Arrr, VRC.LOL

Summoner's Rift prizes

Know what every major prize changes

Compare early Voidgrub pressure, permanent dragon power, Elder's temporary finishing threat and Baron's siege pressure. There be no automatic best call: composition, sea chart access and th' cost o' th' contest still matter.

Pick th' true to course ruleset

Draft / Ranked and Swiftplay be different

Th' detailed prize sections below use th' standard Draft and Ranked Summoner's Rift timeline. Use this comparison afore applying a timer in another queue.

Arrr, standard Summoner's Rift

Arrr, draft / Ranked

Voidgrub brood
8:00 · one group o' three
Arrr, rift Herald
15:00
Arrr, baron Nashor
20:00
Arrr, dragon Soul
First aboard crew to four dragons
Arrr, faster ruleset

Arrr, Swiftplay

Arrr, voidgrubs and Herald
Nay present
Arrr, baron Nashor
Arrr, 12:00 · buff persists through death
Arrr, elemental Drakes
Arrr, only two can spawn
Arrr, dragon Soul
Th' same crew must kill both
Arrr, elder Dragon
15:00
InfernalMore attack damage an’ ability power MountainMore armour an’ magic resistance OceanRestore yer missing health CloudResist slows an’ sail faster outside combat HextechAttack speed an’ ability haste ChemtechTenacity an’ stronger healing an’ shields

Arrr, quick comparison

What does yer crew need?

Pick a need to bring th' most relevant drakes forward. This be a reference, nay an instruction to set sail or contest th' next aboard dragon.

Arrr, all six drakes shown.Unfurl any card below fer its stack, ideal crew pattern and matching Soul.

Arrr, permanent stacking rewards

Arrr, elemental drakes

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

Infernal Drake iconOFFENCE
Arrr, general value · Useful on most teams

Arrr, infernal Drake

Permanent
Arrr, permanent rewardMore attack damage an’ ability power
Arrr, strongest when
Arrr, damage-focused teams and carries who scale strongly from offensive stats.
Arrr, how to value it
Useful on nearly every composition. It improves damage, but it does nay replace good target access or a seaworthy fight.
Arrr, lower impact when
Lower impact when th' crew cannae safely reach or survive agin' its targets.
Arrr, matching Soul
Damaging attacks and tricks periodically create an explosion 'round th' target.
Mountain Drake iconDEFENCE
Arrr, general value · Broad defensive value

Arrr, mountain Drake

Permanent
Arrr, permanent rewardMore armour an’ magic resistance
Arrr, strongest when
Front lines, bruisers and teams preparing fer extended or mixed-damage fights.
Arrr, how to value it
Especially helpful when both physical and magic damage matter. Th' bonus becomes more booty valuable alongside existing defensive stats.
Arrr, lower impact when
Lower impact agin' large amounts o' true damage or when a carry be caught afore defences matter.
Arrr, matching Soul
Grants a protective shield after avoiding damage fer a short time.
Ocean Drake iconRECOVERY
Arrr, general value · Best in repeated trades

Arrr, ocean Drake

Permanent
Arrr, permanent rewardRestore yer missing health
Arrr, strongest when
Teams that trade, reset th' course and fight repeatedly instead o' deciding everything in one burst.
Arrr, how to value it
Excellent agin' poke and attrition when there be time to recover. Less noticeable when a champion be eliminated immediately.
Arrr, lower impact when
Lower impact when fights end in one burst or there be no time to regenerate.
Arrr, matching Soul
Damaging enemies restores hull and resources over time.
Cloud Drake iconMOBILITY
Arrr, general value · Champion-dependent value

Arrr, cloud Drake

Permanent
Arrr, permanent rewardResist slows an’ sail faster outside combat
Arrr, strongest when
Faster sailin’ an’ resistance to slows.
Arrr, how to value it
Grants no ultimate haste, matey.
Arrr, lower impact when
The speed bonus works outside combat.
Arrr, matching Soul
Adds movement speed and a larger burst o' speed after casting an ultimate.
Hextech Drake iconTEMPO
Arrr, general value · Flexible repeated power

