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Monster

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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 not automatically attack a champion unless they are attacked (with the exception of the Rift Scuttler 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 Gromp giant frogs, Crimson Raptor giant birds to Greater Murk Wolf two-headed wolves it has also attracted the attention of powerful Dragon Dragons who currently reside in one of the battle torn ruins. Blue Sentinel Sentinels, Red Brambleback Bramblebacks and Ancient Krug 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 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 Black Mist. Numerous individuals and creatures now serve the Harrowing's will.

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.

Bilgewater

Various monsters from across Runeterra, such as the Ironback Ironbacks, Ocklepod Ocklepods, Plundercrab Plundercrabs, and Razorfin Razorfins are shipped through the black market and used for monster brawls.

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 6 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 (Leash range: 700).
  • 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 Wolf Murk Wolves, Greater Murk Wolf Greater Murk Wolf, Krug Lesser Krugs, Krug Krugs, Ancient Krug Ancient Krug, Blue Sentinel Blue Sentinel, Red Brambleback Red Brambleback, Rift Herald Rift Herald and Vilemaw Vilemaw) and part ranged (Raptor Raptors, Crimson Raptor Crimson Raptor, Gromp Gromp, Dragon Dragon and Baron Nashor Baron Nashor). The Rift Scuttler 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 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 less 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 if the jungler 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 until all of the creeps inside of the camp have been slain. For example, if the Greater Murk Wolf Greater Murk Wolf has been slain, but at least one of its two Murk Wolf Murk Wolf companions has not, the camp's respawn timer will not start until the last Wolf has been slain. Those invading the enemy 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 :

  1. The enemy team immediately kills the leftover monsters; in this case, not killing the last small monster is merely a 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, such an individual buff, a team buff, or a global gold reward. Some rewards go to the entire team, whereas others are only granted to its living members.

  • The Crest of Insight.png Crest of Insight and Crest of Cinders.png Crest of Cinders buffs respectively may be transferred to another champion by way of killing the buff's current possessor, which resets its 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 on their own after 90 seconds.
  • The Doom's Eve.png Glimpse of the Void buff can be picked up by the team that delivered the killing blow to the Rift Herald Rift Herald.
  • The stacking Dragon Slayer.png Dragon Slayer buffs acquired for slaying the Dragon Dragon are applied to all team members, whether living or dead, and last indefinitely. The exception to this is Aspect of the Dragon.png Aspect of the Dragon, which is only granted to living teammates and lasts for 120 seconds.
  • The Hand of Baron.png Hand of Baron buff is only granted to living teammates when Baron Nashor 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.png Smite spell on them for 100 (+ 10% maximum health).

Monsters will level up after having been killed, except Dragon Dragon, Baron Nashor Baron, and Vilemaw Vilemaw.

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


List of Monsters

This table lists all monsters.

Monster experience reward

All jungle monsters (with the exception of Baron Nashor 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 three levels lower than their own.
    • Champions gain 10% less experience for each level they are above the camp they are killing. This penalty caps at 50%.
  • The modifier caps out at 350% for champions 5 levels or more below the camp's level PENDING FOR TEST.


Jungle monsters will grant extra experience at higher levels.

  • Levels 1-4: 0% more experience
  • Levels 5-7: 3% more experience
  • Levels 8-10: 6% more experience
  • Levels 11-18: 10% more experience

