TFT ranks run from Iron to Challenger, the same ten tiers as League, but the ladder underneath behaves very differently. By our read of League of Graphs’ Set 18 distribution, last checked September 2026, 36% of ranked TFT players are Silver, only about 4.4% have reached Emerald or better, and Diamond and above is roughly 1% of the ladder a month into the set. Riot does not publish official splits, so those are tracker reads, not Riot numbers. You will leave with the full TFT rank ladder, how much LP each placement is worth, what Double Up and Hyper Roll do differently, the distribution with cumulative percentiles, how TFT ranks compare to League and Fortnite, and honest climb times.
We climb this ladder for players every set, so what follows is what we actually see on the board.
How TFT ranked works
TFT ranked is LP-based with no promotion series. Every division from Iron to Diamond is 100 LP. Cross 100 and you promote straight away with the leftover LP carried over. Riot’s own example in the TFT ranked FAQ: an Iron II player on 90 LP who gains 30 lands in Iron I on 20 LP.
The rule that shapes every lobby is the top-four line. Riot guarantees that a 4th place or better never loses LP and a 5th place or worse never gains any. How much you win or lose inside those bands depends on your hidden MMR compared to your visible rank and to the lobby. If the system thinks you belong higher, you gain more and lose less until your rank catches up.
A few other rules from Riot that change how you should play:
- There is no tier demotion from Iron to Master. Since patch 11.22 you cannot drop out of a tier below Grandmaster. You can still slide down a division inside a tier, from Gold I to Gold II for example.
- Grandmaster and Challenger can demote, and they are capped by region. Master has no cap.
- Decay only hits Master and above. You bank up to 14 games, one drains per day, and every day with no banked game costs Master 50 LP, Grandmaster 150 LP and Challenger 250 LP.
- Standard ranked allows parties of three up to Diamond, with tier restrictions. From Master up, only a duo within 400 LP of each other can queue together. Double Up pairs can queue together at any rank.
The current set is Set 18, Enchanted Wilds, which launched on August 26, 2026. At the time of writing the live patch is TFT patch 18.3 (last checked September 2026), a targeted balance patch that nerfed Wisp power ceilings and buffed reroll lines like Wolf Bros and Karma. Riot’s patch schedule has Set 19 arriving on December 1, 2026, which is when this ladder resets.
LP by placement in TFT
Placement is the only thing TFT ranked cares about. There is no bonus for damage dealt or for how fast you knocked someone out, just where you finished. Riot does not publish an LP table because the numbers move with MMR, so the ranges below are what we see on accounts whose MMR roughly matches their rank.
| Placement | Typical LP change (MMR matches rank) | MMR above your rank | MMR below your rank |
|---|---|---|---|
| 1st | +40 to +50 | +50 to +60 | +30 to +40 |
| 2nd | +30 to +40 | +40 to +50 | +20 to +30 |
| 3rd | +20 to +30 | +25 to +35 | +10 to +20 |
| 4th | +10 to +20 | +15 to +25 | 0 to +10 |
| 5th | -10 to -20 | -5 to -15 | -15 to -25 |
| 6th | -20 to -30 | -15 to -25 | -25 to -35 |
| 7th | -30 to -40 | -25 to -35 | -35 to -45 |
| 8th | -40 to -50 | -35 to -45 | -45 to -55 |
The practical takeaway is that a 4th is worth fighting for with everything you have. The swing between 4th and 5th is often 25 to 35 LP, bigger than the gap between 1st and 3rd. A player who top-fours 60% of their games and rarely wins will climb faster than a player who hunts first place and bleeds 8ths. The “win or go 8th” style works on stream. On a ranked ladder it mostly produces screenshots.
