How it works

About LPS

LPS (League Performance Score) measures how much each player moved their team's chances of winning, game by game, against what an average player would have done in the same spot. Seasons are scored on their own, then rolled up into the Career Legend Rating, which also counts titles, placements and awards.

Career weight
×1.3
Pace weight
×0.8
Peak weight
×1
Résumé weight
×0.5

Seasons 2011–2026 ◆ rated at 30+ games ◆ build 2026-11-15

Career Legend Rating

The headline number: one score per career that counts bulk, pace, peak and hardware.

Career Legend Rating (CLR)#
The headline number the all-time board is ranked by. It adds up four weighted parts: CLR = 1.3 × Career value + 0.8 × Pace value + 1 × Peak value + 0.5 × Résumé. The first three are built from LPS, the season performance score described below, and each is on the scale of roughly one season of LPS, so the weights compare directly. Career value rewards longevity, pace value rewards how much a player produced per season, peak value rewards how high their best seasons were, and the résumé rewards trophies, deep international runs and awards. The idea is borrowed from JAWS, baseball's Hall of Fame yardstick, which blends career totals with peak. Profiles show each part already multiplied by its weight, so the four numbers add straight up to CLR.
Career value#
Total career production, scaled to a typical career. Career LPS (every season's LPS added together) is divided by 7.5, the average career length in years of the top 100 retired players. Longer careers keep a proportional edge; shorter ones score less. Before the seasons are added up, each is multiplied by an era factor, because early seasons had fewer events to earn points in: ×1.15 for 2014 and earlier, ×1.075 for 2015–2017 and ×1 from 2018 on. Shown multiplied by its CLR weight (1.3).
Pace value#
How much a player produced per season: career LPS divided by the number of seasons played. Short careers are noisy, so this is blended with the average player's figure, trusting the player's own number more the more they have played (their share is games ÷ (games + 25), counting games adjusted for schedule length and stakes). A brilliant short career still scores well, but a handful of lucky games can't top the board. It balances career value, which rewards length. Shown multiplied by its CLR weight (0.8).
Peak value#
How high a player's best stretch of seasons was. Sort the player's seasons from best to worst by LPS (era-adjusted, as in career value). For each number of seasons k, take the average of the best k and add a length bonus of 0.15 × (the k-th best season) × (k − 1); peak value is the largest of these. A one-season peak scores exactly that season, while k equally good seasons of S score S × (1 + 0.15 × (k − 1)): three seasons of 10 score 13. A weaker season only joins the peak if it is close to the others (about three-quarters of the best or better). Improving any season can never lower peak value. Shown multiplied by its CLR weight (1).
Peak years#
How many seasons make up the player's peak: the k that gives the highest peak value. Always at least 1, since the best season always counts.
Peak average#
The average LPS of the player's peak seasons, before the length bonus. Peak value is this plus the bonus for each extra peak season.
Résumé#
Points for trophies, deep international runs and individual awards: big-stage results that a box score can't see. It isn't a model; every achievement has a fixed point value, listed in full in the tables below. A Worlds title is worth 3 CLR, an MSI title 1.5, a domestic league title up to 0.75, and a domestic season MVP up to 0.375. Team results are credited in full to every player on the roster (not split between them), and each lands in the season and lane the player played that year. Winning the same thing again is worth less each time: the best one counts in full and each repeat is worth 0.8× the one before, so six Worlds titles add 3, 2.4, 1.92, 1.536, … = 11.068 rather than 18. Résumé points are not adjusted for era or schedule. The values above are after the résumé's CLR weight (0.5); profiles show the résumé the same way, so career + pace + peak + résumé = CLR.

Résumé

Big-stage results the box score can't see: placements, titles and awards. Every one has a fixed point value, listed in the tables below.

