- First drake 5:00, then every 5:00
- 4 drakes = Dragon Soul
- Elder: 150 s, execute below 20%
- Drake kill gold 75 (26.1)
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.
next
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.
- 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.
- Drake 1 5:00 A random element — the first team stack of the game.
- Drake 2 kill + 5:00 A different element. When it dies, the rift transforms.
- Drake 3 and 4 kill + 5:00 Both the rift element. One team now usually has two or three.
- Fourth drake for a team soul That team gets the soul; the drakes stop.
- 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 rift
Walls near the pit entrance burn away, 10 Blast Cones appear and Infernal Cinders give ability haste.
Mountain rift
Seismic shift: new rock walls near both buffs, the blue-side Raptors and the pit entrance.
Ocean rift
Brush grows larger, 12 water puddles form and Honeyfruit spawns near mid and Red Brambleback.
Cloud rift
Wind zones near both buffs, the pit and the Raptors: +20% movement speed, 35% out of combat.
Hextech rift
Four pairs of hex-gates for long-range travel.
Chemtech 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:
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 Soul
Attacks and abilities trigger an explosion: 100 base adaptive damage plus bonus AD, AP and health scaling (3 s cooldown).
Mountain Soul
After 5 seconds without taking damage you gain a shield: 220 base plus bonus AD, AP and health scaling.
Ocean Soul
Damaging enemies heals 150 base plus scaling and restores 100 mana (+3.5% max) over 4 s; 30% against minions and monsters.
Cloud Soul
+15% movement speed, rising to +60% for 6 seconds after you cast your ultimate (30 s cooldown).
Hextech 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 Soul
Below 50% maximum health you deal 13% more damage and take 13% less.
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:
Kill gold
To the champion who lands the kill — it was 25. Not a fortune, but no longer nothing.
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.
Dragon Vengeance
A drake takes less damage from a team for every drake that team owns. It slows a runaway soul.
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.
Setting up a drake
A drake is won before anyone hits it. The routine we teach:
- Check the timer and the lanes. −1:30 Who has priority in bot and mid? Where was the enemy jungler last seen?
- 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.
- Take vision. −0:45 Control Ward in or near the pit, Stealth Wards on the enemy's entrances, Oracle Lens on theirs.
- 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.
- Start when they can't arrive. go Enemy jungler seen elsewhere or two enemies dead or recalled. Keep Smite for the last hit.
- 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:
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:
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.
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
Spawn
6:00 after a team's fourth drake, then 6:00 after every Elder kill. Level 13 at least since patch 26.1.
Aspect of the Dragon
Your damage burns enemies for 75–225 true damage over 2.25 s. Lost when you die.
Elder Immolation
Enemy champions below 20% of their maximum health are executed after 0.5 seconds.
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:
- 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.
- 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.
Dragon mistakes
- 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.
- 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.
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.
- Riot Games — Patch 26.1 notes (7 Jan 2026: drake kill gold 25 → 75, experience 160–400, Dragon Vengeance 15/30/45%, comeback experience, Elder level 13 and rewards) · /dev: 2026 Season One gameplay preview (1 Dec 2025) · Patch 26.22 notes (3 November 2026; no dragon changes)
- Official League of Legends wiki — Elemental drake (spawns, element rules, rift terrain) · Dragon Slayer (stacks, Ancient Grudge) · Dragon Soul (soul effects) · Aspect of the Dragon (150 s, burn, execute below 20%) — read 8 Nov 2026
- Riftpatchnotes — dragon patch history (only 26.1 changes in 2026) · Nerfplz — every Summoner's Rift objective (8 Aug 2026: soul kept on death, Elder buff lost on death)
- Setups, trades and soul preferences: BoostPirate's own coaching view. Checked 8 November 2026 on patch 26.22; patch 26.23 is due 18 November 2026.
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