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Reference

Scaling Codex

Season 16 late-game team-fight tiers from Vambient's Scaling Codex — who to end with, who to stall for, and build-dependent exceptions.

The Scaling Codex · Season 16

Champion scaling reference

Late-game team-fight power at full build — not early snowball, side lane, or solo-queue win rate. Use it at draft and every objective after: end this now, or survive into this.

Pair with The Perceptive Jungler for reads and win conditions, and The Adaptive Jungler for macro scaling discipline.

How to read tiers

  • SBest late
  • AGreat late
  • BOkay late
  • CBad late
  • DVery bad late
  • FEnd early please

SBest late· 22 champions

  • Ambessa
    AmbessaS · Best late

    Can effectively win a game solo once she gets her ability haste rolling. Unrivaled team-fight pressure with her ultimate and ability weaving.

  • Aphelios
    ApheliosS · Best late

    Long range, huge flexibility, very strong scaling, and damage.

  • AurelionSol
    Aurelion SolS · Best lateInfinite

    Infinite Stardust scaling gives him unmatched late-game range, plus an AoE displacement ultimate with very high damage, mobility, and crowd control.

  • Azir
    AzirS · Best late

    Game-changing ultimate, top-tier target access, and range with a game-changing turret placement ability.

  • Gangplank
    GangplankS · Best late

    One of the global-ultimate exceptions. All abilities scale massively with more damage items.

  • Janna
    JannaS · Best lateUtility

    Movement speed and AoE knockup. One of the best late-game supports since movement speed is incredibly oppressive at full build.

  • Jinx
    JinxS · Best late

    Very top tier. AoE rocket damage hits the entire enemy team, and her range is quite high at full build.

  • Karthus
    KarthusS · Best late

    Global-ultimate exception. Very strong late game and forces the enemy team to itemize against him.

  • Kayle
    KayleS · Best late

    One of the best true late-game scalers. Very good ultimate ability with strong range, AoE, and utility.

  • Kindred
    KindredS · Best lateInfinite

    Permanent range stacking plus a game-changing ultimate. Lamb's Respite only gets more decisive as death timers grow, since one saved carry can swing the fight.

  • Lulu
    LuluS · Best lateUtility

    Grouped at the very top with Janna. Massively impacts a game by enhancing one carry and providing polymorph and knockup.

  • Orianna
    OriannaS · Best late

    One of the top scaling mids. Game-changing combo ultimate with teammates puts her near the very top.

  • Ryze
    RyzeS · Best late

    Top-tier damage and tankiness combo along with a game-changing ultimate.

  • Senna
    SennaS · Best lateInfinite

    Infinite scaling range, damage, and utility, grouped with Aphelios and Jinx for very high range and impact. The 26.13 changes trimmed her damage and farming pattern, but ally-fed souls and her defining range and utility hold up in coordinated fights. Bottom of S.

  • Seraphine
    SeraphineS · Best lateUtility

    Very strong late game. Similar to Lulu but rated a touch better with a team shield and heal, along with a game-changing AoE ultimate charm.

  • Smolder
    SmolderS · Best lateInfinite

    Infinite scaling on his damage. One of the best scaling champions in the game, similar to Senna.

  • Sona
    SonaS · Best lateUtility

    Possibly better scaling than Janna. Very good AoE ultimate stun as well as AoE healing, AoE speed boosts, and AoE damage amplification.

  • Syndra
    SyndraS · Best late

    Very long-range scaling, strong ability ratios, and a very long-range stun that is oppressive in late-game fights.

  • Twitch
    TwitchS · Best late

    Huge range and damage ratios. Can solo-delete an entire team in a very short amount of time.

  • Viktor
    ViktorS · Best late

    Beginning of S tier. Very long-range poke damage and a game-changing ultimate that grows stronger over time.

  • Vladimir
    VladimirS · Best late

    Incredibly strong late game. Can delete entire teams while being invincible under his pool and moving freely with his combo, while also healing his entire HP bar.

