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A division is 100 LP. At a 55% win rate with even LP, that's 50 games on average. But half of players get there in 25, and one in ten needs 117 or more. Here's the count for your win rate and LP split, and the Riot rules that change it.
Short answer
55% win rate, even LP
50 games on average
Half of players get there in 25. One in ten still needs 117 or more.
60% win rate, even LP
25 games on average
Five more points of win rate cut the count in half. At 52% it's 125.
Losing more than you win
62.5% to stand still
At +15 and -25 LP, a 55% win rate still drains LP. Fix the split before you grind.
Winning more than you lose
37.5% to stand still
At +25 and -15 LP, even a 50% win rate climbs a division in 20 games on average.
The part every other guide skips
The average hides the luck. Two players with the same 55% win rate can need 25 games and 117 games for the same division. Neither one did anything wrong.
Dot does the LP math, shows why you can lose more LP than you gain, the 25 versus 117 game luck range and the Riot rules that change your count. Pick a chapter to jump straight to it.
Riot sets the target and you set the speed. The target is 100 LP per division. The speed is how much LP you average per game.
The formula
At 55% with +20 and -20, you win 11 LP and lose 9 LP per game on average: +2 LP a game, so 50 games for 100 LP. Another way to say it: you need 5 more wins than losses, which is exactly how net wins are counted on a LoL boosting order.
You can't see your MMR, but you can see its effect. Riot says LP gains and losses that are about equal mean your rank and MMR are in sync. Bigger gains mean your MMR is ahead of your rank, and bigger losses mean it's behind. Our LoL MMR guide explains why. This page is about what those numbers do to your game count.
Pick your column from what the client shows after your games, not from how you feel about your MMR. Each cell is the average number of games to get 100 LP.
| Win rate | Even (+20 / -20) | MMR ahead (+25 / -15) | MMR behind (+15 / -25) |
|---|---|---|---|
| 50% | Never | 20 | Never |
| 51% | 250 | 19 | Never |
| 52% | 125 | 18 | Never |
| 53% | 84 | 17 | Never |
| 55% | 50 | 15 | Never |
| 57% | 36 | 13 | Never |
| 60% | 25 | 12 | Never |
| 65% | 17 | 10 | 100 |
| 70% | 13 | 8 | 34 |
"Never" is literal. Your LP per game averages zero or less, so 500 more games leave you about where you are now. Now compare 51% with 52%: one extra win every hundred games and the count drops from 250 to 125. Same thing again from 55% to 60%. Playing more doesn't move these numbers. Winning more does.
The average isn't what most players experience. We worked out the exact odds for each win rate with even LP: how many games half of players need, how many the unlucky one in ten needs, and the chance of making it within 50 games.
| Win rate | Average | Half get there in | Unlucky 1 in 10 | Done within 50 games |
|---|---|---|---|---|
| 50% | Never | 55 | Over 1,000 | 48% |
| 52% | 125 | 37 | 299 | 58% |
| 55% | 50 | 25 | 117 | 71% |
| 58% | 32 | 19 | 69 | 83% |
| 60% | 25 | 17 | 53 | 89% |
| 65% | 17 | 13 | 33 | 97% |
Why half climb fast
A short win streak is common at any win rate above 50%. Five net wins can happen in a single evening, so half of players at 55% are promoted in 25 games or fewer.
Why some take forever
An early loss streak drops you below 0 LP, often into the division below. At +2 LP a game, every 20 LP loss takes about 10 games to earn back. That long tail is why the average sits at 50.
One more thing the table shows: at a true 50% win rate, 48% of players still reach the next division within 50 games. That's luck, and it gives back just as easily. If you got promoted on a streak and your LP gains are shrinking, you're probably near your level.
Take the LP from your last five wins and last five losses, average each, and find the closest row. The break-even column is the win rate you need just to stand still.
| LP split | When you see it | Break-even | At 52% | At 55% | At 60% |
|---|---|---|---|---|---|
| +28 / -12 | Fresh season or a long win streak | 30.0% | 12 | 10 | 9 |
| +25 / -15 | MMR clearly ahead of your rank | 37.5% | 18 | 15 | 12 |
| +22 / -18 | MMR a little ahead | 45.0% | 36 | 25 | 17 |
| +20 / -20 | Rank and MMR in sync | 50.0% | 125 | 50 | 25 |
| +18 / -22 | MMR a little behind | 55.0% | Never | Never | 50 |
| +15 / -25 | After a loss streak or a long break | 62.5% | Never | Never | Never |
| +12 / -28 | MMR far behind your rank | 70.0% | Never | Never | Never |
Fresh season or a long win streak
MMR clearly ahead of your rank
MMR a little ahead
Rank and MMR in sync
MMR a little behind
After a loss streak or a long break
MMR far behind your rank
The behind rows are where most stuck players live. At +15 and -25, even a 60% win rate loses LP over time. A lucky run can still carry you through (33% of players at 60% make it within 50 games), but the faster fix is to bring the split back to even. That happens when you keep winning at the rank you're in.
