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    League of Legends Tier List: 15 Solo Queue Picks

    A curated solo queue board for Bronze through Platinum: 15 champions across all five roles, with clear tier meanings, current-patch context, and the drafts that change the recommendation.

    Dynasty Ahri leaping over tiled rooftops in pink and white clothing with foxes and a blue orb
    Riot Games

    Four teammates have locked champions who want someone else to start the fight. Another damage pick can win its lane and still leave the team waiting at every river entrance. A useful League of Legends tier list needs an answer for that draft, not just a letter beside your favorite champion.

    For Bronze through Platinum solo queue on patch 26.18, our starting recommendations are Sett top, Nocturne jungle, Ahri mid, Ashe bot, and Nautilus support. Amumu and Jinx also earn S tier for their different teamfight jobs. This is a curated 15-champion board across five roles, with alternatives for missing damage types, dive threats, and players ready to practice a harder pick.

    Reviewed for modern PC Summoner’s Rift Patch 26.18 on September 10, 2026. Nautilus’s damage nerfs are included in the support recommendation. The board still ranks usable jobs, target access and recovery rather than measured rank-filtered results.

    How to read this League of Legends tier list

    The letters describe our recommendation for the stated audience, not a universal power ranking:

    • S: a first choice for building a ranked pool. Its useful actions are repeatable, and its contribution does not require winning every lane.
    • A: a worthwhile alternative that answers a different draft or asks for a more specific fight.
    • B: a specialist investment. The champion can outperform the picks above it, but its execution or resource demands make it harder to recommend broadly.

    Champions sharing a tier are not numerically ordered. Unlisted champions are unranked here, not assigned to an invisible C tier. An experienced Thresh player should not abandon him because Nautilus requires less preparation.

    The board weighs practical target access, usefulness without a lead, resource demands and what a pick adds to an ordinary team. It uses the documented kits and the 26.18 balance review, not a statistical match sample. Bronze through Platinum defines the intended reader rather than a claimed data filter.

    That narrower purpose explains why this board can differ from a carry-ceiling ranking or a list for experienced specialists. Ashe’s ability to find and start a fight earns more weight here; Thresh’s demanding mix of jobs earns more caution. The aim is a pool you can execute, not a collection of difficult champions with impressive theoretical answers.

    Top lane: choose the kind of fight you can reach

    Tier and championWhat the draft getsWhen to reconsider
    S: SettA melee brawler who can turn an enemy commitmentRepeated ranged disengage leaves him chasing
    A: MalphiteArmor-favored durability and a direct initiationSustained magic damage or a poor lane to farm
    A: GwenSustained magic damage and pressure against durable targetsNobody else can hold space or start the fight

    Sett turns a close fight into a decision

    Sett reclining in a dark chair with a fur-trimmed coat and a glowing gold fist
    Sett can turn a committed melee fight with Facebreaker and Haymaker. Artwork: Riot Games.

    Sett earns the default recommendation because his lane and later teamfight jobs connect. He threatens repeated punches in melee, stores damage for Haymaker, and can carry a frontliner into the fight with The Show Stopper. You can lose an early trade without losing all influence over the next one.

    The lane detail to practice is Facebreaker’s geometry. It stuns only when Sett catches an enemy on each side; a minion can supply the second side. Line that up before trading instead of pulling from one direction and expecting a stun. When Haymaker is available, its shield can cover the enemy’s commitment, but only its center deals true damage. Taking extra hits means little if the opponent still has a sidestep or escape.

    If you fall behind, stop trying to recover everything with one full-Grit punch. Keep enough health to collect the wave, then threaten the diver approaching your carry. The Show Stopper can remove that enemy from a useful position even when Sett is not the team’s damage leader.

    His limit is access. Q speeds him toward champions; it does not give him a free dash through a slow field. Against Janna, for example, spending your approach into her available tornado and Monsoon can leave you outside punching range again. That is a reason to look for a side angle, not proof that the matchup is unwinnable.

