The Summoner's Rift is the most commonly used Field of Justice. The map was given a graphical and technical update on May 23, 2012 and a visual update in 2014.
The oldest and most venerated Field of Justice is known as Summoner's Rift. The Rift is located in a remote forest between Freljord, the Serpentine River, and the Ironspike Mountains. The Summoner’s Rift is one of a few locations in Valoran where magical energy is at its greatest concentration, making it a highly sought-after locale to pursue magical endeavors. The magical energy is so great that it has mutated the local wildlife. This has also attracted the presence of a Dragon. The Rifts is surprised by the reemergence of Baron Nashor, a large Serpent/Worm largely believed to be dead for centuries. It now resides at the location of The Leagues failed clone and has his corruption affecting the land around him. Historically, the forest where the Rift resides was the site of several battles during Runeterra's various Rune Wars. In modern times, this battleground is known as the ultimate proving ground for any aspiring summoner. The Rift is also the battleground where some of Valoran's greatest political decisions have been made since the inception of the League of Legends.
The objective of Summoner's Rift is simple – destroy the enemy nexus. In order to do this, champions must traverse down one of three different paths (or lanes) in order to attack their enemy at their weakest points they can exploit. Both teams have their lanes defended by numerous turrets; each turret grows in strength the closer it gets to its respective nexus and each turret must be eliminated in order to gain access to the next turret in that lane. Cooperating with fellow summoners is an absolute requirement for success, as it is easy for a champion to find themselves ambushed by enemies in the lanes of the Rift.
The oldest and most venerated Field of Justice is known as Summoner's Rift. This battleground is known for the constant conflicts fought between two opposing groups of Summoners. Traverse down on of three different paths in order to attack your enemy at their weakest point. Work with your allies to siege the enemy base and destroy their Headquarters.
- 19000 unit distance from nexus obelisk to nexus obelisk (measured with Caitlyn's Ace in the Hole).
- Three lanes to fight your way to the enemy base.
- A forest populated by neutral monsters of varying degrees of toughness, the toughest of which provide buffs and/or gold for your whole team.
- Powerful turrets defend key areas on the map. You must confront these in addition to your enemies if you are to make headway toward victory.
- A map dividing river that lies in neutral territory, allowing for quick travel between lanes.
- Two bases at opposite corners of the map, populated by a shop, a nexus, two turrets to defend the nexus, and inhibitors that suppress the other team's minions.
Summoner's Rift Shopkeepers
- Summoner's Rift during its history had a number of shopkeepers.
- The first one was called Doran, who made the standard starting items like: , , and also made Wukong's Staff.
- The second one was an elderly male Yordle with a pet of unknown species (possibly a cat or rabbit species).
- The third Shopkeeper (located at the Blue base) is an elderly female Yordle with a large animal resembling a Bantha from .
- The fourth Shopkeeper (located at the Red base) is a elderly mustashed seal character. His shop is a large Air balloon that got punctured.
Monster CampsLocation of the monster camps (showing only the big monsters in each camp):
It is the default and first version released of the map.
Winter VersionA variant of the regular Summoner's Rift with a winter seasonal variants, designed for the 2009 Snowdown Showdown event. This version was a permanent option before it was replaced with the Autumn Version on November 2010. It was also available during the 2010 Snowdown Showdown, replacing the Autumn version temporarily and made a return for the 2011 Snowdown Showdown in December 2011. The Winter Version of the Summoner's Rift has a few differences:
- A mostly white background, because of the snow.
- Snow falling and covering the terrain.
- The River is frozen.
Autumn VersionThe Autumn Version of Summoner's Rift was a special variant designed for the 2010 Harrowing Seasonal Event. It replaced the Winter Version as the secondary version available and renamed Autumn Version after a poll on November 2010. It was temporarily replaced again with the Winter Version for the 2010 Snowdown Showdown. The Autumn Version uses music from the Twisted Treeline.
- There are coffins at bottom right area of the map. These signify the "death" (cancellation) of several champions.
Summoner’s Rift Update
May 23, 2012 brought graphical and technical updates to Summoner’s Rift. The updates brought players better aesthetics as well as improved overall graphical performance for players on lower settings. Some of the enhancements included:
- Better game performance at low and mid spec.
- Updated textures across Summoner’s Rift.
- Improved animations on many of the monsters, including the Ancient Golem, the Lizard Elder and, of course, Baron Nashor.