Arrr, hextech Drake

Permanent
Arrr, permanent rewardAttack speed an’ ability haste
Arrr, strongest when
Mixed teams that repeatedly use attacks, tricks, or both.
Arrr, how to value it
One o' th' easiest buffs to use because most compositions contain several champions who benefit from at least one half.
Arrr, lower impact when
Lower impact only when a champion benefits little from both repeated attacks and trick haste.
Arrr, matching Soul
Attacks and tricks trigger chain lightning that damages and slows nigh th' ship enemies.
Chemtech Drake iconRESILIENCE
Arrr, general value · Composition-dependent value

Arrr, chemtech Drake

Permanent
Arrr, permanent rewardTenacity an’ stronger healing an’ shields
Arrr, strongest when
Arrr, engage teams, enchanters, drain fighters and front lines that must keep functioning through control.
Arrr, how to value it
Powerful when healing, shielding or crowd control already shapes fights. Other teams use less o' th' reward.
Arrr, lower impact when
Lower impact on teams wit' little healing, shielding or exposure to crowd control.
Arrr, matching Soul
Improves damage dealt and reduces damage taken while below half hull.

Solo Dragon, explained fer all hands

At times it can be done. Ne'er trust lane alone, matey.

A champion being assigned Bot, Mid, Top, Support or Jungle does nay captain's answer th' query alone. Th' present champion, loadout, hull, resources, Dragon and sea chart decide whether th' attempt be realistic.

Elemental Dragon icon
Can be done does nay mean should be doneA Bot carry can at times defeat Dragon alone.

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

Context first aboard
Jungle

Arrr, most prepared to secure it

Smite and th' Jungle companion make this th' usual aboard solo candidate. That still does nay make a low-hull, unwarded or contested set sail seaworthy.

Arrr, best advantage: reliable secure
Bot

At times possible

Sustained-damage carries may do it wit' enough gear, hull and sustain. Inspect th' wave first aboard and remember that th' foe can steal it more booty easily without Smite.

Typical course: damage plus sustain
Support

Most often too slow alone

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

Arrr, typical value: setup and protection
Mid

Arrr, champion and resource dependent

Repeated-damage mages and fighters can at times manage it. Burst-only champions may run out o' hull, mana or useful cooldowns afore th' Dragon falls.

Inspect: repeat damage and resources
Top

Possible fer some duelists

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

Inspect: travel cost and sustain
Afore committing

Th' attempt looks seaworthy when

  • Yer hull and main resource be comfortable.
  • Yer damage be sustained rather than one short burst.
  • Ye can survive th' Dragon without spending every escape.
  • Nearby enemies be visible, unable to move or far across th' waters astern.
  • Th' course wave and turret be nay being given astern fer free.
  • Ye have a seaworthy exit if th' river changes.
Abandon th' pit

Belay or call yer crew when

  • Yer hull falls faster than th' Dragon's.
  • An foe disappears from a nigh th' ship course.
  • Th' opposing Jungler can enter and ye have no secure tool.
  • Ye must spend th' trick needed to escape.
  • A large wave, turret or teammate be being lost fer th' attempt.
  • Th' Dragon type or present stack proves harder than expected.
S

Permanent claim victory condition

Arrr, dragon Soul

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

Arrr, very high strategic value

Stopping an foe from reaching Soul point can matter as much as claiming another stack yourself. Even then, giving astern several eliminations or Baron fer a lost contest can cost more booty than th' dragon.

Elder Dragon iconE

Arrr, temporary fight-ending buff

Arrr, elder Dragon

Aspect o' th' Dragon lasts fer three minutes. Damaging an foe champion applies a true-damage burn; hitting a target below 20% hull starts Elder Immolation.

Arrr, extreme immediate value

Each carrier loses th' buff on death. Elder be a temporary combat window, while Dragon Soul be a permanent crew reward.

Elder Dragon

Aspect o' th' Dragon, step by step

What th' Elder Dragon buff actually does

Elder does nay add another permanent dragon stack. It creates a short, powerful crew-fight window wit' a burn and a low-hull execute.

Arrr, maximum durationArrr, 3 minutes
Arrr, buff timerArrr, 180 seconds

Th' timer begins when Elder be defeated. A carrier who dies loses th' buff and does nay regain it on respawn.

Arrr, on champion damageArrr, 3-second burn

Damaging an foe champion applies true damage over time. Th' exact damage scales wit' battle time.

