Dragon pit 龙坑
- "Dragon pit" redirects here. For other uses, see Dragon (disambiguation).
"龙坑"重定向至此页面。关于其他用途,请参见"龙"(消歧义)。

The dragon pit is one of the game's most unique jungle camps on
Summoner's Rift. The occupant, one of seven dragons, serves as a neutral objective that is meant to rival the importance of camps that appear in the baron pit. These dragons vary throughout a single match and every match of League of Legends, with even the initial spawn being determined at random.
龙坑是召唤师峡谷上最独特的野区阵营之一。这里的占据者——七条龙中的一条,是一个旨在与男爵坑中出现的阵营相匹敌的中立目标。这些龙在单场比赛和每一场英雄联盟比赛中都会变化,甚至初始刷新都是随机决定的。
One of seven monsters may occupy the dragon pit at any one time:
在任何时候,七种龙中的一种可能会占据龙坑:
Prior to V6.9, was the sole occupant of the dragon pit and there was generally no need to distinguish the camp from the monster in terms of gameplay. With the introduction of the elemental drakes, it became necessary to document the objective separately from the individual dragon units. The dragon system received a substantial overhaul in preseason ten, modifying the spawn mechanics, rewards and even the layout of the pit.
在 V6.9 版本之前,
是龙坑的唯一居住者,通常不需要在游戏中区分营地和怪物。随着元素龙的引入,有必要将目标与单个龙单位分开记录。龙系统在第十赛季前期进行了大幅调整,修改了刷新机制、奖励,甚至改变了龙坑的布局。
On V12.2, a hotfix update was issued to temporarily disable the and its associated systems (
Chemtech Fog, , and ) as a result of their higher impact on matches than other elemental drakes and the negative feedback they received by the majority of the community.[1] The and its systems were reintroduced in V12.22 with different effects, including the elemental rift which removed
Chemtech Fog.
在 V12.2 版本中,开发团队发布了一个热修复更新,暂时禁用了
化学科技龙及其相关系统(
化学科技迷雾、
化学科技枯萎、
化学科技龙魂),原因是这些元素龙对比其他元素龙对比赛的影响更大,并且收到了大多数社区玩家的负面反馈。 [1] 化学科技龙及其系统在 V12.22 版本中重新引入,并调整了不同的效果,包括移除了
化学科技迷雾的元素裂隙。
Spawn[edit | edit source] 生成位置 | 编辑源代码
- Random Drakes: At 5 minutes into the game, an elemental drake ( ) of a random type spawns in the dragon pit. When a drake is slain, the next drake will respawn after 5 minutes elapse, spawning with a random new element not yet chosen from the pool.
随机龙种:游戏 5 分钟时,龙坑中会刷新一只随机类型的元素龙(
)。当一只龙被击杀后,下一只龙将在 5 分钟后重生,并随机选择尚未选择的元素类型。 - Rift Shift: After the second drake has been slain and the third drake has been determined, the map will transform into an Elemental Rift based on the drake's element. From now on, the drake will not change elements between respawns.
地图转变:在第二只龙被击杀且第三只龙已确定后,地图将根据龙的元素类型转变为对应的元素裂隙。从这时开始,龙将不再改变元素类型。 - Draconic Blessings: The drake of the respective Elemental Rift graces certain newly-spawned or live monsters, causing their effects to be Draconic and their body to visibly glow. After void corruption enters the map, new monsters' blessings are permanently severed.
龙之祝福:元素裂隙的特定德雷克会赐福于新生成或存活的某些怪物,使其效果变为龙性,且身体会明显发光。在虚空腐蚀进入地图后,新怪物的祝福将永久断绝。 - Elder Dragon: Once a team has killed their fourth drake, the camp will now instead spawn the with a 6 minute respawn timer.
远古龙:当一支队伍杀死第四条德雷克后,营地将改为刷新
远古龙,并具有 6 分钟的重生计时。
The next dragon to spawn has their insignia noted in both the spawn timer and the wall of the alcove.
下一条将要刷新的龙的标志将在刷新计时器和凹槽墙壁上标注。
-
Chemtech Drake 化学科技龙
-
Cloud Drake 云龙
-
Hextech Drake 科技龙
-
Infernal Drake 炼狱龙
-
Mountain Drake 山地龙
-
Ocean Drake 海洋龙
-
Elder Drake 远古龙
Elemental Rift[edit | edit source]
元素裂隙编辑 | 编辑源代码
After the second drake is slain and the element of the third drake has been determined, Summoner's Rift transforms into its Elemental version. Each element has a different map variation and/or other gameplay features.
在第二条龙被击杀并确定第三条龙的元素后,召唤师峡谷将转变为其对应的元素版本。每种元素都有不同的地图变体和/或其他游戏特性。
[edit | edit source]
化技合金裂隙编辑 | 编辑源代码
- Mutates all life forms on the rift, enhancing jungle plants with additional effects. 8 additional each spawn within both teams' bases, near the blue-side camp of
Murk Wolves and the red-side camp of , and the entrances to the river near the camps for
Raptors. 14 additional each spawn in front of both teams' base gates, near the camps for and , near both teams' inner turrets within the top and bottom lanes, and near each tri-brush towards the entrances to the river.
