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Summoner's Rift objectives

Know what every major objective changes

Compare early Voidgrub pressure, permanent dragon power, Elder's temporary finishing threat and Baron's siege pressure. There is no automatic best call: composition, map access and the cost of the contest still matter.

Choose the correct ruleset

Draft / Ranked and Swiftplay are different

The detailed objective sections below use the standard Draft and Ranked Summoner's Rift timeline. Use this comparison before applying a timer in another queue.

Standard Summoner's Rift

Draft / Ranked

Voidgrubs
8:00 · one group of three
Rift Herald
15:00
Baron Nashor
20:00
Dragon Soul
First team to four dragons
Faster ruleset

Swiftplay

Voidgrubs and Herald
Not present
Baron Nashor
12:00 · buff persists through death
Elemental Drakes
Only two can spawn
Dragon Soul
The same team must kill both
Elder Dragon
15:00
InfernalMore attack damage and ability power MountainMore armour and magic resistance OceanMissing-health regeneration CloudSlow resistance and out-of-combat movement speed HextechAttack speed and ability haste ChemtechTenacity plus stronger healing and shielding

Quick comparison

What does your team need?

Choose a need to bring the most relevant drakes forward. This is a reference, not an instruction to start or contest the next dragon.

All six drakes shown.Open any card below for its stack, ideal team pattern and matching Soul.

Permanent stacking rewards

Elemental drakes

Each slain elemental dragon grants its living and future teammates a permanent stack. Exact values can change by patch, so the in-game tooltip remains authoritative.

Infernal Drake iconOFFENCE
General value · Useful on most teams

Infernal Drake

Permanent
Permanent rewardMore attack damage and ability power
Strongest when
Damage-focused teams and carries who scale strongly from offensive stats.
How to value it
Useful on nearly every composition. It improves damage, but it does not replace good target access or a safe fight.
Lower impact when
Lower impact when the team cannot safely reach or survive against its targets.
Matching Soul
Damaging attacks and abilities periodically create an explosion around the target.
Mountain Drake iconDEFENCE
General value · Broad defensive value

Mountain Drake

Permanent
Permanent rewardMore armour and magic resistance
Strongest when
Front lines, bruisers and teams preparing for extended or mixed-damage fights.
How to value it
Especially helpful when both physical and magic damage matter. The bonus becomes more valuable alongside existing defensive stats.
Lower impact when
Lower impact against large amounts of true damage or when a carry is caught before defences matter.
Matching Soul
Grants a protective shield after avoiding damage for a short time.
Ocean Drake iconRECOVERY
General value · Best in repeated trades

Ocean Drake

Permanent
Permanent rewardMissing-health regeneration
Strongest when
Teams that trade, reset and fight repeatedly instead of deciding everything in one burst.
How to value it
Excellent against poke and attrition when there is time to recover. Less noticeable when a champion is eliminated immediately.
Lower impact when
Lower impact when fights end in one burst or there is no time to regenerate.
Matching Soul
Damaging enemies restores health and resources over time.
Cloud Drake iconMOBILITY
General value · Champion-dependent value

Cloud Drake

Permanent
Permanent rewardSlow resistance and out-of-combat movement speed
Strongest when
Faster rotations and resistance to slows.
How to value it
Does not grant ultimate haste.
Lower impact when
Movement speed applies outside combat.
Matching Soul
Adds movement speed and a larger burst of speed after casting an ultimate.
Hextech Drake iconTEMPO
General value · Flexible repeated power

Hextech Drake

Permanent
Permanent rewardAttack speed and ability haste
Strongest when
Mixed teams that repeatedly use attacks, abilities, or both.
How to value it
One of the easiest buffs to use because most compositions contain several champions who benefit from at least one half.
Lower impact when
Lower impact only when a champion benefits little from both repeated attacks and ability haste.
Matching Soul
Attacks and abilities trigger chain lightning that damages and slows nearby enemies.
Chemtech Drake iconRESILIENCE
General value · Composition-dependent value

Chemtech Drake

Permanent
Permanent rewardTenacity plus stronger healing and shielding
Strongest when
Engage teams, enchanters, drain fighters and front lines that must keep functioning through control.
How to value it
Powerful when healing, shielding or crowd control already shapes fights. Other teams use less of the reward.
Lower impact when
Lower impact on teams with little healing, shielding or exposure to crowd control.
Matching Soul
Improves damage dealt and reduces damage taken while below half health.

