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Results through July 11, 2026 · Published July 12, 2026

Master Yi sets the pace

Master Yi had the most decks and Top 8 finishes. Diana also reached S tier, while Irelia, Kai'Sa, and Rek'Sai made A tier.

Decklists
741
Tournaments
13
Legends
37
Top 8 finishes
86

Results at a glance

  1. At the top

    Master Yi and Diana lead

    Together, they made up 220 of 742 decks and took 35 of the 86 Top 8 finishes.

  2. Breakout finish

    Rek'Sai makes six Top 8s

    Rek'Sai reached six Top 8s from 23 decks. That put it fifth despite seeing far less play than Master Yi or Diana.

  3. The middle

    Nine Legends land in B tier

    Those nine Legends brought 218 decks and earned 25 Top 8 finishes.

Best finish by date

Each point shows a Legend's best tournament finish from Apr 4 through Jul 11.

#1#2#3#4#5#6#7#8Outside Top 8Apr 4Apr 18Apr 25May 2May 4May 9May 15May 17May 24May 30Jun 6Jun 12Jun 14Jun 23Jun 29Jul 7Jul 11

Choose a Legend to follow its results over time. Tournaments held on the same day share one point, and finishes below eighth appear on the Outside Top 8 line.

Full rankings

Each entry summarizes current results, rank movement, and verified build changes for this snapshot. Open the Legend guide for the full game plan.

  1. 1

    Master Yi

    S

    Master Yi, Wuju Bladesman

    134 decks · 22Top 8 · best #1

    Decks
    134
    Top 8
    22
    Best
    #1
    Meta read through Jul 11

    No other deck paired Yi's field presence with the same depth of finishes. The event win completes the strongest overall result profile in the field.

  2. 2

    Diana

    S

    Diana, Scorn of the Moon

    86 decks · 13Top 8 · best #1

    Decks
    86
    Top 8
    13
    Best
    #1
    Meta read through Jul 11

    Diana paired broad field presence with repeated strong finishes and an event win. Yi's broader result set keeps her out of first.

  3. 3

    Irelia

    A

    Irelia, Blade Dancer

    72 decks · 6Top 8 · best #1

    Decks
    72
    Top 8
    6
    Best
    #1
    Meta read through Jul 11

    The event win gives Irelia the best peak in A tier. Her deep-run rate trails both S-tier decks, leaving her third rather than in the top pair.

  4. 4

    Kai'Sa

    A

    Kai'Sa, Daughter of the Void

    23 decks · 3Top 8 · best #1

    Decks
    23
    Top 8
    3
    Best
    #1
    Meta read through Jul 11

    Kai'Sa won an event and added enough strong finishes to place fourth. There were not enough Kai'Sa decks to move her any higher.

  5. 5

    Rek'Sai

    A

    Rek'Sai, Void Burrower

    23 decks · 6Top 8 · best #1

    Decks
    23
    Top 8
    6
    Best
    #1
    Meta read through Jul 11

    Rek'Sai paired an event win with more strong finishes than any deck played at a similar rate. Those results earn the last A-tier position.

  6. 6

    Fiora

    B

    Fiora, Grand Duelist

    26 decks · 2Top 8 · best #2

    Decks
    26
    Top 8
    2
    Best
    #2
    Meta read through Jul 11

    Fiora's run to a final gives her a strong peak, but the follow-up is thin. That is enough to lead B tier without carrying her into A.

  7. 7

    Vex

    B

    Vex, Gloomist

    28 decks · 2Top 8 · best #3

    Decks
    28
    Top 8
    2
    Best
    #3
    Meta read through Jul 11

    Vex has a third-place peak and another strong finish, but no final or event win. That leaves it just behind Fiora at the top of B tier.

  8. 8

    Lux

    B

    Lux, Lady of Luminosity

    12 decks · 2Top 8 · best #1

    Decks
    12
    Top 8
    2
    Best
    #1
    Meta read through Jul 11

    Lux won an event and added one more strong finish. Those results put her in B, but there were too few Lux decks to move her higher.

  9. 9

    Viktor

    B

    Viktor, Herald of the Arcane

    31 decks · 4Top 8 · best #2

    Decks
    31
    Top 8
    4
    Best
    #2
    Meta read through Jul 11

    Viktor has been steadier across events than the decks immediately above him and has reached a final. The missing event win keeps that consistency from moving him higher.

