with hextech technologies, summoning pairs of hex-gates within both teams' bases and near the pits for channel for 0.75 seconds. Upon completion, they dash to the other side of the gate over 2.25 seconds, during which they are untargetable and unable to act. They may also choose a location to dash another time up to 500 units away from the gate upon reaching their destination, though not through terrain. Pairs of hex-gates have a 30-second cooldown for each champion that activates them.
- The channel will be interrupted by taking damage, performing another action, as well as becoming grounded. If this occurs, the gate is placed on a 1.5 second cooldown.
- The channel cannot be started while affected by cast-inhibiting crowd control or ground.
- Champions taking gates will also blink to their destination after the same time spent dashing.
- The blink occurs regardless of the dash completing or not.
- The gates that lead from the hex-gates within each team's base cannot be interacted with.
- Champions being transported through a hex-gate will be indicated by the portal.
- The untargetability gained from completing Hexgate Warp will not destroy inbound projectiles.
and , functioning as portals for transit. Champions can interact with these gates to initiate Hexgate Warp, causing them to - The following tables refer for interactions while a champion is channeling Hexgate Warp as well as being locked out from travelling through a hex-gate:
Type | Channel | |
---|---|---|
Attacking | Interrupts | |
Abilities | Interrupts | |
Movement | Interrupts | |
Items | Usable | |
Disabled | ||
Interrupted by | All item-actives not specified above interrupt | |
Consumables | Usable | |
Spells | Usable | |
Disabled | N/A | |
Interrupted by | ||
Interrupted by |
Type | Channel | |
---|---|---|
Attacking | Disabled | |
Abilities | Disabled | |
Movement | Disabled | |
Items | Usable | N/A |
Disabled | All items are disabled | |
Interrupted by | N/A | |
Consumables | Disabled | |
Spells | Usable | N/A |
Disabled | ||
Interrupted by | N/A | |
Interrupted by |
[]
- Burns up the walls near the entrance of the Dragon pit. 10 additional Murk Wolves, and within the alcoves. each spawn in front of both teams' base gates, near the camps for and
- Spawns Infernal Cinders around the map randomly in a cluster of 2–3 once every 20 seconds. A cluster of Cinders lasts for 3 minutes before despawning, with a higher chance of spawning on the losing team's half of the map, based on team gold. Cinders can be picked up by champions moving over them, granting 150% bonus movement speed decaying over 2 seconds and a stack of Infernal Cinder. Each stack grants 1 ability haste.
- Upon death, champions can hold up to 5 Infernal Cinder stacks without dropping them. If the champion killed had more than 5 Infernal Cinder stacks, 50% of their remaining cinders are dropped near the location of their death in a ring, which allows other champions to pick them up after 0.85 seconds, while the rest of the stacks are lost. Dropped cinders last for 30 seconds before disappearing.
- The movement speed granted by picked-up cinders cannot stack; the duration of the buff only refreshes with each one obtained.
- For every 25 cinders collected, champions gain an increasingly bright glow.
- Upon death, champions can hold up to 5 Infernal Cinder stacks without dropping them. If the champion killed had more than 5 Infernal Cinder stacks, 50% of their remaining cinders are dropped near the location of their death in a ring, which allows other champions to pick them up after 0.85 seconds, while the rest of the stacks are lost. Dropped cinders last for 30 seconds before disappearing.
[]
- Triggers a seismic shift throughout the map, causing rock formations to emerge near the camps for Raptor camp and entrance of the Dragon pit. and as well as near the blue-side
[]
- Sprouts life throughout the map, causing 6 patches of brush to grow larger and 12 puddles of water to form in the jungle. Two patches of brush grow near the Dragon pit. 4 additional
- These puddles of water can be interacted with by and .
each spawn near the middle lane and the camps for .
Rewards[]
- Main article: Dragon Slayer
Slaying an elemental dragon will grant the
buff based on the element of the dragon slain. Slaying four elemental dragons will grant the of the dominating element after the rift changes. Slaying the grants the buff.
Features[]
Passives[]
- Resistant Skin: Dragons are immune to all crowd control, except stasis. Additionally, Dragons' stats cannot be modified by any means.
- Ancient Grudge: Elemental Dragons gain 20% bonus damage and 7% damage reduction per stack against enemies with stacks, up to 80% bonus damage and 28% damage reduction at 4 stacks.
