Objectives in LoL – Full Dragon, Baron, Turret & Macro Guide
WHAT IS OBJECTIVE IN LoL? (2025 MACRO GUIDE)
In modern LoL, an objective is any important map element that gives
a lasting advantage to the team that controls it. On Summoner’s Rift this means
things like Elemental Dragons, Baron Nashor,
Rift Herald, turrets, inhibitors and, on a smaller scale,
jungle camps and Rift Scuttler. The team that understands
when to trade kills for objectives (or objectives for tempo) almost always has the easier path to victory
– and to climbing ranked.
Objectives are also the fastest way to snowball and effectively elo boost yourself in LoL
without relying on coin-flip fights. A single won team fight that leads to
Baron Nashor + two turrets is worth far more than chasing that last low-HP enemy into their base.
Throughout this updated 2025 guide we will:
- Explain every major objective on Summoner’s Rift.
- Show how modern systems like Elemental Rift, Dragon Souls, turret plating and objective bounties affect your macro.
- Give practical checklists for deciding between Baron, Dragon, turrets, and kills.
- Finish with a Legacy section that keeps the old, number-heavy Season 7 data for historical reference.
If you want to go even deeper into macro and decision-making, studying how high-elo players play helps a lot.
Watching pro games on the official LoL website,
reading breakdowns on the community wiki,
or checking Riot’s support knowledge base
alongside coaching or elo boosting services will accelerate your learning curve.
OBJECTIVES VS KILLS
There are three main ways to get ahead in LoL:
- Out-killing your opponents.
- Out-farming them in CS (creep score).
- Controlling map objectives.
Kills are flashy, but usually give a local advantage: one enemy loses gold and XP, one ally gets ahead.
Objectives tend to give a global advantage: everyone on your team gains gold, stats, pressure, or better waves.
That is why, if you seriously want to climb, you should learn to think:
“What objective do we get from this?”
When you have a choice between:
- Chasing a low-HP enemy into fog of war, or
- Taking a free Dragon, Rift Herald or turret,
Choosing the objective is almost always correct.
A simple solo-queue rule that many high-elo players – and professional
boosters at Boosteria – follow:
- If you win a fight on bot side and Dragon is up → start Dragon first, chase kills only if it’s free.
- If you ace them around Baron → take Baron Nashor before touching their jungle camps.
- If you dive top and enemy top laner dies with no Teleport available → push for plates or turret.
In the rest of this article we will go through every important objective and then build a clear
priority system you can apply in your games.
NEUTRAL OBJECTIVES IN MODERN LoL
Neutral monsters are not just “jungler things”. Their buffs, vision and pressure change the way
all five roles play the map. Even if you are a top laner or ADC, understanding jungle objectives
will help you move at the right time and turn small advantages into a won game.
JUNGLE CAMPS AND BUFFS (2025 OVERVIEW)
Over the years, jungle items and XP numbers changed a lot. Starter items, pet systems, and Smite upgrades
have been reworked multiple times. Rather than memorizing exact numbers – which can change every few patches –
you should understand what each camp does for your tempo and pathing.
In modern LoL:
- Junglers start with a jungle item that gives bonus damage and healing versus monsters and upgrades Smite.
- Different camp clear speeds shape your first three levels and how fast you can contest Rift Scuttler or early ganks.
- Every camp respawns on a timer; falling behind on clears is one of the fastest ways to lose pressure for objectives.
Below, we’ll look at each camp from a macro point of view rather than patch-specific XP values.
CRIMSON RAPTOR & RAPTORS
Raptors are a multi-target camp near mid lane on both sides. They are:
- Excellent for AoE junglers like Karthus, Fiddlesticks or Graves.
- The closest camp to mid, which makes them a frequent spot for invades and counter-jungling.
- Great to clear whenever you want to reset tempo and path toward bot or top river for a Dragon / Herald play.
As a mid laner, you should care about Raptors because:
- Your jungler may ask you to help leash or cover Raptors versus early invades.
