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Akali climbs after two wins

Kennen holds the lead, Diana wins Lucca, and Lux takes Baltimore.

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48 ranked Legends

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Showing 48 of 48 ranked Legends.

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.

1 Legend
  1. Rank 1

    Kennen

    Heart of the Tempest

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    Rank 1 · Why this rank

    KennenHeart of the Tempest

    Kennen leads because its setup also advances its attack: Lightning Rush finds threats while stocking the trash for cheaper Rhasas, and Nocturne turns selection into a cheap Ganking attacker. Assault 2 makes those discounted bodies threatening immediately, with Ride the Wind converting them into further conquests and Last Rites supporting another wave after trades. Yi is better equipped to protect a lone defender, but Kennen’s combination of cheap pressure, movement, and replacement threats gives it more ways to keep scoring without waiting for an expensive engine.

A

Contenders

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

4 Legends
  1. Rank 2

    Master Yi

    Wuju Bladesman

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    Rank 2 · Why this rank

    Master YiWuju Bladesman

    Wuju Bladesman turns cheap, replaceable units into credible defenders through its free lone-defender bonus, leaving resources for Discipline and protection while larger attackers contest the other battlefield. Unlike Rengar, it does not need another paid unit play to improve that defense. Its strong position comes from making modest boards expensive to dislodge without abandoning proactive attacks. Kennen remains above it because discounted attackers, movement, and recursion combine into a more aggressive scoring engine; Yi’s passive advantage is strongest when it already has territory to defend.

  2. Rank 3

    Rengar

    Pridestalker

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    Rank 3 · Why this rank

    RengarPridestalker

    Rengar makes developing another unit double as a combat trick. Ambush can add both a defender and temporary Might to an existing fighter, while Faefolk creates fights and Thrill of the Hunt reuses units for another play trigger. That pressure comes together before Irelia’s expensive Heron engine, giving Rengar a direct route to winning fights while expanding its board. Yi’s defensive bonus costs fewer resources to maintain; Rengar must keep paying for bodies, so a depleted hand reduces both its development and its combat flexibility.

  3. Rank 4

    Irelia

    Blade Dancer

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    Rank 4 · Why this rank

    IreliaBlade Dancer

    Irelia turns targeting and readying Fervent into growing attacks, then uses Heron and a cheap first card to make the next interaction unusually efficient. Once established, that gives it a sharper response to contested battlefields than Azir’s equipment development. Rengar can build combat pressure with fewer engine pieces, however: Irelia’s strongest turns need a worthwhile unit to ready, the Power to activate its Legend, and sometimes an established Heron. Its high placement reflects how well those pieces support both repeated attacks and defending the position afterward.

  4. Rank 5

    Azir

    Emperor of the Sands

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    Rank 5 · Why this rank

    AzirEmperor of the Sands

    Azir builds pressure that survives ordinary unit trades: equipment remains available for the next carrier, gear plays can add Soldiers, and Arise turns a developed gear board into another wave. Weaponmaster improves equipment mobility, although Equip costs still matter. That lasting investment gives Azir a sturdier rebuilding plan than Diana’s temporary Might bursts. Irelia’s readying and discounted interaction are more immediate once fights begin; Azir needs time to assemble both gear and bodies, which keeps its resilient battlefield plan below the faster contenders.

B

In the field

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

6 Legends
  1. Rank 6

    Diana

    Scorn of the Moon

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    Rank 6 · Why this rank

    DianaScorn of the Moon

    Diana’s Hwei engine turns movement into filtering, while discarding Porobot supplies temporary Might and readies retained runes. Ride the Wind then makes that enlarged attacker useful across battlefields, with the Legend helping fund showdown spells. This produces mobile midgame pressure before Nasus’s expensive units take over. Azir retains more of its investment between turns: Diana’s Might gains expire, and rune readiness does not replace recycled Power. The deck’s position rests on powerful connected turns, tempered by the need to establish Hwei and keep funding movement.

