- Gold: 23% of players
- Diamond+: under 5%
- Iron: 3.6% (14% in 2025)
- 16.9M ranked accounts sampled
Riot does not publish how many players sit in each rank, so every distribution you see online is read from the ranked ladders through Riot's API. The most complete reader is League of Graphs, which samples every region and updates with the patch; this page uses its patch 26.20 snapshot (16,881,514 ranked accounts, Ranked Solo/Duo, all regions, read 2026-10-09) and the same site's earlier months as published by Esports Tales for the trend. Numbers are shares of players who hold a rank this season — the active ladder, not every account ever created.
- Silver + Gold = 44% of the ladder — the two tiers where most games are played and most boosts are bought.
- Platinum IV is already above average (top 36.41%); Emerald, added in 2023, holds 13.0%.
- Diamond and above is 4.9% — about one in twenty ranked players; Challenger is 0.021%.
- Iron collapsed from 14–20% (2025) to 3.6% after Riot's 2026 threshold change and the annual reset.
Players per tier, patch 26.20
Every division with its percentile
"Top %" is the share of ranked players at or above that division; "below you" is everyone underneath it.
| Rank | Share of players | Top % | Below you |
|---|---|---|---|
| 0.02% | top 0.02% | 100.0% | |
| 0.05% | top 0.07% | 99.9% | |
| 0.8% | top 0.87% | 99.1% | |
| 0.69% | top 1.56% | 98.4% | |
| 1.2% | top 2.76% | 97.2% | |
| 0.6% | top 3.37% | 96.6% | |
| 1.4% | top 4.77% | 95.2% | |
| 3.2% | top 7.97% | 92.0% | |
| 2.0% | top 9.97% | 90.0% | |
| 2.8% | top 12.78% | 87.2% | |
| 5.31% | top 18.09% | 81.9% | |
| 2.6% | top 20.69% | 79.3% | |
| 3.81% | top 24.5% | 75.5% | |
| 4.61% | top 29.1% | 70.9% | |
| 7.31% | top 36.41% | 63.6% | |
| 3.81% | top 40.22% | 59.8% | |
| 5.31% | top 45.53% | 54.5% | |
| 5.91% | top 51.44% | 48.6% | |
| 8.21% | top 59.65% | 40.4% | |
| 4.31% | top 63.96% | 36.0% | |
| 5.31% | top 69.26% | 30.7% | |
| 5.21% | top 74.47% | 25.5% | |
| 6.01% | top 80.48% | 19.5% | |
| 3.51% | top 83.99% | 16.0% | |
| 4.01% | top 87.99% | 12.0% | |
| 3.81% | top 91.8% | 8.2% | |
| 4.51% | top 96.3% | 3.7% | |
| 1.8% | top 98.11% | 1.9% | |
| 0.98% | top 99.09% | 0.9% | |
| 0.47% | top 99.56% | 0.4% | |
| 0.44% | top 100.0% | 0.0% |
League of Graphs rounds each division separately, so the column sums to about 99.8%; the percentiles are normalised to 100.
What rank is average?
The median solo-queue player is Gold III: half the ladder is Gold IV or below. The mean is a little higher because the top of the ladder is long and thin, but "average" in any useful sense is Gold. If you are Platinum you are better than roughly 63.6% of ranked players; if you are Silver IV you are ahead of 19.5% and have 80% of the ladder above you. Use the percentile calculator for your exact division.
How the ladder moved, 2023–2026
| Snapshot | Iron | Bronze | Silver | Gold | Plat | Emerald | Diamond | Master+ |
|---|---|---|---|---|---|---|---|---|
| Oct 2026 (patch 26.20) | 3.6 | 16 | 21 | 23 | 18 | 13 | 4.0 | 0.87 |
| Sep 2025 | 14 | 17 | 20 | 20 | 13 | 9.7 | 2.4 | 0.50 |
| Jun 2025 | 15 | 18 | 20 | 19 | 13 | 9.4 | 2.45 | 0.57 |
| Feb 2025 | 20 | 20 | 19 | 16 | 11 | 7.5 | 2.7 | 0.68 |
| Dec 2024 | 14 | 21 | 22 | 18 | 12 | 8.1 | 2.3 | 0.41 |
| Aug 2024 | 12 | 21 | 17 | 15 | 16 | 12 | 4.1 | 0.78 |
| Sep 2023 | 8.0 | 20 | 20 | 20 | 16 | 10 | 2.7 | 0.53 |
| Jun 2023 (before Emerald) | 5.6 | 24 | 29 | 24 | 12 | — | 3.0 | 0.57 |
Three things stand out. Emerald (mid-2023) took its share mostly from Platinum and Diamond, which is why "Plat" stopped meaning top 10%. 2025's single annual reset pushed a big block of accounts into Iron every January (20% in February 2025) that then drained upward through the year. And the 2026 cycle compressed the bottom: Iron fell to 3.6% while Gold, Platinum and Emerald all grew — the ladder is higher on average than at any point in the table, so the same rank is worth a little less than it was.
How to read these numbers
The sample is the active ranked population on one patch: accounts that placed this year and are still visible on the ladder. It is not weighted by region (Korea and China push the top end up a little), it moves after every reset, and the first weeks of a season always look lower than the last. Because the data comes from Riot's API rather than a stats-tracker's user base, it does not carry the "engaged players only" skew that CS2 and other trackers have — which is one reason the LoL ladder looks healthier at the top than the equivalent FACEIT numbers.
- League of Graphs — Rank distribution (Ranked Solo/Duo, all regions, patch 26.20, 16,881,514 players), read 2026-10-09
- Esports Tales — League of Legends rank distribution (monthly League of Graphs snapshots 2023–2025 used for the trend table)
- League of Legends Wiki (Riot) — Rank (annual reset rules, apex seats)
All free tools: calculators, percentiles & season countdowns →
Common questions
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