- After pushing a wave, you can often grab a small raptor or two on the way to warding river, squeezing extra XP.
- Stealing enemy Raptors with your jungler is a big deny to the enemy jungle’s level curve.
GREATER MURK WOLF & WOLVES
Wolves sit between mid and your own buff on each side. They:
- Are a relatively low-risk, low-reward camp, good to take while rotating between sides.
- Help you maintain healthy pathing when you don’t want to show on a lane yet.
- Are often the camp you surrender if you need to move fast to a fight on Dragon or Herald.
As a jungler, don’t be greedy with Wolves when your team is pinging for an objective on the other side of the map.
Neutral objectives win games; Wolves only win KDA.
ANCIENT KRUG & KRUGS
Krugs are typically one of the most gold-dense camps in the jungle, but also one of the slowest
to clear if your champion has weak early AoE. They sit near bot lane on both sides of the map.
Modern macro rules around Krugs:
- Champions with strong AoE or on-hit kits (like Bel’Veth, Hecarim, Graves) love full Krug clears.
- If Dragon is about to spawn, you often see junglers chain: Gromp → Wolves → Raptors → Krugs → Dragon on one side.
- If your laners are in danger, skip Krugs and cover them instead. Losing Krugs is better than losing Dragon + turret.
GROMP
Gromp is a single, tanky monster near your Blue buff. In many metas, it’s the starting camp for
full clears due to its single-target nature and good XP.
Good habits with Gromp:
- Pair it with Blue buff for efficient pathing on mana-hungry champions.
- Use it as a safe camp to take before resetting to base when there are no immediate fights.
- If your bot lane is pushing and Dragon is up soon, clear Gromp into Wolves / Raptors and hover bot river.
BLUE SENTINEL (BLUE BUFF)
Blue Sentinel grants the well-known blue buff: bonus mana (or energy) regeneration and ability haste.
Exact values change slightly patch to patch, but the logic is consistent:
- Early on, blue buff hugely helps mid laners and mana-heavy junglers.
- Later, when you have enough mana items, blue buff becomes less important and can be given away more freely.
General blue buff etiquette in 2025 LoL:
- First and sometimes second blue buff are usually kept by the jungler to maintain tempo.
- Mid laners can politely ping for later blues when they need waveclear to control objectives like Dragon.
- If you are behind, it can be worth contesting enemy blue with your mid and support as a mini-objective.
RED BRAMBLEBACK (RED BUFF)
Red buff gives health regeneration, on-hit true damage and a slowing effect on auto attacks.
It’s extremely powerful for:
- Junglers looking to gank early.
- AD carries in mid/late game team fights.
- Split-pushing bruisers who rely on extended trades.
Macro principles around red buff:
- If you are a jungler, try to sync your red buff with key windows like
level 3 gank or Dragon spawn. - Late game, red buff is often “reserved” for the strongest physical carry on your team.
- Invading and stealing enemy red right before Dragon can completely kill their ability to contest.
RIFT SCUTTLER (SCUTTLE CRAB)
Rift Scuttler is a neutral crab objective that roams the river. Killing it:
- Creates a Speed Shrine vision ward in front of Dragon or Baron pit.
- Gives a small but meaningful amount of XP and gold.
- Is often the reason for level 3 fights between junglers and mid laners.
In early game, Scuttle control is all about mid priority + jungle pathing. If your mid is shoved in,
you generally should not fight for Scuttle alone; instead, ping them back, give it up, and trade for the opposite-side camp.
As a laner, you can help by:
- Hard pushing when your jungler pings for river contest.
- Moving first on pings instead of AFK farming.
- Dropping an early control ward to keep river safe for your jungler.
ELEMENTAL DRAGONS & DRAGON SOUL (2025)
Elemental Dragons have gone through multiple overhauls, but the core idea remains:
they are stacking, team-wide buffs that eventually lead to a powerful
Dragon Soul, and later to Elder Dragon.