  2. Rank 7

    Akali

    Rogue Assassin

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    Rank 7 · Why this rank

    AkaliRogue Assassin

    Akali turns movement into sustained value: Herder draws on each move, and the empowered Legend can retreat and ready a unit during its own turn for another attack. That gives it a more immediate way to reuse an established board than Fiora’s threshold-based rune growth. Kai’Sa has the stronger extra-turn finish, while Akali’s plan depends on repeatedly extracting value from its units. Paying to empower the Legend and establish those units takes time, and the retreat ability does not provide the same escape during an opponent’s turn.

  3. Rank 8

    Nasus

    Curator of the Sands

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    Rank 8 · Why this rank

    NasusCurator of the Sands

    Nasus makes expensive units easier to chain by readying runes after they are played. With Heron established, an accelerated Watcher can arrive cheaply enough to leave room for further interaction, shrinking the opposing board while adding a large ready attacker. That develops battlefield pressure more directly than Kai’Sa’s spell-focused resource engine. Diana can start moving its engine around earlier, though; Nasus must first fund substantial units and the setup around them. Its ceiling is high, but the early game has to carry it to those turns.

  4. Rank 9

    Kai'Sa

    Daughter of the Void

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    Rank 9 · Why this rank

    Kai'SaDaughter of the Void

    Kai’Sa preserves runes by supplying Power for spells, letting removal and Survivor’s attacks build toward Time Warp. Established battlefield control can then become another scoring turn, while Brynhir and a prepared Temporal Breach can restrict opposing card plays for a crucial turn. That gives it a more ambitious late-game finish than Akali’s movement value. Nasus develops large threats while recovering resources; Kai’Sa’s biggest payoffs demand costly spells, controlled battlefields, or prior setup, so preserving resources alone does not guarantee that it reaches its finish.

  5. Rank 10

    Fiora

    Grand Duelist

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    Rank 10 · Why this rank

    FioraGrand Duelist

    Fiora turns a buff into more than extra Might: reaching Mighty can unlock Victorious’s combat keywords and channel a rune, while First Mate or Worthy readying supports further pressure. Unlike Rek’Sai, its resource growth can begin before winning a conquest. Akali’s movement engine offers more repeatable immediate value, however; Fiora must cross the Mighty threshold with suitable units, and its new rune arrives exhausted. The payoff is a board that grows into stronger later turns, rather than an automatic burst of resources for the current attack.

  6. Rank 11

    Rek'Sai

    Void Burrower

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    Rank 11 · Why this rank

    Rek'SaiVoid Burrower

    Rek’Sai turns a first conquest into access to another card, with Undertitan’s reveal Energy and Breacher’s Accelerate enabling fresh attackers when the remaining costs can be paid. That lets battlefield success feed further development sooner than Jayce’s Aurora finish. Fiora can begin its resource growth without first securing a conquest; Rek’Sai’s strongest chains need both an opening to score and enough resources for the follow-up. Its pressure is substantial when those conditions align, but winning the first field does not make the next threat free.

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.

18 Legends
  1. Rank 12

    Jayce

    Defender of Tomorrow

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    Rank 12 · Why this rank

    JayceDefender of Tomorrow

    Jayce uses repeated Platewyrm Egg activations to reach Aurora, then turns Elder Dragon and small damage effects into a board-clearing finish. That ceiling can overwhelm developed battlefields in a way Ornn’s equipment attacks cannot replicate. The delay keeps it below Rek’Sai’s more immediate conquest-driven pressure: early resources go into ramp, and Aurora’s end-turn arrival does not provide an ordinary attack that turn. Jayce earns its place through a decisive late game, with a substantial gap between setting up that finish and actually controlling the fields.

  2. Rank 13

    Ornn

    Fire Below the Mountain

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    Rank 13 · Why this rank

    OrnnFire Below the Mountain

    Ornn sustains equipment pressure through card-drawing units and Pit Crew’s repeated readying, with its Legend and Seal of Focus helping preserve runes for Power costs. Gear survives ordinary carrier deaths, so another unit can inherit much of the investment. Its limitation is assembling those parts together: spare equipment does not contest a battlefield, and small carriers need upgrades before taking favorable fights. The engine can keep attacking and rebuilding, but its strongest turns depend on a continuing supply of both units and gear.

