Cloud Drake | |
---|---|
Bounty | |
Gold Gain | 25 |
Experience Gain | 150 - 350 |
Creep Score | 4 |
Statistics | |
HP | 5730 (+380 per level) capped at 10,290 HP (before the Rift transforms) 9230 (+380 per level) capped at 13,790 HP (for the third drake onward) |
MS | 330 |
AD | 35 |
AS | 1 |
RNG | 500 |
AR | 21 |
MR | 30 |
Timers | |
Initial | 5:00 |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Overview[]
The Cloud Drake is a neutral monster and a dragon on Summoner's Rift. Usually referred to as the "Cloud". Cloud moves and attacks quickly. Each Cloud killed grants a stack of Dragon Slayer. If the rift is dominated by the Cloud, obtaining 4 Dragon Slayer stacks grants the Cloud Soul.
Spawn[]
- At 5 minutes into the game, an elemental drake (Chemtech Drake, Cloud Drake, Hextech Drake, Infernal Drake, Mountain Drake, Ocean 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.
- 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 (here Cloud Rift). From now on, the drake will not change elements between respawns.
- 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.
- Once a team has killed their fourth drake, the camp will now instead spawn the Elder Dragon with a 6 minute respawn timer.
Gameplay[]
- Passives
- Dragons are CC immune to all crowd control, except stasis. Additionally, Dragons' stats cannot be modified by any means.
- Elemental Dragons gain 20% bonus damage and 7% damage reduction per stack against enemies with Dragon Slayer stacks, up to 80% bonus damage and 28% damage reduction at 4 stacks.
- Dragons deal bonus physical damage equal to 5% of the target's current health with their basic attacks. Additionally, Dragons gain 30% armor penetration.
- Actives Abilities
- Dragons knock back all enemies within Range center 550 units of them upon starting the fight, displacing them further based on proximity and not through terrain.
Cloud Rift[]
- Air currents flow throughout the area near the camps for Blue Sentinel and Red Brambleback, 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 Scryer's Blooms each spawn in front of both teams' base gates and by the tri-brushes near the river.
Strategy[]
- 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.
- 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.
- Dragons (and other epic monsters) should be finished with effects that instantly deal a high amount of damage (i.e. Smite, Cho'Gath's Feast, Nunu's Consume ) to prevent the enemy team from stealing the kill.
- 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.
See Also[]
Patch History[]
Cloud Drake
Transformation mechanics (Elemental Rifts)
Cloud Rift Dodge skillshots or make a swift collapse on your enemies trying to sneak a far away objective.
Elemental Drake Mechanics
Since the Elemental Drake buffs are a bit weaker, we're dropping the health of the first two drakes. The battle over the Dragon Soul begins heating up after that, so drakes after the first two have more health to widen the opportunity for teams to contest.
Epic Monster Respawn Time
General
XP : | [75-300 (lv 1-18)] | |
⇒ | 150-330 (lv 1-18) |
Buffs
CLOUD DRAKE : | [+2/4/6%] | |
⇒ | +3/4.5/6% | movement speed, tripled out of combat |
Patch 6.13
Dragons and Rift Herald no longer level up during combat.
Junglers already have enough to focus on during objective contests - all the normal teamfight stuff, plus the xpecial challenge of Smite timing (or stealing). Unlucky level-ups are one factor junglers have no way of accounting for, so the pit-denizens of the Rift have graciously agreed to stop trolling their murderers.
Patch 6.9 - new
Elemental Dragons
Dragon has now been replaced by four Elemental Drakes. Slaying each provides your team with a powerful permanent bonus that stacks on multiple kills of the same type.
Ever since launch, Dragon’s been an iconic objective to control in League. Whether it gives buffs or gold (or that time it spawned before minions did), Dragon’s purpose is to give people something to take risks and make decisions around. Fast forward to today, and while Dragon’s certainly very cool, it has its share of problems.
First, the static value of Dragon’s stacks allows you to answer the question of ‘Which stacks do a want and when?’ long before you ever have to make the decision to fight for them. This devalues individual Dragon spawns a why rush the 1st stack now when you can just get it later? Furthermore, denying at least one stack virtually removes the threat of Aspect of the Dragon's game-ending , making it more of a pipe dream than
Cloud Drake
Increases out of combat movement speed. Augments your ability to outmaneuver opponents on the map.
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