- This is about League of Legends Monsters. For other uses of Monster, see Monster (disambiguation)
Monsters are neutral units in League of Legends. Unlike minions, monsters do not fight for either team, and will only do so if provoked (the exception of this being the , which simply runs away when attacked).
List of Monsters[]
- Epic
- Large
Note: Epic monsters are also considered to be Large
- Medium
- Small
Gameplay[]
Monster behavior & Patience[]
Monsters reside in the jungle, and will not move from their designated camp until attacked, at which point they become aggressive (are "aggroed"). When aggroed, the monster will acquire the nearest champion, regardless of vision, and then attempt to attack them back. Monsters' distance to their target considers walking travel distance (pathing distance), not straight line distance.
Monsters have a maximum radius they can move before they start to lose their patience. This distance is called leash range and is indicated by a flowing circle around the camp's location that appears for each player when they initiate combat with that monster (with the exception of stealth) or moves outside of its leash range, its patience will start to deplete. Patience depletes faster the farther away the monster is from its maximum leash range and/or the less it is attacked while being there. Non-epic monsters' patience also drops when they change targets. Their target can change up to 6 times before their patience fully depletes.
, who is stationary). Leash range varies per camp. If the monster is unable to find their acquired target (e.g. the champion entersWhen a monster's patience reaches zero, it will enter a state of soft reset for 6 seconds. While in this state, the monster will begin walking back toward its neutral position, healing for 6% of its maximum health every second and ignoring calls for aggression from its attackers until it has returned inside its leash range. Attacking a monster while it is within its leash range ends this soft reset prematurely to restore some of its patience and prevent it from losing any further patience for 1.5 seconds.
When the soft reset grace period ends, the monster will enter a state of hard reset instead, again ignoring all attackers, but now healing at a much faster rate and running back to its neutral position more rapidly. Once the monsters have returned to the camp's neutral position, they will recover their patience after 2 seconds of their arrival and over 2 seconds.
- Notes
- Small monsters match the patience of their respective large monster as long as it is alive and within 700 units.
- Vision of a champion applies to the entire camp of monsters not only e.g. the largest monster in the camp.
- When the large monster of a camp dies, all other smaller monsters in their camp will be marked for death for 10 seconds. After 10 seconds of not being in combat with a champion, the marked monsters will die.
- Monsters can have different range types.
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. A camp's respawn timer can be viewed in the scoreboard. An accurate timer can only be given to the ally team if the ally team had vision of the camp when it was cleared; however, gaining vision of the camp's location at any point may still provide an accurate timer on the minimap when the camp is close to spawning (a greyed out timer means 60 seconds remaining, a filled one means 10 seconds remaining until respawn). This does not apply to epic monster camps, which will always provide an accurate timer and be announced to both teams when cleared.
- When a non-epic monster camp is cleared outside of vision, it is not possible to know that an enemy has recently been at that location.
A monster camp will not respawn until all of the monsters in the camp have died. For example, if the
has been slain, but at least one of its two companions has not, the camp's respawn timer will not start until the last Wolf has been slain. The game will automatically kill any remaining lesser monsters in a camp whose large monster has been killed, after 10 seconds of them returning to a neutral state. This allows them to respawn automatically as well, albeit with this important delay.Monster Rewards[]
As a general rule, killing a monster rewards its killer with gold and experience.
Killing a large monster without a jungle item ( 15 and its experience by 15, modified to 12 when killing the .
, , or ) reduces its bounty byAdditionally, certain large monsters offer greater rewards when killed, such as an individual buff, a team buff, or a global gold and/or experience reward.
- The
- When the map transforms into the Elemental Rift, the and the become Draconic, gaining this form if alive and respawning in it each time. Killing them in this form leaves behind a buff wisp at the camp's location for 60 seconds. The wisp can be picked up by an allied champion moving near it, granting them the buff. If the killer did not have , the wisp can only be picked up by a champion that does so.