Arrr, execute thresholdBelow 20% hull

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

CounterplayArrr, invulnerability can stop it

Invulnerability and undying effects can prevent th' execute. Th' target may still be threatened if Elder's burn be applied again thereafter.

4

Arrr, draft and Ranked

Soul unlocks th' Elder cycle

After one crew secures its fourth Elemental Drake and claims Soul, Elder enters th' dragon cycle. Th' next aboard Elder appears after th' prize delay rather than immediately.

Permanent Soul and temporary Elder be separate rewards.
15

Arrr, Swiftplay

Arrr, elder arrives at 15:00

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

Read th' detected queue afore using standard timings.
When yer crew has Elder

Use th' window without donating it

  • Inspect which teammates still carry th' buff after a fight.
  • Keep waves moving so th' three-minute timer creates sea chart pressure.
  • Do nay assume Elder makes an outnumbered or unwarded fight seaworthy.
When th' foes have Elder

Respect th' hull-bar marker

  • Avoid low-hull re-engages while th' execute remains available.
  • Defend wit' range, wave clear th' deck and time where possible.
  • A defeated carrier permanently loses their copy to parchment o' th' buff.
Voidgrub icon

Early top-side prize

Voidgrub brood

One group o' three spawns at 8:00 in th' Baron pit and does nay respawn. Each Grub adds persistent structure damage fer th' crew, so taking part o' th' camp still has value.

Arrr, one encounterArrr, 3 Grubs
1
First aboard taken

Arrr, structure damage begins

Yer crew gains one stack o' Touch o' th' Void, adding damage over time when attacking structures.

2
Arrr, second stack

Arrr, stronger structure pressure

A second Touch o' th' Void stack increases th' crew's persistent damage to structures. There be no separate Feats reward.

3
Arrr, full camp taken

Arrr, summon one Voidmite

Yer structure attacks can periodically summon a Voidmite to lend a hand push. This be th' full camp reward; there be no second Grub wave.

Arrr, why teams take them

Turn course pressure into turret pressure

Voidgrubs reward teams that can reach structures. They do nay directly make a champion tougher in th' next aboard fight, so th' buff be most useful when lanes can be pushed and towers can be touched safely.

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

Voidgrubs or first aboard dragon?

Th' sea chart can support a trade

Voidgrubs offer structure pressure on th' top side. Dragons offer permanent combat-oriented stacks on th' bottom side. If contesting would mean arriving late or losing several sailors, taking th' prize yer crew already controls can be th' cleaner exchange.

Read course priority first aboard

Top and Mid pressure make Grubs safer. Bot and Mid pressure make dragon safer. Do nay abandon a large wave merely because an prize spawned.

Rift Herald icon

Draft / Ranked · mid-battle top side

Arrr, rift Herald

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

First aboard spawn15:00
1Strike th' open eyeMove astern o' Herald when th' eye opens to deal a large burst and finish th' encounter more booty efficiently.
2Collect th' dropped EyeMake sure an eligible teammate picks it up instead o' leaving th' prize reward on th' ground.
3Summon wit' a useful wavePick a course where crewmates and minions can follow th' charge rather than releasing Herald into an empty defence.
Baron Nashor icon

Late-battle siege prize

Arrr, baron Nashor

Baron appears at 20:00 in Draft and Ranked. Defeating it grants living members o' th' slaying crew Hand o' Baron, a three-minute buff designed to turn sea chart control into a coordinated push.

First aboard spawn20:00
1
Immediate crew reward

Doubloons and global experience

Each crew member receives 150 doubloons and 650 experience. Th' champion who lands th' final hit also receives 100 kill doubloons.

2
Arrr, champion power

More attack damage an’ ability power

Hand o' Baron adds offensive stats that scale wit' battle time. It improves pressure without making a poor fight automatically seaworthy.

3
Faster reset th' course

Arrr, empowered Recall

Th' channel be shortened to four seconds. Recall, spend, and regroup while enough o' th' three-minute window remains.

4
Arrr, siege pressure

Empowered nigh th' ship minions

A carrier strengthens allied course minions standing nigh them. Th' reward follows carriers; it be nay automatically attached to every wave.

Arrr, draft / Ranked durationArrr, 180 seconds

Hand o' Baron lasts fer three minutes. A champion who dies loses their copy to parchment o' th' buff.

