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LoL · Objectives · Dragons

LoL Dragon Soul Guide (2026): Every Drake, Soul and the Elder

Everything about the dragon pit on patch 26.22: how the element of the rift is chosen, what each of the six drakes and souls gives, the 2026 rewards and comeback rules, setting up a drake, soul point, and how to fight and use the Elder Dragon.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • First drake 5:00, then every 5:00
  • 4 drakes = Dragon Soul
  • Elder: 150 s, execute below 20%
  • Drake kill gold 75 (26.1)
Rift wheel · soul race

Six elements. The second kill picks one. Four drakes claim it.

An example game: Cloud first, Infernal second, and the rift turns Ocean. Blue team now sits on three drakes — soul point.

Blue team
Cloud Drake icon
Ocean Drake icon
Ocean Drake icon
SOUL
next
Red team
Infernal Drake icon
—
—
—
Drake 1 · 5:00A random element.
Drake 2A different element.
Rift revealWhen drake 2 dies, drake 3's element becomes the rift.
Drake 3+Always the rift element — and the soul.

Blue now deals 45% less damage to the next drake (Dragon Vengeance); red deals full damage.

Example game. Element rules: official League of Legends wiki (Elemental drake). Dragon Vengeance 15 / 30 / 45%: Riot's patch 26.1 notes. Drake icons © Riot Games.

The dragon pit is the most fought-over place on Summoner's Rift. A new drake every 5:00, a permanent bonus for each one, a soul that lasts the whole game after four, and then the Elder Dragon, which can end it. Patch 26.1 changed the rewards for 2026 — drakes pay more gold, give more comeback experience and resist a team that already owns several of them — and nothing since has changed the dragons themselves, through patch 26.22. This guide explains how the element of the rift is chosen, what every drake and soul gives, what a drake is worth, how to set one up, when to trade it away, how to play soul point and how to use the Elder.

Short answer: the first drake spawns at 5:00 and the next one 5:00 after each kill. The first two are different random elements; when the second dies, the third drake's element becomes the rift and every drake after it is that element. The team that takes four drakes gets that element's Dragon Soul for the rest of the game, and the Elder Dragon takes over the pit 6:00 later: 150 seconds of a true-damage burn and an execute below 20% health. In 2026 a drake pays 75 gold to the killer, and each drake your team already owns makes the next one take 15% less damage from you.
Key takeaways
  • Drake 3 reveals the rift — from then on, every drake is the soul element.
  • Stacks are permanent; the soul lasts all game and isn't lost on death. The Elder's buff is lost on death.
  • Patch 26.1: drake kill gold 25 → 75, Dragon Vengeance 7/14/21% → 15/30/45%, comeback XP up to 2× at a 4-level deficit.
  • Set up a minute early: push bot and mid, ward the entrances, then start the drake.
  • Soul point changes everything — the team on three drakes must take the fourth; the other team must contest it.

How the dragon pit works

The dragon pit sits in the bot-side river. According to the official wiki, the first drake spawns at 5:00 as a random element, and each new drake spawns 5:00 after the previous one dies, with an element not yet chosen. After the second drake dies, the map becomes an Elemental Rift of the third drake's element, which then stays fixed: every following drake is the same element. Each drake gives its team a permanent Dragon Slayer stack, and the fourth drake also grants the Dragon Soul of the rift's element. After a team's fourth drake, the Elder Dragon spawns in the pit instead, with a 6:00 respawn.

  1. Drake 1 5:00 A random element — the first team stack of the game.
  2. Drake 2 kill + 5:00 A different element. When it dies, the rift transforms.
  3. Drake 3 and 4 kill + 5:00 Both the rift element. One team now usually has two or three.
  4. Fourth drake for a team soul That team gets the soul; the drakes stop.
  5. Elder Dragon kill + 6:00 Spawns 6:00 after the fourth drake, and 6:00 after every Elder kill.

The full timer list for every epic monster is in LoL objective timers.