- Once the 20:00, the and the become permanently corrupted by the Void if they are not Draconic, transforming into a Voidborn with 30% increased health. Killing them in this form grants you and all your allied champions, if alive, the buff. Any remaining Draconic or that are slain respawn as Voidborn instead. spawns at
and buffs are gained respectively from the and the , and may be transferred to another champion. This occurs when a champion kills someone holding a crest, causing the crest to be transferred to the killer and resetting the buffs duration. Either buff disappears entirely if the champion holding the crest is executed by a minion, monster, or tower, or when the crest simply wear offs on its own after a few minutes.
- The Rift Herald on their team, which will then head to the closest lane to assist in pushing the lane until it dies. buff can be picked up by the team that delivered the killing blow to the , lasting for 4 minutes. This buff allows the holder to summon the
- The stacking buffs acquired for slaying the are applied to all team members, whether living or dead, and last indefinitely. The exception to this is the from the , which is only granted to living teammates and lasts for a few minutes and is lost upon death.
- The
- At 4 or more stacks of this buff, it also grants the .
buff is granted to all teammates when a is slain. The buff stacks for each grub killed.
- The buff is only granted to living teammates when is killed. The buff lasts for a few minutes and is lost upon death.
Monsters spawn at level 1 when spawning for the first time, and their level is re-calculated only when they respawn. These exclude epic monsters, which start the game at higher levels and upgrade automatically per game time, akin to minions.
Monster experience reward[]
- While owning a jungle item (80 bonus experience from killing large monsters. Your first monster kill grants 150 bonus experience. , , or ), gain
Monster interactions[]
The following game elements have special interactions or effects against monsters:
Capped damage[]
Modified damage[]
Other interactions[]
Event Monster Skins[]
Some Events had reskinned monsters
Lore[]
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 mutated the local wildlife. From
, to it has also attracted the attention of powerful who currently reside in one of the battle torn ruins. , and are creatures made from local flora and earth infused to construct a magical being. The Rift's 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 Black Mist. Numerous individuals and creatures now serve the Harrowing's will.
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.
is an ancient spider of unknown origin currently residing in the cursed forest. The "Cult of the Spider" has most of its followers located inBilgewater[]
Various monsters from across Runeterra, such as the monster brawls.
, , , and are shipped through the black market and used forMedia[]
Trivia[]
Patch History[]
- New Effect: When a monster loses all of its patience, it will soft reset for 6 seconds instead of fully resetting its patience. While in the process of soft resetting, the monster will path towards the center of its camp, heal for 6% of its maximum health every second, and ignore attackers outside of its leash range.
- Attacking a monster while it is within its leash range ends this soft reset prematurely to restore some of its patience and prevents it from being lost for 1.5 seconds.
- If the soft reset ends from after 6 seconds, the monster will hard reset and in the process will ignore all attackers, rapidly heal, and path to its original position.
- Monsters move slow while soft resetting and much more faster while hard resetting.
- New Effect: Monsters now regenerate patience that they have lost after 2 seconds of being back within their leash range.
- New Effect: Small monsters now match the patience of their respective large monster as long as it is alive and within 700 units.
- New Effect: When the large monster of a camp dies, all other smaller monsters in their camp will be marked for death for 10 seconds. After 10 seconds of not being in combat with a champion, the marked monsters will die.
- New Effect: Killing a large monster without a jungle item reduces its bounty by 15 and its experience by 15.
- The reduced experience is modified to 12 when killing the .
- Experience is no longer reduced by 5% per level champion is ahead of the camp being taken.
- Removed: Both .
- Removed: Both .
- Stack 2:
- Removed: Bonus damage to structures.
- New Effect: Attacks versus structures deal 10 − 180 (based on level) bonus true damage over 2 seconds.
- Stack 4:
- Removed: Bonus damage to minions and monsters.
- New Effect: You take 20% reduced damage from turrets.
- Stack 2:
- Now drops a for .
- Base damage reduced to 95 from 105.
- Base level changed to 6 from 2. Its stats at level 6 remain the same as its current stats at level 1, but this affects how quickly it levels passively.
- General (excluding Epic Monsters and Rift Scuttler)
- Amount of health gained per level reduced to 100-170% of per-level coefficient from 100-200%.
- Amount of armor gained per level increased to 100-300% of per-level coefficient from 100%.
