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Best LoL Champions for Tournaments: What $380,308 in Payouts Shows

Solo queue tier lists rank champions on win rate. We ranked all 173 on the prize money they actually earned: $380,308.98 across 523,950 League games in 12 months. The top three are Soraka, Zoe and Jarvan IV, and not one ADC made the cut.

Thomas RuizPublished August 30, 2026

If you want the best LoL champions for tournaments, our own payout data has an answer, and it is not the one solo queue would give you. Over the last 12 months, Gamercraft ladders paid out $380,308.98 across 523,950 League of Legends games. The three champions that collected the most money were Soraka, Zoe, and Jarvan IV. Not one ADC made the top three.

Every figure below comes from Gamercraft's champion earnings data, which recomputes hourly from closed ladders. This snapshot was pulled live on 30 August 2026 and covers a rolling 12-month window across all 173 champions with recorded games.

The best LoL champions for tournaments, ranked by money earned

Champion

Prize money

Games

Top-2 rate

GCS

Tier

Soraka

$25,117.87

15,889

60.70%

73.7

S

Zoe

$24,377.88

12,891

65.37%

78.0

S

Jarvan IV

$23,793.77

17,094

62.38%

76.0

S

Xerath

$13,317.00

12,430

61.50%

77.6

S

Janna

$9,756.08

5,088

54.76%

72.5

B

Jhin

$9,589.64

10,860

56.50%

75.3

A

Senna

$9,028.08

10,416

60.13%

76.8

S

Swain

$8,475.88

11,950

56.33%

72.2

A

Karma

$6,850.99

8,783

55.71%

73.4

A

Illaoi

$6,508.27

2,523

44.79%

67.0

D

Soraka and Janna, two champions nobody has ever called a carry, are sitting in the top five. Jarvan IV has out-earned Jhin and Ezreal combined. This is what the board looks like when the number that pays you is a tournament placement rather than a Nexus explosion.

Illaoi is the strange one. Tenth on total earnings, D tier, and a top-2 rate of 44.79% that sits below the 48.39% average across all 173 champions. She got there on 2,523 games, fewer than any other champion in the top ten. Whatever is happening in those games, it is not a high placement rate.

Top-2 rate is not your solo queue win rate

The win rate in our data is the share of games where the player finished first or second in the ladder tournament. It is a placement metric, not a match result. You can lose on Summoner's Rift and still place, and you can win your game and still finish fourth.

The other number, GCS, is the Gamercraft Score: our internal per-game rating, recomputed as ladders close. Until August 17, 2026, it was a 100-point composite of six weighted sub-scores, with supports run on a different weighting — their farm weight dropped to zero, vision climbed to 20, and objectives to 15, because asking a Soraka to farm was never a fair test. That formula has since been retired. The live scoring is now single-metric: every game is scored on KDA alone, calculated the same way regardless of role.

Support champions still crowd the top of this list under the new formula, and the reason survives the change: a KDA-based score rewards staying alive and collecting assists, and that is exactly the shape of a support's game. Soraka rarely dies and gets credited on almost every kill her team lands; she was never being scored on farm or lane damage in the first place. You can see the current scoring behind the live rankings on our champion meta page.

Per-game earnings reward champions nobody talks about

Total prize money rewards volume. Filter to champions with at least 1,000 games and rank by money per game, and a different set surfaces.

  • Illaoi: $2.58 per game across 2,523 games

  • Alistar: $2.01 per game across 2,003 games

  • Janna: $1.92 per game across 5,088 games

  • Zoe: $1.89 per game across 12,891 games

  • Soraka: $1.58 per game across 15,889 games

  • Rumble: $1.56 per game across 1,598 games

Zoe is the only champion that looks good on both lists at scale, with 12,891 games at $1.89 each and the second-highest top-2 rate of anyone past 1,000 games. Alistar clearing $2.01 per game off 2,003 games is the sort of thing that disappears the moment you sort by total earnings.

Only 10 champions out of 173 reach S tier

The tier is a gate on two numbers at once, and that is why it is so hard to reach. S requires an average GCS of 65 or better and a top-2 rate of 60% or better. Miss either one and you drop a tier, no matter how good the other looks.

The full S tier: Soraka, Zoe, Jarvan IV, Xerath, Senna, Jayce, Renekton, Nidalee, Kled, and Aurora. Seventeen champions land in A, 48 in B, 37 in C, and 61 in D. More than a third of the roster is D tier.

Seraphine plays beautifully and still lands in B

Seraphine posts an average GCS of 79.2 over 5,592 games, the fifth-highest score of any champion in the dataset. She is B tier. Her top-2 rate is 53.40%, six and a half points short of the S gate, and the tier does not care how pretty the scoreline was.

Nidalee is the mirror image. Highest GCS in the game at 84.5 and a 65.69% top-2 rate over 4,433 games, which is the best placement rate of any champion past 1,000 games. She has still only earned $3,625.30, because 4,433 games is a fraction of Soraka's 15,889.

The champions that keep finishing outside the top two

Among champions with at least 2,000 games, five sit below a 40% top-2 rate:

  • Pyke: 36.50% over 2,625 games, GCS 58.3

  • Teemo: 38.31% over 2,313 games, GCS 64.4

  • Annie: 38.90% over 3,090 games, GCS 64.6

  • Vayne: 39.23% over 2,929 games, GCS 63.6

  • Yasuo: 39.69% over 2,361 games, GCS 61.1

Nobody will be shocked to find Yasuo and Vayne here. Both reward the games where everything works and punish the ones where it does not, and a metric that only counts first and second place is unkind to that kind of variance.

What this data cannot tell you

The data is not split by role. A champion's row combines every lane it was played in, so the Xerath number blends mid lane Xerath with support Xerath and reports one average. Treat multi-role champions with suspicion.

Earnings track how much a champion gets played, not just how well it performs. Soraka tops the list partly because she was picked 15,889 times. A champion nobody queues cannot out-earn one everybody queues, however good it is.

None of this is causal. Strong players pick particular champions, and picking those champions does not make you a strong player. The data cannot separate the two.

Finally, this is League of Legends only, across every ladder format, and the window rolls. A champion that looks S tier today can slide out next month if the patch moves against it or the people carrying its numbers stop playing.

How to actually use this

The honest read is that the best LoL champions for tournaments are the ones that place consistently rather than the ones that spike. That favours champions who contribute something every teamfight, and it punishes the coinflip picks that either win the game outright or contribute nothing. If you want to test that against your own results, the LoL ladders are where the $380,308.98 above was won, and the FAQ covers how the prize money reaches your account once you place.

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