Monster 怪物
- This is about
League of Legends Monsters. For other uses of Monster, see Monster (disambiguation)
这是关于
英雄联盟的怪物。关于"怪物"的其他用途,请参见"怪物"(消歧义)

来自召唤师峡谷的几种怪物
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 , which simply runs away when attacked).
怪物是英雄联盟中的中立单位。与
小兵不同,怪物不会为任何队伍战斗,只有在被挑衅时才会战斗(例外情况是
河蟹,它被攻击时只会逃跑)。
List of Monsters[edit | edit source]
怪物列表编辑 | 编辑源代码
- Epic 史诗级
- Large 大型
Note: Epic monsters are also considered to be Large
注意:史诗级怪物也被认为是大型的
- Medium 中等
- Small 小型
Gameplay[edit | edit source]
游戏玩法编辑 | 编辑源代码
Monster behavior & Patience[edit | edit source]
怪物行为与耐心编辑 | 编辑源代码
Monsters reside in the jungle, and will not move from their designated camp until attacked, at which point they become aggressive (are "aggroed"). When aggroed, the monster will acquire the nearest champion, regardless of
vision, and then attempt to attack them back. Monsters' distance to their target considers walking travel distance (pathing distance), not straight line distance.
怪物栖息在丛林中,除非受到攻击否则不会离开其指定的营地,一旦受到攻击就会变得具有攻击性(进入"主动攻击"状态)。当被激怒时,怪物将锁定最近的英雄作为目标,无论
视野如何,并试图反击。怪物与目标的距离是按行走路径距离计算,而非直线距离。
Monsters have a maximum radius they can move before they start to lose their patience. This distance is called leash range and is indicated by a flowing circle around the camp's location that appears for each player when they initiate combat with that monster (with the exception of , who is stationary). Leash range varies per camp. If the monster is unable to find their acquired target (e.g. the champion enters
stealth) or moves outside of its leash range, its patience will start to deplete. Patience depletes faster the farther away the monster is from its maximum leash range and/or the less it is attacked while being there. Non-epic monsters' patience additionally drops when they change targets. They may change their target up to 6 times (without accounting for patience loss while outside leash range) before their patience fully depletes.
怪物有一个最大移动半径,超出此范围时将开始失去耐心。这个距离称为拉扯范围,并通过围绕营地位置的流动圆圈来指示,当玩家与该怪物发起战斗时会出现此圆圈(
男爵纳什尔除外,他是固定不动的)。拉扯范围因营地而异。如果怪物无法找到其锁定的目标(例如英雄进入
隐身状态)或移出其拉扯范围,其耐心值将开始下降。耐心值下降的速度与怪物距离最大拉扯范围的远近以及受到攻击的频率有关。非史诗级怪物的耐心值在更换目标时会额外下降。它们最多可以更换目标 6 次(不计算在拉扯范围外的耐心损失),之后耐心值将完全耗尽。
When a monster's patience reaches zero, it will enter a state of soft reset for 6 seconds. While in this state, the monster will begin walking back toward its neutral position, healing for 6% of its maximum health every second and ignoring calls for aggression from its attackers until it has returned inside its leash range. Attacking a monster while it is within its leash range ends this soft reset prematurely to restore some of its patience and prevent it from losing any further patience for 1.5 seconds.
当怪物的耐心值降至零时,它将进入 6 秒的软重置状态。在此状态下,怪物将开始走向其中立位置,每秒恢复 6%的最大生命值,并且在返回到其拉扯范围内之前会忽略攻击者的攻击。在怪物处于拉扯范围内时攻击它可以提前结束软重置状态,恢复一些耐心值,并在 1.5 秒内防止其进一步失去耐心。
When the soft reset grace period ends, the monster will enter a state of hard reset instead, again ignoring all attackers, but now healing at a much faster rate and running back to its neutral position more rapidly. Once the monsters have returned to the camp's neutral position, they will recover their patience after 2 seconds of their arrival and over 2 seconds.
当软重置宽限期结束后,怪物将进入硬重置状态,同样忽略所有攻击者,但现在以更快的速度恢复生命值并迅速返回中立位置。一旦怪物返回到营地的中立位置,它们将在到达后 2 秒内逐渐恢复耐心。
- Notes 注意事项
- Small monsters match the patience of their respective large monster as long as it is alive and within 700 units.