  3. Rank 14

    Ezreal

    Prodigal Explorer

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    Rank 14 · Why this rank

    EzrealProdigal Explorer

    Ezreal’s Pack of Wonders and Treasure Trove engine builds cards and runes for a longer control game, while replayed Bewitching Spirits turn spare Energy into repeated hand pressure. Its removal can then make modest units sufficient to contest battlefields. The catch is that Trove’s rune arrives exhausted and replaying it costs Energy; bouncing a useful unit also takes it off the board. Ezreal can accumulate substantial value, but converting that value into points takes additional time and bodies, keeping its engine below the more immediate contenders.

  4. Rank 15

    Draven

    Glorious Executioner

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    Rank 15 · Why this rank

    DravenGlorious Executioner

    Draven turns combat wins into cards, with Spinning Axe and hidden units making modest fighters capable of profitable trades. Those draws help fund the next contest, and movement effects can turn a successful attacker into further pressure. The engine still needs an actual fight: taking an empty field does not trigger the Legend, while losing combat earns nothing back. That makes Draven dangerous when its tricks convert into wins, but less self-sufficient when the hand must pay for setup and interaction before the first refill.

  5. Rank 16

    LeBlanc

    Deceiver

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    Rank 16 · Why this rank

    LeBlancDeceiver

    LeBlanc can copy Deathknell units to turn a conquest into another attacker and another death payoff. Karthus, Ruined Rex, and sacrifice effects make those copies valuable even when they do not survive, giving the deck a substantial rebuilding engine. The setup is also its constraint: the Legend needs a conquest or hold, a discard, and a suitable unit at that battlefield. Temporary copies usually expire before holding, so producing value does not automatically preserve territory. The deck’s ceiling is compelling, but its scoring and resource engines need careful alignment.

  6. Rank 17

    Lux

    Lady of Luminosity

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    Rank 17 · Why this rank

    LuxLady of Luminosity

    Lux’s Ekko and Sacrifice engine can refresh runes while Forge of the Future recycles the cards needed to keep drawing, eventually supporting chained Time Warps or a Renata finish. That gives the deck a payoff beyond ordinary battlefield exchanges. The difficulty is assembling enough runes, draw, and recursion while still establishing scorers: refreshing resources does not itself claim a field, and the engine needs a funded starting sequence. Lux has a powerful finish, but a long preparation stage separates its early game from that ceiling.

  7. Rank 18

    Viktor

    Herald of the Arcane

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    Rank 18 · Why this rank

    ViktorHerald of the Arcane

    Viktor supplies expendable Recruits for card draw and reciprocal removal, allowing its control builds to trade small bodies for more valuable threats. Innovator and Leader offer different ways to replenish that material, while ready Sprites or larger units turn cleared fields into points. The limitation is the gap between generating fodder and generating pressure: ordinary Recruits arrive exhausted and remain small. Viktor can sustain resource exchanges, but it needs additional cards to convert those exchanges into a board that can reliably conquer and hold.

  8. Rank 19

    Vex

    Gloomist

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    Rank 19 · Why this rank

    VexGloomist

    Vex rewards an established hold with cards, while Apathetic limits newly played enemy units once it reaches a battlefield. Defensive bodies and combat tricks can make that position difficult to dislodge, allowing the extra cards to support the next defense. The engine starts after territory is secured, however, and Apathetic does not stop existing attackers or opposing spells. Vex’s strength is consolidating a position; the need to establish that position before its Legend pays back limits how independently it can drive the game.

  9. Rank 20

    Lillia

    Bashful Bloom

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    Rank 20 · Why this rank

    LilliaBashful Bloom

    Lillia can put ready Sprites onto the board quickly, then use Smoke and Mirrors to exchange a spent temporary attacker for a lasting defender. Fae Fawn adds more bodies through movement, helping reduce the Legend’s cost and extend that pressure. Its limitation is turning a burst of conquests into lasting control: old Temporary units die before holding, and Fawn’s new Sprites normally enter exhausted. The deck has an efficient scoring turn when its pieces connect, but keeping those points flowing requires more than simply producing another wave of tokens.

