Could we please nerf Infernal drake already?

Chief Mayonnaise·2/7/2017, 7:44:20 AM·49 votes·2,601 views

It already stands head and shoulders above every other dragon in usefulness and only really exacerbates the snowballing problem, especially when rng decides to make multiple in a single game.

35 Comments

A Basic Island2/7/2017, 8:33:49 AM22 votes

Knowing rito they'll nerf the stats of the infernal drake and not the buff

Who is Taliyah2/7/2017, 9:35:35 AM6 votes

Just revert dragons to season 5. The rng of the elemental dragons is too heavy. Sometimes you lose teamfights because your team has 2 ocean and 1 cloud dragon while the enemy team has 1 infernal. All the effort to get the 3 dragons is meaningless because the enemy team got lucky once and snacked the infernal drake that destroys your team right now.

AmazoX2/7/2017, 10:10:26 AM2 votes

The moment teams see Infernal drake spawning sooner or later, They rather get the drake instead of two towers.

GinoSoldier2/7/2017, 10:12:38 AM2 votes

That defeat would be on your team though. If you have two blues and a brown, and they have a red, you're supposed to poke them, splitpush them but avoid full on teamfights without an advantage. Besides, 8% isn't THAT much damage in itself. It's up to you to take advantage of what you have, and not let the enemy do the same.

inplane2/7/2017, 9:53:32 PM2 votes

I find Air drag to be the best buff. It gives passive out-of-combat movement speed and becomes VERY useful as the game progresses. You can buy more damage, but you can't really buy more movement speed due to its extremely limited item selection. Even better if you can get more than just one stack of it. Once late game comes around, Air drag buff makes catching enemies a cinch.

CrazyBear19872/7/2017, 8:33:19 AM2 votes

Infernal drake should give damage reduction not damage buff imo

GankedFromBehind2/7/2017, 1:26:20 PM2 votes

If anything, Cloud Dragon is actually superior. It makes catching enemies difficult and escaping hard. Engages are easier for the team with it, and the rotations effects are massive. Two of those are enough to have a huge impact.

One infernal isn't game-warping and if the enemy team prioritzed several of them, they should be rewarded.

The problem is Earth and Ocean suck dick. Ocean is great for laning but that's about it. Earth loses it's effectiveness the longer the game goes as towers just melt regardless come mid/late.

Skorch2/7/2017, 12:17:10 PM2 votes

https://pics.onsizzle.com/inhales-wrong-5392190.png

The only "weak" drag right now is probably Ocean

People REALLY underestimate Mountain and Cloud

ThatHaleState2/7/2017, 6:25:31 PM2 votes

Infernal is the soloQ drake that people freak out about. Cloud and Mountain have much higher stats toward winning games and win percentage.

DarthSpectrum2/8/2017, 2:10:09 AM1 votes

Infernal is only a problem when the bonus AD/AP doubles with Elder. It is a tremendous power boost for the carries, but infernal does next to nothing for the tank and supports.

Mountain Drake is actually probably the most useful of the 4 drakes. 10% of damage as true damage means that anyone on the team is a threat to turrets. Just like Infernal further boosts snowball comps, Mountain makes split pushing comps a lot more difficult to deal with. If you don't send one or two members to respond immediately, a champion like Shen or Ekko can easily take 2 or more towers with one wave.

Similarly, Ocean is extremely OP on siege comps. The point of the dragons is that their importance depends on the game. The only arguably underpowered drake is the Cloud Drake, but free MS never hurts.

Darth Sidiouss2/7/2017, 8:00:26 AM1 votes

People finally realizing this smh the infernal has BEEN OVER POWERED ugh

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Huebone2/7/2017, 10:37:39 AM1 votes

It should be the temporary buff of elder drake, for each dragon you have, elder gives the boost consecutively, not a perma buff throughout the game because they happened to have the early game oppressive comp. I understand that that's the reason for it to exist, so that early game champions have a better chance of scaling up with late game champs. However, what that does is make it so that the late game player feel NOT ONLY punished for their champion by their early game, but penalized for having chosen a champion that requires time to build up, adding another layer of weakness to late game champs, taking away their strength(late game power) and actually exploiting their weakness even more( oppressed early game, can't contest infernal, oppressed rest of game).

FireDrizzle2/7/2017, 2:41:57 PM1 votes

I think ocean is strong early and will be very useful if you have mana gated champs.

Fire drakes are balancedVeigar trust me I'm a yordle...

420 grams2/7/2017, 5:57:17 PM1 votes

I think they need to balance the benefit it gives. Different kinds of champs benefit differently from it, with jhin getting the greatest benefit.

Jasiwel2/7/2017, 8:17:41 PM1 votes

I think they should make it more dangerous to approach. I've watched Graves and other junglers solo him without Lifesteal for way too long. For the bonuses it gives, it should not be as easy to kill as it currently is at the moment.

MFTORANK12/7/2017, 9:07:41 PM1 votes

Ether buff clown and ocean, or just make it so every drag gives a little bit of everything

Shadòw2/7/2017, 7:54:04 AM1 votes

they should start with making the same Dragon appear max 2 times a game