  • Xerath
    XerathS · Best late

    Very strong late game. Long range and map-wide ultimate. The only drawback is mobility.

AGreat late· 33 champions

  • Anivia
    AniviaA · Great late

    Wall utility, strong AoE CC, and sustained AoE damage with full AP make her excellent in coordinated team fights. Her range is sufficient at max build.

  • Ashe
    AsheA · Great late

    Her permanent AoE slow is always-on peel and kiting, and her ultimate is a premier long- range engage that coordinated teams turn into picks. Personal damage is the lowest of the marksmen at full build, so her placement rests on utility and not raw damage carry output.

  • Aurora
    AuroraA · Great late

    Game-changing ultimate damage, strong in endgame fights.

  • Belveth
    Bel'VethA · Great lateInfinite

    Bottom of S or top of A. Ability-haste and attack speed monster in the late game with infinite attack speed scaling from her passive. I think tanky build later on is very good because you still have a lot of damage output and you can do a decent amount of tanking too.

  • Caitlyn
    CaitlynA · Great late

    Great late game, but loses some early trap and ultimate power. Not quite the highest range in the game.

  • Camille
    CamilleA · Great late

    Great late game with her mobility. Ultimate is game-changing as it locks down a single target for the team to focus.

  • Cassiopeia
    CassiopeiaA · Great late

    Great game-changing ultimate and solid utility.

  • Fiora
    FioraA · Great lateSplit-push

    Exceptional dueling and percentage-HP true damage, but primarily a split-push threat. Less effective in coordinated 5v5 objective team fights where her targets can be protected.

  • Garen
    GarenA · Great lateBuild-dependent

    Full-AD Garen melts entire teams while being very fast and tanky. Strong scaler with this specific build.

  • Graves
    GravesA · Great lateBuild-dependent

    Full AD crit build. Serious damage, but somewhat squishy and able to be bursted down.

  • Gwen
    GwenA · Great late

    Placed right next to Camille. Very strong scaling. Can be CC'd and kited somewhat in team- fight situations.

  • Hwei
    HweiA · Great late

    Grouped with Lux and Aurora as a strong scaling mage with decent utility and long-range options. Damage is slightly weaker than that of the true S-tier mages.

  • JarvanIV
    Jarvan IVA · Great late

    Very strong late game. Damage scaling and team-wide utility hold up until very late. Ultimate is incredibly game-changing against flash-less targets.

  • Jax
    JaxA · Great late

    Patch-dependent. Currently near Jarvan's tier. Counter Strike and stun combo change a lot about his kit.

  • Kaisa
    Kai'SaA · Great lateBuild-dependent

    AP build has very strong late-game ratios and range. AD build falls off slightly in team fights.

  • Karma
    KarmaA · Great lateUtility

    Downgraded from initial S once Serpent's Fang counterplay is considered. Team-wide shielding becomes less valuable when enemies build Serpent's Fang.

  • Kassadin
    KassadinA · Great late

    Strong contender. Requires skill due to lack of CC and range. Can run out of mana and is susceptible to getting CC'd himself.

  • Katarina
    KatarinaA · Great late

    Assuming optimal play, rated great due to team-wiping pressure with both AD and AP builds. Skill-dependent.

  • KaynRhaast
    Kayn (Rhaast)A · Great late

    Red form. The sustain bruiser that stays relevant in coordinated fights. Q and W shred plus healing let him keep fighting after he commits, unlike most one-way divers.

  • Lux
    LuxA · Great late

    Long range, does not have to commit to plays. Very good utility with Q, W, and E. Solid choice for endgame fighting.

  • MasterYi
    Master YiA · Great late

    Can delete entire teams solo when building correctly. His ultimate damage steroid scales quite well.

  • Mel
    MelA · Great late

    Good damage and utility. Suffers from a slightly lower range but makes up for it with damage.