小型怪物将与其各自的大型怪物保持相同的耐心值,只要大型怪物存活且在 700 单位范围内。 - Vision of a champion applies to the entire camp of monsters not only e.g. the largest monster in the camp.
英雄的视野将应用于整个怪物营地,而不仅仅是营地中最大的怪物。 - When the large monster of a camp dies, all other smaller monsters in their camp will be marked for death for 10 seconds. After 10 seconds of not being in combat with a champion, the marked monsters will die.
当营地的大型怪物死亡时,该营地中的所有其他小型怪物将被标记为 10 秒钟的死亡状态。10 秒内若未与任何英雄发生战斗,这些被标记的怪物将会死亡。 - Monsters can have different range types.
怪物可以具有不同的攻击距离类型。 - Most monsters' attacks have an
uncancellable windup. The exceptions are and .
大多数野怪的攻击都有一个
不可取消的前摇。例外是
小拷问者和
虚空小虫。
Camp respawn[edit | edit source]
刷新营地编辑 | 编辑源代码
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 viewed in the scoreboard. An accurate timer can only be given to the ally team if the ally team had vision of the camp when it was cleared; however, gaining vision of the camp's location at any point may still provide an accurate timer on the minimap when the camp is close to spawning (a greyed out timer means 60 seconds remaining, a filled one means 10 seconds remaining until respawn). This does not apply to epic monster camps, which will always provide an accurate timer and be announced to both teams when cleared.
在一个野怪营地被完全清空后,它将在特定的时间内保持空置(其"重生时间"),然后所有的怪物将重新出现。可以在记分板上查看营地的重生计时器。只有当友方队伍在营地被清空时有视野,才能为友方队伍提供准确的计时器;然而,在任何时候获得营地位置的视野,仍可能在营地接近重生时在小地图上提供准确的计时器(灰色的计时器表示还剩 60 秒,填满的计时器表示还有 10 秒重生)。这不适用于史诗级野怪营地,清理史诗级野怪营地时,双方队伍将始终获得准确的计时器并收到通知。
- When a non-epic monster camp is cleared outside of vision, it is not possible to know that an enemy has recently been at that location.
当在没有视野的情况下清理非史诗级野怪营地时,无法知道敌方最近是否在该位置活动。
A monster camp will not start its respawn timer until all of the monsters in the camp have died. For example, if the has been slain, but at least one of its two companions has not, the camp's respawn timer will not start until the last Wolf has been slain. The game will automatically kill any remaining lesser monsters in a camp whose large monster has been killed, after 10 seconds of them returning to a neutral state. This allows them to respawn automatically as well, albeit with this important delay.
野怪营地的重生计时器要等到营地中所有怪物死亡后才会开始。例如,如果
大型狼已被击杀,但至少有一只两只
小狼还活着,营地的重生计时器将不会开始,直到最后一只狼被击杀。游戏将在大型怪物被击杀后的 10 秒内,自动杀死营地中剩余的小型怪物,使它们返回中立状态。这允许它们自动重生,尽管有这个重要的延迟。
Monster Rewards[edit | edit source]
野怪奖励编辑 | 编辑源代码
As a general rule, monsters dispense their full
gold and
experience bounty to the killer. Epic monsters may dispense additional bounties locally or globally to the members of the team that slay them. Some large monsters and all epic monsters can also offer individual or team-wide buffs.
作为一般规则,野怪会将其全部
金币和
经验奖励给予击杀者。史诗级野怪可能会为击杀它们的队伍成员提供额外的本地或全局奖励。某些大型野怪和所有史诗级野怪还可以提供个人或全队增益效果。
- The and buffs are gained respectively from the and the , and may be transferred to another champion. This occurs when a champion kills someone holding a crest, causing the crest to be transferred 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 a few minutes.
洞察印记和
灼烧印记分别来自
蓝色哨兵和
红色荆棘背,并可以转移给另一名英雄。当英雄击杀持有印记的目标时,印记会转移给击杀者并重置增益持续时间。如果持有印记的英雄被小兵、野怪或防御塔击杀,或者印记自然消失,则增益将完全消失。- When the map transforms into the Elemental Rift, the and the become Draconic, gaining this form if alive and respawning in it each time. Killing them in this form leaves behind a buff wisp at the camp's location for 60 seconds. The wisp can be picked up by an allied champion moving near it, granting them the buff. If the killer did not have , the wisp can only be picked up by a champion that does so.
