Draft / Ranked
- Voidgrubs
- 8:00 · one group of three
- Rift Herald
- 15:00
- Baron Nashor
- 20:00
- Dragon Soul
- First team to four dragons
Summoner's Rift objectives
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
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.
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
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
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.
OFFENCE
DEFENCE
RECOVERY
MOBILITY
TEMPO
RESILIENCE
Solo Dragon, plainly explained
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.
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.
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 secureSustained-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 sustainReduced 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 protectionRepeated-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 resourcesSustain-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 sustainPermanent win condition
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 valueStopping 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.
ETemporary fight-ending buff
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 valueEach carrier loses the buff on death. Elder is a temporary combat window, while Dragon Soul is a permanent team reward.
Aspect of the Dragon, step by step
Elder does not add another permanent dragon stack. It creates a short, powerful team-fight window with a burn and a low-health execute.
The timer begins when Elder is defeated. A carrier who dies loses the buff and does not regain it on respawn.
Damaging an enemy champion applies true damage over time. The exact damage scales with game time.
Damage to an enemy below the threshold starts Elder Immolation after a 0.5-second wind-up. It has no cooldown.
Invulnerability and undying effects can prevent the execute. The target may still be threatened if Elder's burn is applied again afterwards.
Draft and Ranked
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.Swiftplay
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.
Early top-side objective
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.
Your team gains one stack of Touch of the Void, adding damage over time when attacking structures.
A second Touch of the Void stack increases the team's persistent damage to structures. There is no separate Feats reward.
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
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.
Voidgrubs or first dragon?
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 firstTop and Mid pressure make Grubs safer. Bot and Mid pressure make dragon safer. Do not abandon a large wave merely because an objective spawned.
Draft / Ranked · mid-game top side
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.
The route that ends the match
Epic monsters create advantages; structures turn those advantages into a win. Follow the lane inward and keep enough allied minions nearby to attack safely.
Different rewards, different jobs
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.
Soul strengthens every eligible team member for the rest of the match and remains through death.
Hand of Baron adds combat stats, faster Recall and nearby minion empowerment for coordinated lane pressure.
Aspect of the Dragon adds a true-damage burn and a low-health execute against enemy champions.
Count living players and realistic travel time. An objective's theoretical value does not help a team that reaches the river late and separately.
Moving waves create time and safer entrances. Waves approaching your own base may require an answer or make an opposite-side trade more valuable.
Vision and safe paths matter before damage starts. Walking through darkness can lose players before the objective is contestable.
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
A valuable objective does not make every contest good. Read the map before entering the river.
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