- Base health increased to 1450 from 1440.
- Base armor reduced to 10 from 12.
- Base health reduced to 1300 from 1320.
- Base armor increased to 10 from 9.
- Now properly classified as an Epic Monster (5 stacks on Devourer).
- Removed: Eye no longer stays open if brought into kill threshold.
- Removed: Granted to killer.
- New Effect: Granted by a shrine that drops to the ground on-kill. The shrine is visible to both teams but can only be collected by the killer's team.
- Bug Fix: was not granting a Well Fed bonus.
- Movement speed reduced to 150 from 180.
- Magic resist reduced to -15 from -10.
- Magic resist reduced to -15 from -10.
- Magic resist reduced to -15 from -10.
- Movement speed reduced to 250 from 330.
- Magic resist reduced to -5 from 0.
- Base damage reduced to 105 from 120.
- Bonus damage based on target's current health reduced to 4% from 6%.
- New spawn and death animation.
- New monster.
- Removed: Critical strikes.
- Armor reduced to 10 from 20.
- XP reduced to 90 from 100.
- Gold increased to 58 from 36.
- Now grants 2 ability power per level.
- Health reduced to 375 from 400.
- Magic resistance increased to 10 from 0.
- Armor decreased to 0 from 8.
- Armor reduced to 10 from 20.
- XP reduced to 90 from 100.
- Gold increased to 58 from 36.
- Now applies to turrets.
- Health reduced to 375 from 400.
- Magic resistance increased to 10 from 0.
- Armor decreased to 0 from 8.
- Magic resistance reduced to -10 from 0.
- Damage reduced to 75 from 83.
- XP reduced to 140 from 150.
- Gold increased to 81 from 60.
- Attack range reduced to 150 from 190.
- Damage reduced to 75 from 83.
- XP reduced to 190 from 200.
- Gold increased to 86 from 62.
- Health reduced to 500 from 540.
- Magic resistance increased to 0 from -10.
- Damage reduced to 32 from 35.
- Armor reduced to 0 from 12.
- Attack range increased to 175 from 125.
- XP reduced to 132 from 142.
- Gold increased to 68 from 53.
- Health reduced to 380 from 420.
- Armor reduced to 0 from 6.
- XP reduced to 130 from 140.
- Gold increased to 62 from 41.
- Health reduced to 225 from 250.
- Armor reduced to 0 from 5.
- Monsters now respond to aggression from players as long as they've reached their home camp. (Previously, you had to wait for them to be above 90% health).
- Monsters will get a temporary increase to their regeneration rate if they lose all their patience and retreat back to camp.
- Jungle monsters now have a Patience characteristic. Monsters no longer reset their aggression based on distance or positioning - Instead, once the monster's Patience is reduced to zero, the monster will reset and return to their original position. During this reset, they rapidly regenerate health and do not respond to further aggression.
- Monsters lose Patience under the following conditions:
- When a monster is in an aggressive state but can't find any targets to attack (ex. its target died or became untargetable)
- When a monster's target is too far away from the monster's initial spawn location or the monster is VERY far away from its initial spawn location
- When the monster is forced to switch targets
- Large monsters display their Patience in a meter above their heads.
- Once a monster has recovered to 90% health, they regain all of their Patience.
- Abilities that pull or displace monsters no longer completely reset the monster's aggro if they already had a previous target.
- Monsters lose Patience under the following conditions:
- Attack range reduced to 250 from 550.
- Attack range reduced to 125 from 175.
- respawn timer will update for the non-killing team the moment they see an enemy with or the empty pit.
- respawn timer is updated for both teams when he dies, regardless of sight.
- Forced action crowd control effects will now lock Scuttles in place.
- Fixed a bug where forced action crowd control effects and were not triggering Scuttles' "loses resistances while disabled".
- Twisted Treeline
- Jungle changes.
- Camp Spawn Time: 1:35 from 1:40
- Camp Starting Level: level 2 from level 1
- Experience: Junglers now reach level 2 after clearing 1 camp and level 3 after a full clear.
