PCHextech DrakeStats & Patch History
Epic Monsters · League of Legends (PC)
Hextech Drake Current Status
Holding steady - Hextech Drake's last 3 changes were balance adjustments. Hextech Drake has been changed in 5 League of Legends patches. 1 buff, 4 adjustments. Most recently adjusted in Patch 13.19 ().
Health: 3625 (+375/lvl 6-18)
Attack Damage: 47
Attack Speed: 0.75
Range: 500
Armor: 34 (+8/lvl 6-18)
Magic Resist: 32 (+4/lvl 6-18)
Move Speed: 330
Gold: 75
XP: 160 - 400 (based on level)
CS: 4
Monster Type: Epic, Large
Initial Spawn: 5:00
A ranged attacker that periodically chains magic bolts at nearby targets to slow them.
Hextech Drake Changes
Patch 13.19
changeHextech Drake
- Bug Fix: Lightning chain effect on its attacks are now properly triggered.
Patch 13.18
changeHextech Drake
- Bug Fix: Sound effects are no longer audible through Fog of War.
Patch 12.14
changeHextech Drake
- Attack damage reduced to 47 from 66.7.
- Pre-elemental rift health increased to 5730 to 10290 (based on level) from 4090 to 6970 (based on level).
- Post-elemental rift health increased to 9230 to 13790 (based on level) from 5790 to 8670 (based on level).
- Dragon's Breath health ratio reduced to 5% of target's current health from 7%.
Patch 12.3
buffHextech Drake
- New Effect:
- Champions taking hex-gates channel for 0.75 seconds, then upon completion dash to the other side of the gate over 2.25 seconds while being untargetable. They can additionally choose a direction to blink to 500 units away from the gate upon arrival.
- Champions taking the gate will still always blink to their designated location.
- The location still cannot be chosen over terrain.
- Old Effect:
- Champions taking hex-gates channel for 0.75 seconds, then upon completion blink to the other side of the gate over 2.25 seconds while vanish. They can additionally choose a direction to blink to 500 units away from the gate upon arrival.
Patch 11.23
changeHextech Drake - New Elemental Drake
- When the map transforms into the Hextech Rift, summons pairs of hex-gates within both team's bases and each jungle quadrant. Hex-gates can be interacted with by champions to channel for 0.75 seconds. Upon completion, they blink to the other side of the gate over 2.25 seconds while vanish. Pairs of hex-gates have a 30-second cooldown after being activated.
- The channel can be interrupted by taking damage, performing another action, as well as becoming ground. If this occurs, the hex-gate is placed on a 1.5-second cooldown.
- The channel cannot be started while unable to cast abilities or ground.
- If no direction is chosen upon arrival, champions will always exit at the gate without blinking an additional time.
- This location cannot be over terrain.
- The gates that lead toward each team's base cannot be interacted with.
