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Results through August 16, 2026 · Published August 17, 2026

Kennen still sets the pace

Kennen is the deck to beat right now, with Master Yi, Rek'Sai, and Irelia close behind. Expect Kennen to reuse spells or cheat units into play with Baited Hook, Master Yi to protect its lone defender, Rek'Sai to snowball after conquering a battlefield, and Irelia to move and ready units multiple times in a turn.

What to prepare for

  1. Identify the Kennen plan early

    The most common Kennen plan uses Lightning Rush to stock the trash and Fizz to replay cheap spells. Baited Hook builds can instead cheat a large unit into play. Identify the version early so you know whether to stop the repeated spells or save removal for the unit it is trying to land.

  2. Force Master Yi to spend its protection

    Master Yi wants one durable unit to defend alone, then backs it with Defy, Discipline, and Punch First. Do not spend every card trying to win the first fight. Force out the protection, then keep enough pressure or interaction to contest the next battlefield.

  3. Keep an answer for the second action

    A ready Rek'Sai can exhaust to reveal the top two cards of the Main Deck after a conquest. Rek'Sai's player may then play one of those cards by paying that card's cost. Irelia can ready a chosen unit and, after a conquest, ready herself. Keep something for the unit or activation that comes after the first Showdown.

S

Front-runners

Build your first test games around these decks. They have the strongest results and can keep producing value after the first fight. · 4 Legends

  1. Rank 1

    Kennen

    Heart of the Tempest

    Wins4Top 8s45Rank changeWhy this rank

    Kennen is first because every opponent has to respect two different plans. Lightning Rush and Fizz turn the trash into a second hand. Rhasa rewards the cards left there, while Baited Hook lists can cheat a larger unit into play. Four wins and 45 Top 8s make Kennen the deck to beat.

    Read the guide
  2. Rank 2

    Master Yi

    Wuju Bladesman

    Wins5Top 8s34Rank changeWhy this rank

    Master Yi won five tournaments, more than any other Legend in this snapshot. Wuju Bladesman makes one defender larger for free, then Defy, Discipline, Punch First, and Zhonya's Hourglass punish anyone who overspends to break the Hold. Kennen's 45 Top 8s keep Yi second despite those wins.

    Read the guide
  3. Rank 3

    Rek'Sai

    Void Burrower

    Wins0Top 8s14Rank changeWhy this rank

    Rek'Sai turns a conquest into a second wave instead of ending the turn. Void Burrower finds another play. Undertitan can add Energy and grow the board. Breacher can give off-hand units Accelerate, so they enter ready if you pay for it. Fourteen Top 8s make that follow-up a reliable tournament plan. No tournament win keeps Rek'Sai behind the top two.

    Read the guide
  4. Rank 4

    Irelia

    Blade Dancer

    Wins0Top 8s22Rank changeWhy this rank

    Irelia makes a committed defender chase the same unit twice. Defiant Dance, Ride the Wind, and Blade Dancer can move and ready a threat after the opponent has spent resources on the first fight. Twenty-two Top 8s show how consistently that plan reaches late rounds, but Irelia has not won a tournament in this window.

    Read the guide
A

Contenders

Expect these decks in later rounds. Your list needs a clear answer to the main engine each one brings. · 7 Legends

  1. Rank 5

    Rengar

    Pridestalker

    Wins3Top 8s11Rank changeWhy this rank

    Rengar makes every cheap unit count twice: once as a new body and again as +1 Might wherever the current Showdown needs it. Thrill of the Hunt can replay that unit for another trigger. Three wins and 11 Top 8s prove the pressure is repeatable, but the temporary Might and need to keep drawing units hold it just below S tier.

    Read the guide
  2. Rank 6

    Ezreal

    Prodigal Explorer

    Wins1Top 8s10Rank changeWhy this rank

    Ezreal makes removal replace itself. Bellows Breath can satisfy both choices for Prodigal Explorer, while Fizz can replay the best spell from the trash. One win and 10 Top 8s show the engine holds up, but Ezreal must remain ready and the deck still needs a unit left over to score.

    Read the guide
  3. Rank 7

    Draven

    Glorious Executioner

    Wins1Top 8s9Rank changeWhy this rank

    Draven punishes opponents who treat the first combat total as final. Spinning Axe, Tideturner, and Switcheroo can change the Showdown after units are committed, then a clean combat win draws a card. One tournament win and nine Top 8s make Draven a proven contender, but a failed reaction leaves the Legend with nothing.

