League of Legends Monsters Guide

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In the Summoners Rift, it is important to differentiate between the roles that a player will accomplish in the game. Normally, the Top Laner will be in the Top Lane, and their sustain will depend on the enemy minions that will come from the enemy base. That also happens for the Mid Laner in Mid and the ADC and Support in the Bot Lane. 

But a team is composed of five members, so the fifth team member is the jungler, whose function is to bring some help to the team by visiting the lanes and ganking there. Here’s where the jungle monsters are important; they are the main resource of EXP and Gold for the jungler. 

The jungler also has another main function; to be in charge of the Epic monsters in the match; the Drakes, the Baron, and the Rift Herald are known as objectives, and they can dramatically change a match.  Resuming; the jungle monsters are important. Controlling them and knowing what they can do is essential to have great control of the map, the objectives, and the whole match. 

The monsters are divided into two categories: the Epic Monsters (Drakes, Baron, Rift Herald) and the Jungle Monsters (Ancient Krugs, Blue and Red, Murk Wolfs, Crimson Raptors, Gromps, and Rift Scuttler). I’ll talk about the Jungle Monsters first as they are very important for the junglers, then I’ll talk about the Epic Monsters as the whole team has to know their perks and how to control them properly. Let’s start! 

Jungle Monsters

The Jungle Monsters are important as they are a big source of Gold, not only for the jungler but also for those Top or Bot laners that usually take the Krugs or the Gromp. The Jungle Monsters share the main characteristic: they level up every time a champion kills them, making them harder to kill. They get up to level 18 like the champions. 

There are three Jungle Monsters that are more important than the rest; the Blue Sentinel, the Red Brambleback, and the Rift Scuttler. They have a big impact on the match, and even more in the early stages of it. 

Blue Sentinel

Stats

  • Health: 1850 to 3238 (based on Monster’s level).
  • Attack Damage: 78 to 234 (based on Monster’s level).

Rewards After Killing

  • Gold: 100.
  • Experience: 110 to 148.5 (based on Monster’s level). 

Spawn Time

  • Initial Spawn: 1:30 minutes. 
  • Respawn: 5:00 minutes. 

Here’s a table with the Health, the AD, and the rewarded Experience of the Blue depending on its level: 

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Health 1850 2035 2313 2498 2683 2960 3238
AD 78 94 101 109 140 156 172 179 195 203 218 234
Exp 110 112.75 118.25 126.5 137.5 148.5

The Blue Sentinel is a big rock-formed monster with runes through its body and a blue core. The Blue is important for many champions thanks to the Crest of Insight. 

The Crest of Insight has two interesting features; it grants you 10 Ability Haste units and it helps you with your sustain as it restores 5 of Mana or Energy plus 1% of your maximum Mana or Energy per second until the buff ends. 

Normally, you’ll have the buff for 120 seconds, but if you get killed, the Champion who killed you will get the buff for 120 or until they get killed. 

Red Brambleback

Stats

  • Health: 1850 to 3238 (based on Monster’s level).
  • Attack Damage: 78 to 234 (based on Monster’s level).

Rewards After Killing

  • Gold: 100. 
  • Experience: 110 to 148.5 (based on Monster’s level). 

Spawn Time

  • Initial Spawn: 1:30 minutes. 
  • Respawn: 5:00 minutes. 

Here’s a table of the HP, AD, and rewarded Experience of the Red based on its level:  

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Health 1850 2035 2313 2498 2683 2960 3238
AD 78 94 101 109 140 156 172 179 195 203 218 234
Exp 110 112.75 118.25 126.5 137.5 148.5

The Red Brambleback is a wooden monster with red claws and eyes, it has some red veins through the arms and a rune symbol on its head, and on top of its body, it has a red core surrounded by some branches with leaves. Killing the Red Brambleback will grant you have the Crest of Cinders. 

The Crest of Cinders makes the user’s basic attacks apply slowness by 10 to 25% with melee attacks and 5 to 12.5% with ranged attacks for 3 seconds (depending on the user’s level). The melee attacks will apply 10% at level 1, 15% at level 6, and 25% at level 11, while the ranged attacks will apply 5% at level 1, 7.5% at level 6, and 12.5% at level 11. 

Also, the basic attacks with the Crest of Cinders will burn the target for 2 seconds, dealing 12 to 114 of True Damage (Based on level). Lastly, while out of combat, the user with Crest of Cinders will recover 1 (at level 1), 3 (at level 6), or 9% (at level 11) of their maximum Health every 5 seconds until the buff ends. 

As well as with the Blue, the Red effect will last 120 seconds or until the user gets killed; in that case, the killer will get the buff for 120 seconds. 