  • Milio
    MilioA · Great lateUtility

    Right below Janna. The range buff is very powerful but highly dependent on team composition. Can be an S-tier scaling pick in the right team compositions.

  • Ornn
    OrnnA · Great lateUtility

    The only true team-scaling tank. Masterwork upgrades permanently raise the whole team's power, so he scales through his teammates, not his own damage. Can approach S depending on composition.

  • Riven
    RivenA · Great late

    One of the top bruisers right now. Great scaling on all abilities.

  • Shyvana
    ShyvanaA · Great late

    Great, though falls off slightly towards very late in the game.

  • Sivir
    SivirA · Great late

    Spell shield is very oppressive, and AoE damage is excellent, but she does not quite hit the absolute ceiling of the S tier because of range issues.

  • Sylas
    SylasA · Great late

    Great team fighting ability and can steal game-changing ultimates from supports. Too conditional on enemy ultimates to be true S tier.

  • Tristana
    TristanaA · Great late

    Long-range scaling, but not infinite scaling. Good steroid with Q and packs a punch at max items.

  • Veigar
    VeigarA · Great lateInfinite

    Infinite scaling via stacks, cage CC, and a large damage execute with his ultimate. Struggles with range late game and can be kited.

  • Yone
    YoneA · Great lateBuild-dependent

    New AD Crit build scales much better than the old bruiser version. Damage and mobility both improve significantly late because of attack speed scalings.

  • Yuumi
    YuumiA · Great lateUtility

    Better than first impressions. Needs a hyper-carry partner and can reach S-tier with the right carry to attach to. .

  • Zilean
    ZileanA · Great lateUtility

    Bomb damage, AoE stuns, massive slows, ability rewind, and the Guardian Angel ultimate make him excellent in coordinated late-game fights.

BOkay late· 47 champions

  • Aatrox
    AatroxB · Okay late

    Mediocre early, decent mid, scales up to a point, then plateaus. Anti-heal counters his healing.

  • Ahri
    AhriB · Okay late

    Strong early and mid-game. Lacks finishing damage late, and range issues start to show.

  • Akshan
    AkshanB · Okay late

    Struggles late due to short range and a conditional revive mechanic that becomes harder to use as the enemy team groups up.

  • Brand
    BrandB · Okay late

    Decent late-game damage. Mini-Karthus. His spread damage requires landing abilities in almost melee range.

  • Corki
    CorkiB · Okay late

    Strong damage scaling on abilities, but too meta and patch-dependent for a stable A-tier placement.

  • Diana
    DianaB · Okay late

    Same issue as Ahri and Annie. The close-range mage problem becomes a severe issue late.

  • Evelynn
    EvelynnB · Okay late

    Invisibility helps, but if seen, she is completely removed from the fight.

  • Galio
    GalioB · Okay lateBuild-dependent

    Tank-utility Galio brings a global engage-and-peel ultimate and a long AoE taunt, real value in coordinated fights, and a fit for the buffed Imperial Mandate. The AP one-shot build scales worse once Banshee's Veil and QSS come online. Highly patch-dependent and can become A-tier if it’s the right game for it.

  • Gragas
    GragasB · Okay late

    Decent late game with full AP build, but very flash-dependent. Countered by Banshee's Veil and range.

  • Irelia
    IreliaB · Okay late

    Full damage bruiser build produces high R ability pressure, but she is conditional on dash resets. Highly dependant on hitting a high value R button on enemy team.

  • Ivern
    IvernB · Okay lateUtility

    Enchanter-style enabling of carries is okay until enemies one-shot Daisy and build Serpent's Fang.

  • Jayce
    JayceB · Okay late

    Decent with full AD build. The range is a bit lacking, and no game-changing ultimate.

  • Jhin
    JhinB · Okay late

    Limited by a lack of tank shred options. Cannot attack faster to kill targets, which becomes very tough late game.

  • Kalista
    KalistaB · Okay late

    Stacking damage through her E and her game-changing ultimate makes her better than C- tier in coordinated fights.

