Rift Herald | |
---|---|
Bounty | |
Gold Gain | 100 |
Experience Gain | 200 |
Statistics | |
HP | 8250 - 16500 |
MS | 325 |
AD | 99.5 - 250 |
AS | 0.4 |
RNG | 250 |
AR | 60 |
MR | 50 |
Timers | |
Initial | 8:00 |
Respawn | 6:00 |
The Rift Herald is the third most powerful neutral monster on Summoner's Rift. Usually referred to as the "Herald".
Overview[]
- Rift Herald's level is decided from the average of the players' levels the moment it spawns. Its minimum level is level 6.
- The Rift Herald despawns at 19:50, to make room for the Baron Nashor to spawn. If in combat, the Herald despawns at 19:55.
- When killed, the Rift Herald drops the Eye of the Herald in the ground for 20 seconds for the slaying team to pick up. If not picked in that timeframe, it permanently disappears.
Summoned Rift Herald[]
- Upon usage, the user channels for 1 second, before summoning the Rift Herald.
- The Rift Herald will head to the nearest lane, attacking minions, before charging at the turret.
- The charge deals 1500-2550 (levels 6-12) damage but the Herald takes 66% current health as self-damage.
Gameplay[]
- Passives
- The Rift Herald's basic attacks deal 4% of target's current health, as bonus physical damage.
- Effects that deal damage based on Rift Herald's health and are not usually capped, are capped at 50 damage.
- Rift Herald's is immune to all disabling debuffs.
- Rift Herald has a vulnerable eye on her back, which makes champion basic attacks against it deal 12% of her maximum health, as bonus true damage. When the eye is hit, it closes for 10 seconds, reduced by 2.5 seconds every time she is struck by a champion's basic attack. The eye cannot open more than once every 3 seconds or if the Rift Herald is below 15% maximum health.
- Actives Abilities
- At the start of the fight, the Rift Herald winds up and charges forward, knocking aside enemies she passes through and damaging them for 200% AD.
- At 65.75% and 32.75% of Rift Herald's maximum health, it winds up for an attack that deals 300% AD in a cone in front of her.
Strategy[]
- Killing the Rift Herald grants the Eye of the Herald, which can be crushed to summon the Rift Herald to aid in the sieging of enemy turrets.
Patch History[]
With the increased importance on drakes on bot side, we're spawning Rift Herald a bit earlier and letting her respawn once so teams don't completely abandon their top laners in favor of bot lane presence. (Y'know...more than they already do.)
Rift Herald Fight
HEALTH : | [10,000-16,000 (levels 6-12)] | |
⇒ | 8,250-16,500 (levels 6-12) |
Summoned Rift Herald
HERALD LEVEL : | Average level of all ten champions, determined on | [using Eye of the Herald] | |
⇒ | picking up Eye of the Herald |
HEALTH : | [4000-6400 (levels 6-12)] | |
⇒ | 3180-6360 (levels 6-12) |
HEADBUTT TURRET DAMAGE : | [40% current heath (1600-2560), minimum 1500] | |
⇒ | 1500-2550 (levels 6-12) |
Patch 8.9
Takes less damage from charging. Does more damage to towers with charge. Takes more damage from eye pokes.
Rift Herald is the Baron of pre-20 minutes: a strong option for teams who are ahead and want to widen their lead. We want players who use Rift Herald well to be more rewarded, potentially with multiple towers, while players who drop Rift Herald at the wrong time will be more easily punished. For teams that are even, getting an eye proc should successfully shut her down, but without it, expect her to continue her rampage.
DAMAGE TO TURRET ON TURRET CHARGE : | [150 + 25% current health] | |
⇒ | 40% of current HP or 1500, whichever is greater. |
Patch 7.22
Spawns sooner
Herald should be immediately more rewarding to the individual who kills her.
Patch 7.10
Enemy awareness improvements around Rift Herald
Patch 7.9
Rift Herald has new visuals, a new fighting style, and can be summoned to wreak havoc to turrets.
