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The Game

Summoners

Minions Monsters Structures Maps


Monsters Summoners Rift

Several monsters from Summoner's Rift

A Monster is a classification for neutral units in League of Legends. Monsters do not fight for either team, unlike minions, and will not automatically attack a champion unless they are attacked (with the exception of the Rift Scuttler, which simply runs away).

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 it mutated the local wildlife. From giant frogs giant frogs, giant birds giant birds to two headed wolves two headed wolves it has also attracted the attention of a powerful Dragon Dragon who currently resides in one of the battle torn ruins. Sentinels Sentinels, Bramblebacks Bramblebacks and Krugs Krugs are creatures made from local flora and earth infused to construct a magical being. The Rifts unstable magic has inadvertently cause the reemergence of Baron Nashor 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 Myst. Numerous individuals and creatures now serve the Harrowings will.

The Vilemaw 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. Elise 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.

Gameplay

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, it will walk back to its original spawn point, regenerating to its full health within a few seconds. If attacked on its way back to its spawn point, this health regeneration will cease and it will resume trying to attack the champion who most recently dealt damage to it. Since monsters attack the nearest champion, they can select a new target after having attacked. There is an internal counter for these target changes, and after having changed target 10 times, a monster will return to its spawn point and fully regenerate even if attacked.

  • Monsters do not immediately "forget" champions that hide in bushes, and try to walk into the bush to attack champions who recently damaged them, up to their leash range.
  • A monster that can see a champion provides vision of this champion to all of the monsters in its camp.
  • Monster attacks are part melee (Murk Wolves, Greater Murk Wolf, Krug, Ancient Krug, Blue Sentinel, Cinderlings, Red Brambleback and Vilemaw) and part ranged (Sentries, Raptors, Crimson Raptor, Gromp, Dragon and Baron Nashor). The Rift Scuttler is the exception to this, as it does not attack, even when it's being attacked.
  • 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 allied champions (one of them being the jungler) attacking the same monster camp at the same time. When the monster's health is low, The non-jungler champions will cease their attacks and head to their respective lanes, allowing the jungler to last hit the monsters for the experience and gold reward. If done correctly, this allows the jungler to take minimal damage from the first monster camp he fights thus making his first jungle run quicker and safer, and allowing him to have the maximum amount of health when he goes to gank a lane afterwards.

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. If at least one allied champion is able to witness the death of an entire monster camp that provides buffs, either by being present for it or by seeing it with a ward, then they will have knowledge of that camp's respawn timer, visible by pressing the TAB key.

A monster camp will not respawn unless all of its creeps have been slain. For example, if the Red Brambleback Red Brambleback has been slain, but at least one of its two Cinderling Cinderling companions has not, the red brambleback respawn timer will not start until the last cinderling has been slain. Jungle invaders may deliberately do this to slow the opposing jungler's gold/experience income.

This tactic can be counter-productive if :

  1. The enemy team consistently, immediately kills the leftover monsters: in that case, not killing the last small monster is just a plain loss of gold/xp.
  2. You plan on regularly invading the enemy jungle, and expect to steal the enemy camp again when it respawns.

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.

Additionally, certain large monsters offer greater rewards when killed, like an individual buff, a team buff, or a gold global reward. Some rewards go to the entire team, some to all of its living members.

  • The stacking Dragon Slayer Dragon Slayer buffs acquired for slaying the Dragon are applied to all team members, whether living or dead, and last indefinitely.
  • The Hand of Baron Hand of Baron buff is only applied to living teammates when Baron Nashor is killed. The buff lasts for three minutes and is lost upon death.
  • The Crest of Insight Crest of Insight and Crest of Cinders Crest of Cinders buffs respectively are transferred to the champion who kills the champion currently possessing them, resetting their duration in the process. These two buffs disappear entirely if the champion holding them is executed by a minion, monster or tower, and wear off after 2 minutes.

In addition to the above buffs, which are acquired by killing their respective monsters, certain monsters provide temporary buffs to any champion who casts the Smite Smite spell on them.

