Summoner Trials
A tournament with no bracket and no set time. You play your ranked games whenever you can, the system reads them from Riot's API and scores them. The most points wins — not the most games played.
What makes it different
You aren't matched against anyone in particular. You compete against the table, and only the games you play after signing up count.
- No schedulePlay whenever you like, within the tournament dates. You don't need to be available at a set hour.
- No screenshotsNothing is reported by hand. It all comes from the data Riot publishes for each game.
- A game quotaEach tournament sets how many of your games are tracked. Once you hit that number you stop scoring, so every one counts.
Which games count
Only games in the queue the tournament is set to — solo/duo, flex or normal draft, whichever the tournament page says. And of those, four cases are dropped:
- Games played before you signed up.
- Remakes. Riot flags them separately, so they don't count as a loss and can't complete a punishment.
- Games played in a duo with another entrant. You may not party up with another entrant to queue together. If you were both searching separately and matchmaking put you in the same game, that's fine: what isn't allowed is teaming up on purpose.
- Games played while a punishment is undecided. Until you accept or reject it, nothing you play counts — and it isn't recovered afterwards.
How a game is scored
Per game
10 for playing + performance (0-100) + 30 for a win or −20 for a loss + feats earned
Four terms, and only one depends on winning:
- Participation · 10Flat, for playing the game. Depends on nothing.
- Performance · 0 to 100Your percentile within your role. It's the term that weighs most.
- Result · +30 or −20A win adds 30, a loss takes 20. A good loss can still be a net gain.
- Feats · variableWhatever you pull off that game. Rare things pay far more than common ones.
A game can come out negative, and that's deliberate: it happens when you lose while performing in the bottom 5% of your role and earn no feats. It's rare — one in ninety-four during testing — but when it happens, it subtracts.
Performance doesn't compare roles to each other
The 0-100 performance figure isn't your raw stats: it's your percentile within your own role. A support and a marksman are measured on different scales, so playing support costs you nothing.
KDA, kill participation and damage per minute weigh the same, with vision and your role's defining stat slightly below: CS per minute in the lanes, assists for support.
Measured on a real game: a 19/4/9 marksman scores 125.9 and a 2/8/24 support scores 119.7. Opposite roles, equivalent score.
Feats: why some pay 100 and others 3
Every player has 20 feats live each game: 10 team ones, 8 individual ones and 2 specific to their role. Riot credits the team ones to all five players equally, so nobody is penalised for the position they play.
The points aren't guesswork: they come from the real percentage of games each one is achieved in, measured across 10,020 performances. Anything happening in under 1% of games pays 100; anything above 30%, 3.
| Points | How many | Example |
|---|---|---|
| 100 | 3 | Twice OverYour team pulls off two aces (killing all five enemies) in the same game.achieved in 0.2% of games |
| 50 | 3 | From the AshesStill standing with your Nexus exposed: the enemy took down your inhibitors and your Nexus turrets.achieved in 1.75% of games |
| 20 | 4 | By a ThreadSurvive a fight on less than 10 health.achieved in 5.71% of games |
| 8 | 2 | Nobody FellYour team kills all five enemies without losing anyone in the process.achieved in 15.32% of games |
| 5 | 2 | Flash ForwardChain a multikill right after using Flash aggressively.achieved in 6.21% of games |
| 3 | 6 | After NashorBe present for Baron Nashor's death (no last hit needed).achieved in 33.42% of games |
Counter feats pay per repetition — two team aces is 200 — and 6 of them are threshold feats: you either get them or you don't, and they pay once per game.
The full list of all 20, with what each one takes, lives in the seals and punishments guide.
A worked example
You win a game as marksman performing above three quarters of all marksmen, and along the way you take first blood and your team kills Baron:
| Participation | +10 |
| Performance (78th percentile) | +78 |
| Win | +30 |
| First Blood (20) + After Nashor (3) | +23 |
| Game total | 141 |
That same game, lost, would have scored 131: feats and performance aren't lost by losing.
Your tournament total
Total
the sum of all your games − 25 for every loss beyond your wins
The balance penalty only touches players who lose more than they win: with an even or winning record it's zero. It's there so that grinding many bad games doesn't beat playing few good ones.
Rejecting or failing a punishment subtracts a further 100 points, each time.
−25 / −100
The table doesn't refresh by itself
Your games don't show up the moment you finish them: they land when someone syncs the tournament. Any entrant can do it from the button above the standings, once every ten minutes. If you just played and don't see it, give it a few minutes — Riot's API also takes a little while to publish the game.
Seals and punishments are separate
Good games earn you seals, and a seal lets you impose a punishment on another entrant. That system has its own guide, with the full list of punishments and how each one is checked.
Read the seals and punishments guide →