Dragon Slayer | |
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Passive | |
Gain bonuses based on the type of dragons slained.
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Additional Information | |
Map Availability | SR |
Source | Cloud Drake Infernal Drake Ocean Drake Mountain Drake Hextech Drake Chemtech Drake |
Lost On Death | No |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
The Dragon Slayer is a team-wide neutral buff granted upon slaying Dragons. This buff is not to be confused with the buff given upon killing an Elder Dragon: Aspect of the Dragon.
Notes[]
- Slaying a dragon will grant a buff depending on the element of the dragon, stacking up to four times per elements.
- These buffs last until the end of the game and cannot be lost upon death or any other means.
- Dragon Slayer's ability power multiplier stacks recursively with other sources of % ability power other than
Rabadon's Deathcap's with whom it doesn't stack. - The attack damage multiplier stacks recursively with other sources of % attack damage other than with Whisper's with whom it doesn't stack.
Trivia[]
- Until patch V9.23 each component of Dragon Slayer had a passive name and an alternate name, related to the drake:
- Cloud Drake's is Stratus Walk and Dragon's Flight.
- Infernal Drake's is Infernal Tribute and Dragon's Might.
- Ocean Drake's is Heart of Oceans and Dragon's Dominance.
- Mountain Drake's is Earthen Arms and Dragon's Wrath.
See Also[]
- Aspect of the Dragon
- Crest of Cinders
- Crest of Insight
- Dragon Soul
- Eye of the Herald
- Hand of Baron
- Hunger of the Void
- Touch of the Void
Patch History[]
DRAGON SLAYER
Drakes currently offer a sizable amount of stats that the winning team generally gets access to. While contesting drakes is valuable to the game in both solo queue and Pro play, we believe there's room to reduce the amount of stats that the Dragon Slayer stacks give, and to buff the souls to incentivize still taking them. We're not including Chemtech among these changes since the power level of the Dragon Slayer stack and the soul is already in a reasonable state.
The only way to get a functioning patience bar and leash indicator was to rebuild the Dragon AI from the ground up, so you’ll see some small differences. This means no more silly behaviors like the Dragon doing jumping squats mid-fight and small differences in leash ranges.
- Cloud Drake: 7% slow resistance and out-of-combat movement speed ⇒ 5% slow resistance and out-of-combat movement speed
- Hextech Drake: 7.5 ability haste and 7.5% bonus attack speed ⇒ 5 ability haste and 5% bonus attack speed
- Infernal Drake: 5% attack damage and ability power ⇒ 3% attack damage and ability power
- Mountain Drake: 8% bonus armor and magic resistance ⇒ 5% bonus armor and magic resistance
- Ocean Drake: restore 2.5% missing health every 5 seconds ⇒ restore 2% missing health every 5 seconds
- Chemtech Drake Buff: 5% Tenacity and Heal/Shield power ⇒ 6% Tenacity and Heal/Shield power
Chemtech Drake is BACK and better than ever! Our goal with the new-and-improved drake is to encourage calculated, aggressive plays and incentivize players to fight to the end to gain the edge over their opponents. Go big or go home!
- Chemtech Buff: When your team kills a Chemtech Drake they will gain a stacking buff that grants 5% Tenacity and 5% Healing and Shielding power
Patch 12.2 - 1/24/2022
INFERNAL DRAKE BUFF : | [5/10/15/20%] | |
⇒ | 4/8/12/16% | attack damage and ability power |
MOUNTAIN DRAKE BUFF : | [8/16/24/32%] | |
⇒ | 6/12/18/24% | armor and magic resistance |
OCEAN DRAKE BUFF : | [3/6/9/12%] | |
⇒ | 2.5/5/7.5/10% | missing health |
Patch 9.23
Elemental Drake Buffs
We're updating the buffs to be more equal in power and excitement. Stack for stack, elemental buffs are weaker than before to avoid excessively power creeping SR's buff ecosystem. With Dragon Souls adding new late game payout to Elemental Drakes, we're switching from the current frontloaded buff stacks back to a linear model. Last note: You can now get four stacks of an element if the enemy team gets the first two or three drakes (always different elements), then you get the next four (always the same element).