International results#
Points for how far a player's team went at events between regions: Worlds, MSI, First Stand, the Esports World Cup, the Mid-Season Cup, the LTA Championship, Rift Rivals, IEM, IPL, MLG, DreamHack, the Asia Invitational, the International Wildcard Invitational and the 2012 OGN Champions. A Worlds title is worth 3 CLR and an MSI title 1.5. Every other event's title is worth 1.75 × its tournament weight, the same importance weight LPS gives that event's games (based on its viewership next to Worlds, or set by hand for old or small events), which puts them between 0.175 and 0.772. Lower finishes earn a fixed share of the title value: runner-up ½, semifinal ¼, quarterfinal ⅛, group stage 4%. So Worlds pays 1.5 for a lost final, 0.75 for a semifinal, 0.375 for a quarterfinal and 0.12 for a group-stage exit.
Domestic titles and cups#
Points for domestic league playoffs and cups. Winning a split's playoffs is worth 0.75 CLR and losing the final 0.25, each multiplied by the league's strength that year: its regional Elo rating divided by the strongest league's. In 2026 a title is worth LPL 0.75, LCK 0.75, LEC 0.66, LCS 0.61. A league with no rating that year (one that sent no team to international events) scores 0. The KeSPA Cup (Korea) and Demacia Cup (China) are scored like international events, by their tournament weight: a KeSPA Cup win is worth 0.231.
Individual awards#
Points for MVP awards and All-Pro selections, pulled from Leaguepedia. Honors at Worlds, MSI and other international events are flat; domestic ones are multiplied by league strength, like titles. A Worlds Finals MVP or tournament MVP is worth 0.75 CLR, a domestic season MVP up to 0.375 and a domestic All-Pro 1st-team pick up to 0.225. Awards are deliberately small next to team results; they mostly separate teammates who shared the same trophies.
Résumé breakdown#
Profiles split the résumé into 14 categories, each showing how many the player earned and the CLR points they're worth after repeats are discounted. The categories add up exactly to the résumé: Worlds (title, runner-up, semifinal or earlier), MSI (the same three), other international events (the same three), domestic league titles, domestic runner-ups, domestic cups, MVP awards and All-Pro selections. Only achievements worth points are counted, so a title in a league with no rating that year doesn't appear. Two entries in one category can be worth different amounts, because of league strength and the repeat discount.

How the résumé is scored

Every achievement adds a fixed number of points to CLR. All the values below already include the résumé's CLR weight (×0.5), so they are exactly what a first-time achievement adds to a player's CLR.

International events and cups

Worlds and MSI titles have set values. Every other event's title is worth 1.75 × its tournament weight, the same importance weight its games carry in LPS (Worlds = 1). Each round below the title earns a fixed share of the title value: runner-up 50%, semifinal 25%, quarterfinal 12.5%, group stage 4%. Every player on the team's roster gets the full amount.

EventWeightChampionRunner-upSemifinalQuarterfinalGroup stage
World Championshipset31.50.750.3750.12
Mid-Season Invitationalset1.50.750.3750.1880.06
First Stand0.4410.7720.3860.1930.0960.031
Esports World Cup0.4350.7610.3810.190.0950.03
OGN Champions (2012)0.40.70.350.1750.0880.028
Mid-Season Cup (2020)0.2970.520.260.130.0650.021
LTA Championship0.2180.3820.1910.0950.0480.015
Rift Rivals0.20.350.1750.0880.0440.014
IGN Pro League0.150.2630.1310.0660.0330.011
Intel Extreme Masters0.10.1750.0880.0440.0220.007
Asia Invitational0.10.1750.0880.0440.0220.007
International Wildcard Invitational0.10.1750.0880.0440.0220.007
MLG Pro Circuit0.10.1750.0880.0440.0220.007
DreamHack0.10.1750.0880.0440.0220.007
Domestic cups (counted under domestic titles)
KeSPA Cup (Korea)0.1320.2310.1160.0580.0290.009
Demacia Cup (China)0.0960.1680.0840.0420.0210.007

Domestic leagues

A split playoff title is worth up to 0.75 and a lost final up to 0.25, multiplied by the league's strength: its Elo rating divided by the strongest league's that year. The values for 2026:

LeagueStrengthTitleRunner-up
LPL100%0.750.25
LCK100%0.7470.249
LEC88%0.660.22
LCS82%0.6150.205
CBLOL74%0.5560.185
LCP72%0.540.18

Individual awards

International honors are flat. Domestic awards (marked *) are multiplied by league strength, like titles, so the value shown is the most they can be worth.