    Read the guide
  4. Rank 8

    LeBlanc

    Deceiver

    Wins0Top 8s6Rank changeWhy this rank

    LeBlanc makes every conquest or Hold threaten a second unit immediately. Reflections can copy a unit with a strong ability, including one that triggers when it dies. The deck reached six Top 8s, but each copy costs a discard and lasts only for the turn. Without a tournament win, that keeps LeBlanc in A rather than S.

    Read the guide
  5. Rank 9

    Azir

    Emperor of the Sands

    Wins3Top 8s11Rank changeWhy this rank

    Azir turns an Equipment setup into a wide Sand Soldier board, then Sovereign gathers those tokens for one decisive attack. Arise! can create one Sand Soldier for each Equipment, but it readies only two of them, so the full attack still takes setup. Three wins and 11 Top 8s show that the plan can repeat across a tournament. It stays in A because broad removal can punish the whole board at once.

    Read the guide
  6. Rank 10

    Diana

    Scorn of the Moon

    Wins5Top 8s11Rank changeWhy this rank

    Diana can wait until a Showdown begins, add the Energy she needs there, and use movement or Might reduction to win on the smallest possible spend. Five wins and 11 Top 8s make her one of the strongest decks in the field. She remains in A because the deck still needs enough units on the board for those efficient reactions to matter.

    Read the guide
  7. Rank 11

    Kha'Zix

    Voidreaver

    Wins1Top 8s3Rank changeWhy this rank

    Voidreaver gains XP after a combat win, but that is not the deck's only route. Hunt units earn XP when they conquer or Hold, and Mutating Horror gains 2 XP when it attacks or defends against a lone enemy. Voidreaver then spends that XP on a lasting buff or a rescue. One tournament win and three Top 8s put the deck at the bottom of A tier.

    Read the guide
B

In the field

These decks lean on a narrower setup. Know the card or turn your sideboard is meant to disrupt. · 8 Legends

  1. Rank 12

    Jayce

    Defender of Tomorrow

    Wins0Top 8s6Rank changeWhy this rank

    Jayce uses resource Gear and Dazzling Aurora to jump from setup to Elder Dragon, then readies Gear to keep the turn going. Six Top 8s show that payoff can reach late rounds. No wins and an engine that slows sharply when its Gear is removed leave Jayce in B tier.

    Read the guide
  2. Rank 13

    Kai'Sa

    Daughter of the Void

    Wins2Top 8s16Rank changeWhy this rank

    Kai'Sa waits for the opponent to commit, then swings the important battlefield with Hextech Ray, Falling Star, Stupefy, or Temporal Breach. Two wins and 16 Top 8s show that plan can carry a tournament. Early pressure can still force the deck to spend expensive answers before it is ready, which keeps Kai'Sa in B.

    Read the guide
  3. Rank 14

    Sivir

    Battle Mistress

    Wins0Top 8s2Rank changeWhy this rank

    Sivir banks Power by recycling a rune, then uses that Gold to unlock Mercenary or a larger Aurora turn later. Two Top 8s show the engine can work. No wins and the delay before Gold becomes ready leave it in B tier.

    Read the guide
  4. Rank 15

    Viktor

    Herald of the Arcane

    Wins0Top 8s6Rank changeWhy this rank

    Viktor's Recruits give Cull the Weak and Shadow's Call a cheap body to trade for removal or cards. That control engine reached six Top 8s. No tournament win and the constant Energy cost of making tokens leave Viktor in B tier.

    Read the guide
  5. Rank 16

    Lucian

    Purifier

    Wins0Top 8s1Rank changeWhy this rank

    Lucian makes every attached Equipment hit harder on attack, while Relentless Pursuit can move and equip the threat after defenders commit. That line can steal a Showdown. One Top 8 and no wins are not enough to move the deck above B until its unit-and-Gear draws become more reliable.

    Read the guide
  6. Rank 17

    Fiora

    Grand Duelist

    Wins1Top 8s6Rank changeWhy this rank

    Fiora crosses the Mighty threshold in the middle of a Showdown with Punch First or Riposte, then turns that moment into another rune or a ready threat. One win and six Top 8s show that the deck can finish. The split between Victorious and Worthy builds, plus the risk of loading one unit with too many cards, keeps Fiora in B tier.

    Read the guide
  7. Rank 18

    Nasus

    Curator of the Sands

    Wins3Top 8s9Rank changeWhy this rank

    Nasus turns the first seven-Energy unit, Gear, or activated ability into two ready runes, which can fund another play and take over a long turn. Three wins show what happens when the engine gets online. The faster field can force Nasus to spend resources before that point, so nine Top 8s leave it in B tier.

