Drakes Suggestions
Greetings, I'm a Brazillian league player for over 10 years, and I'm completely in love with this game and specially it's lore and worldbuilding.
For the last two years I've spent some of my free time creating this huge compilation of suggestions for dragons.
With the amazing Arcane success, and the creative idea of seasons themed around one specific region of Runeterra I'm currently aiming for 39 dragons for League - three for each region for a possible portals like system from TFT-, each one with a very specific Theme, bringing changes for the Rift, to the plants, and a complete set of attacks for the dragon itself (and the strategies for taking it down), some interacting with specific champions and items.
All this, also is being implemented in a board game I'm creating to play with my friends (other dungeon Master's inputs would be great I am noobie). Please feel free to comment suggestions for the ones I still need to finish, your guys help is appreciated.
All the images were generated with "https://gencraft.com/" and this site is for entertainment non comercial porpuses only.

Demacia

"Inside the pale forests of eastern Demacia we can find these dragons. After many years, the scales of these beasts absorbed the properties of the white stone trees scatered around. Now these trees have wings, claws and fangs and pose as threats, specially to mages running for safety."
Petricite Dragon
•Theme: MR, Anti mage, Magic dmg, Mana drain, Silence
•Drake: Single attack, higher magic resistance, store 40% mag dmg taken to improve the next attack with magic dmg, empowered attack silences enemies (every 3 attacks 2s silence).
•Effects: Grants 8/16/24/32% bonus magic resistance and 4/8/12/16% of bonus MR as bonus AP. -mountain dragon changes- Critical dmg of enemy magical skills are reduced by 4/8/12/16% (see new magical crit items/ blood drake).
•Soul: Three instances:
Absorb: Stores part of the pre mitigation magic damage received, gets bonus MR during this time (MR scaling). The first ally spell that hit the enemy drain mana from them equal to 10% of the spell cost.
Explode: Releases the energy absorbed dealing bonus magic dmg. (AP scaling) -can’t absorb during explode.
Cooldown.
•Rift: Creates regions of silence and MP draining on the map, when accumulating X amount of mana drained or time silenced it becomes unstable and explodes dealing massive magic damage on specific locations of the map.
–Plants: The magic explosions can pop the plant by itself triggering its effects.
• Honeyfruit: now drains mana instead of restoring it.
• Blastcone: deals magic damage to both team champions in range of its explosion, based on AP of the one who hit it.
• Scryer’s Bloom: silences for 2 seconds enemy champions revealed. Doubled if not in combat against champions. Also grants some MR to allied champions hit.
•Champions: for each drake, Galio can improve one of his basic abilities, passive or ultimate, Sylas get his ultimate buffed (2% AP/MR scaling) and 4 bonus MR, 2 bonus AP.
•Items: anti spell crit item improved.

"As a boy I used to feel safe inside these white walls, no basilisks, ice barbarians nor mage scum could ever come inside these pillars, specially the last ones. It was were I could feel the warm of the sun on my cheeks, the tremor of nearby passing troops on my feet and my name and Cithria's on my fingers. I never thought I'd ever see something so big and dark flying so close to these walls, I've never felt like these before, my heart is pulsing as so does the walls I think, ' I'm safe, that's just a nighmare, morrow I'll once again wake up and look at these ancient white walls' "
Demonic Dragon
•Theme: Anti mobility, immobilization, double edge sword
•Drake: Deals bonus dmg against champions who used recently dashes. Empowered attack immobilizes (random effect) champions.
•Effects: +4 / 8 / 12 / 16% bonus damage vs. immobilized or recently immobilized champions. Enemies that dash within 900 of an allied champion are marked for potential immobilization.
•Soul: Random Immobilizing effect (10 different souls, one for each primordial demon)
(fear - fiddle, stun -, supression/pain/healing negate - , sleep - nocturne, charm - evelynn, taunt - , root - , polymorph - , airborn - , stasis - ashlesh)
•Rift: Corrupt some walls for some time, turning impossible to dash through them. Jungle camps become possessed causing hard cc or grounded effect on champions in the first, it lasts just a few seconds and the effect is random from a big pool of effects.
–Plants: In a small area around plants, champions are grounded.
• Honeyfruit: Immobilizing enemy champions few seconds before or after consuming the honeyfruits grants aditional healing, getting immobilized few seconds after consuming them causes your champion to take dmg equal to the ammount healed.
• Blastcone: there is a 40% chance of blasting cones failing to explode.
• Scryer’s Bloom: revealed enemies are grounded for 2 seconds. The spores can't go through walls, bypassing aroud it and spreading depending of the walls.
•Champions: Fiddle, Nilah, Swain, Tahm Kench, Evelynn, Nocturne,
•Items: Imperial mandate (demonic theme)

" Five days have passed since the global rune vault have been completely sealed, 'if these trees could grow any faster', the footsteps would be erased in the next rain, and the memories in the next age. I've learned eliminating the paths and clues is as important as sealing it all away. Some creatures in these forest can still manage to absorb some of it's properties even when sealed away. 'Well, that's a problem for another time, now I must do as much as I can to save the world'"
Runic Dragon
•Theme: Runes, Rune upgrade time counter, augments like in arena
•Drake: Have two runes over the drake, and it changes from time to time, dragon's attacks are affected by its runes.
•Effects: Grants random runes. After 550/500/450/400 seconds, a rune is upgraded (10% stronger). After the first one the next rune timer is increased.
•Soul: Your team receives the omnistone.
•Rift: Runes spawn on the rift, with several effects.
–Plants: Plants are substituted to runes, they have different properties, different runes inscriptions have differents areas, effects and strenghts. The main effects usually grant whole or fragment of new runes or affect rune upgrade timer counter. The rift becomes a stage for runes fragments searching, but specially being cunning of putting all these puzzle pieces together to form better runes.
•Champions: Ryze
•Items:
•Runes examples:
1-Mana 2-Flow 3-Band: 1- grants 25 maximum mana, 2- regenerate 2 mana every 12 seconds after hiting enemy champions with skills, 3-and regenerates 0.1% of your missing mana every 5 seconds. Gathering the 3 of them grants manaflow band.
The repertoire counts with some old runes which have been previously in the game, the current ones which your champions didn't choose and some new which have never been in LoL, plus a stronger version of the current ones (10% stronger) when upgraded.
- "A sigle mark" (grants the allied team 0.93% critical chance)
Augments like 25 AH for your Q skill, item quest.

Freljord

True Ice Dragon
•Theme: Mov. Speed reduction, flat dmg reduction, AS reduction
•Drake: its attacks shatter backwards like Lissandra Q, attacks cause slow (ocean drake changes) and AS reduction, empowered attack cause heavy slow. Slowed champions deal less flat dmg to the drake.
•Effect: The enemy team has 10/20/30/40% increased slow duration and efficiency, they are also affected by a flat amount of damage reduction against allied champions, which is improved to a higher value and to affect minnions and neutral monsters when SLOWED based on drake buff level. (Strong on early game, with teams with lots of slow and great against sustained damage).
•Soul: every 40 seconds your skills and basic attacks slow the first champion hit and slightly reduce their AS for 2s. After that, it deals some true damage based on time slowed in the last 20 seconds, furthermore it restores part of the soul cooldown.
•Rift: the river freezes giving a sliding effect on it, also it creates some snowstorms in the jungle that cause increasing move speed and attack speed reduction overtime. There are some Ornn statues in the jungle, lighting them cleanses the area from negative effects on your team.
-Plants: Plants sometimes freeze - it always does if in snowstorm - having a 5 hp ice bar to break before becoming useful again, freezing back overtime.
•Honeyfruit: the slow is stronger and it also reduces some flat dmg dealt.
•Blastcone: Wild rift plants: it sends a snowball dealing 50 mag dmg to enemy champions hit, slowing them by 50%
•Scryer’s Bloom: they are now snowy, debuffing enemy champions with slow vulnerability and reducing their attack speed.
•Champions: Lissandra (5 AP), Ashe (2.5% crit), Sejuani (40 HP). R gain additional scaling on these stats.
•Items: Rylai’s crystal scepter grants 20 HP and 10 AP bonus per drake, Boots of Swiftness also grant 10% slow duration reduction.