Rift Scuttler

Stats

  • Health: 1050 to 2170, depending on the Monster’s level. 

Rewards After Killing

  • Gold: 70 to 126, depending on the Monster’s level. 
  • Experience: 115 to 207, depending on the Monster’s level. 

Spawn Time

  • Initial Spawn: 3:15 minutes. 
  • Respawn: 2:30 minutes. 

Here’s a table with all the Scuttler stats in detail: 

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Health 1050 1113 1190 1260 1330 1400 1470 1540 1540 1610 1680 1750 1820 1890 1960 2030 2100 2170
Gold 70 77 84 91 98 105 112 119 126
Exp 115 126.5 138 149.5 161 172.5 184 195.5 207

The Rift Scuttler is a female (confirmed by Riot Games) Scuttler (a fictional beast that resembles a crab with antennas and green eyes) who is a pacifist (so she won’t attack you) and constantly moves through the river. 

Her behavior is totally pacifist: She’s roaming through the river, when she gets attacked, she will start running and dashing away from her aggressor. The Rift Scuttler has a shield that protects her and equals 60% of her maximum Health. The Shield can be broken with Crowd Control effects or by hitting her. 

When she gets defeated (as she doesn’t die), she will hide in the middle of the river, spawning an aura around her antennas. This aura is known as the Speed Shrine. The Speed Shrine gives sight in the area and buffs the team that defeated the Rift Scuttler with 30% of bonus Movement Speed for 1.5 seconds every time a team member passes through the area. 

Now that we saw the most important Jungle Monsters, let’s look at the other ones, those that don’t have much to offer besides Gold and Experience. 

Ancient Krug, the Krug, and the Mini Krug

Ancient Krug

Stats

  • Health: 1050 to 1785 (based on Monster’s level).
  • Attack Damage: 74 to 222 (based on Monster’s level).

Rewards After Killing

  • Gold: 32.
  • Experience: 27 to 36.45, depending on the Monster’s level. 

Krug

Stats

  • Health: 500 to 875 (based on Monster’s level).
  • Attack Damage: 20 to 60 (based on Monster’s level).

Rewards After Killing

  • Gold: 7.
  • Experience: 10 to 13.5, depending on the Monster’s level. 

Mini Krug

Stats

  • Health: 60 to 105 (based on Monster’s level).
  • Attack Damage: 13 to 39 (based on Monster’s level).

Rewards After Killing

  • Gold: 13.
  • Experience: 16 to 21.6, depending on the Monster’s level. 

Here we can find some tables with all the stats of the Krugs based on their level: 

Ancient Krug

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Health 1050 1172.5 1295 1417.5 1540 1662.5 1785
AD 74 89 96 104 111 133 148 163 170 185 192 207 222
Exp 27 27.68 29.03 31.05 33.75 36.45

Krug

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Health 500 563 625 700 750 800 875
AD 20 24 26 28 30 36 40 44 46 50 52 56 60
Exp 10 10.25 10.75 11.5 12.5 13.5

Mini Krug

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Health 60 68 75 84 90 96 105
AD 13 16 17 18 20 23 26 29 30 33 34 36 39
Exp 16 16.4 17.2 18.4 20 21.6

The Krugs are rock beasts that resemble beetles, with blue shiny eyes and fangs in their faces. They resist the ranged attacks pretty well. 

The Ancient Krug is big, and when killed, it will split into two Krugs, which are medium-sized. After killing a Krug, it will split into two Mini Krugs. In this process, you killed a total of 10 units. If you leave the spawned Krugs alive for a while, they will despawn. 

The Krug camp has an initial spawn time of 1:42 minutes, and they will respawn 2:15 minutes after being killed. 

Murk Wolfs

Greater Murk Wolf 

Stats

  • Health: 1200 to 2200 (based on Monster’s level).
  • Attack Damage: 35 to 105 (based on Monster’s level).

Rewards After Killing

  • Gold: 65.
  • Experience: 65 to 87.75, depending on the Monster’s level.

Murk Wolf

Stats

  • Health: 480 to 888 (based on Monster’s level).
  • Attack Damage: 10 to 30 (based on Monster’s level).

Rewards After Killing

  • Gold: 15.
  • Experience: 15 to 20.25, depending on the Monster’s level.

