Surrounded around the Shuriman Continent are several clans of Brackern, including clans in the Shuriman desert.
Dormun[]
Dormun 1
Dormun 2
A depiction of a Mwatis
1/3
The Dormun are gigantic, slow-moving creatures protected with large chitinous plates covering their body. In the harsh conditions of Shurima they have evolved to survive the perpetual drought by utilizing an unknown sense to locate hidden reservoirs of water. Incidentally, certain nomadic tribes have built themselves a permanent home upon the backs of these beasts where they clean the creature and hunt any airborne pests who venture near.
Eka'Sul[]
Desert goats that travel in herds.
Mwatis[]
Mwatis are goatlike creatures with large plated casques on their heads. Mwati wool and plate are prised for felting and insulation.
Kmiros[]
Gigantic scarabs that roam in swarms, looking for unfortunate travelers to feed on. They seem to be common prey for Rammus.
Beside the Xer'Sai, other creatures from the Void, referred to as 'outerbeasts', can be found in the desert.
Xer'Sai: Creatures from the Void that plague the southern deserts. They are the size of big dogs on average, but can be smaller or much bigger. Rek'Sai, as the queen, is by far the largest and most dangerous of her species. Xer'sai burst from their small burrows and ravage anything nearby, to the detriment of desert caravans. Once dead, the Xer'sai decompose at an abnormally rapid rate and become inedible.
Ralsiji[]
A Ralsiji
A Shuriman Camel 1
A Shuriman Camel 2
1/3
Large and aggressive minotaur-like creatures. They are humpbacked quadrupeds with long limbs and thick horns.
Shuriman Camel[]
A breed of camels native to the deserts of Shurima and are used by caravans as well as common folk as primary mode of transportation. Despite being well-suited for lengthy travels in the desert landscape, they are still prey to a many predator such as the Xer'Sai.
Sandswimmers[]
Sandswimmers are massive quadrupedal creatures that traverse the Shuriman desert in cyclical patterns. They got their name due to their preferred method of travel. Their narrow bodies and webbed feet are perfectly design for swimming under the sand. They feed on bugs and other small creatures most desert beasts ignore. Scavengers will often memorize the predictable paths these creatures take, and jump onto their backs to ride as far as they wish.
Skallashi[]
Skallashi
Skallashi in The Great Sai
Skallashi at The Zoantha Cascade
Skallashi near The Sun Disc
Skallashi in Nashramae
1/5
The Skallashi are large quadrupedal herbivores. These hardy beasts of burden are common across Shurima, ideally suited to the harsh desert environment. Their key body feature is their long legs. Notoriously bad-tempered, they are nevertheless treated with great reverence. Their brown hides are often painted with sacred symbols of protection, and their horns hung with totems and charms. While these creatures are mostly used for travel and carrying heavy loads, on some larger skallashi people are able to built miniature rooms for more comfortable travel. To own one is often considered a sign of considerable prosperity.
There's a saying in the entertainment business: 'The show must go on!' When your particular niche in the world of show business is brutal, gladiatorial combat, however, this expression comes with its own set of limitations. Take Darius' brother Draven, the Glorious Executioner. While he might be the consummate entertainer, this vicious champion of the arena is most famous for knowing exactly how it is that the proverbial show comes to an end - usually in some grandiose, blood-soaked fashion.
So if you're interested in taking a few lessons from a headliner that cuts against the grain, you'll definitely be excited to welcome Draven to the League of Legends this patch.
Draven is poised to enter the League this coming patch. This champion of the arena knows the value of enjoying what you do – even if your line of work happens to involve grisly executions!
For a ranged attack damage champion like Draven, proper positioning is extremely important for maximizing your damage potential while remaining safe. For Draven, however, good positioning will also allow you to utilize your primary ability, Spinning Axe, to its fullest potential. Upon activation, Draven's next basic attack will deal bonus damage and cause his signature throwing axe to bounce high into the air. Catching the axe will refresh the effect, causing Draven's next basic attack to also become a Spinning Axe. After a couple of catches, Draven can even activate the ability a second time to utilize two Spinning Axes at once!
Since positioning is so important for this flashy ranged carry, we've also equipped Draven with some additional skills to keep him on the offensive. Activating Blood Rush will give you just the boost of speed that you need to get out of trouble, keep up the chase or rapidly reposition to catch a falling throwing axe. As an added bonus each time you make a successful catch, the cooldown for Blood Rush is refreshed, allowing you to activate it again to maintain momentum. Additionally, the slow and knockback from Stand Aside can help you chase down a fleeing enemy so you can continue the onslaught.
If you really want to showcase your trick shot skills, Draven's ultimate, Whirling Death, is sure to make the crowd go wild. Upon activation, Draven will roll out both his hand axes in a global line attack, dealing damage to each enemy in their path. By reactivating Whirling Death you can recall your hand axes to your current location, bringing Whirling Death back around for another pass through the enemy team. Repositioning yourself with Blood Rush and knocking enemy opponents back into the line of fire with Stand Aside can turn this second run into a truly impressive and devastating spectacle of death!
Draven's Critical Strikes deal Champions killed from outside standard Attack rangebonus physical damage over time. Spinning Axe also causes this effect even if it does not Critically Strike.
Spinning Axe
Draven's next attack will deal Champions killed from outside standard Attack rangebonus physical damage. This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once.
Blood Rush
Draven gains increased Movement Speed and Champions hit with Martial Cadence (P)Attack Speed. The Movement Speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh the cooldown of Blood Rush.
Stand Aside
Draven throws his axes, dealing Champions killed from outside standard Attack rangephysical damage to targets hit and knocking them aside. Targets hit are slowed.
Whirling Death
Draven hurls two massive axes dealing Champions killed from outside standard Attack rangephysical damage to each unit struck. Whirling Death slowly reverses direction and returns to Draven after striking an enemy champion. Draven may also activate this ability while the axes are in flight to cause it to return early. Deals less damage for each unit hit and resets when the axes reverse direction.