Monsters Summoners Rift

Several monsters from Summoner's Rift

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 Rift ScuttlerSquare Rift Scuttler, which simply runs away when attacked).

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 GrompSquare giant frogs, Crimson RaptorSquare Giant Birds to Greater Murk WolfSquare Two-headed Wolves it has also attracted the attention of powerful DragonSquare Dragons who currently reside in one of the battle torn ruins. Blue SentinelSquare Sentinels, Red BramblebackSquare Bramblebacks and Ancient KrugSquare Krugs 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 Baron NashorSquare Baron Nashor, 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.

VilemawSquare Vilemaw is an ancient spider of unknown origin currently residing in the cursed forest. The "Cult of the Spider" has most of its followers located in Noxus and Demacia. EliseSquare Elise 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.

Bilgewater

Various monsters from across Runeterra, such as the IronbackSquare Ironbacks, OcklepodSquare Ocklepods, PlundercrabSquare Plundercrabs, and RazorfinSquare Razorfins are shipped through the black market and used for monster brawls.

Gameplay

List of Monsters

Monster Behavior

Monsters reside in the jungle between the lanes, and will not move from their designated camp until attacked. When attacked, the monster will move towards and attack the nearest champion who recently dealt damage to it, up to a certain distance from its spawning point (its "leash" distance). If the monster is unable to attack any target or reaches its leash range, their "patience" bar depletes. This bar depletes faster the farther you are from the monster's spawn spot and the less you attack them after having provoked them. Non-epic monsters' patience will also deplete once they change target. They can change it up to 6 times after which the patience bar reaches 0.

Once the patience bar is depleted, the monster will head back to their spawn point, as well as massively regenerating their health over the duration. Even when attacked during this retreat, the monster will not be provoked until they reset upon reaching spawn.

  • Once monsters get provoked they will detect champions even if these are hidden in the fog of war, going towards the closest champion up to their leash range (Leash range: ~700).
  • A monster that can see a champion provides vision of this champion to all of the monsters in its camp.
  • Some monsters are melee (Murk WolfSquare Murk Wolves, Greater Murk WolfSquare Greater Murk Wolf, KrugSquare Lesser Krugs, KrugSquare Krugs, Ancient KrugSquare Ancient Krug, Blue SentinelSquare Blue Sentinel, Red BramblebackSquare Red Brambleback, Rift HeraldSquare Rift Herald and VilemawSquare Vilemaw), while others are ranged (RaptorSquare Raptors, Crimson RaptorSquare Crimson Raptor, GrompSquare Gromp, DragonSquare Dragon and Baron NashorSquare Baron Nashor).
    • The Rift ScuttlerSquare Rift Scuttler is the exception to this, as it does not attack even when provoked.
  • The practice of "leashing" monsters when they spawn for the first time at the start of the game is an important component of jungling. Leashing involves two or more champions (the designated jungler, plus one or more allied champion/s) attacking a monster camp together, clearing it faster than if done solo.
    • Typically, the non-jungler will perform as the "meatshield," taking damage instead of the jungler. This allows the jungler to be able to clear the next camps safely.
    • The non-jungler is also tasked with not dealing the last hit on the monster, stopping when the monster is low on health. Dealing this final blow can be fatal to the jungler's leveling and gold income, as the experience and gold is given to the non-jungler, not the jungler.

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 known by pressing TAB. However, there is a prerequisite of having you or an allied champion witness the camp when it was cleared, or else the respawn timer remains unknown. This prevents the opposing team from knowing when a camp has been cleared and when it will respawn.

A monster camp will not respawn until all of the monsters in the camp have been slain. For example, if the Greater Murk WolfSquare Greater Murk Wolf has been slain, but at least one of its two Murk WolfSquare Murk Wolf companions has not, the camp's respawn timer will not start until the last Wolf has been slain. Those invading the opposing team's jungle may deliberately do this in an effort to slow the opposing jungler's gold/experience income.

This tactic can be counter-productive if invasions into the enemy jungle is too frequent, or if the enemy jungler kills the leftover monster/s too soon that the purpose of delaying the camps respawn is minimal.

Monster Rewards

As a general rule, killing a monster rewards its killer with gold and experience points. The experience is split between allied champion within a 400-unit range, while the gold goes to the last-hitting champion. And like minions, the gold and experience rewards from slaying monsters increases as the game progresses. During leashing, the non-jungler can choose to leave the camp early to grant the jungler the full worth of experience, or stay so that they receive a bit of a reward for helping.