  • Kennen
    KennenB · Okay late

    Strong CC but range-limited. Similar situation to Annie, but with better range and utility.

  • Kled
    KledB · Okay late

    Game-changing team ultimate, but can be kited later on.

  • Leblanc
    LeBlancB · Okay late

    Strong until late but conditional poke-only value.

  • Lillia
    LilliaB · Okay late

    Game-changing ultimate similar to Kennen's, but can be kited later on, and lacks great damage.

  • MissFortune
    Miss FortuneB · Okay late

    Her late-game ceiling is one channeled, interruptible ultimate. Without it, she has short range, no damage steroid, and no self-peel.

  • Morgana
    MorganaB · Okay lateUtility

    Decent enchanter-adjacent support in the early to mid game. Ultimate ability becomes underwhelming later on.

  • Nami
    NamiB · Okay lateUtility

    Slightly better than Morgana in team value with the ultimate, but does not provide the same shielding and healing as top-tier supports.Can move up to A tier on an enchanter favored patch but currently not great at endgame fights.

  • Nasus
    NasusB · Okay lateSplit-pushInfinite

    Q infinite stacking is immense, but he gets kited badly in coordinated 5v5 fights. Primarily a split-push threat, however, he does scale infinitely, so in theory, very strong late if the game goes long enough for him to stack Q.

  • Neeko
    NeekoB · Okay late

    High variance. Similar to Kennen with a game-changing ultimate, but only if she can get on top of the enemy team.

  • Nocturne
    NocturneB · Okay late

    One-way trip problem. Must commit fully to engage with no reliable disengage tool. His ultimate is game-changing, but he himself is easy to focus.

  • Nunu
    Nunu & WillumpB · Okay late

    Better than expected, but hard to play correctly. Suffers from the same target-access issues as Rammus late. His attack speed steroid for ADC is very good, making him B instead of C.

  • Quinn
    QuinnB · Okay late

    Great at picking people off in the side lanes, but team fighting is not her strong suit. Tends to trade one for one at best in endgame fights.

  • Rakan
    RakanB · Okay late

    High-variance engage, squishy, and outshone by ranged supports. But his AoE charm plus dash-to-ally mobility is really good teamfight value, and he can reposition rather than fully commit. Bottom of B.

  • Rell
    RellB · Okay late

    Gets outranged and kited later as a tank. Difficult to land the game-changing ultimate. Still baits flash later on at least.

  • Renata
    Renata GlascB · Okay lateUtility

    Conditional and hard to pull off. Not enough damage amplification for the team compared to

  • Sion
    SionB · Okay lateInfiniteBuild-dependent

    Infinite HP scaling helps, but HP alone is not great in the late game. Full AD Sion scales better depending on the current build viability.

  • Soraka
    SorakaB · Okay lateUtility

    Anti-heal items hurt her too much. The silence is awkward at the endgame, where champions can outrange her.

  • Teemo
    TeemoB · Okay late

    Okay-ish late game, but requires team setup around objectives to function in team fights with shroom set-up.

  • Tryndamere
    TryndamereB · Okay lateSplit-push

    Relegated mostly to split-push duty. Outscaled in 5v5 due to vulnerability to crowd control.

  • TwistedFate
    Twisted FateB · Okay late

    Global vision-granting utility carries his value, but his damage becomes lackluster in the endgame.

  • Udyr
    UdyrB · Okay late

    Decent tankiness. Q shred keeps him relevant against tanks, but susceptible to getting kited with no reliable crowd control.

  • Urgot
    UrgotB · Okay lateSplit-push

    Wants to be split-pushing in a side lane. Peel-back Bruiser Urgot in team fights is not bad, but there are better scalers.

  • Varus
    VarusB · Okay late

    Middle of the pack. The top variant of Varus is more viable than the bot lane variant but depends on patch for late game teamfights.