- Health on spawn: 1240 from 1440
- Damage on spawn: 70 from 73
- Health on spawn: 480 from 540
- Damage on spawn: 33 from 35
- Health on spawn: 1050 from 1200
- Damage on spawn: 52 from 55
- Health on spawn: 230 from 250
- Damage on spawn: 18 from 20
- Health on spawn: 1120 from 1320
- Damage on spawn: 40 from 42
- Health on spawn: 390 from 420
- Damage on spawn:15 from 16
- Respawn time: 6 minutes from 5 minutes
- Vilemaw has now a custom health bar and a jungler timer.
- Health: 5500 from 3500
- Attack damage: 100 from 113
- AoE slam attack: Range slightly increased, area of effect slightly decreased.
- Melee attacks: Delay on attack shortened.
- New Passive: Spiderwebs: Vilemaw's attacks now reduce attack speed in addition to reducing armor and magic resistance.
- Duration increased to 3 minutes from 2 minutes.
- Upon killing
- armor & magic resistance, +20% attack speed, +15 attack damage, +75 attack range. : +20
- armor & magic resistance, +10% attack speed, +20 attack damage, +100 attack range. : +10
- armor & magic resistance, +10% attack speed, +50 attack damage, +750 attack range. : +30
- armor & magic resistance, +10% attack speed, +10 attack damage. : +10
, champions become ghosted, ignoring all unit collision for the duration of the buff. Additionally, nearby minions gain aura bonuses, and briefly terrorize nearby enemy minions on first contact.
- No longer grants bonus health regen, mana regen, cooldown reduction or attack speed.
- Monster Leashing:
- Leash Range reduced to 700 from 750
- Maximum Resets increased to 6 from 5
- Attacks per second increased to 0.5 from 0.45
- Base Damage increased to 100 from 75
- Dragon's Might /
- Auto attack damage for champions with Dragon's Might and AD items will now be slightly higher
- Physical damage spells will now deal slightly less damage when interacting with Dragon's Might (unless the champion has a lot of bonus AD or their abilities scale higher than 1.0 AD)
(first stack)
- Damage Scaling changed to 5% bonus health from 10% bonus health
- Vision Radius reduced to 525 from 1350
- Jungle Experience:
- Levels 1–4 : Unchanged
- Levels 5–7 : 3% more experience
- Levels 8–10 : 6% more experience
- Levels 11–18 : 10% more experience
- Attack Damage reduced to 83 from 90
- Damage reduced to 45 from 55
- Damage reduced to 16 from 20
- 53 from 48 Reward increased to
- 16 from 14 Reward increased to
- (10% of bonus health) from 4 + (8 × level) Damage changed to 10 +
- The speed shrine now affects pets
- Buff Counter for Spectator was added
- Attack Range increased to 500 from 350
- Attack Speed increased (base damage has been reduced so that overall damage-per-second remains the same)
- Jungle monsters will 'hard' reset after 5 soft leashes (from 10 soft leashes).
- Now knocks away wards when he's at (or moves to) his starting location.
- Tooltip bonuses for second and fourth V4.21. have been swapped to accurately reflect the change we made in patch
- Base Attack Damage decreased to 240 from 500.
- Attack Damage gain per minute changed to 8 from 0. Capped at +310 AD after 40 minutes.
- Total Attack Damage at spawn decreased to 400 from 500.
- Base health reduced to 6400 from 8800.
- Health gain per minute increased to 180 from 140.
- Total health at spawn decreased to 10000 from 11600.
- Melee Attack Area-Of-Effect radius reduced to 175 from 350.
- Melee basic Attack ratio reduced to 100% AD from 130% AD.
- Single Target rear attack ratio reduced to 100% AD from 115% AD.
- Area-Of-Effect rear attack ratio reduced to 50% AD from 115% AD.
- (New) 5% AD. Void Corruption aura now scales with
- (New) Now casts 1 spell after 6 basic attacks from 1 spell after every 4 or 5 basic attacks
- Acid shot Ratio reduced to 20% AD from 50% AD.
- Acid shot burn Ratio reduced to 20% AD from 100% AD.
- Acid pool Ratio reduced to 10% AD from 40% AD.
