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Results through August 16, 2026 · Published August 19, 2026

Kennen takes first as Rengar joins S tier

Kennen moves from second to first, Master Yi shifts to second, and Irelia stays third while joining S tier. Rengar climbs from ninth to fourth and joins S tier, while Rek'Sai moves from sixth to fifth and stays in A tier. Those five decks now define the front of the field.

What to prepare for

  1. Kennen takes the lead

    Kennen moves from second to first with six tournament wins and 51 Top 8s. If you are building a tournament gauntlet, start with a clear plan for Kennen before spending sideboard space on narrower decks.

  2. Rengar joins S tier

    Rengar climbs from ninth to fourth and moves from A to S tier. It now has 16 Top 8s and three wins, so treat it as a core part of the field rather than a fringe pressure deck.

  3. Prepare for a second attack

    For a local, Showdown, or Regional, your gauntlet now needs more than Kennen and Master Yi. Test against Irelia turning a 4-Might Fervent into a 6- to 8-Might attacker and moving it into a second fight, plus Rengar replaying units for another Play ability and another temporary Might boost. Save an answer for Irelia's second battlefield, and pressure two battlefields so Rengar cannot turn one replay sequence into control of the whole board.

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

    Wins6Top 8s51Rank changeWhy this rank

    Six wins and 51 Top 8s move Kennen from second to first. Cards in the trash lower Rhasa the Sunderer's Energy cost, while Stacked Deck and Lightning Rush can find Nocturne, Horrifying and let you play it for one Power. A ready Treasure Hunter can move, use Ride the Wind to move and ready, then move again to make three exhausted Gold in one turn. Fizz, Trickster keeps the turn going by replaying Ride the Wind or Star-Crossed from the trash.

  2. Rank 2

    Master Yi

    Wuju Bladesman

    Wins6Top 8s41Rank changeWhy this rank

    Six wins and 41 Top 8s move Master Yi from first to second. Wuju Bladesman gives a friendly unit +2 Might while it defends alone. Defy, Discipline, and Punch First make that Hold expensive to break, while Zhonya's Hourglass can save a unit that would die but recalls it to base. Rengar, Trophy Hunter can Ambush into a battlefield with enemy units even when you have no unit there. If you play it during an opposing attack and it is your only unit there, Wuju Bladesman turns the 6-Might Rengar into an 8-Might defender.

  3. Rank 3

    Irelia

    Blade Dancer

    Wins0Top 8s26Rank changeWhy this rank

    Irelia's 26 Top 8s keep her third and move her into S tier. The deck earns that position by turning one Fervent into two attacks that both demand answers. Across the table, treat a 4-Might Fervent as a setup piece, not the final number. Ride the Wind targets an exhausted Fervent, moves it, and readies it, so its choose and ready triggers make it 6 Might before any other buff. From a fresh 4-Might Fervent, equipping Boots of Swiftness chooses it for +1 and then adds 2 printed Might, making it 7; Guardian Angel follows the same line with 1 printed Might, making it 6. Despite its name, Guardian Angel does not prevent death. If Fervent is exhausted, Defiant Dance chooses it for +2 and Blade Dancer can pay 1 Power to ready it, taking the 4-Might unit to 8 for the turn. After a conquest, Blade Dancer can pay 1 Energy to ready herself and threaten that ready effect again at the other battlefield. Zhonya's Hourglass is the safety valve: if Fervent would die, Hourglass dies instead, heals Fervent, exhausts it, and recalls it to base. That ends the current defense, but preserves the unit for a later turn. Do not spend every answer on the first combat. Track Irelia's available Power and Energy, count every choose and ready trigger, and save removal or movement for the second battlefield.

