Rift Herald | |
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Bounty | |
Gold Gain | 100 gold to the killer + 100 gold per player (including killer) (normal form) 25 (summoned form) |
Experience Gain | 306 - 320 (normal form) 124% of normal form (summoned form) |
Creep Score | 4 (normal form) 1 (summoned form) |
Statistics | |
HP | 7125 (+1187.5 per...) (normal form) 3180 (+530 per...) (summoned form) |
MS | 325 (normal form) 425 (summoned form) |
AD | 99.5 (+7.33 per...) (normal form) 80 - 200 (based on level) (summoned form) |
AS | 0.4 |
RNG | 250 |
AR | 60 |
MR | 50 |
Timers | |
Initial | 16:00 (normal form) Once summoned via the ![]() |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
The Rift Herald is the third most powerful neutral monster on Summoner's Rift. Usually referred to as the "Herald".
Overview
- Rift Herald's level is decided from the average of the players' levels the moment it spawns. Its minimum level is level 6.
- The Rift Herald despawns at 24:45, to make room for the Baron Nashor to spawn. If in combat, the Herald despawns at 19:55.
- When killed, the Rift Herald drops the
Eye of the Herald in the ground for 20 seconds for the slaying team to pick up. If not picked in that timeframe, it permanently disappears.
Summoned Rift Herald
- Upon usage, the user channels for 1 second, before summoning the Rift Herald.
- The Rift Herald will head to the nearest lane, attacking minions, before charging at the enemy structure.
- The Rift Herald allows for one allied champion to ride her and initiate a charge.
- If the charge collides with an enemy structure or terrain, or reaches the end of its duration (12.5 seconds), the charge will stop
- The charge deals 1500-2550 (levels 6-12) damage but the Herald takes 66% current health as self-damage.
- When the Herald hits the terrain, he takes 13.2% of his current health as self-damage.
- If Herald was ridden and the charge collides with an enemy structure then she summons 5 (+1 − 6 (based on your team's
Touch of the Void stacks)) allied
Voidmite to attack the nearest enemy structure
Gameplay
- Passives
- The Rift Herald's basic attacks deal 4% of target's current health, as bonus physical damage.
- Effects that deal damage based on Rift Herald's health and are not usually capped, are capped at 50 damage.
- Rift Herald's is immune to all disabling debuffs.
- Rift Herald has a vulnerable eye on her back, which makes champion basic attacks against it deal 12% of her maximum health, as bonus true damage. When the eye is hit, it closes for 10 seconds, reduced by 2.5 seconds every time she is struck by a champion's basic attack. The eye cannot open more than once every 3 seconds or if the Rift Herald is below 15% maximum health.
- Actives Abilities
- At the start of the fight, the Rift Herald winds up and charges forward, knocking aside enemies she passes through and damaging them for 200% AD.
- At 65.75% and 32.75% of Rift Herald's maximum health, it winds up for an attack that deals 300% AD in a cone in front of her.
Strategy
- Killing the Rift Herald grants the
Eye of the Herald, which can be crushed to summon the Rift Herald to aid in the sieging of enemy turrets.
Patch History
The new Rift Herald has proven to be a bit too hard to control, especially as players are learning how to steer correctly, so we’re making the ability to turn a bit easier and giving Herald a few small quality of life buffs. (Note: If you let the Herald direction indicator end without clicking it will not accept the direction as an input. This bug is something we’re working on correcting on our end, so for now please click the indicator.)
- new Slow Start: For the first three seconds after spawning, Rift Herald has very high maneuverability and will be easier to turn. Every 2 seconds after Herald slowly becomes less maneuverable as its speed increases.
- Damage from Wall Collision: Crashing into a wall while controlling Herald will deal damage equal to that of crashing into a tower to Shelly ⇒ Crashing into a wall while controlling Herald will deal 20% of the damage received compared to crashing into a tower to Shelly
- We Don’t Have All Game…: Player-summoned Rift Herald trinket spawning has been sped up by 1 second.
Rift Herald is back and they have a brand new, Voidgrub-inspired look! But this isn’t just a surface level change, because Herald also has some changes under the hood… err, shell?
- If you or an allied teammate summon the Rift Herald, one player (either the user or a teammate) can right click the Herald in order to hop onto Shelly. Right clicking any direction while channeling onto Herald will allow the player to pick where Herald will start charging. While charging, players can steer the Rift Herald while she charges forward (similar to a Sion ultimate).
- The Rift Herald receives 1 use of Charge when summoned which is consumed as soon as a player hops onto Herald (or when Herald automatically Charges a tower unpiloted). In the event a nearby enemy tower or inhibitor is destroyed, Herald will receive an additional Charge. This Charge (and cooldown) is displayed on Rift Herald’s health bar.