Demigod Dragon
The songs of the ancest'rs vibrate,
the gods, the earth, the halls and the flotes,
poureth the mead and singeth this song, the ancestral statues shall liveth f'rev'r,
the did light t'rches illuminate the tapestries, hail the bards, the moth'rs and the demigods, the fusty ways shall f'rev'r lasteth.
• Theme: Lots of statues and altars to interact. Skill point.
• Drake: Assumes freljord demigods forms and its attacks are based on current form.
• Effects: 1/2/3/4 skill point. Skill points not spent grant some status points. Statues and altar effects improved based on drake count and skill points not spent.
• Soul: Demigods statues interactions. Additional skill point. The basic and ult level cap is increased by one. The additional skill points grant status even when spent.
• Rift: Creates statues and altars of freljord demigods scattered through the map.
- Volibear: deactivates and dmgs the towers of both teams for few seconds.
- Anivia: Freezes minnions of both teams for up to 8 seconds.
- Iron boar: short invunerability damage area. (0.2s Drake Count, 0.1s Skill P)
- Seal sister: Healing relics similar to aram.
- Ornn: torches appear on specific parts of the rift, activating it reveals the area when lit.
- Fox and several other demigods.
-Plants: Plants enhance statues on the map in different ways.
• Honeyfruit: The most honefruits grabbed by both teams the stronger Seal sister and Iron Boar statues become.
• Blastcone: The most blastcones bursted by both teams the stronger Cunning Fox and Ornn statues become.
• Scryer’s Bloom: The most scryer's bloom popped by both teams the stronger Anivia and Volibear statues become.
•Champions: Ornn, Volibear, Anivia, Udyr
•Items:
Anivia: New skill form W: holding the skill instead creates an ice spike wall, it can be crossed but when enemy champions go against it they take magical damage and are marked as chilled. If they avance or are pushed/pulled against it they take true damage and are chilled for longer.
For each demigod drake Anivia passive cooldown is reduced, she also can upgrade her passive for her skills Q,W,E and R to protect her during her passive, Q spins around the egg and stuns enemy champions on hit, W walls block enemy E hits enemies and R damages and slows arount the egg.

Watcher Dragon
•Theme: Sudden death, Endgame, (the game notifies a few minutes before the watcher arrives, it only appears late in the game. Try to be the strongest when it arrives and protect the towers the maximum you can before it. After it arrives the winner is the team who can hold the longest).
•Drake: The dragon pit becomes a wound on the rift launching negative effects and damage nearby.
•Effects: N/A
•Soul: N/A
•Rift: Towers receive negative effects, like resistances reduction, AS reduction (higher damage against minnions less AS - deals less dmg to champs - more prone to dives), damage to minnions massive reduction, more damage from watchers and stun based on the freezing effects (shatter, watcher gaze, cold, whiteout and deep freeze). Structures have way more health at the begining of the game but lose increasingly health over time as the game progresses (frostbite - dmg to towers, maximum health loss for champions). Minigame dos efeitos negativos de torres. Portals open, theres a counter for both teams on the top of the map (against the storm) freezing the rifts deacelerates the doom. Frozen crystals, heat domes, torches, rifts.
-Plants: Same effect the early game, affected by the cold sometimes becoming weaker and unreliable as the game goes on (stunning freeze the ones who pop it) getting tottally destroyed when the watcher arrives.
•Champions: Lissandra
•Items:

Shadow Isles

Ruined Dragon
•Theme: Death: total, current, timer
•Drake: Single attack, faster attacks based on current fallen champions (+10% per dead champ) (both teams) attacks are stronger based on champions total (both teams) death count. Empowered attack deals bonus damage based on champion death count and debuffs champions for several seconds making their death timer longer.
•Effect: Increases the damage dealt by 0.8/1.6/2.4/3.2% to enemy champions based on the number of champions currently dead, allies or enemies. Also it grants flat stats based on your champ/role for 16/14/12/10 global deaths in the game. (Around 100 gold worth). Increases enemy champion death timer by 1/2/3/4 seconds.
•Soul: All the enemy death three effects above are increased by 50%. Your champion may haunt the enemy champions while dead slightly damaging and causing them to lose stats.
•Rift: Specters appear in the jungle bushes and roam the jungle, they count as enemy or allied champions (if slayed they can improve drake buff with total death count), interacting with skills and disappearing shortly after taking damage. Dealing enough damage to some spawns, known as wardens of Helia, enrages them causing them to attack nearby champions.
–Plants: From time to time plants turn ethereal, becoming untargetable. Sweepers make them tangible again.
• Honeyfruit: it heals progressively less based on how many times your champion died.
• Blastcone: Leaves a shard of your body where you land, if fully destroyed it increases 5 seconds of the next respawn timer (250 s duration).
• Scryer’s Bloom: it no longer releases polen, instead it sends shadows (twin shadows like), who seek the nearest champions revealing them and dealing damage based on current dead champion count which also increases the number of shadows spawned, it also reveals wards on their way.
•Champions: Viego, Kalista, Hecarim (4 base MS, 1% conversion on passive per stack)
•Items: Botrk (additional on hit damage during death timers of enemy champions taken down by it), Anathema chains (grants bonus health while theres enemy champions dead, further increased against vendetta)

ᚱᚢᚿᛁᛌ ᚠᚱᛆᚵᛉᛂᚿᛐ ᛚᚮᛍᛐ ᚮᚠ ᛡᛂᛚᚮ
Lost Relics Dragon
•Theme: Removed items (relics), fragments of components
•Drake: Spawns with a random relic and its improved based on its effects, scoring the kill on it grants one component fragment of choice.
•Effects: Slightly increases the drop ratio of relics in jungle and minnions by each slain drake. Bigger drake buffs better information about relics dropped, increases slots for relics/fragments. Reduces by 20/40/60/80% time counter and cost to import the component quest once succeed.
•Soul: Improve collected relics, grants an additional slot for relics and the enemy team can no longer get new relics.
•Rift: Jungle monsters and minions drop relics and components fragments which can be shared to allies, killing an enemy champion make them drop it, there is a huge variety of items each one have its own mini game and conditions rewarding the player who succeds with item components or buffs.
-Plants: Component mini games sometimes interact with plants.
• Honeyfruit: Increases the drop rate of the champions who consumes it for several seconds.
• Blastcone: When launching at least one champion from each team one fragment is yeeted far way, the first one arriving to each can collect it.
• Scryer’s Bloom: reveals fragments of relic to be collected, can only be collected during reveal duration.
•Champions: Lucian, Senna, Thresh
•Items: no current items buffed, but several quests granting basic components and versions of removed items from the game.
• Relics:
| Mini quests of the basic components current in LoL, granting a single component if suceed the quest:
- Ruby dust: Staying alive to increase max health up to 150, dying punishes.
- Amplyfying pages: 10 pages each with 2 AP scaterred through the map.
- Sword shards: 10 to drop, killing enemies steal their shards.
- Dagger: farming minnions
- Armor: Looses armor on death, getting two upgrade to complete item
- MR: Taking magic damage and surviving.
- Saphire Dust: spending mana
- Sparring gloves:
- Faeric Idol:
- Firebug Jar:
- Rejuvenation Necklace:
Once finishing the quest you must pay gold and await to receive the component until then you only have part of the stats it grants.
| Weaker versions of removed items like:
- Deathfire Grasp (4/8/12/16 % max health as Mag. dmg. plus 4/8/12/16% mag. dmg amplification)
- Runic Bulwark (grants 4/8/12/16 Armor/MR to nearby allied champions.)
| Items which grant permanent buffs to champions
Mainly 3 classes of relics: One of each basic component of item, with one quest rewarding with 1 component if succeed (must still pay and wait), removed items from league (relic), temporary or consumable effects.
Waters of life Dragon