  • Using Smite Smite on the Greater Murk Wolf Greater Murk Wolf will summon a nature spirit that grants sight over the nearby crossroads for 95 seconds. Whenever an enemy champion comes in range of the nature spirit, it will chase them for a short duration. This bonus can only be claimed once per spawn.
  • Using Smite Smite upon the Crimson Raptor Crimson Raptor will grant Razor Sharp Razor Sharp for 90 seconds, which will grant you true sight for 10 seconds the next time you are spotted by an enemy ward. This bonus can only be claimed once per spawn.
  • Using Smite Smite upon Ancient Krug Ancient Krug will grant you Gift of Heavy Hands Gift of Heavy Hands for 90 seconds, causing every 6th basic attack to stun minions and monsters. Additionally, you can attack a tower to expend the buff early - dealing a large amount of bonus true damage (65 + 15 x level). This bonus can only be claimed once per spawn, and only by smiting the Ancient Krug - Smite cannot be used on the small Krug.
  • Using Smite Smite upon Gromp Gromp will grant Gift of the Toadstool Gift of the Toadstool for 90 seconds, which Template:Cctip any units (including champions) that attack you: dealing 10 + (5% of bonus health) magic damage over 3 seconds. This bonus can only be claimed once per spawn.
  • Using Smite Smite upon the Blue Sentinel Blue Sentinel will restore a large amount of mana over 2 seconds (25% of your maximum mana). This bonus can only be claimed once per spawn.
  • Using Smite Smite on Red Brambleback Red Brambleback will restore a large amount of health instantly (20% of your maximum health). This bonus can only be claimed once per spawn.


List of Monsters and Rewards

This table lists the initial statistics each monster grants, and the value of gold and experience granted when killing it.

  • The monsters spawn level 2 (6 for the Dragon Dragon) in Summoner's Rift.
  • The monsters spawn level 2 in The Twisted Treeline.

Over time the monsters will grant additional rewards; monsters will level up after having been killed, except Dragon, Baron, and Vilemaw, who will level up throughout the game. Check the individual monster pages to see these level up values.

Camp Initial Rewards Health Damage Resistances Initial Spawn Respawn Time
Crimson Raptor Crimson Raptor +41 Gold +41; +210EXP 1200 45 Ar:15; MR:0 1:55 1:40
Raptor Raptor  × 3 +9 Gold +9; +30 EXP 250 16 Ar:5 MR:0 1:55 1:40
Greater Murk Wolf Greater Murk Wolf +53 Gold +53; +213 EXP 1320 42 Ar:9; MR:0 1:55 1:40
Murk Wolf Murk Wolf  × 2 +16 Gold +16; +45 EXP 420 16 Ar:6; MR:0 1:55 1:40
Ancient Krug Ancient Krug +60 Gold +60; +225 EXP 1440 73 Ar:12; MR:-10 1:55 1:40
Krug Krug +14 Gold +14; +75 EXP 540 35 Ar:12; MR:-10 1:55 1:40
Gromp Gromp +62 Gold +62; +300 EXP 1600 83 Ar:15; MR:0 1:55 1:40
Rift Scuttler Rift Scuttler +50 Gold +50; +75 EXP 750 0 Ar:60; MR:60 2:30 3:00
Blue Sentinel Blue Sentinel +36 Gold +36; +150 EXP; Crest of Insight Crest of Insight 2000 73 Ar:20; MR:0 1:55 5:00
Sentry Sentry  × 2 +20 Gold +20; +75 EXP 400 12 Ar:8; MR:0 1:55 5:00
Red Brambleback Red Brambleback +36 Gold +36; +150 EXP; Crest of Cinders Crest of Cinders 1800 80 Ar:20; MR:0 1:55 5:00
Cinderling Cinderling  × 2 +20 Gold +20; +75 EXP 400 12 Ar:8; MR:0 1:55 5:00
Dragon Dragon +25 Gold +25; +75 EXP to the killer and nearby allies; 1 stack of Dragon Slayer Dragon Slayer to all teammates 4940 230 Ar:21; MR:30 2:30 6:00
Baron Nashor Baron Nashor +25 Gold +25 and +300 Gold +300 to all teammates; +900 EXP all teammates; Hand of Baron Hand of Baron to all living teammates 8800 500 Ar:120; MR:70 20:00 7:00