    Malphite moves up when armor has several jobs

    Malphite surging toward armed soldiers with jagged stone shoulders and glowing green eyes
    Malphite is a draft response to physical attackers, not an automatic answer to every damage type. Artwork: Riot Games.

    Take Malphite ahead of Sett when the enemy team gives you several physical attackers to answer and your allies need initiation. Thunderclap increases his armor, with a larger increase while Granite Shield holds. Ground Slam also reduces nearby enemies’ attack speed. Those tools solve a more specific problem than simply having a large health bar.

    Avoid turning every early minion into a Seismic Shard cast. Rank-one Q costs 70 mana; spending it repeatedly on an opponent who can recover the damage can leave you unable to contest the next wave. Let the passive shield return between trades when the lane permits it, and preserve enough resources to matter when your jungler arrives.

    A Gwen lane shows the limit of choosing by armor alone. Her passive adds magic damage and the center of her Q converts part of its damage to true damage. Stacking armor does not answer those portions. Malphite can still contribute with his ultimate, but the lane is no longer giving his defensive specialization the same value.

    Once grouped, check your allies’ positions before using Unstoppable Force. Hitting the easiest frontliner while your damage dealers are a screen away is usually a worse exchange than holding the spell for the carry stepping into range.

    Gwen is the damage-profile answer, not your replacement tank

    Gwen swinging enormous blue scissors with bright blue hair and spectral mist around her
    Gwen supplies sustained magic damage but needs room to keep attacking. Artwork: Riot Games.

    Gwen is the pick when your other threats are mostly physical and the enemy expects to survive by stacking armor. Her passive adds health-based magic damage, her centered snips add a true-damage component, and Needlework lets her keep a target close enough for more attacks. She does not need to bypass the frontliner to have something useful to hit.

    Riot increased her passive healing against champions in patch 26.16. That supports her extended-fight identity, but it does not refund a trade where she never gets to apply her passive. Build Q stacks before committing and keep an exit available when the opposing jungler could arrive.

    Hallowed Mist is not general invulnerability. Enemies inside can target her, and towers are explicitly exempt from its outside-targeting protection. Against a melee opponent who can enter the circle, the question is whether Gwen wins the fight inside it. In a teamfight, placing the mist between herself and a distant damage source is much more valuable than pressing it after everyone has already surrounded her.

    Choose her with an existing frontliner or reliable initiation. If your team is waiting for Gwen to walk into fog, absorb every cooldown, and somehow keep dealing damage, Malphite answers that missing job more directly.

    Jungle: access, initiation, or a resource lead

    Tier and championWhat the draft getsWhen to reconsider
    S: NocturneA repeatable level-six route onto a reachable carryAllied follow-up is distant and the target has layered protection
    S: AmumuArea crowd control and magic-damage supportNearby lanes cannot help defend contested camps
    B: GravesA farming carry who can punish map and terrain advantagesThe team needs reliable hard crowd control instead

    Nocturne stays S, but the first arrival is riskier

    Nocturne reaching through dark blue shadows with long curved blades and glowing eyes
    Nocturne can reach the target quickly; his teammates still need a path into the fight. Artwork: Riot Games.

    Patch 26.17 cut Nocturne’s base health from 655 to 640 and armor from 38 to 36. It did not remove Paranoia’s targeted access or his ability to block one enemy spell. Our recommendation survives the nerf because those tools make the next play clear, but the smaller durability buffer matters when he arrives alone.

    Level six is a planning point, not permission to ignore every lane until then. Take a nearby gank when an opponent has already committed and your ally can help; do not replace several available camps with a long walk toward a full-health target. On a quiet map, keep your clear moving toward the side you want to attack with R.

    At rank one, Paranoia’s dash range is 2,500. Position on the correct side of the map before the opening appears. Then ask what happens after you land. A carry near an allied Nautilus is a different target from the same carry standing beside two protectors while Nautilus is recalling.