改变裂隙中的所有生命形态,增强丛林植物的额外效果。在双方基地内各生成 8 个额外的
蜜果,位于蓝色方
暗狼营地和红色方
蓝色哨兵附近,以及通往
猛禽营地河道入口处。14 个额外的
侦查之花在双方基地门前生成,靠近
暗狼和
红色荆棘后营地,位于双方上下路内塔附近,以及通往河道入口的三角草丛周围。- displaces units hit by the explosion at twice the distance.
爆炸锥体使被击中的单位被弹开的距离增加到原来的两倍。 - no longer
slows champions that consume it and also grants them a
shield in addition to the
heal for each fruit. The shields gained from individual fruits stack but decay in total value by 5% each second.
蜜果不再
减缓使用者的移动速度,并额外为其提供
护盾,补充原有的
治疗效果。每个蜜果获得的护盾可以叠加,但总护盾值每秒衰减 5%。 - now also
reveals the area around it and reduces the health of all revealed
wards to 1. Additionally, for 4.5 seconds after the plant was triggered, champions of the attacker's team, including the attacker themself, hit by the pollen gain 40% bonus movement speed while facing in the direction the pollen was released in a cone.
侦查之花现在还能够显示其周围的区域,并将所有被揭示的守卫的生命值降低至 1。此外,在触发植物的 4.5 秒内,攻击者及其队友被花粉命中后,在花粉释放的锥形方向前进时,获得 40%的额外移动速度。
- displaces units hit by the explosion at twice the distance.
[edit | edit source]
云裂隙(编辑 | 编辑源)
- Air currents flow throughout the area near the camps for and , as well as the Dragon pit. These currents create speed zones that grant champions within 20% bonus movement speed, increased to 35% while they are out of combat. 6 additional each spawn in front of both teams' base gates and by the tri-brushes near the river.
在蓝 buff 哨兵和红色荆棘背刺者的营地附近,以及龙坑区域,空气流动形成速度区域,使区域内的英雄获得 20%的额外移动速度,脱离战斗状态时增加至 35%。另外,在双方基地门前和河道三角草丛处各生成 6 个额外的侦查之花。
[edit | edit source]
海克斯科技裂隙 | 编辑源代码
Industrializes the map with hextech technology, summoning four pairs of
Hex-gates that allow long-range transit:
使用海克斯科技工业化地图,召唤四对
海克斯传送门,允许长距离传送:
- One pair between each team's base toward their side's Murk Wolf camp. These gate pairs can only be traveled from the bases toward the jungle, and not the opposite way.
在每个队伍基地与其一侧的魔沼狼营地之间设置一对传送门。这些传送门对只能从基地单向传送到野区,不能反向。 - One between the Blue team's Blue Sentinel camp and behind the baron pit. This gate pair can be traveled either way.
在蓝队蓝 BUFF 营地与男爵坑后方之间设置一对传送门。这对传送门可双向通行。 - One between the Red team's Blue Sentinel camp and behind the Dragon pit. This gate pair can be traveled either way.
在红队蓝 BUFF 营地与龙坑后方之间设置一对传送门。这对传送门可双向通行。
[edit | edit source]
炼狱裂隙编辑 | 编辑源代码
- Burns up the walls near the entrance of the Dragon pit. 10 additional each spawn in front of both teams' base gates, near the camps for and
Murk Wolves, and within the alcoves.
烧毁龙坑入口附近的墙壁。每队基地大门前、
青蛙和
幽狼营地旁以及凹槽区域各额外生成 10 个
爆裂种子。 - Spawns Infernal Cinders around the map randomly in a cluster of 2–3 once every 20 seconds. A cluster of Cinders lasts for 3 minutes before despawning, with a higher chance of spawning on the losing team's half of the map, based on team gold. Cinders can be picked up by champions moving over them, granting 150% bonus movement speed decaying over 2 seconds and a stack of
Infernal Cinder. Each stack grants 1 ability haste.
在地图上随机生成 2-3 个地狱烬簇,每 20 秒生成一次。一个烬簇将持续 3 分钟后消失,并且更有可能在金币较少的团队一半的地图区域生成。当英雄移动经过时可以拾取烬,获得 150%加速效果(在 2 秒内衰减)和 1 个
地狱烬堆叠。每个堆叠提供 1 点技能急速。- Upon death, champions can hold up to 5 Infernal Cinder stacks without dropping them. If the champion killed had more than 5 Infernal Cinder stacks, 50% of their remaining cinders are dropped near the location of their death in a ring, which allows other champions to pick them up after 0.85 seconds, while the rest of the stacks are lost. Dropped cinders last for 30 seconds before disappearing.