  4. Rank 4

    Rengar

    Pridestalker

    Wins3Top 8s16Rank changeWhy this rank

    Three wins and 16 Top 8s push Rengar from ninth to fourth and from A to S tier. Whenever you play a unit, Pridestalker gives any unit +1 Might for the turn. Pit Rookie adds a lasting +1 buff to an unbuffed teammate, and Thrill of the Hunt can banish a friendly unit and replay it at any battlefield while ignoring its cost, triggering Pridestalker and the unit's Play ability again. Replaying First Mate readies another unit. Unlike Inferna or Nidalee, Rengar, Trophy Hunter can Ambush into an enemy-occupied battlefield even when you have no unit there. Its play can put Pridestalker's temporary +1 on the 6-Might Rengar itself.

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

    Rek'Sai

    Void Burrower

    Wins0Top 8s15Rank changeWhy this rank

    Rek'Sai still has no tournament wins, but 15 Top 8s move it from sixth to fifth in A tier. Carrion Dredger, Honest Broker, Faithful Manufactor, and an empowered Noxian Emissary leave a Bird, Gold, or Recruits behind, so Cull the Weak hurts Rek'Sai less than most decks. Blood Rush, Cleave, Falling Star, and Inferna help force the first conquest. Resolve The Candlelit Sanctum before Void Burrower to improve the two cards Rek'Sai reveals. From there, Void Burrower and Void Rush turn the top of the deck into another play; Undertitan can add two Energy when revealed and give the rest of the board +2 Might when played, while Breacher lets a found unit enter ready if you pay Accelerate.

  2. Rank 6

    LeBlanc

    Deceiver

    Wins0Top 8s8Rank changeWhy this rank

    LeBlanc ranks #6 with no tournament wins and 8 Top 8s. LeBlanc works only after the deck wins one battlefield first. A conquest or Hold turns on Deceiver, which discards a card and exhausts to make a ready Reflection copy there. Copy a unit with Deathknell—an effect that happens when a unit dies—and that Reflection does two jobs: it pressures the battlefield now, then Temporary kills it at the start of your next Beginning Phase before scoring and pays you again. That is why the deck is built around LeBlanc, Fragmented and Karthus, Eternal, plus ways to choose when a useful body dies. Because Temporary kills the Reflection during your Beginning Phase, a copy of LeBlanc, Fragmented draws two cards, or four while Karthus is on the board and makes the Deathknell happen twice. Sacrifice converts a Mighty copy into two more cards and an exhausted rune. In Hook builds, even a 5-Might body can find a 6-Might Harnessed Dragon in the top five and play it without paying its cost, while the killed unit still pays its Deathknell. Stop the first conquest or Hold and the engine never starts. If it does, remove Karthus before a Deathknell unit dies, and use recall or banish effects when possible so the death trigger never happens.

  3. Rank 7

    Ezreal

    Prodigal Explorer

    Wins1Top 8s11Rank changeWhy this rank

    Ezreal ranks #7 with 1 tournament win and 11 Top 8s. Prodigal Explorer can exhaust to draw after your spells or unit abilities choose enemy units or Gear twice in one turn; one Bellows Breath can make both choices. Stupefy weakens a unit and draws; Wages of Pain and a lethal Deadly Flourish create exhausted Gold for later. Pack of Wonders returns Treasure Trove to draw a card and channel an exhausted rune, or picks up Fizz so it can replay another spell costing 3 Energy or less. Thousand-Tailed Watcher gives every enemy unit -3 Might, to a minimum of 1. Because Watcher affects the whole enemy board without choosing any unit, it does not count as one of the two choices Prodigal Explorer needs before it can draw. With only ten main-deck units, keep one alive to score—the spells do not conquer a battlefield by themselves.

  4. Rank 8

    Draven

    Glorious Executioner

    Wins1Top 8s9Rank changeWhy this rank

    Draven ranks #8 with 1 tournament win and 9 Top 8s. Glorious Executioner draws only when combat ends with your units alone at the battlefield, so a trade where both sides disappear gives you nothing. Spinning Axe can attach as a Reaction for +3 Might. A hidden Tideturner can swap itself with a stronger unit at another location, while Switcheroo swaps two units' current Might totals for the turn—including bonuses already applied. On defense, Overzealous Fan can kill itself to return an attacking unit to base, but another friendly defender must remain for Draven to draw. Draven, Showboat starts at 3 Might and gains one for every point you have, giving those early clean wins a larger closer.