    Use Shroud of Darkness for the important response, not simply because the dash started. An Annie with her stun ready gives you a concrete spell to track. When your ultimate is down or the target’s protection is intact, take the available camps and reset. Your allies may need to start the next fight before you can enter it safely.

    Amumu makes the fight easier to follow

    Amumu sitting on stone above desert dunes with glowing blue symbols floating over his hand
    Amumu gives a damage-heavy draft a clear teamfight initiation. Artwork: Riot Games.

    Amumu shares S tier because he solves the problem Nocturne does not: a team that needs several enemies held in one place. Bandage Toss has two charges, and his ultimate is an area stun. Cursed Touch makes affected enemies take additional true damage from incoming magic damage, which is useful alongside allied mages.

    Give the first bandage a realistic path. It hits the first enemy, so throwing through a healthy minion wave can put you on a minion instead of the champion behind it. When you can approach on foot, an enemy’s attempt to leave may offer a cleaner Q than a maximum-range opening shot.

    Amumu’s place here is also compatible with the recent jungle environment. Patch 26.16 increased pet damage scaling from AP and defensive stats, giving those investments more help with clearing. That is a system benefit, not evidence that Amumu now wins every early jungle duel.

    If the enemy invades while both nearby lanes are pinned under their towers, concede the contested camp rather than demand help that cannot arrive. Preserve your levels and find an engage with allies already present. His teamfight value gives you a recovery plan; it does not make lost camps free.

    Graves needs more than a clean damage combo

    Graves firing his double-barreled shotgun in a red coat amid flames and falling shells
    Graves rewards resource control and close-range damage access. Artwork: Riot Games.

    Graves is B here because both his economy and his firing position require attention. His shotgun pellets do not pass through units, and he reloads after running out of ammunition. The damage you expect on a carry can disappear into the body standing in front of it.

    Use terrain to shorten Q’s delayed explosion, and manage Quickdraw as both a reposition and a shell reload. Its current stacks grant both armor and magic resistance. Those resistances help Graves survive a fight he can keep attacking in, but he cannot replace Amumu’s hard crowd control.

    Patch 26.17 reduced the bonus-AD ratios on both Q damage passes. We would not translate that into "Graves is bad," but it is another reason not to select him on the assumption that any early purchase creates a winning invade.

    Before crossing into the enemy jungle, look at which laners can leave their waves. If you cannot support that move with information or nearby allies, take the available farm instead. Behind Graves needs safe resources and a useful Smoke Screen, not an endless search for a duel that repairs his inventory. Pick him because you want to learn that map-and-economy job, not because the team said it needed more damage.

    Mid lane: a pick, a prepared stun, or control of the route

    Tier and championWhat the draft getsWhen to reconsider
    S: AhriMobile pick setup and a way to reposition after itThe team needs sustained damage into several durable enemies
    A: AnnieA clear stun-and-burst threat with manageable inputsLong-range opponents can deny access without approaching
    B: TaliyahRepeated spell damage, dash punishment, and side-lane routesWave control and directional spell placement are inconsistent

    Ahri can change the plan after the first spell

    Ahri holding a glowing blue orb among white tails and dark red leaves
    Ahri can reposition for a pick without committing every dash to it. Artwork: Riot Games.

    Ahri is our mid default because she can help catch an enemy and still reposition when the attempt fails. Charm supplies the catch, Q can reach through the wave, and Spirit Rush gives her several movements rather than one irreversible entry. That flexibility earns more weight here than having the highest burst in a perfect combo.

    Use the wave to make Charm easier. It stops at the first enemy, so a direct cast through the minions is not a threat to the champion behind them. Thin the wave, move to a side, or use R to create a clear angle. Q deals magic damage outward and true damage on return; position for both passes instead of backing away automatically after the first hit.

    Keep an escape dash until you know where the missing enemies are. A takedown can provide another Spirit Rush recast. Until you have it, leave yourself a route back toward your team.