当地图转变为元素裂隙时,
蓝色哨兵和
红色荆棘背会变成龙系形态,如果存活则会获得这种形态,每次重生也是如此。在这种形态下击杀它们会在营地位置留下一个增益精华,持续 60 秒。靠近它的友军英雄可以拾取,获得增益。如果击杀者没有
惩戒,则只有携带惩戒的英雄可以拾取。 - Once the spawns at 25:00, the and the become permanently corrupted by the Void if they are not Draconic, transforming into a Voidborn with 30% increased health. Killing them in this form grants you and all your allied champions, if alive, the buff. Any remaining Draconic or that are slain respawn as Voidborn instead.
一旦
男爵纳什罗在 25:00 出现,如果
蓝色哨兵和
红色荆棘背不是龙系形态,它们会被虚空永久腐化,转变为拥有 30%额外生命值的虚空生物。击杀它们的这种形态会为你和所有存活的友军英雄授予增益。任何剩余的龙系
蓝色哨兵或
红色荆棘背被击杀后,都将重生为虚空生物。
- When the map transforms into the Elemental Rift, the and the become Draconic, gaining this form if alive and respawning in it each time. Killing them in this form leaves behind a buff wisp at the camp's location for 60 seconds. The wisp can be picked up by an allied champion moving near it, granting them the buff. If the killer did not have , the wisp can only be picked up by a champion that does so.
- The buff is granted to the team that has taken down the in the baron pit after they pick up her dropped . This buff allows the holder to summon an allied Rift Herald Mercenary, which will then march down the nearest lane and push it until it dies.
在击败位于男爵坑中的
恶魔先锋后,并拾取其掉落的
先锋之眼的队伍,将获得
虚空一瞥增益。此增益允许持有者召唤一个友军恶魔先锋佣兵,该佣兵将沿着最近的路线前进并推进直到阵亡。 - The stacking buffs acquired for slaying the are applied to all team members, whether living or dead, and last indefinitely. The exception to this is the from the , which is only granted to living teammates and lasts for a few minutes and is lost upon death.
通过击杀
龙获得的叠加
屠龙者增益会应用于所有队员,无论生死,并且会永久持续。唯一的例外是来自
远古龙的
龙之灵,该增益仅授予在生队员,并在几分钟内有效,死亡时会失去。 - The buff is granted to all teammates when a is slain. The buff stacks for each grub killed.
当
虚空食者被击杀时,所有队友将获得
虚空之触增益。这一增益会根据击杀的食者数量进行叠加。- At 4 or more stacks of this buff, it also grants the .
当此增益达到 4 层或更多时,还将额外授予
虚空饥渴。
- At 4 or more stacks of this buff, it also grants the .
- The buff is only granted to living teammates when is killed. The buff lasts for a few minutes and is lost upon death.
只有在
击杀大纳什男爵时,
大纳什之手增益才会被授予存活的队友。这个增益持续几分钟,阵亡后将会消失。
Monsters spawn at level 1 when spawning for the first time, and their level is re-calculated only when they respawn. These exclude epic monsters, which start the game at higher levels and upgrade automatically per game time, akin to
minions.
怪物在首次生成时默认为 1 级,仅在重生时重新计算等级。这不包括史诗级怪物,它们游戏开始时就处于较高等级,并随游戏时间自动升级,类似于
小兵。
Monster experience reward[edit | edit source]
怪物经验奖励编辑 | 编辑源代码
- While owning a jungle item (, , or ), gain 80 bonus experience from killing large monsters. Your first monster kill grants 150 bonus experience.