  5. Rank 9

    Azir

    Emperor of the Sands

    Wins3Top 8s12Rank changeWhy this rank

    Azir ranks #9 with 3 tournament wins and 12 Top 8s. Azir works because every Equipment keeps paying you after the turn you play it. First, playing an Equipment unlocks Emperor of the Sands, so the Legend can spend 1 Energy and exhaust to make a Sand Soldier. Second, those Soldiers have Weaponmaster. When a Soldier is played, Weaponmaster can attach one of your Equipment to it for one Power less, even if that Equipment was already attached somewhere else. Doran's Shield, Brutalizer, Soul Sword, Eye of the Herald, and B.F. Sword all cost exactly one Power to Equip, so each Soldier can attach one for free after you already paid the Equipment's normal cost to play it. Third, that same Equipment makes Arise! bigger. When a Soldier dies, its Equipment stays in play, can move to the next Soldier, and still counts toward Arise!, so the deck does not run out of material after the first trade. Arise! makes one Soldier for every Equipment you control. They enter exhausted, and Arise! readies up to two, but an Accelerated Azir, Sovereign can attack and pull any number of those tokens into his battlefield, including the exhausted ones, for one decisive fight. If that fight conquers Hall of Legends, pay 1 Energy to ready Emperor of the Sands. If you played an Equipment that turn and can pay another 1 Energy, make another Soldier. Remove Equipment before Arise!, pressure the setup before the rebuild is online, or stop Sovereign before he attacks.

  6. Rank 10

    Kha'Zix

    Voidreaver

    Wins1Top 8s4Rank changeWhy this rank

    Kha'Zix ranks #10 with 1 tournament win and 4 Top 8s. Void Assault is the setup card: move Kha'Zix, Mutating Horror to a battlefield you do not control, then move one enemy there. Because both moved there, you become the attacker. If that enemy is alone, Mutating Horror gets +2 Might and generates 2 XP; win that combat and Voidreaver gains another XP. At Forbidding Waste, that lone defender also gets -2 Might. Irresistible Faefolk gives the deck another way to pull an enemy to its battlefield, and Punch First turns the 1-Might Faefolk into a 6-Might threat for the turn. Spend 1 XP and exhaust Voidreaver to give an unbuffed unit a lasting +1-Might Buff, or spend 2 XP and exhaust it to move an exhausted friendly unit from a battlefield back to base. Tail-Cloaked Matriarch gives the deck its replay loop. Pay 2 Energy and one Chaos to Empower it. When Matriarch becomes Empowered, it can play Fizz from the trash to base without paying Fizz's cost. Fizz can then play Void Assault, Rampage, Star-Crossed, or another spell costing 3 Energy or less from the trash without paying its Energy cost; you still pay its Power cost and recycle it afterward. Star-Crossed can return Fizz and an enemy to hand, setting up another Fizz play. Rampage is not a combat win and does not give Voidreaver XP, even when it kills a unit. Remove Mutating Horror before Void Assault resolves or remove Matriarch before it can Empower, and Kha'Zix loses its cleanest XP and replay lines.

  7. Rank 11

    Diana

    Scorn of the Moon

    Wins6Top 8s15Rank changeWhy this rank

    Diana ranks #11 with 6 tournament wins and 15 Top 8s. When a Showdown begins at Diana, Lunari's battlefield, her trigger asks for 1 Energy. Scorn of the Moon can exhaust during that payment to supply the Energy. Lunari lets you Predict—look at the top card and optionally recycle it—then reveal the top card and draw it only if it is a spell. With 23 spells in this shell, that is a real draw engine. Hwei, Brooding Painter is the other engine. Ride the Wind moves and readies Hwei, then Hwei draws and discards; discard Patched Porobot or another unit to turn him from 5 Might into 8 for the turn, or discard a spell to draw again. Morbid Return can buy that unit back later. Moonfall can pull one enemy into a battlefield and gives every enemy there -2 Might; after Moonfall resolves, Gust can return anything now at 3 Might or less. A Temporal Breach hidden on an earlier turn can banish and replay Fizz at that battlefield, letting Fizz replay Stupefy, Moonfall, Ride the Wind, or another spell costing 3 Energy or less from the trash without paying its Energy cost; its Power cost still applies. Remove Hwei before Ride the Wind resolves or take the battlefield holding Temporal Breach before it comes online, and Diana loses its cleanest finishing chain.

