| Scryer's Bloom | |
|---|---|
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| Information | |
| Releases pollen in a large cone that flies in the direction the attacker was facing, revealing units and wards for 12 seconds, and champions for 3 seconds. | |
| Additional Information | |
| Health | 1 Health |
| Map Availability | Summoner's Rift |
| ExternalLinks | |
| Game Info Wiki | wiki.leagueoflegends.com |
Scryer's Bloom are a type of plant with magical properties, being used for clairvoyance.
Notes
General
- Scryer's Blooms have 1 Health and can only be triggered via normal attacks (untargetable by spells).
- They display a self-only range indicator to champions on mouse-over, showing which direction the pollen will fly.
- Scryer's Bloom can reveal other plants.
- Plants are immune to critical strikes and lifesteal.
Spawns
- Plants spawn as inactive seeds and take 60 seconds to become usable. The spawn locations for the first wave of plants is predetermined, while subsequent plants can spawn in at least one other spot.
- Scryer's Blooms spawn in two spots per jungle quadrants, close to river ramps.
- First spawns between 3:00 and 3:30, always at each quadrant's spawn point nearest to the side lanes.
- Next-spawn time is between 5 and 6.5 minutes at either spawn point, starting once a given quadrant's Scryer's Bloom is destroyed.
- Only one Scryer's Bloom can be present per quadrant.
Elemental Rift
- Chemtech Rift:
- Scryer's Bloom's reveal radius is extended to its surroundings and its reveal is empowered to reduce the health of detected wards
- Champions of the attacker's team, including themselves, that are hit by the pollen gain bonus movement speed for a few seconds while facing in the direction of the reveal's cone radius.
- 14 additional Scryer's Bloom are each spawned:
- In front of each of the bases' gates
- Near both bases' inner turrets in the top and bottom lanes
- By the
Greater Murk Wolf camps - By the
Red Brambleback camps - By the tri-brushes leading to an entrance to the river in the top and bottom lanes
- Cloud Rift: 6 additional Scryer's Blooms are each spawned:
- In front of each of the bases' gates
- By the tri-brushes near the river in the top and bottom lanes
See Also
Gallery
Patch History
CHEMTECH RIFT
Alongside the new drake is the new Chemtech Rift! The Chemtech gas we introduced to the Rift in last year’s preseason was a bit ''too'' toxic for a good gameplay experience, so we opted to take a more measured approach this year. Now, instead of sitting on the surface, the Zaunite chemicals have seeped their way into the Rift, mutating the environment and enhancing each of the jungle plants with different effects.
- Stim Fruits: Honeyfruits will upgrade into Stim Fruits and provide the usual heal plus a bonus shield in addition to no longer slowing champions that consume it
- Blast Cones: Blast Cones will now blast units within their range twice as far when they explode
- Firelight Bloom: Scryer’s Bloom will upgrade into Firelight’s Bloom which will reveal a small area around the plant when broken in addition to the usual cone in the opposite direction it was broken from. Allies tagged will also gain movement speed towards that direction for a short duration, and enemy wards revealed will be taken to 1 health.
Cloud Terrain
- Added Scryer's Blooms in front of each base's gates
- Added Scryer's Blooms in front of each tri-brush in the river
- Cloud Terrain's Speed Zones now grant 35% movement speed if you are out of combat vs. champions (increased from 20% always)
Patch 7.4
Revealing wards is more rewarding.
Until now, you’d earn half a ward’s worth of gold when your allies destroyed a ward you’d revealed. This caused situations where players would compete for the last hit on wards, rather than getting rid of them ASAP. We’re changing things up so whoever reveals the ward and whoever kills it both get those precious gold coins without having to compete with one another.
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.
General
Scryer’s Bloom
Patch 6.24
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.
Patch 6.23
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!
General
Scryer’s Bloom
Patch 6.22
Introducing plants to the Rift.

Spawn locations
- Red = Blast Cone
- Blue = Scryer’s Bloom
- Green = Honeyfruit
Scryer's Bloom