The six elemental rifts

When the rift transforms, the jungle and river change shape for the rest of the game. These changes matter for pathing and fights around the pit, so read the rift the moment it's announced. From the official wiki:

Infernal Drake iconInfernal rift

Walls near the pit entrance burn away, 10 Blast Cones appear and Infernal Cinders give ability haste.

Mountain Drake iconMountain rift

Seismic shift: new rock walls near both buffs, the blue-side Raptors and the pit entrance.

Ocean Drake iconOcean rift

Brush grows larger, 12 water puddles form and Honeyfruit spawns near mid and Red Brambleback.

Cloud Drake iconCloud rift

Wind zones near both buffs, the pit and the Raptors: +20% movement speed, 35% out of combat.

Hextech Drake iconHextech rift

Four pairs of hex-gates for long-range travel.

Chemtech Drake iconChemtech rift

Mutated plants: 8 Honeyfruit become Stim Fruits, 14 Scryer's Blooms become Firelight's Blooms, Blast Cones throw twice as far.

Two worth planning around. A Hextech rift adds hex-gates that let a team move across the map fast, so rotations to the pit get quicker. A Mountain rift raises rock walls near the pit entrance and the buffs, which closes some paths and opens new chokepoints — ward the new corners. Ocean and Chemtech rifts add Honeyfruit and plants that change how long a team can stay in a fight around the pit.

Every drake's stack

Each drake your team kills adds one Dragon Slayer stack of that element to every player, permanently. Values per drake from the official wiki; four of a kind is only possible with the soul element, since drakes 1 and 2 are always different:

DrakeEach drake givesWho likes it most (our view)
Infernal+3% AD and AP per drake (12% at four)Every damage dealer — it adds to AD and AP alike
Mountain+5% armour and magic resist per drakeFrontliners and teams that take long fights
OceanRegenerate 2% of missing health every 5 s per drakePoke and siege teams that trade health without fighting
Cloud+5% slow resist and out-of-combat speed per drakeRoaming and kiting champions; anyone slowed a lot
Hextech+5 ability haste and +5% attack speed per drakeAttack-speed carries and ability-spamming mages
Chemtech+6% tenacity and heal and shield power per drakeBruisers and champions with heals or shields

The six Dragon Souls

The fourth drake brings the soul of the rift's element. It lasts the rest of the game and you keep it through death. The effects, from the official wiki ("plus scaling" means the value grows with your bonus AD, AP and health):

Infernal Drake iconInfernal Soul

Attacks and abilities trigger an explosion: 100 base adaptive damage plus bonus AD, AP and health scaling (3 s cooldown).

Mountain Drake iconMountain Soul

After 5 seconds without taking damage you gain a shield: 220 base plus bonus AD, AP and health scaling.

Ocean Drake iconOcean Soul

Damaging enemies heals 150 base plus scaling and restores 100 mana (+3.5% max) over 4 s; 30% against minions and monsters.

Cloud Drake iconCloud Soul

+15% movement speed, rising to +60% for 6 seconds after you cast your ultimate (30 s cooldown).

Hextech Drake iconHextech Soul

Hits deal 25–50 bonus true damage by level plus scaling and slow (45% melee, 35% ranged), chaining to 3 enemies (8 s cooldown).

Chemtech Drake iconChemtech Soul

Below 50% maximum health you deal 13% more damage and take 13% less.

All six League of Legends drakes and souls: Infernal plus 3 percent AD and AP per drake and explosions on hit; Mountain plus 5 percent armour and magic resist and a shield after 5 seconds without damage; Ocean 2 percent missing health every 5 seconds and healing on damage; Cloud slow resist and speed, plus 60 percent speed after your ultimate; Hextech ability haste and attack speed and chain lightning; Chemtech tenacity and heal and shield power and more damage and less damage taken below half health; then the Elder Dragon for 150 seconds with an execute below 20 percent health
Six drakes, six souls, one Elder. Values from the official wiki, checked on patch 26.22. Drake icons © Riot Games.Graphic: BoostPirate

What a drake is worth in 2026

Patch 26.1 reworked every epic monster's rewards. Riot's stated aim was to make objectives about 15% more durable, rebalance their rewards and give teams that are behind a better chance to come back. For elemental drakes that meant:

75 g

Kill gold

To the champion who lands the kill — it was 25. Not a fortune, but no longer nothing.