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 8s7Rank changeWhy this rank

    Jayce ranks #12 with no tournament wins and 7 Top 8s. The Aurora shell starts with Mobilize and Catalyst of Aeons, which channel extra runes—add them exhausted now so they are available on a later turn. Platewyrm Egg is the repeatable resource engine. It enters exhausted, and both Empowering it and adding Energy exhaust it, so it needs a ready effect between those jobs. Jayce, Brilliant Inventor can ready Egg when he is played or when you play your first non-token Gear that turn. Defender of Tomorrow then spends 1 Energy and exhausts to ready one Gear, or two after you Empower the Legend for 2 Energy and two Power. That lets an Empowered Egg Add 2 Energy again, or lets Garbage Grabber draw again if you can pay 1 Energy and recycle three more cards. The payoff is Dazzling Aurora. In builds where Elder Dragon is the only Main Deck unit, Aurora's end-of-turn trigger always finds an Elder while one remains in the deck, banishes it, and plays it without paying its 12 Energy or four Power. Elder enters exhausted, but its Play ability still deals 1 to up to one enemy unit at each location. While Elder remains in play, any amount of your damage kills enemy units, so Bellows Breath and Flurry of Blades become lethal removal. Promising Future is a riskier shortcut: both players choose a card from their top five, the opponent plays their card first, and both players still pay Power. Jayce, Man of Progress cannot cheat the 9-Energy Dazzling Aurora because he only reaches Gear costing 7 Energy or less. Remove Aurora before the end step. Once Elder appears, remove it before its Play ability resolves so the 1 damage is no longer automatically lethal, or prevent that 1 damage completely.

  2. Rank 13

    Viktor

    Herald of the Arcane

    Wins0Top 8s7Rank changeWhy this rank

    Seven Top 8s and a second-place finish keep Viktor thirteenth in B tier, though the deck still has no tournament wins. The common Viktor, Leader build grinds through longer games by turning cheap throwaway units into cards and removal. Herald of the Arcane can make a 1-Might Recruit for Cull the Weak, so you lose the token while the opponent still has to lose one of their units; Hidden Blade can instead cash in a Recruit at a battlefield for two cards. Shadow's Call is the other engine: choose Carrion Dredger to draw two now, then Temporary kills it at the start of your next Beginning Phase. If Viktor, Leader is in play, Dredger leaves behind both its 1-Might Bird with Deflect and a 1-Might Recruit from Viktor. Sprite Fountain keeps the engine stocked by making a ready 3-Might Temporary Sprite when played and another when the Fountain dies. Imperial Decree turns Bellows Breath into the deck's real swing turn: each unit Bellows Breath damages is then killed. Pressure Viktor early or split the fight across two battlefields; once it starts trading tokens for your real cards, catching back up gets hard.

  3. Rank 14

    Sivir

    Battle Mistress

    Wins0Top 8s2Rank changeWhy this rank

    Sivir ranks #14 with no tournament wins and 2 Top 8s. The most common verified shell is still the Body and Chaos ramp build: Mobilize and Catalyst of Aeons channel exhausted runes, Battle Mistress turns a recycled rune into exhausted Gold, and Treasure Trove or Scryer's Bloom convert that extra Chaos into more cards and setup. That package leads to Dazzling Aurora, which can cheat Elder Dragon into play at the end of the turn, while Sivir, Mercenary becomes a 6-Might Ganking threat once you've spent at least two Power that turn. The field is not fully settled, though. Another notable finish is a different toolbox build with Tideturner, Traveling Merchant, Fizz, and Punch First instead of the Aurora package, so the safe read is that Sivir is a delayed-payoff Legend, not one solved 40-card list. Pressure the board before the ramp turn starts, because Gold, channeled runes, and Aurora all pay you back later rather than holding a battlefield right now.