Here we can see tables with the detailed stats of the Murk Wolves: 

Greater Murk Wolf

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Health 1200 1366.67 1533.33 1700 1866.67 2033.33 2200
AD 35 42 46 49 53 63 70 77 81 88 91 98 105
Exp 65 66.63 69.88 74.75 81.25 87.75

Murk Wolf

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Health 480 548 616 684 752 820 888
AD 10 12 13 14 15 18 20 22 23 25 26 28 30
Exp 15 15.38 16.13 17.25 18.75 20.25

The Greater Murk Wolf is a two-headed, purple beast with big fangs, blue eyes, and black and big claws, while the Murk Wolves are a light-brown-colored beast with the same characteristics as the Greater Murk Wolf but smaller and with only a head; big fangs, black and big claws. 

The Murk Wolf camp has a Greater Murk Wolf and two Murk Wolves; killing them gives you a total of 95 of Gold, and they have an initial spawn of 1:30 minutes and will spawn 2:15 minutes after being killed for the first time. 

Raptors

Crimson Raptor 

Stats

  • Health: 800 to 1760 (based on Monster’s level).
  • Attack Damage: 20 to 60 (based on Monster’s level).

Rewards After Killing

  • Gold: 45.
  • Experience: 35 to 47.25, depending on the Monster’s level.

Raptors

Stats

  • Health: 425 to 723 (based on Monster’s level).
  • Attack Damage: 10 to 30 (based on Monster’s level).

Rewards After Killing

  • Gold: 8.
  • Experience: 10 to 13.5, depending on the Monster’s level.

These tables will show the detailed stats of the Crimson Raptor and the Raptors:

Crimson Raptor

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Health 800 960 1120 1280 1440 1600 1760
AD 20 24 26 28 30 36 40 44 46 50 52 56 60
Exp 35 35.88 37.63 40.25 43.75 47.25

Raptors

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Health 425 474.67 524.33 574 628.67 673.33 723
AD 10 12 13 14 15 18 20 22 23 25 26 28 30
Exp 10 10.25 10.75 11.5 12.5 13.5

The Crimson Raptor is a bipedal beast with orange and fire-like eyes, nostrils, and mouth with small black teeth, with purple plumage near the neck, and the rest of its body is covered by a crimson-colored plumage. 

Meanwhile, the Raptors are small creatures with the same shape as their mother; bipedal, green eyes, a mouth with a brown bill with no teeth, a crimson-colored plumage in its neck, and the rest of its body is covered with a light-blue-colored plumage.

The Raptor camp is made up of a Crimson Raptor and five Raptors, and they have an initial spawn time of 1:30 and will take 2:15 on appearing again after killing them for the first time. 

Gromp

Stats

  • Health: 1650 to 2640 (based on Monster’s level).
  • Magic Damage: 74 to 222 (based on Monster’s level).

Rewards After Killing

  • Gold: 90.
  • Experience: 135 to 182.25, depending on the Monster’s level.

Here’s a table with the specific stats of the Gromp: 

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Health 1650 1815 1980 2145 2310 2475 2640
AP 74 89 96 104 111 133 148 163 170 185 192 207 222
Exp 135 138.38 145.13 155.25 168.75 182.25

In the end, I left my favorite Monster, the Gromp, also known as Lord Grompulus Kevin Ribbiton of Croaksworth. 

The Gromp is a frog-like Monster but way bigger. It is a simple frog that gets affected by the magic, so it changes into a big frog with a long tongue that it uses to attack. In addition, the Gromp has light green eyes, two big fangs coming out of its mouth, and its back is covered by several purple and light blue mushrooms.

The Gromp has two special features; it deals magic damage, and it restores HP and Mana depending on the level of the Champion that killed it. 

Here’s a table of the amount of HP and ManaMana recovered based on the Champion’s level: 

Champion’s level  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Restored HP 90 99 108 117 126 135 144 153 162 171 180 189 198 207 216 225 234 243
Restored Mana 36 42 48 54 60 66 72 78 84 90 96 102 108 114 120 126 132 138

The Gromp has an initial spawn time of 1:42 minutes, and it will take 2:15 minutes before spawning again after being killed for the first time. 

We talked about all the Jungle Monsters, but it’s time to talk about the Epic Monsters, those which are capable of changing a whole match, and those that make the Jungler and the complete team be aware of them as they are important objectives in the match. These are the Dragons, The Rift Herald, and the Baron Nashor. 

Epic Monsters

Drakes

Into the game, we have five elemental Drakes and a special one; the Ancient Drake. I’ll talk about it separately as it has different behavior and statistics than the elemental Drakes.  

So, the elemental Drakes share several characteristics. The most important is the Dragon Slayer stacks and the effects they can cause on the Rift. A certain Drake will dominate the Rift during the match, changing characteristics into the map like creating holes in the walls, or creating complete walls, etc. The dominating Drake will get randomly assigned, and the players can know which one will dominate as it’ll be the third one appearing in the Dragon’s lair. 