  10. Rank 21

    Kha'Zix

    Voidreaver

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    Rank 21 · Why this rank

    Kha'ZixVoidreaver

    Kha’Zix creates isolated fights through Void Assault and Faefolk, then uses Mutating Horror’s extra Might and XP to reward those combats. Winning can fund a lasting buff or a later retreat, giving the deck useful ways to build on a favorable exchange. Those rewards do not replace the cards or Energy spent creating the fight, and the Legend’s retreat is available only during its own turn. Kha’Zix has threatening tactical sequences, but less automatic resource renewal than the engines above it.

  11. Rank 22

    Lucian

    Purifier

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    Rank 22 · Why this rank

    LucianPurifier

    Lucian turns each equipment attachment into additional attacking Might, with Merciless and Relentless Pursuit enabling a successful carrier to threaten another conquest. Equipment can remain for replacement units after ordinary trades, giving the deck something to rebuild around. The strongest turns still concentrate several investments on an attacker: the body, its gear, and the movement or readying needed to reuse it. Assault contributes less when that unit is defending. Lucian’s burst pressure is credible, but holding afterward and rebuilding its attack require further resources.

  12. Rank 23

    Mel

    Soul's Reflection

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    Rank 23 · Why this rank

    MelSoul's Reflection

    Mel’s empowered Applied Researchers can make Shock Blast free, preserving runes while removal and growing Students contest the board. Time Warp gives that resource advantage a clear scoring payoff. Reaching the efficient state takes several investments, though: the Researchers must be played and empowered, and Mel still needs units positioned to benefit from the cleared fields or extra turn. Its best sequences combine removal, resources, and pressure effectively; the dependence on an established support engine keeps those turns from being the deck’s default pace.

  13. Rank 24

    Ambessa

    Matriarch of War

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    Rank 24 · Why this rank

    AmbessaMatriarch of War

    Ambessa turns cheap empowers into access to another ready, while an empowered Wolf makes Rampage a one-sided fight outside combat. That can clear a blocker without sacrificing the attacker and leave a large unit available to contest a field. The payoff requires both the unit and its empowerment investment, however, and the Legend’s readying is restricted to its own turn. Wolf’s damage immunity also does not carry into combat. Ambessa can build a commanding sequence, but its strongest pressure depends on developing and preserving an expensive centerpiece.

  14. Rank 25

    Sivir

    Battle Mistress

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    Rank 25 · Why this rank

    SivirBattle Mistress

    Sivir converts rune spending and enemy deaths into a reserve of Gold, helping fund later threats without repeatedly recycling more runes. Mercenary can turn Power spending into a larger mobile attacker, while some builds invest in Aurora finishers. The reserve takes time to become useful: newly created Gold arrives exhausted, and its Power does not pay Energy costs. Sivir can make later turns economical, but it must still establish battlefield pressure while banking resources, leaving a delay between its engine working and its engine winning points.

  15. Rank 26

    Zed

    Master of Shadows

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    Rank 26 · Why this rank

    ZedMaster of Shadows

    Zed’s Shadow Clones turn units in the trash into substantial Assault, and Ride the Wind can carry that temporary attack strength into another battlefield. Banishing also fuels the Legend’s hand filtering, linking combat pressure with finding the next useful card. The exchange spends real material: each attack needs trash fuel, the movement costs resources, and its Assault contributes no Might while defending. Zed can produce a sharp scoring burst, but those attackers provide little lasting defense and the Legend filters cards rather than replacing the hand.

  16. Rank 27

    Master Yi

    Wuju Master

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    Rank 27 · Why this rank

    Master YiWuju Master

    Wuju Master builds toward teamwide Might and eventually ready unit arrivals, with Hunt and Alpha Strike helping reach the XP thresholds. Once active, those bonuses make later development much more threatening and allow fresh units to affect scoring immediately. The limitation is the time spent earning that advantage: the early board must generate XP before the Legend provides its strongest benefits. This creates a substantial late-game payoff, but the deck needs its setup units and combat sequences to carry a stretch of play without that full support.