死亡时,英雄可以持有最多 5 个地狱烬堆叠而不会丢失。如果被击杀的英雄拥有超过 5 个地狱烬堆叠,则其 50%的剩余烬将在死亡地点呈环形掉落,其他英雄可以在 0.85 秒后拾取,而其余堆叠则会丢失。掉落的烬将在 30 秒后消失。- The movement speed granted by picked-up cinders cannot stack; the duration of the buff only refreshes with each one obtained.
拾取的余烬所赋予的移动速度无法叠加;每次获得余烬时只会刷新 buff 的持续时间。 - For every 25 cinders collected, champions gain an increasingly bright glow.
每收集 25 个余烬,英雄们将获得越来越明亮的光芒。
- The movement speed granted by picked-up cinders cannot stack; the duration of the buff only refreshes with each one obtained.
- Upon death, champions can hold up to 5 Infernal Cinder stacks without dropping them. If the champion killed had more than 5 Infernal Cinder stacks, 50% of their remaining cinders are dropped near the location of their death in a ring, which allows other champions to pick them up after 0.85 seconds, while the rest of the stacks are lost. Dropped cinders last for 30 seconds before disappearing.
-
Infernal Cinder 炽焰余烬
-
Dropped Infernal Cinders 掉落的炽焰余烬
[edit | edit source]
山地峡谷编辑 | 编辑源代码
- Triggers a seismic shift throughout the map, causing rock formations to emerge near the camps for and as well as near the blue-side
Raptor camp and entrance of the Dragon pit.
触发地图全域的地震变动,在蓝色哨兵和红色灌木背营地附近,以及蓝色方猛禽营地和龙坑入口处形成岩石地貌。
[edit | edit source]
海洋裂隙 | 编辑源代码
- Sprouts life throughout the map, causing 6 patches of brush to grow larger and 12 puddles of water to form in the jungle. Two patches of brush grow near the Dragon pit. 4 additional each spawn near the middle lane and the camps for .
在地图全境生长植被,使 6 片草丛变大,并在丛林中形成 12 个水坑。靠近龙坑的区域生长两片草丛。在中路和
红色荆棘野怪营地附近,各额外生成 4 个
蜜果。- These puddles of water can be interacted with by and .
这些水坑可以通过
奇亚娜的
地形变化和
水上行走进行交互。
- These puddles of water can be interacted with by and .
Rewards[edit | edit source]
奖励编辑 | 编辑源
- Main article: Dragon Slayer
主条目:屠龙者
Slaying any dragon grants
experience to allies. Slaying elemental dragons awards the buff, based on the type of dragon slain. The fourth elemental dragon slain additionally awards the of the Elemental Rift's dominant element. The grants the powerful buff.
击杀任何龙都会为盟友授予
经验。击杀元素龙会根据龙的类型授予
屠龙者增益效果。击杀第四条元素龙还会额外授予元素峡谷主导元素的
龙魂。
远古龙会授予强大的
龙之精华增益效果。
Features[edit source] 特性编辑源
Passives[edit source] 被动效果编辑源
Resistant Skin: Dragons are
immune to all crowd control, except
stasis. Additionally, Dragons' stats cannot be modified by any means.
抵抗皮肤:龙对所有控制效果免疫,除了
停滞状态。此外,龙的属性无法以任何方式被修改。
Ancient Grudge: Elemental Dragons gain 20% bonus damage and 7% damage reduction per stack against enemies with stacks, up to 80% bonus damage and 28% damage reduction at 4 stacks.
远古仇怨:元素龙对具有
杀龙者叠加效果的敌人额外造成 20%伤害并获得 7%伤害减免,最高可达 4 层时的 80%额外伤害和 28%伤害减免。- Dragon Breath: Dragons deal bonus physical damage equal to 5% of the target's current health with their basic attacks, modified to 4% for the . Additionally, Dragons gain 30% armor penetration.
龙息:龙的普通攻击会额外造成目标当前生命值 5%的物理伤害,对于
化学科技龙为 4%。此外,龙获得 30%护甲穿透。
Abilities[edit source] 能力编辑源
- Taking Flight: Dragons
knock back all enemies within
550 units of them upon starting the fight, displacing them further based on proximity and not through terrain.
腾空而起:龙在开始战斗时,会击退其周围 550 单位内的所有敌人,根据距离将其推开,且不受地形限制。
Notes[edit source] 注释编辑源
- Dragons' basic attacks cannot be
dodged nor negated by
spell shields.
龙的基础攻击无法被闪避,也不能被法术护盾抵消。 - Dragons cannot damage other monsters.
龙无法对其他怪物造成伤害。 - If the team that slays a dragon has a lower average level than that of their opponents, they receive 25% bonus experience per average level difference. The bonus experience is sharply increased for the lowest level members of the team, equal to 15% per number of levels behind the dragon squared, up to a maximum of 200%.
如果击杀龙的队伍的平均等级低于对手,他们将获得每个平均等级差 25%的额外经验。对于队伍中等级最低的成员,额外经验会大幅提高,等于每个等级差的平方乘以 15%,最高可达 200%。
Strategy[edit source] 策略编辑源
- Killing dragons is one of the main tasks of the
Jungler. Junglers often require assistance from their team for this task, and the champions best positioned to provide this assistance are usually the mid laners and bottom laners.