Media

Related Themes
Season 5 Launch League Of Legends Login Screen With Music02:45

Season 5 Launch League Of Legends Login Screen With Music

Log-in theme

  • Summoners Rift VU monsters concept art 1
  • Summoners Rift VU monsters concept art 2
  • Summoners Rift VU monsters concept art 3
  • Summoners Rift VU monsters concept art 4
  • Summoners Rift VU monsters concept art 5 (by Riot Artist Trent Kaniuga)
  • Baron concept art 3
  • Baron concept art 4
  • Old Baron skull Easter Egg (patch V5.7)
  • Dragon concept art 1
  • Dragon concept art 2
  • Baron Nashor (Twist of Fate) model (by Riot Artist Nicolas Collings)
  • Dragon concept art 3 (old)
  • Gromp model
  • Red Brambleback concept art 1
  • Red Brambleback concept art 2
  • Blue Sentinel concept art 1
  • Blue Sentinel concept art 2
  • Greater Murk Wolf concept art
  • Champions fighting the Blue Sentinel and Sentries
  • Champions fighting the Red Brambleback
  • Baron Nashor
  • Dragon
  • Blue Sentinel and his Sentries
  • Red Brambleback and his Cinderlings
  • Gromp
  • Greater Murk Wolf and lesser Murk Wolves
  • Crimson Raptor and lesser Raptors
  • Ancient Krug and a lesser Krug
  • Rift Scuttler
  • Arcade Summoners Rift promotional art
  • Baron concept art 1
  • Bareon concept art 2
  • Wolf concept art
  • Golem concept art 1
  • Golem concept art 2
  • Wraith concept art
  • Vilemaw concept 1 (by Riot Artist Avery Coleman)
  • Vilemaw concept 2 (by Riot Artist Avery Coleman)
  • Vilemaw concept 3 (by Riot Artist Avery Coleman)
  • Vilemaw concept 4 (by Riot Artist Avery Coleman)

Patch History


V6.3:

  • Dragon Slayer buff
    • 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 Herald 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 Krug Ancient Krug
    • Base health increased to 1450 from 1440.
    • Base armor reduced to 10 from 12.
  • Greater Murk Wolf Greater Murk Wolf
    • Base health reduced to 1300 from 1320.
    • Base armor increased to 10 from 9.
  • Rift Herald 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.png 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: Nunu Nunu's Consume.png Consume was not granting a Well Fed bonus.

V5.23:

  • Blue Sentinel Blue Sentinel
    • Movement speed reduced to 150 from 180.
    • Magic resist reduced to -15 from -10.
  • Gromp Gromp
    • Magic resist reduced to -15 from -10.
  • Ancient Krug Ancient Krug
    • Magic resist reduced to -15 from -10.
  • Red Brambleback Red Brambleback
    • Movement speed reduced to 250 from 330.
    • Magic resist reduced to -5 from 0.
  • Rift Herald 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 Sentinel 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.png Crest of Insight
      • Now grants 2 ability power per level.
  • Sentry Sentry
    • Health reduced to 375 from 400.
    • Magic resistance increased to 10 from 0.
    • Armor decreased to 0 from 8.
  • Cinderling Cinderling
    • Health reduced to 375 from 400.
    • Magic resistance increased to 10 from 0.
    • Armor decreased to 0 from 8.
  • Gromp 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 Krug 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.
  • Krug 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 Wolf Greater Murk Wolf
    • Attack range increased to 175 from 125.
    • XP reduced to 132 from 142.
    • Gold increased to 68 from 53.
  • Murk Wolf Murk Wolf
    • Health reduced to 380 from 420.
    • Armor reduced to 0 from 6.
  • Crimson Raptor Crimson Raptor
    • XP reduced to 130 from 140.
    • Gold increased to 62 from 41.
  • Raptor 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.
  • Gromp Gromp
    • Attack range reduced to 250 from 550.
  • Greater Murk Wolf Greater Murk Wolf
    • Attack range reduced to 125 from 175.