  4. Rank 15

    Fiora

    Grand Duelist

    Wins1Top 8s7Rank changeWhy this rank

    Fiora ranks #15 with 1 tournament win and 7 Top 8s. Punch First or Riposte can cross the Mighty threshold in the middle of a Showdown, then turn that moment into another rune or a ready threat. Victorious and Worthy builds ask for different setups, and loading one unit with too many cards creates a clear removal target.

  5. Rank 16

    Kai'Sa

    Daughter of the Void

    Wins2Top 8s16Rank changeWhy this rank

    Kai'Sa ranks #16 with 2 tournament wins and 16 Top 8s. The shell buys time with Watchful Sentry and Lecturing Yordle drawing cards, then Daughter of the Void supplies spell-only Power for Stupefy, Hextech Ray, Falling Star, and a hidden Temporal Breach. Thousand-Tailed Watcher is the swing card: pay Accelerate to enter ready, give every enemy unit -3 Might, then use Temporal Breach to replay that same battlefield's best unit or your own Watcher while ignoring its cost. Brynhir Thundersong can close the door by stopping opponents from playing cards for the rest of the turn, and if the game goes long enough, Time Warp still asks for the full 10 Energy and 4 Power. The weakness is tempo. If the opponent spreads pressure across two battlefields before Kai'Sa lines up the right answer, the deck starts spending premium spells just to stay even.

  6. Rank 17

    Lucian

    Purifier

    Wins0Top 8s1Rank changeWhy this rank

    Lucian ranks #17 with no tournament wins and 1 Top 8. Every attached Equipment hits harder on attack, while Relentless Pursuit can move and equip the threat after defenders commit. That line can steal a Showdown, but the unit-and-Gear draws need to line up.

  7. Rank 18

    Lillia

    Bashful Bloom

    Wins0Top 8s5Rank changeWhy this rank

    Lillia ranks #18 with no tournament wins and 5 Top 8s. Sprite Fountain and Sprite Burst create ready Temporary units, then Smoke and Mirrors moves those bodies into the fight that matters. The Sprites die before the next scoring step, so that pressure must pay off immediately.

  8. Rank 19

    Nasus

    Curator of the Sands

    Wins4Top 8s11Rank changeWhy this rank

    Nasus ranks #19 with 4 tournament wins and 11 Top 8s. The first seven-Energy unit, Gear, or activated ability turns into two ready runes, which can fund another play and take over a long turn. Faster decks can force Nasus to spend resources before that point.

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 ranks #20 with no tournament wins and no Top 8s. Movement can protect a unit, create a surprise defender, or set up a Windrider scoring turn, but 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.

  2. Rank 21

    Mel

    Soul's Reflection

    Wins1Top 8s4Rank changeWhy this rank

    Mel ranks #21 with 1 tournament win and 4 Top 8s. 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.

  3. Rank 22

    Lux

    Lady of Luminosity

    Wins0Top 8s3Rank changeWhy this rank

    Lux ranks #22 with no tournament wins and 3 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, so pressure both battlefields early and make her spend interaction before she finds a safe big-spell window.

  4. Rank 23

    Ornn

    Fire Below the Mountain

    Wins0Top 8s3Rank changeWhy this rank

    Ornn ranks #23 with no tournament wins and 3 Top 8s. The Gear engine can produce extra Power and a large Forge God once it is assembled, but Ornn's Power only pays for Gear and Patched Porobot needs three other Gear before it draws. Use Gear removal before the count turns into cards and oversized units; do not wait for Forge God to arrive.

  5. Rank 24

    Master Yi

    Wuju Master

    Wins0Top 8s1Rank changeWhy this rank

    Master Yi ranks #24 with no tournament wins and 1 Top 8. Its 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.