- Dragon Breath: Dragons deal bonus physical damage equal to 5% of the target's current health with their basic attacks, modified to 4% for the . Additionally, Dragons gain 30% armor penetration.
Abilities[]
- Taking Flight: Dragons knock back all enemies within 550 units of them upon starting the fight, displacing them further based on proximity and not through terrain.
Notes[]
- Dragons' basic attacks cannot be dodged and be negated by spell shields.
- Dragons cannot damage other monsters.
- If the team that slays a dragon has a lower average level than that of their opponents, they receive 25% bonus experience per average level difference. The bonus experience is sharply increased for the lowest level members of the team, equal to 15% per number of levels behind the dragon squared, up to a maximum of 200%.
Strategy[]
- Killing dragons is one of the main tasks of the Jungler. Junglers often require assistance from their team for this task, and the champions best positioned to provide this assistance are usually the mid laners and bottom laners.
- When a team attempts to kill a dragon it usually gets weakened during the fight. Given the nature of the dragon pit, the team attempting the kill has limited escape paths. For this reason it's usually a good idea to gank the enemy team when they're trying to kill a dragon. A good gank may score several kills, steal the dragon kill, or both.
- Dragons (and other epic monsters) should be finished with effects that instantly deal a high amount of damage (i.e. , , ) to prevent the enemy team from stealing the kill.
- When initially attacked, dragons will knock back every nearby champion, and begin attacking and chasing the closest champion. Attacking the dragon from a safe distance to get it to attack an unprepared enemy champion can be useful.
Tips to prepare dragon ganks[]
- Have a ward in the river close to the dragon camp entrance, providing complete vision of the pit. This will reveal enemies attempting to kill the dragon while also spotting enemies standing guard at the entrance. Killing the is a good way to provide vision in front of the dragon pit, but it does not provide vision inside the pit itself.
Tips to prevent dragon ganks[]
- Use a or to check for wards before attempting to kill a dragon, do not destroy wards unless you absolutely must eliminate their vision.
- Eliminate the bottom lane enemies and then attack the dragon with the help of your bottom lane teammates. The enemy middle lane and jungler are usually not strong enough to fight three champions at once.
- While on the red team, lure the dragon out of its pit. This makes the dragon chase you into the river, making it harder for the enemy team to steal it by engaging over the wall of the dragon pit.
Benefits of Dragon Slayer[]
The stacking buffs provided by
grant powerful effects which boost the overall strength of champions that are empowered by them.- buff grants a team greater resistance to the effects of crowd control as well as greater effectiveness when they receive healing or shielding effects. These bonuses allow for a team to have more uptime in a fight against crowd control and recover faster from and/or mitigate more damage taken with any heals and shields they get.
- buff speeds up a team as they move across the map faster than their enemies can. It gives a team enough time to head towards an important objective and gain control over it. The decreased slow effectiveness also helps with outrunning a chase.
- buff greatly increases the attack output of a team as their cooldowns come up quicker and their attacks come out rapidly.
- buff becomes more and more effective as a game continues as a team builds up their stats, with the buff giving even more stats which in turn leads to a massive boost in attack power.
- buff toughens up a team and allows them to take more extended fights, making it difficult for the opposition to deal with.
- buff restores tons of health after having taken lots of damage. It is particularly useful for taking down an objective after a skirmish as the team will restore their health overtime and be healthy in time for the next fight.
History[]
Previous Elemental Rifts[]
(1st)[]
- Polluted the map with chemtech gas, creating foggy zones around the camps for Murk Wolves and as well as eliminating the patches of brush near them, for a total of 12. 4 additional were each spawned near both teams' inner turrets within the top and bottom lanes. Units within the foggy zones were empowered by Chemtech Fog, which granted them camouflage (900 detection radius) and up to 12% increased damage against enemies with 340 − 1020 (based on target's level) greater current health than them. Attacking, casting abilities, or channeling broke the camouflage immediately, as well as prevented it from being gained for 2.5 seconds even while not within the zone at the time.
- The camouflage could not be gained while channeling.
- Chemtech Fog's damage amplifier stacked additively with .
[]
- Burns up the patches of brush and sections of the walls surrounding the camps for and , opening up a pathway in their pits.
[]
[]
Trivia[]
- In League of Legends: Turret Defence, its old version featured as a wave enemy.