  10. 10

    LeBlanc

    B

    LeBlanc, Deceiver

    39 decks · 6Top 8 · best #4

    Decks
    39
    Top 8
    6
    Best
    #4
    Meta read through Jul 11

    LeBlanc reaches the late rounds more often than any other B-tier deck. Its ceiling is the problem: none of those runs advanced past fourth.

  11. 11

    Azir

    B

    Azir, Emperor of the Sands

    34 decks · 4Top 8 · best #3

    Decks
    34
    Top 8
    4
    Best
    #3
    Meta read through Jul 11

    Azir's results are steady enough for B tier, with a third-place peak. Fewer strong finishes than LeBlanc and no final keep it one spot lower.

  12. 12

    Rengar

    B

    Rengar, Pridestalker

    20 decks · 2Top 8 · best #1

    Decks
    20
    Top 8
    2
    Best
    #1
    Meta read through Jul 11

    Rengar won an event, but most Rengar decks did not reach the final rounds. The win puts Rengar above the decks below it, but not beyond B tier.

  13. 13

    Annie

    B

    Annie, Dark Child

    18 decks · 2Top 8 · best #2

    Decks
    18
    Top 8
    2
    Best
    #2
    Meta read through Jul 11

    Annie finished second and added another strong finish. Without an event win or more results at that level, she stays near the bottom of B.

  14. 14

    Sett

    B

    Sett, The Boss

    10 decks · 1Top 8 · best #2

    Decks
    10
    Top 8
    1
    Best
    #2
    Meta read through Jul 11

    Sett reached the final but had no second strong finish. No other B-tier deck had fewer supporting results, so Sett takes the final spot in the group.

  15. 15

    Kha'Zix

    C

    Kha'Zix, Voidreaver

    26 decks · 4Top 8 · best #5

    Decks
    26
    Top 8
    4
    Best
    #5
    Meta read through Jul 11

    Against Rengar, Kha’Zix builds a steady board while creating the fight he wants. Gust can return a defender with 3 Might or less. Void Assault then moves a friendly unit followed by an enemy; if both go to a battlefield you do not control, you are the attacker. Kha’Zix gains 1 XP when you win a combat. Spending 1 XP and exhausting him buffs a unit; spending 2 XP and exhausting him pulls an exhausted friendly unit from a battlefield back to base. Neither activation costs Energy. From zero XP, one combat win supplies the XP for the buff, but Kha’Zix still has to be ready.

  16. 16

    Sivir

    C

    Sivir, Battle Mistress

    14 decks · 1Top 8 · best #3

    Decks
    14
    Top 8
    1
    Best
    #3
    Meta read through Jul 11

    Current Sivir is mostly an Aurora deck, and the better lists are built for consistency. Dazzling Aurora is the plan, so cards that only make a winning Aurora turn even bigger tend to get cut. Gold matters more against slower decks. It enters exhausted and only works once; after it readies, you kill and exhaust it to add one Universal Power. That gives Sivir more room to keep playing after Aurora floods the board. Fast pressure is still the problem. Spend too many early turns looking for Aurora and it may arrive after the opponent has already scored too many points.

  17. 17

    Lillia

    C

    Lillia, Bashful Bloom

    12 decks · 1Top 8 · best #3

    Decks
    12
    Top 8
    1
    Best
    #3
    Meta read through Jul 11

    Lillia is a conquer deck, not a pile of disposable defenders. Sprite Fountain supplies a ready Temporary unit that can lower the Energy cost of Lillia’s activation, and the Legend can add another ready Sprite before the attack. Against Azir, she cannot let the token count settle. A full-board sweep can erase the spread, so Sprite Burst is the recovery card: its two Sprites arrive ready and can threaten an immediate conquest. Lilting Lullaby protects that attack by countering a spell. Once it resolves, that spell’s controller cannot play another spell that turn.

  18. 18

    Draven

    C

    Draven, Glorious Executioner

    11 decks · 1Top 8 · best #3

    Decks
    11
    Top 8
    1
    Best
    #3
    Meta read through Jul 11

    The first lesson against Draven is simple: do not volunteer for the combat he needs. His unit-focused deck is happy to build safely until one clean win draws another card. Before Unleashed, Atlanta coverage favored Irelia because she could move away from Draven’s chosen fight instead of giving him that draw. Overzealous Fan adds another wrinkle: while defending, it may kill itself to move an attacker back to base and deny the expected conquest.