We always wanted Rift Herald to be a compelling objective up toward top, but she’s historically failed to earn her place on the map. So, we revisited the encounter and its rewards for midseason. With a brand new fighting style (but same lack of protective eyewear), Rift Herald will feel like a more epic fight. Once defeated, the big changes come into play. She is imprisoned in a trinket that can be crushed to summon her. Once unleashed, she marches down to the nearest lane, ignoring enemy champions in her mindless drive to slam turrets (and inhibitors and the Nexus) into little pieces until killed. So maybe try to kill her while you still have a base left.
The encounter
The reward
Rift Herald returned
Patch 6.22
Rift Herald spawns later and hits less hard.
Rift Herald is supposed to be a threatening objective for split-pushers to contest. It’s high damage renders it too threatening to be worth taking, as it often turns into a trap for players who try to start it, especially early on. We’re pushing Rift Herald’s spawn back to a time more appropriate to such a strong objective, and dialing back on its damage so that players have clearer opportunities to secure it.
Patch 6.9
Now only spawns once. Rift Herald’s buff lasts an incredibly long time, persists through death, and provides amazing dueling.
Now that Rift Herald’s been out for nearly half a year, it’s time to reevaluate our goals. Originally added to introducnew dynamic between both halves of the Rift, Herald hasn’t quite made the splash we hoped for. Instead of driving action to the top side of the map, the Doom's Eve buff comes with too many conditions to be universally appreciated. Do i take this before or after taking a turret? Do I take it instead of a turret? When you trade lane pressure to take something that gives lane pressure, things get pretty muddy.
That brings us to today. When optimized, junglers solo Rift Herald with very little help or notice from their team and farm camps until it’s time to group. This wouldn’t matter much, except that no one seems to care about taking it. ‘Are they bot? Eh, we’ll take Herald a guess.’ Even after RH falls, there's no clear game impact a someone’s just ambiguously stronger foshort period of time. With Midseason incoming and an objective falling short of strategic significance, we went back to the drawing board.
With 6.9, we’re eliminating the confusion and refocusing Rift Herald to be an objective you really don’t want to give away for free. Enabling snowballing and split-pushers alike, Herald is a one-time event that puts the team it falls to firmly in the driver’s seat for the early stages of the game.
Rift Herald
UPDATED
Glimpse of the Void
Patch 6.1
Damage down.
Continuing Rift Herald's welcome to the League by nudging his dream-crushing power down, bit by bit. It's a potent tool for pushing advantages, but so often the health cost for taking it is so high that teams still aren't sure when to go for it.
Patch 5.24
It’s now easier to hand off Doom’s Eve.
We’re still seeing how Rift Herald fits into the grand scheme of things, so we’re making some improvements to make it easier to hand off the buff to the right person without risk of junglers ‘accidentally’ taking it, or dying to Herald in the process.
Patch 5.23
R. Harold deals less damage.
Herald's doing cool things to the top lane dynamic, but hits too hard for teams to consider an option in any game but the one where you're massively ahead. Lowering damage should mean less deaths to Rift Herald, as well as more ability to use the buff once you get it (instead of recalling immediately).
Patch 5.22
Even a Baron has its subjects.
As it stands, the bottom lane is the only 'correct' area of early game focus, warping teams' choices of summoner spells, champions and strategies in a never-ending arms race that's culminated in the modern-era Teleport-pocalypse. With so many team resources tied up in this problem, we set out to see if we could even up the map.
Enter the Rift Herald.
As an objective, Herald gives a reason to dominate the top lane and something to miss if you Teleport away. Providing a powerful buff that enables split-pushing (as well as an encounter as difficult as any in League at the moment), its presence adds relevance to the northern side of the map, giving teams alternative strategies to pursue or a counter-move to make when the going gets tough down south.
- 10% increased damage
- 40 movement speed
- Enhanced Baron Recall
- 40% increased attack speed
- 100 extra range (on Cannon Minions)
External Links[]
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