Meanwhile, every time a team kills a Drake, they will get a Dragon Slayer stack. So when a team gets 4 Dragons Slayer stacks, the team will get the Dragon Soul, exactly, the soul of the one that dominated the Rift in the match. 

Another important thing about the Drakes is that they also have levels, exactly like the Jungle Monsters, but they calculate their level with a different scale. Their way to calculate their level is by making an average between all the Champions’ levels in the match.

So, they will start at level 6, and they can get up to level 18. This progression intends not to leave a team behind, granting a chance for them to kill the Drake and turn the tables in the match. In other words, if the Champions are progressing on their level, the Drake does the same. 

The leveling only affects the Drake’s Health and the Experience they give, while things like the Attack Damage, the Resistances, and defenses are always the same, no matter the level. Also, after a Drake dominates the Rift, their HP will progress differently. 

Here’s a table of the Drakes’ HP and given Experience depending on their level: 

Level 6 7 8 9 10 11 12 13 14 15 16 17 18
HP before the rift domination 4090 4330 4570 4810 5050 5290 5530 5770 6010 6250 6490 6730 6970
HP after the rift domination 5790 6030 6270 6510 6750 6990 7230 7470 7710 7950 8190 8430 8670
Level 6 7 8 9 10 11 12 13 14 15 16 17 18
Experience given 150 170 190 210 230 250 270 290 310 330

On the other hand, the game constantly calculates the average level of both teams, giving some help to the team that falls behind in the match. One of those bits of help is by granting them an extra 25% Experience for each level of difference between the two teams when they kill a Drake. 

For example, if the team that slew a Drake has an average level of 7, and the enemy team has an average level of 9, they will receive a 50% bonus Experience. 

Lastly, the Drakes share passives: 

  • They are immune to CC (Crowd Control), and their stats can’t be modified.
  • Their basic attacks act differently from the basic attacks of the Jungle Monsters as the Drakes’ basic attacks are programmed as Champion abilities, so they can get slowed down or canceled.
  • They can only focus on a single target, but some Drakes have attacks with AoE (Area of Effect) that can damage other targets. 
  • They have a passive named Dragon Breath, which takes the Drakes’ base AD and adds a bonus of a 7% of the target’s current Health as AD. This passive also gives them 30% of armor penetration. 
  • All the Drakes, including the Ancient Drake, knocks all the nearby champions back after receiving the first attack. 
  • After killing a Drake, the slayer will receive 25 Gold, except for the Elder Drake, which gives 250 Gold to all the teammates + 100 to the slayer. 
  • The initial spawn time of a Drake is 5 minutes, and they will respawn every 5 minutes too. 

Another thing to mention is that it’s important to control the Dragon’s Pit, the place where the Drakes lair. So a principal task for the Jungler and the Bot laners is to have a vision control of the Dragon’s Pit and the enemy Jungler, this is why the Rift Scuttler is important; it gives vision in the river, and if the Jungler is revealed in the river, it is because they want to kill the Drake or gank the Bot lane. 

As a Jungler, I always recommend setting vision with a Control Ward and being aware of the Rift Scuttler’s respawn times. These tips can also apply to the Rift Herald and Baron Nashor, but I’ll explain them later. 

Let’s start with the Drakes and their effects in the match.

Cloud Drake

Stats

  • Attack Damage: 50.
  • Attack Speed: 1.000. 
  • Armor: 21. 
  • Magic Resistance: 30. 
  • Move Speed: 330. 

The Cloud Drake is mostly grey-colored, with some white and light green details in the wings. Its tail and shoulders resemble some rocks as well as its head. It has red eyes, orange horns, and light-gray claws. This Drake is known for being very fast and having the fastest Attack Speed amongst the Drakes, with one attack per second. 

Its Dragon Slayer stack is named Cloudbringer’s Grace, and it grants the team 3.5/7/10.5/14% (based on the Dragon Slayer stacks) of Slow Resistance and out-of-combat extra Movement Speed. In addition, with 4 Dragon Slayer stacks, the team will get the Cloud Dragon Soul, which grants them a 10% bonus Movement Speed, increased to 60% for 6 seconds after using an Ultimate. 

When the Cloud Drake dominates, the Rift will get five air flows; one on the Dragon’s Pit and four on the four Blue and Red camps. Every time a champion passes through the air flows, they will get 20% of extra Movement Speed and 35% if they are out of combat. Additionally, the Rift will get six extra Scryer’s Blooms, four near the two bases, one between the Dragon’s Pit and the Bot Lane, and one between the upper river and the Mid Lane. 