击杀龙是打野的主要任务之一。打野通常需要队友的帮助,而最适合提供帮助的通常是中路和下路的英雄。 - When a team attempts to kill a dragon it usually gets weakened during the fight. Given the nature of the dragon pit, the team attempting the kill has limited escape paths. For this reason it's usually a good idea to gank the enemy team when they're trying to kill a dragon. A good gank may score several kills, steal the dragon kill, or both.
当一个队伍尝试击杀龙时,通常会在战斗中被削弱。考虑到龙坑的地形特点,尝试击杀的队伍逃跑路径有限。因此,在敌队试图击杀龙时进行抓人通常是个好主意。一次成功的抓人可能会造成数次击杀,甚至抢走龙的击杀,或同时达成这两个目标。 - Dragons (and other epic monsters) should be finished with effects that instantly deal a high amount of damage (i.e. , , ) to prevent the enemy team from stealing the kill.
应使用能立即造成高额伤害的技能(如惩戒、卓格斯的吞噬、努努的吞噬)来击杀龙(和其他史诗级怪物),以防止敌队抢走击杀。 - When initially attacked, dragons will
knock back every nearby champion, and begin attacking and chasing the closest champion. Attacking the dragon from a safe distance to get it to attack an unprepared enemy champion can be useful.
当龙最初被攻击时,它会
击退附近的所有英雄,并开始攻击并追逐最近的英雄。从安全距离攻击龙,使其攻击未准备好的敌方英雄,可能会很有用。
Tips to prepare dragon ganks[edit source]
准备龙坑抓机会的技巧
- Have a ward in the river close to the dragon camp entrance, providing complete vision of the pit. This will reveal enemies attempting to kill the dragon while also spotting enemies standing guard at the entrance. Killing the is a good way to provide vision in front of the dragon pit, but it does not provide vision inside the pit itself.
在河道靠近龙坑入口处放置一个视野守卫,可以完全掌控龙坑的视野。这将揭示试图击杀龙的敌人,同时也能发现守在入口处的敌人。击杀
河道蟹是提供龙坑前方视野的好方法,但它并不能提供龙坑内部的视野。
Tips to prevent dragon ganks[edit source]
防止龙坑被突袭的提示
- Use a or to check for wards before attempting to kill a dragon, do not destroy wards unless you absolutely must eliminate their vision.
使用
控制守卫或
洞察之镜检查是否有视野守卫,在尝试击杀龙之前不要随意摧毁守卫,除非绝对必要。 - Eliminate the bottom lane enemies and then attack the dragon with the help of your bottom lane teammates. The enemy middle lane and jungler are usually not strong enough to fight three champions at once.
消灭下路敌人,然后在下路队友的帮助下攻击龙。敌方中单和打野通常无法同时对抗三名英雄。 - While on the red team, lure the dragon out of its pit. This makes the dragon chase you into the river, making it harder for the enemy team to steal it by engaging over the wall of the dragon pit.
在红队时,引诱龙从龙坑中走出来。这会使龙追逐你到河道,从而使敌队更难通过越过龙坑的墙壁来抢龙。
Benefits of Dragon Slayer[edit source]
龙种击杀者的好处
The stacking buffs provided by grant powerful effects which boost the overall strength of champions that are empowered by them.
由
龙种击杀者提供的叠加增益会授予强大效果,提升被赋予增益的英雄的整体实力。
- buff grants a team greater resistance to the effects of crowd control as well as greater effectiveness when they receive healing or shielding effects. These bonuses allow for a team to have more uptime in a fight against crowd control and recover faster from and/or mitigate more damage taken with any heals and shields they get.
化学科技龙的增益会让队伍获得更强的抗控制效果,并且在受到治疗或护盾时效果更佳。这些加成使队伍在与控制技能对抗时能够保持更长的战斗时间,并能更快地恢复或减轻通过治疗和护盾所受到的伤害。 - buff speeds up a team as they move across the map faster than their enemies can. It gives a team enough time to head towards an important objective and gain control over it. The decreased slow effectiveness also helps with outrunning a chase.
风龙的增益会加快队伍在地图上的移动速度,使其比敌人更快。这使队伍有足够的时间前往重要目标并获得控制权。降低减速效果还有助于逃脱追击。 - buff greatly increases the attack output of a team as their cooldowns come up quicker and their attacks come out rapidly.
科技龙的增益显著提升了团队的输出能力,使其技能冷却更快,攻击更为迅猛。 - buff becomes more and more effective as a game continues as a team builds up their stats, with the buff giving even more stats which in turn leads to a massive boost in attack power.
炼狱龙的增益随着游戏进程变得越来越有效,随着团队属性的累积,增益会提供更多属性,进而带来巨大的攻击力提升。 - buff toughens up a team and allows them to take more extended fights, making it difficult for the opposition to deal with.
山地龙的增益增强了团队的韧性,使其能够承受更长时间的战斗,令对手难以应对。 - buff restores tons of health after having taken lots of damage. It is particularly useful for taking down an objective after a skirmish as the team will restore their health overtime and be healthy in time for the next fight.