- A new, animated shopkeeper to service all of your champion’s item purchases.
Summoner’s Rift Evolves
In the second half of 2014 Riot will update Summoner’s Rift yet again. Changing the overall art style of the map while preserving the spirit and gameplay of Summoner’s Rift. The new changes are:
- A new handcrafted artistic style to Summoner’s Rift.
- Gameplay on the map is more readable than in the previous map. Making action the top priority on the screen rather than the environment.
- Cleaned up a lot of the terrain (so that the widths of the visuals match the width of the mesh).
- This is particularly noticeable in Red-side jungle.
- Purple Team changed to Red Team.
- Red base features an owl and mage motif with curved linear shapes. Blue base is inspired by a stag and paladin theme with blockier shapes. Both of the owl and stag sigils meet in middle lane.
- Fog of war upgrade - fog is darker and the fade between fog and non-fog is now more abrupt/crisp (it's not a gradual fade).
- General bug fixes.
- Camera angle adjusted to be more similar to Howling Abyss (higher angled, less perspective).
- This should make the difference between playing up and down less significant.
- Updated look to minions, canon minions and super minions.
- Red minions wield axes while blue minions war hammers.
- Two new shopkeepers for both of the Bases.
- Each jungle quadrent has a unique theme. Blue buff jungle has a bluer hue, while the Red jungle has a red-ish hue. West jungle is more destroyed by the influence of Baron Nashor while the east one retains its more natural look.
- New Summoner’s Rift music.
- The Ancient Golem has been replaced with the Blue Sentinel (a golem with a blue crystal) and his Lizards with two Sentries (floating monoliths).
- The Big Golem/ Golems have been replaced with Ancient Krug/ Krugs (insect-like rocky creatures).
- The Wraith/ Lesser Wraiths have been replaced with Crimson Razorbeak/ Razorbeaks (large birds).
- The Wight has been replaced with Gromp (a frog/walrus hybrid).
- The Giant Wolf and its Wolves has been replaced with a two-headed Greater Murk Wolf and its single-headed Murk Wolves.
- The Lizard Elder has been replaced with the Red Brambleback (an ent-like creature) and his Lizards with little Cinderlings.
- When Dragon first takes flight, he knocks back surrounding enemies.
- Dragon's basic attacks are similar to Viktor's Death Ray, except that trail follows a specific target (can be curvy).
- Every third attack is ground-targeted ball of fire that deals damage in an off-centered explosion upon hitting the floor.
- When Baron spawns, he knocks back surrounding units, wards and targetable traps. He retains his ability to knock back wards and traps while alive.
- Whenever Baron damages an enemy he applies a number of Corrosion stacks, which reduces armor and magic resist by 0.5 per stack. Basic attacks apply 1 stack.
- He has the ability to reduce his attacker's attack damage by 50%, but this is only used on physical attackers.
- New abilities:
- 1) Baron Nashor rears back and then spits a number of balls of acid at multiple target locations, damaging enemies and leaving multiple persistent areas for a short duration that deals periodic damage and rapidly applies Corrosion stacks. This is ability is used on melee ranged attackers.
- 2) A wide Death Ray-like attack that damages everyone it hits and rapidly applies lots of Corrosion stacks. This ability is used on ranged attackers.
- 3) Baron slams his claws into the target location, dealing damage and briefly knocking back enemies hit. This is ability is used on attackers in melee range. Will be used to interrupt channels.
- 4) A tentacle erupts from the ground at the target location, dealing damage and knocking up enemies hit. This ability is used on ranged attackers. Will be used to interrupt channels.
- The general layout of two long lanes extending on the border of the map and a middle lane between them, each crossed by a river, was inspired by the fan-made mod Defense of the Ancients, popular map for Warcraft III of which once Steve 'Guinsoo' Feak was serving as the main designer.
- The monster camps in this map were made to spawn everytime the same places since V18.104.22.168: before that, wolf camps and golem camps randomly alternated.
- Urf's Ghost can be found in the halloween version near the top of the river (Top Lane) just to the right of the top most brush found in blue's jungle. He will even attack passing Warwicks and either do 1 damage or pop his if the bubble is up on the Autumn version of the map.
- Garena announced that the map will polished red (Be aware that news source is Turkish) within Play it Red event due to Garena Carnival for a limited period in Garena server on June 2014.
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