Ocean 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 | 70 |
AS | 0.5 |
RNG | 500 |
AR | 21 |
MR | 30 |
Timers | |
Initial | 5:00 |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Overview[]
The Ocean Drake is a neutral monster and a dragon on Summoner's Rift. Usually referred to as the "Ocean". Ocean's attacks slow the target by 30% for 2 seconds. Each Ocean killed grants a stack of Dragon Slayer. If the rift is dominated by the Ocean, obtaining 4 Dragon Slayer stacks grants the Ocean 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 Ocean 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.
Ocean Rift[]
- Sprouts life throughout the map, causing 6 patches of brush to grow larger and 12 puddles of water to form in the jungle. Two patches of brush grow near the Dragon pit. 4 additional Honeyfruit each spawn near the middle lane and the camps for Red Brambleback.
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[]
Transformation mechanics
Ocean Rift
Sneak around the jungle or look for a new ambush opportunity.
General
XP : | [75-300 (lv 1-18)] | |
⇒ | 150-330 (lv 1-18) |
Buffs
OCEAN DRAKE : | [4/8/12%] | |
⇒ | 6/9/12% | missing health & mana regen out of combat |
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
Ocean Drake
Restores missing health and mana. Augments your ability to siege and poke.
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