Each rule below comes from Riot Support or the patch notes, checked on November 6, 2026.
| Rule | What Riot says | What it does to your count |
|---|---|---|
| 100 LP per division, no promos | Reaching 100 LP promotes you at once, into the next tier from division I. Leftover LP carries over. | Every division is the same 100 LP. A big win at 95 LP isn't wasted. |
| Demotion inside a tier | Lose more LP than you have and you drop a division. At 5 LP, a 20 LP loss puts you at 85 LP one division down. | Inside a tier your LP is one long line, so a bad night costs exactly the LP you lost. |
| Demotion to a lower tier | You keep some protection, and a tier demotion lands you on 25, 50 or 75 LP depending on how far off your skill looks. | Falling a tier can cost less than a full division, but the climb back starts below 100. |
| Aegis of Valor | A win in an autofilled game pays double LP. Since patch 26.15 there's no mastery grade requirement and no loss protection. | At a 55% win rate with even LP, one doubled win saves about 10 games. |
| Consolation LP | Full LP back on a loss when a teammate outside your group is verified for AFK, leaving or intentional feeding. Capped each week. | Report every AFK and inter. The refund only comes when the report is verified. |
| Queuing with a friend | Riot may give you slightly harder opponents or reduced LP gains when you duo. | Duo only shortens the count if your pair wins more than enough to cover the smaller gains. |
| Placements | Five games per queue, no LP lost on a defeat, and nobody places above Diamond III. | Your first count starts from wherever placements put you, not from Iron IV. |
| Decay (Diamond and up) | Each Diamond game banks 7 days, up to 28. Out of banked days, you lose 50 LP a day. | Below Diamond your count never goes up while you rest. |
What Riot says
Reaching 100 LP promotes you at once, into the next tier from division I. Leftover LP carries over.
What it does to your count
Every division is the same 100 LP. A big win at 95 LP isn't wasted.
Riot source ->What Riot says
Lose more LP than you have and you drop a division. At 5 LP, a 20 LP loss puts you at 85 LP one division down.
What it does to your count
Inside a tier your LP is one long line, so a bad night costs exactly the LP you lost.
Riot source ->What Riot says
You keep some protection, and a tier demotion lands you on 25, 50 or 75 LP depending on how far off your skill looks.
What it does to your count
Falling a tier can cost less than a full division, but the climb back starts below 100.
Riot source ->What Riot says
A win in an autofilled game pays double LP. Since patch 26.15 there's no mastery grade requirement and no loss protection.
What it does to your count
At a 55% win rate with even LP, one doubled win saves about 10 games.
Riot source ->What Riot says
Full LP back on a loss when a teammate outside your group is verified for AFK, leaving or intentional feeding. Capped each week.
What it does to your count
Report every AFK and inter. The refund only comes when the report is verified.
Riot source ->What Riot says
Riot may give you slightly harder opponents or reduced LP gains when you duo.
What it does to your count
Duo only shortens the count if your pair wins more than enough to cover the smaller gains.
Riot source ->What Riot says
Five games per queue, no LP lost on a defeat, and nobody places above Diamond III.
What it does to your count
Your first count starts from wherever placements put you, not from Iron IV.
Riot source ->What Riot says
Each Diamond game banks 7 days, up to 28. Out of banked days, you lose 50 LP a day.
What it does to your count
Below Diamond your count never goes up while you rest.
Riot source ->Riot's matchmaker aims for a 50% chance, give or take 1%, for each team in every game. So the only way to keep a win rate above 50% is to be better than the rank you're in. The ladder catches up with you, and that's the whole climb.
Our boosters win 70 to 82% of their games, which turns a division into 8 to 13 games on an account with even LP. Order the exact number of net wins you need.
A tier is four divisions, 400 LP. These are averages with even LP, plus one column for an MMR ahead of your rank.
| Climb | At 52% | At 55% | At 60% | 55%, MMR ahead |
|---|---|---|---|---|
| One tier (for example Silver IV to Gold IV) | 500 | 200 | 100 | 58 |
| Iron IV to Gold IV | 1,500 | 600 | 300 | 172 |
| Gold IV to Diamond IV | 1,500 | 600 | 300 | 172 |
| Iron IV to Diamond IV | 3,000 | 1,200 | 600 | 343 |
The luck range shrinks over longer climbs but never goes away: for a full tier at 55%, half of players need 160 games or fewer and one in ten needs 376. Real climbs also run slower than this table, because your win rate drifts toward 50% as you reach your level. Riot's own example: a 55% win rate over a few hundred games with slowing LP gains means you're probably close to 50% now.