In modern LoL:
- Different Elemental Dragons spawn (Infernal, Mountain, Ocean, Cloud and in many seasons Hextech and Chemtech).
- The third dragon of a unique element transforms the Rift into that element’s terrain.
- The first team to secure enough dragons gains a Soul that permanently buffs them.
- Once a Soul is taken, later Dragons spawn as Elder Dragon for a powerful but temporary buff.
COMMON ELEMENTAL DRAKES
Exact numbers change a bit between patches, but the roles of the dragons are stable:
- Infernal Drake – grants bonus attack damage and ability power. The Soul typically adds a
damage explosion on hits and abilities. - Mountain Drake – gives armor and magic resistance. The Soul usually grants a
recharging shield, making frontlines extremely hard to kill. - Ocean Drake – improves health and mana regeneration in combat or out of combat,
depending on patch. The Soul tends to provide constant regen during fights. - Cloud Drake – adds movement speed in various forms and often ultimate haste.
The Soul typically gives a burst of speed after casting ultimates. - Hextech Drake (in seasons where it’s active) – adds ability haste and attack speed.
The Soul usually gives your attacks and abilities a chain lightning slow. - Chemtech Drake (when enabled) – grants durability stats and damage versus low-HP targets.
The Soul often gives damage reduction or bonus damage when low.
Don’t obsess over the precise percentage numbers; Riot tweaks them frequently.
Focus on how each Soul changes win conditions:
- Infernal / Hextech Soul → your team can one-shot enemies much more reliably.
- Mountain / Chemtech Soul → your frontline becomes unkillable without huge item advantages.
- Ocean Soul → longer, sustained fights massively favor your side.
- Cloud Soul → your engage champions become nearly impossible to kite.
WHEN TO START DRAGON
Classic windows to take Dragon safely:
- The enemy jungler is dead, recalling, or spotted top side while Dragon is alive.
- Your mid laner has lane priority (wave pushed in, enemy forced under turret).
- Enemy bot lane recalled or is too low to contest; your bot lane can move first.
- Enemy outer bot turret is destroyed and your duo has push + river vision.
- Your team comp is much stronger around early dragons (e.g. early skirmish champions) and you want to stack fast.
Remember: starting Dragon without vision or priority can flip the game if the enemy jungler steals it and your team dies in the pit.
The best elo boosters in LoL always spend a few seconds on warding
and checking the minimap before beginning the objective.
PULLING THE DRAGON
The concept of “pulling” Dragon remains crucial in 2025:
- You hit Dragon once or twice, then move it slightly outside the pit toward your side of the river.
- This lets you disengage faster if the enemy collapses.
- It also makes it harder for the enemy jungler to safely walk up for a Smite steal.
Get used to fighting Dragon slightly toward your side, not buried deep in the pit where skillshots and AoE can destroy your team.
ELDER DRAGON
Once a team secures Dragon Soul, later dragons often spawn as Elder Dragon. Elder:
- Grants a powerful burn / execute effect on damage.
- Turns even small gold leads into almost guaranteed won fights.
- Is usually a game-ending objective like Baron Nashor if your team plays correctly.
If you are behind but the enemy needs one more dragon for Soul, consider:
- Trading Dragon for Baron or multiple turrets.
- Setting up a 5v5 all-in at the Dragon you cannot afford to give.
- Sending a strong split pusher to pressure the opposite side if contesting is impossible.
RIFT HERALD & BARON NASHOR
RIFT HERALD – EARLY SIEGE OBJECTIVE
Rift Herald spawns in the Baron pit before Baron Nashor appears and is focused on
turret damage, not combat stats. Killing it drops an item (Eye of the Herald)
that a champion can use to summon Herald on a lane.
When summoned, Herald:
- Charges at enemy turrets, dealing a large chunk of damage.
- Can take multiple turret plates or destroy the entire structure if left unchecked.
- Loses HP as it takes damage and over time, so you must protect it if you want multiple charges.