  19. 19

    Darius

    C

    Darius, Hand of Noxus

    6 decks · 1Top 8 · best #4

    Decks
    6
    Top 8
    1
    Best
    #4
    Meta read through Jul 11

    Darius can race Irelia by developing faster than Stellacorn Herder and Tideturner can turn movement into extra cards. Once Legion is active, the Legend’s extra Energy supports turns with two units and keeps pressure on both battlefields. Rally the Troops spreads that pressure across several units: Spectral Matron can replay Vanguard Captain from the trash, and Captain’s Legion effect adds two Recruit tokens. In a pre-Unleashed Atlanta match against Fiora, adding another defender switched off her one-on-one bonus.

  20. 20

    Ivern

    C

    Ivern, Green Father

    6 decks · 1Top 8 · best #4

    Decks
    6
    Top 8
    1
    Best
    #4
    Meta read through Jul 11

    Ivern wins by changing where the game is worth playing. Against Azir, replacing a battlefield with Brush can remove the effect the Equipment deck chose for that lane while strengthening Ivern’s tagged units. Frisky Hunter supports that wide plan by bringing a Deflect Bird with it. Board clears are the dangerous answer, but hidden Emperor’s Divide can evacuate every friendly unit stacked at one battlefield before the damage lands. The trick is choosing which site to stop contesting; Ivern rarely has enough pressure to fight everywhere at once.

  21. 21

    Ornn

    C

    Ornn, Fire Below the Mountain

    4 decks · 1Top 8 · best #5

    Decks
    4
    Top 8
    1
    Best
    #5
    Meta read through Jul 11

    Ornn’s cleanest opening uses his extra Power on Sprite Fountain, leaving only its two Energy to pay. The Fountain creates a ready Sprite at base, then its Deathknell creates another when the Temporary gear dies; each gear play can also ready Pit Crew. In a Utrecht matchup, Fiora punished that kind of wide setup with a board reset. Each player chose which of their own cards to keep, so Deflect offered no protection and most of Ornn’s board was recycled. The sequence shows the risk of spreading resources across too many permanents.

  22. 22

    Pyke

    D

    Pyke, Bloodharbor Ripper

    14 decks · 0Top 8 · best #13

    Decks
    14
    Top 8
    0
    Best
    #13
    Meta read through Jul 11

    Pyke is a hand-attrition deck wearing small-unit clothes. For one Energy and an exhaust, Bloodharbor Ripper can return a friendly Bewitching Spirit from a battlefield; replaying it forces another discard. Once the opponent’s hand is empty, Star-Crossed can return that Spirit alongside one targetable, non-token enemy unit. Replaying Spirit can then force the returned card to be discarded. Deflect and cannot-be-chosen protection still matter, and a token disappears instead of becoming a card in hand. Pyke's Gold arrives exhausted, so it cannot add one Universal Power until a later turn.

  23. 23

    Master Yi

    D

    Master Yi, Wuju Master

    11 decks · 0Top 8 · best #30

    Decks
    11
    Top 8
    0
    Best
    #30
    Meta read through Jul 11

    Wuju Master spends the early game working toward bonuses that do not begin until six XP. Six XP gives every unit +1 Might; eleven makes newly played units enter ready. Against Irelia, that delay is punishing because she can own both battlefields before either bonus turns on. In the featured match, an early Discipline was used just to contest and then met a counter, leaving Yi short on units and XP. The later bonuses are powerful, but that game showed how difficult it was for Yi to recover after drawing too few inexpensive units and Hunt cards.

  24. 24

    Miss Fortune

    D

    Miss Fortune, Bounty Hunter

    10 decks · 0Top 8 · best #17

    Decks
    10
    Top 8
    0
    Best
    #17
    Meta read through Jul 11

    Miss Fortune’s best line turns Baron Nashor from a unit fixed at Baron Pit into a threat that can move between battlefields. Her Legend gives Baron Ganking for the turn, letting the 12-Might unit leave Baron Pit and contest ordinary battlefields. Baron cannot be chosen by enemy spells or abilities, so most direct removal cannot touch it. Kai’Sa puts the setup under pressure: if Miss Fortune never resolves Dazzling Aurora, she can fall too far behind for Baron to matter. Once Baron is moving, its size and protection make every battlefield difficult to hold.

