This is the second part of our jungling guideIn this article, we’ll talk about the Epic monsters Of Summoner’s Rift: Rift Herald, Dragons And Baron Nashor.
We covered the basics of plants and jungle camps last week. Now it’s time to level up our guide and to to the big leagues.
- Jungle Guide Part I: Camps and Plants
Many creatures of the Rift are known as “epic beasts”. These include the Rift Herald (Baron Nashor), and various dragons. Although they spawn less often, they are more rewarding and often the center of large fights between teams. They also offer greater rewards and often become the focus for big fights between teams. All Epic Monsters are found in semi-open areas called the Baron’s Pit (upper left) and Dragon’s Pit (lower right). All three of them have a trait that makes them immune to crowd control, except stasis, and to any other factors that could reduce their stats (like Trundle Q stealing attack damages)
The humble are the best. Rift Scuttler Although she is a true pacifist, her larger cousin is an entirely different story. At the 8 minute mark, she arrives in the Baron Pit and uses several strong attacks. They are however easy to dodge. Although the Herald is very powerful, she can occasionally be seen looking at you from behind. This allows for you to inflict massive damage.
Killing the Rift Herald will result in the Eye of the Herald It is an item that any member of the killing team can pick up in less than 20 seconds. It replaces your trinket. It allows the champion to recall faster than if they had the Baron buff and summons the Herald to fight for them. She will then head towards the nearest lane and walk down it, and its charge does huge damage to towers.
It will respawn six minutes after it is killed if the Herald is killed prior to 13:45. It vanishes from the Map at 19:45, unless it is engaged in a fight. In which case, it stays until 19:55 before moving on to the Pit for the Baron.
The Rift actually has seven types of dragons. Initially, the dragon can be one of six “elemental” drakes – cloud, ocean, Infernal, Mountain, Chemtech And hextech. The permanent buff that is given to any team for killing a dragon like this one is a team-wide effect. However, the more they kill, the more damage and reduction they do against you. Drake spawns follow a pattern. The first three dragons are different from the others, then the dragons of the third are identical until only one team receives four dragon buffs. Elder dragons are all dragons that have a soul buff. Although their buffs are only temporary and can be lost upon death, they can and will often decide a game. Most teams do not consider giving up their elemental drakes to be a major deal. However, the elder dragon should be contested if possible.
The map will change based on who the next dragons are after the second drake is defeated. A cloud-dominated Rift will have areas where champions move faster (like with the rift scuttler zone), for example, while an ocean Rift will have more bushes, an infernal Rift will have some of the walls broken down and a mountain Rift will have more walls. A hextech Rift will have small portals that make champions that step through them blink and then vanish for a short duration, while a chemtech Rift will have fewer bushes and areas of poisoned gas that can hide champions and empower their attacks.
- Chemtech Drakes are faster at attacking enemies with lower max health. The team receives bonus damage if they kill one. If they kill two, the chemtech soul gives them an ability to become zombies. This is similar to Sion’s passive.
- Cloud Drakes are more dangerous than solo junglers because they can do good single-target damage. The team gains combat speed and slow resistance by killing them. After casting an ultimate ability, the cloud soul grants the team an additional 10% boost in move speed. This bonus increases to 60% for 6 second.
- Hextech Drakes are slow and have a chain damage effect for every fourth attack. Killing one grants bonus ability haste, attack speed, and the Hextech Soul gives attacks and abilities extra damage along with a slow effect.
- Infernal drakes can cause area damage. The team gets an additional AD and AP bonus for killing one. With a short cooldown, the infernal soul grants the team bonus area damage from its attacks and abilities.
- While mountain drakes don’t do as much damage to the team as other dragons, they are also more resistant. The team gains more magic resistance and armor per stack by killing mountain dragons. All team members receive a mountain soul that grants them a shield that can scale with bonus health, bonus AD, and AP. If the champion has not been attacked within the last five seconds, the shield is returned.
- Ocean drakes are slow-attacking. One of them will kill the team and give it health regeneration. This is based upon their lost health. After damaging an enemy, the ocean soul will allow the team to recover extra health.
- Elder Dragons Only one team can spawn them. They can also be stronger, but they are more powerful than the Aspect of the Dragon buff. This buff is temporary and will expire when the dragon is killed. All attack abilities take bonus damage and enemy champions who are less than 20% of their maximum health after such an attack are immediately destroyed.
This big guy is one of the most famous League monsters. He spawns at the Baron pit around 20 minutes. The biggest mid-game objective is to kill him. The Baron is able to have everything: health, resistances and multiple special attacks.
Killing it is worth 300 Gold to each member of the group and all of those who are a living get the Hand of the Baron buff. It grants extra AD and AP, faster recall, and empowers nearby minions. The Baron buff is a common name for this effect. It lasts three minutes and is destroyed upon death.
Six minutes after being killed, the Baron will respawn.
- Jungle Guide Part I: Camps and Plants
- Warding 101: How to Keep Alive and Win at Games
- Champion Guide: Amumu The Sad Mummy
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