Solo Dragon, plainly explained

Sometimes possible. Never guaranteed by lane.

A champion being assigned Bot, Mid, Top, Support or Jungle does not answer the question alone. The current champion, build, health, resources, Dragon and map decide whether the attempt is realistic.

Elemental Dragon icon
Can is not the same as shouldA Bot carry can sometimes defeat Dragon alone.

Sustained attacks, enough healing or shielding, completed damage items and a safe river window can make it possible. Leaving lane still costs minions or turret pressure, and no Smite means a less predictable finish.

Context first
Jungle

Most prepared to secure it

Smite and the Jungle companion make this the usual solo candidate. That still does not make a low-health, unwarded or contested start safe.

Best advantage: reliable secure
Bot

Sometimes possible

Sustained-damage carries may do it with enough items, health and sustain. Check the wave first and remember that the enemy can steal it more easily without Smite.

Typical route: damage plus sustain
Support

Usually too slow alone

Reduced income and lower objective damage normally make soloing inefficient. A damage-focused Support may technically manage it later, but helping secure vision or bringing an ally is usually cleaner.

Typical value: setup and protection
Mid

Champion and resource dependent

Repeated-damage mages and fighters can sometimes manage it. Burst-only champions may run out of health, mana or useful cooldowns before the Dragon falls.

Check: repeat damage and resources
Top

Possible for some duelists

Sustain-heavy fighters, juggernauts and some tanks may cope later. The long trip can surrender a wave, turret pressure or a safer play on the opposite side.

Check: travel cost and sustain
Before committing

The attempt looks realistic when

  • Your health and main resource are comfortable.
  • Your damage is sustained rather than one short burst.
  • You can survive the Dragon without spending every escape.
  • Nearby enemies are visible, unable to move or far away.
  • The lane wave and turret are not being given away for free.
  • You have a safe exit if the river changes.
Leave the pit

Stop or call for help when

  • Your health falls faster than the Dragon's.
  • An enemy disappears from a nearby lane.
  • The opposing Jungler can enter and you have no secure tool.
  • You must spend the ability needed to escape.
  • A large wave, turret or teammate is being lost for the attempt.
  • The Dragon type or current stack proves harder than expected.
S

Permanent win condition

Dragon Soul

In Draft and Ranked, the first team to defeat four elemental dragons receives the Soul matching the transformed Rift. In Swiftplay, only two Elemental Drakes can spawn and the same team must secure both; one Drake each gives neither team Soul. Soul remains through death and is added to every elemental stack already collected.

Very high strategic value

Stopping an opponent from reaching Soul point can matter as much as claiming another stack yourself. Even then, giving away several eliminations or Baron for a lost contest can cost more than the dragon.

Elder Dragon iconE

Temporary fight-ending buff

Elder Dragon

Aspect of the Dragon lasts for three minutes. Damaging an enemy champion applies a true-damage burn; hitting a target below 20% health starts Elder Immolation.

Extreme immediate value

Each carrier loses the buff on death. Elder is a temporary combat window, while Dragon Soul is a permanent team reward.

Elder Dragon

Aspect of the Dragon, step by step

What the Elder Dragon buff actually does

Elder does not add another permanent dragon stack. It creates a short, powerful team-fight window with a burn and a low-health execute.

Maximum duration3 minutes
Buff timer180 seconds

The timer begins when Elder is defeated. A carrier who dies loses the buff and does not regain it on respawn.

On champion damage3-second burn

Damaging an enemy champion applies true damage over time. The exact damage scales with game time.

Execute thresholdBelow 20% health

Damage to an enemy below the threshold starts Elder Immolation after a 0.5-second wind-up. It has no cooldown.

