The Chemtech Drake, one of the two new elemental dragon subtypes added to League of Legends as a part of patch 11.23, has already become a hot topic amongst League of Legends fans. The effect the Chemtech Drake has on Summoner’s Rift with zones of camouflaging smog in each team’s jungle has many fans upset at how unfun it is to play into, especially while behind.
Marc “Caedrel” Lamont, a former professional player and current analyst, has brought up how the Chemtech Drake could ruin the way professional play operates at the game’s highest levels.
During a recent stream, Caedrel broke down exactly why he thinks Chemtech Drake’s rift effect is so unhealthy for professional play. He says it comes down to Chemtech Drake’s camouflage areas being incredibly punishing for losing teams to control their own side of the map.
Caedrel speaks on how professional teams use playing for vision on their own side of the jungle as a way to prevent teams from securing tier-two towers. The crux of this relies on rotation timing, and how vision around each neutral buff is crucial to find picks and swing a game back in your favour. With most teams looking to control their side of the jungle by placing vision in key bushes, Chemtech Drake throws a wrench into these plans.
Normal wards won’t detect enemies in the Chemtech Drake smog. Only Control Wards will be able to help with that. The camouflage effect makes these basic vision-gathering tasks exponentially harder. In addition, teams will have to spend even more gold trying to set up Control Wards in the smog, only to have more gold easily claimed by the leading team as they destroy those wards.
Chemtech Drake’s oppressive element of limiting macro strategy by losing teams is drawing fire from elite players across the world. The true effect on professional play will have to be seen in January when major regions resume their league play.