海洋龙的增益可在受到大量伤害后迅速恢复大量生命值。在小规模战斗后夺取目标时尤为有用,因为团队可以随时间恢复生命值,为下一场战斗做好准备。
History[edit | edit source]
历史编辑 | 编辑源
Previous Elemental Rifts[edit | edit source]
先前的元素裂隙编辑 | 编辑源
(1st)[edit | edit source]
化学科技裂隙(第 1 版)编辑 | 编辑源
- Polluted the map with chemtech gas, creating foggy zones around the camps for
Murk Wolves and as well as eliminating the patches of brush near them, for a total of 12. 4 additional were each spawned near both teams' inner turrets within the top and bottom lanes. Units within the foggy zones were empowered by
Chemtech Fog, which granted them
camouflage (900 detection radius) and up to 12% increased damage against enemies with 340 – 1020 (based on target's level) greater current health than them. Attacking, casting abilities, or
channeling broke the camouflage immediately, as well as prevented it from being gained for 2.5 seconds even while not within the zone at the time.
污染了地图,在
诡狼营地和
红色荆棘背刺者周围制造了雾气区域,并消除了其周围共 12.4 片草丛。在上路和下路的内塔附近各生成了 4 个
侦查之花。处于雾气区域内的单位会被
化学科技迷雾赋能,这使他们获得
隐匿(900 探测半径)并可对当前生命值比其低 340 – 1020(基于目标等级)的敌人造成最高 12%额外伤害。攻击、施放技能或
引导会立即打破隐匿状态,并在区域内外阻止获得隐匿状态 2.5 秒。- The camouflage could not be gained while
channeling.
在施放
引导技能时无法获得隐形效果。 - Chemtech Fog's damage amplifier stacked additively with .
化学科技迷雾的伤害放大器可与
化学科技枯萎效果叠加。
- The camouflage could not be gained while
[edit | edit source]
炼狱裂隙编辑 | 编辑源代码
- Burns up the patches of brush and sections of the walls surrounding the camps for and , opening up a pathway in their pits.
在蓝色哨兵和红色荆棘背叛者的营地周围,烧毁了树丛和墙壁的区域,从而在它们的区域中开辟出一条通路。
-
Removed burned wall 已移除被烧毁的墙壁
-
Removed burned wall 已移除被烧毁的墙壁
-
Removed burned wall 已移除被烧毁的墙壁
-
Removed burned wall 已移除的烧焦墙壁
[edit | edit source]
山地峡谷编辑 | 编辑源代码
-
Removed rock formation 已移除岩石地形
[edit | edit source]
海洋裂隙 | 编辑源代码
-
Removed puddle 已移除水坑
-
Removed puddle 移除水坑
Trivia[edit | edit source] 琐事编辑|编辑源代码
- In League of Legends: Turret Defence, its
old version featured as a wave enemy.
在《英雄联盟:防御塔防御》的旧版本中,它曾作为波浪敌人出现。 - In
Teamfight Tactics Sets 1 and 2, a Dragon features as a PvE Round monster in Round 8–7.
在
云顶之弈第 1 和第 2 赛季中,龙作为第 8-7 轮的 PvE 关卡怪物出现。- In Set 2, the Dragon's element is different depending on the game's element.
在第 2 赛季,龙的元素取决于游戏的元素类型。 - In Sets 1 and 2, the Elder Dragon features as a monster in Round 10–7.
在第 1 和第 2 赛季中,远古龙作为野怪出现在第 10-7 轮。
- In Set 2, the Dragon's element is different depending on the game's element.
- Prior to V6.9, there was only one species of to fight, this retired dragon can still be seen flying at the west edge of Summoner's Rift as ambient wildlife.
在 V6.9 版本之前,只有一种
龙可供战斗,这种已经退役的龙仍然可以在召唤师峡谷西边作为环境野生动物飞行。 - The mutated versions of and on the are called Stim Fruits and Firelight's Bloom, respectively.
蜜果和
侦察之花在
化技地界的变异版本分别被称为兴奋果和焰光之花。- mutated version does not have a name.
爆炸种子的变异版本没有特定名称。
- mutated version does not have a name.

Media[edit | edit source] 媒体编辑 | 编辑源代码
- Related Music 相关音乐
Patch History[edit | edit source]
补丁历史记录编辑 | 编辑源代码
本节将讨论龙、龙坑及相关地图效果的变更。关于
- Dragon basic attacks now properly have the same interactions as all units' basic attacks (e.g. parries, reactive damage, etc.).
现在龙的普通攻击与所有单位的普通攻击具有相同的交互效果(例如招架、反伤等)。
-
- Bug Fix: Can now once again appear before the Elemental Rift transformation (first and second drake of the game).
修复 BUG:现在可以在元素裂隙转变之前再次出现(游戏中的第一条和第二条 drake)。
- Bug Fix: Can now once again appear before the Elemental Rift transformation (first and second drake of the game).