    Read the guide
  8. Rank 19

    Lillia

    Bashful Bloom

    Wins0Top 8s4Rank changeWhy this rank

    Lillia turns Sprite Fountain and Sprite Burst into ready Temporary units, then Smoke and Mirrors moves those bodies into the fight that matters. Four Top 8s show that pressure can work. No wins and Sprites that die before the next scoring step leave Lillia in B tier.

    Read the guide
C

On the fringe

These decks can produce a strong payoff, but their setup is easier to interrupt. Learn what has to happen first, then pressure that step. · 10 Legends

  1. Rank 20

    Yasuo

    Unforgiven

    Wins0Top 8s0Rank changeWhy this rank

    Yasuo can turn movement into protection, a surprise defender, or a Windrider scoring turn. Every Legend activation costs 2 Energy, exhausts Yasuo, and does not ready the moved unit. Pressure the other battlefield while Yasuo spends resources moving one unit, and do not overcommit to a fight he can simply leave.

    Read the guide
  2. Rank 21

    Ornn

    Fire Below the Mountain

    Wins0Top 8s3Rank changeWhy this rank

    Ornn's three Top 8s show what the Gear engine can do once it is assembled. His Power only pays for Gear, Patched Porobot needs three other Gear before it draws, and Gear removal can shrink Forge God before it matters. Use Gear removal before the count turns into cards and oversized units; do not wait for Forge God to arrive.

    Read the guide
  3. Rank 22

    Volibear

    Relentless Storm

    Wins0Top 8s1Rank changeWhy this rank

    Volibear's Top 8 shows that the Dragon ramp plan can work. The first Mighty unit must be played before the Legend adds anything, and the new rune enters exhausted. Faster decks can build both battlefields before Volibear's larger turns begin. Herald of Scales and Gentle Gemdragon close that gap if they stay in play.

    Read the guide
  4. Rank 23

    Darius

    Hand of Noxus

    Wins0Top 8s0Rank changeWhy this rank

    Hand of Noxus can produce strong two-card turns, especially when the second play readies Darius, Trifarian. It does nothing until another card has already been played, so hands without a cheap opener strand the Legion payoffs. Pressure early or make Darius spend the first card defensively; a weak opener leaves the second play much easier to answer.

    Read the guide
  5. Rank 24

    Lux

    Lady of Luminosity

    Wins0Top 8s2Rank changeWhy this rank

    Lux has two Top 8s. A resolved Progress Day, Time Warp, or Ruination can swing the game while drawing another card through the Legend. Lux does not discount those spells, and a hand clogged with expensive cards can lose the first scoring fights. Pressure both battlefields early and make Lux spend interaction before she finds a safe big-spell window.

    Read the guide
  6. Rank 25

    Akali

    Rogue Assassin

    Wins0Top 8s1Rank changeWhy this rank

    Akali, Silent can grow multiple times while Stellacorn Herder turns repeated movement into cards, but Akali has only one Top 8 in this window. The deck needs several movement pieces and an empowered Legend before her rescue also readies the unit. Pressure both battlefields before that setup is complete.

    Read the guide
  7. Rank 26

    Mel

    Soul's Reflection

    Wins1Top 8s3Rank changeWhy this rank

    Mel won one tournament and reached three Top 8s, so the deck can punish a field that gives it time to prepare one important Showdown. She must empower something else first, then spend her own empowerment and ready action before the Showdown begins to give a unit -2 Might. Make Mel answer more than one battlefield instead of letting her prepare the only fight that matters.

    Read the guide
  8. Rank 27

    Lee Sin

    Blind Monk

    Wins0Top 8s0Rank changeWhy this rank

    Lee Sin's permanent buffs can build one difficult-to-remove threat, especially once Centered makes that first buff worth another 2 Might. The Legend buffs only one unit per activation and every use costs Energy, so the deck develops slowly. Pressure the other battlefield or remove the chosen carrier before the investment pays off.

    Read the guide
  9. Rank 28

    Vex

    Gloomist

    Wins0Top 8s1Rank changeWhy this rank

    Vex has a Top 8, but the deck must already control and Hold a battlefield before the Legend draws a card. That makes the engine strong from ahead and weak while retaking the board. Contest the defendable lane early; once Vex draws after every Hold, trading one-for-one is no longer enough.