当拥有打野道具(
疾风幼雏、
苔藓践踏者幼苗或
灼烧之爪幼崽)时,击杀大型野怪可额外获得 80 点经验。第一次击杀野怪将额外获得 150 点经验。
Monster interactions[edit | edit source]
怪物互动编辑 | 编辑源代码
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This article or section is outdated. Please update this article to reflect recent events or newly available information. 本文章或章节已过时。请更新本文以反映最新事件或新可用信息。
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The following game elements have special interactions or effects against monsters:
以下游戏元素对怪物有特殊互动或效果:
Capped damage[edit | edit source]
上限伤害编辑 | 编辑源代码
Champions[edit | edit source]
英雄编辑 | 编辑源代码
- and
安贝萨的
狡猾扫荡和
裂地重击 - and
伊莉丝的
神经毒素和
剧毒撕咬 -
莱阿斯特的收割斩击 - and
西恩的荣耀死亡和灵魂熔炉 - and
乌迪尔的
野性之爪和
翼灵风暴
Items[edit | edit source] 物品编辑 | 编辑源代码
Modified damage[edit | edit source]
修改伤害编辑 | 编辑源代码
Champions[edit | edit source]
英雄编辑 | 编辑源代码
- and
安贝萨的
狡猾横扫和
裂地猛击 - and
暗影之女的
虚空突袭和
皇家风暴 - and
塔莉亚的
穿线齐射和
解构大地
Items[edit | edit source] 物品编辑 | 编辑源代码
Other interactions[edit | edit source]
其他交互编辑 | 编辑源代码
Champions[edit | edit source]
英雄编辑 | 编辑源代码
- , , and
亚托克斯的
死亡使者姿态,
暗裔之刃,
炼狱锁链和
末日毁灭 - and
安贝萨的
驳斥和
公开处决 - * and *
虚空女王的
薰衣草之死* 和
无尽盛宴* - and
德莱厄斯的
和
- , and
蒙多医生的
、
和
- and
艾瑞莉娅的
艾欧尼亚热血和
刃舞突袭 - and
卡尔玛的
专注化解和
重生 - * and
魔腾的
魔腾之印* 和
狼的狂热 - , , , and
克莱德的
胆小的蜥蜴斯卡尔,
,
,
和
- , , and
努努的
弗雷尔卓德之唤,
吞噬,
史上最大雪球!和
雪球狂轰滥炸 - , and
瑟瑞尔的
北方之怒,
冬日之怒和
严寒冻结 - and
塔莉娅的
弹幕石墙与
塔莉娅的
地裂 - and
锤石的
和
Items[edit | edit source] 物品编辑 | 编辑源代码
Runes[edit | edit source] 符文编辑 | 编辑源
Summoner Spells[edit | edit source]
召唤师技能编辑 | 编辑源代码
- ( and )
(
和
)
Neutral Buffs[edit | edit source]
中立增益效果编辑 | 编辑源代码
Event Monster Skins[edit | edit source]
活动怪物皮肤编辑 | 编辑来源
Some Events had reskinned monsters
一些活动曾重新设计过怪物的皮肤
Baron Nashor[edit | edit source]
男爵纳什尔
-
2016 Snowdown Showdown 2016 雪灾大赛
-
2017 World Championship 2017 世界锦标赛
-
2018 Lunar Revel 2018 春节庆典
-
2018 Mid-Season Invitational
2018 中期赛季邀请赛
Lore[edit | edit source] 背景故事编辑 | 编辑来源
Summoner's Rift[edit | edit source]
峡谷之巅编辑 | 编辑源代码
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.
历史上,这片峡谷所在的森林曾是守护者(鹿徽章)和法师领主(猫头鹰徽章)召唤师之间的多场战争的战场,这两个阵营都试图将该地区的自然魔法能量用于自身目的。
The large amount of concentrated magic has mutated the local wildlife. From , to it has also attracted the attention of powerful who currently reside in one of the battle torn ruins. , and 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 , a large Serpent/Worm largely believed to be dead for centuries. It has his corruption affecting the land around him.
大量集中的魔法已经使当地野生动物发生变异。从
巨型青蛙、
巨鸟到
双头狼,这里还吸引了强大的
龙,它们目前栖息在这些战火蹂躏的废墟中。
哨兵、
荆棘背和
克鲁格是由当地的植物和泥土融入魔力而构建的生物。峡谷不稳定的魔法不经意间引发了
纳什男爵的复苏,这是一只被认为已经死亡数百年的大型蛇/蠕虫。它的腐化正在影响周围的土地。
Twisted Treeline[edit | edit source]
扭曲森林编辑 | 编辑来源
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.