Every TFT rank in order
Here is the TFT rank ladder for Set 18. Divisions count down, so IV is the bottom of each tier and I is the top, exactly as in League.
| Tier | Divisions | LP structure | % of ranked players | Set-end rewards |
|---|---|---|---|---|
| Iron | IV to I | 100 LP per division | 2.7% | None |
| Bronze | IV to I | 100 LP per division | 19% | None |
| Silver | IV to I | 100 LP per division | 36% | None |
| Gold | IV to I | 100 LP per division | 26% | Yes, Gold is the first qualifying tier |
| Platinum | IV to I | 100 LP per division | 11% | Yes |
| Emerald | IV to I | 100 LP per division | 3.4% | Yes |
| Diamond | IV to I | 100 LP per division | 0.74% | Yes |
| Master | None | Open-ended LP, no cap on players | 0.21% | Yes |
| Grandmaster | None | Around 200 LP minimum, capped per region | 0.05% | Yes |
| Challenger | None | Around 500 LP minimum, capped per region | 0.023% | Yes |
Distribution figures are our read of League of Graphs’ all-regions Set 18 data, last checked September 2026; Riot does not publish official splits. Apex thresholds and ladder sizes are from MetaTFT’s live promotion-threshold feed on the same date. Riot’s FAQ confirms rewards start at Gold and says the exact items are set per season.
Iron
Iron is only 2.7% of players, because Riot’s FAQ provisionally places anyone who played last set from Iron II upward, depending on their old rank. Climb tip: force the strongest two-star board you can by stage 3 and stop greeding econ on a losing streak. Reward: none.
Bronze
Bronze is 19%. Most Bronze lobbies are lost to rolling down at the wrong time. Climb tip: learn the standard level timings (level 4 at 2-1, level 6 around 3-2, level 8 around 4-2 on a normal board) and follow them until you have a reason not to. Reward: none.
Silver
Silver is 36% of the ladder, the single biggest tier, and the median TFT player sits in upper Silver. Climb tip: pick two or three comps from the current patch and only play those. Silver players lose most games by forcing a comp the lobby is already contesting. Reward: none, and Silver is one tier short of the reward line.
Gold
Gold is 26%, and Gold and above is the top 41% early in the set. Climb tip: start scouting. Two other players on your line means pivot, and the first player to pivot usually gets the better board. Reward: the first set-end reward tier.
Platinum
Platinum is 11%, and Platinum and above is the top 15.4%. Lobbies start punishing greedy boards. Climb tip: item flexibility. Slam good components early instead of holding them for the perfect carry who might never show up. Reward: set-end reward tier.
Emerald
Emerald is 3.4%, and Emerald and above is the top 4.4%. It is where most accounts stall for weeks. Climb tip: play for top four above everything. In Emerald, a disciplined 4th beats a gamble for 1st almost every time. Reward: set-end reward tier.
Diamond
Diamond is 0.74% right now, so Diamond and above is roughly the top 1% early in the set. Late in Set 17 it was closer to the top 5%, so the tier fills up a lot as a set matures. Climb tip: your augment choices and positioning now decide games more than comp choice does. Reward: set-end reward tier.
Master
Master is 0.21% and has no divisions and no player cap. On NA the Master ladder held 1,659 players on the MetaTFT feed we checked. Climb tip: watch decay. Banked games drain one per day and Master loses 50 LP per empty day after that. Reward: set-end reward tier.
Grandmaster
Grandmaster is 0.05%. You need around 200 LP in Master and a free slot. NA showed 399 Grandmaster players and a 200 LP cut-off on the feed we checked. Climb tip: Grandmaster can demote, so protect the LP you have and do not queue tilted. Reward: set-end reward tier.
Challenger
Challenger is 0.023%, about one ranked player in 4,300. NA held 240 Challenger players with a 500 LP cut-off, EUW 300 at 506 LP, and Korea 400 at 515 LP on MetaTFT’s feed, checked September 2026. Climb tip: at this level the climb is a points race against people who play every day, so volume matters as much as skill. Reward: set-end reward tier.
Double Up, Hyper Roll and the other ranked queues
TFT runs more than one ladder, and they do not share a rank.
- Standard ranked is the Iron to Challenger ladder above and the one that counts for set-end rewards and for most bragging.