AwardPoints
Worlds Finals MVP0.75
Worlds tournament MVP0.75
Worlds All-Pro team0.375
MSI Finals MVP0.375
MSI tournament MVP0.375
MSI All-Pro team0.188
Finals MVP, other international event0.281
Tournament MVP, other international event0.281
All-Pro team, other international event0.15
Domestic season MVP *0.375
Domestic Finals MVP *0.188
Domestic All-Pro 1st team *0.225
Domestic All-Pro 2nd team *0.131
Domestic All-Pro 3rd team *0.056

Repeats

Winning the same thing again is worth 80% of the time before: the same round of the same event (every Worlds title, every MSI runner-up finish), all domestic league titles together, all domestic runner-up finishes together, and each award type. A player's most valuable instance always counts in full. For example, six Worlds titles add 3 + 2.4 + 1.92 + 1.536 + 1.229 + 0.983 = 11.068, not 18.

Résumé categories

The 14 categories a profile splits the résumé into, each with how many the player earned and the CLR points they add after repeat discounts.

Worlds titles
World Championships won. The first is worth 3; each further title is worth 0.8× the one before (3, 2.4, 1.92, 1.536, …).
Worlds runner-up
Worlds finals lost: 1.5 for the first, discounted for repeats.
Worlds, out before the final
Every Worlds that ended before the final: semifinals (0.75), quarterfinals (0.375) and group-stage exits (0.12). Each round is discounted for repeats on its own.
MSI titles
Mid-Season Invitationals won: 1.5 for the first, discounted for repeats.
MSI runner-up
MSI finals lost: 0.75 for the first, discounted for repeats.
MSI, out before the final
Every MSI that ended before the final: semifinals (0.375), quarterfinals (0.188) and group-stage exits (0.06).
Other international titles
Titles at every other event between regions (First Stand, the Esports World Cup, Rift Rivals, IEM and the rest), worth 0.175 to 0.772 depending on the event's weight (see the table above).
Other international runner-up
Finals lost at those events: half the event's title value.
Other international, out before the final
Runs at those events that ended before the final, in the semifinal, quarterfinal or group stage: ¼, ⅛ and 4% of the event's title value.
Domestic league titles
Domestic split-playoff wins, up to 0.75 each, scaled by league strength. All of a player's league titles share one repeat discount, whichever league they came from.
Domestic runner-up
Domestic playoff finals lost, up to 0.25 each, scaled by league strength and discounted for repeats.
Domestic cups
KeSPA Cup and Demacia Cup finishes at every round, scored by the cup's tournament weight (a KeSPA Cup win is 0.231, a Demacia Cup win 0.168).
MVP awards
Domestic season MVP and Finals MVP, plus Finals MVP and tournament MVP at Worlds, MSI and other international events.
All-Pro selections
Domestic All-Pro 1st, 2nd and 3rd teams, plus the All-Pro teams at Worlds, MSI and other international events.

Season score (LPS)

How each season is scored from the games themselves, before it rolls up into CLR.

