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League of Legends tier list for patch 16.14

Syndra mid is the highest scored pick on patch 16.14

Highest score Score: 71 out of 100
71 Syndra Mid, this patch
A
Win impact
+1.8 wins per 100 games vs the role average
Pairs scored
484 308 under the 30 game floor
Patch
16.14 ranked solo queue

The 25 highest scored pairs on patch 16.14

Champion and role pairs, not champions: a champion played mid and the same champion played support are two different measurements and get two different rows. Ranked by score, grouped by tier.

A

A tier

9 pairs in the top 25

64 and up
Wins per 100 games vs the average pick in the same role on the same patch, all Pooled. The bar under each figure draws that row's own range on one scale, running from 0.2 wins per 100 games below the role average on the left to 3.9 above it on the right. The tick is our estimate, the bar is the range, the short line is zero. A hatched bar is one whose range covers zero, which means the games so far cannot say whether that row is better or worse than the average at all.
B

B tier

16 pairs in the top 25

48 and up
Wins per 100 games vs the average pick in the same role on the same patch, all Pooled. The bar under each figure draws that row's own range on one scale, running from 1.0 wins per 100 games below the role average on the left to 3.0 above it on the right. The tick is our estimate, the bar is the range, the short line is zero. A hatched bar is one whose range covers zero, which means the games so far cannot say whether that row is better or worse than the average at all.

Best top champions on patch 16.14

The 8 highest scored of 124 scored top laners.

Wins per 100 games vs the average top pick on this patch, all Pooled. The bar under each figure draws that row's own range on one scale, running from 1.0 wins per 100 games below the average top on the left to 3.1 above it on the right. The tick is our estimate, the bar is the range, the short line is zero. A hatched bar is one whose range covers zero, which means the games so far cannot say whether that row is better or worse than the average at all.

Every scored top champion on patch 16.14

Best jungle champions on patch 16.14

The 8 highest scored of 77 scored junglers.

Wins per 100 games vs the average jungle pick on this patch, all Pooled. The bar under each figure draws that row's own range on one scale, running from 1.5 wins per 100 games below the average jungle on the left to 3.9 above it on the right. The tick is our estimate, the bar is the range, the short line is zero. A hatched bar is one whose range covers zero, which means the games so far cannot say whether that row is better or worse than the average at all.

Every scored jungle champion on patch 16.14

Best mid champions on patch 16.14

The 8 highest scored of 112 scored mid laners.

Wins per 100 games vs the average mid pick on this patch, all Pooled. The bar under each figure draws that row's own range on one scale, running from 1.3 wins per 100 games below the average mid on the left to 3.3 above it on the right. The tick is our estimate, the bar is the range, the short line is zero. A hatched bar is one whose range covers zero, which means the games so far cannot say whether that row is better or worse than the average at all.

Every scored mid champion on patch 16.14

Best bot champions on patch 16.14

The 8 highest scored of 79 scored bot laners.

Wins per 100 games vs the average bot pick on this patch, all Pooled. The bar under each figure draws that row's own range on one scale, running from 0.9 wins per 100 games below the average bot on the left to 2.7 above it on the right. The tick is our estimate, the bar is the range, the short line is zero. A hatched bar is one whose range covers zero, which means the games so far cannot say whether that row is better or worse than the average at all.

Every scored bot champion on patch 16.14

Best support champions on patch 16.14

The 8 highest scored of 92 scored supports.

Wins per 100 games vs the average support pick on this patch, all Pooled. The bar under each figure draws that row's own range on one scale, running from 1.3 wins per 100 games below the average support on the left to 3.7 above it on the right. The tick is our estimate, the bar is the range, the short line is zero. A hatched bar is one whose range covers zero, which means the games so far cannot say whether that row is better or worse than the average at all.

Every scored support champion on patch 16.14

Where the tier bands cut

The score a pair needs to reach each band on patch 16.14, straight from the response. No pair reached S+, S and D on this patch.

S+

S+ tier

needs 90 or higher

0 pairs on this patch

nobody this patch

S

S tier

needs 78 or higher

0 pairs on this patch

nobody this patch

A

A tier

needs 64 or higher

9 pairs on this patch

Syndra Mid

B

B tier

needs 48 or higher

166 pairs on this patch

Ahri Mid

C

C tier

needs 32 or higher

309 pairs on this patch

Ahri Top

D

D tier

needs 0 or higher

0 pairs on this patch

nobody this patch

How is this tier list computed?

Read the range before the value. Every row prints what it stands on.

The score beside each row is not the win rate and it is not the win impact. It mixes three measured things: 50% win impact, 25% how confidently we can say the champion is being picked at all, and 25% how much better a practised player does on it than a first timer. The weights and the band cut points come from the server with the table, so this page follows the formula rather than repeating a copy of it.

+1.8 wins per 100 games(range 0.6-3.1) 3,793 games Pooled 35% of this is borrowed from similar champions

Syndra Mid scores 71 out of 100 and sits in tier A, from 3,793 games. When a win impact range covers zero the pick is not measurably better or worse than the role average, whatever the middle number says.

Why every row says Pooled rather than Measured

Pooled is not a hedge, it is the arithmetic: each win impact is part the pair's own record and part the role average, mixed by how many games the pair has. At 30 games, the floor a pair needs before it is scored, the number is 99% role average; at 3,793 games it is 35%. Under the floor, four lucky games move a win rate by ten points, so those pairs are printed with their games so far and no score.

The whole formula, step by step, and how ko.lol measures things.

How scores moved since patch 16.13

A move is a change in the score, which follows the win impact, the pick rate and the mastery lift together.

481 champion and role pairs were scored on patch 16.13 and again on patch 16.14. 165 of them moved up, 252 moved down and 64 did not move. The middle move, by size, is 3 points. Each pair carries its own move in the tables above, and its own page carries the win impact the move mostly follows.

Why there is no list of the biggest movers

A score is an estimate and so is the score before it, so ranking pairs by the difference and printing the extremes finds the luckiest measurements, not the real moves. The honest version needs a range on the difference, the response does not carry one, and the table returns the day it does. How the score is put together.

Pairs with no score yet

308 champion and role pairs sit under the games floor on patch 16.14.

Champion and role pairs under the 30 game floor, patch 16.14 108,616 ranked games from EUW, Korea and NA, found by following Diamond players and the people they play with
role scored under the floor the names
Top 124 47 listed on the top page
Jungle 77 54 listed on the jungle page
Mid 112 56 listed on the mid page
Bot 79 76 listed on the bot page
Support 92 75 listed on the support page
These are not missing and they are not zeroes. They are pairs nobody has played enough of on this patch yet. Each role page names every one of them with its games so far.

These numbers come from 108,616 ranked games we recorded on EUW, Korea and NA, found by following Diamond players and the people they play with. That is not every rank and it is not every region. Everything on this page is patch 16.14. Counted up to .

Recomputed .

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