Hextech Drake

Stats

  • Attack Damage: 66.7.
  • Attack Speed: 0.75. 
  • Armor: 21. 
  • Magic Resistance: 30. 
  • Move Speed: 330. 

The Hextech Drake is mostly purple with the typical Hextech-like aesthetic; gold parts with blue gems cover its tail, shoulders, neck, and most of its wings. In addition, it has six light blue, crystalline-like horns in the back part of its head and a big, sharp horn in the top. Lastly, it has white teeth and claws. 

The Hextech Drake has a particularity; its attacks aren’t considered projectiles (so Champions like Braum, Samira, or Yasuo can’t block them) as they are lightning bolts. So every fourth attack will also hurt the Champions nearby the target. 

Its Dragon Slayer Stacks, named Hextech Prowess, grants 6/12/18/24 of Ability Haste and bonus Attack Speed. Meanwhile, the Hextech Dragon Soul makes your abilities and basic attacks deal electricity, which deals 25 to 50 (based on your level) of True Damage and slows the affected enemies by 45% (35% on Ranged attackers like ADCs) plus 3% per 100 of bonus AD and AP (not counting your base AD or AP stats) plus 0.5% per 100 of Bonus HP. 

The slowness decays over 2 seconds and can affect up to three extra enemies. In addition, the slowness can stack if multiple Champions hit a target. This extra damage bonus has an 8-second cooldown, so you can’t spam it in a team fight.  

If the Hextech Drake dominates, there will be portals that can teleport any Champion. The teleport makes the user untargetable, and the portals have a 30-second cooldown for the users, so you can’t take the same portal twice in less than 30 seconds. 

There are two portals in each base, but they are only one-way portals, taking you from the base to the jungle. Also, there is a portal from the lower Blue Camp (the one near Bot Lane) to the back of the Dragon’s Pit and another one from the upper Blue Camp to the back of the Baron’s Pit. These are two-way portals so that you can take them in any direction. 

Infernal Drake

Stats

  • Attack Damage: 100.
  • Attack Speed: 0.50. 
  • Armor: 21. 
  • Magic Resistance: 30. 
  • Move Speed: 330. 

The Infernal Drake is mostly dark-red colored. Its tail has obsidian rocks on the tip and its wings and back of its head, which also seems to have a lava-like core. Its head also has an obsidian covering, and it has orange eyes white teeth, and its jaw has six obsidian horns, three on each side. Its basic attacks don’t have any side perks. 

Its Dragon Slayer stack is named Infernal Might, and it gives 4/8/12/16% of extra AD and AP. Meanwhile, the Infernal Dragon Soul will make your basic attacks and abilities have a small explosion around the target, dealing both the target and the nearby enemies affected 80 of adaptative damage (so it can be AD or AP depending on your highest stat) plus 22.5% of bonus AD, 13.5% of bonus AP and 2.75% of bonus HP. The explosions have a 3-second cooldown. 

If the Infernal Drake dominates, the Rift will lose some walls:

  • The walls at the entrance of the Dragon’s Pit will be shortened, so the Pit is bigger. 
  • The Blue and Red camps’ walls will get split into three parts. 

Also, the map will add many Blast Cones; one on every Gromp and Murk Wolf camp, one on every alcove, and one in front of every base gate. 

Mountain Drake

Stats

  • Attack Damage: 150.
  • Attack Speed: 0.25. 
  • Armor: 41. 
  • Magic Resistance: 50. 
  • Move Speed: 330. 

Mountain Drake’s body is all made of rocks, even its wings. It’s mostly brown, with some ivory-colored tones in the rocks of its head. Its head is shaped like the Infernal Drake with six jaw horns, and it has yellow eyes and a hole in the middle of its face. It is a slow attacker, but its attacks are very strong. 

The Mountain Drake’s Dragon Slayer Stack, named Mountainous Vigor, gives the user 6/12/18/24% of Armor and Magic Resistance, and the Mountain Dragon Soul gives a shield of 200 plus 18% of bonus AD, 13% of bonus AP and 13.5% of bonus health. In other words, it’s a big shield. It can be broken and restored after not taking damage for 5 seconds. 

If a Mountain Drake dominates the Rift, rock formations will appear in the Dragon’s Pit, in front of the Blue camps, and near the Raptors camps. 

Ocean Drake

Stats

  • Attack Damage: 100.
  • Attack Speed: 0.5. 
  • Armor: 21. 
  • Magic Resistance: 30. 
  • Move Speed: 330. 

The Ocean Drake is mostly turquoise-colored, while his wings are beige like some patches on its eyes. Its eyes are small and barely visible, but they are red, while its teeth are light blue. Its crest, wingtips, and tail are black. Its attacks can slow a target by 30% for 2 seconds. 