160–400

Experience

To nearby allies, by level (6 to 18). A team that's behind gets more: linear, up to 2× at a 4-level deficit.

−45%

Dragon Vengeance

A drake takes less damage from a team for every drake that team owns. It slows a runaway soul.

Team owns 1 drakewas 7% in 2025−15%
Team owns 2 drakeswas 14% in 2025−30%
Team owns 3 drakeswas 21% in 2025−45%

Patch 26.1 notes (Dragon Vengeance, called Ancient Grudge on the wiki). The 20% extra damage the dragon used to deal to such a team was removed.

The practical effect: a team on two or three drakes needs more time on the pit than its opponent would. If you're behind on drakes, a contest is more realistic than it used to be — the leading team takes 30–45% longer to kill it, giving you time to arrive. If you're ahead, push waves and clear vision first so you have that time.

League of Legends splash art of Shyvana, the half-dragon, in red-gold armour holding a ball of fire
Four drakes, one soul. Every drake you take is permanent — and every drake you give away is permanent for them.Splash art: Riot Games via Data Dragon

Setting up a drake

A drake is won before anyone hits it. The routine we teach:

  1. Check the timer and the lanes. −1:30 Who has priority in bot and mid? Where was the enemy jungler last seen?
  2. Push the waves. −1:00 Bot and mid crash their waves so the enemy laners have to stay or lose minions. Your lanes then walk to the river first.
  3. Take vision. −0:45 Control Ward in or near the pit, Stealth Wards on the enemy's entrances, Oracle Lens on theirs.
  4. Hold, don't start. 0:00 If the enemy shows, decide: fight in front of the pit, or let them start it and punish them while they hit the drake.
  5. Start when they can't arrive. go Enemy jungler seen elsewhere or two enemies dead or recalled. Keep Smite for the last hit.
  6. Leave with a plan. after Push a lane, take a plate, reset. The next drake is 5:00 away.

If your bot lane is losing, don't force it. A drake taken while your bot lane is dead or behind is fine; a drake contested by a losing bot lane is usually a teamfight on the enemy's terms. The teamfighting guide covers fighting around a pit.

Trading: drake against something else

You can't win every objective, so good teams trade. These are the trades we see most on patch 26.22:

They takeYou takeWhen it's fair (our view)
Drake 1 or 2Voidgrubs at 8:00, or turret platesEarly, before the rift is known — the drakes aren't the soul element yet
Drake 3Rift Herald at 15:00 or a turretIf they're still on one or two drakes total; not if it puts them on three
Soul drakeBaron (from 20:00) or an inhibitorRarely — a soul lasts all game. Only if the trade gives you a winning push

The rule behind the table: drakes get more valuable the closer a team is to the soul. Giving up drake 1 for three Voidgrubs is often fine; giving up the drake that puts the enemy on soul point almost never is.

Soul point

"Soul point" means one team has three drakes and the next one gives them the soul. It's the single most important drake of most games, and both teams should treat its timer like a Baron:

You're on three

Take it cleanly

Group early, push side waves first, sweep the pit. Dragon Vengeance means it takes 45% longer than normal, so you need the space. Don't start it with the enemy unseen.

They're on three

Contest or trade big

Show up and fight at the entrance with full health, or take something worth a soul: Baron, an inhibitor. Letting it go for one turret loses games.

When both teams sit on two or three drakes, the next drake can decide the game twice: a soul for one team and the Elder for whoever wins the fight after that. Recall about a minute before soul point, buy, and come back together.

The Elder Dragon

Elder Dragon iconSpawn

6:00 after a team's fourth drake, then 6:00 after every Elder kill. Level 13 at least since patch 26.1.

