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
Summoner's Rift prizes
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
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.
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
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
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.
OFFENCE
DEFENCE
RECOVERY
MOBILITY
TEMPO
RESILIENCE
Solo Dragon, explained fer all hands
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.
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.
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 secureSustained-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 sustainReduced 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 protectionRepeated-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 resourcesSustain-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 sustainPermanent claim victory condition
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 valueStopping 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.
EArrr, temporary fight-ending buff
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 valueEach carrier loses th' buff on death. Elder be a temporary combat window, while Dragon Soul be a permanent crew reward.
Aspect o' th' Dragon, step by step
Elder does nay add another permanent dragon stack. It creates a short, powerful crew-fight window wit' a burn and a low-hull execute.
Th' timer begins when Elder be defeated. A carrier who dies loses th' buff and does nay regain it on respawn.
Damaging an foe champion applies true damage over time. Th' exact damage scales wit' battle time.
Damage to an foe below th' threshold starts Elder Immolation after a 0.5-second wind-up. It has no cooldown.
Invulnerability and undying effects can prevent th' execute. Th' target may still be threatened if Elder's burn be applied again thereafter.
Arrr, draft and Ranked
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.Arrr, Swiftplay
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.
Early top-side prize
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.
Yer crew gains one stack o' Touch o' th' Void, adding damage over time when attacking structures.
A second Touch o' th' Void stack increases th' crew's persistent damage to structures. There be no separate Feats reward.
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
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.
Voidgrubs or first aboard dragon?
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 aboardTop and Mid pressure make Grubs safer. Bot and Mid pressure make dragon safer. Do nay abandon a large wave merely because an prize spawned.
Draft / Ranked · mid-battle top side
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.
Th' course that ends th' clash
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.
Arrr, different rewards, different jobs
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.
Soul strengthens every eligible crew member fer th' rest o' th' clash and remains through death.
Hand o' Baron adds combat stats, faster Recall and nigh th' ship minion empowerment fer coordinated course pressure.
Aspect o' th' Dragon adds a true-damage burn and a low-hull execute agin' foe champions.
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.
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.
Vision and seaworthy paths matter afore damage starts. Walking through darkness can meet defeat sailors afore th' prize be contestable.
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
A valuable prize does nay make every contest good. Read th' sea chart afore entering th' river.
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