- In Teamfight Tactics Sets 1 and 2, a Dragon features as a PvE Round monster in Round 8–7.
- In Set 2, the Dragon's element is different depending on the game's element.
- In Sets 1 and 2, the Elder Dragon features as a monster in Round 10–7.
- Prior to V6.9, there was only one species of to fight, this retired dragon can still be seen flying at the west edge of Summoner's Rift as ambient wildlife.
- The mutated versions of
- mutated version does not have a name.
and on the are called Stim Fruits and Firelight's Bloom, respectively.
Media[]
- ▶️ Transformation SFX
- ▶️ Transformation SFX
- ▶️ Ambience SFX (General)
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- ▶️ Ambience SFX
- ▶️ Ambience SFX
- ▶️ Ambience SFX
- ▶️ Ambience SFX
- ▶️ Chemtech Fog SFX
- ▶️ Chemtech Fog SFX
- ▶️ Ambience SFX
- ▶️ Ambience SFX
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- ▶️ Speed Zone SFX
- ▶️ Speed Zone Ambience
- ▶️ Transformation SFX
- ▶️ Ambience SFX (General)
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- ▶️ Ambience SFX
- ▶️ Hex-gate SFX
- ▶️ Hex-gate SFX
- ▶️ Hex-gate SFX
- ▶️ Hex-gate SFX
- ▶️ Hex-gate SFX
- ▶️ Hex-gate SFX
- ▶️ Hex-gate SFX
- ▶️ Hex-gate SFX
- ▶️ Hex-gate SFX
- ▶️ Hex-gate SFX
- ▶️ Hex-gate SFX
- ▶️ Hex-gate SFX (Enemy)
- ▶️ Hex-gate SFX (Enemy)
- ▶️ Hex-gate SFX (Enemy)
- ▶️ Ambience SFX
- ▶️ Ambience SFX
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- ▶️ Fire SFX
- ▶️ Fire SFX
- ▶️ Fire SFX
- ▶️ Fire SFX
- ▶️ Fire SFX
- ▶️ Fire SFX
- ▶️ Lava SFX
- ▶️ Lava SFX
- ▶️ Lava SFX
- ▶️ Rock SFX
- ▶️ Ambience SFX
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- ▶️ Ambience SFX
- Main article: Summoner icon
Patch History[]
- Undocumented: Cinder cluster spawn cooldown increased to 20 seconds from 14 seconds.
- Undocumented: Ability haste per cinder increased to 1 from 0.6.
- Note: Both changes were later documented in 14.17.
- New Effect: The landing location while using a gate is now automatically confirmed in the direction the player's mouse is hovering, and does not require additional selection (through a left/right click input).
- Bug Fix: Infernal Cinder VFX is no longer visible through the Fog of War.
- V14.3 - February 7th Hotfix
- Bug Fix: First spawn timer is now properly 360 seconds instead of 300 seconds.
- Ability haste per Infernal Cinder increased to 0.6 from 0.3.
- Undocumented: first spawn timer reduced to 300 seconds after a team has killed their 4th drake from 360 seconds.
- Subsequent respawn timer unchanged at 360 seconds.
- General
- New Effect: When elemental rift arrives, now causes all newly-spawned and live and monsters to become Draconic until newly-spawned ones eventually transform to their Corrupted form. Draconic monsters gain improved effects when slain.
- New Effect: Now spawns Infernal Cinders (or simply cinders) around the map randomly and in clusters of 2–3 once every 14 seconds that each last for 3 minutes before despawning, with a higher chance of spawning on the losing team's half of the map, based on team gold. Cinders can be picked up by champions by moving over them, granting 150% bonus movement speed decaying over 2 seconds and a stack of Infernal Cinder. For each stack, gain 0.3 ability haste.
- Upon death, champions can hold up to 5 Infernal Cinder stacks without dropping them. If the champion killed had more than 5 Infernal Cinder stacks, 50% of their remaining cinders are dropped near the location of their death in a ring, which allows other champions to pick them up after 0.85 seconds, while the rest of the stacks are lost. Dropped cinders last for 30 seconds before disappearing.
- The movement speed granted by picked-up cinders cannot stack; the duration of the buff only refreshes with each one obtained.
- For every 25 cinders collected, champions gain an increasingly bright glow.
- Removed: No longer burns up the patches of brush and sections of the walls surrounding the camps for the and .