  25. 25

    Volibear

    D

    Volibear, Relentless Storm

    9 decks · 0Top 8 · best #16

    Decks
    9
    Top 8
    0
    Best
    #16
    Meta read through Jul 11

    Volibear wants enough turns to use Relentless Storm more than once. In a Houston feature before Unleashed, his route into Kai’Sa was to accept an early conquest only if the attacker could be cleared before it held, then extend the game. Elder Dragon qualifies at 10 Might and costs 12 Energy and four Body Power. After it is played, Volibear may exhaust to channel a rune exhausted. That rune helps pay for what comes next, not for the Dragon that caused the trigger.

  26. 26

    Jhin

    D

    Jhin, Virtuoso

    7 decks · 0Top 8 · best #20

    Decks
    7
    Top 8
    0
    Best
    #20
    Meta read through Jul 11

    Jhin’s ceiling is enormous, but against Lux the early turns are mostly about surviving long enough to see it. Curtain Call offers draw, damage, or a Might reduction. It counts for Jhin only when at least four Energy was actually spent on it, so a discount can matter, and banishing the spell is optional. When the fourth banished spell completes the set, Jhin sends all four to their owners’ trash, channels four runes, and draws a card. Those four ready runes cover four of Sprite Burst’s five-Energy cost, but Lux can take control before they arrive.

  27. 27

    Lucian

    D

    Lucian, Purifier

    7 decks · 0Top 8 · best #26

    Decks
    7
    Top 8
    0
    Best
    #26
    Meta read through Jul 11

    Lucian's scoring turn begins once the Equipment pieces are assembled. Trinity Force scores a point when its carrier holds, and Skyfall of Areion makes that hold effect trigger on a conquest; together, they turn one conquest into two points. His Champion readies after the first conquest each turn. Relentless Pursuit moves it, may attach an Equipment with the same controller, and lets it return to base if it conquers that turn. In Lille coverage before Unleashed, Lucian scored, returned, then threatened the other battlefield.

  28. 28

    Jinx

    D

    Jinx, Loose Cannon

    7 decks · 0Top 8 · best #43

    Decks
    7
    Top 8
    0
    Best
    #43
    Meta read through Jul 11

    Jinx should not empty her hand just to prove the Legend works. The better plan is to play useful cards at each Energy cost and take the extra draw when her hand naturally runs low. In a Houston match before Unleashed, she committed inexpensive units early because Kai’Sa had the stronger late game. Even when Jinx traded cards efficiently, Kai’Sa still had the clearer way to finish. Jinx can reuse her rocket effect after a conquest, but recovering it still costs a discard.

  29. 29

    Teemo

    D

    Teemo, Swift Scout

    6 decks · 0Top 8 · best #16

    Decks
    6
    Top 8
    0
    Best
    #16
    Meta read through Jul 11

    Teemo is strongest after he owns a battlefield; Hidden lets him stash a second threat there, but the hard part is taking that site back once the opponent breaks through. Ready Temporary units give him a way to rebuild without emptying his hand onto the board. Houston’s casters put the danger plainly: if an attack into two Hidden cards goes wrong, Teemo can hide both again and make the opponent solve the same battlefield next turn. His Legend can spend Energy instead of Power to hide, but that does not solve the retake problem.

  30. 30

    Yasuo

    D

    Yasuo, Unforgiven

    6 decks · 0Top 8 · best #12

    Decks
    6
    Top 8
    0
    Best
    #12
    Meta read through Jul 11

    Yasuo is at his best when one developed unit can threaten both battlefields. Ride the Wind moves and readies that unit; for two Energy and an exhaust, the Legend can move a friendly unit to or from its base. The hard matchup is efficient control that punishes both the one-unit plan and the backup-unit plan. If Yasuo stays narrow, the main carrier gets answered too cleanly; if he spreads, the second unit becomes another liability. Yasuo can steal points while the opponent reacts, but the long removal game keeps taxing the same threat.

  31. 31

    Jax

    D

    Jax, Grandmaster at Arms

    5 decks · 0Top 8 · best #24

    Decks
    5
    Top 8
    0
    Best
    #24
    Meta read through Jul 11

    Jax is difficult to answer when one threat carries both protection layers. Ruin Runner cannot be chosen by enemy spells or abilities, and Counter Strike can prevent the next damage when the opponent commits to combat. In a pre-Unleashed Atlanta series against Master Yi, Jax spent too many resources on one showdown, and Yi’s steadier midgame punished it. The Legend still needs Equipment under your control: for one Energy and an exhaust, Jax can attach a detached piece; with only an exhaust, he can move one between units.