- Double Up uses the same Iron to Challenger tiers on its own separate ladder. You gain or lose LP as a team of two, and pairs can queue together at any rank. The same set reset applies to both.
- Hyper Roll drops LP altogether. It uses a points rating with color tiers, commonly listed as Gray, Green (1,400), Blue (2,600), Purple (3,400) and Hyper (4,200 and up). Games are short, and points reward top finishes much more heavily than a steady 4th.
If your main is Double Up and your standard rank is two tiers lower, that is normal. The skills overlap but the games play out very differently.
TFT rank distribution by percentage
The TFT rank distribution is a hump centered on Silver with a razor-thin top. Silver and Gold together hold 62% of ranked players. Everything from Diamond upward is about one player in a hundred at this point in the set.
| Tier | % of ranked players | This tier and above (top %) | What it actually means |
|---|---|---|---|
| Challenger | 0.023% | 0.023% | A few hundred accounts per major region |
| Grandmaster | 0.05% | 0.073% | Roughly 1 in 1,400 |
| Master | 0.21% | 0.28% | Top 0.3%, the start of the apex tiers |
| Diamond | 0.74% | 1.0% | Top 1% early in the set, closer to top 5% by the end |
| Emerald | 3.4% | 4.4% | Top 5%, where most players stall |
| Platinum | 11% | 15.4% | Top sixth of the ladder |
| Gold | 26% | 41.4% | Above the median, and on the reward line |
| Silver | 36% | 77.4% | The biggest tier, the median sits in upper Silver |
| Bronze | 19% | 96.4% | Bottom fifth |
| Iron | 2.7% | 100% | Small, because returning players place above it |
Our read of League of Graphs’ Set 18 all-regions data, last checked September 2026. Tier shares are rounded, so the column adds up to just under 100%. For a live cross-check of the top end, MetaTFT’s leaderboard shows the apex ladders by region.
How much this moves inside one set is the most useful thing on the page. Late in Set 17, in July, the same source had Diamond at 3.4% and Master at 1.2%, with Iron under 1%. Four weeks into Set 18, Diamond is 0.74% and Master 0.21%. Nobody got worse. The whole ladder reset and most players have not played enough games yet to climb back. There is a fresh r/TeamfightTactics thread on ranked distribution where players are doing exactly this maths and finding their “average” Gold is well above the median.
If you would rather be on the thin side of that curve before the set gets crowded, our TFT rank boost team runs climbs to Diamond, Master and above on your schedule, including duo games if you want to play alongside the booster.
How TFT ranks compare to League and Fortnite
TFT and League share tier names, which is exactly why players misread their TFT rank. The same badge sits at very different percentiles in each game. The League column comes from our LoL rank distribution by percentage, which cross-checks op.gg and League of Graphs. The Fortnite column is our read of Fortnite Tracker, checked September 2026.
| TFT tier and above | Top % | Same badge in LoL | LoL rank at the same percentile | Fortnite rank at the same percentile |
|---|---|---|---|---|
| Master | 0.28% | Master+ is top 0.8% | Upper Master | Well inside Unreal (Unreal is top 1.7%) |
| Diamond | 1.0% | Diamond+ is top 4.5% | Around Master (top 0.8%) | Unreal |
| Emerald | 4.4% | Emerald+ is top 16.5% | Diamond IV (top 4.5%) | Champion (Champion+ is top 4.4%) |
| Platinum | 15.4% | Platinum+ is top 34% | Emerald IV (top 16.5%) | Diamond (Diamond+ is top 16.2%) |
| Gold | 41.4% | Gold+ is top 58% | Around Gold II | Between Silver and Gold |
A TFT Emerald right now is at the same percentile as a League Diamond, and a TFT Platinum matches a League Emerald. Some of that is the early-set compression, and by December the gap narrows. Even so, TFT’s upper tiers are consistently thinner than League’s. If you want the League ladder itself, our LoL ranks explained covers the Summoner’s Rift tiers, LP and placements.