•Theme: Heal, shield, regen
•Drake: It has lower health although it gains health regen, it no longer slows champions. When champions heal in the river, the dragon heals itself. Its the only drake susceptible to grievous wounds. Empowered attacks mark champions, the damage marked champions deal to the drake and any heals marked champ receive heal the drake by 120% of that amount.
•Effects: Restore 2 / 4 / 6 / 8% of missing health every 5 seconds. Now also grants 4/8/12/16% heal/shield power and 20/40/60/80% health regen.
•Soul: Dealing damage to enemies heals you over 4 seconds (increased against enemy champions). Also base health regen increased based on lost health.
•Rift: The river has tides. Champions going the same direction as the tide gain improved move speed, and movement speed reduction against the tide. Healing on the river is now 25% stronger, but it also heals the drake in the same amount. It no longer grows bushes - Forest dragon - . Scuttlecrabs heal overtime, scuttle shire heals allied champions. Staying on the river increases regeneration.
-Plants: More Honeyfruits spawn and some puddles in the jungle which increases regen overtime of champions on top of it.
•Honeyfruit: it last longer, grant shield and now floats on the waters going with the flow of the tides to mid or bot lanes if not eaten.
•Blastcone: The explosion still pushes units away from it at a fixed distance but no longer over walls. When popped it also creates a water wave which heals units hit by it.
•Scryer’s Bloom: Allied wards hit are fully healed and receive immunity shield for 5 seconds, every champion hit receive increased regen for several seconds.
•Champions: Yorick (regen for him and for the maiden), Maokai (stronger healing on passive)
•Items: Moonstone renewer (more AP), Staff of the flowing waters (more HSP)

Shurima

Ascended Dragon
•Theme: XP, Long trades, Long matches
•Drake: The longer it takes to taking him down after starting combat the stronger it becomes ascending after 20 seconds. His stats are the lowest among the drakes, but the longer the battle against him the bigger the threat it becomes.
•Effects: Receives 4/8/12/16% bonus XP from every source. When you level up you get 2/4/6/8% bonus dmg against enemy champions for 7 seconds. The maximum level raises by 1/2/3/♾.
•Soul: Staying in combat against enemy champions grants your champion bonus dmg to enemy champions, based on how long the fight lasts, then a small part of the bonus dmg dealt is converted to bonus xp.
•Rift: there are one ascension shrine in each alcove and two on each jungle, the team who controls them receives passive xp every 5 seconds (I miss TT, and ascencion mode), drake xp buffs are 2.5 times stronger on the xp received from shrines.
–Plants: Popping plants have a 2.5 seconds delay, which is reduced to 0 if your team controls the shrine of that side of the map.
•Honeyfruit: it heals more based on champion level, and it heals champions in combat overtime, greatly increased after a while.
•Blastcone: it grants 25 XP to the champions hit, the next basic spell of the champion who blasted it is buffed to the next level, same mana cost (8s duration). Deslocation range based on level.
•Scryer’s Bloom: the reveal duration is increased based on the level of the champion who popped it, allied champions hit by it gain increasingly bonus XP if on long fights against champions.
•Champions: Azir (long fight), Nasus (stacks on Q are multiplied by level/drake count), Renekton (gains bonus XP)
•Items: Rod of the Ages

Desert Dragon
•Theme: Burst, surprise attack, anti vision, camo.
•Drake: It creates a sandstorm in a big area, drastically reducing vision inside, and removing vision from outside. Sometimes during the fights, it burrows beneath the sand roaming part of the river then it emerges for a surprise attack. Attacking champions from behind causes additional damage.
It also throws sand in champions eyes blinding their screen.
•Effects: It grants bonus adaptative damage based on the damage output dealt in a short period of time (30s CD). Camouflage and invisibility lasts 10/20/30/40% more, 4/8/12/16 bonus ms when invisible, the first instance of damage in a short period after not being seen is improved. Invisible wards take 20/40/60/80% less time to become invisible.
•Soul: Short cammo after taking down enemy champions, shield based on % health damage you deal to enemy champions when bursting them. Attacking enemy champions from behind deals bonus damage.
•Rift: It creates sandstorms which work like mobile bushes, they make champions inside unable to be seen from the outside, but they receive a shorthsight effect. Most of the river dries out and it's filled with sand. Walking on it leaves footsteps for few seconds for the enemy team to track. Some spots are made of quicksand, rooting champions who stand on it for 2 seconds.
–Plants: explode sand when popped by enemy champions blinding the screen for 2 seconds in an area (lose enemy champions vision for drake buff interaction).
•Honeyfruit: consuming it grants a buff which amplifies the next burst you deal to enemy champions, the strenght and duration is based on the number of consumed fruits.
•Blastcone: grants short camouflage, after launch.
•Scryer’s Bloom: Invisible/camo champions are no longer revealed (only silhouette). It shortsights enemy champions and shows their silhouettes instead of revealing them, it also deals dmg to wards (chemtech drake), longer wards reveal duration.
•Champions: Rek’Sai improved vision on sand.
•Items: Umbral glaive being themed on Shurima, and buffed with this drake stacks.
Darkin Dragon

•Theme: Splitpush, Skirmish, Recall
•Drake: Every second attack deals increasingly bonus dmg wich resets when swapping targets, takes reduced damage when fighting only one champion. Grants bonus xp and gold when killed solo.
•Effect: Gains bonus gold and xp from solo kills - gains bonus status when solo (bigger) or duo (smaller), when alone deals bonus damage to towers, the recall becomes blood corrupted taking 10/20/30/40% less time channelling.
•Soul: Deal bonus dmg to side towers when solo, receives a small shield when recalling, taking damage that isn't enough to break the shield doesn't interrupt the channeling. The damage blocked is received normally if not succed to go to base. Stores part of the damage dealt to enemy champions, after a few seconds it detonates damaging champions around you, allied and enemies.
•Rift: Minnions close to a single allied champion are buffed dealing bonus dmg to towers and receiving reduced dmg. Walking alone in the jungle grants 20% regen and 2% MS. The gold of towers took in a group is reduced.
–Plants: They die around the mid lane and grow on both side lanes
• Honeyfruit: Having allied champions nearby increases the strenght and duration of the slow effect also reducing the power of the healing.
• Blastcone: Launches only one champion, prioritizing the one who popped it.
• Scryer’s Bloom: Grants bonus ms towards revealed enemy champions, increased if only one champion was revealed.
•Champions: Aatrox, Vaarus, Rhaast, Naafiri, Xolaani
•Items: Hullbreaker