- Bug Fix: attacks are no longer sometimes invisible.
【bug 修复】:
海克斯科技龙的攻击不再会有时不可见。 - Bug Fix: Drake spawn/kill announcements no longer sometimes display double announcement banners.
【bug 修复】:龙的刷新/击杀公告不再会有时显示双重公告横幅。
-
- Undocumented: Cinder cluster spawn cooldown increased to 20 seconds from 14 seconds.
- Undocumented: Ability haste per cinder increased to 1 from 0.6.
- Note: Both changes were later documented in 14.17.
- New Effect: The landing location while using a gate is now automatically confirmed in the direction the player's mouse is hovering, and does not require additional selection (through a left/right click input).
- Bug Fix: Infernal Cinder VFX is no longer visible through the Fog of War.
- V14.3 - February 7th Hotfix
- Bug Fix: first spawn timer is now properly 360 seconds instead of 300 seconds.
-
- Ability haste per Infernal Cinder increased to 0.6 from 0.3.
- Undocumented: first spawn timer reduced to 300 seconds after a team has killed their 4th drake from 360 seconds.
- Subsequent respawn timer unchanged at 360 seconds.
- General
- New Effect: When elemental rift arrives, now causes all newly-spawned and live and monsters to become Draconic until newly-spawned ones eventually transform to their Corrupted form. Draconic monsters gain improved effects when slain.
-
- Removed: No longer burns up the patches of brush and sections of the walls surrounding the camps for the and .
- New Effect: Now spawns Infernal Cinders (or simply cinders) around the map randomly and in clusters of 2–3 once every 14 seconds that each last for 3 minutes before despawning, with a higher chance of spawning on the losing team's half of the map, based on team gold. Cinders can be picked up by champions by moving over them, granting 150% bonus movement speed decaying over 2 seconds and a stack of
Infernal Cinder. For each stack, gain 0.3 ability haste.
- Upon death, champions can hold up to 5 Infernal Cinder stacks without dropping them. If the champion killed had more than 5 Infernal Cinder stacks, 50% of their remaining cinders are dropped near the location of their death in a ring, which allows other champions to pick them up after 0.85 seconds, while the rest of the stacks are lost. Dropped cinders last for 30 seconds before disappearing.
- The movement speed granted by picked-up cinders cannot stack; the duration of the buff only refreshes with each one obtained.
- For every 25 cinders collected, champions gain an increasingly bright glow.
-
- Removed: No longer forms a rock near the red-side
Raptor camp.
- Removed: No longer forms a rock near the red-side
-
- near the middle lane have been relocated to account for the nearby terrain changes.
- Removed: No longer has a puddle underneath each of the near the middle lane.
- Bug Fix: Leash range between elemental drakes and the is no longer inconsistent.
- Bug Fix: lightning chain effect on its attacks are now properly triggered.
- Dragons
- Bug Fix: "Taking flight" spell's knock back source is once again Dragon itself, and no longer attributed to whoever triggered the spell by triggering aggro.
-
- Bug Fix: Sound effects are no longer audible through Fog of War.
-
- Bug Fix: Sound effects are no longer audible through Fog of War.
- New Effect: Dragons now have a patience bar and leashing range indicator.
- Removed: Dragons no longer instantly reset aggression once they leave their leash range.
- Bug Fix: Dragons no longer deals more damage than intended to the primary target if there are more targets in area of effect behind them and no damage to those additional targets.
- Undocumented: Dragons' basic attacks are no longer treated as spells and will now instead behave like basic attacks.
-
- Bug Fix: Now has the correct amount of total health.
- Pre-elemental rift health increased to 5730 – 10290 (based on level) from 4090 – 6970 (based on level).
- Post-elemental rift health increased to 9230 – 13790 (based on level) from 5790 – 8670 (based on level).
- Bug Fix: Now has the correct amount of total health.
- - Re-added
- New Effect: While below 50% maximum health, it gains 33% damage reduction and deals 50% increased damage.
- New Effect: Now deals 4% of the target's current health bonus physical damage with its attacks.
-
- New Effect: Mutates all of the jungle plants on rift, empowering them with additional effects. Spawns 8 additional and 14 more on the map.
- - Displacement radius is now doubled.
- - Upgrades into Stim Fruits, which no longer slows and grants a
shield in addition to the heal for each fruit consumed. - - Upgrades into Firelight's Bloom. Upon being hit, now reveals the surrounding area of the plant and, for 4.5 seconds, grants 40% bonus movement speed while facing in the direction of the revealed cone radius, as well as reduces the health of all revealed wards to 1.
- Old Effect: Pollute the map with chemtech gas, creating foggy zones around the camps for
Murk Wolves and as well as eliminating the patches of brush near them, for a total of 12. 4 additional each spawn near both teams' inner turrets within the top and bottom lanes. Units within the foggy zones are empowered by
Chemtech Fog, which grants them
camouflage (900 detection radius) and up to 12% increased damage against enemies with 340 – 1020 (based on target's level) greater current health than them. Attacking, casting abilities, or
channeling breaks the camouflage immediately, as well as prevents it from being gained for 2.5 seconds even while not within the zone at the time.