CounterplayInvulnerability can stop it

Invulnerability and undying effects can prevent the execute. The target may still be threatened if Elder's burn is applied again afterwards.

4

Draft and Ranked

Soul unlocks the Elder cycle

After one team secures its fourth Elemental Drake and claims Soul, Elder enters the dragon cycle. The next Elder appears after the objective delay rather than immediately.

Permanent Soul and temporary Elder are separate rewards.
15

Swiftplay

Elder arrives at 15:00

Swiftplay uses a fixed accelerated rule. Elder spawns at 15:00; if an Elemental Drake is still in the pit, that Drake despawns when Elder arrives.

Read the detected queue before using standard timings.
When your team has Elder

Use the window without donating it

  • Check which teammates still carry the buff after a fight.
  • Keep waves moving so the three-minute timer creates map pressure.
  • Do not assume Elder makes an outnumbered or unwarded fight safe.
When the opponents have Elder

Respect the health-bar marker

  • Avoid low-health re-engages while the execute remains available.
  • Defend with range, wave clear and time where possible.
  • A defeated carrier permanently loses their copy of the buff.
Voidgrub icon

Early top-side objective

Voidgrubs

One group of three spawns at 8:00 in the Baron pit and does not respawn. Each Grub adds persistent structure damage for the team, so taking part of the camp still has value.

One encounter3 Grubs
1
First taken

Structure damage begins

Your team gains one stack of Touch of the Void, adding damage over time when attacking structures.

2
Second stack

Stronger structure pressure

A second Touch of the Void stack increases the team's persistent damage to structures. There is no separate Feats reward.

3
Full camp taken

Summon one Voidmite

Your structure attacks can periodically summon a Voidmite to help push. This is the full camp reward; there is no second Grub wave.

Why teams take them

Turn lane pressure into turret pressure

Voidgrubs reward teams that can reach structures. They do not directly make a champion tougher in the next fight, so the buff is most useful when lanes can be pushed and towers can be touched safely.

  • One Grub is a valid quick take when time is limited.
  • Two strengthen the same structure-focused reward.
  • Three give the full camp reward and strongest long-term push.

Voidgrubs or first dragon?

The map can support a trade

Voidgrubs offer structure pressure on the top side. Dragons offer permanent combat-oriented stacks on the bottom side. If contesting would mean arriving late or losing several players, taking the objective your team already controls can be the cleaner exchange.

Read lane priority first

Top and Mid pressure make Grubs safer. Bot and Mid pressure make dragon safer. Do not abandon a large wave merely because an objective spawned.

Rift Herald icon

Draft / Ranked · mid-game top side

Rift Herald

Rift Herald appears at 15:00 after the Voidgrub window. Defeating her drops the Eye of the Herald, which lets its carrier summon and steer Herald into a turret charge.

First spawn15:00
1Strike the open eyeMove behind Herald when the eye opens to deal a large burst and finish the encounter more efficiently.
2Collect the dropped EyeMake sure an eligible teammate picks it up instead of leaving the objective reward on the ground.
3Summon with a useful waveChoose a lane where allies and minions can follow the charge rather than releasing Herald into an empty defence.
Baron Nashor icon

Late-game siege objective

Baron Nashor

Baron appears at 20:00 in Draft and Ranked. Defeating it grants living members of the slaying team Hand of Baron, a three-minute buff designed to turn map control into a coordinated push.

First spawn20:00
1
Immediate team reward

Gold and global experience

Each team member receives 150 gold and 650 experience. The champion who lands the final hit also receives 100 kill gold.

2
Champion power

More attack damage and ability power

Hand of Baron adds offensive stats that scale with game time. It improves pressure without making a poor fight automatically safe.

3
Faster reset

Empowered Recall

The channel is shortened to four seconds. Recall, spend, and regroup while enough of the three-minute window remains.

4
Siege pressure

Empowered nearby minions

A carrier strengthens allied lane minions standing near them. The reward follows carriers; it is not automatically attached to every wave.