Ixtal

Elemental Dragon
•Theme: Easter egg hunt
Let’s start this one with the rift:
•ELEMENTAL RIFT: Wyverns will substitute jungle camps from time to time, sometimes more than one at the same time, (they are worth the jungle camp in resources, are tanky and tend to spawn slightly more often on the losing team side). Some wyvern eggs will pop up (like cinders) to be found and collected and wyvern nests spawn in bushes, they can be stolen by the enemy team and should be protected until hatched. Successfully slaying Wyverns (3 stacks), gathering eggs (1 stack) or stealing/defending nests (3 stacks) for a total of 9 stacks grant one level drake buff of that element. There is no cap of drake buffs.
•Drake: Green standard drake.
•Effect: The enemy team deal 4/8/12/16% less dmg to wyverns and take the same amount more damage from them. Each elemental drake buff also reduces the time taken to hatch or steal the nests and increases the bonus received when picking up eggs. The team who slays the elemental drakes will get random informations like the element of the Wyverns/eggs/nests spawned, as well have hints of when and where are the enemy Wyverns and nests. More drakes, better hints.
•Soul: Even better hints.The effect of drake buffs is increased by 25%, the enemy team drake buffs are reduced by 25%.
•Plants: Random elements plants of every other map spawn here. (Honeyfruit: only 3 spawn for visual clarity).
•CHAMPIONS: Shyvanna, Smolder, Aurelion Sol
•ITEMS:

Forest Dragon
•Theme: Overgrown, Plants, Poison
•Drake: Grow bushes and plants around it during the fight, improved attack poison champions, can heal with the Honefruit, launch champions with the blastcones and even reveal your team to the enemy team with the scryers.
•Effects: Every 24/22/20/18 seconds the next damage instance poisons, its duration is based on drake stacks. The strength of poisons is increased by 8/16/24/32%. Drake stacks increases the chances of the popped plants being their bigger versions.
•Soul: Trees now attack enemy champions, poisoning them and healing allies.
•Rift: Bushes sprout and grow on different parts of the map (ocean drake changes), it changes from game to game, moving inside of it make noise and shake the bush. An apothecary is created in base which can be used with the materials collected from the jungle. Plants also spawn on random locations and have small, medium and big size, which affects their effects strength. Rarely a XL plant appears with a massive effect. Jungle paths become really tight. When a champion die, allied or enemy, it creates a tree (terrain) in the spot. It can interact with plants and bushes.
–Plants: Plants spawn on random locations and have small, medium and big size, which affects their effects strength. Rarely a XL plant appears with a massive effect. They have a husk that must be broken to reveal the plant, the size of the revealed plant is based on the forest drake stacks of the champion who broke the husk.
• Honeyfruit: Improved healing, but applies poison, sapping the bonus heal overtime. It generates sap, which can be used for healing potions and refils, granting poison resistance.
• Blastcone: Bushes may grow around blastcones.
• Scryer’s Bloom: Enemy champions revealed are poisoned. Plants hit have their regrow accelerated and the chances for bigger plants increased.
•Champions: Zyra, Corina Veraza, Nidalee, Rengar
•Items: Ixtalli Seed Jar
Axiom Dragon

•Theme: Ability Haste, Mana, Casting
•Drake: Its scales reduces damage from basic attacks (16%), but they take increased damage from skills (10%).
•Effects: Grants 8/16/24/32 Ability haste, 10/20/30/40% mana regen and 40/80/120/160 mana.
•Soul: Casting spells grants stacks to your champions based on AH and the base spell cooldown time. The stacks help dealing damage and heal a bit.
•Rift: Mana restoration spot and AH bonus.
–Plants: Instead of auto attacks, plants require one spell to pop, not conmsuming the spell.
• Honeyfruit: Restores a lot of mana.
• Blastcone: 2.5 seconds of cooldown of every skill refund to champions in the explosion area.
• Scryer’s Bloom: Allied champions hit receive 10 ability haste for 8 seconds.
•Champions: Qiyana,
•Items: Axiom Arch,

Zaun

Around 6.8 tons of refined chemtech was produced, this indicates the possibility of improvement of production once the pipes receive some cleaning and the temperature is adjusted to 178.4 from 183. This, plus the extermination of these rats will result in nice profit, I can´t wait to take these barrels to Piltover and grab that coin for more equipment. The new recruits are awful, faint after only some hours in the deposit, how I wish I could have some bots for all the work around here, no complains about hungry, the smell around here and the hours we have to work.
Chemtech Dragon
•Theme: % hp difference, mutation, Elixir
•Drake: Single attacks, attacks are faster based on drake lost HP (0-100%) attacks hit harder champions with higher % current health than the drake (0-20 @ 100% difference) empowered attack create a zone that billows a toxic fog poisoning champions based on their current health. (Aim the highest % hp champion 1% magic dmg every half second while over the fog, lasts 1 more second after leaving, the zone lasts several seconds)
•Effect: Chemtech blight: instead of flat health now its % health, making it easier to keep track in teamfights if you are really using it and also granting that tanks and bruisers can properly use it. Receives reduced dmg and health regen based on lost hp. Elixirs last longer.
•Soul: When your HP drops to 35%, it activates, casting a shockwave which deals physical damage in a area around you based on the dmg enemy champions dealt to you in the last few seconds, increased up to 50% based on the current life of the enemy champions. Activating during 8 seconds reduces all damage you take by 15% and increases your life regeneration by 150%, also deals magic damage per second to enemies around you increased by their % current health (60s cd). The allied team can have more than one elixir active at the same time.
•Rift: The river and most of the jungle becomes toxic, there increases the hp regen of champions below 50% hp, up to 250% based on lost hp, and deal magical dmg per sec to the champions above 50% hp, increased based on hp %.
-Plants: They may mutate here becoming two or three different plants in one. Eg: honeyfruit/blastcone.
•Honeyfruit: Way bigger heal based on lost health, weaker to inexistent slow based on lost health, no shield.
•Blastcone: Up to 150% bonus distance based on lost hp (75-0% hp).
•Scryer’s Bloom: no longer grants bonus MS, no longer damage wards, true dmg on enemies based on current health.
•Champions: Warwick, Urgot, Zeri, Twitch
•Items: Elixirs.

Shimmer Dragon
Baron Von Husn....................22 golden hexes
- send him some more messages -
Professor Suoln.....................17 golden hexes
- pay a visit to his beloved laboratory -
Vronn.....................................8 golden hexes
- her fancy enhanced arms must shatter -
Babette.................................3 silver cogs
- you know what to do -
Collect the cut of all the other barons, leave it in the same place, then take a look at the new employees of the factory 25.
•Theme: Item enhancement, frenzy, heal on takedown.
•Drake: Sometimes creates a cloud copying one item of target champion, the shimmer drake can now use the effects of a improved version of it for few seconds. If the dragon executes a champion it heals a lot and attacks faster for 5 seconds. Empowered attack make the closest champion to attack its allies, it can be dodged.
•Effect: Empowers 1/2/3/4 legendary item, improving its passives (8 - 10% stronger). Grants 20/40/60/80 + 1/2/3/4% lost heath heal plus 2/4/6/8% AS and 4/8/12/16 MS for 3 seconds on champion and epic monsters takedown.
Soul: One bonus legendary item upgraded. Killing enemy champions make them enter a frenzy zombie state gaining AS and MS and attacking their allies nearby.
•Rift: Shimmer puddles sometimes make champions/monsters who stand on them to enter in frenzy for 1.5 seconds and gaining 50% attack speed during this time, attacking nearby units prioritizing allies
-Plants: When champions die next to plants it explode in a toxic fume, blocking items in the bag of the alive champions making them lose it temporarely.
• Honeyfruit: Have 10% chance of upgrading one item for 8 seconds and 10% chance of causing frenzy for 1.5 seconds.
• Blastcone: 10% of the received dmg up to 8 seconds of being launched is healed on takedown.
• Scryer’s Bloom: enrage revealed enemies for 2 seconds, slower projectile, narrower cone.
•Champions: Jinx, Renata Glasc
•Items: No item/every item

