Skip to content
Riftback

Classic Tier List

Median of 6 tier boardspatch 26.19read 24 Sept 2026why no win rates

Boards read: U.GGMETAsrcRankedBoostPlayhubRetro Games HeavenMeinMMO

Filter by role

Select a portrait to open the champion page. Use its info button to read the placement reasoning; an amber corner marker means the champion changed after the boards were read.

Showing all 72 champions.

S-Tier

  • Charm turns one misstep into a kill, and Spirit Rush gives her an out no other Classic mid carries.
  • One landed Rocket Grab is a kill from level two to the last teamfight; warding does not remove the threat of it.
  • Arcane Shift plus the Blue build's cooldowns let him poke, kite and escape on tools nobody else in the bracket has.
  • Lunge lands twice for 80 to 280 total, and Blade Waltz spends all five strikes untargetable, so an isolated carry gets no window to hit back.
  • Counter Strike answers an auto-attack bracket, and once Trinity Force lands he out-duels nearly everything.
  • Every landed Zenith Blade is a stun chain the lane cannot answer, and the engage never stops being a threat.
  • Alpha Strike dodges what should kill him and Highlander resets turn one kill into a fight-long rampage.
  • Nothing in the mode answers a farmed Siphoning Strike, and Wither alone turns off a carry every fight.
  • Free spear poke wins most lanes outright, and Grand Skyfall turns his lead into someone else's problem.
  • Stand United is a shield that lands before he does, at any range on the map, and Shadow Dash taunts whoever it passes.
  • Three auras and Power Chord poke win lanes by attrition, and Crescendo is a fight-ending button off one item.
  • The third Three Talon Strike knocks up for 0.8 seconds, Audacious Charge dashes straight to its target, and Challenge strips 15% armor from whoever he hits.

A-Tier

  • Bandage Toss into Curse of the Sad Mummy is the best teamfight opener in the mode; the slow early clear is the price.
  • The Tibbers stun flips any fight, though Pyromania charges in plain sight and her range puts her where assassins live.
  • Permanent slows and a cross-map stun arrow start fights for free; she brings no escape to pay for it.
  • Camouflage roams punish the whole map, and the Deathfire burst deletes whichever carry she reaches.
  • A Crowstorm from fog wins the fight before it starts; everything before 6 is setup he can afford.
  • Playful makes Fizz untargetable for 0.75 seconds on an 8 to 16 second cooldown, and Chum the Waters knocks up whoever carries the fish for 1 second; he picks the fight and dodges the answer.
  • Buckshot reaches 340 base damage point-blank at rank 5, True Grit stacks up to 30 armor and magic resist in a long fight, and every basic attack takes a second off Quickdraw.
  • Shields and disengage undo the enemy's engage patterns, and Monsoon resets fights that started badly.
  • The flag-and-drag knockup is the strongest pre-6 gank in the mode, and Cataclysm decides who a fight includes.
  • The silence blanks casters and stacked Riftwalks become the best chase-and-escape tool in the mode; pre-6 is the fee.
  • Voracity resets snowball one won fight into a rout; hard crowd control and a called focus are the whole counterplay.
  • Whimsy polymorphs the diver mid-combo, Wild Growth knocks up and hands a carry 600 health, and Help, Pix! shields on top: three answers to one engage.
  • Nether Grasp suppresses a carry with Null Zone burning underneath, and Call of the Void silences for three seconds from 900 range before the fight starts.
  • Strong lane poke, but no escape and a channelled ultimate that any stray stun deletes.
  • Black Shield voids one engage per fight, but the bind is her only threat and it is dodgeable.
  • Aqua Prison suspends for 1.5 seconds, one Ebb and Flow both heals the lane partner and hits the enemy, and Tidecaller’s Blessing slows on each of three empowered attacks.
  • Dredge Line drags and stuns for 1 second, Staggering Blow roots on a basic attack, and Depth Charge chases its target down and stuns it for 1 to 2 seconds.
  • Spears tax immobile lanes and cougar mobility makes her nearly ungankable, but nothing in the kit holds a target still: a side-stepped spear is a trade she simply loses.
  • Chasing him loses and ignoring him costs a lane of towers; few teams hold both answers at once.
  • Draw a Bead adds range every level and Rocket Jump resets on a champion kill or assist; before the crit items she farms behind that one jump and pressures nobody.
  • Battle Fury crit math plus Undying Rage puts a coin-flip inside every all-in, and the split push does the rest.
  • A gold card and Destiny's map reveal make every lane's mistake his kill; the pressure never sleeps.
  • Ambush arrives unseen from an unwarded angle, Expunge cashes six venom stacks at once, and Spray and Pray fires 300 units further through the whole line.
  • Percent-health true damage answers every frontline and Condemn peels for herself; the weak lane before items is the tax.
  • The clear never dips, the sustain never runs out, and Infinite Duress is a kill order any lane can follow.