V5.14:

  • Dragon Dragon's respawn timer will update for the non-killing team the moment they see an enemy with Dragon Slayer.png Dragon Slayer or the empty pit.
  • Baron Nashor Baron Nashor's respawn timer is updated for both teams when he dies, regardless of sight.
  • Rift Scuttler 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.png 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.
      • Big Golem Big Golem
        • Health on spawn: 1240 from 1440
        • Damage on spawn: 70 from 73
      • Golem Golem
        • Health on spawn: 480 from 540
        • Damage on spawn: 33 from 35
      • Wraith Wraith
        • Health on spawn: 1050 from 1200
        • Damage on spawn: 52 from 55
      • Lesser Wraith Lesser Wraith
        • Health on spawn: 230 from 250
        • Damage on spawn: 18 from 20
      • Giant Wolf Giant Wolf
        • Health on spawn: 1120 from 1320
        • Damage on spawn: 40 from 42
      • Lesser Wolf Lesser Wolf
        • Health on spawn: 390 from 420
        • Damage on spawn:15 from 16
      • Vilemaw 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.png Crest of Crushing Wrath
        • Duration increased to 3 minutes from 2 minutes.
        • Upon killing Vilemaw 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 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.png 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:

V5.6:

  • Rift Scuttler 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:

  • Dragon 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 Dragon
    • Now knocks away wards when he's at (or moves to) his starting location.
    • Tooltip bonuses for second and fourth Dragon Slayer.png Dragon buffs have been swapped to accurately reflect the change we made in patch V4.21.
  • Baron Nashor 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 Nashor 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 Sentinel Blue / Red Brambleback Red buff camps so that area-effect abilities should now consistently hit the same number of monsters in all four camps
  • Red Brambleback Red side Ancient Krug Krugs now mirror Blue Sentinel Blue side (the Ancient Krug Ancient Krug is always further away from the base)
  • Dragon 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 Dragon will always finish his attack before switching targets
    • Dragon Dragon no longer gets stuck outside his pit when hit with terrain abilities
    • Dragon Dragon once again drops a soul for Thresh Thresh
    • Dragon Slayer.png 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 Nashor Baron Nashor
  • Ancient Krug Ancient Krug
  • Gromp Gromp
    • Gift of the Toadstool.png 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 Vilemaw base health increased to 5311 from 5011


V4.20:

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

V4.19:

V4.10:

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

V4.9:

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

V4.8:

V4.7:

  • Dragon Dragon
    • Global gold reward increase to 145 Gold from 125 Gold
  • 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 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 Ancient Golem
    • Health increased to 1500 from 1400
    • Gold reduced to 60 Gold from 66 Gold
  • Lizard Elder Elder Lizard
    • Health increased to 1500 from 1400
    • Gold reduced to 60 Gold from 66 Gold
  • Young Lizard Lizard
    • Attack Damage increased to 12 from 11
    • Experience reduced to 20 from 50
    • Gold increased to Gold from Gold
  • Giant Wolf Giant Wolf
    • Attack Damage increased to 40 from 35
    • Experience reduced to 110 from 170
    • Gold reduced to 40 Gold from 55 Gold
    • No longer critically strikes
  • Lesser Wolf Lesser Wolf
    • Attack Damage increased to 14 from 8
    • Experience increased to 25 from 10
    • Gold increased to Gold from Gold
    • No longer critically strikes
  • Big Golem Golem
    • Attack Damage increased to 60 from 59
    • Experience reduced to 140 from 160
  • Golem Small Golem
    • Health increased to 450 from 300
    • Experience increased to 40 from 38
  • Wraith Wraith
    • Experience reduced to 90 from 103
    • Gold increased to 35 Gold from 30 Gold
  • Lesser Wraith 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 from Gold
  • Wight Wight (New Camp)
    • 1400 Health
    • 75 Attack Damage
    • 15 Armor
    • 60 Gold
    • 150 Experience
  • Dragon Dragon
    • Dragon Dragon level minimum: 6, maximum: 15
    • Dragon Dragon local XP: 150 to 510 based on Dragon Dragon's level, divided between nearby allied Champions
    • Dragon Dragon global Gold: 125 Gold to 260 Gold based on Dragon Dragon's level given to all allied Champions
    • If the killing team is lower average level than their opponents, Dragon 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 Dragon squared (max total +200% extra)

V3.10:

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

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

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