    If lane is going badly, help the teammate who can finish a charmed target rather than trying to solo-burst the enemy tank. Ahri remains useful in a poor game, but she is not the best answer when your whole composition is already short of sustained damage.

    Annie lets you prepare the play before entering range

    Annie holding a small teddy bear in front of the enormous flaming Tibbers
    Annie’s prepared stun makes the next target clear to nearby allies. Artwork: Riot Games.

    Annie belongs above the more demanding mids for players who want to spend their attention on the map. A Q last hit refunds its mana and halves its cooldown, giving you a manageable farming tool. Pyromania lets you prepare a stun before the enemy presents a target.

    That preparation also creates a choice. Spending the ready stun on a minion removes the threat you were holding over the next trade. Keep track of the passive indicator instead of assuming the same Q always has the same purpose.

    After six, look for an approach through cleared vision where Tibbers can hit a valuable target. You do not need to wait for several champions to stack if removing one threat lets your team take the objective. When the opponent can poke from outside your range, preserve health and use your stun to support a gank rather than walking through another full spell rotation.

    Annie stays A because opponents can respect the stun by staying outside her reach. Without Flash, vision control, or someone else’s setup, she may have to wait for them to approach. If that keeps happening in your games, practice a mid with more reach alongside her; our mid-laner guide covers the broader options.

    Taliyah rewards the player who controls an entrance

    Taliyah riding a slab of stone with a long red scarf flowing behind her
    Taliyah controls approaches with her stones and moves between lanes with Weaver’s Wall. Artwork: Riot Games.

    Taliyah is the investment when you want repeated spell damage and the ability to make a route awkward. Unraveled Earth punishes enemies who dash or are knocked through its stones. Seismic Shove lets her supply that displacement herself, but its direction has to put the target where she wants it.

    Before an objective, hold the E field for an approach your carry needs protected. Against a Graves trying to Quickdraw through that space, the field can matter more than an extra speculative Q. Blinks are a different movement type, so do not expect the same interaction from Ezreal’s Arcane Shift.

    Her roaming strength starts with a mid wave she can afford to leave. Weaver’s Wall can separate a target from safety, but arriving while two waves die at your tower is not automatically worth it. The wall also cannot be cast immediately after taking champion or structure damage, so it is a poor emergency plan after a dive has already reached her.

    If a side-lane opportunity closes, return to mid rather than turn the failed trip into a longer search. Taliyah’s B is a recommendation to practice wave timing and spell geometry first, not a statement that her damage or map reach is weak.

    Bot lane: starting the fight versus finishing it

    Tier and championWhat the draft getsWhen to reconsider
    S: AsheScouting, slows, and a ranged way to catch one enemySeveral divers can reach her without protection
    S: JinxSustained area damage and a takedown-driven chaseNobody can protect her before the first reset
    A: EzrealPoke and independent repositioningThe player stops attacking whenever Q is available

    Ashe adds decisions your team can act on

    White-haired Ashe drawing a glowing ice bow against a snowy mountain backdrop
    Ashe contributes scouting and a ranged catch as well as sustained attacks. Artwork: Riot Games.

    Ashe is the default when you want useful choices beyond dealing the largest damage number. Hawkshot can check the route your team is about to enter. Enchanted Crystal Arrow can begin a pick without asking a teammate to discover the angle first. Her attack slows help keep an already reachable enemy in range.

    In lane, use the slow to extend a favorable trade only while your support can still participate. Chasing across the lane because the opponent is slowed can carry you past your own protection. A 600-range basic attack is useful spacing; it is not immunity to a gank.

    For the arrow, favor a target your team can reach over a distant shot that looks spectacular. Before pushing a side wave, send Hawkshot through the relevant jungle entrance or camp area. A known route is more useful than spending both charges after enemies are already on top of you.

