Skip to content

10 bans now live in Ranked

Riot··18 votes·115,231 views

Starting in patch 7.11, the ban phase for all draft Summoner’s Rift modes will feature five bans per team instead of three. We’ll be rolling the feature out to all regions throughout the patch. As a heads up, we’ll be upping the number of owned champions required to play ranked from 16 to 20.

As we announced earlier, the 10 bans regular play format is different from the pro scene. We’ve made some changes to how the system works detailed below.


FORMAT

The pick intent phase hasn’t changed. Every player can indicate the champion they want to play.

This is followed by the new ban phase. The biggest change is now every player bans a champ. All 10 players ban simultaneously, with the ability to “hover” bans for coordination, and without seeing the other team’s possible choices. Your team’s intended bans will be displayed next to their portrait, and when locked, they’ll transition to the top of the screen. We also added indicators a few patches ago so you can easily identify what your team plans to pick and ban.

After both teams lock their choices, each team’s bans are revealed to the other (bans can be duplicated across teams), and the pick phase continues as normal.


DESIGN

One of our main goals with 10 concurrent bans is to increase player control in champ select. We want to make sure no matter where you sit in the champ select order, you have a fair chance to choose a ban and even your chances in lane. In the current system, for example, players given second pick on blue side have no ban and are fourth pick overall, meaning the chances of getting a power pick or a counter pick are pretty slim. Giving more agency to all players in the draft should even this out.

For the first time, everyone can remove a direct counter to their lane. For example, if you main an immobile mage support, you can remove Blitzcrank from the running, or secure Tryndamere without relying on a teammate to ban Teemo. Simultaneous bans can cut the time in champ select from anywhere between 30 seconds and two minutes, getting you into game way faster.

So, why aren’t we implementing the esports format in solo or flex? It pretty much comes down to the needs of a team of organized players being very different from individual players placed on a matchmade team. In organized play, having some knowledge of your opponents’ strategy means you can pivot your pick and ban phases to specifically target weaker players or home in on a small champion pool.

In today’s queues, splitting the draft results in rough scenarios where players picking last can face heavy target bans in the second phase. Situations where you’re fourth pick, with at least three or four bans aimed at your position, would be common. We’re also taking into account the cost of lengthening champ select by up to two minutes – making intentional (and unintentional) dodges feel way more painful for the other nine folks in the lobby.

We do realize there is now a disconnect between regular play and professional play, so we are working on bringing the esports snake draft format to an organized team mode, but we’re not quite there yet. Something something soon™.

In a few days’ time, we’ll post a /dev blog on Nexus where we’ll go deeper into why we decided to move forward with simultaneous bans - as well as examples of other formats we tested.


FAQ

  • How long do I have to ban?

    We’re still testing overall timing, but the ban phase is currently 35 seconds.

  • What happens if I don’t want to ban something?

    We’re adding an option to select “No Ban” if you want to live dangerously. We also wanted to add a failsafe in case two or more teammates rush to ban the same thing in the last few seconds – you’ll default to “no ban” instead of incurring dodge penalties.

  • Do I still have to lock in my bans?

    No, but you still have to hover something! We’re still experimenting with this, but to reduce as much friction as possible, we’re trying out these rules:


    • If you hover a ban and lock in, you will lock that ban, and it will be unselectable by teammates.
    • If you hover a ban and don’t lock in, that champion will be locked at the end of the ban phase.
    • If more than one person hovers the same champion when the timer runs out, that champion will be banned. However, duplicated hovers won’t dodge the lobby because this could be painful in combination with last-second lock-ins. Basically, if you make a selection at any time during the ban phase, you will avoid dodging.
    • If you don’t hover a ban and don’t lock in, you will dodge the lobby.

    If this ends up sucking, we’ll make changes as needed.

  • What happens if two or more players try to ban the same champ on my team?

    As soon as one player locks a ban, the champ is no longer selectable for that team. If this happens in the last few seconds of the ban phase and two teammates try to lock at the same time, the second player’s lock will default to “no ban” as a last resort to avoid dodge penalties.

  • What happens if two players ban the same thing on opposing teams?

    There is a chance of duplicated bans across teams. Giving visibility into the enemy bans before time runs out causes the strongest strategy to be waiting until the closing moments to bait-and-switch bans with your opponent, which sounds unfun. This also reduces the chance of certain meta champions being banned across every game. Y’all know who we mean.

  • What happens if my team tries to ban my pick intent?

    Much like before, this is still allowed by the system. Now, though, because there are way more moving parts in champ select (and intended picks could unintentionally go overlooked) we’ve added clear indicators on the champ select grid to show the hovers for your team.

  • Doesn’t this mean some champions will be banned every game?

    Hopefully no; this was part of the design decision into allowing duplicate bans overall. In a snake format, the later players banning have more of an implied responsibility to take out the meta bans for the patch. There are outliers to the meta ban situation - particularly in high level games - where less-played champions like Shaco have multiple dedicated one-tricks that are still at risk of being banned out, but trying to balance this system for these outliers is near-impossible. We will be keeping an eye on the champs most likely to be permabanned across all tiers, and will make changes if necessary. Maybe we’ll just make everyone else OP to compensate.

