Last Updated on October 17.
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This week's meta video --------------------------------------->
Tier 1: Defines the meta. Often ~58+% winrate in masters.
Tier 2: Powerful or anti-meta options. Often ~54-57% winrate in masters.
Tier 3: Passable offmeta decks, often hover around ~50% winrate in masters.
?: Shows promise but it's too early to know yet.
: Don't play this lmao
||New Lee Targon Combo||1||Hard||Combo||
A combo deck revolving around Lee/Diana+ Bastion and other protective spells like Pale Cascade Deny and Nopeify!. Gems and Zenith Blade will help you push enough damage to close out the game. This deck does really well vs aggro thanks to cheap value blockers like Lunari Duskbringer, Mountain Goat and using Diana to trade into their units .You’re usually looking to full mulligan for Lee Sin especially in the mirror.
Stall the game out by killing everything using your damage spells, until you eventually win with Leviathan + Leveled Swain. You should always try to level swain before turn 8 to play him with Leviathan.
Burst your opponent down fast with cheap efficient units, transitioning into burn spells to end the game. Knowing when to oppen attack to avoid cards like Avalanche, and when to develop is key.
||New Discard Aggro||1||Medium||Aggro||
Classic Jinx/Draven discard aggro deck. Summon a ton of units early by discarding Jury-rig, Flame Chompers and playing house spider… Draven’s axes will help you level jinx and buff your units with vision. Crowd Favorite and Arena Battlecaster will also generate a lot of value with your wide board. Using Jinx to finish the game by playing her at the right moment is what you should be aiming for.
Classic midrange, play for long term value on the board by making efficent trades with your barriers and other combat tricks. Using your spells reactively is what you should be aiming for. Keep the board full for Genevieve Elmheart and Brightsteel Formation.
The super slow pace of the meta right now makes it the ideal environment for the ultra-greedy Warmother’s deck. Ramp and survive until turn 9 to play Warmother’s and win the game.
Kuvira’s version of Trundle Aurelion Sol. This deck uses Trundle and Kindly Tavernkeeper to survive the early game while ramping with Wyrding Stones and Catalyst of Aeons until you play The infinite and ASol. Targon and Frejlord have some of the best cheap combat tricks in the game such as Troll Chant, Pale Cascade and Flash Freeze. Use Solari Priestess to search for removal cards like The Warrior or Comet. Eclipse Dragon will allow you to play Aurelion Sol the turn after. Try to keep15 attack total on board before playing Asol to level him up that turn.
Super standard aggro swarm deck; play units on curve and drop Genevieve into rally to close out the game.
||New Soraka Tahm Kench||2||Hard||Midrange||
This is a midrange combo deck, with a very low curve , you generally want to curve out with your self-damage units early like Crusty Codger, Boxtopus, Fortune Croaker with healing cards like Star Springs and Guiding Touch to protect your board and get the most value out of it. Star Springs is this deck’s main win condition.
A board centric midrange deck. Stabilize with daybreak units like Solari Shieldbearer and Leona while looking to get value out of celestial cards from Solari Priestess and Starshaping. Rahvun daylight’s spear helps you stun their units multiple times and get in for a big attack. Try to play keep spells and use them after you play Lux to get maximum value.
||New Frosty Lee Sin||2||Hard||Combo||
Based on Glop’s version of Lee Sin Trundle. Using Frejlord’s cheap burst spell combat tricks with Starlight seer and Lee Sin.
Classic Ashe Sejuani, keep the opponent’s board at bay, often setting up a Reckoning to swing the board. Troll chant and Flash Freeze are a great adition to this deck.
||New Shyvana Dragons||2||Easy||Midrange||
Classic midrange demacia deck. Use herald of dragons and mobilize to play your dragons on curve. Using single Combat and Concerted Strike reactively is key. Try not to die to aggro.
||New Twisted Targon||2||Hard||Combo||
A combo deck revolving around Leveling TF as fast as possible while protecting him with cards like bastion and pale cascade. Playing Riptide Rex on turn 8 is usually how you close out the game.
A new version of Bilge Sejuani, level up your champs while stalling until you drop Rex on turn 8. Levelled Sej is usually an autowin.
Mulligan VERY aggressively for keeper combos; I basically only keep keeper and 1 mana cards in this deck. Use Stalking Shadows to look for Blighted Caretaker early and Doombeast or They who Endure to close out the game.
Deceptively hard to play; make sure to plan turns ahead.
Keep Bladescout and Encroaching Shadows in hand, and on turn 6-8 go for an one-turn-kill combo with unstoppable elusives.
||Infinite Mill Combo||Hard||Combo||
Honestly this deck is too hard to summarize here, you really need to watch the youtube video on this one.
This is actually a much better deck than it looks. Still not insane, but some super scary draws sometimes.
|Aggro:||End the game fast or use the pressure to force the opponent into awkward plays. Kills Combo before they come online, but weak vs decks that play for slower, defensive value (Midrange & Control).|
|Combo:||Slow deck that prioritizes lategame punchthrough over stall/survival. This usually beats the low pressure Control decks, but without enough defense to survive Aggro.|
|Control:||Slow attrition deck that tries to out-grind, with optional specific finishers. Out-survives Aggro and Midrange decks, but lacks the pressure to beat Combo decks.|
|Midrange:||Flexible deck that plays to survive vs Aggro or plays to rush vs Control. Since you want to be a lot faster or a little slower than your opponent, this often has an easier time against Aggro than Control.|
|Tempo:||Pressure. The idea of playing for mana/board efficiency and forcing the opponent to make low value plays due to pressure. The wincondition of fast decks.|
|Value:||Long term value, usually represented by card advantage, or who has more cards. The wincondition of control decks isn't nexus health, but their opponent running out of value (cards).|
|Tips:||Lastly, this isn't just about decks, but handstates. A deck that has mostly slow Control cards can still draw a much faster hand than their Midrange opponent and become the aggressor in that specific game.|