  6. Rank 25

    Darius

    Hand of Noxus

    Wins0Top 8s0Rank changeWhy this rank

    Darius ranks #25 with no tournament wins and no Top 8s. Hand of Noxus can produce strong two-card turns, especially when the second play readies Darius, Trifarian, but it does nothing until another card has already been played. Pressure early or make Darius spend the first card defensively; a weak opener leaves the second play much easier to answer.

  7. Rank 26

    Volibear

    Relentless Storm

    Wins0Top 8s1Rank changeWhy this rank

    Volibear ranks #26 with no tournament wins and 1 Top 8. 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, while Herald of Scales and Gentle Gemdragon help close that gap if they stay in play.

  8. Rank 27

    Lee Sin

    Blind Monk

    Wins0Top 8s0Rank changeWhy this rank

    Lee Sin ranks #27 with no tournament wins and no Top 8s. Permanent buffs can build one difficult-to-remove threat, especially once Centered makes the first buff worth another 2 Might. The Legend buffs only one unit per activation and every use costs Energy, so pressure the other battlefield or remove the chosen carrier before the investment pays off.

  9. Rank 28

    Annie

    Dark Child

    Wins0Top 8s0Rank changeWhy this rank

    Annie ranks #28 with no tournament wins and no Top 8s. She can spend aggressively on her turn and still ready two runes for interaction on the opponent's turn, but the movement package often preserves units without adding enough pressure. Annie, Stubborn also needs a worthwhile spell in trash before she becomes an engine, so make Annie choose between saving a unit and keeping its battlefield.

  10. Rank 29

    Miss Fortune

    Bounty Hunter

    Wins0Top 8s0Rank changeWhy this rank

    Miss Fortune ranks #29 with no tournament wins and no Top 8s. Dazzling Aurora can lead into Elder Dragon, then Ganking can move the surviving threat, but the deck must reach 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.

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

    Akali

    Rogue Assassin

    Wins0Top 8s1Rank changeWhy this rank

    Akali ranks #30 with no tournament wins and 1 Top 8. Akali, Silent can grow multiple times while Stellacorn Herder turns repeated movement into cards, but 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.

  2. Rank 31

    Vex

    Gloomist

    Wins0Top 8s1Rank changeWhy this rank

    Vex ranks #31 with no tournament wins and 1 Top 8. The deck must already control and Hold a battlefield before the Legend draws a card, making 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.

  3. Rank 32

    Rumble

    Mechanized Menace

    Wins0Top 8s0Rank changeWhy this rank

    Rumble ranks #32 with no tournament wins and no Top 8s. A wide Mech board becomes much harder to attack because every Mech gains Shield while defending, but Rumble 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 establish a lane they can defend efficiently.

  4. Rank 33

    Leona

    Radiant Dawn

    Wins0Top 8s0Rank changeWhy this rank

    Leona ranks #33 with no tournament wins and no Top 8s. One stun can stop the enemy from dealing combat damage and give a friendly unit a lasting buff, but the deck needs both a timely stun and an unbuffed unit worth improving. Play around the first stun, then force another fight after Leona has spent it.

  5. Rank 34

    Poppy

    Keeper of the Hammer

    Wins0Top 8s0Rank changeWhy this rank

    Poppy ranks #34 with no tournament wins and no Top 8s. Her plan begins with a Hold, then needs three XP before the Legend turns that work into a card. Fight hard for the first Hold; repeatedly breaking the same battlefield shuts down both the scoring plan and the XP engine.

  6. Rank 35

    Zed

    Master of Shadows

    Wins0Top 8s0Rank changeWhy this rank

    Zed ranks #35 with no tournament wins and no Top 8s. Shadow Clones can turn a stocked trash into sudden Might, and Rhasa gives the deck a larger follow-up, but banishing units 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.