- The Charge lasts for up to 14 seconds, starting at 150 movement speed and ramping up to 600 movement speed over 5 seconds (this is increased by 75% when charging towards an enemy tower). The charge will end upon collision with a structure or terrain, reducing the Herald’s health by 66% and ejecting the player 200 (+75% of player’s attack range) units in the opposite direction of the charge. In the event Herald’s Charge hits a live tower the ejection distance is increased to 700 (+75% of player’s attack range) units.
- If a player steers the Rift Herald through enemies (including champions), the enemy will receive 250 true damage and be knocked airborne.
- If a player steers the Rift Herald into an enemy structure a bonus 2000 (+0-750 based on average champion level) damage will be dealt to the structure, 5 (+ the number of Hunger of the Void stacks of the user) Voidmites will be spawned to attack the tower, and the player will gain a temporary shield.
- new Rift Herald now has Baron’s Gaze which reduces damage taken from the last enemy attacked by 50%.
- Empowered Recall: The holder gains Empowered Recall until the Eye is used/expires ⇒ All allied champions who assisted in killing Herald gain a single completed use of Empowered Recall
- Sharing (Gold) is Caring: Rift Herald grants any gold it gains from turrets/turret plates to the player that summoned them (if they weren't around) ⇒ Rift Herald grants any gold it gains from turrets/turret plates to all champions who assisted in killing the Herald
- new Auto Cast: Upon expiring, the Eye of the Herald will auto-cast with no channel time and summon Rift Herald. In the event your champion is currently dead, the Herald will spawn in your team’s fountain.
- Health: 7125-14250 (based on level)
- Attack Damage: 99.5-250 (based on level)
- Attack Speed: 0.4
- Armor: 60
- Magic Resistance: 50
- Movement Speed: 325
- Attack Range: 250
- Experience: 306-320 (based on level)
- Gold Given on Takedown: 100 gold to killer, 100 local gold
Rift Herald contributes plenty to snowballed game states due to the large amount of gold on kill, the empowered recall, and the Herald itself solidifying leads (not to mention the tower plate gold it can potentially secure). We believe there's room to reduce the amount of reward that it gives, and we're targeting the local gold amount to limit the amount of gold the jungler receives both when soloing it and when taking it with a teammate.
- Local Gold Given: 200 ⇒ 100
Shelly's range is fairly prohibitive for moving her into positions outside of the baron pit that you can use to your advantage. We're removing her soft reset state where when patience ends and she runs back and can be picked up by the enemy team, so now on contested Shelly’s you can disengage and not lose your objective instantly to the enemy team.
- Leash Range: 1100 ⇒ 1200
- NEW Shelly Ain’t Soft: Rift Herald no longer has a soft reset state and will hard reset when its patience runs out, immediately running back to its original position.
- Experience Given to Champs within 600 units: 200 ⇒ 300
- First Spawned Rift Herald Charge: 2000 ⇒ 1500 (Note: Actual damage done will be higher than this value)
Rift Herald takes a little too long to defeat, so teams lessen the priority on it compared to other objectives. We want her to get a little love too, so we're looking to lessen the gap between the pros and cons of killing her.
Base Stats
HEALTH : | [5500 (8250-16500)] | |
⇒ | 4750 (7125-14250) | [level 6-12] |
An early Rift Herald's charge damage currently feels underwhelming (usually less than 2 Turret Plates' worth of damage) and not all that worth fighting over. We're increasing Rift Herald's early damage so she's considered more of a high value get in the early game, but without boosting the second Herald's damage.
With the increased importance on drakes on bot side, we're spawning Rift Herald a bit earlier and letting her respawn once so teams don't completely abandon their top laners in favor of bot lane presence. (Y'know...more than they already do.)
Rift Herald Fight
HEALTH : | [10,000-16,000 (levels 6-12)] | |
⇒ | 8,250-16,500 (levels 6-12) |
Summoned Rift Herald
HERALD LEVEL : | Average level of all ten champions, determined on | [using Eye of the Herald] | |
⇒ | picking up Eye of the Herald |
HEALTH : | [4000-6400 (levels 6-12)] | |
⇒ | 3180-6360 (levels 6-12) |
HEADBUTT TURRET DAMAGE : | [40% current heath (1600-2560), minimum 1500] | |
⇒ | 1500-2550 (levels 6-12) |
Patch 8.9
Takes less damage from charging. Does more damage to towers with charge. Takes more damage from eye pokes.
