@Riot @Meddler @Boards Let's put all of our ideas for new Elemental Drakes here!

Mister Support··8 votes·1,226 views

From the quick gameplay thoughts here: Meddler is looking for new ideas for Elemental Drakes to potentially be implemented next season. As a community, let's get our best ideas for Drakes in this thread so Riot has an easy way to search through the desires of the community for a new drake!

The requirements for ideas are as follows:

  1. The name, buff, and fighting style of the drake must fit a similar theme.
  2. The buff should be something balance-able.
  3. The buff should be something desirable to all team comps, not just a few.
  4. The buff and fighting style of the drake shouldn't be too different in terms of power compared to other drakes.

Here are some drake ideas I've seen so far:

(Regular) Drake Medium Damage, Medium Attack Speed, and Medium Tankiness, single target attacks. Buff: Gives team-wide gold upon kill (more gold than outer turrets give). Purpose: Meant to be a baseline "standard" for drakes and gives not a buff but rather gold similar to the original drake before elementals were introduced.

Frost Drake Low Damage, Low Attack Speed, High Tankiness, AoE attacks with slow applied. Buff: The first basic attack against an enemy champion slows them by X/Y/Z% for X seconds. Slow cannot be applied to the same champion for X seconds. Purpose: Increase the pick/peel/chase potential of teams as well as offer some in-combat utility to the drake options without making it overbearing. Fighting the drake should feel like you're being hit with an ice storm.

Storm Drake Low magic Damage, High Attack Speed, Low Tankiness, single target attacks. Buff: Energized style charge system that when expended by a basic attack will refund X% of basic ability cooldowns. Purpose: Would have buff be a lightning style attack when expended, but that would overlap too hard with Statikk Shiv and be confusing while overbearing with poke comps. Instead having the charge refund cooldown timers by a percentage makes it appealing to the general population of champions.

Forest Drake Attacking style unknown just yet. Maybe root every third or fourth basic attack from drake? Buff: After taking no damage for X seconds, generate a shield for X + X% maximum health. Purpose: Similar to Malphite and Rakan passive, something to give start of fight beefiness while offering little after the fight has lasted a while. Overall favored by any team comp.

23 Comments

Variks the Loyal2 votes

They really want to move away from objectives that give a big chunk of gold. Often its a lot more immediate power than the drakes are supposed to encompass. I have an alternatives.

Golden Drake

Rarely, a Mountain Drake that stumbles upon mineral-rich veins underground can become imbued with the mineral they stumble upon. Such drakes are often the envy of hunters and dragonslayers, who can turn these beasts into fonts of wealth.

High durability, low attack speed, high attack damage

When slain, grants your team 2/4/6 gold every 5 seconds for the remainder of the game. For the record, baseline gold generation is 10 gold per 5 seconds.

Instead of being a snowbally, big chunk of gold, it's an over-time benefit you might not even notice until you realize your team's built 6 items and the enemy still has 4 and 1/2. It's like giving everyone on your team one of the support gold-generation items.

A few more ideas.

Verdant Drake

Stories speak of a rarer variant of drake fused with the power of life. Their magic is poorly understood, but it gives them a strong connection to the natural world, often becoming guardian protectors of fellow beasts and all other life within the forest.

Attacks slow and life steal from their target. Medium tankiness and attack speed.

When slain, the benefits your team gains from the Living Jungle plants are increased by 5/10/15% and their cooldowns when your team uses them are reduced by 5/10/15%. Honeyfruits heal for more, Scryer's Blooms seek farther and last longer, and Blast Cones you destroy knock affected enemies farther away.

A little extra benefit to teams who take advantage of the jungle plants. Makes them come back faster only when your team uses them and grants you increased benefits from them.

Wyrmling Drake

While male dragons that survive for ages and father many clutches grow into the mythical and barely studied Elder Dragons, those males who have not yet risen to their greatest potential often grovel and languish at the bottom of the chain. They command a rudimentary mastery over flame, not as powerful as their female Infernal Drake cousins, but they excrete a pheromone that often attracts mating females to their locations so that they might father clutches and become the most powerful of drakes themselves.

Medium attack damage, speed, and durability.

Slaying this dragon does not give your team a stack of Dragon Slayer, but does cause subsequent drakes to spawn faster. Drakes normally spawn every 6 minutes. Every time this drake spawns, the dragon spawn timer is reduced by 45 seconds, up to 3 times (Only 3 of the same dragon can appear per game), so drakes will spawn every 5 minutes and 15 seconds/4 minutes and 30 seconds/3 minutes and 45 seconds.

