NOTE: Tier list changes are currently tentative as the project is in still in Beta Phase.
This tier list rates Champions primarily for Ranked play. Heroes are placed based on their overall performance across all ranks. However, their effectiveness in higher Ranks are considered more.
Synergistic team compositions are not considered, therefore this tier list is mostly geared for solo queue play.
Tier List Criteria
Tier S: God Tier Champions. They are significantly difficult to counter and with the right usage, perform well on practically any game. Heroes should be on top ban priority.
Tier A: Strong Champions. These heroes are powerful and are part of the meta. With the right usage, they excel at what they do and perform well on practically any game.
Tier B: Viable Champions. With the right usage, they perform great, but their impact is often lower than those in higher tiers.
Tier C: Champions with above average performance. Their impact in the game is often lower than those in higher tiers, but they can serve as a specific counter or niche within a team.
Tier D: Champions with low benefit that perform poorly in the current meta. Champions here can be viable in certain situations/as counterpicks but there are often better Champions to pick.
Tigger3584 talk a little about the champions so you can have an idea on what they do and how they are played. You can click on the champion’s pictures in the tier list for some tips, tricks, and notes about their skills. Keep in mind that some champions can also be played in other lanes and roles.
Camille – Camille is a versatile mobile bruiser who excels in split pushing and duels. She is a high skill ceiling champion that can be played in many roles and fit most team compositions. She is a mix between a Bruiser and a Duelist. She is not as tanky as most bruisers but she has superior mobility and she excels at split pushing and diving low HP champions under turrets. She wins trades and has a short burst of tankiness thanks to her passive Adaptive Defense which grants her a shield based on the damage her target mostly makes. She also does a reliable amount of burst damage thanks to the true damage from her Q, Precision Protocol, HP based damage from her W, Tactical Sweep, and bonus attack speed from her E, Hookshot. Her ultimate displaces enemies around her target and locks her target in a hexagonal area.
Fiora – Fiora is a top lane bully and one of the strongest 1v1 duelist at all stages of the game. Her passive, Duelist’s Dance, reveals the Vitals of an enemy which Fiora can strike to deal additional true damage and heal herself and increase her movement speed at the same time. Her Q, Lunge, is a dash which she will use to proc Vitals. Her W, Riposte, is her main outplay tool which turns her invulnerable and crowd control immune for a short duration and then damage and slow the enemy afterwards, if she catches a crowd control ability while channeling Riposte, the slow turns into a stun instead. Her E, Bladework, is a auto attack reset which buffs her next two attacks and increases her attack speed. The first attack slows down the enemy and the second attack will always deal critical damage. Her ultimate is Grand Challenge which reveals 4 Vitals on the target enemy champion and when the 4 Vitals are struck or when the enemy champion dies after striking at least 1 Vital, it summons a healing field.
Garen – He is a tank fighter which excels on winning trades with his opponents and executing those who dare oppose his might. Garen regenerates a percentage of his max health when out of combat. His Q or Ability 1, Decisive Strike is an auto reset which silences the enemy. His W or Ability 2, Courage grants damage reduction and tenacity which makes him a great natural tank. His E or Ability 3, Judgement deals a good amount of AoE DPS. And finally, his R or Ultimate is Demacian Justice, a single target execute that deals massive damage to enemy champions with low health which is always a satisfying way to take down an enemy champion.
Jax – A mix between a Bruiser and Duelist. I do want to note that he can be played as a jungler, but due to his items being expensive and reliance on EXP, he’s better off top lane for the extra resources. He has defensive abilities that last a few seconds, but ramping damage that increases the longer he fights. Jax typically split-pushes, but can team fight, although he won’t be too tanky. During laning, Jax players typically utilize his E to create a value trade with his opponent and then either stunning them and walling away, or using Q to jump away and wait on cooldowns.
Malphite – A tank. You can build him AP and function similarly to a Burst Mage, but he has more synergy as a tank. He has a big team fight changing ult as it deals decent damage, but also knocks up all enemies hit, so timing it when your team can follow up is vital. In lane, you want to manage your mana wisely as he has high mana costs.
Nasus – Nasus is a scaling monster which only gets stronger as the game goes by thanks to the unlimited stacking potential with his Q, Siphoning Strike. He can easily run down carries and towers if left unchecked. His W, Wither, is a strong counter against AD carries and can 1v1 most late game carries thanks to the movement speed and attack speed slow. His E, Spirit Fire, is an AoE damage and debuff spell which deals magic DPS and reduces the armor of those inside its range and his ultimate, Fury of the Sands turns him into an imposing god-like being with bonus health, dual resistance, and reduced Siphoning Strike cooldown. Nasus goes on an unstoppable rampage while he is in Fury of the Sands mode.
Tryndamere – A Duelist, but more of a melee ADC. He tends to build only offensive items (typically 2 crit items first due to his passive) because his ult enables it, and look to split-push most game. He can, however, look to flank in a team fight after key abilities have been used to clean up the backline.
Gragas – Gragas is a versatile Mage Tank who can be played in every lane as a Baron lane tank, a mid lane nuker, a support, or a jungle. Gragas when built full AP provides massive amounts of AoE burst damage and when he is built as a Tank he can provide so much space and utility. His passive, Happy Hour, heals him every time he casts a spell, which allows him to have a high amount of HP all through out the game. His Q, Barrel Roll, is a nuke and slow which increases its damage when it is “fermented” or left in the ground for a while before it explodes. His W, Drunken Rage, is a channeling ability which grants him damage reduction while he channels and afterwards, it grants him a strong on-hit effect which deals magic damage plus a % of the enemies max HP. His E, Body Slam, makes Gragas charge into an enemy which knocks the enemy and stuns them which is perfect for setting up his combo, especially when paired with Flash. And finally, his ultimate, Explosive Cask, is a large AoE burst damage ability which displaces enemies. Explosive Cask is perfect for securing kills or disrupting the enemy’s formation.
Graves – Graves is a Marksman/Fighter mix which is played mostly in the Jungle and he has a unique auto attack mechanic which makes him a very fresh take on the game. His passive, New Destiny, is what makes his play style unique because his auto attack is a two shot short range AoE shotgun. He has to reload between those two attacks but in return, he deals more damage the closer he is to his opponents. His Q, End of the Line, is a burst damage ability which deals damage twice, one going to and secondly when the projectile returns. The return damage is much stronger and it is recommended to fire it towards a wall because it makes the return faster and more likely to hit the target. His W, Smoke Screen, is a unique soft crowd control which makes enemies “nearsighted”. Nearsighted enemies can only see inside the smoke screen and will disorient them. His E, Quickdraw, is a short dash which grants Graves an additional ammo and Grit, which increases Graves armor. Lastly, his ultimate is Collateral Damage, which is a long range nuke which deals a large damage to a single target and a fair amount of splash damage after the initial damage as well. Collateral Damage can be used up close to deal burst damage or it can be used to snipe enemies from a distance as well.
Master Yi – Master Yi is a beginner friendly Assassin / Fighter which can deal insane amounts of DPS. His passive makes Master Yi, like its name, strike twice every couple attacks. His Q or Alpha Strike is Master Yi’s nuke, wave clear, and gap closer. Master Yi will blink to the target and strike nearby enemies. His W or Meditate is a flexible utility ability used to heal, reduce damage, or reset his auto attack and His E Wuju Strike is a DPS steroid that provides extra true damage to his attacks when activated. His ultimate, Highlander increases Master Yi’s DPS and movement speed by a significant amount which makes him a scary late game team fight and duel monster. His ultimate also has a passive effect which reduces his cooldowns by 70% for every takedown he make, making multiple kills a regular feat for Master Yi.
Olaf – Olaf is a jungle fighter who excels in fighting fast and hard. He takes jungle monsters and objectives swiftly and has a great advantage in the early game making him a hard snowballer. With Olaf, you’re going to look for early game dominance and look to end the game fast before other champions start to outscale him. His Q, Undertow is a spammable poke with a slow. His W, Vicious Strike is a steroid skill which grants him additional attack speed, physical vamp, and increased healing which scales with his health. His E, Reckless Swing is a dash ability which damages both the target enemy and Olaf himself. His ultimate is Ragnarok which sacrifices his durability in exchange with being Unstoppable and having bonus attack damage.
Shyvana – Shyvana is an AP type jungler which excels in dealing mixed damage and taking down drakes for her team. She can also be played as an AD bruiser which can deal and receive and create space for her team. She is extremely versatile and can be also be played as a top laner or a mid laner. Her Q, Twin Bite, is a strong auto attack reset ability which applies on-hit effects twice in quick succession, thrice if you count the auto attack before resetting. Her W, Burnout, makes her deal AoE DPS around her while increasing her movement speed. Her E, Flame Breath, is a burst damage skill shot which applies the Scorched effect which grants an on-hit effect that deals %HP damage. Flame Breath deals an absurd amount of burst damage when in Dragon Form and Shyvana is built AP items. Her ultimate is Dragon’s Descent which deals magic AoE damage and knocks enemies towards the direction she transforms. She is extremely powerful while in Dragon Form and in fact, she is only half the champion while not in that form so timing her transformation is crucial to winning games.
Can be played as a Bruiser or a Burst Mage, granting her some versatility. In the past, she has been played Top, but due to her lack of sustain, she gradually dropped out of favor Top lane. As a Bruiser, she tends to be the engager of the team, using her ult to get in the middle of them and deal lots of damage. As for her AP play style, you want to save the ult until you’re certain the enemy team is committing to a fight, then you ult and spam your E’s to deal massive AoE magic damage to the enemy team. Due to being less defensive in the AP builds, you usually don’t want to front line or use your ult to engage. Early on, Shyvana is pretty weak, but she has been historically one of the fastest jungle clearers with great Dragon control.
Vi – A Bruiser. She has decent defenses, damage, and CC. She has been played top in the past, but fell out of favor due to lack of sustain, maybe she’ll become VI-able top again. Okay I’ll stop, she has a similar job as a tank, but the option to serve as an Engager for the team, or stay back and help Peel teammates. She does have great target selection with her ult, able to reach and CC the enemy she chooses.
Xin Zhao – Somewhat of a Bruiser with minor Duelist elements. He has been played Top as well before, in the past. He is especially early game focused due to his situational CC and lack of dedicated defensive tools, but strong early duels.
Evelynn – An assassin jungler which takes advantage of her invisibility from her passive, Demon Shade, to surprise then burst down her prey. Her Q, Hate Spike deals DPS in a small area. She can charm her prey using her W, Allure, which destroys the opponent’s magic resist along with the charming effect. Her E, Whiplash brings Evelynn closer to her opponent when casted while in Demon Shade and her ultimate, Last Caress is a high damage execution ability which affects a large area and teleports Evelynn to a safe location at the same time.
Dr. Mundo – A tank which deals incredible amount of DPS while being able to regenerate his own health fast. He is great at all lanes and as a Jungler, he has an oppressive early game which can rival meta Junglers like Lee Sin and Xin Zhao. His passive Adrenaline Rush regenerates a portion of his missing health every second which allows him to stay healthy all through out the game and will make him likely to recall back to base only to buy items. His Q, Infected Cleaver, is a skill shot which deals % of current HP damage and sit lows the the affected enemy. His W, Burning Agony, deals magic DPS around himself and reduces the duration of crowd controls that affects him. His E, Masochism, increases his magic resist whenever he receives magic damage, including the health costs he pays for his abilities and when activated, Masochism increases his auto attack damage based on his missing HP. His ultimate, Sadism, increases his HP regeneration by a tremendous amount and it also increases his movement speed allowing Dr. Mundo to mindlessly run down his opponents even under towers.
Amumu – A tank Jungler which excels on team fights. Contrary to his lore of being forever alone, Amumu is excellent at setting plays for his team and increasing their magic damage output at the same time. Whenever Amumu damages enemies with his attacks or abilities, his passive, Cursed Touch, applies a debuff which converts a portion of magic damage taken by enemies into true damage. This debuff effectively increases his team’s magic damage output all through out the game. His Q, Bandage Toss, is one of the strongest gap closers as it applies a stun on the champion it hits then pulls Amumu towards it afterwards. His W, Despair, deals %HP based AoE magic damage and constantly applies his passive and item effects. His E, Tantrum, makes him receive reduced physical damage and can be activated to deal AoE physical damage around him and slow down enemies. The active component of Tantrum’s cooldown is reduced everytime Amumu is attacked which makes it a very spammable ability. His ultimate, Curse of the Sad Mummy, is one of the strongest AoE crowd control in the game as it has a large AoE and a long stun. Landing it to multiple enemies is game winning and very satisfying when pulled off, especially when combo’d together with your ally’s AoE abilities.
Ahri – Is like a mix between an assassin and a mage. She has mobility with her ult, and combo potential, but landing her E is vital to her combos. She looks to poke with her Q in team fights, then wait for the opportune time to dive into the enemy backline, combo someone to death, and then dash away.
Annie -Annie is a short range nuker which can one shot a lot of champions. She is also capable of spamming her skills to poke enemy champions and support her team. Her passive, Pyromania grants any of her damaging spell a stun effect based on a counter. She can burst down enemies by using her abilities together. Her Q, Disintegrate is a low cooldown skill shot ability. Her W, Incinerate is a cone shaped burst damage ability. Her E, Molten Shield, is a support type ability which can shield her, Tibbers, or an allied champion. The shield also damages those who tries to attack the one who wields it. Her ultimate, Summon:Tibbers deals burst damage in an AoE and summons her favorite bear, Tibbers which deals constant magic DPS.
Aurelion Sol – Is sort of a mix between Battlemage and Burst Mage. He excels in dealing damage over more extended fights. Aurelion Sol is a push and roam type Mage, that wants to shove the lane and look to help other lanes.
Fizz – A very mobile mid lane assassin who excels in moving across the battlefield safely and bursting down his enemies. His Q or Ability 1, Urchin Strike is a gap closer that things significant amount of damage and apply on-hit effects. His W or Ability 2, Rending Wave is an auto-reset which buffs your auto attack. His E or Ability 3, Playful/Trickster is his all in one, outplay, disengage/engage/dodging tool. And his R or Ultimate. Chum of the Waters is a strong nuke that can easily eat more than half the HP of a champion and turn the tide of battle.
Lux – She is a mage champion which excels on nuking her enemies from afar. She can be played in the middle as a burst mage and the Dragon lane as an poke type enchanter. Some of her damage is tied up to her passive ability which deals bonus damage to targets recently hit by her ability. She has crowd controls through your Q, Light Binding, which roots her enemies and E, Lucent Singularity, which reveals and slows enemies in its area. Her W, Prismatic Barrier is a defensive abilitywhich shields allies twice. Her ultimate, Final Spark, is a map wide ability which deals large amount of damage in a fairly wide area which is perfect for sniping low HP enemies.
Orianna – Orianna is a Mage that manipulates the battlefield by using the ball to damage, shield and speed up allies, slow enemies, and even launch them up for an amazing 5 man control. Orianna’s passive is Clockwork Windup. Her abilities revolve around the ball she carries and her auto attacks becomes more stronger as she continuously attack the same target. She can direct where her ball goes with her Q, Command: Attack which deals damage as well at the same time. Her W, Command: Dissonance creates a field around the ball which damages enemies and slows them down while speeding up allies. Her E, Command: Protect makes the ball attach to an ally and shield them. It also grants a passive which increases the dual resistance of whoever the ball is with, Orianna or her allies. Finally, her ultimate is Command: Shockwave, which knocks up enemies around the ball around after a short delay. Command: Shockwave can be casted while the ball is attached with an ally and it can be used to make awesome wombo combos with her allies with strong initiation abilities.
Twisted Fate – Kind of a burst mage. He lacks a big AoE damaging ult, but has interesting gameplay in that he can teleport across a large distance with his ult, making great Twisted Fate players able to help out teammates across the map in a pinch.
Yasuo – A Duelist mix with ADC. He has frail defenses, but has 1 strong defensive ability as well as circumstantial mobility to outplay opponents. He works alright as a Split-Pusher, but can function similarly to a melee ADC in team fights outputting massive DPS with assassinating potential on the backline. However you want to wait for teammates to engage before in teamfights to not get focused down immediately. He’s also the most hated and most popular champion in League of Legends to this day- and has even been consistently been played Top, Mid, and ADC.
Zed – The Assassin who looks like Shredder. He excels in assassinating an enemy carry and then getting out, but is much weaker in team fights due to his frail defenses.
Ziggs – A poke mage. He excels in spamming his abilities to chip down the enemy’s health, before finishing it off with his long range ult.
Dragon Lane – Marksman
Ashe – An immobile ADC that brings high DPS and utility to the team. If you’re great at kiting, this is the champ for you as you permaslow enemy champions and laugh as they try to get on top of you. She’s got a very interesting scaling with crit, in that her power curve with crit items is more linear, making her a pretty solid ADC for all parts of the game.
Ezreal – A more mobile, spell based ADC. Most of his kit consists of skillshots, and his build typically includes items with powerful on-hit effects such as Trinity Force. However, because of his build and the nature of his kit, he is more of a mid-game ADC as crit ADCs scale much harder than he does. In the typical team fight, you look to poke with your abilities, and maybe to dive in on a low health target once the enemy team blows key abilities like their ults or CC. An issue many beginners to Ezreal make is that they forget to auto attack after casting spells- if you’re safe to do so, don’t forget to auto attack! He’s still and ADC that deals damage with autos despite his spell focused kit.
Jhin – Jhin is a long range AD carry caster which lays traps and kills enemies from afar. His passive, Whisper, gives his auto attack a unique mechanic where he fires four shots in a fixed rate and his fourth shot always crits. Attack speed items does not affect his attack rate but increases his attack damage instead. Because of this, he is more of a burst damage ADC instead of a DPS type. His Q, Dancing Grenade, jumps from one enemy to another and if an affected enemy dies, the damage from this ability increases. His W, Deadly Flourish, is one of the longest ranged basic ability which damages an enemy and roots them if they are damaged by Jhin or his allies before Deadly Flourish hits them. His E, Captive Audience, are traps which slows down enemies and deal AoE magic damage after a short delay. Killing enemies also activated Captive Audience and immediately explodes it. His ultimate is Curtain Call, a long range snipe barrage which deals more damage the lower the health of the target is. ori
Jinx – Jinx is a hyper carry which has one of the highest possible late game DPS thanks to her passive, Get Excited! and first ability Switcheroo! which grants massive attack speed boost. She is also a marksman which has is capable of doing massive AoE DPS thanks to her Fishbones, The Rocket Launcher form. She can switch forms using her Q, Switcheroo! to use her minigun, Pow-Pow which is excellent at dealing single target DPS because of its increasing attack speed mechanic. She can use W, Zap! to slow down enemies from afar. Use E, Flaming Chompers! to root enemies getting too close for comfort then execute enemies anywhere in the map using her ultimate, Super Mega Death Rocket!
Miss Fortune – Another immobile ADC that also brings AoE damage to a team fight with her ult. She has strong damage all around the game, but requires on positioning to pull of a game changing ult.
Vayne – An anti-tank Duelist ADC. She has strong 1v1 potential, but may struggle in team fights due to her shorter range and having to switch targets a lot. She is the best tank killer in the roster right now as well, and has the tools to 1v1 any champion so far as she isn’t too far behind.
Kai’Sa – Kai’Sa is an unconventional Marksman who evolves depending on the items she buys. She is a backline champion who can suddenly appear behind enemies who are left alone and suddenly be devoured by the Void who is Kai’Sa. Her Q, Icathian Rain is a AoE burst damage ability which is more potent the less enemies there are around as the damage spreads evenly to affected targets. Her W, Void Seeker is a long range ability which marks her opponent for a Killer Instinct setup but it can also be used in between attacks to increase her DPS. Supercharge is her E ability which increases her attack speed and makes her invisible while charging. And her ultimate ability is Killer Instinct which teleports her towards a marked enemy and it gives her a shield at the same time.
Dragon Lane – Supports
Alistar – A tank. He used to be played Bruiser top lane, but is currently mainly played bot as a tank support. He has a ton of CC and tankiness, making him a great engager or disengager.
Blitzcrank – He is a proactive support which can have a high impact in the game on all stages of the game. Blitzcrank is for the aggressive support player that loves to kill and roam in Wild Rift. His Q, Rocket Grab is a hooking skill that pulls the first enemy hit towards him. Its one of the most annoying skill in the laning phase for the enemy’s ADC and jungler as you can use it to interrupt his jungling by pulling his target monster. His W or Overdrive makes Blitzcrank exceptional at roaming as it grants him movement speed and attack speed boost for a few seconds. His E or Power Fist enhances Blitzcrank’s next attack to deal critical damage and knock up the affected target.And his R, Blitzcrank’s ultimate, Static Field is a short cooldown magic damage burst Aoe silence.
Braum – Another tank. He is one of the best disengage champions, but also has play making potential engage with his ult.
Janna – An Enchanter. She excels at disengage and protecting allies with her shields and healing. She works best when saving her CC to stop enemy engages and scales well the later the game goes.
Nami – Another Enchanter who is good all around the game. She has solid healing CC abilities and healing, and play making potential with her ult.
Soraka – The final Enchanter. She has a weaker early game, but becomes insane late game with her massive heals. She serves as a back line healer keeping allies alive, and preventing enemy engages.
We will be adding the other champions soon!
Special thanks to Tigger3584 of Reddit for sharing with us his introduction to champions and LoL vocabulary. And to Noyce Gaming, he created the tier list that is used as the basis for our tier list.