Good times to take Rift Herald:
- Your top and mid have lane priority and enemy jungler is bot side.
- You just killed enemy top laner or forced them to recall.
- Dragon is not spawning soon, so using time top side is safe.
Best lanes to use Herald:
- Mid lane – most common choice: opening mid gives huge map control.
- Bot lane – if your duo is ahead, Herald can take turret and unlock them to roam.
- Top lane – when your top laner is your main carry and needs side lane pressure.
BARON NASHOR – THE PURPLE WIN BUTTON
Baron Nashor is still the most impactful single objective in standard Summoner’s Rift.
Killing Baron grants:
- Gold and XP to the entire team.
- The Hand of Baron buff:
- Bonus attack damage and ability power (scales with game time).
- An empowered recall that heals and speeds you up.
- A powerful aura that buffs nearby minions, turning them into siege machines.
Baron is not only about fighting power – it’s about ending the game. With Baron buff you can:
- Break open the last outer and inner turrets.
- Siege inhibitor turrets safely with buffed cannon minions.
- Force the enemy to stay in base while you take every neutral camp on the map.
When should you start Baron Nashor?
- An enemy is showing bot lane with no Teleport and you have vision control around Baron.
- Your team just aced the enemy, or at least killed the jungler and one more key carry.
- You are far ahead and want to force a fight on your terms around the pit.
- Enemy team has bad Baron DPS and engage, while your comp shreds it quickly.
Keep in mind that Baron reduces your team’s armor and magic resistance while you fight it.
Starting Baron without vision or sufficient damage is a classic way to throw games. Always:
- Place control wards and sweepers around the pit.
- Track enemy champions with minimap and wave states.
- Be ready to turn off Baron and engage the enemy team if they walk in.
TURRETS, INHIBITORS & THE NEXUS
Turrets and inhibitors are structural objectives. They don’t give fancy buff icons,
but they change the map permanently. Understanding how to trade towers and inhibit waves is a core macro skill.
TURRET MECHANICS & PLATING
All turrets share some common rules in modern LoL:
- They have a fixed attack range larger than most champions.
- They gain damage when repeatedly attacking the same champion.
- They can reveal and target invisible units that attack allies within range.
On top of that, outer turrets (top/mid/bot) have turret plates for the first part of the game:
- Each plate that is destroyed grants local gold to nearby champions.
- As plates fall, the turret becomes more fragile.
- After the plate phase ends (around 14 minutes), turrets lose this extra armor.
Playing around plates is one of the most reliable ways to transform lane dominance into
real gold leads.
PHYSICAL & MAGICAL DAMAGE VS TURRETS
Turrets only take physical and magic damage. In modern patches:
- Critical strikes don’t deal extra damage to turrets, but on-hit and attack modifiers still apply.
- Armor penetration and ability power scaling influence how hard you hit turrets depending on your champion.
- Some spells have reduced damage ratios versus structures; always read your abilities.
Champions specialized in sieging (e.g., Tristana, Ziggs) can demolish turrets much faster and should be
empowered to hit towers while the rest of the team zones enemies.
OUTER TURRETS – LANING PHASE OBJECTIVES
Top lane outer turret
As a jungler: after a successful top gank, don’t leave immediately. Help your top laner:
- Push the wave so the dead enemy loses gold and XP.
- Chip away at plates or, if it’s mid game, finish the turret.
As a top laner:
- If the enemy roams or Teleports away, punish by shoving the wave and hitting the turret.
- Once the outer turret is down, you can start roaming mid or controlling Herald with your jungler.
Mid lane outer turret
Mid outer is one of the most important turrets on the map because it controls access to both rivers.
Losing it early:
- Makes it hard to defend Dragons and Heralds.
- Opens your jungle to invades and deep wards.
If mid is even, bring your jungler and sometimes your support to three-man siege. One successful gank
plus a Herald is often enough to destroy this tower, massively improving your objective control.