Piltover

Hextech Dragon
An essay on elemental dragons, their interaction with the environment and possible applications in modern science
Ernn von Schreddr a; Viktor* b; Munuera M. D. a; Tedrin S. b; Favoo M. b; Suoln Bohr c; Ernst D. X c; Argnr T. W. c; Orrtn W. O. d; Paul V. G. d; Ygnn Y. U. e; Lott R. I. e; Ross T. G. f;
Heimerdinger Cecil B. a
•Theme: Anti dive, anti invade, tower upgrades and maintenance
•Drake: Attacks deals bonus magic damage that ricochet between champions, empowered attack deal higher damage eletric DoT, that lingers on the champ, can ricochet and deal bonus dmg when do so resetting part of its duration.
•Effect: Tower shots deal 4/8/12/16% bonus magical damage to enemy champions and leave a shock mark, damaging marked champions deal bonus 8/16/24/32 true damage and heal half the ammount the tower and the champion who proc the mark. Receiving champion damage under tower grants shield based on drake level. Create a vigilant tower in the allied jungle which is stronger based on stacks.
•Soul: Grants the current soul shock effect but without the slow, higher cooldown, higher damage and slower chain effect improved if used on the allied side of the map. Also towers also receive a beam shot to its target which reduces dmg to allied champions.
•Rift: Towers now have a beam ray instead of shots, dealing bonus magic damage and getting more responsive to dives. New small vigilant towers in jungle discouraging invades, they only attack and grant vision against enemy champions in combat against allied champions. Vigilant scout patrol the jungle revealing enemies, they can be destroyed. T-Hex, combat weapon avances in a selected lane, an ultimate defender of towers. All these structures are upgraded with Hextech drake stacks/soul. A Lab is created on the base which can be used to upgrade the new structures and towers using gold. Levers appear in the jungle, hitting them close some gates to enter the jungle, getting hit by the closing gates deals mag. dmg.
-Plants: The ones on allied side of the map can be upgraded in the lab, granting stronger effects and a higher number of plants spawns.
• Honeyfruit: the ones spawned in your side of the map heal more, on the enemy side heals way less.
• Blastcone: The ones on your map side can be set to work like an trap to enemy champions, dealing magical damage, revealing and slowing instead of launching them away.
• Scryer’s Bloom: Can only reveal the opposite diagonal side of the map, enemy champions revealed are linked in a tether which deals dmg until it breaks.
•Champions: Jayce, Heimerdinger, Caitlyn and Vi.
•Items:

Arcane Dragon

•Theme: Teamfight, Auras, Summons
•Drake: Summons arcane robots to help in the fight, they are buffed when close to the drake, when the drake is low on health they sacrifice themselves to heal the dragon so its a good strategy to take them down first.
•Effect: Auras radius increased by 10/20/30/40%, summoned units are 8/16/24/32% stronger, gains dmg amplification, reduction and mov speed based on how many allied champions are nearby.
•Soul: From time to time one of the allied champs becomes the anomaly, they become bigger and shiny and receive an aura that heals and buffs allies, damage and debuff enemies and causes your team to deal bonus dmg to champions, if the anomaly dies the buff is instantly lost and enters in a higher cooldown, thus the team must help protecting them.
•Rift: Defeated monster camps sometimes follow allies and grant aura effects, the chance of this happening scales with drake stacks.
-Plants: Plants have auras granting their effects (heal, knockback and vision if without being popped)
• Honeyfruit: When consuming a fruit your champion receive a long lasting aura that heals nearby allied champions.
• Blastcone: The distance of launch is based on the number of champions launched. It has a aura of move speed around it.
• Scryer’s Bloom: Summuned units hit become stonger and last longer.
•Champions: Viktor
•Items: Abyssal mask, Frozen Heart, Bami items, Solari, Zekes.

Noxus

> Several troops reports show the campaign was successful.
> The rations were insufficient after the third moon.
>
Blood Dragon
•Theme: Critical, HP, Bleeding, conquistated area
•Drake: Can cause crit damage, which will make the champion bleed. When <50% hp creates a big circle around the drake making champions outside who enter or champios inside who leave to start bleeding. (Randuin’s Omen and the new item is really effective, bonus health helps against the bleeding effect.)
•Effect: Critical chance and dmg 4/8/12/16%, also applied to spells that can crit. Also 24/48/72/96 hp + 4/8/12/16% hp bonus. The team who got the first blood gains 8/12/16/20 bonus health, the champion 24/48/72/96.
•Soul: Every 20s your next dmg against enemy champions make them bleed. Now when you make enemy champions bleed you heal based on your bonus health. You can now ressuscite fallen Allies inside the circles as blood thralls, they bleed and make enemies bleed, all based on bonus health and critical. The zombies have fixed stats and abilities and only scale with bonus health and critical. Any form of lifesteal doesn’t work against them.
•Rift: Noxian Arena mini game in the jungle, killing enemy inside the jungle circles or expulse them grants buffs inside that quadrants, making you and your team attacks and abilities to cause bleeding, critical spells and attacks cause heavy bleeding. When the jungle event triggers no champions outside the circle can go inside and the ones inside of it have vision of each other. The bleeding is weaker in champions with high bonus health. Champions who refuse to duel start to bleed to death.
-Plants: Popping plants inside conquistated area grants blood barrier (red shield) for few seconds, which blocks damage of bleeding. The plants inside conquered areas have stronger effect.
• Honeyfruit: Grants bonus health for several seconds after consuming it.
• Blastcone: Lauches spikes in the area of effect causing bleeding on affected champions, bonus health reduces it.
• Scryer’s Bloom: Grants bonus critical to allied champions revealed. Increased if inside areas conquistated in the jungle.
•Champions: Darius, Talon
•Items: Bloodmail
Metal Dragon

•Theme: Tower control, Plates, Tankiness
•Drake: wear a metal armor, almost like a second HP bar like Skaarl, or a tower plate, it very slowly regenerate out of combat but blocks damage before breaking specially % health dmg. The smite spell deal a huge amount of damage to the armor, thus this drakes are really time consuming if the jungler don’t wanna risk it using smite to accelerate.
•Effect: The allied towers receive 8/16/24/32 bonus resistances. Your team receive 0.4/0.8/1.2/1.6 resistances per plate taken given only on said lane. Also up to 1.2/2.4/3.6/4.8% reduced dmg from enemy champions, the buffs are only given in lanes area and it’s strength is based on said lane tower advantage (0 to 6). Getting the first tower grant 2/4/6/8 resistances to every allied champ on every lane on the map.
•Soul: Buff: any damage dealt to allied team that exceeds 10% of their max health is reduced by 16%. This does not reduce damage from structures. Every time this procs it grants stacking resistances for a few seconds.
•Rift: Siege areas debuff enemies champions, making a magnetic circle around them, increasing champion size. Champions are protected against sieges, receiving resistances under tower when in combat against champions. Towers now block skillshots and create barriers that float around tower helping block. When a champion die under tower, it deals aoe dmg and shields other champions.
-Plants: Sometimes plants for the first time have a 12 health bar of metal protection, it can be smited to fully break it, or with several auto attacks. Grants 0.5 resistance for the champion who breaks in on the lanes.
•Honeyfruit: grants bonus resistances for 8 seconds after consuming it, improved based on plates collected, it also slightly improves the healing.
•Blastcone: After being launched receives bonus resistances and ms when moving towards the nearest allied tower, improved for each plate collected.
•Scryer’s Bloom: Debuffs every champion revealed, reducing their dmg to towers for 20 seconds.
•Champions: Rell: for each of these drakes slayed, Rell passive max stacks cap is increased by one (10% resistances stolen -> 12/14/16/18%)
•Items:

Inferno Dragon
•Theme: Adaptative power, cinders, killing spree, DoT
•Drake: Empowered attack deals bonus magic DoT and ignite inflammable. Drops cinders on death. The highest killing spree in the match buffs the dragon damage (legendary highest) it updates with shutdowns.
•Effects: 4/8/12/16% AD and AP, plus up to 4.5/9/13.5/18 AD or 6/12/18/24 AP for killing spree champions based on the killing spree.
•Soul: Damaging basic attacks and abilities trigger an explosion around the target, dealing adaptive damage to the target and nearby enemies (killing spree increases range - 3 second cooldown), plus 2 seconds DoT based on cinders.
•Rift: The river boils and dries out overtime starting from the bottom side of the map, some areas start to burn, increasing overtime, which deals some magical damage. It spams cinders which grant: ability haste -> 0.5 adaptative power, no longer grants MS bonus. Red buff effect DoT improved damage, duration (of enemy debuff) and healing reduction based on killing spree. Your cinders burn out over time, getting new cinders and champions takedowns stop the burning out, killing spree slow down the cinders burning out speed.
- Plants: Plants burn some time after blooming, champions who attack it when burning take some magic DoT, after some time the plant is consumed by the fire. More Blastcones spawn.
• Honeyfruit: healing increased based on cinder count and killing spree.
• Blastcone: grants adaptive power for few seconds for the champions in the blast area, it release some cinders when popped.
• Scryer’s Bloom: the spores create burning areas under enemy champions dealing magical dmg for several seconds to anyone who stands on it.
•Champions: Milio, Brand, Annie.
•Items: Liandry's Torment/Blackfire torch: Reaching some thresholds of dmg with liandry grants bonus AP to the item up to 20. Hubris.

Bandle City

Yordle Dragon
•Theme: Adaptations/map interactions, drake buff pick,
•Rift: The rift will transform in a random elemental rift before drake spawn. The yordle drake will adapt to the element of the rift in few minutes if not slayed during this time. The team who slays the yordle drake can choose from 2/3/4/5 options the next elemental rift.
Yordle rift: there are yordle portals just like the actual hextech plus the elemental rift chosen.
•Drake: The drake creates portals, using the very champions skillshots against them. It also copies the attack patterns of the elemental drake it will transform.
•Effect: If slaying before transformation: 20/40/60/80% resistance to the elemental rift negative effects and bonus positive ones. Otherwise the respective elemental buff after transforming.
•Soul: New portals only the allied team can use, they are chaotic and move by itself. Now portals can be used by allied projectiles and even redirect enemy projectiles against them. The more yordle drakes the better this effect. The allied team can choose the elemental rift every 100 seconds, more yordle drakes, more options (2/3/4/5/6 - 0/1/2/3/4 yordle drakes slayed).
-Plants: Plants are affected by the current elemental rift, when transformed to the yordle rift, plants teleport to random locations from time to time.
•Honeyfruit: become tasty faefolk and create legs, they roam a bit and run from champions, scuttle crab, and grant a wide variety of effects some positive and some debuffs. (Sleep, polimorfism, size increase and reduction, camouflage, untarget, color change, grievous wounds, heal a random ally nearby)
•Blastcone: cone send your champion in a random direction (having yordle drakes killed show fewer number of possible directions).
•Scryer’s Bloom: randomly swap enemies hit positions and add one a random effect above.
•Champions: Amumu, Corki, Fizz, Gnar, Kennen, Kled, Lulu, Poppy, Rumble, Teemo, Tristana, Veigar, Vex, Ziggs
•Items:

Void

Voidborn Dragon
•Theme: Penetration, heal based on penetration, Punish resistances
•Drake: attacks ignore 50% of resistances and deals bonus dmg based on the champs resistances (voidborn metallic concussion: bonus magic damage based on armor, void arcane reflect: bonus physical damage based on MR), empowered attack deal area bonus true dmg based on resistances. It also breaks some of armor and magic resist of champions fighting it.
•Effect: 4/8/12/16% phys/mag penetration and 1/2/3/4 lethality and mag pen. Also 4/8/12/16% omnivamp of the bonus damage dealt to enemies champions due to penetration including all true damage dealt - with 25% efficiency (50% to voidborn)
•Soul: Grant voidborn concussion and void arcane reflect to allied champions (spells deal bonus physical dmg based on target MR, attacks deal bonus magic dmg based on target armor). %pen grants flat pen and flat grants %.
•Rift: changes all mobs in the jungle, making them stronger, with more resistances, especially herald and baron, requires new strategies to deal with the jungle (like herald strategies), the effect of the baron is stronger. Also some some purple puddles appear in jungle that destroy % the resistances of the ones over them, even jungle monsters, these corruption spots gets bigger overtime.
–Plants: Breaks resistance of champions who pop the plants.
•Honeyfruit: Breaks resistances of champions who consume it.
•Blastcone: Breaks resistances of targets who use it.
•Scryer’s Bloom: Breaks resistances of revealed champions.
•Champions: Kai'sa, Cho'Gat, Kassadin, Malzahar, Vel'koz, Kha'zix, Kog'Maw and Rek'Sai.
•Items: Void Staff.
Lavand Dragon

•Theme: Farm, Push, jungle stealing/protecting (smite)
•Drake: Higher HP, smite deals 10% more damage, grants a big amount of CS for the champion who score it (20).
•Effect: Executes minnions under 4/8/12/16 hp, this can only happen 2/2/3/3 times every 52/44/44/36 seconds. Smite receive 4/8/12/16% cooldown and 8/16/24/32% maximum charge. Reef damage to towers is increased by 20/40/60/80%. Your team receives 1/2/3/4 adaptative force per void grub slain, 2/4/6/8 for the Herald and 4/8/12/16 for each Baron. And adaptative force per CS (up to 8/16/24/32). Strength of jungle camp buffs for lavand rift is increased per stack.
•Soul: Creates portals everywhere in the map tha launches larvaes that aim the enemy towers, they have little HP and lifesteal dont work on them. They can be killed and the portals destroyed, the more the allied team farm the stonger the portals become.
•Rift: Lavand crawler (Mimic Wild Rift) spawn, pushing it to the right place send them towards enemy towers damaging it, void hydras can be positioned acting like small turrets damaging over time enemy towers until being destroyed.
Minnions can be upgraded (using creep score - CS) with void exoesqueleton (armor), void weapons (penetration on dmg to champions), lavand biofilm (MR and spell dmg reduction), and celular assimilation (hp + healing out of combat with enemy champions). Farming certain jungle camps with smite grants the lavand spirit of the camp (previous smite). Farming several times the same monster type grants your team a version of the buff (disputed by both teams), improved based on lavander drake stacks. Smite deal progressively more dmg based on jungle camps farmed after transforming (breaks the 1200 damage cap).
Gromp: mag. damage aura on minnions and monsters.
Wolves: protect allied jungle from invades.
Krugs: every 5th attack deals bonus damage against minnions, monsters and towers. The first attack against towers deals additional damage based on how many times it procc, and consume this effect.
Raptors: The next enemy camp stolen grants bonus CS, rewards and short MS.
Scuttle crab: Counts twice towards farm count, nearby minnions receive bonus movement speed.
Buffs: Buffs last longer (based on lavand drake count) each time slayed, improved if stolen from the enemy team.
Minnions Farm: Grants true damage on hit on towers, very low cooldown.
–Plants: Each time you pop a jungle plant counts towards your farm score.
•Honeyfruit: Consuming it increases your farm score.
•Blastcone: Launches further when aiming toward the lanes.
•Scryer’s Bloom: Revealed plants are popped and the farm score is granted to the one who popped it.
•Champions: Bel'Veth
•Items:
Icathian Dragon