在暗影岛陷落后,岛上的居民被黑雾所改变。众多个体和生物现在都服从于哈罗(Harrowing)的意志。
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. 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.
维勒魔(Vilemaw)是一只来源不明的古老蜘蛛,目前栖息在被诅咒的森林中。"蜘蛛教团"的大部分追随者都位于诺克萨斯和德玛西亚。
伊莉丝是其大祭司,在两个国家和暗影岛之间往返,她带领追随者与蜘蛛之神维勒魔永生共存,至少他们是这样相信的。
Bilgewater[edit | edit source]
比尔吉沃特编辑 | 编辑源
Various monsters from across Runeterra, such as the , , , and are shipped through the black market and used for monster brawls.
来自符文大陆的各种怪物,如
铁背兽、
章鱼豆、
掠夺蟹和
剃刀鳍,都通过黑市交易并用于怪物格斗。
Media[edit | edit source] 媒体编辑 | 编辑源代码
- Related Music 相关音乐
Trivia[edit | edit source] 琐事编辑|编辑源代码
- The icon for the
Patience mechanic is reused from the Season Three (2013) mastery
Frenzy.
耐心机制的图标是重用自 2013 年第三赛季的
狂热状态。
Patch History[edit | edit source]
补丁历史记录编辑 | 编辑源代码
- New epic monster: / .
新史诗怪物:
贪食者阿塔坎 /
毁灭者阿塔坎。
- New epic monster: .
新史诗怪物:
虚空吞噬者。 - New lesser monster: .
新小型怪物:
虚空蚁。
- Undocumented: Monster attacks (excluding ) are now uncancelable. This also fixes the following bug which was documented in place of this change:
未记录:怪物攻击(不包括
小石像鬼)现已无法取消。这同时修复了被记录的与此更改相关的以下错误:- Bug Fix: Monsters are now properly aggroed by champion summoned units such as and .
修复:现在怪物可以被召唤单位正确激怒,如
艾丽丝的
蜘蛛和
沙柯的
陷阱。
- Bug Fix: Monsters are now properly aggroed by champion summoned units such as and .
- Leash range centers have been offset from camp spawn location in order to give more space for champions to move and kite.
牵引范围的中心已从营地刷新位置偏移,以便给英雄更多移动和拉怪的空间。
- While a monster is aggroed, their leash range will be briefly highlighted and persist around the camp until they exit combat and fully reset. This is the distance outside of which their patience starts to diminish.
- New Effect: When a monster loses all of its patience, it will soft reset for 6 seconds instead of fully resetting its patience. While in the process of soft resetting, the monster will path towards the center of its camp, heal for 6% of its maximum health every second, and ignore attackers outside of its leash range.
- Attacking a monster while it is within its leash range ends this soft reset prematurely to restore some of its patience and prevents it from being lost for 1.5 seconds.
- If the soft reset ends from after 6 seconds, the monster will hard reset and in the process will ignore all attackers, rapidly heal, and path to its original position.
- Monsters move slow while soft resetting and much more faster while hard resetting.
- New Effect: Monsters now regenerate patience that they have lost after 2 seconds of being back within their leash range.
- New Effect: Small monsters now match the patience of their respective large monster as long as it is alive and within 700 units.
- New Effect - Marked For Death: When the large monster of each non-epic camp dies, all other smaller monsters in their camp will be marked for death for 10 seconds. After 10 seconds of being out of combat with a champion, the marked monsters will die.
- New Effect: Killing large monsters rewards an additional
15 and 15 when owning a jungle item.
- Experience is no longer reduced by 5% per level champion is ahead of the camp being taken.
- Applicable monsters now spawn at 1:30 from 1:40 (, , , ).
-
- Removed: Both .
-
- Removed: Both .
-
- 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.
- Stack 2:
-
- Now drops a for .
-
- 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.
- 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%.
-
- Base health increased to 1450 from 1440.
- Base armor reduced to 10 from 12.
-
- Base health reduced to 1300 from 1320.
- Base armor increased to 10 from 9.
-
- Now properly classified as an Epic Monster (5 stacks on Devourer).
- Removed: Eye no longer stays open if brought into kill threshold.
-
- 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: was not granting a Well Fed bonus.
