
Epic monsters
Rift Herald
A moderately powerful melee monster that has a vulnerable eye on the back.
EpicLarge
First spawn
15:00
Gold
100
Experience
240
Creep score
4
The Rift Herald is an epic monster in Summoner's Rift. It is located in the baron pit.
Slaying the Rift Herald drops the Eye of the Herald at the entrance of the pit for 20 seconds, which can be picked up by one member of the slayer's team, and is used for summoning the Rift Herald Mercenary.
The Rift Herald only spawns once per game, and despawns permanently at 19:45, or 19:55 if in combat. Baron Nashor spawns in her place at 20:00.
Features
General
- The level of the Rift Herald is the average of all champions' levels when she spawns, with a minimum of level 9.
- When the Rift Herald loses all patience, she will hard reset, immediately running back to her camp.
Passives
- Colossal Strength: The Rift Herald's basic attacks deal 20% of target's current health bonus physical damage.
- Cull the Weak: The Rift Herald deals 50% bonus damage to non-champions.
- Monstrous Toughness: Effects that deal damage based on the Rift Herald's health and are not usually capped, are capped at 50 damage.
- : The Rift Herald is immune to all crowd control, except stasis. Additionally, the Rift Herald's stats cannot be modified by any means.
- : The Rift Herald has a vulnerable eye on her back. Champion attacks on-hit against it deal 12% of Rift Herald's maximum health bonus true damage. When the eye is hit, it closes for 6 seconds. The eye cannot open more than once every 3 seconds or if the Rift Herald is below 15% maximum health.
Abilities
- Charge: At the start of the fight, the Rift Herald winds up for 2.5 seconds to leap forward, dealing 200% AD physical damage to enemies within her path and knocking them aside, though not through terrain.
- While in the pit, she charges at the current location of the enemy who first damaged her.
- Swipe: At 65.75% and 32.75% of her maximum health, she winds up for 1.5 seconds to strike in a cone in front of her, dealing 125% AD physical damage to enemies hit.
Summoned form
The Eye of the Herald is a trinket that can be used to summon the Rift Herald Mercenary as an allied unit, which will relentlessly march down a lane to target enemy structures and push her way to the enemy Nexus. The summoned Mercenary has different statistics, effects and abilities than the pit Rift Herald.
General
- She heads to the closest lane and starts pushing it.
- She aggroes the closest minions and targetable structures.
- Her level is the average of the levels of the champions of both teams the moment the Eye is cast.
- She grants kill credit to the champion that summoned her as well as to the slayer's allied champions who participated in her takedown as the pit Rift Herald.
- Any units she kills and Turret Plating she destroys is accredited to these champions, granting them the kill gold.
Passives
- Her basic attacks deal 1.75% of her current health bonus physical damage and knock back all enemy minions in front of her.
- : Upon initiating combat and every 3 seconds thereafter during combat, the eye on the Mercenary's back will open. Champion basic attacks against the eye deal 40% of Rift Herald's maximum health bonus true damage.
Abilities
- Leap Attack: When the Mercenary approaches a targetable structure, she winds up for 2.5 seconds to leap to her attack range of the structure. Upon arrival, she headbutts the structure, dealing 3000 true damage. For charges beyond the first, the charge damage is reduced to 100*(2/3)^x for 5; ... (based on level) of its original value. If the structure is successfully damaged, she loses 66% of her current health. Enemy champions near the impact of her attack are dealt 200% AD physical damage and knocked back.
- Her dash toward the structure will be stopped prematurely if she collides with terrain (including player-generated terrain).
- She is displacement immune during the wind up and the leap.
- When the leap begins, enemies are alerted via an 'Assist Me' system ping.
- Enrage: At 65.75% and 32.75% of her maximum health, she winds up for 1.5 seconds to strike in a cone in front of her, dealing 125% AD physical damage to enemies hit.
- Duchess Smash: She disables the Reinforced Armor of nearby enemy turrets.
- Rift Herald Rodeo: The Mercenary allows for one allied champion to initiate a charging attack. They can target her (default: MB2 / right-click) while within 600 range to wind up over 0.75 seconds, blinking to her current location and attaching herself to the user afterwards. Once attached, the player may choose the starting direction of their charge within 0.75 seconds via a Select or Move command ( or , respectively). The champion then begins charging in the chosen direction while the Mercenary is attached to them for up to 12.5 seconds, automatically navigating their movement along the way. The player can steer the charge in the direction of their cursor with a turn rate that is increased over the first 3 seconds and decays every 2 seconds afterwards. Enemy champions hit by the Mercenary are dealt 250 area true damage, and knocked up and stunned for 1 second. The charge will stop if the Mercenary herself collides with an enemy structure or terrain, or the charge reaches the end of its duration, causing her to lose 66% of her current health, reduced to 13.2% if she hit terrain. When the charge stops, the champion will detach the Mercenary from themselves while simultaneously dashing 200 units away from behind her, increased to 700 units if the collision was against a targetable structure. The dash distance increases by 75% of the champion's total attack range.
- Once the charge has ended, the Mercenary will resume her default, uncharged behavior.
- The charge cannot be interrupted by crowd control.