    Ashe has no dash. If enemy Nocturne can land on her and nobody can interrupt the follow-up, S tier will not fix that draft. Choose her when her scouting and catch tools complement a team that can give her some space, and keep attacking the nearest safe target rather than walking forward solely to tag the enemy carry.

    Jinx earns her tier before the chase begins

    Jinx grinning with long blue braids and a shark-shaped rocket launcher over her shoulder
    Jinx wants a safe first takedown before she chases the next one. Artwork: Riot Games.

    Jinx shares the top tier because her sustained damage can turn one enemy death into a much larger win. Get Excited grants movement and attack speed when she contributes to eligible takedowns, including champions. The first part of the fight deserves more attention than the highlight after it.

    Use rockets for the range and splash when enemies group, then use the minigun when a safe close target lets you build attack speed. Rockets cost mana, so firing them at every uncontested minion can leave you short for the trade that matters. Place Flame Chompers to interfere with an approach or follow allied control, rather than expecting them to erase a diver already in attack range.

    A Malphite or Amumu in front gives Jinx a clearer opening than four teammates scattering in different directions. She can attack the frontliner while waiting for the fight to break; she does not need to run around that frontliner to earn a reset.

    If her lane loses, preserve farm and arrive behind the team’s first line. A reset can reward patience, but chasing a nearly dead opponent through an unseen entrance can hand the enemy team exactly the comeback they needed.

    Ezreal’s safety has to buy damage opportunities

    Ezreal projecting a blue energy bow from his gauntlet while leaping through broken stone
    Ezreal’s escape gives him choices, but he still needs to deal damage between cooldowns. Artwork: Riot Games.

    Ezreal is an A-tier alternative for games where repeated repositioning matters more than standing behind a stable frontline. Arcane Shift gives him a blink, and Mystic Shot can reach beyond his basic attacks. That makes him appealing when your support cannot stay beside you, provided you are already comfortable farming and trading on him.

    The mistake is becoming a Q-only spectator. Landing spells stacks Rising Spell Force’s attack speed. When the enemy’s threatening cooldown is unavailable, step into a safe attack window and use that passive instead of waiting at maximum Q range.

    Mystic Shot hits the first enemy. A minion wave can protect an opponent from your poke while they keep pushing, and a blink does not restore the minions you cannot safely reach. Save Arcane Shift for the enemy’s approach unless you have accounted for the remaining threats. Rank-one E has a 26-second base cooldown before haste or Mystic Shot refunds; a casual forward blink creates a real window to punish.

    Ezreal also deals more than one damage type. Q is physical; W, E, and R deal magic damage. That does not automatically make him a solution to every armor-heavy draft, especially if the practical problem is that nobody can hold enemies still long enough for him to hit. For more emphasis on damage conversion and late-game carry choices, see our broader ADC ranking.

    Support: make the team’s next action clear

    Tier and championWhat the draft getsWhen to reconsider
    S: NautilusObvious single-target initiation and follow-up controlAllies cannot follow, or the first target welcomes the engage
    A: JannaProtection against an enemy commitmentThe team lacks a carry to protect or any way to begin
    B: ThreshPicks, displacement, and a lantern escapeHook decisions consume all of the player’s attention

    Nautilus does not need a complicated invitation

    Nautilus advancing through green-lit wreckage in massive armor with a glowing orange visor
    Nautilus makes an engage legible to allies who are close enough to follow. Artwork: Riot Games.

    Nautilus is our support default because allies can recognize the target. Dredge Line pulls him and an enemy together, his first attack against a target roots, and Depth Charge follows a selected champion. The sequence does not require everyone to predict the same unusual flank.

    That clarity is only useful when the lane can act. If your ADC is collecting a large wave under tower, a hook beyond their attack range asks them to surrender farm and run through minions before contributing. Wait for the wave to thin or an enemy to enter a reachable position. When you can walk into attack range, the root can set up the hook instead of making Q the only possible opening.

    The easy catch can also be the wrong catch. Pulling a healthy Sett closer to your fragile carry may give him the close fight he wanted. Identify whether your team can kill the first target or needs you to hold control for a diver.