Its Dragon Slayer stack is named Oceanic Will, and it will restore the user 2.5/5/7.5/10% of their missing Health every 5 seconds. The Ocean Dragon Soul will heal the user for 160 plus 36% of bonus AD, 22.5% bonus AP, and 9% of bonus HP while restoring 80 Mana plus 3.5% of maximum Mana for 4 seconds. 

(Side note, the healing and Mana restoring will apply only when receiving damage from a Champion. So if a minion or a monster hurts you, it will apply only 30% of its effectiveness).  

If an Ocean Drake dominates the Rift, six bush patches will appear. One inside the Dragon’s Pit, two on every Red camp, one behind every Murk Wolf camp, and one near the Blue camp’s entrance from the river. Also, a Honeyfruit sprout will appear in every hallway that connects the jungle with the Mid Lane. Lastly, water sources will appear in the Red, Blue, Murk Wolves, and Raptors camps and on the halls near the mentioned camps. So, of Course, Qiyana can interact with those water patches. 

Elder Drake

The Elder Drake is a black, enormous beast with light-blue horns through its body. Its mouth, eyes, and horns also have this color. Lastly, it has a white crest that looks more like fur than scales. 

Even if the Elder Drake is, in fact, a Drake, it acts quite different from the elemental ones. It still shares the passives I talked about before, and it still has the level calculation, but it doesn’t have the Dragon Slayer thing; instead, it has the Aspect of the Dragon. In addition, Elder Drake’s HP is calculated differently; it has a base HP of 6400 and will get 180 per minute passed before it appears. 

The Elder Drake is big and hard to kill, but its rewards are comparable with the Baron Nashor because of their effectiveness to end a match. The Elder Drake appears only after a team claimed four Dragon Slayer stacks and will take 6 minutes to appear again after being killed. 

The Elder Drake stats are the following:

Stats

  • Attack Damage: 150.
  • Attack Speed: 0.5. 
  • Health Regeneration: 150.
  • Armor: 120 to 189, based on its level. 
  • Magic Resistance: 70 to 113, based on its level. 
  • Move Speed: 330. 

Here’s a table with the Elder Drake’s stats in detail, plus the amount of Experience given to all those who participated in killing it: 

Level 6 7 8 9 10 11 12 13 14 15 16 17 18
Experience Given 650 670 690 710 730 750 770 790 810 830
Armor 120 125 132 139 147 156 166 177 189
Magic Resistance 70 73 77 82 87 93 99 106 113

Aspect of the Dragon

The Aspect of the Dragon is the buff that a team receives after killing the Elder Dragon. It lasts 150 seconds, enough to raid and destroy the enemy base, but short enough not to make your team waste time. This buff is only given to alive team members and can be lost upon death. 

So, the first thing the Aspect of the Dragon does is burn the enemies hit by Champions with it, causing 75 to 225 of True Damage over 2.25 seconds. Also, Damaging an enemy with less than 20% of their maximum HP will execute them, destroying any shield and causing 100% of their current Health as True Damage. 

Rift Herald

Stats

  • Health: 7125 to 14250, based on its level. 
  • Attack Damage: 99.5 to 250, based on its level. 
  • Attack Speed: 0.4. 
  • Armor: 60. 
  • Magic Resistance: 50.
  • Move Speed: 325. 
  • Experience Given: 206 to 220, based on its level. 
  • Gold: 100. 

Here’s a table with all the stats of the Herald, in detail: 

Level 6 7 8 9 10 11 12 13 14 15 16 17 18
Health 7125 8312.5 9500 10687.5 11878 13062.5 14250
AD 99.5 106.85 114.17 121.5 135.5 149.81 164.13 178.44 192.75 207.06 221.38 235.69 250
Exp 206 212 220

The Rift Herald is a bipedal monster, mostly purple (as it comes from The Void), has four arms, a small head with four eyes and small teeth, purple horns, and another big eye in its back, normally covered by his shell. 

Like the elemental Drakes, it calculates its level making an average of all Champions when it spawns, which is 8 minutes after the match starts, and its level starts at level 6. Also, it can appear again, but only if it was killed before minute 13:45. So the Herald will get out of the match at 19:45, but it’ll stay for another 10 minutes if battling. 

Let’s talk about its abilities and passives. 

The Rift Herald has two abilities, Charge and Swipe. The Charge will make it prepare for 2.5 seconds to dash towards an enemy, dealing 200% of its current AD as physical damage to all the objectives it hits, and knocking them back. Meanwhile, it will only do the Swipe when it has at least 65% of its HP left, charging one of its arms for 1.5 seconds and striking in a cone, dealing 300% of its current AD as physical damage. 