- Tentacle knockup Ratio reduced to 25% AD from 75% AD.
- Champions receive less experience if the cleared monster camp is three levels lower than their own (from two level lower).
- Slightly adjusted positioning of / buff camps so that area-effect abilities should now consistently hit the same number of monsters in all four camps
- side now mirror side (the is always further away from the base)
- Fireball is now treated as a spell and not an auto attack (can be spell shielded)
- Fireballs track the target like a normal attack or targeted spell
- will always finish his attack before switching targets
- no longer gets stuck outside his pit when hit with terrain abilities
- once again drops a soul for
- First Stack: 6% attack damage and ability power from 8% attack damage and ability power
- Second Stack: (switched with the fourth) Now gives +15% damage to Turrets
- Fourth Stack: (switched with the second) Now gives +15% damage to minions and monsters
buffs:
- duration reduced to 180 seconds from 240 seconds
- required hits to stun increased to 6 from 5
- damage changed to 4 + (8 × level) magic damage over 3 seconds from 6 + (6 × level) magic damage over 3 seconds
- All jungle camps now give 10 less gold
- Twisted Treeline:
- All jungle monsters have been updated to match the same stats / respawn times of the Summoner's Rift jungle monsters.
- base health increased to 5311 from 5011
- Spawn time increased to 20 minutes from 15 minutes
- Killing
- Grants up to 40 attack damage and ability power (scaling with game time)
- Empowers nearby minions:
- All Minions:
- Now match 90% of average movement speed of nearby champions, up to a limit of 500 movement speed
- Are resistant to slow effects
- Non-super minions have 75% damage reduction versus area of effect, damage over time, and persistent effects
- Gain +50% movement speed when within 800 units of enemy minions or turrets
- Size is increased
- +75 attack range
- 75% damage reduction versus champions and minions
- 30% damage reduction versus turrets (similar to cannon minions)
:
- +20 attack damage
- +50% missile speed
- +100 attack range
:
- +600 Attack Range
- +50 Attack Damage, but Attack Speed is halved
- Attacks are now Area of Effect (200 range) and deal 2x damage to Turrets.
:
- +25% Attack Speed.
- Gain +50% Movement Speed when within 800 units of enemy minion or Turret.
:
- All Minions:
- Augments your
- Reduces recal channel by 4 seconds
- A successful recall heals 50% a champion's maximum health / mana
- A successful recall grants +50% movement speed for 8 seconds
with new effects:
now grants a buff called from Exalted with Baron Nashor
- Killing the
- Dragon's Might (1 stack): +8% total attack damage and ability power
- Dragon's Dominance (2 stacks): +15% damage to minions and monsters
- Dragon's Flight (3 stacks): +5% movement speed
- Dragon's Wrath (4 stacks): +15% damage to turrets and buildings
- Aspect of the Dragon (5 stacks, repeatable): Doubles all other bonuses and your attacks burn enemies for 150 true damage over 5 seconds. Lasts 180 seconds.
nows grants a permenant stacking buff called :
- no longer gives global gold but still awards experience and a small amount of gold to the slayer
- The experience grants to the killing team has been reduced by 50%
- Killing the
- (New) Now heals its buffed target by 1% of their maximum health per 5 seconds
- Duration reduced to 120 seconds from 150 seconds
- Burn passive damage changed to 5–56 damage over 3 seconds from 10–44 damage over 3 seconds
- Slow reduced to 5%–10% from 8%–15%
(red buff)
- Duration reduced to 120 seconds from 150 seconds
(blue bluff)
- Added the
- Respawn time: 3 minutes
- Reward: Grants vision and a speed boost in front of either Pit or Pit for 75 seconds upon death
- : Always runs away when attacked
- Small jungle camps now respawn every 100 seconds instead of 50 seconds
- Increased the health scaling of small jungle camps up to level 12
- Experience increased to 140 from 120
- Damage increased to 55 from 40
- Movement Speed increased to 350 from 320
- Experience increased to 20 from 10
- Damage increased to 20 from 14
- Movement Speed increased to 350 from 320
- Base health increased to 2000 from 1500
- Damage increased to 73 from 60
- Base health increased to 1800 from 1500
- Damage increased to 80 from 60
- &
- Small Monsters
- Champions gain 10% less experience for each level they are above the camp they are killing. This penalty caps at 50%.