Every table above assumes you know your true win rate. Most players read it from far too few games. This is how wide the honest range is around a 55% win rate.
| Games played | Margin (95%) | Your real win rate could be |
|---|---|---|
| 20 | 21.8 points | 33% to 77% |
| 50 | 13.8 points | 41% to 69% |
| 100 | 9.8 points | 45% to 65% |
| 200 | 6.9 points | 48% to 62% |
| 500 | 4.4 points | 51% to 59% |
A 60% win rate over 20 games tells you almost nothing. Before you decide that a new champion, role or habit works, give it 100 games and watch your LP gains. If you still need a role, our guide to the best role to climb explains why every role wins 50% on the ladder.
Enter your rank, your LP and the LP you gain and lose right now. You get the average and the luck range, worked out with the same math as the tables.
You average +2.0 LP a game and stand still at a 50.0% win rate. At 5 games a day, half of players with these numbers arrive in 10 days, and 9 in 10 within 36 days.
| One division at 55% | Average | Half done in | 9 in 10 done in |
|---|---|---|---|
| 3 games a day | 17 days | 9 days | 39 days |
| 5 games a day | 10 days | 5 days | 24 days |
| 10 games a day | 5 days | 3 days | 12 days |
Working against a deadline? Our guide to when the LoL season ends has the dates, and what net wins are explains how a division turns into a number of wins you can plan around.
You can't change the 100 LP. You can change the two numbers that divide it.
Going from +15/-25 to +20/-20 turns a 55% win rate from never into 50 games. Riot says the gap closes as you keep winning at your rank, and recommends a break or a comfortable champion during a cold streak.
From 55% to 60% the average drops from 50 to 25 games. Fewer champions and one main role are the cheapest points most players have left.
Queue a priority role like support or jungle, or fill, and some wins pay double. Each one is worth about 10 games at 55%. Swap your autofilled role in champion select and you lose it.
Volume only multiplies the edge you have tonight. Two losses in a row is our stop rule: the next games are rarely played at your real win rate.
Before your next session
Ordering a boost instead? Delivery depends on more than the game count, like queue times and your server. Our guide to how long elo boosting takes covers that.
A division is 100 LP. With a 55% win rate and even LP (+20 per win, -20 per loss) it takes 50 games on average, but half of players make it within 25 and one in ten needs 117 or more. At 60% the average is 25 games.
With +20 per win and -20 per loss you need 5 more wins than losses, called 5 net wins. A 10 to 5 night gets you there; a 10 to 10 night leaves you where you started. If you gain more than you lose, fewer net wins are enough.
Yes. Riot removed promotion series: reaching 100 LP promotes you right away, from division I straight into the next tier, and any LP above 100 carries into the new division.
With even LP, yes: about 50 games per division. With +15 and -25 it isn't, because you need 62.5% just to stand still. Check your last few LP gains before you trust your win rate.
Your hidden MMR sits below your visible rank, so Riot gives smaller gains and bigger losses until your results match your rank. A run of wins at your current rank closes the gap.
A tier is four divisions, 400 LP. At 55% with even LP that's 200 games on average and 100 at 60%. Expect more in practice, because your win rate drifts toward 50% as you reach your level.
Only when you gain more LP than you lose. At +25 and -15 the break-even is 37.5%, so 50% climbs a division in 20 games on average. With even LP, 50% goes nowhere over time, even if a lucky streak sometimes carries you up for a while.
Yes. Since patch 26.15 a won autofilled game pays double LP, with no mastery grade needed. At a 55% win rate with even LP, each doubled win saves about 10 games. Riot also gives it now and then to players who queue priority roles like support and jungle.
More than most players think. After 20 games a 55% win rate could really be anything from 33% to 77%. After 100 games the range is still 45% to 65%. Judge a change by your LP gains and at least 100 games.
Our boosters win 70 to 82% of their games. On an account with even LP that's 8 to 13 games for a division on average. Delivery days also depend on queue times and your server.
About the Author
Grandmaster, Tier 1 tryouts, 5+ years running ranked orders
ARES has spent more than five years in high-elo solo queue and planning ranked orders division by division. This guide puts Riot's current LP rules next to the exact odds of a climb at every win rate.
Order the net wins you need, play every game next to one of our 169 KYC-verified Grandmaster and Challenger boosters, or work with a coach on the win rate that sets your count.
Rules come from Riot Support (MMR, Rank and LP; Placements, Promotions, Demotions and Decay; Matchmaking and Autofill) and the patch 26.15 notes, checked on November 6, 2026. Game counts are exact probabilities for a fixed win rate and fixed LP per game, computed by EloAscend.