- Removed: No longer forms a rock near the red-side Raptor camp.
- near the middle lane have been relocated to account for the nearby terrain changes.
- Removed: No longer has a puddle underneath each of the near the middle lane.
- Bug Fix: Leash range between elemental drakes and the is no longer inconsistent.
- Bug Fix: lightning chain effect on its attacks are now properly triggered.
- Dragons
- Bug Fix: "Taking flight" spell's knock back source is once again Dragon itself, and no longer attributed to whoever triggered the spell by triggering aggro.
- Bug Fix: Sound effects are no longer audible through Fog of War.
- Bug Fix: Sound effects are no longer audible through Fog of War.
- New Effect: Dragons now have a patience bar and leashing range indicator.
- Removed: Dragons no longer instantly reset aggression once they leave their leash range.
- Bug Fix: Dragons no longer deals more damage than intended to the primary target if there are more targets in area of effect behind them and no damage to those additional targets.
- Undocumented: Dragons' basic attacks are no longer treated as spells and will now instead behave like basic attacks.
- Bug Fix: Now has the correct amount of total health.
- Pre-elemental rift health increased to 5730 − 10290 (based on level) from 4090 − 6970 (based on level).
- Post-elemental rift health increased to 9230 − 13790 (based on level) from 5790 − 8670 (based on level).
- Bug Fix: Now has the correct amount of total health.
- New Effect: While below 50% maximum health, it gains 33% damage reduction and deals 50% increased damage.
- New Effect: Now deals 4% of the target's current health bonus physical damage with its attacks.
- Re-added
- New Effect: Mutates all of the jungle plants on rift, empowering them with additional effects. Spawns 8 additional and 14 more on the map.
- - Displacement radius is now doubled.
- shield in addition to the heal for each fruit consumed. - Upgrades into Stim Fruits, which no longer slows and grants a
- 40% bonus movement speed while facing in the direction of the revealed cone radius, as well as reduces the health of all revealed wards to 1. - Upgrades into Firelight's Bloom. Upon being hit, now reveals the surrounding area of the plant and, for 4.5 seconds, grants
- Old Effect: Pollute the map with chemtech gas, creating foggy zones around the camps for Murk Wolves and as well as eliminating the patches of brush near them, for a total of 12. 4 additional each spawn near both teams' inner turrets within the top and bottom lanes. Units within the foggy zones are empowered by Chemtech Fog, which grants them camouflage (900 detection radius) and up to 12% increased damage against enemies with 340 − 1020 (based on target's level) greater current health than them. Attacking, casting abilities, or channeling breaks the camouflage immediately, as well as prevents it from being gained for 2.5 seconds even while not within the zone at the time.
- New Effect: Mutates all of the jungle plants on rift, empowering them with additional effects. Spawns 8 additional and 14 more on the map.
- Bug Fix: no longer incorrectly uses the roar SFX of normal .
- Elemental Drakes
- Pre-elemental rift health increased to 5730 − 10290 (based on level) from 4090 − 6970 (based on level).
- Post-elemental rift health increased to 9230 − 13790 (based on level) from 5790 − 8670 (based on level).
- Elemental Drakes and
- Dragon's Breath health ratio reduced to 5% of target's current health from 7%.
- Attack damage reduced to 35 from 50.
- Attack damage reduced to 105 from 150.
- Health per minute increased to 290 from 180.
- Attack damage reduced to 47 from 66.7.
- Attack damage reduced to 70 from 100.
- Attack damage reduced to 105 from 150.
- Attack damage reduced to 70 from 100.
- Hex-gates
- Bug Fix: Fixed a SFX bug where players would sometimes hear Hexgates being used, even if they were not looking at them.
- Hex-gates
- Bug Fix: Champions taking hex-gates are no longer able to cast their non-movement summoner spells after inputting a command for the second dash.
- New Effect:
- Champions taking hex-gates channel for 0.75 seconds, then upon completion dash to the other side of the gate over 2.25 seconds while being untargetable. They can choose a location to dash again up to 500 units away from the gate upon arrival.
- Champions taking the gate will still always blink to their designated location.
- The location still cannot be chosen over terrain.
- Champions taking hex-gates channel for 0.75 seconds, then upon completion dash to the other side of the gate over 2.25 seconds while being untargetable. They can choose a location to dash again up to 500 units away from the gate upon arrival.