Infernal
Just a balance pass.
INFERNAL MIGHT : | [+10/17/24%] | |
⇒ | +5/10/15/20% | attack damage and ability power |
Mountain
Extra damage to objectives was a subtle-yet-powerful snowballing effect that was often hard to appreciate outside of coordinated play. We're switching Mountain to a more straightforward effect all players can play around.
MOUNTAINOUS VIGOR : | [+16/23/30% bonus true damage to epic monsters and turrets] | |
⇒ | +8/16/24/32% armor and magic resist |
Ocean
We're removing Ocean's mana regen to even its power out among users regardless of resource type. That gives us room to allow Ocean's healing to continue in combat, which is a buff for any user.
OCEANIC WILL : | [6/9/12% missing health/mana regen per 5 seconds when you haven't taken champion/turret damage within 8 seconds] | |
⇒ | 5/10/15/20% missing health regen per 5 seconds (mana regen removed) |
Cloud
Cloud's movement speed was powerful, but not all that exciting. We're moving the speed boost to Cloud's Elemental Rift (where we can support it with visuals) and adding a different kind of haste to Cloud's buff.
CLOUDBRINGER'S GRACE : | [+3/4.5/6% bonus movement speed (tripled while out of combat)] | |
⇒ | 10/20/30/40% ultimate CDR, ignoring the CDR cap |
Patch 8.23
First spawn is later; respawn is faster. Gold and experience increased. Buff strength increased early.
We're increasing the value of early drakes so teams are less willing to give the first few away. Pushing initial spawn time back gives teams more time to prepare for that first drake fight.
Buffs
INFERNAL DRAKE : | [+8/16/24%] | |
⇒ | +10/17/24% | AD and AP |
MOUNTAIN DRAKE : | [+10/20/30%] | |
⇒ | +16/23/30% | damage to structures and epic monsters |
OCEAN DRAKE : | [4/8/12%] | |
⇒ | 6/9/12% | missing health & mana regen out of combat |
CLOUD DRAKE : | [+2/4/6%] | |
⇒ | +3/4.5/6% | movement speed, tripled out of combat |
Patch 8.5
Rather than only granting out-of-combat movement speed, now grants movement speed at all times that increases while out of combat.
Cloud Drake has always been good for pick-based compositions who want to catch opponents out of position, but not as appealing for other comps. We're shifting the movement speed to have both in and out of combat applications so more teams find it rewarding to take.
Patch 6.14
Stacks grant more movement speed.
What's there to say about the Cloud Drake that hasn't been said? Ever since the release of the Elemental Dragons, Cloud’s rested at the bottom of the pack in terms of satisfaction. While we're not averse to giving it a new buff altogether, we first want to take a crack at amping the current effect to see whether ol’ windbag was simply undertuned.
Patch 6.10
Ocean Drake now restores health and mana only when out of combat with champions and towers.
Regeneration effects often go unnoticed by their owners, but the Ocean Drake buff is large and spiky enough that players feel the individual ticks. The occasional lucky tick right before a killing blow, however, was adding more frustration than gameplay and often leaving players wondering if their damage hadn’t gone through. Tying the regen to stay out-of-combat allows more counterplay to opponents, allowing them to feel less like they’re fighting a rising tide. Of regeneration.
UPDATED
Mark of the Ocean Drake
Patch 6.9
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
Mountain Drake
Increases turret and epic monster damage. Augments your ability to take objectives.
Infernal Drake
Increases champion killing power. Augments your dueling and team fighting abilities.
Cloud Drake
Increases out of combat movement speed. Augments your ability to outmaneuver opponents on the map.