    Nautilus still roots and threatens his ultimate when behind, but support income does not make his armor suit indestructible. Enter with a damage source nearby, and keep terrain-hook exits in mind before walking into an unwarded pocket.

    Janna makes an existing carry harder to remove

    Janna raising a blue crystal staff as wind lifts her white hair and flowing fabric
    Janna protects an existing carry plan instead of supplying a frontline herself. Artwork: Riot Games.

    Choose Janna when your team already has damage and the enemy must commit into it. An early-release tornado can interrupt an approach; Monsoon knocks nearby enemies back and then heals. The shield’s attack-damage bonus matters while the shield remains, so its timing can help a carry’s trade as well as soften the reply.

    Stand where you can protect the relevant route without sharing the same easy engage as your ADC. Throwing Q for harmless poke can remove the spell you needed for the next dive. Likewise, using Monsoon after allies have finally pinned a kill can push that target away from them. Watch the commitment before deciding which direction you want the fight to move.

    Janna is A because protection needs something worth protecting. If the team cannot reach the opponents and has no initiation, adding another defensive response can make everyone safer while accomplishing little. In that draft, Nautilus offers a more necessary action.

    Thresh has more to decide than whether Q connected

    Thresh extending a hooked chain with green spectral flames around his skull and armor
    Thresh’s value depends on using his lantern and displacement as well as his hook. Artwork: Riot Games.

    Thresh can do more jobs than Nautilus. That is why a practiced player may prefer him and why he sits lower on a shortlist designed for manageable execution. Death Sentence’s recast is optional. Flay can move an enemy either toward or away from him. Dark Passage gives an ally a route to Thresh, but the ally must click it.

    Patch 26.17 removed 10 base damage at every rank from Flay’s active and reduced its AP ratio from 70% to 60%. The patch did not remove the displacement or lantern. It makes an undisciplined damage trade less rewarding, not a clean rescue less valuable.

    When a hook connects, check where the recast would leave you and where your ADC needs the lantern. You may contribute more by staying back, holding the target, and giving the carry a safe forward route. If a diver comes instead, a backward Flay can be the useful spell even when Q would make the flashier replay.

    Do not draft around a teammate clicking a lantern in a place they cannot safely reach. Place it early and visibly, and use pings when the escape depends on it. If you are still learning those decisions, Nautilus lets you practice target selection with fewer simultaneous responsibilities.

    For any of these supports, a roam still has to fit bot lane. Patch 26.16 increased the early out-of-bot-lane penalty on minion XP and gold until level five. Check the wave, your carry’s exposure, and your own next level before following a river skirmish. A champion with good crowd control can still make an expensive trip.

    Turn the board into a pool, then choose your ban

    Start with one main and one alternative in your main role. The alternative should cover a problem, not merely occupy the next row. Sett and Malphite give you different responses to a physical-heavy enemy team; Sett and Gwen give you a way to change your team’s damage profile. You do not need all three immediately.

    For support, Nautilus and Janna teach the opposite sides of an engagement. Our support-champion guide adds other options for the jobs between them. On jungle, Nocturne and Amumu cover a targeted dive and a grouped initiation. Graves is an additional project when you want to learn a carry’s farming and fighting demands, not a compulsory third champion.

    Choose a ban around a problem that repeatedly stops your practiced plan. If your Ashe games collapse when Nocturne can reach you without allied protection, that is a more useful reason to ban him than his letter in another role’s table. If long-range lanes keep Annie from participating, review whether your alternate handles that range before spending the ban elsewhere. These are personal pool decisions, not claims about the most common or statistically worst matchup.

    The final check is concrete: picture the first objective fight with the nine visible champions. Who can enter the river? Who starts, who follows, and who keeps dealing damage afterward? If your hover supplies a missing answer that you know how to execute, it is a better choice than moving up one letter and hoping the team works itself out.