Disclaimer: This tier list is a compilation of observations and opinions from a 5v5 COMPETITIVE STANDPOINT (excluding solo queue opinions).
Patch 4.8 was released recently and had only a few changes, so I will be posting a 4.8 Tier list in the last week of May instead of updating this one.
Hello, my name is Jera, and I am a former analyst for compLexity gaming. With Patch 4.7 fresh in our minds, the flow of the game has changed, due to 1) trinkets becoming available at the 30-second mark, and 2) the armor buffs to ALL towers (rather than just the “solo” lanes). I predict that the 4v0 pushes will draw to an end, and that “standard” lanes will be the common game plan for most teams. The strong early-game lane bullies (such as we saw in Patches 4.1) will be the highest contested picks. While 2v1 lanes may still occur, they will come about not for “fast pushing”, but to avoid unfavorable lanes and punish certain lane bullies. Many of the strategies will revolve around closing the game out within 30-35 minutes, usually with 2-3 major items completed.
Last Update: 5/15/2014
[tabgroup][tab title=”6 Worthwhile Bans”]
I’d like to note that in 4.7 most of the champions are fairly balanced in strength, so many teams will revert to target bans (in professional). As for ranked 5’s, these are still solid bans against players who are uncertain of whom their opponents will be.
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[tab title=”Top-Tier Champs”]
These champions are the strongest (and most versatile) in their respective roles. Most of these champions are seen in 75% of competitive play due to their strengths in teamplay or ability to take over a game. The shade of red indicates the relative power within the top-tier list.
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[tab title=”Competitive-Viable Tier”]
Many of these champions are still seen in competitive (or are trending towards the top tier). These champions tend to be more niche (and less versatile) picked, or are weaker than their top-tier counterparts. The shade of green indicates the relative power within the competitive viable list.
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[tab title=”Wild Card” Tier]
This section is the hardest to define. The order of these picks are not set in stone, and minor adjustments to these champions could catapult these champions to competitive-viable or even top-tier. These champions are good IF the team can work towards their strengths (rather than having general strategy). Some of these picks are more experimental and theoretical in nature, but could have future success with changes within the game and the metagame strategy.
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[tabgroup][tab title=”Top Lane”]
Brief Champion Explanations
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[tab title=”Jungle”]
Brief Champion Explanations
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[tab title=”Mid Lane”]
Brief Champion Explanations
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[tab title=”AD Carry”]
Brief Champion Explanations
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[tab title=”Support”]
Brief Champion Explanations
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Changes in 4.7
Patch 4.7 is ostensibly noted as being a balance patch, with several game aspects being adjusted and a few champions changes coming in. The largest change is the availability of trinkets going from 2 minutes to 30 seconds, which makes level 1 vision much more manageable for both teams. Instead of reverting to a “safe” late invade into a fast push, teams now have more options to find out where a lane-swap can come about or if a buff will be invaded upon. Lately, wards are placed around the 1:30-1:45 to establish buff timers for the 2nd buff enemy junglers are going for (to help laners plan for the enemy jungler route to lane).
The next change is that all turrets now gain a 30-point damage reduction from champion auto attacks for the first 7 minutes of gameplay. This does not give a pushing advantage to the team that pushes against the bottom lane, which means that there is more freedom for the duo lane to be assigned to any lane and not suffer a tower disadvantage (innately). The caveat is that the early dragon is worth a collective 100 more global gold, which doesn’t impact the flow of the game too much for the risk it presents.
The nerf to Summoner Spell: Heal, in that it no longer removes Grievous Wounds (along with the debuff giving 50% effectiveness of a target that has already been healed) makes Heal much less valuable in solo lanes and is a direct nerf to Soraka’s survivability. While Heal does still grant the small boost of movement speed, Ignite (offensive) or Barrier/Exhaust (defensive) should become more popular due to this change.
Feral Flare (and Feral Flare junglers) took a huge hit in the most recent patches, with the immediate effective stats lowered and opportunity cost to upgrade the item much higher. This hits farm-heavy junglers especially hard in the competitive scene, where early lane pressure is more important than late-game scaling (if played properly). Expect a return to the Spirit of the Elder Lizard / Ancient Golem jungle champions in this patch.
Final Thoughts
Thanks for checking out my early 4.7 tier list! The LCS will be played on Patch 4.7 so there will likely be some changes to the tier list once there are a good number of games to draw examples from, so I’m aiming for an updated tier list early-mid June. If you enjoyed content like this, feel free to share this on social media (there should be a bar to the left of the page if AdBlock is disabled), or bookmark the page for reference. If you have questions, feel free to send me a tweet @coL_Jera and I should reply somewhat quickly.
This article was edited by ShiraShira.