    Read the guide
  10. Rank 29

    Master Yi

    Wuju Master

    Wins0Top 8s1Rank changeWhy this rank

    Wuju Master's power arrives much later than Wuju Bladesman's immediate lone-defender bonus. Hunt units must successfully conquer or Hold to earn XP, then the deck still needs Level 6 or Level 11 before its global rewards matter. Deny the early XP and the list remains a fair unit deck; let it level, and every unit becomes larger or enters ready.

    Read the guide
D

Long shots

Do not spend broad sideboard slots on these by default. Know their main trick, then adjust only if your local field gives you a reason. · 19 Legends

  1. Rank 30

    Miss Fortune

    Bounty Hunter

    Wins0Top 8s0Rank changeWhy this rank

    Miss Fortune's Aurora build can end a game with Dazzling Aurora into Elder Dragon, then use Ganking to move the surviving threat. The problem is reaching nine Energy without losing the board, and Ganking adds no Might. Pressure both battlefields early, and bring Gear removal for Dazzling Aurora if the deck is part of your expected field.

    Read the guide
  2. Rank 31

    Annie

    Dark Child

    Wins0Top 8s0Rank changeWhy this rank

    Annie can spend aggressively on her turn and still ready two runes for interaction on the opponent's turn. The movement package often preserves units without adding enough pressure, and Annie, Stubborn needs a worthwhile spell in trash before she becomes an engine. Make Annie choose between saving a unit and keeping its battlefield.

    Read the guide
  3. Rank 32

    Leona

    Radiant Dawn

    Wins0Top 8s0Rank changeWhy this rank

    Leona turns one stun into two advantages: the enemy deals no combat damage, and a friendly unit receives a lasting buff. The deck needs both a timely stun and an unbuffed unit worth improving; without them, the Legend contributes nothing. Play around the first stun, then force another fight after Leona has spent it.

    Read the guide
  4. Rank 33

    Poppy

    Keeper of the Hammer

    Wins0Top 8s0Rank changeWhy this rank

    Poppy's plan begins with a Hold, then needs three XP before the Legend turns that work into a card. An opponent who repeatedly breaks the same battlefield shuts down both the scoring plan and the XP engine. Fight hard for the first Hold; if Poppy cannot bank XP, the rest of the deck stays ordinary.

    Read the guide
  5. Rank 34

    Rumble

    Mechanized Menace

    Wins0Top 8s0Rank changeWhy this rank

    Rumble can make a wide Mech board deceptively hard to attack because every Mech gains Shield while defending. He still has to take a battlefield first, and the bonus does nothing for exhausted Mechs at base or non-Mech units. Pressure before the Mechs are in position, not after they have established a lane they can defend efficiently.

    Read the guide
  6. Rank 35

    Ambessa

    Matriarch of War

    Wins0Top 8s1Rank changeWhy this rank

    Ambessa can give the right unit another attack or activation. The deck reached one Top 8, but the line requires another card to empower first, then spends Power, Ambessa's empowerment, and her ready action. Make the deck fight on two fronts so one readied unit cannot repay the whole setup.

    Read the guide
  7. Rank 36

    Zed

    Master of Shadows

    Wins0Top 8s0Rank changeWhy this rank

    Zed's Shadow Clones can turn a stocked trash into sudden Might, and Rhasa gives the deck a larger follow-up. The engine also fights itself: banishing units feeds the Legend but leaves fewer cards for later Clones and Rhasa, while Zed's discard-and-draw only replaces a card. Force the deck to spend its trash before the full attack is ready.

    Read the guide
  8. Rank 37

    Vi

    Piltover Enforcer

    Wins0Top 8s0Rank changeWhy this rank

    Vi can turn an oversized conquest into a second action by readying another unit. She needs at least three excess damage and a useful target already on the board. Chasing that trigger often pulls too much Might into one battlefield and exposes the other. Make Vi overcommit to the first fight before dealing with the readied unit.

    Read the guide
  9. Rank 38

    Sett

    The Boss

    Wins0Top 8s0Rank changeWhy this rank

    Sett can save an important buffed unit from dying, but that unit returns to base exhausted and immediately stops contesting its battlefield. The line also needs a buff, 1 Power, and a ready Legend, so it preserves cards more often than it preserves points. Force the rescue before a conquest can ready Sett again.

    Read the guide
  10. Rank 39

    Renekton

    Butcher of the Sands

    Wins0Top 8s0Rank changeWhy this rank

    Renekton trades 2 Power for 2 Energy that can only pay for units or unit abilities. The deck must have the right follow-up available that turn or the trade does nothing. Keep pressure on both battlefields so that added Energy must answer the board instead of advancing Renekton's plan.