•Theme: Reestruturates the whole map, moving walls and bushes, there are 7 different models filled with ruins and map interactions (from past, present and future of Summoner's Rift). Time warp. Tempo of the game (Early, Mid and Late game).
•Drake: This dragon spawns when the game starts, and transforms twice even without being slain based on time of the match. It interacts with early, mid and late game champions and comps.
•Effect: Each form grants buffs based on time of the match (flat damage, % damage based on dealt damage and % damage based on max health), it is stronger based on the tempo of the game and on champions who powerspike on that tempo as well (early, mid and late game champs). No Elder dragon in this map.
•Soul: (Only given when slaying the 3 drakes) When taking x% of maximum health in a short time it recovers a % of it overtime. Some areas on the map grant allied champions a small amount of bonus movement speed, attack speed ability haste and xp and the enemy champions receive a weak slow.
•Rift: The rift transforms at the beginning of the match and as the game go on. Gathering storm improved. Towers start to crumble if the match takes too long.
–Plants: They rot and regrow in a accelerated rate.
•Honeyfruit: Honeyfruits ripen overtime after spawning, healing more and causing more slow, picked ripen fruits on the ground rotten after a time causing small damage slow and blindness.
•Blastcone: Ripen overtime, launching further the longer it takes to pop.
•Scryer’s Bloom: speed of the reveal particles is increased the longer to pop it.
•Champions: Zillean, Jax
•Items:

Bilgewater
Abyssal Dragon

Menu
Deep fried deep eel with long fin chorizo......30 serpent coins
•Theme: Anti Hp stacking, AS, execution/lost hp.
•Drake: Highest Attack speed of all drakes, deal bonus dmg based on lost hp, empowered attack marks target causing them to take additional damage on hit and deals bonus damage based on bonus hp.
•Effect: up to 4/8/12/16% bonus damage against enemy champions based on their bonus health (400 - 2400 based on match timer) and grants 4/8/12/16% bonus AS, every 4th hit against champions (not necessarily the same) deals bonus damage based on lost hp.
•Soul: Your team receives additional AS and bonus adaptive damage on hit on enemy champions based on bonus health. Your team gets an harpoon that can be used to pull enemy champions and deal true damage based on bonus heath. Damaging enemy champions marks them, marked enemies take bonus true damage on hit, increasing the more times they are hit (60s cooldown). Killing marked enemies heals the champion who killed it based on bonus and total health of the killed champion. Procs the effect on hit every 3rd hit instead of 4th.
•Rift: There will be some gunpowder kegs storage in some areas of the map, dealing damage to it makes it explode. The rivers become deeper and flood a bigger area, with dangerous creatures, making it slower to go through the river. Takedowns on the river make the water to turn red and increases the danger. Making shark like shadows to appear and hunt low % champions on the river, dealing true damage increased based on lost hp and bonus hp if they manage to catch you.
-Plants:
•Honeyfruit: no longer has a % health heal component, flat heal increased. Stronger/longer slow based on bonus health
•Blastcone: Bonus distance based on champ size (smaller -> launches farther, bigger -> closer launch)
•Scryer’s Bloom: grants bonus adaptive damage on hit based on bonus health to allies who are hit by its spores also some bonus attack speed.
Items:
Champions:

MAP OF TREASURE
Shimmerscale Dragon
•Theme: Gold, Tenacity, 7th item slot, Interest
•Drake: You gain gold based on the dmg dealt to the drake, also drops some scales that can be collected for gold, if the drake is hit with hard CC it buffs itself getting a shield and resistances making it also drop less gold.
•Effect: Gains interest on your gold in bag every 10 seconds. Up to 8/16/24/32 Tenacity based on gold in bag, (1200-3200 based on time of the match) and 20/40/60/80% discount in the 7th item slot.
•Soul: Idas item that is stronger based on gold in bag, can be sold, occupies the 7th item slot even when not unlocked yet. Golden circles buffed. Gold can be transfered from champions who finished their build to allies who didn't. There's a minimum threshold (equal to the set ammount to get the tenacity buff from the drake) and part is lost when transfering (the lost ammount is reduced based on the ammount of shimmerscale drakes - 50/40/30/20% lost).
•Rift: There are some chests than can be open with some gold inside, there are golden region circles in jungle granting tenacity and even CC immunity. That circles can be upgraded with gold, the bonus gold obtained from chests and drake contributes more efficiently for it. (Size, power, less buff to enemies).
-Plants: For each plant popped the cost of every champion 7th slot is reduced.
•Honeyfruit: grants 5 gold to the champion who consume it.
•Blastcone: After hitting a blast cone your champion receive 10 tenacity for 8 seconds.
•Scryer’s Bloom: enemy champions revealed bank 100 gold in their base for them to go back to retrieve 90 of it.
•Champions: Kobuko.
•Items: The Collector generates more gold.
Camovoran Dragon

•Theme: Guild theme, stats for your role, roleplay and counterpart minigame, quests, NPCs through the map.
•Drake: Champions who are stronger than their counterparts deal more dmg to the drake, further increased if their counterpart is currently dead. If behind the counterpart the drake deals additional dmg to you.
•Effect: Unlock quests, which when completed grant stats (around 100 gold worth) based on your champ/role (just like in ruined). Drake count improve the status, the number of quests available and better xp and gold rewards.
•Soul: The enemy quest board is set on fire (your quests now are secret, the enemy team has no more quests)
Debuffs the enemy team based on the current dead ones:
TOP: the enemy team receives 2% increased dmg
JG: your team deals 2% bonus dmg to the jungle, the enemy team deals 4% less, jungle monsters deal 6% increased dmg against the enemy team.
MID: the enemy team deals 4% less physical dmg.
ADC: the enemy team deals 4% less magical dmg.
Sup: the enemy team loses 2% mov. speed.
ACE bonus: everyone of your team receives 20 MS and deals bonus true dmg to structures. The buff last while all the enemies champions are dead.
•Rift: Quest boards on each base will appear with player and team quests, completing them grants gold and some experience. Some NPCs can be hired, some can be recruited to help pushing towers, fighting drakes or assisting.
-Plants: Popping plants in a certain order grants quest points.
•Honeyfruit:
•Blastcone:
•Scryer’s Bloom: Revealed enemy champions receive a bounty on their heads granting bonus xp and gold for taking them down as well some quest points.
•Champions:
•Items:

Ionia

Vastaya Dragon
•Theme: Poke, Range,
•Drake: Reacts extremely fast to damage, has low dps but its first attack against champions deals huge spiritual damage overtime (great for using it to attack a champion nearby). Bigger range, even bigger for his first attack.
•Effects: 12/24/36/48 bonus aa range. First instance of damage against champions deal bonus dmg, increased if far away.
•Soul: Magic Missile augment from aram, bonus true dmg based on max health which scales with distance from target.
•Rift:
–Plants:
•Honeyfruit:
•Blastcone:
•Scryer’s Bloom: Increases the range against enemy champions revealed for one auto for a few seconds.
•Champions:
•Items: Horizon focus (change to vastaya theme)