  • Vayne
    VayneB · Okay late

    B tier. In theory, percentage-HP true damage is elite. In practice, she is outranged by every ADC in S and A tier, gets poked out before she can close the gap, and has no reliable escape when team fights spread out. Range is the single biggest scaling factor for ADCs.

  • Velkoz
    Vel'KozB · Okay late

    Decent poke range extends his presence late game. Very skill-based champion though.

  • Vi
    ViB · Okay late

    Decent utility with ultimate. Highly risky if the team is not coordinated, but good if the team is good. Depends on the patch a bit for this champion.

  • Viego
    ViegoB · Okay late

    Needs to get snowballing. Somewhat conditional on the quality of enemy champions a little bit as well.

  • MonkeyKing
    WukongB · Okay late

    Okay-ish late game. Much weaker than the old one-shot version of Wukong that we once had.

  • Xayah
    XayahB · Okay late

    Better late-game kit than Lucian. Feather mechanics provide reliable damage, and her E gives her disengage tools that Lucian lacks. Ultimate is decent for peeling back as well but not great for chasing.

  • Yasuo
    YasuoB · Okay late

    Okay-ish late game. Target access remains an issue, but Windwall is pretty decent.

  • Zeri
    ZeriB · Okay late

    Strong when enabled: a hypermobile, infinite-range kite carry once she ramps. Zeri+Yuumi combo brings this champion up one tier.

  • Zoe
    ZoeB · Okay late

    Okay-ish late game. High skill ceiling champion that requires a lot of mechanical prowess to be decent in the late game. Tends to get melted instantly in fights because she has to be close by to burst.

  • Zyra
    ZyraB · Okay late

    Zyra is like Karthus except with a bit more utility but less damage overall. Depending on patch this champion can move up or down one, currently sits at B in Season 16.

CBad late· 42 champions

  • Annie
    AnnieC · Bad late

    Flash-dependent target access. Banshee's Veil and QSS hard-counter her entire kit. Her window to impact team fights is narrow and predictable.

  • Braum
    BraumC · Bad late

    Start of the bad-late tanks. Shield does less and less as the game goes on.

  • Briar
    BriarC · Bad late

    Outscaled and kited very easily. Good Briars can drag out their advantage a bit longer.

  • DrMundo
    Dr. MundoC · Bad late

    Bad, like most tanks. Melts to shred items however, in the case that the enemy team does not draft any shred, this champion becomes unanswerable, similar to a Sion, Maokai, or any other massive tank option.

  • Draven
    DravenC · Bad late

    Loses impact later on a bit more than other ADCs. Lacks range. .

  • Ekko
    EkkoC · Bad late

    Very conditional engage, susceptible to getting CC’d and burst down before any ultimate or Zhonya’s can be cast.

  • Elise
    EliseC · Bad late

    Pick-potential champion. Not great in extended teamfights and is very hard to play in the end-game teamfights.

  • Ezreal
    EzrealC · Bad late

    Hybrid builds improved his late-game staying power. Better than his old pure AD builds in terms of scaling. Endless hunger (new item) is quite good on him, but it depends on how good the player is at using him. It is very easy for Ezreal to be completely useless.

  • Fiddlesticks
    FiddlesticksC · Bad late

    Extremely team-dependent. Very conditional and he is easier to spot than Evelynn. If spotted, this champion becomes useless and very easy to one-shot.

  • Gnar
    GnarC · Bad late

    Bad late compared to other top laners. His ultimate is too conditional and teams can easily play around it, as well as his range is a bit too short. He kind of does nothing later on unless the team can capitalize on his windows properly.

  • Heimerdinger
    HeimerdingerC · Bad late

    Range becomes an issue later on, and his kit is a bit awkward to land reliably.

  • KSante
    K'SanteC · Bad late

    Very good mid-late game scaling. Builds full tank, then deals massive damage as an assassin-tank. Falls off towards the endgame fights, though.