-
- Movement speed reduced to 150 from 180.
- Magic resist reduced to -15 from -10.
-
- Magic resist reduced to -15 from -10.
-
- Magic resist reduced to -15 from -10.
-
- Movement speed reduced to 250 from 330.
- Magic resist reduced to -5 from 0.
-
- 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.
-
- New monster.
-
- Removed: Critical strikes.
- Armor reduced to 10 from 20.
- XP reduced to 90 from 100.
- Gold increased to 58 from 36.
-
- Now grants 2 ability power per level.
-
- Health reduced to 375 from 400.
- Magic resistance increased to 10 from 0.
- Armor decreased to 0 from 8.
-
- Armor reduced to 10 from 20.
- XP reduced to 90 from 100.
- Gold increased to 58 from 36.
-
- Now applies to turrets.
-
- Health reduced to 375 from 400.
- Magic resistance increased to 10 from 0.
- Armor decreased to 0 from 8.
-
- 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.
-
- 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.
-
- 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.
-
- Attack range increased to 175 from 125.
- XP reduced to 132 from 142.
- Gold increased to 68 from 53.
-
- Health reduced to 380 from 420.
- Armor reduced to 0 from 6.
-
- XP reduced to 130 from 140.
- Gold increased to 62 from 41.
-
- Health reduced to 225 from 250.
- Armor reduced to 0 from 5.
- 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.
- 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.
- Monsters lose Patience under the following conditions:
-
- Attack range reduced to 250 from 550.
-
- Attack range reduced to 125 from 175.
- respawn timer will update for the non-killing team the moment they see an enemy with or the empty pit.
- respawn timer is updated for both teams when he dies, regardless of sight.
-
- Forced action crowd control effects will now lock Scuttles in place.
- Fixed a bug where forced action crowd control effects and were not triggering Scuttles' "loses resistances while disabled".
- 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.
-
- Health on spawn: 1240 from 1440
- Damage on spawn: 70 from 73
-
- Health on spawn: 480 from 540
- Damage on spawn: 33 from 35
-
- Health on spawn: 1050 from 1200
- Damage on spawn: 52 from 55
-
- Health on spawn: 230 from 250
- Damage on spawn: 18 from 20
-
- Health on spawn: 1120 from 1320
- Damage on spawn: 40 from 42
-
- Health on spawn: 390 from 420
- Damage on spawn:15 from 16
-
- 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.
-
- Duration increased to 3 minutes from 2 minutes.
- Upon killing , 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.
- : +20 armor & magic resistance, +20% attack speed, +15 attack damage, +75 attack range.
- : +10 armor & magic resistance, +10% attack speed, +20 attack damage, +100 attack range.
- : +30 armor & magic resistance, +10% attack speed, +50 attack damage, +750 attack range.
- : +10 armor & magic resistance, +10% attack speed, +10 attack damage.
- No longer grants bonus health regen, mana regen, cooldown reduction or attack speed.
-
- Monster Leashing:
- Leash Range reduced to 700 from 750
- Maximum Resets increased to 6 from 5
-
- Attacks per second increased to 0.5 from 0.45
- Base Damage increased to 100 from 75
- Dragon's Might / (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)
-
- Damage Scaling changed to 5% bonus health from 10% bonus health
- 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
- Attack Damage reduced to 83 from 90
- Damage reduced to 45 from 55
- Damage reduced to 16 from 20
- Reward increased to
53 from
48 - Reward increased to
16 from
14 - Damage changed to 10 + (10% of bonus health) from 4 + (8 × level)
- The speed shrine now affects pets
- Buff Counter for Spectator was added
-
- Attack Range increased to 500 from 350
- Attack Speed increased (base damage has been reduced so that overall damage-per-second remains the same)
- Jungle monsters will 'hard' reset after 5 soft leashes (from 10 soft leashes).
-
- Now knocks away wards when he's at (or moves to) his starting location.
- Tooltip bonuses for second and fourth have been swapped to accurately reflect the change we made in patch V4.21.
-
- 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) 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).
- Slightly adjusted positioning of / buff camps so that area-effect abilities should now consistently hit the same number of monsters in all four camps
- side now mirror side (the is always further away from the base)
-
- 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
- will always finish his attack before switching targets
- no longer gets stuck outside his pit when hit with terrain abilities
- once again drops a soul for
- 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
-
- duration reduced to 180 seconds from 240 seconds
-
- required hits to stun increased to 6 from 5
-
- 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.
