Slaying Air Dragon grants experience to killer and nearby allies. After Air Dragon is slain, it will respawn at random.
- Grants bonus 15/30/45 (based on stacks; +50% if they have Mark of the Elder Dragon) additional movement speed while out of combat.
It is the fastest dragon and has the fastest attack speed out of all the five other dragons. Air Dragon also deals the highest single target damage and chases better than other dragons.
Slaying Fire Dragon grants experience to killer and nearby allies. After Fire Dragon is slain, it will respawn at random.
- Grants 8/16/24% (based on stacks; +50% if they have Mark of the Elder Dragon) increased Ability Power and Attack Damage.
Fire Dragon deals AOE damage. It can be considered as the most generic of the elemental dragons.
Slaying Earth Dragon grants experience to killer and nearby allies. After Earth Dragon is slain, it will respawn at random.
- Grants 10/20/30% additional damage (based on stacks; +50% if they have Mark of the Elder Dragon) as True Damage to Epic Monsters and turrets.
Earth Dragon has slow AOE hard hitting auto attacks. It has more health, armor and magic resist than the other elemental dragons. Due to its tankiness, it will be slower to take than most of the other Elemental Dragons giving longer opportunities for a team to slay it. However, it has lower DPS than the other elemental dragons.
Slaying Water Dragon grants experience to killer and nearby allies. After Water Dragon is slain, it will respawn at random.
- Restores missing health and missing mana every 8 seconds while out of combat; +50% if they have Mark of the Elder Dragon. % of
Water Dragon auto attacks slow its target's movement speed by 30% for 2 seconds, which is mainly relevant if it's a potentially contested dragon, since the slow will limit your ability to disengage quickly. Getting it to attack an enemy for the slow can be useful in teamfights near this dragon.
Aspect of the Dragon buff grants 45 + (45 for every elemental dragon stack) true damage on all spells and basic attacks against non-turrets over 3 seconds.
|"You belong in a museum!"
The scent of chaos fuels the flames in the heart of the Dragon. Drawn to this war-torn land, the mightiest of beasts has settled deep within the Summoner's Rift, awaiting the next great war. To those who wake this slumbering ancient, beware: for his sharp teeth and suffocating breath have been tempered by the bravest of champions, and yet it is he that still thrives in the depths of the Rift.
- For the first 35 minutes of the game, one of four elemental dragons will spawn every six minutes.
- Only three elements will appear per match!
- After 35 minutes, Elemental Dragons will no longer spawn. In their place, the Elder Dragon will spawn every 10 minutes.
The following indicators are visible to both teams.
- The minimap will indicate the elemental type of the next dragon spawn
- Glowing runes inside the Dragon Pit will also indicate which dragon is spawning next (these runes are visible through Fog of War)
- When Dragon first takes flight, he knocks back surrounding enemies.
- will not block this ability.
- Dragon has 30% Armor Penetration.
- Dragon's basic attacks deal additional physical damage equal to 7% of the target's current health.
- Dragon's basic attacks are treated as spells
- Slaying Dragon grants Dragon Slayer.
- Dragon has a UNIQUE Passive called "Ancient Grudge", which grants it bonuses against enemies with Dragon Slayer stacks of 20% bonus damage and 7% damage reduction per stack.
- If the killing team is lower average level than their opponents, Dragon grants a bonus XP of +25% per average level difference.
- Bonus XP is sharply increased for the lowest level members of the team, +15% per number of levels behind Dragon squared (max total +200% extra).
- When killing Dragon, check that the enemy team has not warded the area to avoid ganks.
- Ganks at Dragon are in fact pretty frequent, as your team will be weakened by it and with limited escape paths. A good gank at Dragon may result in a lot of deaths for your team, with the Dragon kill being stolen by the enemies.
- Try to keep a ward in the river near Dragon because it provides the following benefits:
- Keep the ward within range of the pit entrance and it will keep the river in sight for spotting roaming champions, and for spotting whether any enemy champions are attempting to kill dragon.
- Consequently, you should consider using a or to check for wards before attempting Dragon.
- Rift Scuttler roaming the river can provide vision in front of, but not inside the pit.
- Killing Dragon is one of the jobs of the jungler. They may require help from the team, especially from the bottom or mid lanes.
- This is one of the reasons why there are usually 2 champions in the bottom lane, with the top lane being solo, when there is a jungler on your team (which there should always be, as it's always a huge advantage, giving roaming help and securing special buffs from every jungle camp).
- Some champions are capable of killing Dragon alone at early levels, but the time and specific circumstances required to do this makes it a risky proposition.
- Dragon can be pulled out of its pit by aggroing on it then moving into the river outside of its range.
- Dragon is the only neutral creep in the game with scaling armor and magic resistance (after level 9).
|Jungle monsters||Summoner's Rift|
|Featured Game Mode|
|Removed monsters||Twisted Treeline|