
Attributes
Combat
Resources






Win Rate by Rank
Bar scale: 40% – 60% win rate range
Herald
0–770
Guardian
770–1540
Crusader
1540–2310
Archon
2310–3080
Legend
3080–3850
Ancient
3850–4620
Divine + Immortal
5000+
Meta Insight
Meta insight unavailable.
Duration data unavailable.
Based on patch 7.41e data · Last updated: 2026-11-02
Position 1 carries are the primary damage dealers tasked with farming efficiently, scaling into the late game, and closing out fights through raw damage output. Drow Ranger's job is to position safely at range, leverage her precision damage, and come online with items to carry teamfights. See the Fundamentals page for the full position breakdown.
Full position breakdown → FundamentalsDrow Ranger wins her lane by dealing sustained ranged damage while staying outside enemy melee range—prioritize safe last-hitting and harassing with autos rather than fighting for kills. The data shows winning games have Drow alive and farming efficiently through 15 minutes (57.5% win rate); avoid forcing early fights or roaming unless a free kill is available. By 21 minutes, early spiking builds like Dragon Lance or Yasha correlate with 53–55% win rates, suggesting the goal is to translate a farmed lane into early-game item breakpoints.
Drow's power window peaks between 20–25 minutes when Dragon Lance, Yasha, or Manta are completed (55–58% win rates), but the data shows a sharp drop to 52.4% by 30 minutes—this hero must capitalize on the mid-game item spike immediately. Once Manta or Hurricane Pike is built, winning players group for teamfights and push objectives rather than staying in sidelane farming; smoke ganks and coordinated 5v5s are where Drow's scaling and positioning advantage matter most. Delay past 25 minutes without converting kills or towers into map control risks bleeding the win rate as enemy cores catch up.
Drow Ranger's late-game win condition deteriorates sharply (46–49% win rate after 35 minutes), meaning she must close games decisively before ultra-late scenarios where burst damage and utility heroes outweigh sustained ranged damage. In teamfights, position behind frontline heroes, kite around terrain, and leverage Hurricane Pike's active (defensive dash) to stay safe while dealing continuous damage to priority targets. The data suggests winning late-game scenarios happen when games end by 30 minutes; if the game extends beyond 40 minutes, Drow should focus on securing pick-offs and high-ground defense rather than initiating engagements.
Based on 505 pro matches — ESL One Birmingham 2026 + PGL Wallachia Season 8 + DreamLeague Season 29 + BLAST Slam VII
View full research → Research page⚠️ Item timing data reflects all pub match skill brackets—professional games will show faster timings and different item priority patterns, particularly regarding early utility like Force Staff over raw damage.