Every time this dragon is slain, is also accelerates the spawn of the Elder Dragon, causing it to spawn 1/2/3 minutes earlier (Elder spawns at 35 minutes normally).

C9 Squeeky 1 votes

How would Wymling Drake benefit your team ONLY? Sometimes drakes are stolen even when you aren't in control of macro/vision.

Variks the Loyal1 votes

It doesn't. But it adds a level of potential and strategic depth.

It could be a very risky drake, but a very rewarding one. Seeing this dragon is a signal that you need to prepare for more dragons to come. In that same vein, Mountain Drake makes you prepare to focus on objectives, whether you got the drake or not.

Hyper Stan2 votes

Shadow isles Shadow dragon Attacks very fast, but half the damage is done as Dot and will stack with shots later, making it hard to solo similarly to wind drake

Effect: After being unseen will grant an on hit damage effect with a basic attack, similarly to duskblade. focus: works good for picking off targets 1 by 1 as opposed to teamfight.

Targonic Thunder dragon Attacks done by dragon will send sparks to any champion or scuttl crabs nearby, these sparks will then try to find more target, this dragon is harder to do as a bunch hunched together

Effect: Similarly to a static shiv this dragon will grant the ability to become energized, energzing will grant a very short burst of movement speed upon using an ability, bigger than air dragon and it doesnt fall off if you enter combat. if one champ gets energized then any ally champion nearby will also get energized. This dragon enforces engaging a teamfight as a team

Mister Support2 votes

Ooohhhh I like both of these! Sounds great would just need to see the effects and numbers fully fleshed out :D

Jbels1 votes

Treasure Drake. High Damage, High Attack Speed, Medium to High Tankiness. No special effect to Autos.

When killed gives your team 300 Gold.

Mister Support1 votes

300 gold per person or 300 gold split between the team? (so 60 each) Because that doesn't seem worth the take in either case with how strong it is.

Jbels1 votes

[{quoted}](name=MadCast Fenris,realm=NA,application-id=3ErqAdtq,discussion-id=s8QLbUsZ,comment-id=00000000,timestamp=2017-05-11T18:00:41.967+0000)

300 gold per person or 300 gold split between the team? (so 60 each) Because that doesn't seem worth the take in either case with how strong it is.

300 gold per person. It would be like getting a kill on all 5 of your team. I would love to see the competitive bloodbaths that would ensue in pro play. Mostly because I miss season 3.

C9 Squeeky 1 votes

No. A single drake should not give more gold than taking a turret (excluding first brick)

Starcraft243ver1 votes

+ARPEN/MPEN +%HP DMG on spell/hit +%SPELLVAMP/LIFESTEAL +%CDR ? (1,67% for each drake, can go over 45%) +%AS/SPELLCAST ?

C9 Squeeky 1 votes

Many of these overlap with Infernal Drake already

PureSilvrr1 votes

Spirit Drake Attacks Are low-Medium frequency, and they ignore half + 70% of your (bonus maybe) armor and Mr (scaling down with level so its harder to take at earlier levels. Bonus: Prevents Unit Collision, and grants 5% armor and Magic Pen, for each dragon took.

alfavhunter1 votes

thousand eye dragon

attacks all enemies inside its sight range for moderate damage, dealing less damage the farther the target is from it with a slow attack range

it will occasionally open extra eyes for a devastating aoe attack (its next aoe attack will deal 20% all targets hit max hp), if the eyes are attacked (think rift herald) it stuns it for 1.5 seconds and takes moderate damage

buff gained

vision of the dragon-reduce the CD of trinkets by 15/30/45%

Mister Support1 votes

Seems a little too strong to take for the buff it gives :(

alfavhunter1 votes

[{quoted}](name=MadCast Fenris,realm=NA,application-id=3ErqAdtq,discussion-id=s8QLbUsZ,comment-id=00050000,timestamp=2017-05-11T19:59:06.966+0000)

Seems a little too strong to take for the buff it gives :(

it would deal a lot of damage but if you fight it correctly (which means needing at least 2 people) it would die fast

and 45% CDR on trinkets is actually very strong

a normal vision ward trinket would be at 45% CDR with this meaning your team would have a lot of vision and a lot of information

information wins games

also by moterate damage i mean ~150 a bit for MELEE range

it would deal ~30 at 600+ range (just enough to tickle)

its designed to be a double edged sword

the farther you are the less likely you will be able to preposition in time to hit the eyes and stop its attack and deal the bonus damage (~15% its max hp as damage) [and if you are the 'tank' it will just follow looking at you] so basically melee could go out of range then come in and hit the eye, burst, then back off to deal good damage still, but take more damage while he is close

its designed to not favor melee or ranged, but still be worth taking as it gives a very useful benefit.

and if you think 15% CD off trinkets per stack isnt good you dont ward enough

Volibear Boss1 votes

Or we stop putting RNG in a once startegical game and get old drake buff back.

alfavhunter1 votes

[{quoted}](name=Marcus Phillida,realm=EUW,application-id=3ErqAdtq,discussion-id=s8QLbUsZ,comment-id=0006,timestamp=2017-05-12T02:24:29.264+0000)

Or we stop putting RNG in a once startegical game and get old drake buff back.