The Herald isn’t easy to kill. It will deal 4% of its target’s current Health as physical damage with its basic attacks. And if you think you can stun it, that’s not possible, as it is immune to any CC ability, except for the Stasis. Also, you can’t downgrade its stats with your abilities. 

But, at least, you’ll have a great advantage against it as it has an eye in the back. If you hit it on the eye, you’ll deal it 12% of its maximum HP as True Damage, and it’ll close for 10 seconds. 

Upon killing it, the Herald will drop the Eye of the Herald, which can be picked by any team member that killed it. The eye will despawn 20 seconds after not picking it. 

Eye of the Herald

The Eye of the Herald will let the user have the Empowered Recall, which will let you get back to base in 4 seconds when the usual is 8 seconds. 

But this isn’t the important feature of the Eye of the Herald. The Eye’s user can summon the Herald if they break the Eye (basically, using it as an object), so the Rift Herald will help the user’s team Charging against turrets and Swiping against Champions. When summoned, it maintains the same stats as when it’s wild. 

Baron Nashor

Stats

  • Health: 9000 + 180 per minute passed since the match started. 
  • Attack Damage: 285 to 435, based on the game time. 
  • Health Regeneration: 15 + 0.375 per minute passed since the match started.
  • Attack Speed: 0.625. 
  • Attack Range: 955. 
  • Armor: 120.
  • Magic Resistance: 70.
  • Experience Given: 600 to every member of the team that slew it, +800 split for all the team members in a 2000 radius from the Baron’s Pit. 
  • Gold: 300 for every team member and 25 more for the slayer. 

Here’s a table of how does the Baron’s AD works: 

Game Time 20 22 24 26 28 30 32 34 36 38 40 40+
AD 285 300 315 330 345 360 375 390 405 420 435

The Baron Nashor is a giant basilisk with a big head and two little heads on the side with a mouth and no eyes. It is mostly purple, as it comes from The Void, and has a mouth with four big fangs on the sides and a set of teeth in the upper part of the mouth, while it has multiple light-green eyes (but one of them is broken and scarred). Its back is full of spines, as well as its under part. It doesn’t have legs or arms, so it can’t move out of its place. 

The Baron is very unique, as it doesn’t calculate its levels; instead, it uses time to calculate its damage and HP. Therefore, as time passes, the Baron will be stronger. But it has passives and abilities, exactly like a Champ, making it very hard to kill it; that’s why the rewards are very high. 

So, the first thing that happens after the Baron comes out is that if someone or something is blocking out its space, it will knock it back.

This will happen every time it spawns. As soon as it gets out, it will have a passive called Baron’s Gaze, which makes it receive only 50% of damage from the Champion who attacked it most recently for 8 seconds, giving it extra protection against new damage sources. Also, the Baron is immune to any CC effect, except for the Stasis, and you can’t modify any of its stats. 

Then, it will apply Voracious Corrosion, which reduces the target’s Armor and Magic Resistance by 0.5, and it’s stackable up to 100 times, reducing a total of 50 units. The Voracious Corrosion will only apply on Ranged targets; that’s why the Baron deals more damage to the ADCs.

But the Baron can also apply Voracious Corrosion to the Melee attackers, exactly, with Void Corruption. The Baron’s Basic attacks will cause a burst of 60 AP + 20% of its AD every 0.75 seconds. The attack will hit the nearest Champion, applying a stack of Voracious Corrosion. 

The Baron has abilities besides only making basic attacks. It has Acid Pool, which will place three acid puddles in front of it, dealing 10% of its AD as magic damage to the Champions hit by the puddles. Also, those Champions will get 50% of slow down for 2.5 seconds. Another ability is the Acid Shot, a string of acid aimed to its front, dealing 20% of its AD as magic damage and lasting 2 seconds in the ground. 

To defend itself, the Baron has Tentacle Knockup, when it will use one of its tentacles to knock a Champion up for 1.25 seconds and deal 25% of its AD as magic damage. And, if you think you can protect yourself from the Baron by hitting from behind, it has AoE Rear Attack, in which it draws its back spikes, dealing a 50% of its AD as physical damage to units behind it and stunning them for 0.5 seconds. 

The Baron will use one of its abilities after using six basic attacks. They are cyclical; the first ability it uses will be random, but then it’ll constantly use the same pattern of abilities. So, for example, if it uses Acid Shot first, it will use Tentacle Knockup, Acid Pool, then Acid Shot again until it dies. The only way to change the pattern is if it has more enemies behind than in front of it; in that case, it will use AoE Rear Attack until the Champions get out of its back or die. 