  • KaynSA
    Kayn (Shadow Assassin)C · Bad late

    Blue form. The early and mid-game assassin with a one-way dive that falls off once fights become full 5v5. Lacks a bit of range and is hard to burst through Guardian Angel.

  • Khazix
    Kha'ZixC · Bad late

    Struggles with priority targets in late game teamfights, targets aren’t likely to be isolated anymore.

  • LeeSin
    Lee SinC · Bad late

    Damage build keeps him relevant, but his output falls short of true higher-tier scalers. Better suited to mid-game windows.

  • Leona
    LeonaC · Bad late

    Same tank issues as the rest of this group.

  • Lissandra
    LissandraC · Bad late

    Low-range AP mage issue.

  • Lucian
    LucianC · Bad late

    Ultimate loses impact. Short range as well.

  • Malphite
    MalphiteC · Bad late

    Banshee's Veil can hard-counter him. Very team-reliant, but solid as a tank option or a counterpick.

  • Malzahar
    MalzaharC · Bad late

    Bad late once enemies hold QSS or Banshee's Veil.

  • Mordekaiser
    MordekaiserC · Bad late

    Same issue as Malzahar, very tough to beat enemies with QSS.

  • Nilah
    NilahC · Bad late

    Range issue. Grouped near Draven. Lacks impact later on.

  • Olaf
    OlafC · Bad late

    Same target-access issue as Aatrox without the AD-build upside. Can be kited. Crit Olaf can scale a bit better into the late game, though.

  • Pantheon
    PantheonC · Bad late

    He loses impact later on as an engage champion, and his global ultimate becomes less impactful as well.

  • Poppy
    PoppyC · Bad late

    Similar range and tank issue later on, low range but does have a somewhat better ult.

  • Rammus
    RammusC · Bad late

    Not too great late despite the CC, suffers from the tank issue.

  • Samira
    SamiraC · Bad late

    Close to Miss Fortune but not as strong. Struggles with target access and range issues later on.

  • Sejuani
    SejuaniC · Bad late

    Falls off as tanks do. Similar issues to Rammus and Nunu. Only the tank build is really viable.

  • Sett
    SettC · Bad late

    Bruiser Sett scales okay into the late game, but struggles with target access, similar to other bruisers.

  • Shaco
    ShacoC · Bad late

    He’s not as good in the late game as Kayn is.

  • Shen
    ShenC · Bad late

    Loses lane-dominance value. Shielding from ultimate also becomes a bit of a low-value global ability in teamfights.

  • Swain
    SwainC · Bad late

    AP drain tank. Kited later but functional until mid-late. Does not deal enough or tank enough at endgame.

  • TahmKench
    Tahm KenchC · Bad late

    Bad late. Similar tank issues.

  • Taliyah
    TaliyahC · Bad late

    Global-adjacent ultimate fades late. Suffers from range issues as well as an awkward slow- moving combo.

  • Talon
    TalonC · Bad late

    Grouped with Zed-style assassins, very tough to play in the endgame teamfights as he is quite squishy and can be one-shotted or CC’d mid-combo.

  • Taric
    TaricC · Bad lateUtility

    Ultimate can be kited around and disengaged from. Slow to impact fights.

  • Thresh
    ThreshC · Bad lateInfiniteUtility

    Very conditional hook-reliant champion, has some decent other utilities but nothing too great in the endgame.

  • Vex
    VexC · Bad late

    Stuck committing fully. Cannot disengage like Kassadin.

  • Volibear
    VolibearC · Bad late

    Bad. Can be kited and outranged.

  • Yorick
    YorickC · Bad lateSplit-push

    Relegated to split-push duty. Weak in team fights as he can get focused down without being able to fight back.

  • Zac
    ZacC · Bad late

    Does not scale well. Grouped near Amumu and his engage options are too slow and awkward.

  • Zed
    ZedC · Bad late

    Scales similarly to Talon. His assassination abilities are too slow to impact the game and he is susceptible to getting CC’d out and one-shotted.