Ocean Drake
Restores missing health and mana. Augments your ability to siege and poke.
Grants a powerful burn-over-time on spells and attacks. Increases the strength of your Elemental Drake buffs.
Previously, Aspect of the Dragon was a full closing tool -assuming the game ever hit a point where you could get it. Part of the promise of Elemental Dragons is that no matter which spawn in what order, controlling them is always valuable for you in the long run. Elder Dragon lets us kill two birds with one buff a cashing in on your hard-earned stacks and ensuring that both teams can leverage its strength (or steal it) to close out a game in style.
v6.3
2nd Dragon now gives a tower burn. 4th Dragon now gives defense vs turrets.
- "It's not necessary for every stack of Dragon to be so powerful that contesting it is necessary. Doing so creates a snowballing vortex where each Dragon buff ensures you get the next one, focusing the game too heavily on an early-game arm's race, rather than a match-long consideration. That said, each individual Dragon should provide an advantage that feels consequential - as an opponent, the decision to give up a stack of Dragon should be based around 'we will oppose with something equally valuable' rather than 'the power of that buff is so low I can't be bothered.'"
- SECOND STACK :
+15% damage to turrets and buildings⇒ Basic attacks burn turrets for 10-180 over 2 seconds. - FOURTH STACK :
+15% damage to monsters and minions⇒ You take 20% less damage from turrets
- "This is a little complicated, but the short of it is that the Dragon's Might buff was calculating its +6% AD a little weird. First, it didn't multiply with bonus attack damage (so that's no good) and second, it assumed a 1.0 AD ratio for anything that used an AD ratio (even if that ratio was, in reality, much lower). This isn't to say that AD scaling spells were all using 1.0 ratios, just that the +6% AD on Dragon's Might was scaling like that. This also probably exposes a bit of how math works in our game, but that's a confusing bag of goodies in and of itself. The super short of it is expressed below: "
- COMPLICATED MATH : Auto attack damage for champions with Dragon's Might and AD items will now be slightly higher
- MORE COMPLICATED MATH : 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)
v4.21
The power of the first Dragon Slayer buff has been reduced and the 4th stack / 2nd stack bonuses have been swapped.
- "Right now we're seeing games snowball a little too quickly, and one of the culprits seems to be the Dragon Slayer buff. Of specific note is that second stack buff that lets a team double down on their map pressure, as they can objectively push lanes and take jungle monsters a whole 15% faster. We're not sure if that's a mathematically correct statement, but let's assume it is."
- FIRST STACK :
8% Attack Damage and Ability Power⇒ 6% Attack Damage and Ability Power* - SECOND STACK : Now gives +15% damage to Turrets.
- FOURTH STACK : Now gives +15% damage to minions and monsters.
v4.20
Dragon's global gold and experience have been transformed into a series of stacking "Dragon Slayer" buffs. Each time your team takes down Dragon, they get a permanent stacking buff. At 5 stacks, your team gets super-bonuses for 180 seconds.
- "In the 2014 season, it was tough to tell the difference between taking down Dragon or a turret - at least if you were only looking at rewards. Granted, downing a turret does open up the map for your team, but unless you're constantly taking advantage of that opening, the gains from taking multiple Dragons or turrets just means one team has more gold / experience in a fight.
- So.
- In line with our philosophy of incomparable objective rewards, Dragon poses a much larger late-game threat for teams that take the time to invest in his stacking buffs. This means players will grow to understand the tradeoffs they're making as they ponder whether it's worth giving the enemy team a fourth Dragon in exchange for the top inner turret. And unless the plan is to never lose a Dragon again, there are very real risks associated with making that decision. Look at these meaningful choices! "
- [NEW] DRAGON SLAYER : Killing Dragon now gives your team a permanent stacking buff called "Dragon Slayer":
- 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): Triples all other bonuses and your attacks burn enemies for 150 true damage over 5 seconds. Lasts 180 seconds.
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