League Performance Score (LPS)#
A player's score for one season, built game by game. Every game earns three things: a win credit of 0.75 if the team won the series; the player's contribution, meaning how much their play moved the team's chance of winning compared with an average player in the same spot; and a win bonus for beating the odds. That total is multiplied by a region factor for the strength of the opposition, so the same performance is worth more against stronger leagues. The games of a best-of series are averaged into one match score. Matches are then added up across the season: a full regular season is worth the same in every league however long its schedule, a full playoff run is worth 0.5× that, and international events count by importance (Worlds 1, MSI 0.654, and so on). Last, each season is rescaled to a common schedule length, so seasons from different years are worth the same and add up to career LPS. Playing more, going deeper and winning bigger events all raise LPS.
LPS per game#
The average score per game (win credit + contribution + win bonus, times the region factor), with every game counted equally. Unlike season LPS it doesn't grow with more games, so it measures quality rather than volume.
LPS per game, stakes-weighted#
The average score per game, with each game weighted the way season LPS weights it, so playoff and international games count for more. Higher than plain LPS per game means the player raised their level when more was on the line.
Contribution per game#
Just the contribution part of the per-game score (including the region factor), with every game counted equally.
Contribution per game, stakes-weighted#
Contribution per game, weighted the same way as stakes-weighted LPS per game. Higher than plain contribution per game means the player contributed more in bigger games.
Win credit (baseline)#
The flat part of each game's score: 0.75 points times the region factor, paid only when the player's team wins the series. The region factor is the chance the opponent's league would beat that year's strongest league (from regional Elo ratings), raised to the power 1.25 (in 2026, facing the strongest league gives 0.42, facing the LEC gives 0.2, facing the LCS gives 0.13). The factor multiplies the whole game score, not just this part, which is how LPS rewards competing against strong opposition.
Contribution#
The heart of LPS: how much the player's own play moved their team's chance of winning. Two models are trained on pro games every season. The first predicts the stat line (kills, deaths, assists, damage) an average player would produce in the same position and game situation. The second predicts a team's chance of winning from what its players actually produced. A player's contribution in a game is how much the predicted win chance changes when their expected stat line is swapped for their real one. Box scores under-credit supports and junglers, so each lane's per-game contributions are then mapped onto one shared scale across all years: a 90th-percentile game is worth the same in every role.
Win bonus#
Credit for winning when the stats said you shouldn't: 0.25 × (result − predicted chance of winning), where result is 1 for a win and 0 for a loss, times the region factor. Winning a game the model gave a 30% chance adds 0.175 before the region factor; losing one it gave 80% takes away 0.2.
Contribution by stat#
Contribution split by the stat that produced it; the four add up to contribution.
Average contribution#
Contribution per game on the shared cross-lane scale, before the region factor and season weighting. Comparable across roles.
Intangibles#
A team number, not a player one: how much more the team won than its box scores predicted, per game (result − predicted chance of winning). It picks up what stats miss, like macro play, shotcalling and closing out games. It's identical for all five teammates, so it says nothing about any one player.
Clutch#
Contribution per game in high-stakes matches minus contribution per game in the regular season. High stakes means domestic playoffs and international events; international games count double, with extra weight by round (final 3×, semifinal 2×, quarterfinal 1.5×, group stage 1×). Small samples are pulled toward the typical player, as if everyone had 20 extra average games, so a handful of games can't dominate. Positive means the player raised their game in big moments; negative means they faded. Unlike intangibles, this is the player's own number.
Regular season, playoffs, tournaments#
Season LPS split by phase. A full regular season is worth the same in every league; a full playoff run is worth 0.5× that. International events and domestic cups are weighted by importance (Worlds 1, MSI 0.654, First Stand 0.441, KeSPA Cup 0.132), a champion's full run is worth the event's weight however many matches the bracket has, and the year's deepest international run is worth 2× a full regular season. The three phases add up to LPS.

Game context

Supporting numbers that describe the games behind a season.

Average win probability
The model's average predicted chance of winning for the player's team across their games: a measure of how strong their team was.
Strength of schedule
How strong the opponents' leagues were on average, as the chance each would beat that year's strongest league (0.5 = the strongest league itself). Higher means tougher opposition.
Best and worst game
The player's highest and lowest single-game contribution, in win probability.
Tournaments played
How many different international events and domestic cups the player appeared in.
Region Elo
The strength of the player's home league that season: its year-end Elo rating, computed from each region's results against other regions at international events. Higher means a stronger region.
LPS by tournament
LPS earned at one specific event (WLDs = Worlds, MSI = Mid-Season Invitational, EWC = Esports World Cup, FST = First Stand, KeSPA and DCup = the Korean and Chinese domestic cups). Together they add up to the tournaments phase.

Ranks & peers

Where a player stands against the field, and where their value came from.

Rank#
A player's place on the all-time board, ordered by Career Legend Rating (CLR). The overall board ranks every lane together; each lane tab ranks players only against others in that position. The arrows show how far a player has moved since the board as it stood at the end of the previous season.
Best season rank#
The player's best single-season finish: each year, rated players are ranked by that season's LPS (1 = best that year), within their lane and across everyone. A companion number, not part of CLR. Lower is better.
High Noon (3-season rank)#
The average of the player's three best season ranks, wherever in the career they fall (not necessarily back to back), within their lane and across everyone. About 1.0 means a clear #1 three times over. Lower is better; a companion number, not part of CLR.
High Noon seasons#
The three seasons behind the High Noon rank, within the lane and across everyone.
Where the value came from#
The teams, leagues and lanes a player's CLR was earned with, largest first (for example T1 245.3, DAMWON Gaming 30.1). The performance part of CLR (everything except the résumé) is shared out across the player's seasons in proportion to each season's LPS, and each season's résumé points go to the season that earned them. Each season is then credited to the team, league and lane the player played that year, so the pieces add up exactly to the player's CLR. A player who changed teams mid-season has that whole season credited to their main team for the year.