- and buffs no longer fall off when a champion is executed by a jungle camp
- Crest of the Ancient Golem renamed
- Blessing of the Elder Lizard renamed
- Jungle monsters no longer give additional experience based on their level (to remain consistent with lane minion experience)
- Health increased to 1250 from 850
- Health reduced to 500 from 550
- Health increased to 1150 from 650
- Health reduced to 400 from 430
- Health increased to 1000 from 550
- Health reduced to 350 from 380
- Fixed a bug where abilities that dealt damage based on maximum monster health were being calculated on base health instead of actual max health (this is a mid-lategame buff in all affected cases)
- Attack Damage decrease to 110 from 145
- Basic attacks deal bonus physical damage equal to 5% of the target's current health, increasing by 0.5% of the target's current health every level after level 9.
- Basic attacks no longer deals attack speed slow.
- Basic attacks reduces damage dealt by 20%.
- Gains 13 armor and 5.85 magic resist per level after level 9.
- Health restoration particule fixed when killing a large jungle monster.
- Jungler monsters now have levels
- Jungle monster level is based on the average level of the champions in the game when they spawn (equal to the average of all champion levels, rounded up)
- Jungle monster level determines their HP / Damage and XP / Gold value
- Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap
- Attack Damage increased to 60 from 59
- Experience reduced to 140 from 160
- Health increased to 450 from 300
- Experience increased to 40 from 38
- Health increased to 250 from 150
- Attack Damage increased to 12 from 10
- Experience increased to 20 from 4
- Gold increased to 4 from 3
- (New Camp)
- level minimum: 6, maximum: 15
- local XP: 150 to 510 based on level, divided between nearby allied Champions
- 125 to 260 based on level given to all allied Champions global Gold:
- If the killing team is lower average level than their opponents, grants a bonus XP of +25% per average level difference
- Bonus XP is sharply increased for the lowest level members of the team, +15% per number of levels behind squared (max total +200% extra)
- Spawn time increased to 2:05 from 1:55
- Spawn time increased to 2:05 from 1:55
- Base experience granted increased to 170 from 153
- Spawn time increased to 2:05 from 1:55
- Base experience granted increased to 160 from 137
- Base experience granted reduced to 260 from 340
- Base Health reduced to 1400 from 1500
- Base experience granted reduced to 260 from 340
- Base Health reduced to 1400 from 1500
- Base experience granted increased to 50 from 10
- Base Health increased to 400 from 300
- Voracious Corrossion
- No longer reduces the target's Attack Damage by 50%
- Now reduces the physical and magic damage the target deals to Nashor by 50%
- Voracious Corrossion
- Initial spawn time increased to 1:55 from 1:40
- Respawn time reduced to 50 seconds from 60
- Initial spawn time increased to 1:55 from 1:40
- Initial spawn time increased to 1:55 from 1:40
- Respawn time reduced to 50 seconds from 60
- Base Experience granted increased to 340 from 220
- Now plays a particle effect to show who the buff transferred to
- Base Experience granted increased to 340 from 220
- Now plays a particle effect to show who the buff transferred to
- Base Experience granted reduced to 10 from 40
- Now immune to effects that would reduce their damage
/
- , , and kill messages are now bolded in chat
- Added Twisted Treeline. to the new
- Monsters experience range reduced to 400 from 800. Monsters have been remade with new spawn timers, gold and experience. Gold and experience gain from killing monsters now scales over time.
- Added small amounts of experience to various jungle monsters in order to maintain current jungling paths without the necessity of the Awareness mastery (which increases experience gained)
- Jungle monsters that previously had negative magic resistance now have magic resistance of zero.
- Monsters experience range reduced to 800 from 1250.
- Monster AI has been improved and will now attempt to switch to a nearby target when you leave their leash range. Monsters can now reaggro if anyone in their camp is attacked while they are retreating.