League of Legends Solo Queue Tier Lists for Patch 26.14:
The headline story of 26.14 is the wave of nerfs aimed at last patch's most dominant picks: Locke, Senna, and Seraphine all took real number cuts, yet all three are still performing well enough to hold their God Tier slots for now. Top lane saw the bigger shakeup, with Mordekaiser and Teemo climbing into God Tier as Garen's true damage got trimmed down and he settled into Tier 1 instead. Nocturne and Briar have joined a returning Nasus at the top of the jungle, and Tristana joins Senna and Seraphine in a three-wide God Tier bot lane. Thresh remains the most consistently dominant support in the game.

SEASON 16 - PATCH 26.14 Changelog
Patch 26.14 Tier List Update Summary
Tier 1
Strong/Preferred Choices | Good Effort to Benefit Ratio | Works Well In Solo Queue
Mid Lane
Ahri
Twisted Fate
Diana
Lissandra
Katarina
Veigar
Syndra
Sylas
Vladimir
Lux
Viktor
Jungle
Shyvana
Warwick
Naafiri
Wukong
Kayn
Shaco
Talon
Ekko
Xin Zhao
Hecarim
Sylas
Top Lane
Gareni
Ornn
Riven
Tryndamere
Fiora
Malphite
Gangplank
Sett
Aatrox
Dr. Mundo
Irelia
Bot Lane
Jinx
Xayah
Ziggs
Smolder
Twitch
Ashe
Zeri
Syndra
Support
Braum
Rakan
Sona
Leona
Blitzcrank
Seraphine
Senna
Nami
Milio
Nautilus
Soraka
For a FULL list of champions be sure to check out the main tier list page!
Instructions and Caveats
- Champions marked with a gold "i" badge are explained in more detail in the Champion Explanations section below.
- Champions UNDERLINED may be over/undervalued, but aren't/haven't played enough for me to make a better judgment.
- Within each tier, the champions are strongest from top to bottom in each role's column, but within a tier, each champion's strength is relatively close. This is especially true for Tiers 2 and 3 where these champions are ALL highly playable and player dependent on how strong they are in-game.
LoL Tier List Champion Explanations

Locke [God Tier Mid]
Locke took real damage numbers down across his nail poke and his stacked bonus damage this patch, and his recast hold time got shorter too, but he is still the scariest lane bully in mid lane when his combo lands. His mechanical ceiling is enormous, so most of the ladder still hasn't figured out how to punish him during the window before he gets his stacks rolling. Expect him to keep sliding down as more players learn the matchup, but for now he still snowballs games by himself.

Xerath [God Tier Mid]
Xerath's poke range is so long that a lot of matchups are already lost during laning phase before the enemy mid laner even gets to fight back. His immobility is a real weakness once someone dives on top of him, but from max range he can chip down an entire team before a fight even starts. Few mages punish a bad positioning read this hard from this far away.

Mordekaiser [God Tier Top]
Mordekaiser's damage went up this patch and he hits even harder after winning a Death Realm duel, which makes an already miserable top lane matchup even worse for whoever he ults. Once he gets an item or two he can solo carry team fights just by dragging the enemy carry into his own personal arena and walking out alone. He does lack a real escape though, so a coordinated gank can still catch him out before he snowballs.

Teemo [God Tier Top]
Teemo's blind alone can shut down an entire fight from an enemy diver, and his mushrooms turn the jungle and lane into a minefield that punishes greedy pathing all game long. He is deceptively tough to punish in lane thanks to his kit's constant disengage tools, and a fed Teemo can zone a whole side of the map with mushrooms alone. His weakness is a genuinely low base health pool, so a hard engage before he can kite can still end him fast.

Nocturne [God Tier Jungle]
Nocturne's global ultimate lets him show up in any lane the instant it comes online, turning a losing top lane into a free kill in seconds. His clear is fast enough that he is rarely behind on tempo, and the fear on his ultimate makes it brutally hard to peel for a target once he commits. He is also fairly one dimensional outside of his ultimate window, so a team that shuts down that first engage can often weather the rest of the fight.

Nasus [God Tier Jungle]
Nasus remains one of the safest ways to climb in the jungle, and once his stacks pile up his Q alone can end a fight in one hit. His clear pattern rewards patient players who farm safely early, and by the twenty minute mark he is one of the hardest champions in the game to just fight head on. He remains vulnerable to an early invade though, so a jungler with a fast clear can still set him back before the snowball starts.

Senna [God Tier Bot]
Senna took a real hit this patch, with her damage modifier and her AP scaling both trimmed down, but she is still one of the few champions strong enough to headline both the ADC and support tier lists at once. Turning soul stacks into genuine hypercarry damage remains her whole identity, and even after the nerfs she still scales into one of the best late game marksmen in the game. Her early base kit is still weak, so a rough laning phase can leave her behind for good.

Seraphine [God Tier Bot]
Seraphine's ability power ratio got cut this patch, but a genuine bot lane threat who can flex into support just as easily is still hard to pass up when she has this much poke and shielding either way. She remains positioning dependent and squishy, and most lobbies still haven't practiced the matchup against her closely enough to punish it. Catch her out of range once and she has very little way to fight back.

Tristana [God Tier Bot]
Tristana's jump resets let her chain kills across a fight far more freely than most other marksmen, and her point blank burst combo can delete a squishy target before they even see it coming. She scales cleanly from lane into the late game without needing a big item spike to feel useful. The tradeoff is a genuinely short attack range early, which makes her vulnerable to any lane opponent who can poke her down before she gets those resets rolling.

Thresh [God Tier Support]
The most picked support in the game by a wide margin, Thresh punishes any positioning mistake from the enemy backline with a single hook and can peel just as effectively as he can engage. He's unforgiving to learn, since landing hooks consistently takes real reps, but there's no support with a higher skill ceiling relative to his reward.

Garen [Tier 1 Top]
Garen's true damage got trimmed down again this patch, taking some of the sting out of his execute against low health targets, and he has fallen out of the very top of the top lane pool because of it. He is still one of the easiest champions in the game to pick up, with a kit that punishes any opponent who can't kite him around a wall. The catch is that he has almost no way to reach a target that keeps its distance, so ranged bullies can still make his laning phase miserable.

Corki [Tier 2 Bot]
Corki picked up a real scaling boost this patch, with higher AD growth and a passive that comes online more often, and it shows in how much harder he hits once he gets a full build online. His mix of long range poke and burst damage makes him a genuine threat to anyone standing in his rocket's path. He is still one of the more mechanically demanding marksmen to actually pilot well, and a missed combo leaves him with very little to fall back on.

Azir [Tier 4 Mid]
Azir didn't get a single number changed this patch, but Riot fixed how his soldiers carry on-hit effects, so items like Liandry's and Blackfire Torch finally deal their full damage through his summons instead of half. It's a real quality of life fix for anyone who wants to keep playing him, but his overall kit is still difficult to pilot and punishing to learn under pressure. Until his base numbers actually move, he remains a champion you play because you love him, not because the tier list says to.
- The purpose of this list is for discussion and to provide a starting point for champion selection.






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