Additionally, certain large monsters offer greater rewards when killed, such as an individual buff, a team buff, or a global gold reward.

  • The Crest of Insight buff Crest of Insight and Crest of Cinders buff Crest of Cinders buffs are gained respectively from the Blue SentinelSquare Blue Sentinel and the Red BramblebackSquare Red Brambleback, and may be transferred to another champion. This occurs when a champion kills someone holding a crest, causing the crest to be transfered 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 90 seconds.
  • The Eye of the Herald buff Eye of the Herald buff can be picked up by the team that delivered the killing blow to the Rift HeraldSquare Rift Herald, lasting for 4 minutes. This buff allows the holder to summon the Rift Herald on their team, which will then head to the closest lane to assist in pushing the lane until it dies.
  • The stacking Dragon Slayer buff Dragon Slayer buffs acquired for slaying the DragonSquare Dragon are applied to all team members, whether living or dead, and last indefinitely. The exception to this is the Aspect of the Dragon buff Aspect of the Dragon from the Elder DragonSquare Elder Dragon, which is only granted to living teammates and lasts for 150 seconds and is lost upon death.
  • The Hand of Baron buff Hand of Baron buff is only granted to living teammates when Baron NashorSquare Baron Nashor is killed. The buff lasts for 210 seconds and is lost upon death.

In addition to the above buffs, which are acquired by killing their respective monsters, large monsters heal any champion who casts the Smite Smite spell on them for 70 (+ 10% maximum health).

Monsters will level up after having been killed, except DragonSquare Dragon, Rift HeraldSquare Rift Herald, Baron NashorSquare Baron, and VilemawSquare Vilemaw.

  • The monsters spawn at level 2 (6 for DragonSquare Dragon and Rift HeraldSquare Rift Herald) in Summoner's Rift.
  • The monsters spawn at level 2 in The Twisted Treeline.


Monster experience reward

All jungle monsters (with the exception of Baron NashorSquare Baron Nashor) will grant modified experience points if the level of the champion killing them differs from than that of the monster.

  • Champions receive less experience if the cleared monster camp is lower in level than their own.
    • Champions gain 10% less experience for each level they are above the camp they are killing. This penalty caps at 50%.
  • Champions holding jungle items (such as Hunter's Talisman item Hunter's Talisman) receive more experience if the cleared monster camp is higher in level than their own.
    • The champion receives 50 points of experience for holding the jungle item, on top of 50 more for every level they are below the cleared camp. This bonus caps at 400 bonus, at 7 levels below the camp.