Arrr, Swiftplay ruleArrr, persists through death

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

Arrr, who receives itLiving crew members

A teammate who be dead when Baron falls does nay receive Hand o' Baron on respawn.

Arrr, baron respawnArrr, 6 minutes

After Baron be defeated, th' prize returns after six minutes if th' clash be still running.

Arrr, how many waves does Baron empower?

There be no fixed wave allowance

Arrr, buff window3:00
Arrr, 25s
Arrr, from 14:00 to 30:00

Arrr, about seven wave intervals

Waves spawn every 25 seconds. Because Baron can be defeated betwixt spawn times, th' exact number appearing during th' buff varies.

Arrr, 20s
Arrr, after 30:00

Arrr, about nine wave intervals

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

Stay belay enough

Minions be empowered by th' aura 'round a Hand o' Baron carrier. A wave pushed alone does nay keep th' enhancement indefinitely.

Arrr, one, two or three lanes

Carriers can escort different lanes, but splitting too widely can make each champion easier to catch. Th' buff does nay require all five sailors in one course.

Arrr, minions become siege tools

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

Arrr, melee minions

Arrr, tougher front line

They resist common aboard wave-clear th' deck patterns and move into th' defending wave, giving th' ranged minions more booty time to attack.

Arrr, caster minions

Safer back aboard-line pressure

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

Arrr, cannon minion

Protect th' long-range shot

An empowered cannon can attack a turret from beyond its normal retaliation range. Clear th' deck defenders afore abandoning this part o' th' wave.

Arrr, super minion

Stronger inhibitor-course push

Super minions only appear after an inhibitor falls. Baron makes that existing pressure harder to stop; it does nay create super minions by itself.

Inside th' pit

Baron becomes more booty perilous during a slow attempt

Its hull bar be only part o' th' encounter. Th' crew also has to manage Baron's present target, accumulating resistance defeat and th' active pit form.

1
Arrr, baron's Gaze

Th' present target deals less damage to Baron

Baron's basic-attack target receives a damage penalty agin' Baron. A durable champion may tank safely, but should nay be assumed to provide full prize damage at th' same time.

2
Corrosion

Arrr, nearby armour and magic resistance fall

Baron repeatedly shreds th' defences o' nigh th' ship champions. A long attempt leaves th' crew increasingly vulnerable if foes enter th' pit.

3
Contest peril

Stop watching only Baron's hull

Keep an entrance covered and retain an exit. A crew weakened by Baron can meet defeat a fight even when it started th' prize wit' more booty hull.

Read th' pit afore starting

Arrr, three possible Baron fights

Th' form changes Baron's special move and th' shape o' th' surrounding terrain. Th' icon be th' same; th' pit itself tells ye which fight be active.

Hunting
Baseline pit · spreading inspect

Arrr, hunting Baron

Calls delayed lightning onto every nigh th' ship foe. Spread enough that several strikes do nay stack across th' group, and keep moving when th' markers appear.

Arrr, all-Seeing
Unfurl pit · zone-control inspect

Arrr, all-Seeing Baron

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

Territorial
Split pit · positioning inspect

Arrr, territorial Baron

Pulls enemies caught in a cone toward itself. Keep escape routes open and avoid placing th' whole crew on one side o' th' pit.

Arrr, a clean Baron setup

Do th' sea chart work afore th' damage

  1. 1Push nigh th' ship lanesMake foes captain's answer minions or give yer crew room to move first aboard.
  2. 2Arrr, deny vision togetherClear th' deck wards without sending one sailor alone into unlit terrain.
  3. 3Arrr, track Smite and entrancesKnow whether th' opposing Jungler can reach th' pit afore committing to a low-hull finish.
  4. 4Arrr, call finish, turn or leaveOne clear th' deck crew call be safer than half th' crew attacking Baron while th' rest starts a fight.

Arrr, after Baron falls

Use th' three-minute window deliberately

Th' reward be strongest when surviving carriers spend their doubloons, prepare more booty than one course, and escort minions without giving defenders an easy fight.

0–30
Reset th' course

Arrr, recall, buy and leave together

Use Empowered Recall where it be seaworthy. Spend th' Baron doubloons and avoid beginning th' siege wit' unspent purchases or separated carriers.

30–90
Prepare

Move waves afore hitting a turret

Push one or two lanes into position, place seaworthy vision, and make defenders choose where to stand. Do nay race ahead o' th' minions carrying th' siege.