- base health increased to 5311 from 5011
-
- Spawn time increased to 20 minutes from 15 minutes
- Killing now grants a buff called 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
- :
- 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)
- :
- +20 attack damage
- +50% missile speed
- +100 attack range
- :
- +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.
- :
- +25% Attack Speed.
- Gain +50% Movement Speed when within 800 units of enemy minion or Turret.
- All Minions:
- Augments your 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
-
- Killing the nows grants a permenant stacking buff called :
- 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.
- no longer gives global gold but still awards experience and a small amount of gold to the slayer
- The experience grants to the killing team has been reduced by 50%
- Killing the nows grants a permenant stacking buff called :
- (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%
- (blue bluff)
- Duration reduced to 120 seconds from 150 seconds
- Added the
- Respawn time: 3 minutes
- Reward: Grants vision and a speed boost in front of either Pit or Pit for 75 seconds upon death
- : 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
-
- Experience increased to 140 from 120
- Damage increased to 55 from 40
- Movement Speed increased to 350 from 320
-
- Experience increased to 20 from 10
- Damage increased to 20 from 14
- Movement Speed increased to 350 from 320
-
- Base health increased to 2000 from 1500
- Damage increased to 73 from 60
-
- Base health increased to 1800 from 1500
- Damage increased to 80 from 60
- &
- Small Monsters
-
- Champions gain 10% less experience for each level they are above the camp they are killing. This penalty caps at 50%.
- and buffs no longer fall off when a champion is executed by a jungle camp
- Crest of the Ancient Golem renamed
- Blessing of the Elder Lizard renamed
- Jungle monsters no longer give additional experience based on their level (to remain consistent with lane minion experience)
-
- Health increased to 1250 from 850
-
- Health reduced to 500 from 550
-
- Health increased to 1150 from 650
-
- Health reduced to 400 from 430
-
- Health increased to 1000 from 550
-
- Health reduced to 350 from 380
- 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)
-
- 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.
- Health restoration particule fixed when killing a large jungle monster.
- 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
-
- Attack Damage increased to 60 from 59
- Experience reduced to 140 from 160
-
- Health increased to 450 from 300
- Experience increased to 40 from 38
-
- Health increased to 250 from 150
- Attack Damage increased to 12 from 10
- Experience increased to 20 from 4
- Gold increased to
4 from
3 - (New Camp)
-
- level minimum: 6, maximum: 15
- local XP: 150 to 510 based on level, divided between nearby allied Champions
- global Gold:
125 to
260 based on level given to all allied Champions - If the killing team is lower average level than their opponents, 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 squared (max total +200% extra)
-
- Spawn time increased to 2:05 from 1:55
-
- Spawn time increased to 2:05 from 1:55
-
- Base experience granted increased to 170 from 153
-
- Spawn time increased to 2:05 from 1:55
-
- Base experience granted increased to 160 from 137
-
- Base experience granted reduced to 260 from 340
- Base Health reduced to 1400 from 1500
-
- Base experience granted reduced to 260 from 340
- Base Health reduced to 1400 from 1500
-
- Base experience granted increased to 50 from 10
- Base Health increased to 400 from 300
-
- 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%
- Voracious Corrossion
-
- Initial spawn time increased to 1:55 from 1:40
- Respawn time reduced to 50 seconds from 60
-
- Initial spawn time increased to 1:55 from 1:40
-
- Initial spawn time increased to 1:55 from 1:40
- Respawn time reduced to 50 seconds from 60
-
- Base Experience granted increased to 340 from 220
- Now plays a particle effect to show who the buff transferred to
-
- Base Experience granted increased to 340 from 220
- Now plays a particle effect to show who the buff transferred to
-
- Base Experience granted reduced to 10 from 40
- /
- Now immune to effects that would reduce their damage
- , , and kill messages are now bolded in chat
- Added to the new Twisted Treeline.
- 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.
- 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)
- Jungle monsters that previously had negative magic resistance now have magic resistance of zero.
- Monsters experience range reduced to 800 from 1250.
- 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.