  7. Rank 36

    Ambessa

    Matriarch of War

    Wins0Top 8s1Rank changeWhy this rank

    Ambessa ranks #36 with no tournament wins and 1 Top 8. She can give the right unit another attack or activation, 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.

  8. Rank 37

    Sett

    The Boss

    Wins0Top 8s0Rank changeWhy this rank

    Sett ranks #37 with no tournament wins and no Top 8s. He 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 force the rescue before a conquest can ready Sett again.

  9. Rank 38

    Renekton

    Butcher of the Sands

    Wins0Top 8s0Rank changeWhy this rank

    Renekton ranks #38 with no tournament wins and no Top 8s. He trades 2 Power for 2 Energy that can only pay for units or unit abilities, so the deck must have the right follow-up available that turn. Keep pressure on both battlefields so the added Energy must answer the board instead of advancing Renekton's plan.

  10. Rank 39

    Vi

    Piltover Enforcer

    Wins0Top 8s0Rank changeWhy this rank

    Vi ranks #39 with no tournament wins and no Top 8s. An oversized conquest can become a second action by readying another unit, but Vi needs at least three excess damage and a useful target already on the board. Make her overcommit to the first fight before dealing with the readied unit.

  11. Rank 40

    Ivern

    Green Father

    Wins0Top 8s0Rank changeWhy this rank

    Ivern ranks #40 with no tournament wins and no Top 8s. Brush and Friend to All give the deck two ways to build a scoring board, but 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.

  12. Rank 41

    Pyke

    Bloodharbor Ripper

    Wins0Top 8s0Rank changeWhy this rank

    Pyke ranks #41 with no tournament wins and no Top 8s. He can reuse strong Play abilities while banking Gold, but the unit leaves its battlefield immediately and the Gold enters exhausted. Pressure the weakened lane before the replay turn arrives.

  13. Rank 42

    Jax

    Grandmaster at Arms

    Wins0Top 8s0Rank changeWhy this rank

    Jax ranks #42 with no tournament wins and no Top 8s. 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. Once Jax commits the Equipment, contest the other battlefield or remove the unit carrying it.

  14. Rank 43

    Jinx

    Loose Cannon

    Wins0Top 8s0Rank changeWhy this rank

    Jinx ranks #43 with no tournament wins and no Top 8s. She 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 make her spend the hand before the board is secure.

  15. Rank 44

    Jhin

    Virtuoso

    Wins0Top 8s0Rank changeWhy this rank

    Jhin ranks #44 with no tournament wins and no Top 8s. The 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. Pressure the first three casts and do not give Jhin a quiet turn to turn the stored spells into four runes and a card.

  16. Rank 45

    Renata Glasc

    Chem-Baroness

    Wins0Top 8s0Rank changeWhy this rank

    Renata Glasc ranks #45 with no tournament wins and no Top 8s. Repeated Holds can become Gold and eventually fuel both Power and Energy near the Victory Score, but 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.

  17. Rank 46

    Shen

    Eye of Twilight

    Wins0Top 8s0Rank changeWhy this rank

    Shen ranks #46 with no tournament wins and no Top 8s. He can protect a Hold by giving one defender Tank, which forces combat damage to be assigned to that defender first, but Tank does not reduce the damage. Without Ki Barrier or a naturally durable unit, the chosen defender still dies, so make the Tank absorb more damage than its protection can cover and then attack the exposed board.

  18. Rank 47

    Teemo

    Swift Scout

    Wins0Top 8s0Rank changeWhy this rank

    Teemo ranks #47 with no tournament wins and no Top 8s. 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. Pressure the visible board before the concealed value becomes relevant.

  19. Rank 48

    Ahri

    Nine-Tailed Fox

    Wins0Top 8s0Rank changeWhy this rank

    Ahri ranks #48 with no tournament wins and no Top 8s. Once she owns a battlefield, Nine-Tailed Fox weakens attackers, Blue Sentinel doubles Hold effects, and cheap Reactions make the lane expensive to break. Pressure one lane until Ahri commits its Hidden card, then attack where the remaining defenders are weakest.

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.