  17. Rank 28

    Volibear

    Relentless Storm

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    Rank 28 · Why this rank

    VolibearRelentless Storm

    Volibear can turn Mighty unit plays into extra runes, while Herald of Scales and Gentle Gemdragon make successive Dragons easier to fund. Ready Dragons then convert that development into immediate battlefield pressure. The engine needs substantial board investment before its best chains appear: Herald is a support unit, Gemdragon is expensive, and the Legend’s rune arrives exhausted unless another effect readies it. Volibear can build an imposing board, but its resource acceleration depends on already reaching and supporting large-unit plays, limiting its early flexibility.

  18. Rank 29

    Shen

    Eye of Twilight

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    Rank 29 · Why this rank

    ShenEye of Twilight

    Shen combines Tank, protection, and rewards for surviving combat to make prepared defenses efficient. Shadow Dash can bring a fight into that setup, while Kinkou helps protect the unit whose survival matters most. The tradeoff is concentration: several bodies and protective cards may be committed to securing one battlefield, and Tank redirects combat damage rather than removing threats or stopping spells. Shen can make individual exchanges favorable, but turning that defensive investment into pressure across multiple fields asks more of the rest of the deck.

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

    Ivern

    Green Father

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    Rank 30 · Why this rank

    IvernGreen Father

    Ivern turns animal-tag synergies into stronger Brush defenses, extra scoring, or Daisy’s ready finisher; Nurturer builds instead emphasize finding and buffing units. Each approach can reward a developed board with more than raw Might. The constraint is how much must already be in place: the larger tag payoffs need the appropriate spread of units, while the Legend begins changing battlefields only after a conquest or hold. Ivern can compound an established position, but its setup demands make the route to that position less direct.

  2. Rank 31

    Vi

    Piltover Enforcer

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    Rank 31 · Why this rank

    ViPiltover Enforcer

    Vi turns a conquest with enough excess damage into a ready, while Gauntlets can add the cards needed to continue attacking. A Ganking carrier can then move that investment into another battlefield. The chain requires more than winning combat: it needs the excess-damage threshold, a surviving attacker, and a way to move between fields. Gear and temporary pumps can supply the margin, but each adds setup or cost. Vi’s payoff is strong when those conditions align, with too much depending on that complete sequence to make it broadly dependable.

  3. Rank 32

    Pyke

    Bloodharbor Ripper

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    Rank 32 · Why this rank

    PykeBloodharbor Ripper

    Pyke can recall a field unit to generate Gold and reuse its play effect, with Ripper’s Bay adding a rune to the exchange. Bewitching Spirit makes that attractive as a repeatable source of hand pressure. The resources arrive exhausted, though, and returning the unit removes a defender before its replay has produced another scorer. The engine therefore spends current board presence and Energy for later value. Pyke has useful long-game exchanges, but keeping battlefield control while making them requires additional bodies and time.

  4. Rank 33

    Rumble

    Mechanized Menace

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    Rank 33 · Why this rank

    RumbleMechanized Menace

    Rumble’s Mechs share defensive Shield, offensive Assault, and support effects that add Might or movement. Hotheaded can also turn a conquest into another Mech from the trash, giving the deck a way to rebuild while attacking. Those benefits are distributed across several units rather than supplied by the Legend alone. The next attack often needs a separate readying or Ganking effect, and ordinary new Mechs enter exhausted. Rumble has a coherent engine, but sustaining its pressure requires several support pieces to remain connected.

  5. Rank 34

    Jhin

    Virtuoso

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    Rank 34 · Why this rank

    JhinVirtuoso

    Jhin banks spells with substantial Energy payments toward a rune refill, while Meticulous Killer and ready Sprites help turn spell spending into a board. Completing that cycle can produce an excellent development turn. The problem is the investment before the refund: four qualifying spells must actually resolve, and cheap Hidden plays do not supply the same progress. The deck therefore needs to keep answering the board while funding its own engine. Its payoff is strong, but delayed enough to constrain its pace and early scoring options.