Rift Herald is the Baron of pre-20 minutes: a strong option for teams who are ahead and want to widen their lead. We want players who use Rift Herald well to be more rewarded, potentially with multiple towers, while players who drop Rift Herald at the wrong time will be more easily punished. For teams that are even, getting an eye proc should successfully shut her down, but without it, expect her to continue her rampage.
DAMAGE TO TURRET ON TURRET CHARGE : | [150 + 25% current health] | |
⇒ | 40% of current HP or 1500, whichever is greater. |
Patch 7.22
Spawns sooner
Herald should be immediately more rewarding to the individual who kills her.
Patch 7.10
Enemy awareness improvements around Rift Herald
Patch 7.9
Rift Herald has new visuals, a new fighting style, and can be summoned to wreak havoc to turrets.
We always wanted Rift Herald to be a compelling objective up toward top, but she’s historically failed to earn her place on the map. So, we revisited the encounter and its rewards for midseason. With a brand new fighting style (but same lack of protective eyewear), Rift Herald will feel like a more epic fight. Once defeated, the big changes come into play. She is imprisoned in a trinket that can be crushed to summon her. Once unleashed, she marches down to the nearest lane, ignoring enemy champions in her mindless drive to slam turrets (and inhibitors and the Nexus) into little pieces until killed. So maybe try to kill her while you still have a base left.
The encounter
The reward
Rift Herald returned
Patch 6.22
Rift Herald spawns later and hits less hard.
Rift Herald is supposed to be a threatening objective for split-pushers to contest. It’s high damage renders it too threatening to be worth taking, as it often turns into a trap for players who try to start it, especially early on. We’re pushing Rift Herald’s spawn back to a time more appropriate to such a strong objective, and dialing back on its damage so that players have clearer opportunities to secure it.
Patch 6.9
Now only spawns once. Rift Herald’s buff lasts an incredibly long time, persists through death, and provides amazing dueling.
Now that Rift Herald’s been out for nearly half a year, it’s time to reevaluate our goals. Originally added to introducnew dynamic between both halves of the Rift, Herald hasn’t quite made the splash we hoped for. Instead of driving action to the top side of the map, the Doom's Eve buff comes with too many conditions to be universally appreciated. Do i take this before or after taking a turret? Do I take it instead of a turret? When you trade lane pressure to take something that gives lane pressure, things get pretty muddy.
That brings us to today. When optimized, junglers solo Rift Herald with very little help or notice from their team and farm camps until it’s time to group. This wouldn’t matter much, except that no one seems to care about taking it. ‘Are they bot? Eh, we’ll take Herald a guess.’ Even after RH falls, there's no clear game impact a someone’s just ambiguously stronger foshort period of time. With Midseason incoming and an objective falling short of strategic significance, we went back to the drawing board.
With 6.9, we’re eliminating the confusion and refocusing Rift Herald to be an objective you really don’t want to give away for free. Enabling snowballing and split-pushers alike, Herald is a one-time event that puts the team it falls to firmly in the driver’s seat for the early stages of the game.
Rift Herald
UPDATED
Glimpse of the Void
Patch 6.1
Damage down.
Continuing Rift Herald's welcome to the League by nudging his dream-crushing power down, bit by bit. It's a potent tool for pushing advantages, but so often the health cost for taking it is so high that teams still aren't sure when to go for it.
Patch 5.24
It’s now easier to hand off Doom’s Eve.
We’re still seeing how Rift Herald fits into the grand scheme of things, so we’re making some improvements to make it easier to hand off the buff to the right person without risk of junglers ‘accidentally’ taking it, or dying to Herald in the process.
Patch 5.23
R. Harold deals less damage.
Herald's doing cool things to the top lane dynamic, but hits too hard for teams to consider an option in any game but the one where you're massively ahead. Lowering damage should mean less deaths to Rift Herald, as well as more ability to use the buff once you get it (instead of recalling immediately).
Patch 5.22
Even a Baron has its subjects.
As it stands, the bottom lane is the only 'correct' area of early game focus, warping teams' choices of summoner spells, champions and strategies in a never-ending arms race that's culminated in the modern-era Teleport-pocalypse. With so many team resources tied up in this problem, we set out to see if we could even up the map.
Enter the Rift Herald.
As an objective, Herald gives a reason to dominate the top lane and something to miss if you Teleport away. Providing a powerful buff that enables split-pushing (as well as an encounter as difficult as any in League at the moment), its presence adds relevance to the northern side of the map, giving teams alternative strategies to pursue or a counter-move to make when the going gets tough down south.
- 10% increased damage
- 40 movement speed
- Enhanced Baron Recall
- 40% increased attack speed
- 100 extra range (on Cannon Minions)
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