    Read the guide
  11. Rank 40

    Jax

    Grandmaster at Arms

    Wins0Top 8s0Rank changeWhy this rank

    Jax, Unmatched gives every Equipment Quick-Draw, letting the deck play and attach it as a Reaction. Grandmaster at Arms can then move an attached Equipment to the unit that matters next. The Gear does nothing without a bearer, and moving it cannot save a unit after combat damage resolves. Once Jax commits the Equipment, contest the other battlefield or remove the unit carrying it.

    Read the guide
  12. Rank 41

    Ivern

    Green Father

    Wins0Top 8s0Rank changeWhy this rank

    Ivern's Brush and Friend to All give the deck two ways to build a scoring board, but both ask for setup the opponent can interrupt. Green Father must first conquer or Hold before Brush exists, and Friend to All needs all four creature tags at once. Contest the first battlefield and remove whichever tag completes the set.

    Read the guide
  13. Rank 42

    Jinx

    Loose Cannon

    Wins0Top 8s0Rank changeWhy this rank

    Jinx wants to empty her hand, ready Jinx, Rebel through discard, and recover Super Mega Death Rocket! after a conquest. The Legend's extra card does not arrive until the next Beginning Phase, so answering the current attacker can leave Jinx with no immediate recovery. Make her spend the hand before the board is secure.

    Read the guide
  14. Rank 43

    Pyke

    Bloodharbor Ripper

    Wins0Top 8s0Rank changeWhy this rank

    Pyke can reuse strong Play abilities while banking Gold, but both halves of the exchange are delayed. The unit leaves its battlefield immediately, and the Gold enters exhausted, so the deck gives up Might now for value later. Pressure the weakened lane before the replay turn arrives.

    Read the guide
  15. Rank 44

    Renata Glasc

    Chem-Baroness

    Wins0Top 8s0Rank changeWhy this rank

    Renata can turn repeated Holds into Gold and eventually use those tokens for both Power and Energy near the Victory Score. The engine starts only after she already controls a battlefield, and every Gold arrives exhausted. Break the first Hold before those delayed resources can finance the closing turn.

    Read the guide
  16. Rank 45

    Jhin

    Virtuoso

    Wins0Top 8s0Rank changeWhy this rank

    Jhin's fourth qualifying spell produces a major resource swing, but you must actually spend at least 4 Energy to play each qualifying spell before it can be stored. That is a long setup when the leading decks begin generating value much earlier. Pressure the first three casts and do not give Jhin a quiet turn to turn the stored spells into four runes and a card.

    Read the guide
  17. Rank 46

    Shen

    Eye of Twilight

    Wins0Top 8s0Rank changeWhy this rank

    Shen can protect a Hold by giving one defender Tank, which forces combat damage to be assigned to that defender first. Tank does not reduce the damage. Without Ki Barrier or a naturally durable unit, the chosen defender still dies and Shen has spent his ready action for nothing. Make the Tank absorb more damage than its protection can cover, then attack the exposed board.

    Read the guide
  18. Rank 47

    Ahri

    Nine-Tailed Fox

    Wins0Top 8s0Rank changeWhy this rank

    Ahri is excellent once she owns a battlefield: Nine-Tailed Fox weakens attackers, Blue Sentinel doubles Hold effects, and cheap Reactions make the lane expensive to break. The problem is taking that first battlefield or recovering after both are lost. Pressure one lane until Ahri commits its Hidden card, then attack where the remaining defenders are weakest.

    Read the guide
  19. Rank 48

    Teemo

    Swift Scout

    Wins0Top 8s0Rank changeWhy this rank

    Paying Energy to hide a card changes only the cost; it does not remove board presence. Returning a Teemo from the board to hand is the part that gives up its Might there. Hidden cards still need enough units on the board to contest a battlefield. Pressure the visible board before the concealed value becomes relevant.

    Read the guide

How this snapshot is built

Rankings weigh finish quality, strong finishes, how often a Legend appeared, and whether it repeated across events. The notes explain what each deck is trying to do and where opponents can pressure it.

This snapshot covers July 26, 2026 through August 16, 2026. These events did not publish full round-by-round pairings, so this page does not claim matchup win rates. Deck and interaction notes use only complete published decklists. An incomplete decklist can still count toward a finish, but not toward card-level conclusions. Garen had no tournament entry in this window, so it is not ranked here.