Draft / Ranked duration180 seconds

Hand of Baron lasts for three minutes. A champion who dies loses their copy of the buff.

Swiftplay rulePersists through death

Baron appears at 12:00 in Swiftplay, and Hand of Baron remains on a carrier after they respawn.

Who receives itLiving team members

A teammate who is dead when Baron falls does not receive Hand of Baron on respawn.

Baron respawn6 minutes

After Baron is defeated, the objective returns after six minutes if the match is still running.

How many waves does Baron empower?

There is no fixed wave allowance

Buff window3:00
25s
From 14:00 to 30:00

About seven wave intervals

Waves spawn every 25 seconds. Because Baron can be defeated between spawn times, the exact number appearing during the buff varies.

20s
After 30:00

About nine wave intervals

Late-game waves spawn every 20 seconds. Existing waves can also be empowered when a living carrier moves near them.

Stay close enough

Minions are empowered by the aura around a Hand of Baron carrier. A wave pushed alone does not keep the enhancement indefinitely.

One, two or three lanes

Carriers can escort different lanes, but splitting too widely can make each champion easier to catch. The buff does not require all five players in one lane.

Minions become siege tools

Baron changes minion durability, reach or damage according to minion type, helping waves survive clearance and pressure structures.

Melee minions

Tougher front line

They resist common wave-clear patterns and move into the defending wave, giving the ranged minions more time to attack.

Caster minions

Safer back-line pressure

They gain siege reach and become harder for one defending spell to remove, so leaving several alive can quickly build pressure.

Cannon minion

Protect the long-range shot

An empowered cannon can attack a turret from beyond its normal retaliation range. Clear defenders before abandoning this part of the wave.

Super minion

Stronger inhibitor-lane push

Super minions only appear after an inhibitor falls. Baron makes that existing pressure harder to stop; it does not create super minions by itself.

Inside the pit

Baron becomes more dangerous during a slow attempt

Its health bar is only part of the encounter. The team also has to manage Baron's current target, accumulating resistance loss and the active pit form.

1
Baron's Gaze

The current target deals less damage to Baron

Baron's basic-attack target receives a damage penalty against Baron. A durable champion may tank safely, but should not be assumed to provide full objective damage at the same time.

2
Corrosion

Nearby armour and magic resistance fall

Baron repeatedly shreds the defences of nearby champions. A long attempt leaves the team increasingly vulnerable if opponents enter the pit.

3
Contest risk

Stop watching only Baron's health

Keep an entrance covered and retain an exit. A team weakened by Baron can lose a fight even when it started the objective with more health.

Read the pit before starting

Three possible Baron fights

The form changes Baron's special move and the shape of the surrounding terrain. The icon is the same; the pit itself tells you which fight is active.

Hunting
Baseline pit · spreading check

Hunting Baron

Calls delayed lightning onto every nearby enemy. Spread enough that several strikes do not stack across the group, and keep moving when the markers appear.

All-Seeing
Open pit · zone-control check

All-Seeing Baron

Opens damaging rifts toward the two furthest visible enemies. Watch the back of the pit and avoid standing in a rift while trying to protect an exit.

Territorial
Split pit · positioning check

Territorial Baron

Pulls enemies caught in a cone toward itself. Keep escape routes open and avoid placing the whole team on one side of the pit.

A clean Baron setup

Do the map work before the damage

  1. 1Push nearby lanesMake opponents answer minions or give your team room to move first.
  2. 2Deny vision togetherClear wards without sending one player alone into unlit terrain.
  3. 3Track Smite and entrancesKnow whether the opposing Jungler can reach the pit before committing to a low-health finish.
  4. 4Call finish, turn or leaveOne clear team call is safer than half the team attacking Baron while the rest starts a fight.

After Baron falls

Use the three-minute window deliberately

The reward is strongest when surviving carriers spend their gold, prepare more than one lane, and escort minions without giving defenders an easy fight.

0–30
Reset

Recall, buy and leave together

Use Empowered Recall where it is safe. Spend the Baron gold and avoid beginning the siege with unspent purchases or separated carriers.