- Champions cannot initiate the charge while immobilized, grounded, or unable to cast abilities otherwise. They also cannot initiate it while in a zombie state.
- During both the wind-up and the charge, the champion is rendered untargetable, invulnerable, displacement immune, and unable to act. They lose these effects 0.1 seconds after the charge ends.
- If the charge collides with a targetable structure, the champion deals the same damage as if the Mercenary charged on her own, but additionally gains a shield for 4 seconds that decays linearly to 50% of its value over the duration and absorbs 550 damage. The Mercenary also spawns 5 (+ 1 – 3 by 1 (based on level)) allied Voidmites which will attack the nearest enemy structure.
- Note that this damage is attributed to the champion, so it may be increased by any damage amplifiers they have (such as Madness).
- The Mercenary becomes unable to act while the champion is winding up to initiate the charge.
- If the player champion does not choose a starting direction for their charge, they will automatically charge in the Mercenary's facing direction.
- For the first 3 seconds of the charge, the turn speed of the charge is significantly increased. The turn speed then decays every 2 seconds thereafter.
- The charge's speed is determined by the champion's .
- The champion's movement speed is set to a static 150, which ramps up exponentially to 600 over the first 5 seconds. The value is increased by up to 75% while the charge is heading in the direction of an enemy structure, based on proximity to it, up to 1050 movement speed.
- This effect cannot be used again until the Mercenary has assisted in the destruction of an enemy turret. It also cannot be initiated if the Mercenary is in combat with a structure.
- An icon of the buff for this effect is shown next to her health bar to indicate that it is available.
- If the player crashes the Mercenary onto terrain near a targetable structure within her Leap Attack's range, she will automatically attempt to charge that structure as compensation.
- Attempting to activate the effect while it is disabled will report to the player that it is on cooldown.
- If the Mercenary dies during this effect, the charge ends immediately, triggering the detachment without the dash and causing the champion to reappear at her death location.
- The following table refers for interactions while the champion is channeling the charge:
Notes
- The Rift Herald Mercenary loses her immunity to disables in summoned form.
- However, her wind up on structures cannot be interrupted.
- She is also not rendered immune to any crowd control during Rift Herald Rodeo. However, she technically cannot be displaced as she is being attached to the charging champion, overriding any forced movements imposed upon her with the movement of the champion she is attached to.
- The damage she inflicts to herself is internal raw damage.
- Turrets affected by Bard causes the Rift Herald's charge to have no effect (she won't damage the tower nor inflict damage to herself).
- She can be healed by Victory Zone.
- She will not wind up her charge against a nearby turret that is untargetable.
- She can be teleported by Ryze.
- She can be teleported even while winding up on a structure or during her leap. She will still start her charge even after blinking during the windup (unless her windup completes during the 0.75 seconds where she is unable to act, in which case she will not start her charge).
- If she is in range of two targetable structures and her leap target is destroyed before her dash has started, she will automatically change her leap target to the next available structure instead. After casting one basic attack, she will then leap a second time toward the same target.
- Rift Herald Rodeo's charge collision damage to champions deals area damage, and thus will trigger spell effects.
Strategy
- The Mercenary has a hefty amount of health and damage and several skills focused on taking down towers. The leap deals the same amount of damage regardless of current health, enabling the Rift Herald to rapidly destroy multiple turrets if left unchallenged.
- Since the Mercenary prioritizes minions and structures, it is not possible to distract it from smashing towers. The only way to stop the pushing is to take it down.
- The Mercenary can be dropped in a lane opposite to the team's currently targeted epic monster objective in order to distract enemies and force them to deal with its pushing power first.
- As Bel'Veth in , the Mercenary combined with her Void Remora from converted minions create unmatched pushing power, so players should optimally aim to have True Form available and be prepared to push the lane when the Mercenary is summoned.
Trivia
- The Rift Herald was once a Rift Scuttler that has since mutated due to the Void energy emanating from pit.
- The pit Rift Herald will dance if a champion dances nearby and she is idling. In her summoned form, she will dance if still alive when the game ends.
- In patch V7.9, it was stated that Rift Heralds were exclusively female.
- From patch V5.22 to patch V7.9, the Rift Herald had a wildly different appearance. It can be seen in the 'Skins' tab.
- While she looked like this, her animations were recycled from the Blue Sentinel.
- Because of this, she shared its dance, which references [https://www.youtube.com/watch?v=FLPLgJqeZJw Open the Door] by .
- A side-by-side comparison can be seen [https://www.youtube.com/watch?v=2ByHwtuwZSo here].
- She also shared her dance with , another unit whose animations were borrowed from the Blue Sentinel.
Combat stats
- Health
- 7000
- Attack damage
- 99.5+7.33 per level up to level 9, then+14 at level 10, and then+14.33
- Armor
- 34
- Magic resist
- 32
- Attack speed
- 0.4
- Attack range
- 250
- Move speed
- 325
7000 (+700 per level)
34 (+8 per level)
32 (+4 per level)
This page uses material from the Rift Herald article on the League of Legends Wiki, and that material is licensed under CC BY-SA 3.0.
Written by LaneDojo · not endorsed by Riot Games