  • What’s happening to custom games and Twisted Treeline?

    Custom games live on a legacy matchmaking service and so we’re going to be launching with no changes to custom Draft pick or Twisted Treeline. We’ll be fixing the inconsistencies a bit later.


    • Draft pick
      • This queue remains unchanged until we have moved this queue to the current matchmaking service; six bans alternating
    • Tournament draft
      • Will now be using the esports format (split draft), but the pick-ban flow may be a little weird-looking and unclear for a while. We wanted to give an opportunity for everyone to play around with the format, and will be cleaning up the UI for this in a later patch
    • Twisted Treeline Ranked Flex
      • Bans remain unchanged; six bans alternating
  • What if I want to practice using the 10 bans esports format?

    Tournament Draft custom games will now use the esports draft format, but things will be a little odd-looking for launch. We’ll be cleaning up the UI for this in a later patch to be more representative of the split draft flow.

542 Comments

Wendígo202 votes

Bans really shouldn't be duplicated

If you get a duplicate your ban is wasted and that feels bad

OpaquePlacebo50 votes

The way I see this change is that, it's less about counter banning and more about banning what YOU don't want them to have. And sometimes it can result in them also feeling the same about a certain Champ. But that's just me :D

Final Cutter34 votes

To me it seemed odd and kinda stupid at first that your ban might be overlapped, but I actually kind of like the idea.

I think knowing that your ban might be already banned creates a mindgame, so players have to weigh "is this ban likely to be overlapped" versus "is this ban really important to me" In other words, you'll have to think harder about how much the ban is necessary, rather than checking your list of "permaban champions" to see which meta champion isn't banned yet. Riot apparently thought this way too: "This also reduces the chance of certain meta champions being banned across every game."

JUGGZTIN35 votes

Was it wasted though? You chose to ban, let's say champion A, because you didn't want it in the game and after banning phase it won't be. Yes I suppose if you knew that the other person was also going to be banning champion A you could've chosen another champion (let's say champion B) to ban but in the end you chose to ban champion A and not champion B for your own reasons. Overall champion A, the champion you most wanted to ban won't be in game and to me that makes me feel like my ban did something.

ShieldWarrior17 votes

Still get min 5 ban. So Ahri Zed Yasuo Syndra Katarina every game.

a little shadow45 votes

u just gonna let Fizz through?

CalicoRico24 votes

NEVER let Fizz through, no excuses now to have fizz playable in a game

Inting Pillow56 votes

Ahri isn't worth a ban, Fizz is worth 3 bans

Violet Fields9 votes

And they supposedly nerfed him, supposedly...

NineTailedMystic17 votes

Who wastes bans on Ahri tho

19348180DEL14 votes

Ban that skank boyfriend snatcher!

Makï15 votes

Why ban her when you can just snatch them right back?Rakan

Ambereldus19 votes

Its a calculated risk. Ban what you find cancerous and risk a duplicate, or gamble the enemy will ban it for you.

Votable Jester191 votes

Look on the bright side, Riot can now see champions that average over 1 ban per game.

Edit: My upvotes here have reached the meaning of life :O and now they have surpassed it

QuickenedBlade157 votes

Incoming 180% ban rates on Yasuo xddddd

SuperRiceBoi24 votes

So basically Yasuo will become virtually unplayable after this patch.

Viren84 votes

Yasuo shouldn't exist in the fist place

GrowMasterCrops10 votes

He is unstoppable in the hands of a good player. However I want him banned because 9 out or 10 people who play him on my team feed and then flame the rest of us. Playing yas brings out the worst in people, or just brings out the worst people.

Andouille22 votes

And there was much rejoicing.

acher of fire7 votes

Yasuo does reward those with skill, but it does not take skill to be rewarded with him. unless you get counter picked or you are simply bad with him.

Ethlas15 votes

Maybe you should think that it was the other team that wasted a ban? Also I am still confused how you think it is a waste ban. The champ isn't in the game...

AwesomeGuyDj10 votes

If you ban yasuo and so does the enemy, you could have banned someone else instead and have 2 champs banned rather than 1.

Dreampod19 votes

Sure but you decided that the most important thing during ban phase was to keep Yasuo out of the game - AND YOU GOT IT. The fact that someone else is happy that Yasuo isn't in the game is just gravy. Even better is that you 'made them' waste a ban on Yas rather than someone you wanted to play.

Pinkaj13 votes

Yeah I agree. The system should probably work with being able to see the enemy bans when they have locked in their ban pick. Once the champ is banned, no one else can ban it, just to secure 10 unique bans and not 9.

Retief11 votes

In that case, the optimal strategy would be to not lock in your ban. If you want 2 champs banned, you would want to wait for the other team to lock in so that you can see which of the two you need to ban yourself.

Ma yo nei zu17 votes

No, you got exactly the ban you want AND managed to get the enemy team to waste a ban.

Glass half full vs glass half empty.