  6. Rank 35

    Jax

    Grandmaster at Arms

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    Rank 35 · Why this rank

    JaxGrandmaster at Arms

    Jax can move equipment between established attackers, and Unmatched lets new equipment arrive reactively with an immediate attachment. That can spread one gear investment across multiple conquests or improve a defender during a showdown. Much of the flexibility depends on the chosen Champion already being in play, however, and transferring equipment does not ready its next carrier. Jax needs both suitable bodies and the resources to establish its equipment engine. The tactical payoff is real, but less self-contained than a Legend that directly supplies pressure or resources.

  7. Rank 36

    Renata Glasc

    Chem-Baroness

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    Rank 36 · Why this rank

    Renata GlascChem-Baroness

    Renata can turn stored Gold into a late scoring burst through Mastermind or Time Warp, with ready Sprites and Hostile Takeover providing sudden battlefield swings. Its resource engine starts with a hold, and the Legend’s extra Energy only arrives near victory. That makes the payoff depend on points and territory already earned, rather than helping establish the opening position. Renata has ways to close from a developed board, but preparing enough Gold, a scoring outlet, and control of the necessary fields creates a demanding route there.

  8. Rank 37

    Renekton

    Butcher of the Sands

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    Rank 37 · Why this rank

    RenektonButcher of the Sands

    Renekton can recycle exhausted runes to fund a timely Ambush unit or an activated unit ability, while also bringing low-rune payoffs online. That creates turns where an apparently spent board still has meaningful options. The exchange reduces future rune capacity, and its Energy cannot pay for spells or non-unit gear. Larger Might and empower sequences also need their own investments. Renekton offers substantial short-term flexibility, but the deck must turn that spending into a lasting advantage before the smaller resource base constrains its next turns.

  9. Rank 38

    Poppy

    Keeper of the Hammer

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    Rank 38 · Why this rank

    PoppyKeeper of the Hammer

    Poppy’s available builds use Aurora and large finishers, with Paragon supplying a ready body and XP once an opponent nears victory. That can stabilize a difficult turn while the Legend converts the XP into a card. Earlier in the game, its ordinary hold-based XP requires territory before it produces that draw, and neither ability directly accelerates Aurora. The shell has a powerful destination, but Poppy contributes more to late recovery than to reaching the ramp engine, leaving its opening development dependent on the surrounding cards.

  10. Rank 39

    Annie

    Dark Child

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    Rank 39 · Why this rank

    AnnieDark Child

    Annie’s two readied runes make it easier to spend on an attack and still retain a trick or Flash for the opponent’s turn. That supports a useful rhythm of proactive development followed by a small defensive reserve. The benefit adds neither units nor permanent resources, however, and one response can consume the entire refill. Annie must find its attacking strength, card renewal, and larger late-game payoff elsewhere in the deck. The Legend smooths turns without supplying a sufficiently complete engine to carry the strategy by itself.

  11. Rank 40

    Sett

    The Boss

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    Rank 40 · Why this rank

    SettThe Boss

    Sett can preserve buffed units through lethal damage and reset that protection after a conquest, making invested attackers harder to lose permanently. Saving a unit still consumes its buff, spends Power, and returns it exhausted to base. The card survives, but the battlefield may not remain controlled, and spending a buff for another payoff can leave the protection unavailable. Sett can conserve valuable bodies across turns; the difficulty is turning that conservation back into scoring without repeatedly paying to rebuild their position and buffs.

  12. Rank 41

    Teemo

    Swift Scout

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    Rank 41 · Why this rank

    TeemoSwift Scout

    Teemo’s cheaper Hidden setup preserves runes for later turns, while Strategist and recovered Hidden cards can make an established battlefield difficult to attack. That provides a coherent defensive resource plan. The strongest effects still depend on prior control, prepared facedown cards, or the Hidden hits in Strategist’s reveal; they do not automatically create pressure at another field. Teemo can make territory efficient to defend, but developing a reliable way to acquire and expand that territory remains the heavier demand on its units and movement cards.

  13. Rank 42

    Leona

    Radiant Dawn

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    Rank 42 · Why this rank

    LeonaRadiant Dawn

    Leona turns stun effects into lasting buffs, letting Determined, Nami, and supporting interaction improve combat while growing the board. That can make a successful attack leave behind a better defender. Each buff needs a suitable recipient and cannot stack, though, so repeated stuns do not endlessly enlarge the same threat. Stun also suppresses combat damage without necessarily supplying enough Might to remove the enemy. Leona has useful incremental synergies, but converting them into decisive pressure requires both surviving units and additional combat support.