DVery bad late· 14 champions

  • Akali
    AkaliD · Very bad late

    Very hard to play out late. Lacks CC and target selection and is also very squishy with most meta builds being full AP.

  • Amumu
    AmumuD · Very bad late

    Pretty bad late game. Easily countered by QSS and Locket-style items. He also gets outranged and out kited and he doesn’t have alot of damage on him.

  • Bard
    BardD · Very bad late

    Weak scaling. W loses usefulness late and R is very hard to hit and also quite conditional. Recent nerfs have hurt him even more.

  • Blitzcrank
    BlitzcrankD · Very bad late

    Entirely hook-dependent. If he hits a hook on a priority target, he is an S+ Tier champion. If not, please ban.

  • Hecarim
    HecarimD · Very bad late

    Bad late. Very kiteable once he commits and anti-heal generally wrecks him. This is an end early champion if not for how well people generally play him in higher elos.

  • Maokai
    MaokaiD · Very bad late

    Same issue as Malphite. Slightly better as a tank than AP, but he suffers from the tank issue without having an instant ultimate. His saplings become useless later on as well unfortunately.

  • Naafiri
    NaafiriD · Very bad late

    Assassin with no escape from AoE abilities because she has to commit full combo to do damage later on. Zhonya's and Guardian Angel completely neutralize her assassination attempts.

  • Nautilus
    NautilusD · Very bad late

    Same bucket as Malphite. Gets focused and deleted, ultimate is easy to kite away from at endgame fights.

  • Nidalee
    NidaleeD · Very bad late

    Not much late-game value aside from heal for allies. Spear damage is tough to hit and not very reliable. Typically gets engaged on later on and dies fairly easily, or gets ignored because she has no way in the fight without getting one-shot.

  • Qiyana
    QiyanaD · Very bad late

    Spell shields or Zhonya’s are very common late-game items. One-way trip with no reliable escape from AoE abilities.

  • Rengar
    RengarD · Very bad late

    Close to Rek'Sai. One-way trip problem. One-tricks can make him look good because they get good at doing a one-shot combo when very ahead. In a coordinated team environment, that is even, he is not too good.

  • Singed
    SingedD · Very bad late

    Does not deal enough damage or tank enough to justify a role in coordinated late-game fights.

  • Skarner
    SkarnerD · Very bad late

    Ultimate easily flashed or dodged. Tank issue.

  • Trundle
    TrundleD · Very bad late

    Feels really bad late. Pillar loses value against ranged comps.

FEnd early please· 7 champions

  • Chogath
    Cho'GathF · End early please

    Standard tank is D tier. The AP one-shot variant plays completely differently and is far more functional late.

  • Illaoi
    IllaoiF · End early please

    Bottom of the old D tier. Kited easily and enemies can move out of her ultimate fairly quickly.

  • KogMaw
    Kog'MawF · End early please

    Full AP is the only build evaluated here. AD Kog'Maw falls off hard. AP Kog'Maw is S tier. THE DISCIPLINED JUNGLER Knowing where a champion sits is not about which to play. It tells you the only thing that matters at the draft and at every objective after: whether your game plan is to end this now, or to survive into this. disciplinedjungler.com

  • Pyke
    PykeF · End early please

    One of the worst late-game champions on the list, he is extremely squishy and ultimate has less value as the game progresses.

  • RekSai
    Rek'SaiF · End early please

    Standard build is C tier. A Titanic Hydra and Spirit Visage sustain build pushes her toward the top of B by allowing repeated front-to-back fighting rather than relying purely on assassination.

  • Renekton
    RenektonF · End early please

    Full AD. Standard Renekton is C at best. AD Renekton is stronger in extended fights but still lacks a game-changing ultimate.

  • Warwick
    WarwickF · End early please

    Gets kited out extremely quickly and has no range. Ultimate is easy to interrupt as well because he is on the front lines. Must end early, so this champion usually enjoys permanently fighting for kills and objectives. Champions that change tier with build.