Event Monster Skins

Some Events had reskinned monsters

Baron Nashor

Blue Sentinel

Raptor Camp

Red Brambleback

Rift Herald

Media

Related Themes
2015 Season - Login Screen

2015 Season - Login Screen

Patch History

V8.10
  • Experience is no longer reduced by 5% per level champion is ahead of the camp being taken.
V6.22
V6.3
  • Dragon Slayer buff Dragon Slayer
    • 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.
V6.2
V6.1
  • Rift HeraldSquare Rift Herald
    • 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.
V5.24
  • 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%.
  • Ancient KrugSquare Ancient Krug
    • Base health increased to 1450 from 1440.
    • Base armor reduced to 10 from 12.
  • Greater Murk WolfSquare Greater Murk Wolf
    • Base health reduced to 1300 from 1320.
    • Base armor increased to 10 from 9.
  • Rift HeraldSquare Rift Herald
    • Now properly classified as an Epic Monster (5 stacks on Devourer).
    • Removed: Eye no longer stays open if brought into kill threshold.
    • Doom's Eve buff Doom's Eve
      • 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: NunuSquare Nunu's Consume Consume was not granting a Well Fed bonus.
V5.23
  • Blue SentinelSquare Blue Sentinel
    • Movement speed reduced to 150 from 180.
    • Magic resist reduced to -15 from -10.
  • GrompSquare Gromp
    • Magic resist reduced to -15 from -10.
  • Ancient KrugSquare Ancient Krug
    • Magic resist reduced to -15 from -10.
  • Red BramblebackSquare Red Brambleback
    • Movement speed reduced to 250 from 330.
    • Magic resist reduced to -5 from 0.
  • Rift HeraldSquare Rift Herald
    • 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.
V5.22
  • Blue SentinelSquare Blue Sentinel
    • Removed: Critical strikes.
    • Armor reduced to 10 from 20.
    • XP reduced to 90 from 100.
    • Gold increased to 58 from 36.
    • Crest of Insight buff Crest of Insight
      • Now grants 2 ability power per level.
  • SentrySquare Sentry
    • Health reduced to 375 from 400.
    • Magic resistance increased to 10 from 0.
    • Armor decreased to 0 from 8.
  • CinderlingSquare Cinderling
    • Health reduced to 375 from 400.
    • Magic resistance increased to 10 from 0.
    • Armor decreased to 0 from 8.
  • GrompSquare Gromp
    • 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.
  • Ancient KrugSquare Ancient Krug
    • 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.
  • KrugSquare Krug
    • 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.
  • Greater Murk WolfSquare Greater Murk Wolf
    • Attack range increased to 175 from 125.
    • XP reduced to 132 from 142.
    • Gold increased to 68 from 53.
  • Murk WolfSquare Murk Wolf
    • Health reduced to 380 from 420.
    • Armor reduced to 0 from 6.
  • Crimson RaptorSquare Crimson Raptor
    • XP reduced to 130 from 140.
    • Gold increased to 62 from 41.
  • RaptorSquare Raptor
    • Health reduced to 225 from 250.
    • Armor reduced to 0 from 5.
V5.20
  • 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.
V5.19
  • 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.
  • GrompSquare Gromp
    • Attack range reduced to 250 from 550.
  • Greater Murk WolfSquare Greater Murk Wolf
    • Attack range reduced to 125 from 175.
V5.14
  • DragonSquare Dragon's respawn timer will update for the non-killing team the moment they see an enemy with Dragon Slayer buff Dragon Slayer or the empty pit.
  • Baron NashorSquare Baron Nashor's respawn timer is updated for both teams when he dies, regardless of sight.
  • Rift ScuttlerSquare Rift Scuttler
      • Forced action crowd control effects will now lock Scuttles in place.
      • Fixed a bug where forced action crowd control effects and Dark Flight Dark Flight were not triggering Scuttles' "loses resistances while disabled".
V5.11
  • 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.
      • Ancient Golem profileicon Big Golem
        • Health on spawn: 1240 from 1440
        • Damage on spawn: 70 from 73
      • Ancient Golem profileicon Golem
        • Health on spawn: 480 from 540
        • Damage on spawn: 33 from 35
      • WraithSquare Wraith
        • Health on spawn: 1050 from 1200
        • Damage on spawn: 52 from 55
      • WraithSquare Lesser Wraith
        • Health on spawn: 230 from 250
        • Damage on spawn: 18 from 20
      • Level Two Critter profileicon Giant Wolf
        • Health on spawn: 1120 from 1320
        • Damage on spawn: 40 from 42
      • Lesser WolfSquare Lesser Wolf
        • Health on spawn: 390 from 420
        • Damage on spawn:15 from 16
      • VilemawSquare Vilemaw
        • 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.
      • Crest of Crushing Wrath buff Crest of Crushing Wrath
        • Duration increased to 3 minutes from 2 minutes.
        • Upon killing VilemawSquare Vilemaw, 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.
          • Blue Melee MinionSquare Melee Minions: +20 armor & magic resistance, +20% attack speed, +15 attack damage, +75 attack range.
          • Blue Caster MinionSquare Caster Minions: +10 armor & magic resistance, +10% attack speed, +20 attack damage, +100 attack range.
          • Blue Siege MinionSquare Siege Minions: +30 armor & magic resistance, +10% attack speed, +50 attack damage, +750 attack range.
          • Blue Super MinionSquare Super Minions: +10 armor & magic resistance, +10% attack speed, +10 attack damage.
        • No longer grants bonus health regen, mana regen, cooldown reduction or attack speed.
V5.10
  • Monster Leashing:
    • Leash Range reduced to 700 from 750
    • Maximum Resets increased to 6 from 5
V5.9
  • DragonSquare Dragon
    • Attacks per second increased to 0.5 from 0.45
    • Base Damage increased to 100 from 75
V5.8
  • Dragon's Might / Dragon Slayer buff Dragon Slayer (first stack)
    • 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)
V5.7
V5.6
  • Rift ScuttlerSquare Rift Scuttler 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
V5.5
V5.2
  • DragonSquare Dragon
    • Attack Range increased to 500 from 350
    • Attack Speed increased (base damage has been reduced so that overall damage-per-second remains the same)
V5.1
  • Jungle monsters will 'hard' reset after 5 soft leashes (from 10 soft leashes).
  • DragonSquare Dragon
    • Now knocks away wards when he's at (or moves to) his starting location.
    • Tooltip bonuses for second and fourth Dragon Slayer buff Dragon buffs have been swapped to accurately reflect the change we made in patch V4.21.
  • Baron NashorSquare Baron Nashor
    • 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) Baron NashorSquare Baron Nashor's Void Corruption aura now scales with 5% AD.
    • (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).
V4.21
  • Slightly adjusted positioning of Blue SentinelSquare Blue / Red BramblebackSquare Red buff camps so that area-effect abilities should now consistently hit the same number of monsters in all four camps
  • Red BramblebackSquare Red side Ancient KrugSquare Krugs now mirror Blue SentinelSquare Blue side (the Ancient KrugSquare Ancient Krug is always further away from the base)
  • DragonSquare Dragon
    • 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
    • DragonSquare Dragon will always finish his attack before switching targets
    • DragonSquare Dragon no longer gets stuck outside his pit when hit with terrain abilities
    • DragonSquare Dragon once again drops a soul for ThreshSquare Thresh
    • Dragon Slayer buff Dragon Slayer buffs:
      • 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
  • Baron NashorSquare Baron Nashor
  • Ancient KrugSquare Ancient Krug
  • GrompSquare Gromp
    • Gift of the Toadstool buff Gift of the Toadstool 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.
    • VilemawSquare Vilemaw base health increased to 5311 from 5011


V4.20
  • Baron NashorSquare Baron Nashor
    • Spawn time increased to 20 minutes from 15 minutes
    • Killing Baron NashorSquare Baron Nashor now grants a buff called Hand of Baron buff Hand of Baron from Exalted with Baron Nashor
      • 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
        • Blue Melee MinionSquare Melee Minions:
          • 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)
        • Blue Caster MinionSquare Caster Minions:
          • +20 attack damage
          • +50% missile speed
          • +100 attack range
        • Blue Siege MinionSquare Siege Minions:
          • +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.
        • Blue Super MinionSquare Super Minions:
          • +25% Attack Speed.
          • Gain +50% Movement Speed when within 800 units of enemy minion or Turret.
      • Augments your Recall Recall with new effects:
        • 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
  • DragonSquare Dragon
    • Killing the DragonSquare Dragon nows grants a permenant stacking buff called Dragon Slayer buff Dragon Slayer:
      • 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.
    • DragonSquare Dragon no longer gives global gold but still awards experience and a small amount of gold to the slayer
    • The experience DragonSquare Dragon grants to the killing team has been reduced by 50%
  • Crest of Cinders buff Crest of Cinders (red buff)
    • (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%
  • Crest of Insight buff Crest of Insight (blue bluff)
    • Duration reduced to 120 seconds from 150 seconds
  • Added the Rift ScuttlerSquare Rift Scuttler
    • Respawn time: 3 minutes
    • Reward: Grants vision and a speed boost in front of either DragonSquare Dragon Pit or Baron NashorSquare Baron Pit for 75 seconds upon death
    • Rift ScuttlerSquare Scuttle Crab: 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
    • Crimson RaptorSquare Large Raptor
      • Experience increased to 140 from 120
      • Damage increased to 55 from 40
      • Movement Speed increased to 350 from 320
    • RaptorSquare Small Raptor
      • Experience increased to 20 from 10
      • Damage increased to 20 from 14
      • Movement Speed increased to 350 from 320
    • Blue SentinelSquare Blue Sentinel
      • Base health increased to 2000 from 1500
      • Damage increased to 73 from 60
    • Red BramblebackSquare Red Brambleback
      • Base health increased to 1800 from 1500
      • Damage increased to 80 from 60
    • Blue SentinelSquare Blue Sentinel & Red BramblebackSquare Red Brambleback
      • Experience reduced to 100 from 260
      • Gold reducted to Gold 42 from Gold 60
    • Small Monsters
      • Experience increased to 50 from 20
      • Gold increased to Gold 22 from Gold 7
  • Champions gain 10% less experience for each level they are above the camp they are killing. This penalty caps at 50%.
  • Crest of Cinders buff Red and Crest of Insight buff Blue buffs no longer fall off when a champion is executed by a jungle camp
V4.19
V4.10
  • DragonSquare Dragon
    • Base gold increased to Gold 180 from Gold 145
    • Gold per level reduced to Gold 10 from Gold 15
V4.9
  • Jungle monsters no longer give additional experience based on their level (to remain consistent with lane minion experience)
V4.8
V4.7
  • DragonSquare Dragon
    • Global gold reward increase to Gold 145 from Gold 125
  • 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)
V4.5
  • DragonSquare Dragon
    • 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.
V4.4
  • Health restoration particule fixed when killing a large jungle monster.
V3.15
V3.14
  • 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
  • Ancient Golem profileicon Ancient Golem
    • Health increased to 1500 from 1400
    • Gold reduced to Gold 60 from Gold 66
  • Lizard Elder profileicon Lizard Elder
    • Health increased to 1500 from 1400
    • Gold reduced to Gold 60 from Gold 66
  • Lizard Elder profileicon Lizard
    • Attack Damage increased to 12 from 11
    • Experience reduced to 20 from 50
    • Gold increased to Gold 7 from Gold 5
  • Level Two Critter profileicon Giant Wolf
    • Attack Damage increased to 40 from 35
    • Experience reduced to 110 from 170
    • Gold reduced to Gold 40 from Gold 55
    • No longer critically strikes
  • Lesser WolfSquare Lesser Wolf
    • Attack Damage increased to 14 from 8
    • Experience increased to 25 from 10
    • Gold increased to Gold 8 from Gold 4
    • No longer critically strikes
  • Ancient Golem profileicon Big Golem
    • Attack Damage increased to 60 from 59
    • Experience reduced to 140 from 160
  • Ancient Golem profileicon Golem
    • Health increased to 450 from 300
    • Experience increased to 40 from 38
  • WraithSquare Wraith
    • Experience reduced to 90 from 103
    • Gold increased to Gold 35 from Gold 30
  • WraithSquare Lesser Wraith
    • Health increased to 250 from 150
    • Attack Damage increased to 12 from 10
    • Experience increased to 20 from 4
  • Gold increased to Gold 4 from Gold 3
  • Wraith profileicon Wight (New Camp)
    • 1400 Health
    • 75 Attack Damage
    • 15 Armor
    • Gold 60
    • 150 Experience
  • DragonSquare Dragon
    • DragonSquare Dragon level minimum: 6, maximum: 15
    • DragonSquare Dragon local XP: 150 to 510 based on DragonSquare Dragon's level, divided between nearby allied Champions
    • DragonSquare Dragon global Gold: Gold 125 to Gold 260 based on DragonSquare Dragon's level given to all allied Champions
    • If the killing team is lower average level than their opponents, DragonSquare 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 DragonSquare Dragon squared (max total +200% extra)
V3.10
  • WraithSquare Wraiths
    • Spawn time increased to 2:05 from 1:55
  • Level Two Critter profileicon Wolves
    • Spawn time increased to 2:05 from 1:55
  • Level Two Critter profileicon Giant Wolf
    • Base experience granted increased to 170 from 153
  • Ancient Golem profileicon Golems
    • Spawn time increased to 2:05 from 1:55
  • Ancient Golem profileicon Big Golem
    • Base experience granted increased to 160 from 137
  • Ancient Golem profileicon Ancient Golem
    • Base experience granted reduced to 260 from 340
    • Base Health reduced to 1400 from 1500
  • Lizard Elder profileicon Lizard Elder
    • Base experience granted reduced to 260 from 340
    • Base Health reduced to 1400 from 1500
  • Lizard Elder profileicon Young Lizard
    • Base experience granted increased to 50 from 10
    • Base Health increased to 400 from 300
  • Baron NashorSquare Baron Nashor
    • 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%
V3.8
  • Level Two Critter profileicon Wolves
    • Initial spawn time increased to 1:55 from 1:40
    • Respawn time reduced to 50 seconds from 60
  • WraithSquare Wraiths
    • Initial spawn time increased to 1:55 from 1:40
  • Ancient Golem profileicon Golems
    • Initial spawn time increased to 1:55 from 1:40
    • Respawn time reduced to 50 seconds from 60
  • Ancient Golem profileicon Ancient Golem
    • Base Experience granted increased to 340 from 220
    • Now plays a particle effect to show who the buff transferred to
  • Lizard Elder profileicon Lizard Elder
    • Base Experience granted increased to 340 from 220
    • Now plays a particle effect to show who the buff transferred to
  • Lizard Elder profileicon Young Lizard
    • Base Experience granted reduced to 10 from 40
V3.6
V1.0.0.150
V1.0.0.130
  • 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.
V1.0.0.129
  • 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)
V1.0.0.109
  • Jungle monsters that previously had negative magic resistance now have magic resistance of zero.
V1.0.0.108
  • Monsters experience range reduced to 800 from 1250.
V1.0.0.107
  • 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.