How long it takes to climb in TFT
Your top-four rate decides your climb speed more than anything else. At roughly a 50% top-four rate you tread water. At 60% you climb steadily. At 70% and above you move a division every handful of games. Riot publishes no climb data, so these are benchmarks from our own orders across recent sets, for a player whose MMR is at or above their rank.
| Climb | Games (60% top four) | Rough time at 5 games a day |
|---|---|---|
| Placements to Gold IV | 20 to 35 | About a week |
| Gold IV to Platinum IV | 25 to 40 | 1 to 2 weeks |
| Platinum IV to Emerald IV | 35 to 55 | 2 weeks |
| Emerald IV to Diamond IV | 50 to 90 | 2 to 4 weeks |
| Diamond IV to Master | 80 to 150 | A month or more |
A TFT game runs about 35 minutes, so 150 games is close to 90 hours at the table. The fastest Diamond-to-Master run we tracked last set took 64 games. The booster played three comps all set, never forced a contested line, and finished 4th or better in 44 of them. The slowest climbs always look the same: a player who can hit 1st place boards but refuses to take a stable 4th when the game gives them one.
Timing matters as well. After the set launch you get 5 placement games with accelerated LP and no LP loss, and Riot’s FAQ says you can gain up to 100 LP per placement game. The first few weeks of a set are also when lobbies are most mixed, so they are the cheapest weeks of the set to climb.
What this data does badly
First, this is an early-set snapshot. A month after the reset, the top tiers are unusually empty. The July figures from late in Set 17 had Diamond and above near 5%, so treat today’s 1% as a floor.
Tracker samples also skew toward engaged players. League of Graphs and MetaTFT see the players whose games their pipelines pick up, and people who look up their own stats are more committed than average. That probably overstates the upper tiers slightly.
The LP table gives ranges. Your real gains depend on MMR, lobby average and how far your rank is from your MMR. Two players finishing 2nd in the same lobby can get different LP, and that is by design.
Regions differ as well. Challenger cut-offs ran from 490 LP to 649 LP across regions on the same day, so “top 0.02%” means something different in Japan than it does in Latin America.
Frequently asked questions
What are the TFT ranks in order?
Iron, Bronze, Silver, Gold, Platinum, Emerald, Diamond, Master, Grandmaster and Challenger. Iron through Diamond have four divisions each (IV to I, 100 LP per division), and Master, Grandmaster and Challenger are open-ended LP tiers.
What is the average rank in TFT?
Upper Silver. Silver is the biggest tier at 36% of ranked players by our read of League of Graphs’ Set 18 data, and Gold and above is already the top 41%.
How much LP do you get for 1st in TFT?
Usually 40 to 50 LP when your MMR matches your rank, and more if your MMR is higher. Riot does not publish a fixed table, but it does guarantee that 4th or better never loses LP and 5th or worse never gains any.
What percentage of TFT players are Diamond?
About 0.74% sit in Diamond itself and roughly 1% are Diamond or higher, as of September 2026, a month into Set 18. By the end of a set it is usually closer to 4 to 5%.
Can you demote in TFT?
You can drop a division inside a tier, but from Iron to Master you cannot drop out of a tier, a rule Riot introduced in patch 11.22. Grandmaster and Challenger can demote.
When do TFT ranks reset?
At every new set. Set 18 started on August 26, 2026, and Riot’s schedule has Set 19 on December 1, 2026. You then play 5 placement games with no LP loss.
Recap: ten tiers, 100 LP per division, top four always gains and bottom four always loses, and a distribution where Emerald is already top 5% and Diamond is roughly top 1% this early in Set 18. The percentages will climb as the set ages, so check a live tracker before you quote your percentile at anyone.
If you want Diamond, Master or a set-end reward tier locked in before Set 19 arrives and would rather not spend 90 hours at the carousel, our Teamfight Tactics boost covers standard and Double Up climbs, played on your account or as a duo with you in the lobby.