Bot lane outer turret
Bot outer often falls first because there are two champions per side and one of them is an ADC built to kill structures.
When this turret falls:
- Your bot lane can move mid to help take that turret.
- Objective control over Dragon becomes much easier.
- Enemy bot lane loses a safe place to farm.
Do not tunnel on endlessly pushing bot inner turret if you’re ahead. Very often, the correct move is:
take bot outer → rotate mid with your support → take mid outer → then set up Dragon or Herald.
INNER TURRETS & INHIBITOR TURRETS
Inner turrets (second row) are harder to take because:
- They are deeper in enemy territory.
- Enemies can collapse from multiple angles.
- They often still have tier-2 tower defenses and nearby jungle fog to play around.
Inner turrets are usually taken:
- With Rift Herald charges in mid game.
- After winning a big fight around Dragon or Baron.
- Through split-push pressure when your side laner is much stronger.
Inhibitor turrets are the gateway to super minions. They:
- Deal high damage and often have extra defensive mechanics.
- Should rarely be sieged without Baron buff or a big numbers advantage.
- Once destroyed, open access to the inhibitor itself.
Always remember: dying under inhibitor turret for no reason can flip the game if the enemy gets Baron right after.
NEXUS TURRETS & THE NEXUS
Nexus turrets are the final line of defense. They usually share similar mechanics with inhibitor turrets,
but you must fight them two at a time. This is why multiple open inhibitors plus Baron usually equals “free win”:
the enemy team cannot cover every lane and Nexus at once.
Once both Nexus turrets are down, focus on finishing the Nexus instead of chasing kills in the fountain.
Games are won on the Nexus, not on your screenshot.
INHIBITORS & SUPER MINIONS
Destroying an inhibitor:
- Spawns super minions in that lane for your team.
- Gives you natural lane pressure that forces the enemy to respond.
- Opens the possibility of double or triple inhib, which often ends the game once Baron is taken.
If all three inhibitors are destroyed, your team gets two super minions per wave in every lane, making it almost impossible for the enemy to leave base.
Use inhibitor timings smartly:
- If you take an inhib right before Baron spawns, the enemy will be forced to defend the wave, making Baron setup easier.
- Don’t take the last inhibitor too early if you can’t end – it can temporarily bounce the waves and let the enemy farm safely in base.
OBJECTIVE PRIORITY IN LoL (PRACTICAL DECISION MAKING)
When several plays seem good, you need a priority system. Below are some classic dilemmas and how
strong players usually solve them.
INHIBITOR OR BARON NASHOR?
Most of the time, if you have to choose, Baron Nashor is better than a single inhibitor.
Why Baron is usually priority:
- Hand of Baron turns all your lanes into siege tools, which often leads to an inhib anyway.
- With Baron, you can often take multiple turrets + inhibs in one push.
- Baron buff is time-limited; ignoring it when you can take it is a waste of your advantage.
Exceptions:
- If you can cleanly end the game by taking inhibitor, Nexus turrets and Nexus, do that instead of Baron.
- If two inhibitors are free and Baron is risky, taking double inhib can be better than a contested Baron.
TURRET OR DRAGON?
If you must choose between a free outer turret and a free Dragon, Dragon is usually better
in the long run, especially early:
- Turrets can still be taken later; Dragons respawn with a timer and stack permanently.
- Stacking early Dragons sets up a powerful Soul win condition.
- Many high-elo junglers and boosters consider first two Dragons as must-contest if your comp scales well.
However, if the enemy is already on Dragon with vision and you are too late to contest, don’t run in and die.
Instead:
- Take a **turret + enemy jungle camps** on the other side.
- Drop deep vision so the next Dragon is easier to contest.
ROLE-BY-ROLE OBJECTIVE CHECKLIST (SOLO QUEUE)
JUNGLER
- Track camp respawns so you don’t waste time walking to empty camps.
- Before starting Dragon or Baron, check:
- Is my Smite up?