1 drake to rule them all!

if we went back to 1 drake it should give a buff that does this

increase out of combat move speed, damage to structures and monsters, and duration for wards by 5%

these are all non combat bonuses to increase objective taking power and vision to help know when and how to take objectives

MunchCrunchLunch1 votes

Gain 8% bonus armor and bonus magic resist.

Decrit1 votes

I have two opinions regarding dragons

  1. they have to be very poor mechanically speaking. even a charge system to me is too much stuff to keep.
  2. They have to be proactive. increasing armor and mresist for example is less proactive than buffing ad and ap.

Radiant Dragon Medium Damage, Medium attack speed, Medium Tankiness, deflects missles Buff: Moving closer to an enemy reduces damage taken from the front. Purpose: to improve engages, especially for those teams that do not have a long range dash.

Mana Dragon High Damage, medium attack spped, low tankiness, spawns lizards to help it Buff: 1st buff melee minions gain lifesteal, 2nd buff mage minions gain lifesteal, 3rd buff cannon minions deal damage as a skillshot Purpose: To empower pushing waves, also sounds fun

Armored Wardragon High damage, High attack speed, low tankiness, revives once after death with a guardian angel. Buff: Each attack deals damage in a area, dealing a % of the original damage dealt. applies to ranged too. Purpose: To emphatize fighting in narrow spots, and eventually splitpushing

Hextech Dragon Low damage, high attack speed, high tankiness, each attack reduces damage dealt Buff: Increases the effect of elixirs, potions and increases control ward health Purpose: To give players more reason to use consumables in different moments of the game.

Skeleton Dragon Medium damage, Low attack speed, Medium Tankiness, AoEs drain life from enemies Buff: Minions that drop to 0 hp use Tryndamere' s ultimate for few seconds. Then they die. Purpose: Prevents excessive splitpushing.

Kei1431 votes

Astro Drake:

Regular atk / def / atkspd: Gives True vision (vision to both teams) in the dragon pit when Aggroed

Effects: Changes a minion to a Octo-minion From Black Market brawlers, granting AoE Vision into the JG near the minion when it is going down the lane every X/Y/Z seconds.

Dreampod1 votes

Savannah (or Grass) Drake

Moderate Physical Damage, occasionally moves into brush and pounces the farthest target in range. 30 seconds before Savannah drake spawns a brush spawns at the back of dragon pit and across the front (where it was in Season 1). Despawns 30 seconds after Drake is killed.

Buff: Level 1 - When opponents first enter a brush, or places a ward in it, wildlife flees from it Level 2 - Brush continues to rustle and wave as long as an enemy remains within the brush Level 3 - Enemies in the brush (within normal vision range) now show as the sweeping ward shadow

Purpose: Change how teams play around brush. Give non-stats based effects to how the game is played.

C9 Squeeky 1 votes

I'm not creative enough to make a fighting style for drakes, per se, so I'm just going to list buffs I came up with. I'm aware Riot is against putting tanky stats as drake buffs.

Heart Drake - Lifesteal/on-hit heal or + healing effects (like passive) or just increased maximum HP (hearts represent life in games) Iron Drake - Small damage reduction or small flat resistances. or Shield out of combat. Poison Drake - Basic attacks apply a Dot/Bleed (like Red buff), perhaps current % HP? Basically Bork + Liandry combined. (Even mages weave autos with their spells) Tenacious D-rake - Self explanatory. Enemy CC duration is shorter. (good vs. pick comps) Stone Drake - Turrets fire X% faster and/or harder (pierces more armor). The only problem would be to last hit under tower so maybe have it affect only enemy champions. OR Turrets gain more resists (1st idea good vs. tower dives, 2nd idea good vs siege comps). It won't counter Mountain Drake because Mountain gives bonus TRUE dmg to turrets.

Also, a drake that reduces your summoner spell CDs perhaps.

Starcraft243ver1 votes

What about a drake giving %CDR on active and passive of items ?

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