Camp Initial Rewards Health Damage Resistances Initial Spawn Respawn Time
Wraith Wraith +42 Gold +42; +140 EXP 1050 52 Ar:15; MR:0 1:35 1:15
Lesser Wraith Lesser Wraith  × 2 +12 Gold +12; +30 EXP 230 18 Ar:5 MR:0 1:35 1:15
Giant Wolf Giant Wolf +48 Gold +48; +142 EXP 1120 40 Ar:9; MR:0 1:35 1:15
Wolf Wolf  × 2 +14 Gold +14; +30 EXP 390 15 Ar:6; MR:0 1:35 1:15
Big Golem Big Golem +66 Gold +66; +150 EXP 1240 70 Ar:12; MR:0 1:35 1:15
Golem Golem +18 Gold +18; +50 EXP 480 33 Ar:12; MR:0 1:35 1:15
Vilemaw Vilemaw +190 Gold +190; +? EXP to all teammates; Crest of Crushing Wrath Crest of Crushing Wrath to all living teammates 5500 113 Ar:75; MR:45 10:00 6:00

Media

Patch history

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.
      • Big Golem:
        • Health on spawn: 1240 from 1440
        • Damage on spawn: 70 from 73
      • Golem:
        • Health on spawn: 480 from 540
        • Damage on spawn: 33 from 35
      • Wraith:
        • Health on spawn: 1050 from 1200
        • Damage on spawn: 52 from 55
      • Lesser Wraith:
        • Health on spawn: 230 from 250
        • Damage on spawn: 18 from 20
      • Giant Wolf:
        • Health on spawn: 1120 from 1320
        • Damage on spawn: 40 from 42
      • Wolf:
        • Health on spawn: 390 from 420
        • Damage on spawn:15 from 16
      • 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:
        • Duration increased to 3 minutes from 2 minutes.
        • Upon killing 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.
          • Melee Minions: +20 armor & magic resistance, +20% attack speed, +15 attack damage, +75 attack range.
          • Caster Minions: +10 armor & magic resistance, +10% attack speed, +20 attack damage, +100 attack range.
          • Cannon Minions: +30 armor & magic resistance, +10% attack speed, +50 attack damage, +750 attack range.
          • 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:

  • Dragon
    • Attacks per second increased to 0.5 from 0.45
    • Base Damage increased to 100 from 75

V5.8:

  • Dragon's Might / Dragon buff (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:

  • Gift of the Toadstool / Gromp buff
    • Damage Scaling changed to 5% bonus health from 10% bonus health

V5.6:

  • 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:

  • Gromp Attack Damage reduced to 83 from 90
  • Large Raptor Damage reduced to 45 from 55
  • Small Raptor Damage reduced to 16 from 20
  • Big Wolf Reward increased to 53 Gold 53 from 48 Gold 48
  • Small Wolf Reward increased to 16 Gold 16 from 14 Gold 14
  • Gromp Poison Buff Damage changed to 10 + (10% of bonus health) from 4 + (8 × level)
  • The Rift Scuttler speed shrine now affects pets
  • Dragon Buff Counter for Spectator was added

V5.2:

  • 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).
  • Dragon
    • Now knocks away wards when he's at (or moves to) his starting location
    • Tooltip bonuses for second and fourth Dragon buffs have been swapped to accurately reflect the change we made in patch V4.21
  • 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 1.0 total attack damage from 1.3 total attack damage
    • Single Target rear attack ratio reduced to 1.0 total attack damage from 1.15 total attack damage
    • Area-Of-Effect rear attack ratio reduced to 0.5 total attack damage from 1.15 total attack damage
    • (new) Baron Nashor's Void Corruption aura now scales with 0.05 total attack damage
    • (new) Now casts 1 spell after 6 basic attacks from 1 spell after every 4 or 5 basic attacks
    • Acid shot Ratio reduced to 0.2 total attack damage from 0.5 total attack damage
    • Acid shot burn Ratio reduced to 0.2 total attack damage from 1.0 total attack damage
    • Acid pool Ratio reduced to 0.1 total attack damage from 0.4 total attack damage
    • Tentacle knockup Ratio reduced to 0.25 total attack damage from 0.75 total attack damage
  • 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/Red buff camps so that area-effect abilities should now consistently hit the same number of monsters in all four camps
  • Red side Krugs now mirror Blue side (the Ancient Krug is always further away from the base)
  • 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
    • Dragon will always finish his attack before switching targets
    • Dragon no longer gets stuck outside his pit when hit with terrain abilities
    • Dragon once again drops a soul for Thresh Thresh
    • 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
    • Hand of Baron duration reduced to 180 seconds from 240 seconds
  • Krug buff
    • Gift of Heavy Hands required hits to stun increased to 6 from 5
  • Gromp 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.
    • Vilemaw base health increased to 5311 from 5011


V4.20:

  • Baron
    • Spawn time increased to 20 minutes from 15 minutes
    • Killing Baron Nashor now grants a buff called 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
        • 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)
        • Ranged Minions:
          • +20 attack damage
          • +50% missile speed
          • +100 attack range
        • Cannon 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.
        • Super Minions:
          • +25% Attack Speed.
          • Gain +50% Movement Speed when within 800 units of enemy minion or Turret.
      • Augments your 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
  • Dragon
    • Killing the Dragon nows grants a permenant stacking buff called 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.
    • Dragon no longer gives global gold but still awards experience and a small amount of gold to the slayer
    • The experience Dragon grants to the killing team has been reduced by 50%
  • 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 (blue bluff)
    • Duration reduced to 120 seconds from 150 seconds
  • Added the Rift Scuttler
    • Respawn time: 3 minutes
    • Reward: Grants vision and a speed boost in front of either Dragon Pit or Baron Pit for 75 seconds upon death
    • 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
    • Large Raptor
      • Experience increased to 140 from 120
      • Damage increased to 55 from 40
      • Movement Speed increased to 350 from 320
    • Small Raptor
      • Experience increased to 20 from 10
      • Damage increased to 20 from 14
      • Movement Speed increased to 350 from 320
    • Blue Sentinel
      • Base health increased to 2000 from 1500
      • Damage increased to 73 from 60
    • Red Brambleback
      • Base health increased to 1800 from 1500
      • Damage increased to 80 from 60
    • Blue Sentinel & Red Brambleback
      • Experience reduced to 100 from 260
      • Gold reducted to 42 Gold 42 from 60 Gold 60
    • Small Monsters
      • Experience increased to 50 from 20
      • Gold increased to 22 Gold 22 from 7 Gold 7
  • Champions gain 10% less experience for each level they are above the camp they are killing. This penalty caps at 50%.
  • Red and Blue buffs no longer fall off when a champion is executed by a jungle camp

V4.19:

  • Crest of the Ancient Golem renamed Crest of Insight
  • Blessing of the Elder Lizard renamed Crest of Cinders

V4.10:

  • Dragon
    • Base gold increased to 180 Gold 180 from 145 Gold 145
    • Gold per level reduced to 10 Gold 10 from 15 Gold 15

V4.9:

  • Jungle monsters no longer give additional experience based on their level (to remain consistent with lane minion experience)

V4.8:

  • Big Golem
    • Health increased to 1250 from 850
  • Small Golem
    • Health reduced to 500 from 550
  • Big Wolf
    • Health increased to 1150 from 650
  • Small Wolf
    • Health reduced to 400 from 430
  • Big Wraith
    • Health increased to 1000 from 550
  • Small Wraith
    • Health reduced to 350 from 380

V4.7:

  • Dragon
    • Global gold reward increase to 145 Gold 145 from 125 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:

  • Dragon
    • Attack Damage decrease to 110 from 145
    • (new) +13 armor and +5.85 magic resistance per level after level 9
    • (new) 5% (+0.5% per level after level 9) current health as physical damage per attack
    •  − 20% damage

V4.4:

  • Health restoration particule fixed when killing a large jungle monster.

V3.15:

  • Ancient Golem
    • Damage reduced to 60 from 65
  • Lizard Elder
    • Damage reduced to 60 from 65
  • Wight
    • Gold increased to 65 Gold 65 from 60 Gold 60


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
    • Health increased to 1500 from 1400
    • Gold reduced to 60 Gold 60 from 66 Gold 66
  • Elder Lizard
    • Health increased to 1500 from 1400
    • Gold reduced to 60 Gold 60 from 66 Gold 66
  • Lizard
    • Attack Damage increased to 12 from 11
    • Experience reduced to 20 from 50
    • Gold increased to 7 Gold 7 from 5 Gold 5
  • Giant Wolf
    • Attack Damage increased to 40 from 35
    • Experience reduced to 110 from 170
    • Gold reduced to 40 Gold 40 from 55 Gold 55
    • No longer critically strikes
  • Wolf
    • Attack Damage increased to 14 from 8
    • Experience increased to 25 from 10
    • Gold increased to 8 Gold 8 from 4 Gold 4
    • No longer critically strikes
  • Golem
    • Attack Damage increased to 60 from 59
    • Experience reduced to 140 from 160
  • Small Golem
    • Health increased to 450 from 300
    • Experience increased to 40 from 38
  • Wraith
    • Experience reduced to 90 from 103
    • Gold increased to 35 Gold 35 from 30 Gold 30
  • Lesser Wraith
    • Health increased to 250 from 150
    • Attack Damage increased to 12 from 10
    • Experience increased to 20 from 4
  • Gold increased to 4 Gold 4 from 3 Gold 3
  • Wight (New Camp)
    • 1400 Health
    • 75 Attack Damage
    • 15 Armor
    • 60 Gold 60
    • 150 Experience
  • Dragon
    • 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 Gold 125 to 260 Gold 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)

V3.10:

  • Wraiths
    • Spawn time increased to 2:05 from 1:55
  • Wolves
    • Spawn time increased to 2:05 from 1:55
  • Giant Wolf
  • Base experience granted increased to 170 from 153
  • Golems
    • Spawn time increased to 2:05 from 1:55
  • Big Golem
    • Base experience granted increased to 160 from 137
  • Ancient Golem
    • Base experience granted reduced to 260 from 340
    • Base Health reduced to 1400 from 1500
  • Lizard Elder
    • Base experience granted reduced to 260 from 340
    • Base Health reduced to 1400 from 1500
  • Young Lizard
    • Base experience granted increased to 50 from 10
    • Base Health increased to 400 from 300
  • 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:

  • Wolves
    • Initial spawn time increased to 1:55 from 1:40
    • Respawn time reduced to 50 seconds from 60
  • Wraiths
    • Initial spawn time increased to 1:55 from 1:40
  • Golems
    • Initial spawn time increased to 1:55 from 1:40
    • Respawn time reduced to 50 seconds from 60
  • Ancient Golem
    • Base Experience granted increased to 340 from 220
    • Now plays a particle effect to show who the buff transferred to
  • Lizard Elder
    • Base Experience granted increased to 340 from 220
    • Now plays a particle effect to show who the buff transferred to
  • Young Lizard
    • Base Experience granted reduced to 10 from 40

V3.6:

  • Baron Nashor / Dragon
    • Now immune to effects that would reduce their damage
  • Baron Nashor, Dragon, and Vilemaw kill messages are now bolded in chat

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.

Template:Monsters

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