- Do I have lane priority from mid and bot/top?
- Do we have at least basic vision control?
- Path with a goal: “This clear ends in bot river for Dragon” or “I clear top side then move to Herald”.
- Ping your idea early – even in solo queue, people often follow a clear plan.
MID LANER
- Your push decides whether your jungler can fight for Scuttle / Dragon / Herald.
- After shoving, look to:
- Roam to side lanes.
- Help your jungler invade or secure vision.
- Join early skirmishes around Dragon / Herald.
- Protect your mid outer turret – when it falls, the game gets much harder.
TOP LANER
- Use Teleport wisely: keeping it for Dragon fights is often more valuable than dominating lane.
- If enemy top roams and you can’t follow, hard push and punish their turret.
- After taking top outer, look to:
- Help with Rift Herald.
- Roam mid for a 3-man dive that unlocks mid turret.
ADC (BOT CARRY)
- Focus first on winning lane and taking bot outer turret.
- When your turret is down, move mid with your support to siege mid outer.
- In mid/late game, your job is to hit objectives safely while your team peels.
- Always track Dragon and Baron timers; be in position early instead of clearing random waves alone.
SUPPORT
- You are the main vision controller around objectives.
- Buy and place control wards around Dragon and Baron whenever they are spawning soon.
- Roam from bot to mid and river after first recall to help your jungler secure Scuttle and early Dragons.
- Ping objective timers and guide your team toward them – even in solo queue, a spammed ping often works.
OBJECTIVE CONTROL BEYOND LoL (VALORANT & OTHER GAMES)
Objective-based thinking is not unique to LoL. If you also play tactical shooters like Valorant,
you might notice the same macro ideas:
- In LoL, you trade waves and camps for Dragon or Baron.
- In Valorant, you trade map control and utility for access to spike sites or ultimate orbs.
Players who learn to think in terms of win conditions and objectives usually climb faster in every competitive game.
That’s why many high-level players use cross-game coaching and boosting services for both titles.
If you want to translate this macro mindset into Valorant ranked, you can check
Valorant boosting prices on Boosteria
and see how pro players coordinate site hits, utility trades and post-plant setups – it’s the same language of tempo and advantage,
just on a different map.
LEGACY SECTION – SEASON 7 OBJECTIVE NUMBERS (OUTDATED)
The section below preserves much of the original, number-heavy guide written around Season 7.
These values (XP, gold, item names) are no longer accurate for 2025 LoL, but they can be interesting
if you like to see how the game evolved over time. Do not rely on these numbers for current ranked play.
JUNGLE MONSTERS: TIMERS, GOLD AND EXPERIENCE GAIN (LEGACY)
First of all, let’s consider inhabitants of the Summoner’s Rift jungle. Neutral monsters in LoL are playing a major role not only for junglers but for all team overall. Besides useful blue buff, what provides mana regeneration and red one what perfectly fits AD carry needs.
From the 7th season, Smite does not give any buffs to the champions in all cases, but it now heals you if it was used against an enemy minion. Heal amount is 70, but if you use it on a Large Monster it will restore 70 + 10% of your base HP.
To compensate, all these loses special jungle items were added, that dramatically increase the amount of the receiving experience by the champion and other useful bonuses. You can buy those items only if you equipped with the Smite spell.
If you obtaining jungle item then you will receive a bonus EXP points from slaying monsters – +50 bonus experience upon killing large monsters and + 30 bonus experience on monster kill for each level higher the monster than you.
Special Jungle items (legacy):
- Hunter’s Talisman – 150% mana regeneration in the jungle.
- Hunter’s Machete – +10% life steal against jungle monsters.
