Find your next pick.
Champion trends from matches collected by Rift Record.
How the sample, tiers and patches work
This is an early sample from profile lookups, not global League statistics. Ranks are observed within 24 hours of a match, not historical ranks.
Games count champion appearances; win rate is wins divided by appearances. With All ranks, pick rate is the percentage of collected matches containing that champion in the selected role. For ranked filters, it is champion appearances divided by all observed player appearances in that rank, before role filtering. Only the looked-up player’s queue-specific rank is recorded, within 24 hours of match end; older games and unknown ranks are excluded. Ban rate is only available with All ranks and uses matches with complete draft ban data (0 here) and does not change with the role filter.
Experimental tiers require 100 appearances. Score = (wins + 50) / (games + 100), pulling small samples toward 50%. S ≥ 54%, A ≥ 52%, B ≥ 49%, C ≥ 47%, D below 47%. This is our simple test formula, not U.GG’s system or a reliable global strength ranking.
Automatic mode selects the newest patch observed in collected matches for your region and mode. Match versions, rather than patch-note publication dates, keep delayed regional releases separate. Older patch samples remain available in SQLite and optional patch-numbered JSON snapshots on the host. No patch is reset when a newer one appears. Hotfixes within the same patch are combined. Admin can turn off automatic switching and pin a patch.