- Old Effect:
- New Effect:
- V12.2 - January 24th Hotfix
- Removed from the game.
- Removed
- Chemtech Fog - Removed
- Removed from the game.
- Chemtech Fog
- Maximum bonus damage increased to 12% from 10%.
- Stealth timer increased to 2.5 seconds from 1.5.
- New Effect: Camouflage is now based on out of combat timer instead of instantly stealthing upon entering.
- Bug Fix: The exclamation point stealth indicator has been fixed and will correctly reappear above your champion if you are visible to an enemy inside the Chemtech Fog after completing certain stealthing abilities.
- Chemtech Fog
- Bug Fix: Stealthed champions within gas zones now properly shimmer when taking damage.
- Bug Fix: Invisibility effects for and with Brush element while they are within gas zones now properly take effect.
- Hex-gates
- Bug Fix: Champions taking hex-gates no longer briefly appear at their destination upon completing the channel.
- Bug Fix: , , and now arrive at their destination with their owner, rather than before them.
- Bug Fix: are no longer affected by hex-gates.
- When the map transforms into the Chemtech Rift, summons foggy zones within each jungle quadrant. Units within these zones are empowered by Chemtech Fog, which grants them camouflage if they haven't declared an attack, casted an ability, or channeled within the last 1.5 seconds, and up to 10% increased damage against enemies with 340 − 1020 (based on target's level) greater current health than them.
- Units cannot gain the camouflage while channeling.
- New Elemental Drake
- When the map transforms into the Chemtech Rift, summons foggy zones within each jungle quadrant. Units within these zones are empowered by Chemtech Fog, which grants them camouflage if they haven't declared an attack, casted an ability, or channeled within the last 1.5 seconds, and up to 10% increased damage against enemies with 340 − 1020 (based on target's level) greater current health than them.
- When the map transforms into the Hextech Rift, summons pairs of hex-gates within both team's bases and each jungle quadrant. Hex-gates can be interacted with by champions to channel for 0.75 seconds. Upon completion, they blink to the other side of the gate but become vanished for 2.25 seconds. Pairs of hex-gates have a 30-second cooldown after being activated.
- The channel can be interrupted by taking damage, performing another action, as well as becoming grounded. If this occurs, the hex-gate is placed on a 1.5-second cooldown.
- The channel cannot be started while unable to cast abilities or grounded.
- The blink location can be chosen a slight distance away from the gate, otherwise the blink location is always at the gate.
- This location cannot be over terrain.
- The gates that lead from the hex-gates within each team's base cannot be interacted with.
- New Elemental Drake
- When the map transforms into the Hextech Rift, summons pairs of hex-gates within both team's bases and each jungle quadrant. Hex-gates can be interacted with by champions to channel for 0.75 seconds. Upon completion, they blink to the other side of the gate but become vanished for 2.25 seconds. Pairs of hex-gates have a 30-second cooldown after being activated.
- New Effect: Cloud zone bonus movement speed is increased to 35% while out-of-combat with champions.
- New Effect: Bonus added to the entrances of the jungle.
- In front of each base's gates.
- In front of each tri-brush in the river.
- New Effect: Bonus added to the entrances of the jungle and Alcoves.
- Near each tri-bush near Gromp.
- By the Wolf Camp.
- In front of each base's gates.
- In the alcoves.
- New Effect: Bonus added to the entrances of the jungle and Alcoves.
- V10.10 - May 15th Hotfix
- Bug Fix: Fixed an issue where Cloud Terrain was not granting speed boosts.
- Bug Fix: Killing drakes with will not affect how Souls are granted, impact the type of drakes that spawn, or block Elder Dragons from spawning.
- Reduced the intensity of the map-wide tint for Infernal and Ocean Rifts' ground and Fog of War.
- Infernal Rift: More clearly defined the terrain, improved gameplay clarity, and polished the texture of the map.
- Mountain Rift: More clearly defined the terrain, improved gameplay clarity, and polished the texture of the map.
- V9.23 - November 25th Hotfix
- New Spawning Rules:
- First Drake: At 5:00 into the game, an elemental drake ( ) of a random type spawns in the dragon camp.
- Second Drake: If it is slain, an elemental drake of another type spawns after 5 minutes.
- Rift Changes: After the second drake has been slained, an element, that is different from the two previous drakes, is selected and the Rift is changed based on that element. From now on, the elemental drake of that element will be the only one to spawn.