Cloud Dragon
•Theme: Mov. Speed, slow resistance
•Drake: Empowered attack knock back champions, highest AS and MS, shorter range.
•Effects: Same
•Soul: now also enchants your boots, granting move speed bonus when activated.
•Rift: Now only grant the bonus MS if moving to the same direction as the winds, sometimes it goes clockwise sometimes anti clockwise, when about to change it blows from center to outside. Now there is a small “hole” inside that don’t grant MS (donut shape).Sometimes it becomes tempest improving the MS bonus and stacking to last longer even after lefting the area. Grants dodge chance to champions inside of the area. Area slightly bigger.
-Plants: no more additional Scryer's Bloom spawn, plants makes noise when popped, its possible to miss when attacking them.
•Honeyfruit: slow resistance is twice more effective against its slow, when popped the fruits fly at random locations somewhat distant from the plant.
•Blastcone: resets the nearby whirlwind and accelerates it.
•Scryer’s Bloom: grants a bit of move speed and slow immunity for a few seconds to allies hit.
•Champions: Janna, Yasuo
•Items:
Omikayalan Dragon

•Theme: Vision, Trinkets, Wards.
•Drake: When in combat reveals the area nearby. The longer the fight the bigger the area revealed. Scoring this drake reveals the enemy team for 5 seconds and restores 10s cooldown of the allied trinkets.
•Effects: Ward placing range increased by 10/20/30/40%, ward duration increased by 4/8/12/16 seconds and radius of effect increased in 12/24/36/48%, small adaptative power based on vision score, and 4/8/12/16 gold discount on pink wards.
•Soul:
•Rift:
-Plants: Additional scryers bloom.
•Honeyfruit: Grants short stacking true sight to the champions who consume it
•Blastcone: Reveals the area around it when popped.
•Scryer’s Bloom:
(((Scryers bloom are small trees with diferent size and shapes of revealing areas, map effects of refilling support item charges for wards and cooldown for trinkets)))
•Champions: Ivern, Lilia
•Items: (rune: grizzly mementos interaction)

Mount Targon

Solari Dragon
•Theme: Single carry, multi kill, king of the hill.
•Drake: High hp drake, one champion out of the 10 can expose its weaknesses, dealing bonus damage and amplifying the damage the drake receives. The buff lasts 40 seconds and passes to other champion. After the king of the sun is chosen its always he who can expose the drakes weakness.
•Effect: Buff given to only one player(voted among the team) 3.2/6.4/9.6/12.8% increased dmg against enemy champions, same value reduced dmg against them. Buffed champion receives a small amount of xp and gold overtime, increased if the aspect have advantage over his opponent counterpart and/or the enemy team, the increased amount is also granted to the allied team. Bigger advantage means a slightly bigger buff. Once reaching maximum level the xp of the aspect is distrubuted among the team.
•Soul: Fighting next to the aspect buffs the team, when the aspect scores a takedown it receives a heal and bonus gold and xp. The allied team also receives a part of it, increased for kill and not assist. When the aspect reaches maximum level the excess xp goes to the allied team, when it finishes its build any gold above 500 is shared to the allied team.
•Rift: King of the hill, when the map transforms theres a king of the hill minigame, the one who succeds receives resistances and adaptative force. When killed its transfered to its killer. If the aspect receives it the efect is improved. One allied champion can transfer it to the aspect in a ritual by the hill .
-Plants: One plant and the area around it is revealed to the king of sun and only him.
•Honeyfruit: when consumed by the aspect it grants improved healing and also heals a bit it’s allies nearby.
•Blastcone: instead of launching the aspect, blinks it to a selected spot inside a bigger area within 1 second, which it becomes invulnerable. Enemy champions launched by the aspect are snared for 1 second.
•Scryer’s Bloom: aspects are no longer revealed.
////multi kill\\\\\
•Champions: Leona
•Items:

Lunari Dragon
•Theme: Denying, Anti carry, moon phase, curse, shut down bounties
•Drake: The champion who dealt the most damage to the drake is debuffed, dealing reduced damage to the drake increasing overtime. The most % drake health dmg dealt, the powerful the debuff. It also increases the dmg said player receive and increasingly reduces that players tenacity.
•Interaction with king of the sun and aspect, reducing its strenght when cursing that champion.
•Effect: curses randomly one enemy champion, causing him to deal 4/8/12/16% reduced damage on the allied team and losing 4/8/12/16 tenacity, it also take 2/4/6/8% increased damage from the allied team, 2/4/6/8 omnivamp on the dmg caused to it, and receive 4/8/12/16% reduced gold and xp when slaying allied champions. The curse last one minute and then change to another champion. More drake buffs make it last longer and having a lower time on cooldown. It completely nullifies the cosmic drake buff while lasting on the ASPECT and it’s duration is slightly increased.
•Soul: The marked champion is revealed by the moon, meteors fall on it, every time the allied team kills the cursed they are rewarded with bonus gold, xp and stacks for the moon.
•Rift: All the xp of troops denied to enemy champions specially if in towers is stored (sacrificed to the moon) as part of the gold missed in farm and jungle camps stolen, it goes up to 8 moon phases empowering its effects (breakpoints like in 8bit). Higher phases creates gravity traps on the map who snare, meteors to fall dealing mixed damage and stunning enemy champions. The moon phase also buffs the drake effects, and punishes lower lvl champs and the cursed by the moon.
-Plants: Cursed champion can't hit the plants.
•Honeyfruit: Bigger heal based on moon phase, heal way less the cursed champion.
•Blastcone: instead of exploding it implode, pulling a fixed distance champions in a bigger area
•Scryer’s Bloom: if the cursed enemy is affected by enemy polen it receives shortsight effect, every enemy hit by it receive reduced minnion/monster xp for some seconds (counts towards denying).
•Champions: Diana, Aphelios
•Items:

Mountain Dragon
•Theme: Armor, Terrain accident, Physical dmg red.
•Drake: High physical resistance, buffs itself for few seconds receiving even more armor and reflecting part of the physical dmg taken.
•Effects: 8/16/24/32% bonus armor and 8/16/24/32% of the bonus armor as bonus HP, plus 4/8/12/16 flat physical damage reduction every 5 seconds.
•Soul: shield has now some armor scaling. Plus when getting to 50% hp or less receives a physical shield while this shield lasts it concedes 40% bonus armor and 4 physical dmg reduction.
•Rift: Earthquakes sometimes stuns champions and shatters some areas creating some stone structures, they can be destroyed and are easily done with magical damage, Taliyah deals massive damage to it.
-1)Spikestone: damage and slows champions who walk against its direction, not affect going with the spikes, if pushed, pulled or advance against the spikes deal a huge amount of physical damage (like Taliyah W).
-2)Boulder: Deals phys. dmg and knocks aside champions if rolls over them, then blocks the river path, (like Yorick W).
-3)Rock shield: destroys projectiles.
-Plants: They now have hp bars to deplete before popping them, taking reduced physical damage.
•Honeyfruit: Are launched a bit away and numbered from 1 to 5, grabbing them in the right order grants bonus heal (12-60%), no slow and bonus armor (4-20) for 4 seconds.
•Blastcone: Leaves craters when popped that can be destroyed. (similiar to jarvan R)
•Scryer’s Bloom: Bonus armor granted to allies hit.
•Champions: Malphite, Taliyah
•Items: