League of Legends Rank Distribution in June 2026: solo queue data

The rank distribution and percentage of players by tier in League of Legends in June 2026, Season 2, Pandemonium. The entire player base in all regions is considered. Only solo queue data.
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League of Legends rank distribution
Thanks to the API implemented by Riot, we have access to reliable statistics on the player distribution by tier. There are several websites that gather and share these data; after examining the most reliable ones, I concluded that there are almost no differences among their tools.
If you notice small percentage gaps, they are probably due to the servers considered and to the last update of their services. Even 30 minutes can create a minimum discrepancy.
The statistics in the graph and the table below consider all the regions and only the ranks in solo queue.
Every month, I will gather the data and update this article. In this way, we will be able to understand how the distribution evolves over time and if there is any difference.
All the League of Legends ranked seasons
I had to split this analysis into multiple articles due to the excessive number of tables and graphs, which resulted in very long loading times.
Year 2026
The 2026 Ranked season implemented a fresh approach to improve autofill and queue dodging.
Aegis of Valor
To stop players from feeling like autofill is a waste of time, Riot introduced the Aegis of Valor. When you are autofilled or play a “priority role” (like Jungle/Support):
If you lose but earn at least a C Mastery Grade, you lose 0 LP.
If you win with a C grade or higher, you earn Double LP.
Dodging changes
Dodging is now much more punishing in order to reduce lobby wait times. Dodging no longer clears your autofill status: if you were assigned to be autofilled and you dodge, you will still be autofilled in your next lobby.
For Master tier and above, a dodge now counts as a full loss in addition to the standard LP penalties and lockout timers.
Season 2, Pandemonium
Following severe matchmaking volatility and LP inflation at the start of the 2026 season, Riot implemented a rare Apex Tier (Master+) hard reset in Patch 26.9 for major regions (NA, EUW, EUNE, BR, LAN, TR) to clean up the top end of the rank distribution.
Every player in Master, GM, and Challenger had both their visible rank and internal MMR flattened to Master 0 LP with a clean slate.
To prevent players from camping the top brackets, new strict minimum entry thresholds have been set at 400 LP for Grandmaster and 800 LP for Challenger.
Baseline LP velocity has been bumped to ±30 LP to help high-ELO players aggressively re-sort themselves into their correct skill percentiles.
Expect high-ELO player percentages to look heavily compressed or deflated in these regions as the top 1% of the ladder rebuilds from zero.
June 2026
All the tables are responsive and sortable. If you are using a phone, press on the grey bar to swipe and sort them.
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 0.31% | Gold IV | 8.4% | Diamond IV | 1.6% |
| Iron III | 0.36% | Gold III | 6.1% | Diamond III | 0.67% |
| Iron II | 0.81% | Gold II | 5.5% | Diamond II | 0.98% |
| Iron I | 1.6% | Gold I | 3.9% | Diamond I | 0.7% |
| Bronze IV | 4.4% | Platinum IV | 7.4% | Master | 0.84% |
| Bronze III | 3.7% | Platinum III | 4.6% | GrandMaster | 0.062% |
| Bronze II | 4% | Platinum II | 3.8% | Challenger | 0.025% |
| Bronze I | 3.7% | Platinum I | 2.6% | ||
| Silver IV | 6.2% | Emerald IV | 5% | ||
| Silver III | 5.5% | Emerald III | 2.7% | ||
| Silver II | 5.5% | Emerald II | 2% | ||
| Silver I | 4.5% | Emerald I | 2.6% |
Distribution:
Iron: 3.1%
Bronze: 16%
Silver: 22%
Gold: 24%
Platinum: 18%
Emerald: 12%
Diamond: 4%
Master: 0.84%
GrandMaster: 0.062%
Challenger: 0.025%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Platinum III you are in the top 28.1% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 99.98 | Gold IV | 59.4 | Diamond IV | 4.8 |
| Iron III | 99.68 | Gold III | 51 | Diamond III | 3.27 |
| Iron II | 99.31 | Gold II | 44.9 | Diamond II | 2.6 |
| Iron I | 98.5 | Gold I | 39.4 | Diamond I | 1.62 |
| Bronze IV | 96.9 | Platinum IV | 35.5 | Master | 0.92 |
| Bronze III | 92.5 | Platinum III | 28.1 | GrandMaster | 0.087 |
| Bronze II | 88.8 | Platinum II | 23.5 | Challenger | 0.025 |
| Bronze I | 84.8 | Platinum I | 19.7 | ||
| Silver IV | 81.1 | Emerald IV | 17.1 | ||
| Silver III | 74.9 | Emerald III | 12.1 | ||
| Silver II | 69.4 | Emerald II | 9.4 | ||
| Silver I | 63.9 | Emerald I | 7.4 |
Season 1, For Demacia
On January 16, 2026, Matt Leung-Harrison, Lead Gameplay Designer for League of Legends, provided a briefing on the state of the ladder following the start of the new season.
The Impact of the “hard” MMR reset
This season utilized a harder MMR reset than usual. This was done to create a “fair race” to the top of the ladder, though it has led to early-season volatility.
MMR vs. Visual Rank. Because MMR was reset more aggressively, many players are currently playing in high-skill lobbies while their visual rank is still climbing.
New Indicator. To increase transparency, Riot will soon enable a visual indicator that signals when a player’s actual MMR is significantly higher than their visible rank, helping players understand why “lower-ranked” players appear in their high-tier lobbies.
Rising LP Benchmarks and Skill Caps
Riot has observed that the skill gap between the top 0.1% and the general population continues to grow, which is having a direct impact on the ladder’s math.
Top players are reaching higher skill levels than ever, which is stretching the ladder out. This means players can keep gaining +30 LP per win for a longer period than in past seasons.
As a result of this shift, the LP cutoffs for Grandmaster and Challenger are expected to be significantly higher this year compared to previous season benchmarks.
April 2026
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 0.21% | Gold IV | 8.6% | Diamond IV | 1.7% |
| Iron III | 0.27% | Gold III | 6.2% | Diamond III | 0.74% |
| Iron II | 0.67% | Gold II | 5.6% | Diamond II | 0.63% |
| Iron I | 1.4% | Gold I | 4% | Diamond I | 0.66% |
| Bronze IV | 4.4% | Platinum IV | 7.3% | Master | 1.1% |
| Bronze III | 3.8% | Platinum III | 4.6% | GrandMaster | 0.073% |
| Bronze II | 4.1% | Platinum II | 3.7% | Challenger | 0.031% |
| Bronze I | 4% | Platinum I | 2.5% | ||
| Silver IV | 6.7% | Emerald IV | 4.6% | ||
| Silver III | 5.8% | Emerald III | 2.5% | ||
| Silver II | 5.8% | Emerald II | 1.8% | ||
| Silver I | 4.6% | Emerald I | 1.9% |
Distribution:
Iron: 2.6%
Bronze: 16%
Silver: 23%
Gold: 24%
Platinum: 18%
Emerald: 11%
Diamond: 3.7%
Master: 1.1%
GrandMaster: 0.073%
Challenger: 0.031%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Silver I you are in the top 62.8% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 99.95 | Gold IV | 58.2 | Diamond IV | 4.9 |
| Iron III | 99.74 | Gold III | 49.6 | Diamond III | 3.23 |
| Iron II | 99.47 | Gold II | 43.4 | Diamond II | 2.49 |
| Iron I | 98.8 | Gold I | 37.8 | Diamond I | 1.86 |
| Bronze IV | 97.4 | Platinum IV | 33.8 | Master | 1.2 |
| Bronze III | 93 | Platinum III | 26.5 | GrandMaster | 0.104 |
| Bronze II | 89.2 | Platinum II | 21.9 | Challenger | 0.031 |
| Bronze I | 85.1 | Platinum I | 18.2 | ||
| Silver IV | 81.1 | Emerald IV | 15.7 | ||
| Silver III | 74.4 | Emerald III | 11.1 | ||
| Silver II | 68.6 | Emerald II | 8.6 | ||
| Silver I | 62.8 | Emerald I | 6.8 |
February 2026
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 0.1% | Gold IV | 8.6% | Diamond IV | 1.8% |
| Iron III | 0.1% | Gold III | 6.3% | Diamond III | 0.81% |
| Iron II | 0.5% | Gold II | 5.6% | Diamond II | 0.56% |
| Iron I | 1.3% | Gold I | 4.1% | Diamond I | 0.47% |
| Bronze IV | 4.8% | Platinum IV | 6.9% | Master | 0.99% |
| Bronze III | 4.2% | Platinum III | 4.4% | GrandMaster | 0.093% |
| Bronze II | 4.5% | Platinum II | 3.5% | Challenger | 0.042% |
| Bronze I | 4.4% | Platinum I | 2.4% | ||
| Silver IV | 7.3% | Emerald IV | 4% | ||
| Silver III | 6.3% | Emerald III | 2.3% | ||
| Silver II | 6.1% | Emerald II | 1.7% | ||
| Silver I | 4.9% | Emerald I | 1.1% |
Distribution:
Iron: 2%
Bronze: 18%
Silver: 25%
Gold: 25%
Platinum: 17%
Emerald: 9.1%
Diamond: 3.6%
Master: 0.99%
GrandMaster: 0.093%
Challenger: 0.042%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Silver III you are in the top 72.9% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 100.1 | Gold IV | 55.6 | Diamond IV | 4.7 |
| Iron III | 100 | Gold III | 47 | Diamond III | 2.96 |
| Iron II | 99.9 | Gold II | 40.7 | Diamond II | 2.15 |
| Iron I | 99.4 | Gold I | 35.1 | Diamond I | 1.59 |
| Bronze IV | 98.1 | Platinum IV | 31 | Master | 1.12 |
| Bronze III | 93.3 | Platinum III | 24.1 | GrandMaster | 0.135 |
| Bronze II | 89.1 | Platinum II | 19.7 | Challenger | 0.042 |
| Bronze I | 84.6 | Platinum I | 16.2 | ||
| Silver IV | 80.2 | Emerald IV | 13.8 | ||
| Silver III | 72.9 | Emerald III | 9.8 | ||
| Silver II | 66.6 | Emerald II | 7.5 | ||
| Silver I | 60.5 | Emerald I | 5.8 |
Year 2025
Starting from 2025, League of Legends will feature themed seasons. Each year will have three seasons, with every season lasting approximately eight patches and divided into two acts. The rank reset will occur only once, at the start of the year.
Season 3, Trials of Twilight
Season 3 Ranked Start Time will be 12:00 noon local server time, August 27. Similar to Season 1 to Season 2 transition, players' ranked LP progression won't be reset, but the Victorious Mission to get Victorious skin will be reset (15 ranked games won).
November 2025
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 3.9% | Gold IV | 9% | Diamond IV | 0.92% |
| Iron III | 3.6% | Gold III | 5.4% | Diamond III | 0.35% |
| Iron II | 3.5% | Gold II | 4.3% | Diamond II | 0.77% |
| Iron I | 2.7% | Gold I | 2.7% | Diamond I | 0.37% |
| Bronze IV | 5.1% | Platinum IV | 6.3% | Master | 0.41% |
| Bronze III | 4.2% | Platinum III | 3.4% | GrandMaster | 0.043% |
| Bronze II | 4.2% | Platinum II | 2.6% | Challenger | 0.017% |
| Bronze I | 3.4% | Platinum I | 1.7% | ||
| Silver IV | 7% | Emerald IV | 4.2% | ||
| Silver III | 5.5% | Emerald III | 2% | ||
| Silver II | 5.1% | Emerald II | 1.4% | ||
| Silver I | 3.7% | Emerald I | 2.2% |
Distribution:
Iron: 14%
Bronze: 17%
Silver: 21%
Gold: 21%
Platinum: 14%
Emerald: 9.7%
Diamond: 2.4%
Master: 0.41%
GrandMaster: 0.043%
Challenger: 0.017%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Silver I you are in the top 51.8% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 100 | Gold IV | 48.1 | Diamond IV | 2.88 |
| Iron III | 96.1 | Gold III | 39.1 | Diamond III | 1.96 |
| Iron II | 92.5 | Gold II | 33.7 | Diamond II | 1.61 |
| Iron I | 89 | Gold I | 29.4 | Diamond I | 0.84 |
| Bronze IV | 86.3 | Platinum IV | 26.7 | Master | 0.47 |
| Bronze III | 81.2 | Platinum III | 20.4 | GrandMaster | 0.06 |
| Bronze II | 77 | Platinum II | 17 | Challenger | 0.017 |
| Bronze I | 72.8 | Platinum I | 14.4 | ||
| Silver IV | 69.4 | Emerald IV | 12.7 | ||
| Silver III | 62.4 | Emerald III | 8.5 | ||
| Silver II | 56.9 | Emerald II | 6.5 | ||
| Silver I | 51.8 | Emerald I | 5.1 |
September 2025
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 4.0% | Gold IV | 8.6% | Diamond IV | 1.0% |
| Iron III | 3.9% | Gold III | 5.2% | Diamond III | 0.36% |
| Iron II | 3.6% | Gold II | 4.1% | Diamond II | 0.68% |
| Iron I | 2.8% | Gold I | 2.6% | Diamond I | 0.42% |
| Bronze IV | 5.3% | Platinum IV | 6.1% | Master | 0.43% |
| Bronze III | 4.4% | Platinum III | 3.3% | GrandMaster | 0.047% |
| Bronze II | 4.3% | Platinum II | 2.6% | Challenger | 0.019% |
| Bronze I | 3.3% | Platinum I | 1.7% | ||
| Silver IV | 6.8% | Emerald IV | 4.2% | ||
| Silver III | 5.3% | Emerald III | 2.0% | ||
| Silver II | 4.9% | Emerald II | 1.3% | ||
| Silver I | 3.5% | Emerald I | 2.1% |
Distribution:
Iron: 14%
Bronze: 17%
Silver: 20%
Gold: 20%
Platinum: 13%
Emerald: 9.7%
Diamond: 2.4%
Master: 0.43%
GrandMaster: 0.047%
Challenger: 0.019%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Master you are in the top 0.49% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.8 | Gold IV | 46.7 | Diamond IV | 2.9 |
| Iron III | 94.8 | Gold III | 38.1 | Diamond III | 1.95 |
| Iron II | 90.9 | Gold II | 32.9 | Diamond II | 1.59 |
| Iron I | 87.3 | Gold I | 28.8 | Diamond I | 0.91 |
| Bronze IV | 84.5 | Platinum IV | 26.2 | Master | 0.49 |
| Bronze III | 79.2 | Platinum III | 20.1 | GrandMaster | 0.066 |
| Bronze II | 74.8 | Platinum II | 16.8 | Challenger | 0.019 |
| Bronze I | 70.5 | Platinum I | 14.2 | ||
| Silver IV | 67.2 | Emerald IV | 12.5 | ||
| Silver III | 60.4 | Emerald III | 8.3 | ||
| Silver II | 55.1 | Emerald II | 6.3 | ||
| Silver I | 50.2 | Emerald I | 5 |
Season 2, Spirit Blossom Beyond
Griefing detection upgrades
We’re releasing significant upgrades to in-game griefing detection in ranked queues with patch 25.09. Participating in a match where your teammates aren’t playing to win or are intentionally playing to lose is miserable and unacceptable. We will detect and action on more subtle behaviors that aren’t just “running down mid lane and dying 20 times.”
Ranked season 2
Season 2 of ranked will start April 30 at noon according to your local server time. As stated in 25.08 patch notes, season 2 2025 will Not reset your ranked progression, and will not require placement games.
June 2025
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 4.4% | Gold IV | 8.0% | Diamond IV | 1.1% |
| Iron III | 4.4% | Gold III | 4.9% | Diamond III | 0.42% |
| Iron II | 4.0% | Gold II | 4.0% | Diamond II | 0.60% |
| Iron I | 3.0% | Gold I | 2.5% | Diamond I | 0.40% |
| Bronze IV | 5.6% | Platinum IV | 5.7% | Master | 0.49% |
| Bronze III | 4.6% | Platinum III | 3.2% | GrandMaster | 0.054% |
| Bronze II | 4.4% | Platinum II | 2.6% | Challenger | 0.022% |
| Bronze I | 3.4% | Platinum I | 1.7% | ||
| Silver IV | 6.6% | Emerald IV | 4.1% | ||
| Silver III | 5.2% | Emerald III | 2.0% | ||
| Silver II | 4.8% | Emerald II | 1.4% | ||
| Silver I | 3.5% | Emerald I | 1.8% |
Distribution:
Iron: 15%
Bronze: 18%
Silver: 20%
Gold: 19%
Platinum: 13%
Emerald: 9.4%
Diamond: 2.45%
Master: 0.49%
GrandMaster: 0.054%
Challenger: 0.022%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Diamond IV you are in the top 3.09% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.89 | Gold IV | 44.99 | Diamond IV | 3.09 |
| Iron III | 94.49 | Gold III | 36.99 | Diamond III | 1.00 |
| Iron II | 90.09 | Gold II | 32.09 | Diamond II | 1.57 |
| Iron I | 86.09 | Gold I | 28.09 | Diamond I | 0.97 |
| Bronze IV | 83.09 | Platinum IV | 25.59 | Master | 0.57 |
| Bronze III | 77.49 | Platinum III | 19.89 | GrandMaster | 0.076 |
| Bronze II | 72.89 | Platinum II | 16.69 | Challenger | 0.022 |
| Bronze I | 68.49 | Platinum I | 14.09 | ||
| Silver IV | 65.09 | Emerald IV | 12.39 | ||
| Silver III | 58.49 | Emerald III | 8.29 | ||
| Silver II | 53.29 | Emerald II | 6.29 | ||
| Silver I | 48.49 | Emerald I | 4.89 |
Season 1, Noxus
April 2025
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 5.2% | Gold IV | 7.2% | Diamond IV | 1.2% |
| Iron III | 5.4% | Gold III | 4.4% | Diamond III | 0.51% |
| Iron II | 4.7% | Gold II | 3.6% | Diamond II | 0.48% |
| Iron I | 3.3% | Gold I | 2.3% | Diamond I | 0.46% |
| Bronze IV | 6.3% | Platinum IV | 5.0% | Master | 0.58% |
| Bronze III | 5.0% | Platinum III | 3.0% | GrandMaster | 0.071% |
| Bronze II | 4.7% | Platinum II | 2.4% | Challenger | 0.030% |
| Bronze I | 3.5% | Platinum I | 1.6% | ||
| Silver IV | 6.4% | Emerald IV | 3.9% | ||
| Silver III | 4.9% | Emerald III | 2.0% | ||
| Silver II | 4.5% | Emerald II | 1.4% | ||
| Silver I | 3.3% | Emerald I | 1.5% |
Distribution:
Iron: 18%
Bronze: 19%
Silver: 19%
Gold: 17%
Platinum: 12%
Emerald: 9.0%
Diamond: 2.7%
Master: 0.58%
GrandMaster: 0.071%
Challenger: 0.030%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Gold I you are in the top 26.4% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.8 | Gold IV | 41.6 | Diamond IV | 3.3 |
| Iron III | 93.6 | Gold III | 34.4 | Diamond III | 2.13 |
| Iron II | 88.2 | Gold II | 30 | Diamond II | 1.62 |
| Iron I | 83.5 | Gold I | 26.4 | Diamond I | 1.14 |
| Bronze IV | 80.2 | Platinum IV | 24.1 | Master | 0.68 |
| Bronze III | 73.9 | Platinum III | 19.1 | GrandMaster | 0.101 |
| Bronze II | 68.9 | Platinum II | 16.1 | Challenger | 0.030 |
| Bronze I | 64.2 | Platinum I | 13.7 | ||
| Silver IV | 60.7 | Emerald IV | 12.1 | ||
| Silver III | 54.3 | Emerald III | 8.2 | ||
| Silver II | 49.4 | Emerald II | 6.2 | ||
| Silver I | 44.9 | Emerald I | 4.8 |
February 2025
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 5.2% | Gold IV | 6.6% | Diamond IV | 1.3% |
| Iron III | 6.2% | Gold III | 4.3% | Diamond III | 0.62% |
| Iron II | 5.4% | Gold II | 3.6% | Diamond II | 0.42% |
| Iron I | 3.8% | Gold I | 2.2% | Diamond I | 0.29% |
| Bronze IV | 6.4% | Platinum IV | 4.2% | Master | 0.57% |
| Bronze III | 5.2% | Platinum III | 2.8% | GrandMaster | 0.079% |
| Bronze II | 4.9% | Platinum II | 2.4% | Challenger | 0.030% |
| Bronze I | 3.7% | Platinum I | 1.6% | ||
| Silver IV | 6.3% | Emerald IV | 3.4% | ||
| Silver III | 5.1% | Emerald III | 1.9% | ||
| Silver II | 4.7% | Emerald II | 1.3% | ||
| Silver I | 3.5% | Emerald I | 0.83% |
Distribution:
Iron: 20%
Bronze: 20%
Silver: 19%
Gold: 16%
Platinum: 11%
Emerald: 7.5%
Diamond: 2.7%
Master: 0.57%
GrandMaster: 0.079%
Challenger: 0.030%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as an Emerald II you are in the top 5.44% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.84 | Gold IV | 38.44 | Diamond IV | 3.31 |
| Iron III | 93.64 | Gold III | 31.84 | Diamond III | 2.01 |
| Iron II | 87.44 | Gold II | 27.54 | Diamond II | 1.39 |
| Iron I | 82.04 | Gold I | 23.94 | Diamond I | 0.97 |
| Bronze IV | 78.24 | Platinum IV | 21.74 | Master | 0.68 |
| Bronze III | 71.84 | Platinum III | 17.54 | GrandMaster | 0.109 |
| Bronze II | 66.64 | Platinum II | 14.74 | Challenger | 0.030 |
| Bronze I | 61.74 | Platinum I | 12.34 | ||
| Silver IV | 58.04 | Emerald IV | 10.74 | ||
| Silver III | 51.74 | Emerald III | 7.34 | ||
| Silver II | 46.64 | Emerald II | 5.44 | ||
| Silver I | 41.94 | Emerald I | 4.14 |
Season 14
Starting from Season 14, League of Legends will shift to three four-month ranked splits. Split 1 starts in January, Split 2 begins in May, and Split 3 is planned for September. There is no longer a Preseason.
Split 3
Gameplay changes
Items nerfed: The devs removed 5-15% stat efficiency from most Legendary items, which should slow down combat, reduce snowballing, and put more focus on champions over items.
Focus on champions: Players will be more focused on their champion’s mechanics rather than relying on item power spikes, similar to the Durability Update 2.0. “We want more time for players to play out their champion’s gameplay fantasy and to put more emphasis on champions than items”.
Combat pacing and matchmaking: The item nerfs will slow down combat, making it more skill-based and readable. This should also improve matchmaking, making games less about early gold leads and more about player skill and strategy.
Ranked placements
Matt Leung-Harrison, Lead Gameplay Designer for League of Legends, shared the following updates about rank placements in Split 3.
Last season, we noticed that some of the higher-tier ranks were too easy to achieve, so we made adjustments to better align them with the intended difficulty.
Reaching ranks like Emerald, Diamond, or Master should be challenging. However, in some regions, more players were reaching these ranks than what we believe reflects the expected difficulty.
Additionally, we introduced increased skill decay for players who have been inactive for a while. This means some players may receive harsher placements than anticipated.
While this might feel like an immediate downgrade, we believe it's better than players returning to ranked, struggling in games, or facing resentment from teammates due to a mismatch in skill level. (For reference, returning players' win rates were around ~45%.)
December 2024
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 4.4% | Gold IV | 7.7% | Diamond IV | 1.2% |
| Iron III | 3.9% | Gold III | 4.6% | Diamond III | 0.49% |
| Iron II | 3.5% | Gold II | 3.7% | Diamond II | 0.35% |
| Iron I | 2.8% | Gold I | 2.4% | Diamond I | 0.28% |
| Bronze IV | 6.5% | Platinum IV | 5.4% | Master | 0.34% |
| Bronze III | 5.3% | Platinum III | 2.9% | GrandMaster | 0.051% |
| Bronze II | 5.2% | Platinum II | 2.2% | Challenger | 0.021% |
| Bronze I | 4.0% | Platinum I | 1.4% | ||
| Silver IV | 8.3% | Emerald IV | 3.6% | ||
| Silver III | 5.7% | Emerald III | 1.9% | ||
| Silver II | 4.9% | Emerald II | 1.3% | ||
| Silver I | 3.3% | Emerald I | 1.1% |
Distribution:
Iron: 14%
Bronze: 21%
Silver: 22%
Gold: 18%
Platinum: 12%
Emerald: 8.1%
Diamond: 2.3%
Master: 0.34%
GrandMaster: 0.051%
Challenger: 0.021%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Gold I you are in the top 24.9% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.7 | Gold IV | 40.9 | Diamond IV | 2.7 |
| Iron III | 94.3 | Gold III | 33.2 | Diamond III | 1.53 |
| Iron II | 90.4 | Gold II | 28.6 | Diamond II | 1.04 |
| Iron I | 86.9 | Gold I | 24.9 | Diamond I | 0.69 |
| Bronze IV | 84.1 | Platinum IV | 22.5 | Master | 0.41 |
| Bronze III | 77.6 | Platinum III | 17.1 | GrandMaster | 0.072 |
| Bronze II | 72.3 | Platinum II | 14.2 | Challenger | 0.021 |
| Bronze I | 67.1 | Platinum I | 12 | ||
| Silver IV | 63.1 | Emerald IV | 10.6 | ||
| Silver III | 54.8 | Emerald III | 7 | ||
| Silver II | 49.1 | Emerald II | 5.1 | ||
| Silver I | 44.2 | Emerald I | 3.8 |
October 2024
| Iron IV | 4.1% | Gold IV | 7.2% | Diamond IV | 1.4% |
|---|---|---|---|---|---|
| Iron III | 4.1% | Gold III | 4.7% | Diamond III | 0.66% |
| Iron II | 3.6% | Gold II | 3.9% | Diamond II | 0.39% |
| Iron I | 2.8% | Gold I | 2.6% | Diamond I | 0.20% |
| Bronze IV | 6.3% | Platinum IV | 5.1% | Master | 0.23% |
| Bronze III | 5.3% | Platinum III | 3.0% | GrandMaster | 0.045% |
| Bronze II | 5.3% | Platinum II | 2.2% | Challenger | 0.015% |
| Bronze I | 4.0% | Platinum I | 1.4% | ||
| Silver IV | 7.9% | Emerald IV | 3.5% | ||
| Silver III | 5.8% | Emerald III | 2.0% | ||
| Silver II | 5.1% | Emerald II | 1.4% | ||
| Silver I | 3.5% | Emerald I | 0.85% |
Distribution:
Iron: 14%
Bronze: 21%
Silver: 22%
Gold: 18%
Platinum: 11%
Emerald: 7.9%
Diamond: 2.7%
Master: 0.23%
GrandMaster: 0.045%
Challenger: 0.015%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Platinum IV you are in the top 22.4% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.6 | Gold IV | 40.8 | Diamond IV | 2.94 |
| Iron III | 94.5 | Gold III | 33.6 | Diamond III | 1.54 |
| Iron II | 90.4 | Gold II | 28.9 | Diamond II | 0.88 |
| Iron I | 86.8 | Gold I | 25 | Diamond I | 0.49 |
| Bronze IV | 84 | Platinum IV | 22.4 | Master | 0.29 |
| Bronze III | 77.7 | Platinum III | 17.3 | GrandMaster | 0.06 |
| Bronze II | 72.4 | Platinum II | 14.3 | Challenger | 0.015 |
| Bronze I | 67.1 | Platinum I | 12.1 | ||
| Silver IV | 63.1 | Emerald IV | 10.7 | ||
| Silver III | 55.2 | Emerald III | 7.2 | ||
| Silver II | 49.4 | Emerald II | 5.2 | ||
| Silver I | 44.3 | Emerald I | 3.79 |
Split 2
Major changes in Split 2
Players will be able to place as high as Diamond III after provisional games (previously Emerald I).
Demotion protection between divisions (for example, Silver II > Silver III) will be removed. Players will fluidly transition between divisions.
Demoting from tiers will place players at 25 / 50 / 75 LP depending on the player’s MMR at the time of demotion compared to their rank.
Master Duo will be enabled in most regions (and will stop again at Grandmaster).
Rank turning during Split I
To resolve negative LP gains and improve match quality, we made several adjustments during 2024's first split. Here are some as a recap:
Fixed an occurrence where Iron IV players were being placed in Iron II.
Fixed negative LP gains affecting Diamond I players.
Reduced the LP gains/losses from 28 > 25 below Emerald to decrease inflation.
Adjusted edge case handling around demotions (some players not being demoted properly).
Ceased placing new Ranked players into Platinum (if they were playing Normal games).
Implementing 50 LP demotions to decrease inflation.
Reduced queue times below Silver by 40%.
Made ranks within your team closer together by 40% in games below Silver.
Adjusted how players who play ARAM, Bots, and Normals are initially seeded into Ranked (~average Silver IV, but can be as low as Iron IV and as high as Gold III).
August 2024
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 1.9% | Gold IV | 6.3% | Diamond IV | 2.0% |
| Iron III | 2.4% | Gold III | 3.8% | Diamond III | 0.87% |
| Iron II | 4.1% | Gold II | 3.1% | Diamond II | 0.67% |
| Iron I | 3.5% | Gold I | 2.2% | Diamond I | 0.52% |
| Bronze IV | 7.4% | Platinum IV | 6.1% | Master | 0.69% |
| Bronze III | 5.6% | Platinum III | 3.9% | GrandMaster | 0.062% |
| Bronze II | 5.2% | Platinum II | 3.6% | Challenger | 0.026% |
| Bronze I | 3.3% | Platinum I | 2.3% | ||
| Silver IV | 6.5% | Emerald IV | 5.4% | ||
| Silver III | 4.4% | Emerald III | 2.7% | ||
| Silver II | 3.9% | Emerald II | 1.9% | ||
| Silver I | 2.6% | Emerald I | 2.0% |
Distribution:
Iron: 12%
Bronze: 21%
Silver: 17%
Gold: 15%
Platinum: 16%
Emerald: 12%
Diamond: 4.1%
Master: 0.69%
GrandMaster: 0.062%
Challenger: 0.026%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Emerald I you are in the top 6.8% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.9 | Gold IV | 48.1 | Diamond IV | 4.8 |
| Iron III | 97 | Gold III | 41.8 | Diamond III | 2.84 |
| Iron II | 94.6 | Gold II | 38 | Diamond II | 1.97 |
| Iron I | 90.5 | Gold I | 34.9 | Diamond I | 1.30 |
| Bronze IV | 87 | Platinum IV | 32.7 | Master | 0.78 |
| Bronze III | 79.6 | Platinum III | 26.6 | GrandMaster | 0.088 |
| Bronze II | 74 | Platinum II | 22.7 | Challenger | 0.026 |
| Bronze I | 68.8 | Platinum I | 19.1 | ||
| Silver IV | 65.5 | Emerald IV | 16.8 | ||
| Silver III | 59 | Emerald III | 11.4 | ||
| Silver II | 54.6 | Emerald II | 8.7 | ||
| Silver I | 50.7 | Emerald I | 6.8 |
June 2024
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 1.0% | Gold IV | 5.9% | Diamond IV | 2.0% |
| Iron III | 1.9% | Gold III | 3.8% | Diamond III | 1.0% |
| Iron II | 4.3% | Gold II | 3.0% | Diamond II | 0.72% |
| Iron I | 3.9% | Gold I | 2.3% | Diamond I | 0.34% |
| Bronze IV | 7.5% | Platinum IV | 5.7% | Master | 0.50% |
| Bronze III | 5.9% | Platinum III | 4.2% | GrandMaster | 0.086% |
| Bronze II | 5.7% | Platinum II | 4.2% | Challenger | 0.031% |
| Bronze I | 3.7% | Platinum I | 2.7% | ||
| Silver IV | 6.4% | Emerald IV | 4.9% | ||
| Silver III | 4.6% | Emerald III | 2.6% | ||
| Silver II | 4.1% | Emerald II | 1.9% | ||
| Silver I | 2.8% | Emerald I | 1.1% |
Distribution:
Iron: 11%
Bronze: 22%
Silver: 18%
Gold: 15%
Platinum: 16%
Emerald: 10%
Diamond: 4.2%
Master: 0.50%
GrandMaster: 0.086%
Challenger: 0.031%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Diamond IV you are in the top 4.7% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.8 | Gold IV | 47 | Diamond IV | 4.7 |
| Iron III | 97.8 | Gold III | 41.1 | Diamond III | 2.7 |
| Iron II | 95.9 | Gold II | 37.3 | Diamond II | 1.68 |
| Iron I | 91.6 | Gold I | 34.3 | Diamond I | 0.96 |
| Bronze IV | 87.7 | Platinum IV | 32 | Master | 0.62 |
| Bronze III | 80.2 | Platinum III | 26.3 | GrandMaster | 0.117 |
| Bronze II | 74.3 | Platinum II | 22.1 | Challenger | 0.031 |
| Bronze I | 68.6 | Platinum I | 17.9 | ||
| Silver IV | 64.9 | Emerald IV | 15.2 | ||
| Silver III | 58.5 | Emerald III | 10.3 | ||
| Silver II | 43.9 | Emerald II | 7.7 | ||
| Silver I | 49.8 | Emerald I | 5.8 |
Split 1
Narrowing Emerald tier: While overall we believe the new Emerald tier is accomplishing our goal of spreading out the ladder, the range of skill levels within Emerald is currently a bit too wide, so we’re going to be making Emerald a bit smaller. This, among other changes, should also help to correct instances of players Emerald rank and above receiving more LP per loss than LP per win.
Visible rank differences: While promoting ranks was made easier in 2023, there weren’t any adjustments to demotions, which led to some players having much higher visible ranks than their actual MMR. To correct this, demoting has been made a little easier to help avoid situations where a player could have a visible rank of Platinum, but actually have a Silver MMR. Additionally, we’ve also made adjustments to matchmaking so that the range of visible ranks within a lobby are tighter.
Modified LP gains: The LP gain increase to +/-25 per game we introduced last year has done a good job of helping players move up or down a division within a session, which we’re currently pretty happy with. That said, We’ve learned that this amount of LP isn’t sustainable in tiers Emerald and above where breadth of skill is higher. Due to this, LP gains at Emerald Tier and above have been decreased to roughly +/- 20 per game.
New player placements: We’ve updated how new players are placed in Ranked which should place them closer to their appropriate skill level.
April 2024
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 1.1% | Gold IV | 6.2% | Diamond IV | 2.0% |
| Iron III | 1.5% | Gold III | 4.5% | Diamond III | 0.87% |
| Iron II | 2.4% | Gold II | 4.4% | Diamond II | 0.64% |
| Iron I | 3.0% | Gold I | 3.7% | Diamond I | 0.51% |
| Bronze IV | 5.2% | Platinum IV | 7.1% | Master | 0.64% |
| Bronze III | 4.6% | Platinum III | 4.6% | GrandMaster | 0.051% |
| Bronze II | 4.4% | Platinum II | 4.0% | Challenger | 0.021% |
| Bronze I | 3.7% | Platinum I | 2.9% | ||
| Silver IV | 5.5% | Emerald IV | 6.1% | ||
| Silver III | 4.4% | Emerald III | 3.0% | ||
| Silver II | 4.0% | Emerald II | 2.0% | ||
| Silver I | 3.3% | Emerald I | 2.3% |
Distribution:
Iron: 8.1%
Bronze: 18%
Silver: 17%
Gold: 19%
Platinum: 18%
Emerald: 13%
Diamond: 4.0%
Master: 0.64%
GrandMaster: 0.051%
Challenger: 0.021%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Diamond IV you are in the top 4.8% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.7 | Gold IV | 55.6 | Diamond IV | 4.8 |
| Iron III | 97.6 | Gold III | 49.4 | Diamond III | 2.8 |
| Iron II | 96.1 | Gold II | 44.9 | Diamond II | 1.93 |
| Iron I | 93.7 | Gold I | 40.5 | Diamond I | 1.29 |
| Bronze IV | 90.7 | Platinum IV | 36.8 | Master | 0.78 |
| Bronze III | 85.5 | Platinum III | 29.7 | GrandMaster | 0.144 |
| Bronze II | 80.9 | Platinum II | 25.1 | Challenger | 0.021 |
| Bronze I | 76.5 | Platinum I | 21.1 | ||
| Silver IV | 72.8 | Emerald IV | 18.2 | ||
| Silver III | 67.3 | Emerald III | 12.1 | ||
| Silver II | 62.9 | Emerald II | 9.1 | ||
| Silver I | 58.9 | Emerald I | 7.1 |
February 2024
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 0.54% | Gold IV | 6.4% | Diamond IV | 2.1% |
| Iron III | 1.1% | Gold III | 4.8% | Diamond III | 1.0% |
| Iron II | 2.2% | Gold II | 4.8% | Diamond II | 0.64% |
| Iron I | 3.0% | Gold I | 4.0% | Diamond I | 0.36% |
| Bronze IV | 5.3% | Platinum IV | 7.1% | Master | 0.43% |
| Bronze III | 4.7% | Platinum III | 4.8% | GrandMaster | 0.060% |
| Bronze II | 4.5% | Platinum II | 4.1% | Challenger | 0.023% |
| Bronze I | 3.6% | Platinum I | 3.1% | ||
| Silver IV | 5.7% | Emerald IV | 6.0% | ||
| Silver III | 4.6% | Emerald III | 2.9% | ||
| Silver II | 4.3% | Emerald II | 2.0% | ||
| Silver I | 3.5% | Emerald I | 1.2% |
Distribution:
Iron: 6.9%
Bronze: 18%
Silver: 18%
Gold: 20%
Platinum: 19%
Emerald: 12%
Diamond: 4.1%
Master: 0.43%
GrandMaster: 0.060%
Challenger: 0.023%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Diamond IV you are in the top 4.6% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.84 | Gold IV | 55.8 | Diamond IV | 4.6 |
| Iron III | 98.3 | Gold III | 49.4 | Diamond III | 2.5 |
| Iron II | 97.2 | Gold II | 44.6 | Diamond II | 1.51 |
| Iron I | 95 | Gold I | 39.8 | Diamond I | 0.87 |
| Bronze IV | 92 | Platinum IV | 35.8 | Master | 0.51 |
| Bronze III | 86.7 | Platinum III | 28.7 | GrandMaster | 0.083 |
| Bronze II | 82 | Platinum II | 23.9 | Challenger | 0.023 |
| Bronze I | 77.5 | Platinum I | 19.8 | ||
| Silver IV | 73.9 | Emerald IV | 16.7 | ||
| Silver III | 68.2 | Emerald III | 10.7 | ||
| Silver II | 63.6 | Emerald II | 7.8 |
Season 13
League of Legends will have two Ranked resets in Season 2023. Split 1 will start at the beginning of the year in January, and Split 2 will start in the middle of the year.
Visible rank is no longer used as matchmaking criteria, only MMR. In addition to these changes, we’re also changing promotion series between tiers from Best of 5 to Best of 3.
The restriction on duoing in Ranked Solo/Duo with an MMR of Masters or above is disabled until patch 13.3. Note that duo restrictions based on visible rank are still active, so a player who reaches Master or above will not be able to duo.
Split II
Season 13 Split II started on July 17th, 2023. I waited a month before collecting data to ensure its reliability.
Reasoning behind the new Emerald rank
Historically, League of Legends has had a very bottom-heavy distribution of rankings.
Setting aside Iron at the bottom and Diamond+ at the top, most other competitive ranked games have the equivalents of Bronze, Silver, Gold and Platinum roughly similar in size. This means that Bronze and Silver represent below average/average, while Gold and Platinum represent above average and very good players, respectively. However, our ranks have typically biased low, with more than 60% of players typically in Silver and Bronze.
We’re changing that in Split 2 and distributions are going to move to a more even percentage split, centering around gold.
What about Diamond and above? It’s important to us that the highest ranks retain the exclusivity and prestige they’ve historically had, so we’re not changing anything about how those ranks are distributed.
Flattening the curve without compensating somehow would result in a significant inflation in Diamond. In order to mitigate this, we’re adding a new rank: Emerald. Emerald rank will live between Diamond and Platinum and represents a roughly similar percentage of players as Platinum does today.
— Riot Revenancer, Systems Lead for the Motivations initiative
Season 13 rank distribution in Split 1 and 2 - Riot
November 2023
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 0.48% | Gold IV | 8.0% | Diamond IV | 1.2% |
| Iron III | 1.1% | Gold III | 5.0% | Diamond III | 0.57% |
| Iron II | 2.6% | Gold II | 4.0% | Diamond II | 0.54% |
| Iron I | 3.3% | Gold I | 2.6% | Diamond I | 0.44% |
| Bronze IV | 7.4% | Platinum IV | 7.0% | Master | 0.49% |
| Bronze III | 5.3% | Platinum III | 4.0% | GrandMaster | 0.044% |
| Bronze II | 4.6% | Platinum II | 3.1% | Challenger | 0.019% |
| Bronze I | 3.3% | Platinum I | 2.0% | ||
| Silver IV | 7.5% | Emerald IV | 6.2% | ||
| Silver III | 5.0% | Emerald III | 2.9% | ||
| Silver II | 4.1% | Emerald II | 1.7% | ||
| Silver I | 2.8% | Emerald I | 1.4% |
Distribution:
Iron: 7.6%
Bronze: 20%
Silver: 19%
Gold: 19%
Platinum: 16%
Emerald: 12%
Diamond: 2.8%
Master: 0.49%
GrandMaster: 0.044%
Challenger: 0.019%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Diamond IV you are in the top 3.3% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.68 | Gold IV | 51.2 | Diamond IV | 3.3 |
| Iron III | 98.2 | Gold III | 43.2 | Diamond III | 2.1 |
| Iron II | 97.1 | Gold II | 38.2 | Diamond II | 1.53 |
| Iron I | 94.5 | Gold I | 34.2 | Diamond I | 0.99 |
| Bronze IV | 91.2 | Platinum IV | 31.6 | Master | 0.55 |
| Bronze III | 83.8 | Platinum III | 24.6 | GrandMaster | 0.063 |
| Bronze II | 78.5 | Platinum II | 20.6 | Challenger | 0.019 |
| Bronze I | 73.9 | Platinum I | 17.5 | ||
| Silver IV | 70.6 | Emerald IV | 15.5 | ||
| Silver III | 63.1 | Emerald III | 9.3 | ||
| Silver II | 58.1 | Emerald II | 6.4 | ||
| Silver I | 54 | Emerald I | 4.7 |
September 2023
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 0.41% | Gold IV | 8.0% | Diamond IV | 1.2% |
| Iron III | 1.1% | Gold III | 5.3% | Diamond III | 0.62% |
| Iron II | 2.9% | Gold II | 4.2% | Diamond II | 0.46% |
| Iron I | 3.6% | Gold I | 2.8% | Diamond I | 0.40% |
| Bronze IV | 7.3% | Platinum IV | 6.8% | Master | 0.45% |
| Bronze III | 5.2% | Platinum III | 4.1% | GrandMaster | 0.055% |
| Bronze II | 4.6% | Platinum II | 3.1% | Challenger | 0.023% |
| Bronze I | 3.5% | Platinum I | 2.0% | ||
| Silver IV | 7.5% | Emerald IV | 5.3% | ||
| Silver III | 5.2% | Emerald III | 2.6% | ||
| Silver II | 4.4% | Emerald II | 1.6% | ||
| Silver I | 3.0% | Emerald I | 1.0% |
Distribution:
Iron: 8.0%
Bronze: 20%
Silver: 20%
Gold: 20%
Platinum: 16%
Emerald: 10%
Diamond: 2.7%
Master: 0.45%
GrandMaster: 0.055%
Challenger: 0.023%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Diamond IV you are in the top 3.2% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.7 | Gold IV | 50 | Diamond IV | 3.2 |
| Iron III | 98.3 | Gold III | 42 | Diamond III | 2 |
| Iron II | 97.2 | Gold II | 36.7 | Diamond II | 1.38 |
| Iron I | 94.3 | Gold I | 32.5 | Diamond I | 0.92 |
| Bronze IV | 90.7 | Platinum IV | 29.7 | Master | 0.52 |
| Bronze III | 83.4 | Platinum III | 22.9 | GrandMaster | 0.078 |
| Bronze II | 78.2 | Platinum II | 18.8 | Challenger | 0.023 |
| Bronze I | 73.6 | Platinum I | 15.7 | ||
| Silver IV | 70.1 | Emerald IV | 13.7 | ||
| Silver III | 62.6 | Emerald III | 8.4 | ||
| Silver II | 57.4 | Emerald II | 5.8 | ||
| Silver I | 53 | Emerald I | 4.2 |
August 2023
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 0.30% | Gold IV | 8.0% | Diamond IV | 1.2% |
| Iron III | 1.0% | Gold III | 5.6% | Diamond III | 0.68% |
| Iron II | 3.1% | Gold II | 4.5% | Diamond II | 0.46% |
| Iron I | 4.1% | Gold I | 3.1% | Diamond I | 0.31% |
| Bronze IV | 7.1% | Platinum IV | 6.5% | Master | 0.38% |
| Bronze III | 5.0% | Platinum III | 4.1% | GrandMaster | 0.064% |
| Bronze II | 4.6% | Platinum II | 3.2% | Challenger | 0.026% |
| Bronze I | 3.8% | Platinum I | 2.0% | ||
| Silver IV | 7.5% | Emerald IV | 4.3% | ||
| Silver III | 5.5% | Emerald III | 2.3% | ||
| Silver II | 4.6% | Emerald II | 1.5% | ||
| Silver I | 3.2% | Emerald I | 0.79% |
Distribution:
Iron: 8.6%
Bronze: 20%
Silver: 20%
Gold: 21%
Platinum: 16%
Emerald: 9%
Diamond: 2.7%
Master: 0.38%
GrandMaster: 0.064%
Challenger: 0.026%
Top percentage of players
Below, a cumulative chart indicating the top percentage of players. For example, as a Diamond IV you are in the top 3.12% of the player base.
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.8 | Gold IV | 49 | Diamond IV | 3.12 |
| Iron III | 98.5 | Gold III | 41 | Diamond III | 1.92 |
| Iron II | 97.5 | Gold II | 35.4 | Diamond II | 1.24 |
| Iron I | 94.4 | Gold I | 30.9 | Diamond I | 0.78 |
| Bronze IV | 90.3 | Platinum IV | 27.8 | Master | 0.47 |
| Bronze III | 83.2 | Platinum III | 21.3 | GrandMaster | 0.09 |
| Bronze II | 78.2 | Platinum II | 17.2 | Challenger | 0.026 |
| Bronze I | 73.6 | Platinum I | 14 | ||
| Silver IV | 69.8 | Emerald IV | 12 | ||
| Silver III | 62.3 | Emerald III | 7.7 | ||
| Silver II | 56.8 | Emerald II | 5.4 | ||
| Silver I | 52.2 | Emerald I | 3.91 |
Split I
June 2023
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 0.47% | Silver II | 7.1% | Diamond IV | 1.1% |
| Iron III | 0.87% | Silver I | 6.1% | Diamond III | 0.60% |
| Iron II | 1.6% | Gold IV | 10% | Diamond II | 0.71% |
| Iron I | 2.6% | Gold III | 5.4% | Diamond I | 0.64% |
| Bronze IV | 6.3% | Gold II | 4.7% | Master | 0.50% |
| Bronze III | 5.7% | Gold I | 3.6% | GrandMaster | 0.046% |
| Bronze II | 6.3% | Platinum IV | 5.6% | Challenger | 0.020% |
| Bronze I | 6.0% | Platinum III | 2.4% | ||
| Silver IV | 9.3% | Platinum II | 1.8% | ||
| Silver III | 6.8% | Platinum I | 2.1% |
Distribution:
Iron: 5.6%
Bronze: 24%
Silver: 29%
Gold: 24%
Platinum: 12%
Diamond: 3.0%
Master: 0.50%
GrandMaster: 0.046%
Challenger: 0.020%
Top percentage of players
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 98.34 | Silver II | 52.4 | Diamond IV | 3.6 |
| Iron III | 97.87 | Silver I | 45.3 | Diamond III | 2.51 |
| Iron II | 97 | Gold IV | 39.2 | Diamond II | 1.91 |
| Iron I | 95.4 | Gold III | 29.2 | Diamond I | 1.20 |
| Bronze IV | 92.8 | Gold II | 23.8 | Master | 0.56 |
| Bronze III | 86.5 | Gold I | 19.1 | GrandMaster | 0.066 |
| Bronze II | 80.8 | Platinum IV | 15.5 | Challenger | 0.020 |
| Bronze I | 74.5 | Platinum III | 9.9 | ||
| Silver IV | 68.5 | Platinum II | 7.5 | ||
| Silver III | 59.2 | Platinum I | 5.7 |
April 2023
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 0.45% | Silver II | 7.5% | Diamond IV | 1.1% |
| Iron III | 0.93% | Silver I | 6.6% | Diamond III | 0.62% |
| Iron II | 1.9% | Gold IV | 9.7% | Diamond II | 0.58% |
| Iron I | 3.2% | Gold III | 5.2% | Diamond I | 0.62% |
| Bronze IV | 6.4% | Gold II | 4.7% | Master | 0.50% |
| Bronze III | 5.8% | Gold I | 3.7% | GrandMaster | 0.056% |
| Bronze II | 6.5% | Platinum IV | 4.9% | Challenger | 0.024% |
| Bronze I | 6.5% | Platinum III | 2.2% | ||
| Silver IV | 9.1% | Platinum II | 1.7% | ||
| Silver III | 7.0% | Platinum I | 1.6% |
Distribution:
Iron: 6.5%
Bronze: 25%
Silver: 30%
Gold: 23%
Platinum: 10%
Diamond: 2.9%
Master: 0.50%
GrandMaster: 0.056%
Challenger: 0.024%
Top percentage of players
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 99.08 | Silver II | 51.3 | Diamond IV | 3.5 |
| Iron III | 98.63 | Silver I | 43.8 | Diamond III | 2.40 |
| Iron II | 97.7 | Gold IV | 37.2 | Diamond II | 1.78 |
| Iron I | 95.8 | Gold III | 27.5 | Diamond I | 1.20 |
| Bronze IV | 92.6 | Gold II | 22.3 | Master | 0.58 |
| Bronze III | 86.2 | Gold I | 17.6 | GrandMaster | 0.080 |
| Bronze II | 80.4 | Platinum IV | 13.9 | Challenger | 0.024 |
| Bronze I | 73.9 | Platinum III | 9.0 | ||
| Silver IV | 67.4 | Platinum II | 6.8 | ||
| Silver III | 58.3 | Platinum I | 5.1 |
February 2023
| Rank | Percentage | Rank | Percentage | Rank | Percentage |
|---|---|---|---|---|---|
| Iron IV | 0.27% | Silver II | 8.6% | Diamond IV | 0.87% |
| Iron III | 0.84% | Silver I | 7.3% | Diamond III | 0.52% |
| Iron II | 2.8% | Gold IV | 7.0% | Diamond II | 0.44% |
| Iron I | 5.3% | Gold III | 4.6% | Diamond I | 0.35% |
| Bronze IV | 6.8% | Gold II | 4.5% | Master | 0.25% |
| Bronze III | 6.2% | Gold I | 3.6% | GrandMaster | 0.068% |
| Bronze II | 7.7% | Platinum IV | 3.1% | Challenger | 0.024% |
| Bronze I | 7.8% | Platinum III | 1.6% | ||
| Silver IV | 8.4% | Platinum II | 1.4% | ||
| Silver III | 7.7% | Platinum I | 1.1% |
Distribution:
Iron: 9.3%
Bronze: 28%
Silver: 32%
Gold: 19%
Platinum: 7.3%
Diamond: 2.1%
Master: 0.25%
GrandMaster: 0.068%
Challenger: 0.024%
Top percentage of players
| Rank | Top% | Rank | Top% | Rank | Top% |
|---|---|---|---|---|---|
| Iron IV | 99.17 | Silver II | 45.3 | Diamond IV | 2.52 |
| Iron III | 98.84 | Silver I | 36.7 | Diamond III | 1.65 |
| Iron II | 98.0 | Gold IV | 29.4 | Diamond II | 1.13 |
| Iron I | 95.2 | Gold III | 22.4 | Diamond I | 0.69 |
| Bronze IV | 89.9 | Gold II | 17.8 | Master | 0.34 |
| Bronze III | 83.1 | Gold I | 13.3 | GrandMaster | 0.092 |
| Bronze II | 76.9 | Platinum IV | 9.7 | Challenger | 0.024 |
| Bronze I | 69.2 | Platinum III | 6.6 | ||
| Silver IV | 61.4 | Platinum II | 5.0 | ||
| Silver III | 53.0 | Platinum I | 3.6 |
All the League of Legends ranked seasons
I had to split this analysis into multiple articles due to the excessive number of tables and graphs, which resulted in very long loading times.
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Using Game Analytics to facilitate players’ information processing
Author: André Miguel Fernandes do Sacramento
Institution: Instituto Superior de Engenharia do Porto (ISEP)
Data Utilized: The dissertation cites Esports Tales for League of Legends rank distribution data from September 2025.
Full Text: Available via the Repositório Científico do Politécnico do Porto (IPP).
Authors: Supratik Chowdhury, Mominul Ahsan, and Phoebe Barraclough.
Publication: Applied Sciences, Volume 15, Issue 10 (May 2025).
Data Utilized: The research utilizes competitive gaming data curated on Esports Tales, specifically referencing the rank distribution for November 2022.
Full Text: Available via MDPI.
Author: Evan Miller
Institution: Illinois School of Professional Psychology at National Louis University, 2025
Data Utilized: The dissertation utilizes competitive gaming data curated on Esports Tales, specifically referencing League of Legends rank distribution data for both August 2024 and February 2025.
Full Text: Available via Digital Commons@NLU.
Studying the Effects of Team Composition in Role-based Competitive Video Games
Author: Amy Cadman (Supervisor: Gaetano Romano).
Institution: Lancaster University, MSci Hons Mathematics with Statistics (May 2024).
Data Utilized: The dissertation cites esportstales.com rank distribution data for League of Legends to support its statistical analysis of team composition.
Full Text: Available via Lancaster University Repository.
Esports as a Cultural Microcosm for Studying Psycholinguistics
Authors: Jeff Coon, Alexander Etz, Gregory Scontas, & Barbara W. Sarnecka (University of California Irvine / University of Texas at Austin) — Games and Culture, Volume 19, Issue 3 (2024).
Data Utilized: The study cites Esports Tales rank distribution data for League of Legends to provide context on the competitive environment.
Full Text: Available via SAGE Journals.
Grinding to a Halt: The Effects of Long Play Sessions on Player Performance in Video Games
Published by: Ioannis Bikas, Johannes Pfau, Thomas Muender, Dmitry Alexandrovsky, & Rainer Malaka (University of Bremen / Utrecht University / Karlsruhe Institute of Technology) — ACM CHI PLAY Companion '23 (2023)
Data Utilized: Historical League of Legends (June 2023) Solo Queue Rank Distribution and player tier datasets.
Full Text: Available via ACM Digital Library Open Access PDF.
Perceptions of Effective Training Practices in League of Legends: A Qualitative Exploration
Published by: Callum Abbott, Matthew Watson, & Phil Birch (German Sport University Cologne / University of Chichester / Abbott Sport Psychology) — Journal of Electronic Gaming and Esports, Human Kinetics (2023).
Data Utilized: Historical League of Legends Solo Queue rank distribution data to calculate and verify the elite tier benchmarks of the participant pool, specifically defining the elite status of players mapping into the top 0.24% of the global gaming ladder.
Full Text: Available via Human Kinetics Journals.
Cozy Games: How COVID-19 Affected Game Playing Among College Students
Author: Zhaoyi Fang
Institution: The George Washington University, 2023
Data Utilized: The thesis utilizes competitive gaming data curated on Esports Tales, specifically citing the "League of Legends Rank Distribution in Solo Queue" article from June 2023.
Full Text: Available via ScholarSpace.
The Politics of a Game Patch: Patch Note Documents and the Patching Processes in League of Legends
Author: Rinaldo Del Gallo.
Institution: The University of Texas at Dallas, Master of Arts in Arts, Technology, and Emerging Communication (May 2023).
Data Utilized: The thesis references Esports Tales rank distribution data for League of Legends to support its analysis.
Full Text: Available via UT Dallas Institutional Repository.
Conversation Analysis in the Online Video Game "League of Legends"
Original Title: Konverzacijska analiza u online videoigri „League of Legends“
Published by: Luka Pasanec (University of Zagreb, Faculty of Croatian Studies) — Undergraduate Thesis (2023)
Data Utilized: Esports Tales League of Legends Rank Distribution in Solo Queue (August 2023 dataset).
Full Text: Available via the Repository of the University of Zagreb, Centre for Croatian Studies.
Design of an Intelligent System for Match Prediction in League of Legends
Original Title: Diseño de un Sistema Inteligente para la predicción de partidas en League Of Legends
Author: Pablo Velicias Barquín
Institution / Publication: Universidad de Cádiz — Computer Engineering Bachelor's Thesis (2023).
Data Utilized: Historical League of Legends Solo Queue rank distribution data from February 2023.
Full Text: Available via the RODIN Repository (Universidad de Cádiz).
Author: Hanna Maria Markström
Institution: Uppsala University, Department of Economics
Data Utilized: The thesis cites Esports Tales for League of Legends rank distribution data from November 2022.
Full Text: Available via the DiVA portal
Authors: Carlos Valls-Serrano, Cristina De Francisco, María Vélez-Coto, and Alfonso Caracuel
Institution / Publication: Catholic University of Murcia / University of Seville / University of Granada — Frontiers in Human Neuroscience, Volume 16 (July 2022)
Data Utilized: League of Legends Season 9 rank distribution data from May 2020.
Full Text: Available via Frontiers in Human Neuroscience.
Original Title: Impactos na responsabilidade civil dos mecanismos externos de progressão de “elo” nos e-sports perante o abuso de direito: elojob, eloduo e elocoaching no League of Legends
Published by: Iuri Bolesina & Kaue Simões (Atitus Educação / UNISC) — Revista IBERC (2023)
Data Utilized: Historical League of Legends Solo Queue Rank Distribution & Tier Percentages (August 2022 dataset).
Full Text: Available via Direct PDF Download.
Published by: Ioannis Bikas, Johannes Pfau, Bastian Dänekas, & Rainer Malaka (University of Bremen / University of California, Santa Cruz) — IFIP International Conference on Entertainment Computing (ICEC 2022), published via Springer Nature (2022)
Data Utilized: Historical League of Legends Competitive Rank Distribution and tier percentage datasets.
Full Text: Index and abstract available via SpringerLink official portal (Institutional Access / Publisher Purchase Required).
Authors: Evelyn T S Tan, Katja Rogers, Lennart E. Nacke, Anders Drachen, & Alex Wade (Affiliated with universities in the UK, Canada, and Denmark).
Published in: Proceedings of the ACM on Human-Computer Interaction, Volume 6, Issue CHI PLAY (2022).
Data Utilized: The article cites rank distribution data from esportstales.com to establish the competitive context for its study of ad hoc teams.
Full Text: Available via ACM Digital Library.
Author: Native Davignon
Institution / Publication: University of Liège (Université de Liège), Belgium — HEC-Ecole de gestion de l'Université de Liège, Master's Thesis (Mémoire) in Strategic International Marketing (September 2022)
Data Utilized: League of Legends rank distribution statistics from June 2022.
Full Text: Available via MatheO (Master Thesis Online) Repository.
Investigating Communication Patterns as Proxy Indicators of Team Cohesion in Ad Hoc Teams
Author: Evelyn Tan
Institution / Publication: University of York — Doctor of Philosophy (PhD) Dissertation, Department of Computer Science (2022).
Data Utilized: Historical League of Legends Solo Queue rank distribution data from June 2022.
Full Text: Available via the CORE Open Access Repository.
Online Toxicity as Violence in Esports: A League of Legends case study
Author: Jamie Wearing
Institution / Publication: Macquarie University — Department of Media, Communications, Creative Arts, Language and Literature (MCCALL), Faculty of Arts, Master of Research (MRes) Thesis (2021)
Data Utilized: League of Legends Solo Queue rank distribution metrics from November 2021 to contextualize player environments across different competitive skill tiers.
Full Text: Available via the Macquarie University Figshare Repository.
Skateboarding, Video Gaming, and Political Theory
Author: Niko Maajid Christian.
Institution: Wesleyan University, The Honors College (April 2021).
Data Utilized: The thesis cites Esports Tales rank distribution data for League of Legends in its bibliography.
Full Text: Available via Academia.edu.
Exploring Stress in Esports Gaming: Physiological and Data-driven Approach on Tilt
Author: Je Seok Lee
Institution: University of California, Irvine, 2021
Data Utilized: The dissertation references competitive gaming data curated on Esports Tales, specifically citing the "League of Legends Rank distribution in solo queue - June 2021" article.
Full Text: Available via eScholarship.
League of Legends Recommendation System Using Clustering and Neural Networks
Original Title: Sistema de recomendación de League of Legends mediante agrupación y redes de neuronas
Author: Héctor Herreros Orcajo
Institution / Publication: Universidad Carlos III de Madrid — Undergraduate Degree Thesis (September 2020)
Data Utilized: League of Legends rank distribution data from April 2020
Full Text: Available via e-Archivo UC3M.
Perceived Stressors Experienced by Competitive Esports Athletes
Published by: Dylan R. Poulus, Tristan J. Coulter, Michael G. Trotter, & Remco Polman (Queensland University of Technology / Southern Cross University) — International Journal of Esports (2022)
Data Utilized: Historical skill tier benchmarks and player distribution datasets for Dota 2, League of Legends, Overwatch, and Rainbow Six Siege.
Full Text: Available via QUT ePrints Repository PDF Download.
Author: Michael Trotter
Institution / Publication: Queensland University of Technology — Doctor of Philosophy (PhD) Thesis, School of Exercise and Nutrition Sciences, Faculty of Health (2022)
Data Utilized: Historical tier percentiles, competitive rank distributions, and skill bracket cutoff data across multiple major multiplayer titles - including CS:GO, Dota 2, League of Legends, Overwatch, Rocket League, and Rainbow Six Siege - to establish baseline skill brackets against player health profiles.
Full Text: Available via the QUT ePrints Repository.
Boosting: Rank and skill deception in esports
Published by: Eoin Conroy, Magdalena Kowal, Adam J. Toth, & Mark J. Campbell (University of Limerick / Lero SFI Research Centre) — Entertainment Computing (2021)
Data Utilized: Historical 2019 rank distribution and tier percentage datasets for League of Legends, Dota 2, CS:GO, and Overwatch.
Full Text: Available via ScienceDirect Journal Portal.
Physical Activity and Self-Determination towards Exercise among Esports Athletes
Published by: Mitchell Nicholson, Courtney Thompson, Dylan Poulos, Toby Pavey, Rob Robergs, Vincent Kelly, & Craig McNulty (Queensland University of Technology / Southern Cross University / University of the Sunshine Coast) — Sports Medicine - Open (2024).
Data Utilized: The study utilizes a comprehensive baseline of historical rank distribution and player tier percentage datasets from Esports Tales, referencing metrics for Dota 2, League of Legends, Overwatch, Valorant, Apex Legends, Rainbow Six Siege, Rocket League, PUBG, and Teamfight Tactics.
Full Text: Available via PMC Open Access PDF.
Statistics from LeagueOfGraphs - Header image: Riot
Vincenzo is an esports analyst, publisher, and writer with over a decade of industry experience. Formerly the head editor for Natus Vincere (NaVi), he has produced content for a wide range of gaming platforms, including DreamHack, DOTAFire, 2P, and FACEIT.
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