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Hextech Drake
Hextech DrakeSquare
Bounty
Gold Gain25
Experience Gain150 - 350
Creep Score4
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
47

AS
0.75

RNG
500

AR
21

MR
30
Timers
Initial5:00
ExternalLinks
Game Info Wikiwiki.leagueoflegends.com

Overview[]

The Hextech Drake is a neutral monster and a dragon on Summoner's Rift. Usually referred to as the "Hextech". Hextech's attacks are non-projectile and every 4th of its attacks is empowered to chain to up to 3 of the closest nearby targets and slow all targets struck by 40% decaying over 2 seconds. Each Hextech killed grants a stack of Dragon Slayer Dragon Slayer. If the rift is dominated by the Hextech, obtaining 4 Dragon Slayer Dragon Slayer stacks grants the Drake Soul Icon - HextechHextech Soul.

Spawn[]

  • At 5 minutes into the game, an elemental drake (Chemtech DrakeSquareChemtech Drake, Cloud DrakeSquareCloud Drake, Hextech DrakeSquareHextech Drake, Infernal DrakeSquareInfernal Drake, Mountain DrakeSquareMountain Drake, Ocean DrakeSquareOcean 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 Hextech 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 DragonSquareElder 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 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.

Hextech Rift[]

  • Industrializes the map with hextech technologies, summoning pairs of hex-gates within both teams' bases and near the pits for Baron NashorSquareBaron Nashor and Dragon, functioning as portals for transit. Champions can interact with these gates to initiate Hexgate Warp, causing them to channel for 0.75 seconds. Upon completion, they dash to the other side of the gate over 2.25 seconds, during which they are untargetable and unable to act. They may also choose a location to dash another time up to 500 units away from the gate upon reaching their destination, though not through terrain. Pairs of hex-gates have a 30-second cooldown for each champion that activates them.
    • The channel will be interrupted by taking damage, performing another action, as well as becoming grounded. If this occurs, the gate is placed on a 1.5 second cooldown.
    • The channel cannot be started while affected by cast-inhibiting crowd control or ground.
    • Champions taking gates will also blink to their destination after the same time spent dashing.
      • The blink occurs regardless of the dash completing or not.
    • The gates that lead from the hex-gates within each team's base cannot be interacted with.
    • Champions being transported through a hex-gate will be indicated by the portal.
    • The untargetability gained from completing Hexgate Warp will not destroy inbound projectiles.

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 Smite, Cho'GathSquareCho'Gath's Feast Feast, NunuSquareNunu's ConsumeConsume ) 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[]

Patch 12.14

PERCENT CURRENT HEALTH DAMAGE ON ATTACKS : [7%] 5%
HEALTH PRE-RIFT TRANSFORMATION : [2650 (+240 per level)] 3450 (+380 per level)
HEALTH POST-RIFT TRANSFORMATION : [4350 (+240 per level)] 6950 (+380 per level)
ATTACK DAMAGE : [66.7] 47
HEXTECH DRAKE DRAGON SLAYER BUFF : [6% attack speed and 6 Ability Haste] 9% attack speed and 9 Ability Haste


Patch 11.23 -  new 

Hextech Drake is all about controlling the map, flanking your foes, and trapping the enemy team for a wombo combo. The Hextech Dragon Soul grants a unique lightning that slows down enemies, allowing you to control teamfights and chase down stragglers.

HEXTECH DRAKE BUFF : Grants 5 Ability Haste and 5% attack speed per stack
HEXTECH DRAGON SOUL : When a team obtains the Hextech Drake Soul, they gain a chain lightning slow on their next basic attack or ability that deals 25-75 true damage (based on champion level 1-18), bounces to 3 additional targets, and slows units hit by 45/35% (melee/ranged) (+5% per 1000 bonus health, +1% per 100 AP, +3% per 100 bonus AD) for 2 seconds (8 second cooldown)
HEXTECH RIFT : Pairs of Hex-gates appear across the map which allow champions to quickly travel from one location to its paired counterpart. Hex-gates are activated with a brief channel that can be interrupted by immobilizes or damage. Each pair of Hex-gates has a 30 second individual cooldown per champion


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