Finally: Honeyfruit’s initial spawn window. Early ganks often occur before laners get a chance to invest in vision, and when Honeyfruit’s sustain is added on top of that, junglers are at basically no risk when making their first visits to a lane. We’re pushing the Honeyfruit spawn back a bit to give laners some breathing room.
INITIAL SPAWN TIMER : Between [5:00 and 5:30] ⇒ 6:00 and 6:30
FORAGING : Rift Scuttlers now eat nearby Honeyfruit. If you kill them while they’re eating, you have no heart.
New mechanics come with some growing pains, so we’re still clearing up a few odd interactions with plants. Right now we see some room to add clarity and consistency by introducing a few quality of life changes that make the effects of plants easier to predict and read.
FLOWING IN THE BREEZE : Once scouted, plants continue emitting idle VFX through fog of war
VEGETARIAN : Attacking plants no longer puts Kha'Zix in combat, preventing Evolved R - Void Assaults out-of-combat invisibility from activating upon entering brush
FRUIT NEEDS PICKING : Pickup radius of fruits slightly reduced
Plants generally behave like wards, with a few intentional exceptions.
In general, while activating plants uses the basic attack animations, plants shouldn’t trigger combat interactions. In other words, activating plants should feel similar to attacking wards: a tactical action that happens to be done with a basic attack. Two notable exceptions: it feels really bad to have to chase down a Draven axe or Poppy shield after triggering Blast Cone, so we’re cleaning up those interactions.
PLANTS AREN’T PEOPLE : Champion passives which proc on basic attack (ex. Caitlyn’s Passive - Headhunter, Nocturne’s Passive - Umbra Blades) are no longer consumed when attacking a plant (similar to attacking turrets or wards)
DRAAAAAVEN : Draven’s Q - Spinning Axe no longer bounces off plants. Instead, the duration is refreshed (similar to attacking turrets)
NOT LIKE THIS : Poppy’s Passive - Iron Ambassador now bounces back to her when attacking a plant (similar to killing a unit)
One patch later, everyone’s still feeling out how the new plants fit into their matches. We’re waiting until players have time to integrate plants into their understanding of the Rift before making big changes, but in the meantime, have some bugfixes!
GREEN THUMB : Plants are now immune to critical strikes and lifesteal
AGGRESSIVE EATING : Fixed a bug where consuming Honeyfruit flagged you as ‘in combat’ for the purpose of various out of combat passives
I’LL GET THAT TO GO : Fixed a bug where dashing or moving very quickly over Honeyfruit would sometimes fail to pick them up
Hello : Greetings from your friends at ESW.
Introducing plants to the Rift.
Pre-season is here and with it are new things to explore in the jungle. We want to make Summoner’s Rift feel more alive and that’s where Plants come into play. Plants create new ways for teams to take control of the map and approach objectives, as well as how you engage in future fights. Different plants spawn in on the map during certain parts of the game in order to provide interesting combat situations and rewarding players who adapt to them.
Plants have evolved pretty significantly during their time on PBE, and we’ll continue iterating on them throughout pre-season. We’re excited to see how you use them!
- Red = Blast Cone
- Blue = Scryer’s Bloom
- Green = Honeyfruit
FOLIAGE : Plants are stationary, neutral units with 1 health. Destroying them (via basic attack) triggers an effect.
NURTURE : Plants spawn as inactive seeds and take 60 seconds to become usable. Each seed type has a unique appearance.
FIRST SPAWN : First spawn locations for all plants are pre-determined
SPAWN NATURE : Each plant has its own set of spawn rules - see below
STARTER GARDEN : The first wave of plants is identical in every game
TREE OF MANY FRUITS : Drops 5 fruits on the ground when killed
I ATE AN ORANGE AND IT WAS K : Each fruit heals for 3.5% of max health or 8 (+6 per level) flat health, whichever is higher.
FOOD COMA : Eating a fruit slows you for 35% for 0.25 seconds
SPAWN ZONES : Honeyfruit spawn along river walls, starting near Dragon or Baron pits and slowly extending closer toward lanes over the course of the game
FIRST SPAWN : 5:00 - 5:30 minutes
RESPAWN TIME : 5.5 - 7 minutes
THE FRUIT NEVER FALLS FAR FROM THE TREE : If a Honeyfruit isn’t taken before its respawn timer completes, a second Honeyfruit may spawn. No more than two Honeyfruits can exist per half of the river.