  14. Rank 43

    Miss Fortune

    Bounty Hunter

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    Rank 43 · Why this rank

    Miss FortuneBounty Hunter

    Miss Fortune helps established units move between battlefields, with Captain offering another readying effect to extend a turn. That supports both direct pressure and reusing larger finishers once they are available. The Legend supplies neither Energy nor an automatic ready, however, so movement alone does little to accelerate the Aurora setup found in one available build. Other lists pursue tempo with smaller units. Both approaches ask the surrounding deck to create the board and resources before Miss Fortune’s mobility can turn them into additional points.

  15. Rank 44

    Ahri

    Nine-Tailed Fox

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    Rank 44 · Why this rank

    AhriNine-Tailed Fox

    Ahri makes attacks into controlled territory less efficient, while Inquisitive can shrink enemies into Fox-Fire’s removal range. Alluring offers a stronger hold payoff in builds focused on preserving a field. Those tools protect an established position more naturally than they create a new one: the Legend does not improve attacks, and the larger defensive combinations require the right unit or spell alongside it. Ahri can make a defended battlefield awkward to contest, but extending that advantage into proactive scoring demands considerably more support.

  16. Rank 45

    Yasuo

    Unforgiven

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    Rank 45 · Why this rank

    YasuoUnforgiven

    Yasuo’s Windrider can turn movement into an extra point as well as another attack, giving the deck a finish that does not rely entirely on ordinary battlefield scoring. Ride the Wind helps connect those moves, and the Legend supplies another route through base. Reaching the third move still requires Windrider to survive and enough resources or movement cards to complete the sequence. The Legend does not ready the unit, and leaving fields can surrender future holds. Yasuo’s distinctive burst therefore needs substantial support to become sustained control.

  17. Rank 46

    Lee Sin

    Blind Monk

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    Rank 46 · Why this rank

    Lee SinBlind Monk

    Lee Sin can steadily buff units, with Centered making those buffs substantially stronger for other allies at its battlefield. Protection and readying effects can then turn the developed group into a difficult position to contest. The investment is concentrated around a six-Energy Champion and multiple suitably buffed bodies in one location. Moving those bodies elsewhere loses Centered’s bonus, while spending a buff can remove its benefit until replaced. The deck can build an imposing field, but its setup and concentration limit how readily that strength spreads across the board.

  18. Rank 47

    Jinx

    Loose Cannon

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    Rank 47 · Why this rank

    JinxLoose Cannon

    Jinx can convert discards into immediate pressure through Demolitionist, Flame Chompers, and Mask Mother, while an extra draw helps rebuild a nearly empty hand. That gives discarded cards an active role in a large attacking turn. The burst also consumes resources: the discard payoffs require further payments, and temporary Might does not produce an equally strong defender afterward. Jinx can commit aggressively, but its limited refill must then support the next attack and rebuild the board, making repeated pressure harder to sustain than the initial explosion.

  19. Rank 48

    Darius

    Hand of Noxus

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    Rank 48 · Why this rank

    DariusHand of Noxus

    Darius offers an Energy rebate after the first card, helping a Legion sequence develop another unit while Trifarian becomes a larger, ready attacker on the second play. That creates a useful burst from an otherwise ordinary development turn. The Legend supplies only one Energy per activation, however, and neither provides Power nor replenishes the hand. Trifarian’s extra Might expires, with no inherent movement chain to extend the attack. The payoff improves a specific sequence without giving the deck a broad resource or scoring engine for subsequent turns.

How this snapshot is built

The ranking balances field presence, finish quality, repeated Top 8s, tournament wins, and recency. Use it to order your first gauntlet, then adjust for the regional field and build differences you expect to face.

This snapshot covers July 24, 2026 through September 13, 2026. The rankings describe tournament performance, not head-to-head matchup win rates. Regional card rows show field share and Top 8s for every ranked Legend in each region. Build differences tell you what showed up in lists, not how often a deck won a specific matchup.