How the score is calculated
The score answers a single question: who is really the best on this champion. It adds up three things that each fit in one sentence — and all of them show up in the open on every player's profile.
The math in one sentence
Points = win rate on the champion + performance within the champion + a bonus for rank. Rank is added on top, never multiplied.
The result is a four-digit number, similar to LP: 1842 against 1828 is a race you can follow. Every champion has its own list, and your position is always against the people who play the same champion.
1. Win rate, weighted by volume
Winning is the goal of the game, so win rate on the champion is the most honest signal there is. But few games mislead: 5 wins out of 5 isn't a perfect player, it's a small sample.
That's why win rate is pulled toward the champion's average when there are few games, and becomes entirely the player's as volume grows. There is no hard cutoff where 29 games count for nothing and 30 count in full. There is also a minimum number of games to make the list (currently 40).
2. Performance, against everyone who plays the same champion
It measures whether the player makes the game happen: their share of the team's damage, their kill participation and their lead in the lane phase. Each one is compared with the population of that champion — a percentile — never with a fixed value.
That's why 32% of team damage is excellent for a Braum and mediocre for a Yasuo, and the math stays fair across 170+ champions with nobody calibrating by hand. When the game changes patch, the ruler moves with it. With few games, performance is also pulled toward the middle of the scale, for the same reason as win rate.
3. Rank, added and not multiplied
Each ladder division is worth a fixed amount of points, and LP separates players within it. The bonus is additive on purpose: a Diamond player starts behind a Challenger with similar numbers, but can catch up with a better win rate and performance. There is no hidden ceiling and nobody is barred from the top.
Rank also corrects a distortion in win rate: matchmaking calibrates MMR on the whole account, so someone who plays a single champion tends to see their win rate converge to 50%. The rank bonus is the counterweight to that.
What was left out, and why
Mastery points only measure time played: they never decrease and they don't know whether you won. KDA rewards passive play — whoever avoids risky fights scores higher than whoever makes the decisive play and dies trying. Both stay out of the calculation.
Ranked solo/duo only
Only games from the ranked solo/duo queue count. Flex rank doesn't measure the same thing: it's common to be Gold in solo and show up as Challenger in flex, and accepting that queue would put people at the top who don't belong there.
When the score changes
Your score and your position are recalculated when your new games come in — when you open your profile, that takes seconds. The ruler the percentiles are measured against, on the other hand, is updated once a day, so your score doesn't swing just because someone else played well.
The live ranking is always the current season's. When a season ends, the first place of every champion is carved into the Hall of Fame, forever.
The math is always open
On any profile, the score appears split into its three components, with the player's position within the champion. A formula that doesn't fit in a sentence shouldn't decide who is the best — the idea is that you accept your position because you can see where it comes from.