I’ll recommend a certain strategy for the Baron if you don’t have a Master Yi or a Tryndamere that can delete the Baron by themselves. 

Most of the Brawler junglers will have many tools to kill the Baron with ease; the problem is when you have an Assassin jungler, then you’ll need some help. If you are starting the Baron, let a Tanker hit the Baron first, deal with most of the damage, and get out of the Baron’s Pit when receiving much damage. In other words, your task is to be there to smite it. 

The case is different when the enemy team is doing the Baron. As a jungler, your task is to steal it. At that moment, you have some tools to do it, like using a Blast Cone to get into the Pit, smite it, and then using your Flash to get out of the situation (Of course, if you have a Champ that can bypass walls, it’s way better, as you don’t waste resources like that). If there’s not a Blast Cone near the Pit, then you’ll have to make a sacrifice and use Flash to get into the situation, stealing it and dying if necessary. 

If you want to avoid dying, then you can prepare an ambush with your team where a part of them get into the pit to distract, and you are on the other side, waiting for your moment to steal the Baron. 

If your team manages to kill it, you’ll get Hand of Baron for 180 seconds or until you die. 

Hand of Baron

The Hand of Baron has several features that make it perfect to close a match. First of all, it has an Empowered Recall, making you take only 4 seconds of recall channeling instead of 8. Also, it will give the user 12 to 48 of AD and 20 to 80 of AP (based on minutes passed). 

But the effect can also empower minions. Here’s the list of their buffs, alongside a bigger size: 

Melee Minion

This minion will get a 50% bonus Movement Speed when being near to enemy minions and turrets, as well as a bonus of 75 units of its attack range. 

On the defensive aspects, it will get a 50% to 70% (depending on time passed on the match) of damage reduction against champions, 75% against enemy Minions, and 15% against AoE and persistent damage. 

Caster Minion

The Caster is a weak minion, but with this buff, it will also get the 50% to 70% damage reduction against Champions and the 15% against AoE and persistent damage. 

And now, it’s even more dangerous as it has a 20 of bonus Attack Damage, 100 units of extended Attack Range, and a 50% of bonus projectile speed. 

Siege (or Cannon) Minion

The Siege Minion will still be without the damage reductions, but it’s now way more dangerous than before. It will deal a 50 of bonus AD and have 750 units of extended Attack Range. However, to balance it, its Attack Speed will be reduced to half.  

This minion is perfect for pushing and demolishing turrets as it has a 150% of bonus damage to structures and 50% of bonus damage to Champions and enemy minions.  

Lastly, its attacks will now have a small AoE damage, exactly 200 units around the target. 

Super Minion 

The Super Minions will not get many buffs as they are great enough. The only buff they will get is a 50% bonus Movement Speed near enemy minions or turrets. 

League of Legends Monsters: FAQs

Question: Which buff is better, the Red or the Blue one? 

Answer: This is a common question that I see when a player starts jungling; they find the buff that suits their Champion the best and then don’t care about the other one. 
Well, none of the buffs are comparable between each other, and one of the jungler tasks is to care about all the camps, cleaning it fast enough or creating a route that lets them get a certain level and then gank a Lane. 

Question: How Important is the Rift Scuttler? 

Answer: Very important, as it secures vision through almost all the river. Also, having control of the Rift Scuttlers grants the jungler complete control of the enemy jungler, making the jungler present whenever the enemy jungler makes a move. Also, it’s very good to have the Movement Speed buff on the river; it can help you get quicker to the Lanes when needed. 

Question: What happened to the Chemtech Drake? 

Answer: Originally, there were four elemental Drakes; the Mountain, Ocean, Infernal, and Cloud ones. Then, Riot Games added two more; Hextech and Chemtech Drakes. While the Hextech Drake was successful, the Chemtech Drake had several problems; the buffs weren’t good for the players, and they also had a lot of bugs and problems caused by the Chemtech Drake’s dominance, which created zones in the Rift that makes Champions get camouflage. 
The players protested against this Dragon, and in January 2022, it got eliminated from the game. Riot said it is getting reworked, but some time has passed, and this Drake is still out of the game.

Conclusion

Controlling the objectives in the map is a hard task, and that’s why the Junglers have a tough time trying to do multiple tasks; ganking and caring about the objectives. That’s why a proper jungler can make the difference. 

If you are trying to learn how to be a great jungler; just keep playing the role, don’t let toxic teammates mess with your strategy (and don’t worry about them, you’ll be with them in a match, and then you’ll not see them anymore), and be careful with the objectives. Eventually, you’ll be able to control the Jungle and the Epic Monsters with ease. 

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