- Rift Drake: 5 minutes after the last drake has been killed, an elemental drake of the Rift's element spawns. This repeats until a team has killed their fourth drake.
- Elder Dragon: Once a team has killed their fourth drake:
- The remaining elemental buffs will be locked.
- The next dragon to spawn with be the , which spawns 6 minutes after the last drake has been killed. If it is killed, another spawns after 6 minutes, and so on.
- Example: First drake: . Second drake: . Rift changes: Mountain Rift. Rift drake: . Afterwards: only .
- Old Spawning Rules:
- At 5:00 into the game, an elemental drake ( ) of a random type spawns in the dragon camp. If it is slain, another random elemental drake spawns after 5 minutes; this continues until the game reaches 35 minutes. The same type cannot spawn more than 3 times. After 35 minutes have elapsed, the next dragon with be the . If it is killed, another spawns after 6 minutes, and so on.
- Elemental Drake health changed:
- New Health: 2650 (+ 240 per level, minimum level 6) before the Rift transforms; 4350 (+ 240 per level, minimum level 6) for the third drake onward.
- Old Health: 3500 (+240 per level, minimum level 6).
- Elemental Rift
- The third drake transforms the Rift before it spawns and after that, its element will be the only one to spawn for the remainder of the game. The transformation on the Rift occurs on the same areas, which are the dragon pit and the buff camps. The first three dragons are now always different from each other.
- The Cloud winds quicken! Air currents flow throughout the area around Blue and Red buffs, granting speed boosts to everyone inside. Dragon Pit also becomes a speed boosting wind tunnel.
- The Inferno blazes! Sunders the Rift. The brush nearest to Blue and Red buffs burn away, and new pathways open up through the Blue and Red buff pits. The entrance to Dragon pit widens.
- The Mountains rise! Triggers a seismic shift throughout the Rift. Two new bluffs of rock emerge in each jungle quadrant. A rock formation rises in front of the Dragon pit.
- The Oceans bring life! Brings new life to the Rift. Most of the brush in the jungle grows larger and new spawns near the buff camps. Water pools into puddles throughout the jungle, which functions with and . New brush patches sprout up around the Dragon pit.
- The third drake transforms the Rift before it spawns and after that, its element will be the only one to spawn for the remainder of the game. The transformation on the Rift occurs on the same areas, which are the dragon pit and the buff camps. The first three dragons are now always different from each other.
- Elemental drakes
- Respawn time reduced to 6 minutes from 8.
- Now says if Dragon was stolen.
- V8.7 - April 5th Hotfix
- Bug Fix: Fixed a bug where the took bonus damage from behind periodically, as though it had Eye mechanic.
- Elder Dragon respawn time reduced to 8 minutes from 10.
- Removed: No longer deals more damage and takes less damage based on how many elemental drakes your team has secured.
- No longer levels up during combat and now waits to level up until they've been out of combat for 30 seconds.
- The dragon pit became distinct from with the introduction of five distinctive dragon units.
- One of the four elemental drakes will spawn at random, with each kill granting a distinct by stacking buff.
- Grants +8 / 16 / 24 (based on Stacks)% attack damage and ability power.
- Grants +10 / 20 / 30 (based on Stacks)% bonus true damage to epic monsters and turrets.
- Grants +15 / 30 / 45 (based on Stacks) bonus movement speed while out of combat.
- Every 18 / 12 / 6 (based on Stacks) seconds, restores 10% of missing health and 10% of missing mana.
- After the 35 minute mark, only the
- Basic attacks and spells burn the target for (45 × slain) (+ 45 per Elemental Dragon Mark) damage over 3 seconds and increases the strength of Elemental Dragon buffs by 50%. This stack only lasts 120 seconds or until death.
will spawn. It grants a 120 second buff that increases other dragon's buff by 50% while also granting a burning effect on basic attacks.
- Enhanced 12 / 24 / 36 (based on Stacks)% attack damage and ability power. : +
- Enhanced 15 / 30 / 45 (based on Stacks)% bonus damage to epic monsters and turrets as true damage. : +
- Enhanced 22.5 / 45 / 67.5 (based on Stacks) bonus movement speed while out of combat. : +
- Enhanced 12 / 8 / 4 (based on Stacks) seconds, restores 10% of missing health and 10% of missing mana. : Every
See Also[]