30–90
Prepare

Move waves before hitting a turret

Push one or two lanes into position, place safe vision, and make defenders choose where to stand. Do not race ahead of the minions carrying the siege.

90–180
Convert

Take safe structures, then leave

Pressure with empowered cannon waves, keep an escape route, and stop before a death removes a carrier's buff. A turret and clean exit can be a successful Baron.

Your team has Baron

Escort the wave; do not replace it

  • Stand close enough to empower the minions.
  • Let long-range minions pressure before forcing a dive.
  • Keep carriers alive so the aura remains available.
  • Move to another lane when the defence is too strong.
The opponents have Baron

Clear safely and shorten their useful window

  • Remove empowered minions without walking into an avoidable fight.
  • Protect cannon waves' targets by clearing from behind the turret when possible.
  • Avoid chasing beyond vision while other lanes are being prepared.
  • Trade an exposed objective only when defending it is genuinely unsafe.

The route that ends the match

From turret to Nexus

Epic monsters create advantages; structures turn those advantages into a win. Follow the lane inward and keep enough allied minions nearby to attack safely.

1Outer turretThe first defensive structure in each lane. Taking it opens safer access to the opposing side of the map.
2Inner turretThe second lane turret. Protect side routes and vision before pushing this far without the team.
3Base turret and inhibitorDestroy the lane's base turret first. A destroyed inhibitor causes allied super minions to enter that lane until it respawns.
4Nexus turrets and NexusBreak the two Nexus turrets, then destroy the Nexus to win. Eliminations matter only when they help create this access.

Different rewards, different jobs

Soul, Baron or Elder?

These objectives are not interchangeable. Compare what the reward does, how long it lasts, whether death removes it, and what the map lets the team achieve afterwards.

S
Dragon Soul

Permanent team power

Soul strengthens every eligible team member for the rest of the match and remains through death.

Duration
Rest of the match
Best converts into
Stronger future fights
Lost on death
No
B
Baron Nashor

Temporary siege pressure

Hand of Baron adds combat stats, faster Recall and nearby minion empowerment for coordinated lane pressure.

Duration
3 minutes
Best converts into
Waves and structures
Lost on death
Draft / Ranked: yes
E
Elder Dragon

Temporary fight-ending power

Aspect of the Dragon adds a true-damage burn and a low-health execute against enemy champions.

Duration
3 minutes
Best converts into
Champion fights
Lost on death
Yes
Who can arrive?

Count living players and realistic travel time. An objective's theoretical value does not help a team that reaches the river late and separately.

What do the lanes show?

Moving waves create time and safer entrances. Waves approaching your own base may require an answer or make an opposite-side trade more valuable.

Who controls the entrances?

Vision and safe paths matter before damage starts. Walking through darkness can lose players before the objective is contestable.

What can be traded?

When one objective is unsafe, another objective, structure, wave or enemy camp may produce a cleaner result than arriving after the fight begins.

Decision before damage

Six checks before an objective fight

A valuable objective does not make every contest good. Read the map before entering the river.

  1. 1
    Players aliveCount both teams. Do not walk into a numbers disadvantage without a clear trade elsewhere.
  2. 2
    Health and ultimatesLow health, missing resources or unavailable team-fight ultimates can make an early arrival meaningless.
  3. 3
    Lane priorityPush nearby Mid and Bot waves when possible so opponents must choose between farm and moving first.
  4. 4
    Vision and entrancesClear wards with an ally and hold a safe route. Face-checking the pit is not objective control.
  5. 5
    Smite and secure toolsKnow which Jungler has Smite and avoid reducing the objective to an easy steal when the enemy can reach it.
  6. 6
    The tradeIf the river is lost, ping Retreat and take a wave, turret, camp or another objective instead of arriving late one by one.
Static learning guide

This page does not inspect a live match, rank objectives from a scoreboard, or tell a player to contest automatically. Use the visible game state and make the final call with your team.

Open the beginner glossary