- New Effect: Mutates all of the jungle plants on rift, empowering them with additional effects. Spawns 8 additional and 14 more on the map.
- Bug Fix: no longer incorrectly uses the roar SFX of normal .
- Elemental Drakes
- Pre-elemental rift health increased to 5730 – 10290 (based on level) from 4090 – 6970 (based on level).
- Post-elemental rift health increased to 9230 – 13790 (based on level) from 5790 – 8670 (based on level).
- Elemental Drakes and
- Dragon's Breath health ratio reduced to 5% of target's current health from 7%.
-
- Attack damage reduced to 35 from 50.
-
- Attack damage reduced to 105 from 150.
- Health per minute increased to 290 from 180.
-
- Attack damage reduced to 47 from 66.7.
-
- Attack damage reduced to 70 from 100.
-
- Attack damage reduced to 105 from 150.
-
- Attack damage reduced to 70 from 100.
Hex-gates
- Bug Fix: Fixed a SFX bug where players would sometimes hear Hexgates being used, even if they were not looking at them.
Hex-gates
- Bug Fix: Champions taking hex-gates are no longer able to cast their non-movement summoner spells after inputting a command for the second dash.
-
- New Effect:
- Champions taking hex-gates
channel for 0.75 seconds, then upon completion
dash to the other side of the gate over 2.25 seconds while being
untargetable. They can additionally choose a direction to blink to 500 units away from the gate upon arrival.
- Champions taking the gate will still always blink to their designated location.
- The location still cannot be chosen over terrain.
- Champions taking hex-gates
- Old Effect:
- New Effect:
- V12.2 - January 24th Hotfix
- - Removed
- Removed from the game.
Chemtech Fog - Removed
- Removed from the game.
Chemtech Fog
- Maximum bonus damage increased to 12% from 10%.
- Stealth timer increased to 2.5 seconds from 1.5.
- New Effect: Camouflage is now based on out of combat timer instead of instantly stealthing upon entering.
- Bug Fix: The exclamation point stealth indicator has been fixed and will correctly reappear above your champion if you are visible to an enemy inside the Chemtech Fog after completing certain stealthing abilities.
Chemtech Fog
- Bug Fix: Stealthed champions within gas zones now properly shimmer when taking damage.
- Bug Fix: Invisibility effects for and with Brush element while they are within gas zones now properly take effect.
Hex-gates
- Bug Fix: Champions taking hex-gates no longer briefly appear at their destination upon completing the channel.
- Bug Fix: , , and now arrive at their destination with their owner, rather than before them.
- Bug Fix: are no longer affected by hex-gates.
- - New Elemental Drake
- When the map transforms into the Chemtech Rift, summons foggy zones within each jungle quadrant. Units within these zones are empowered by
Chemtech Fog, which grants them
camouflage if they haven't declared an attack, casted an ability, or
channeled within the last 1.5 seconds, and up to 10% increased damage against enemies with 340 – 1020 (based on target's level) greater current health than them.
- Units cannot gain the camouflage while channeling.
- When the map transforms into the Chemtech Rift, summons foggy zones within each jungle quadrant. Units within these zones are empowered by
- - New Elemental Drake
- When the map transforms into the Hextech Rift, summons pairs of
hex-gates within both team's bases and each jungle quadrant. Hex-gates can be interacted with by champions to
channel for 0.75 seconds. Upon completion, they
blink to the other side of the gate over 2.25 seconds while
vanished. Pairs of hex-gates have a 30-second cooldown after being activated.
- The channel can be interrupted by taking damage, performing another action, as well as becoming
grounded. If this occurs, the hex-gate is placed on a 1.5-second cooldown. - The channel cannot be started while unable to cast abilities or
grounded. - If no direction is chosen upon arrival, champions will always exit at the gate without blinking an additional time.
- This location cannot be over terrain.
- The gates that lead toward each team's base cannot be interacted with.
- The channel can be interrupted by taking damage, performing another action, as well as becoming
- When the map transforms into the Hextech Rift, summons pairs of
-
- New Effect: Cloud zone bonus movement speed is increased to 35% while out-of-combat with champions.
- New Effect: Bonus added to the entrances of the jungle.
- In front of each base's gates.
- In front of each tri-brush in the river.
-
- New Effect: Bonus added to the entrances of the jungle and Alcoves.
- Near each tri-bush near Gromp.
- By the Wolf Camp.
- In front of each base's gates.
- In the alcoves.
- New Effect: Bonus added to the entrances of the jungle and Alcoves.
- V10.10 - May 15th Hotfix
- Bug Fix: Fixed an issue where Cloud Terrain was not granting speed boosts.
- Bug Fix: Killing drakes with will not affect how Souls are granted, impact the type of drakes that spawn, or block Elder Dragons from spawning.
- Reduced the intensity of the map-wide tint for Infernal and Ocean Rifts' ground and Fog of War.
- Infernal Rift: More clearly defined the terrain, improved gameplay clarity, and polished the texture of the map.
