
Iron
Where new and returning accounts land. Games are decided by mistakes rather than plays.

Every tier in order, how LP and MMR decide your climb, what changes once divisions disappear, and what a year of our own orders says about where players actually get stuck.
The first seven tiers split into four divisions each, counted down from IV to I. The last three have no divisions at all.

Where new and returning accounts land. Games are decided by mistakes rather than plays.

The widest LP swings on the ladder. A streak moves you further here than anywhere above.

Fundamentals start deciding games: wave control, recall timing, knowing a fight is lost.

The median League player, and the tier that still carries the season reward border.

Mechanics catch up with knowledge. A bad recall is punished the same minute you make it.

Added to thin out a crowded Platinum. The first tier that reads a draft properly.

LP gains shrink and inactivity starts costing rank. Most climbs slow down here.

Divisions disappear. Everyone above Diamond shares one LP pool that keeps counting up.

The highest LP holders on your server, recalculated continuously as people play.

The top of the server. The cutoff moves daily, so holding it is a job of its own.
A win adds League Points, a loss takes them away. Fill 100 and you move up a division; sit at zero and the next loss moves you down.
How much you gain depends on your hidden rating, not the rank on your profile. Twenty-five per win means the system thinks you are placed too low. Fourteen means the opposite.
Behind the rank sits a matchmaking rating that picks your opponents and sets what a win is worth. It moves faster than the rank does.
That is why a losing streak costs more than the LP it took: it quietly lowers what every win after it pays out.
Moving between divisions happens the moment you cross 100 LP, with nothing else to play for it.
Crossing into a new tier still puts you through a short series, so Gold I to Platinum IV takes more than one good game.
Above Diamond the divisions vanish and everyone shares a single LP pool. Grandmaster and Challenger are simply the highest holders on that server.
Nobody promotes into them by filling a bar, and the cutoff moves as other people play, so a rank held in the morning can be gone by evening.
Diamond and up lose LP for inactivity, and the higher the tier the shorter the grace period before it starts.
Below Diamond nothing decays. An account left alone keeps the rank it finished on.
At a season boundary the visible rank is taken away while the hidden rating carries across. Placements decide how much of it the ladder shows you again.
That is why the first ten games of a season move your rank more than any ten that follow.
Not Riot's ladder-wide split. This is the rank our customers were sitting on when they ordered, across every League order of the last twelve months.
Emerald, Platinum and Gold together are more than half of it — the stretch of the ladder where a hidden rating built over a whole season stops moving. Iron barely registers, because almost nobody who lands there stays long enough to look for help.
Average per completed order, by the rank the account started on.
Low tiers take the most wins because their LP swings are the widest, not because the games are harder.
Ten. Iron, Bronze, Silver, Gold, Platinum, Emerald and Diamond each split into four divisions, then Master, Grandmaster and Challenger, which have none.
Gold sits around the middle of the population, so Platinum and above already puts you in the upper part of the ladder. Emerald and Diamond are where most players stop climbing without deliberate practice.
Because LP per win follows your hidden matchmaking rating rather than the rank on your profile. Two accounts sitting in the same division can be rated very differently, and the one the system rates higher gains more.
Across our own division orders it averages between eleven and sixteen wins depending on the starting rank, with the lowest tiers taking the most because their LP swings are the widest.
Only from Diamond upward. Below that nothing decays. The higher the tier, the shorter the inactivity window before LP starts coming off.
The visible rank resets while the hidden rating carries over, and placement games decide how much of it you are shown again. A clean placement set re-enters the ladder higher than the same rank climbed back from the reset floor.

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