Mid/Late Game

The Mid/Late game in League of Legends is a critical phase where teams transition from the laning phase to team fights and objective control. During this stage, champions have often completed their core items, and the focus shifts towards strategic positioning, vision control, and coordinated team plays.

Teams should prioritize vision around important objectives like Baron Nashor and Dragon. Properly timed and executed team fights become essential in securing these objectives and gaining an advantage over the opponent. Mid/Late game also involves split pushing, where certain champions excel at pressuring side lanes while the rest of the team applies pressure elsewhere on the map.

In the Mid/Late game, Baron Nashor and Dragons become pivotal objectives. Baron Nashor provides the Hand of Baron buff, granting bonus attack damage, ability power, Empowered Recall, and a powerful aura for 180 seconds. This buff enhances team strength, especially in pushing with empowered minions. Dragons, excluding Elder Dragon, have two effects: a passive effect that stacks with kills and a "Soul" effect obtained after the team's 4th dragon kill. The third dragon spawns and alters the map.

For specific information of the effects of each Dragon, see the League of Legends Wiki or view this page on a larger screen

Dragon Passive Effect Soul Effect Map Effect
Infernal Dragon icon Grants 5 / 10 / 15 / 20% (based on stacks granted by Infernal Drake) attack damage and ability power Damaging basic attacks and abilities trigger an explosion around the target, dealing 100 (+ 22.5% bonus AD) (+ 13.5% AP) (+ 2.75% bonus health) adaptive damage to the target and nearby enemies (3 second cooldown). The walls of both teams’ Red and Blue Buff break, as well as spawning new, empowered Blast Cones various locations in the Jungle and alcoves of Top and Bot Lane.
Cloud Dragon icon Grants 7 / 14 / 21 / 28% (based on stacks granted by Cloud Drake) slow resist and out-of-combat bonus movement speed. Gain Movement speed icon 20% bonus movement speed, increased to 60% for 6 seconds after casting your ultimate ability (30 second cooldown). Air currents will begin to flow at the Dragon Pit and both team’s Red Buffs and Blue Buffs. When Champions walk through these air currents, they grant a bonus movement speed of 20% in combat and 35% out of combat. Additionally, Scryer’s Blooms will begin to spawn near the Base of each team and at the Tri-Bush locations near the River.
Mountain Dragon icon Grants 8 / 16 / 24 / 32% (based on stacks granted by Mountain Drake) armor and magic resistance. After not taking damage for 5 seconds, gain a shield for 220 (+ 16% bonus AD) (+ 12% AP) (+ 12% bonus health). Rocks will be formed in certain areas of the Jungle
Ocean Dragon icon Grants 2.5 / 5 / 7.5 / 10% (based on stacks granted by Ocean Drake) of missing health every 5 seconds. Dealing damage to enemies heals you for 150 (+ 26% bonus AD) (+ 17% AP) (+ 7% bonus health) and restores 100 (+ 3.5% maximum mana) mana over 4 seconds. Damage to minions and monsters regenerates with 30% effectiveness. Brushes are enlarged, and new Brushes are grown in the Dragon Pit and various areas in the Jungle. Additional Honeyfruits will also begin to spawn in the River
Chemtech Dragon icon Grants 6 / 12 / 18 / 24% (based on stacks granted by Chemtech Drake) tenacity and heal and shield power. While below 50% maximum health, gain 11% increased damage and damage reduction. Jungle plants mutate and spawn more frequently. Blast Cones will now knock allies and enemies twice the distance. Honeyfruits will no longer slow a player who walks over them, and they will provide a shield in addition to the healing. Scryer’s Blooms will reveal an area in a cone shape outward but also in a circular radius from the location of the Scryer. Any wards revealed by Scryer’s Bloom will have their HP reduced to one
Hextech Dragon icon Grants 7.5 / 15 / 22.5 / 30 (based on stacks granted by Hextech Drake) ability haste and 7.5 / 15 / 22.5 / 30% (based on stacks granted by Hextech Drake) bonus attack speed Dealing damage to an enemy with basic attacks or ability damage causes them to be struck with electricity, dealing 25 − 50 (based on level) bonus true damage and slowing them by (Melee 45% / Ranged 35%) (+ 3% per 100 bonus AD) (+ 1% per 100 AP) (+ 0.5% per 100 bonus health) decaying over 2 seconds, while chaining the effect to up to 3 enemies near the primary target. The slow can stack from multiple sources and the decay rate is decreased against ranged champions (8 second cooldown). Hextech Gates in each team’s Base and Jungle. The Hextech Gates will cause Champions to channel for 0.75 seconds, teleporting them to the end of the Hextech Gate
Elder Dragon icon Damaging enemies inflicts them with a burn that deals them 75 − 225 (based on minutes) true damage over 2.25 seconds. Damaging an enemy champion below 20% of their maximum health while Aspect of the Dragon's buff is active blasts them, executing them. N/A N/A

All images sourced from the League of Legends Wiki page