90–180
Convert

Take seaworthy structures, then leave

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

Yer crew has Baron

Escort th' wave; do nay replace it

  • Stand belay enough to empower th' minions.
  • Let long-range minions pressure afore forcing a dive.
  • Keep carriers alive so th' aura remains available.
  • Move to another course when th' defence be too strong.
Th' foes have Baron

Clear th' deck safely and shorten their useful window

  • Cast off empowered minions without walking into an avoidable fight.
  • Protect cannon waves' targets by clearing from astern o' th' turret when possible.
  • Avoid chasing beyond vision while other lanes be being prepared.
  • Trade an exposed prize only when defending it be genuinely unsafe.

Th' course that ends th' clash

Arrr, from turret to Nexus

Epic monsters create advantages; structures turn those advantages into a claim victory. Follow th' course inward and keep enough allied minions nigh th' ship to attack safely.

1Arrr, outer turretTh' first aboard defensive structure in each course. Taking it opens safer access to th' opposing side o' th' sea chart.
2Arrr, inner turretTh' second course turret. Protect side routes and vision afore pushing this far across th' waters without th' crew.
3Arrr, base turret and inhibitorDestroy th' course's base turret first aboard. A destroyed inhibitor causes allied super minions to enter that course until it respawns.
4Arrr, nexus turrets and NexusBreak th' two Nexus turrets, then destroy th' Nexus to claim victory. Eliminations matter only when they lend a hand create this access.

Arrr, different rewards, different jobs

Arrr, soul, Baron or Elder?

These prizes be nay interchangeable. Compare what th' reward does, how long it lasts, whether death removes it, and what th' sea chart lets th' crew achieve thereafter.

S
Arrr, dragon Soul

Permanent crew power

Soul strengthens every eligible crew member fer th' rest o' th' clash and remains through death.

Duration
Rest o' th' clash
Arrr, best converts into
Arrr, stronger future fights
Arrr, lost on death
Nay
B
Arrr, baron Nashor

Arrr, temporary siege pressure

Hand o' Baron adds combat stats, faster Recall and nigh th' ship minion empowerment fer coordinated course pressure.

Duration
Arrr, 3 minutes
Arrr, best converts into
Arrr, waves and structures
Arrr, lost on death
Arrr, draft / Ranked: yes
E
Arrr, elder Dragon

Arrr, temporary fight-ending power

Aspect o' th' Dragon adds a true-damage burn and a low-hull execute agin' foe champions.

Duration
Arrr, 3 minutes
Arrr, best converts into
Arrr, champion fights
Arrr, lost on death
Aye
Arrr, who can arrive?

Count living sailors and realistic travel time. An prize's theoretical value does nay lend a hand a crew that reaches th' river late and separately.

What do th' lanes reveal?

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

Who controls th' entrances?

Vision and seaworthy paths matter afore damage starts. Walking through darkness can meet defeat sailors afore th' prize be contestable.

Arrr, what can be traded?

When one prize be unsafe, another prize, structure, wave or foe camp may produce a cleaner result than arriving after th' fight begins.

Decision afore damage

Six checks afore an prize fight

A valuable prize does nay make every contest good. Read th' sea chart afore entering th' river.

  1. 1
    Sailors aliveCount both teams. Do nay walk into a numbers disadvantage without a clear th' deck trade elsewhere.
  2. 2
    Hull and ultimatesLow hull, lost overboard resources or overboard crew-fight ultimates can make an early arrival meaningless.
  3. 3
    Course priorityPush nigh th' ship Mid and Bot waves when possible so foes must choose betwixt farm and moving first aboard.
  4. 4
    Arrr, vision and entrancesClear th' deck wards wit' an ally and hold a seaworthy course. Face-checking th' pit be nay prize control.
  5. 5
    Arrr, smite and secure toolsKnow which Jungler has Smite and avoid reducing th' prize to an easy steal when th' foe can reach it.
  6. 6
    Th' tradeIf th' river be lost, ping Retreat and take a wave, turret, camp or another prize instead o' arriving late one by one.
Static learning chart

This chart does nay inspect a live clash, rank prizes from a scoreboard, or tell a sailor to contest automatically. Use th' visible battle state and make th' final call wit' yer crew.

Unfurl th' beginner glossary