150 s

Aspect of the Dragon

Your damage burns enemies for 75–225 true damage over 2.25 s. Lost when you die.

20%

Elder Immolation

Enemy champions below 20% of their maximum health are executed after 0.5 seconds.

100 + 150

Rewards

100 gold to the killer, 150 to each player and 650 experience each (patch 26.1).

The execute is what makes the Elder decisive: every fight after it ends sooner, because anyone you bring below 20% is gone. Use the 150 seconds to force a fight or a siege — Elder plus a wave at an inhibitor turret is a common game-ender — and don't waste it farming. Because the buff is lost on death, the team without it should avoid fighting until it runs out, or pick off the buffed carry. Fighting for the Elder works like fighting for Baron, so the Baron guide's setup and steal sections apply here too.

Which soul suits your team

There's no best soul. This is how we think about it — our coaching view, not a statistic:

Souls for fighting teams
  • Infernal — more damage in every fight; explosions on a 3-second cooldown.
  • Hextech — chain lightning slows a whole team; great for catching people.
  • Chemtech — frontliners who fight at low health become hard to kill.
Souls for poke, siege and movement
  • Ocean — heal back the poke you take, keep sieging longer.
  • Mountain — free shields between trades; good for slow, careful sieges.
  • Cloud — get to every fight first and escape after your ultimate.
League of Legends splash art of Smolder, a small red dragon with a flaming crest, standing proudly on a rock
Small drakes grow up. The soul and the Elder that follow make the first drakes of the game worth planning for.Splash art: Riot Games via Data Dragon

Dragon mistakes

Do
  • Read the rift when drake 2 dies and plan for its terrain.
  • Push bot and mid before every drake.
  • Keep Smite for the last hit, not to speed up the drake.
  • Treat soul point like Baron: group, vision, full health.
  • Use the Elder's 150 seconds to end or siege.
Don't
  • Start a drake with the enemy jungler unseen.
  • Trade the soul drake for a single turret.
  • Fight the Elder team while the buff is up if you can wait.
  • Forget Dragon Vengeance — on three drakes you need 45% more time.
  • Farm a side lane with Elder up instead of forcing a fight.

For the other side of the map, read the Baron, Herald and Voidgrubs guide; for the jungler's route between pits, the pathing guide; and for the bigger picture, the macro guide.

Infernal Drake icon

Objective calls, coached or played. A Master+ coach reviews your drake setups, or a Solo/Duo booster (from $3.25 a division) plays your account and takes them for you.

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FAQ

Common questions

How do you get Dragon Soul in League of Legends?
Kill four elemental drakes as a team. The fourth one also gives the Dragon Soul of the rift's element, which lasts the rest of the game and isn't lost on death. After that, the Elder Dragon takes over the pit.
How is the Dragon Soul type decided?
The first drake is a random element and the second a different one. When the second drake dies, the third drake's element is revealed, the map becomes that Elemental Rift and every drake after that is the same element (official wiki). That element is the soul.
What does the Elder Dragon do in 2026?
Aspect of the Dragon lasts 150 seconds: your damage burns enemies for 75 to 225 true damage over 2.25 seconds, and enemy champions below 20% of their maximum health are executed after 0.5 seconds. The buff is lost when you die.
Which Dragon Soul is the best?
None is best in every game. Our view: Infernal and Hextech reward teams that fight often, Mountain and Ocean reward teams that poke and siege, Cloud helps champions that need to move around, and Chemtech helps frontliners who fight at low health. Play for the soul your composition uses best.
Do dragons give gold in 2026?
Yes. Since patch 26.1 an elemental drake pays 75 gold to the killer (it was 25) and 160 to 400 experience to nearby allies by level. A team that's behind in levels also gets more comeback experience from drakes, up to double at a four-level deficit.
Why does my team do less damage to the dragon?
Dragon Vengeance (Ancient Grudge): since patch 26.1 a drake takes 15% less damage from a team for each drake it already owns, so 30% at two and 45% at three. It makes it harder for one team to take every drake.

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