B-Tier

  • Wall and Glacial Storm make Anivia a B-tier choke controller, while Rebirth punishes dives; her mana-hungry lane before Rod of Ages keeps her out of the top two tiers.
  • Percent-health burn and long poke, but every spell is a skillshot and the ablaze-stun needs a setup beat fights do not always give.
  • Silence plus true damage grows into a frontline that carries, but he needs Feast stacks and the ramp is slow.
  • True-damage autos win the lane and the Trinity Force spike comes early, but Valkyrie is his only exit on a 26-second cooldown; spent to engage, it cannot also be the way out.
  • Parrrley gold and the global barrage give him a game everywhere on the map, but his own all-in stays short of the real bullies.
  • Spin-to-win trades bully short-range tops and the silence removes their answer, but he cannot force fights the enemy declines.
  • Barrels poke for free, Body Slam escapes for free, and Explosive Cask reshuffles any fight; he is never out of a game.
  • Turrets hold the wave and CH-1 Concussion Grenade blinds the dive for three seconds; the nest wins any fight that comes to it and none that does not.
  • Requiem taxes every skirmish on the map, and dying inside a fight is part of his damage plan.
  • Ranged autos bully melee tops and Intervention cheats a death every fight, but she wants items the lane does not always pay for.
  • Three marks stun from a thousand range and Slicing Maelstrom marks several people at once, but it waits two minutes between fights, and every mark in between is paid from one energy bar.
  • Bio-Arcane range and percent-health damage melt tanks, but with no escape his team decides whether he lives.
  • Early duels and ward-hop mobility take over the first fifteen minutes; the kick keeps him relevant after them.
  • The bind-into-beam poke is real, but all of it is dodgeable, on long cooldowns, and over the moment an assassin arrives.
  • Unstoppable Force starts a fight nobody cancels and Ground Slam turns armor into area damage; on a hundred-second cooldown, with little threat between casts.
  • Consume only bites monsters and Blood Boil is someone else's power spike: his own fight is one Ice Blast and a three-second channel anyone walks out of.
  • Puncturing Taunt into Thornmail makes an AD carry kill itself and Powerball needs no setup; one taunt at melee range is still the whole engage.
  • Rune Prison into the full rotation is a guaranteed chunk, but the rotation happens at 615 range with no escape behind it: he walks at the team that wants him dead.
  • Deceive arrives unseen with a guaranteed critical strike and Jack In The Box turns the target around for Backstab, but one Vision Ward reads the whole route, and behind on gold he has no second plan.
  • Boomerang waveclear and Spell Shield stabilise any lane, but her fights lean on On The Hunt timing more than her own damage.
  • Two health bars and a silence keep lanes alive without ever threatening the enemy's.
  • A point-and-click stun every few seconds is honest, effective and the whole kit; the auras do the rest quietly.
  • Blind deletes auto-attack tops and shrooms rule the river, but he holds map control better than he holds teamfights.
  • Cyclone with a lead ends teamfights, but the lane needs the lead first and Decoy only buys one mistake back.
  • Bombs poke and Chronoshift undoes a death, but half his power waits on a fight going wrong first.

C-Tier

  • Mark of the Assassin reaches 575 range and refunds Energy only when a melee basic attack consumes the mark. Twin Disciplines has independent 20 total-AP and 10 bonus-AD gates; this page clears both from runes alone.
  • The Pulverize engage wants Flash up, and between engages he brings little a quieter support does not.
  • Regeneration wins attrition, but he has no crowd control and percent-health marksmen undo an hour of cleavers in seconds.
  • Reckless Swing is free point-and-click true damage and Ragnarok deletes every stun aimed at him; he still walks the last stretch behind one thrown axe.
  • The stun-and-shield burst is one loop with no mobility behind it; once wards and peel arrive, the lane advantage stops travelling.
  • The Impale drag is real, but he walks to the target through everything and his damage asks patience before items.
  • Event Horizon is a lane's worth of safety and the stolen AP never stops growing, but everything he does is slow and dodgeable.

D-Tier

  • Idol of Durand taunts everyone nearby for 2 seconds at 50% damage reduction, and Runic Skin turns half his magic resist into ability power, so the tank items still hit.
  • Diplomatic Immunity shuts out everyone but one target for 6 to 8 seconds, and Devastating Blow adds 8% of that target's maximum health.
  • Her basic attacks cut Twin Bite's cooldown by 0.5 seconds and stretch Burnout by up to 6 seconds, so both the clear and the fight run on right-clicks.