  32. 32

    Ezreal

    D

    Ezreal, Prodigal Explorer

    10 decks · 1Top 8 · best #8

    Decks
    10
    Top 8
    1
    Best
    #8
    Meta read through Jul 11

    Ezreal prefers opposing threats that fit inside cheap interaction. Gust can choose and return an enemy unit at a battlefield with 3 Might or less, supplying one of the two enemy choices he needs. If another spell or unit ability chooses an enemy unit or gear that turn, he may exhaust as a Reaction to draw. Irelia is the ugly current matchup: Deflect raises targeted answers’ Power cost, counters can stop them, and movement can invalidate the chosen fight. Lille’s casters spelled out the problem against Azir: remove one Soldier and another follows. Ezreal has to protect a lead instead of chasing replaceable units.

  33. 33

    Leona

    D

    Leona, Radiant Dawn

    4 decks · 0Top 8 · best #38

    Decks
    4
    Top 8
    0
    Best
    #38
    Meta read through Jul 11

    Leona can build a convincing lock, but it takes several cards to get there. Zenith Blade stuns an enemy and can move a friendly unit into the same battlefield; that stun also lets Vex, Mocking move in from elsewhere, adding a large Tank without another movement card. In a pre-Unleashed Houston breakdown, Stun stopped Master Yi's damage but left the defender in place, so Leona needed Hidden Blade for a clean kill. Yi drew two cards from that kill, making the next showdown harder.

  34. 34

    Poppy

    D

    Poppy, Keeper of the Hammer

    4 decks · 0Top 8 · best #21

    Decks
    4
    Top 8
    0
    Best
    #21
    Meta read through Jul 11

    Poppy has found a clearer home inside Aurora control. Against Diana, Cull the Weak can remove her only early unit when Poppy has a low-value unit to give up. The Ruination kills every unit. Dazzling Aurora gives the deck a separate rebuild on a later turn. Each hold gives the Legend 1 XP, and spending 3 XP plus exhausting Poppy draws a card. The deck succeeds through removal and Aurora rebuilds, not by holding only to bank XP for that draw.

  35. 35

    Ahri

    D

    Ahri, Nine-Tailed Fox

    3 decks · 0Top 8 · best #35

    Decks
    3
    Top 8
    0
    Best
    #35
    Meta read through Jul 11

    Ahri wants to control where the opponent attacks. Charm can pull an enemy unit toward the battlefield she has prepared; once it attacks a site Ahri controls, the Legend’s Might reduction tilts the trade. Azir wants a conquest race from turn one. Ahri would rather establish a defender, start shrinking attackers, and work toward holding both battlefields. Once those holds are in place, Azir’s Legend cannot add units to them directly because its Sand Soldier enters at base.

  36. 36

    Vi

    D

    Vi, Piltover Enforcer

    2 decks · 0Top 8 · best #22

    Decks
    2
    Top 8
    0
    Best
    #22
    Meta read through Jul 11

    Deathgrip can create the excess damage Vi needs. It kills a friendly unit as part of its effect; if it does, another friendly unit gains Might equal to the killed unit’s current Might for the turn. If you then conquer and assigned at least three excess combat damage, Vi may exhaust to ready a unit. Reusing it at another battlefield still requires Ganking or a separate movement effect. In a prerelease game against Vex, committing everything to one attacker backfired when Vex moved it into a prepared battlefield and chained Stuns.

  37. 37

    Rumble

    D

    Rumble, Mechanized Menace

    2 decks · 0Top 8 · best #51

    Decks
    2
    Top 8
    0
    Best
    #51
    Meta read through Jul 11

    Rumble’s best games turn one defender into an entire second board. Ferrous Forerunner is a 6-Might Mech, so it defends at 7 with the Legend’s Shield. When it dies, its Deathknell plays two 3-Might Mechs to base. Those tokens enter exhausted, but once readied each defends at 4. In a pre-Unleashed Bologna feature, Viktor opened on two units, added a ready attacker, and used efficient removal to keep Rumble behind. That is the opening the Mech plan can least afford.

How this ranking works

Rankings use how often a Legend was played, how high it finished, and event wins between the dates shown. Recent events count more. A Legend with fewer than three Top 8 finishes cannot reach the highest tiers.

Round-by-round pairings were not published, so there are no matchup records.

The ranking compares how often a Legend was played with how often it reached the Top 8. That is not a win rate.

Rankings: Jun 29Jul 11.