- Skirmisher’s Sabre – 180% base mana regeneration in jungle,
+10% life steal against monsters,
Smite can be cast upon the enemy champions, revealing him for 4 seconds, reducing their damage by 20% and dealing 60-162 (based on level) true damage over 3 seconds from your basic attacks for the duration. - Stalker’s Blade – 180% base mana regeneration in jungle,
+10% life steal against monsters,
Smite can be cast upon the enemy champions, dealing 28-166 (based on level) true damage and stealing 20% of their movement speed for 2 seconds. - Tracker’s Knife – 180% base mana regeneration in jungle,
+10% life steal against monsters,
WARDING ability, that place a Stealth Ward that reveals the surrounding area for 150 seconds. Charges refilling each time you visit the shop.
CRIMSON RAPTOR AND FIVE RAPTORS (LEGACY)
In season 7 smite does not give any buffs, but it is still a very helpful summoner’s skill, that will heal you up in a dangerous moment. The amount of gold that champion received by killing this pack was increased. Also now there are Five little raptors instead of three.
- Total experience gain: 20 + 35 x 5 = 195 (245 if you have a jungle items and the difference in levels is equals 0)
- Total gold gain: 62 + 9 x 5 = 107
- First respawn at: 1:37
- Respawn time: 2:30
GREATER MURK WOLF AND TWO MURK WOLVES (LEGACY)
- Total experience gain: 100 + 40 x 2 = 180 (230 if you have a jungle items and the difference in levels equals 0)
- Total gold gain: 68 + 16 x 2 = 100
- First respawn at: 1:37
- Respawn time: 1:40
ANCIENT KRUG AND KRUG (LEGACY)
- Total experience gain: 125 + 45 * 3 + 15 * 6 = 350 (400 if you have a jungle items and the difference in levels equals 0)
- Total gold gain: 70 + 10 * 3 + 10 * 6 = 160
- First respawn at: 1:55
- Respawn time: 1:40
GROMP (LEGACY)
- Experience gain: 200 (250 if you have a jungle items and the difference in levels equals 0)
- Gold gain: 86
- First respawn at: 1:52
- Respawn time: 1:40
BLUE SENTINEL (LEGACY)
- Total experience gain: 200 (250 if you have a jungle items and the difference in levels equals 0)
- Total gold gain: 100
- First respawn at: 1:40
- Respawn time: 5:00
RED BRAMBLEBACK (LEGACY)
- Total experience gain: 200 (250 if you have a jungle items and the difference in levels equals 0)
- Total gold gain: 100
- First respawn at: 1:40
- Respawn time: 5:00
RIFT SCUTTLER (LEGACY)
- Experience gain: 10
- Gold gain: 70
- First respawn at: 2:25
- Respawn time: 3:00
ELEMENTAL DRAGONS (LEGACY SYSTEM)
Legacy system used the Dragon Slayer stacking buff and four Elemental Dragons (Infernal, Mountain, Cloud, Ocean) plus Elder.
Numbers below are outdated but kept for history:
- Infernal Drake – Infernal Tribute: +8 / 16 / 24% attack damage and ability power
- Mountain Drake – Earthen Arms: +10 / 20 / 30% damage to epic monsters, towers, and buildings as a true damage
- Cloud Drake – Stratus Walk: +25 / 50 / 75 movement speed while out of combat
- Ocean Drake – Heart of Oceans: Restore 4 / 8 / 12% of missing health and mana every 5 seconds, but only if enemy champions don’t hit you in the last 8 seconds
- Elder Dragon – Aspect of the Dragon: Basic attacks and abilities burn the target for 45 x Elder Dragon slain + 45 per Elemental Dragon Mark over 3 seconds, and increase previous buffs by 50%.
Elemental Dragons spawned every six minutes, only three could appear before Elder, and the system used an Ancient Grudge mechanic
for dragons versus buff holders. This entire system has since been replaced by the modern Elemental Rift + Soul system described earlier.
All jungle monsters except Baron Nashor granted modified experience if the level of the champion killing them differed from that of the monster.
Respawn timers started only when all monsters in a camp were dead. Leaving a small monster alive could delay the enemy jungler’s XP gains – a trick that still exists in spirit, even if camp details changed.
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