|3,500 (+240 per minute)|
|21 (+ 13 / level after level 9)|
|30 (+ 5.85 / level after level 9)|
|Initial||5:00 (35:00 for the Elder Dragon)|
|Respawn||5:00 (6:00 for the Elder Dragon)|
The Dragon is the second most powerful neutral monster on Summoner's Rift. The Dragon is sometimes referred to as "Drake" or just "Drag".
- Until the game clock reaches 35:00, Elemental Drakes spawn. After that point, only Elder Dragons spawn
- Killing any Elemental Drake grants a stack of Dragon Slayer.
- Killing the Elder Dragon grants a temporary burn buff and increases the bonuses given from Dragon Slayer. Killing the Elder Dragon multiple times greatly improves the burn and the Dragon Slayer bonuses.
- When the dragon takes flight, usually upon initial damage, it knocks back all surrounding enemies and wards.
- It's basic attacks deal additional physical damage equal to 5% of the target's current health as well as 50% splash damage in a cone.
- The percent damage increases by .5% per level after level 9 to a max of 8% per attack.
- The Elemental Drakes take 20% reduced damage and deal 7% more damage for every drake the team attempting its slaying has already killed.
- Keeping control over Dragon can give your team an experience advantage as well as the all important Dragon Slayer stack.
- While the dragon no longer grants direct gold, it still grants combat stats.
- It is common for teams to put a ward in the Dragon pit or in the river near Dragon. Before attempting to kill Dragon, it is recommended to either place a Control Ward or use a Sweeping Lens to kill the enemy wards.
- Although Dragon is a strong enemy, it is possible for players to solo it. It is usually the job of the jungler to kill it, although players from the middle or bottom lanes may come to help speed up the process.
- The only champion known to be able to solo after it's update is Pantheon.
- It is generally not a good idea though do to its time and health commitment, susceptibility to be interrupted, and since killing the Dragon no longer grants direct gold may not be worth the time.
- Two manning (or more) drastically speed up killing the Dragon as well as increase safety since both players can juggle it's aggro making it possible to take no damage.
- "Every season we make Dragon a more difficult encounter and then, at some point in time, he gets old and trivial and nobody's actually scared of this scaly baddy. It's that time. We're just amping up a bit of his early game here. By mid to late, this change should be pretty negligible. "
- ATTACKS PER SECOND :
0.45 ⇒ 0.5
- BASE DAMAGE :
75 ⇒ 100
- FOR CLARITY : % current health damage is unchanged, in case you were concerned.
- "People were hiding wards under the Dragon, making it real tough to clear vision without poking this grumpy baddy in the eye."
- [NEW] GET OFF MY LAWN : Dragon now knocks away wards when he's at (or moves to) his starting location
- TOOLTIPS ARE HARD : Tooltip bonuses for second and fourth Dragon buffs have been swapped to accurately reflect the change we made in patch 4.21.
Fixed some exploits where players could not take damage from Dragon in a variety of ways.
- "Real talk: those videos of low level Fioras soloing dragon are pretty cool, but there are obviously more abuse than "neat" cases, so action had to be taken. This does lower some of the nuance of the Dragon fight (ie: aggro dancing or running... a lot of attack speed on jungle Pantheon. Woo mastery.) and doesn't solve all low level solo Dragon cases, but it'll at least give us a better idea of what champs should have that threat versus those who shouldn't. Final note: Dragon's fireball will now pop Banshee's Veil, but we're aware of that interaction and are planning to keep it (for now)."
- I'M CASTING MY FIREBALL : Fireball is now treated as a spell and not an auto attack (also, you can spell shield it)
- SKILLSHOTS ARE HARD : Fireballs track the target like a normal attack or targeted spell
- NO DANCING HERE : Dragon will always finish his attack before switching targets
- BUGFIX : Dragon no longer gets stuck outside his pit when hit with terrain abilities (ex. Anivia's W - Crystallize)
- ALL DRAGONS GO TO : Dragon once again drops a soul for Thresh
Dragon's global gold and experience have been transformed into a series of stacking "Dragon Slayer" buffs. Each time your team takes down Dragon, they get a permanent stacking buff. At 5 stacks, your team gets super-bonuses for 180 seconds.
- "In the 2014 season, it was tough to tell the difference between taking down Dragon or a turret - at least if you were only looking at rewards. Granted, downing a turret does open up the map for your team, but unless you're constantly taking advantage of that opening, the gains from taking multiple Dragons or turrets just means one team has more gold / experience in a fight.
- In line with our philosophy of incomparable objective rewards, Dragon poses a much larger late-game threat for teams that take the time to invest in his stacking buffs. This means players will grow to understand the tradeoffs they're making as they ponder whether it's worth giving the enemy team a fourth Dragon in exchange for the top inner turret. And unless the plan is to never lose a Dragon again, there are very real risks associated with making that decision. Look at these meaningful choices! "
- [REMOVED] NO MORE DRAGON BOUNTIES : Dragon no longer gives global gold but still awards experience and a small amount of gold to the slayer
- EXPERIENCE : The experience Dragon grants to the killing team has been reduced by 50%
"By slightly raising the base gold reward of dragon, we're hoping to continue to emphasize its value as an early level objective. This also means teams who consistently kick off lane swaps will need to make greater strategic tradeoffs for a safer lane. "
- BASE GOLD:
145 ⇒ 180
- GOLD PER: LEVEL
15 ⇒ 10
- GLOBAL GOLD REWARD:
125 gold ⇒ 145 gold
Dragon now deals a percentage of the target's current health as damage (this goes up over time). Dragon's debuff now reduces total damage dealt by 20%. Dragon gains additional armor and magic resistance over time.
"In the mid to late game when champions have enough damage, taking the Dragon becomes a high value, low risk objective. These changes should help the Dragon scale better as a late game objective (rather than a quick gold boost)."
- ATTACK DAMAGE:
145 ⇒ 110
- "NEW" BONUS ARMOR & MAGIC RESIST: +13 armor and +5.85 magic resist per level after level 9
- "NEW" % CURRENT HEALTH DAMAGE: 5% (+0.5% per level after level 9) current health as physical damage per attack
- "NEW" DAMAGE DEBUFF: -20% damage
- "REMOVED" ATTACK SPEED SLOW:
-20% attack speed
Context: To reduce the early snowball effect of Dragon and to give it mid-game comeback value, Dragon now gives global gold and local experience based on its level while also doling out additional bonus experience for champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters who level up when they spawn.
- Dragon level minimum: 6, maximum: 15
- Dragon local XP: 150 to 510 based on Dragon's level, divided between nearby allied Champions
- Dragon global Gold: 125 to 260 based on Dragon's level given to all allied Champions
- If the killing team is lower average level than their opponents, Dragon 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 Dragon squared (max total +200% extra)
- Dragon and Baron kill callouts should now display assists
- Base Health increased to 3,500 from 3,200
- Health per minute increased to 240 from 220
- Attack Range reduced to 350 from 500