- Mountain Rift: More clearly defined the terrain, improved gameplay clarity, and polished the texture of the map.
- V9.23 - November 25th Hotfix
- New Spawning Rules:
- First Drake: At 5:00 into the game, an elemental drake ( ) of a random type spawns in the dragon camp.
- Second Drake: If it is slain, an elemental drake of another type spawns after 5 minutes.
- Rift Changes: After the second drake has been slained, an element, that is different from the two previous drakes, is selected and the Rift is changed based on that element. From now on, the elemental drake of that element will be the only one to spawn.
- Rift Drake: 5 minutes after the last drake has been killed, an elemental drake of the Rift's element spawns. This repeats until a team has killed their fourth drake.
- Elder Dragon: Once a team has killed their fourth drake:
- The remaining elemental buffs will be
locked. - The next dragon to spawn with be the , which spawns 6 minutes after the last drake has been killed. If it is killed, another spawns after 6 minutes, and so on.
- The remaining elemental buffs will be
- Example: First drake: . Second drake: . Rift changes: Mountain Rift. Rift drake: . Afterwards: only .
- Old Spawning Rules:
- At 5:00 into the game, an elemental drake ( ) of a random type spawns in the dragon camp. If it is slain, another random elemental drake spawns after 5 minutes; this continues until the game reaches 35 minutes. The same type cannot spawn more than 3 times. After 35 minutes have elapsed, the next dragon with be the . If it is killed, another spawns after 6 minutes, and so on.
- Elemental Drake health changed:
- New Health: 2650 (+ 240 per level, minimum level 6) before the Rift transforms; 4350 (+ 240 per level, minimum level 6) for the third drake onward.
- Old Health: 3500 (+240 per level, minimum level 6).
- Elemental Rift
- The third drake transforms the Rift before it spawns and after that, its element will be the only one to spawn for the remainder of the game. The transformation on the Rift occurs on the same areas, which are the dragon pit and the buff camps. The first three dragons are now always different from each other.
- The Cloud winds quicken! Air currents flow throughout the area around Blue and Red buffs, granting speed boosts to everyone inside. Dragon Pit also becomes a speed boosting wind tunnel.
- The Inferno blazes! Sunders the Rift. The brush nearest to Blue and Red buffs burn away, and new pathways open up through the Blue and Red buff pits. The entrance to Dragon pit widens.
- The Mountains rise! Triggers a seismic shift throughout the Rift. Two new bluffs of rock emerge in each jungle quadrant. A rock formation rises in front of the Dragon pit.
- The Oceans bring life! Brings new life to the Rift. Most of the brush in the jungle grows larger and new spawns near the buff camps. Water pools into puddles throughout the jungle, which functions with and . New brush patches sprout up around the Dragon pit.
- The third drake transforms the Rift before it spawns and after that, its element will be the only one to spawn for the remainder of the game. The transformation on the Rift occurs on the same areas, which are the dragon pit and the buff camps. The first three dragons are now always different from each other.
- Elemental drakes
-
- Respawn time reduced to 6 minutes from 8.
- Now says if Dragon was stolen.
- V8.7 - April 5th Hotfix
- Bug Fix: Fixed a bug where the took bonus damage from behind periodically, as though it had Eye mechanic.
- Elder Dragon respawn time reduced to 8 minutes from 10.
-
- Removed: No longer deals more damage and takes less damage based on how many elemental drakes your team has secured.
- No longer levels up during combat and now waits to level up until they've been out of combat for 30 seconds.
- The dragon pit became distinct from with the introduction of five distinctive dragon units.
- One of the four elemental drakes will spawn at random, with each kill granting a distinct by stacking buff.
-
- Grants +8 / 16 / 24 (based on Stacks)% attack damage and ability power.
-
- Grants +10 / 20 / 30 (based on Stacks)% bonus true damage to epic monsters and turrets.
-
- Grants +15 / 30 / 45 (based on Stacks) bonus movement speed while out of combat.
-
- Every 18 / 12 / 6 (based on Stacks) seconds, restores 10% of missing health and 10% of missing mana.
- After the 35 minute mark, only the will spawn. It grants a 120 second buff that increases other dragon's buff by 50% while also granting a burning effect on basic attacks.
- Basic attacks and spells burn the target for (45 × slain) (+ 45 per Elemental Dragon Mark) damage over 3 seconds and increases the strength of Elemental Dragon buffs by 50%. This stack only lasts 120 seconds or until death.
- Enhanced : + 12 / 24 / 36 (based on Stacks)% attack damage and ability power.
- Enhanced : + 15 / 30 / 45 (based on Stacks)% bonus damage to epic monsters and turrets as true damage.
- Enhanced : + 22.5 / 45 / 67.5 (based on Stacks) bonus movement speed while out of combat.
- Enhanced : Every 12 / 8 / 4 (based on Stacks) seconds, restores 10% of missing health and 10% of missing mana.
-
References 参考资料
- ↑ Disabling the Chemtech Drake
↑ 禁用化学科技龙