Piltover Customs97 votes

Tl;dr

  • The strategy of banning/building team comps should not be removed in favor of giving everyone a ban or reducing pick/ban phase time.
  • Solo Queue banning should not be separated from competitive, it leads to confusion.
  • This defeats the whole purpose of drafting if you can't plan around what the enemy team wants to do vs what you want to do.
  • This will lead to an overall lesser amount of strategic growth where the only "new" professional players are the ones that get to high MMR based on mechanics/game knowledge rather than how to build a teamcomp and then having to relearn pick/banning.
    • This creates a delay in average skill growth rate that hampers the ability of the game to improve.

So. Let me understand this. You (Riot) are introducing 5 bans for everyone. But giving no ban strategy because it doesn't matter?

This defeats the whole purpose of drafting. Just let it be teambuilder ranked now. You say solo queue vs competitive has different needs but ban strategy is a very real thing for having insight into what the enemy team wants to ban. If we go through this then let us have mirror matchs.

I feel like this is Riot wanting to push it because they said they would instead of pushing something that is balanced/strategic.

Sure at low ELO it doesn't matter, people will ban who they don't want to play against. Once you start climbing strategy is obviously more important. Why would we agree to that?

Say we go into a game:

  • Everyone decides we want to play a protect the Kog'maw comp
  • Team A (Protect) bans divers/assassin
  • Team B on the other hand someone just dislikes Kog'Maw
  • Team B bans whatever + Kog'maw
  • Team A is now at a disadvantage because the comp they wanted to play is now absolutely worthless and their bans don't matter anymore.

This is a huge step backwards for the game in terms of strategy.

Also would like to point out that the difference in competitive vs regular could be confusing/throw people off from wanting to get into League.

Example: League of Legends is presented that this is the way it is played/drafted. Hey cool I like the way they do it and play, maybe I will try it out. Sign-up/Download League and the drafting is nothing like I saw.

A) Stick it out and make do until I finally realize I don't like the way I was misinformed/lead to believe the game was. B) Immediately go back to what I was playing or find something else because it is not what I thought it would be.

Of course you could always have the casters preface every pick/ban phase for new players: "This is a different ban phase than what you will normally have because competitive gameplay has different needs than you scrubs."

Towstie31 votes

This is hardly a "tl;dr", but thank you.

mumuyyy35 votes

Your statement is probably valid for very-high elo, or ranked 5s. But for the vast of majority and solo queue player, teams hardly coordinate a strategy before they are in game. It is even more unlikely that teams will target ban based on team strategies. So for 99% of people this is a good start.

This also made sure that we don't spend 10 min just on p/b phase.

Piltover Customs22 votes

Don't get me wrong. In lower MMR (Read below plat) this won't have much of a bad effect in my opinion.

At higher levels of play (Read Diamond+) it's detrimental to drafting phase.

Think about esports: How many times do they mention "They just got out drafted" or in soloqueue realizing that the loss was probably during drafting phase.

It's because it's an important part of the game, strategically. Not being able to respond to the enemy drafting phase isn't good for the health of the game. Overall I just feel that it leads to "dumbing" the game down and like my last "tldr" pointed out that it will decrease the quality of players.

You hear people mention that the professional players now are vastly superior to the old for the most part because over-all there is more game knowledge. It's also a fact that it's because other people are better so they can improve even more.

If the quality of each phase is increased (IE pick/ban being important) then the over-all gameplay is improved and you get better players.

Harvey Rabbit7 votes

If you're implying that players in lower elo don't try to exercise any strategy in the alternating ban phase, that isn't true at all. Even in Bronze V people frequently adjust their bans based on the other team's bans.

Ma yo nei zu14 votes

I just ban my lane counter or whatever is OP, down here in Silver/Gold elo. Idk what things are like in super high elo or whatever, but that is a tiny minority of the player base.

"Sign-up/Download League and the drafting is nothing like I saw."

Actually, your solution doesn't solve this issue, because blind pick is the only mode available before you own 20 champions.

But give people some credit, they aren't stupid. They aren't going to be confused by the fact that champion select is a little different, just the same way they aren't confused that not every game is a Bo3, that Ryze is the worst solo queue champion in the game, that there isn't any cheering crowds when they play, that they don't have to shake hands with their opponents when they finish the game. Those differences aren't going to make them quit League. You're delusional if you think that champ select is the thing that catches the interest of casual viewers. Try convincing someone who doesn't play League to watch a pro game, and I guarantee they will tell you that champ select was the most boring part.

Distraptre69 votes

Ban can duplicated across teams? I don't know about that one. I'd rather prefer if they didn't.

Distraptre24 votes

This means that there is the possibility that all five bans for each team are exactly the same. Which gives us a total of five bans (less than what we have now).

JUGGZTIN10 votes

At least in this select every person on the team will be able to choose 1 champion that they don't want to see in the game. Rather than 3 people having that decision on each team. In this draft people can ban out their worst laning opponent or in the case that they're confident with any match up use their ban to help out a teammate. If you stop looking at the numbers (6 bans to 5 bans [again this is worst case scenario]) and strictly look at the reliability of bans and the strength of your bans you'll see that this way of banning is a lot more beneficial.

Distraptre15 votes

I agree with you but what if you have multiple Champs you don't like laning against and you banned the one that the enemy team banned? that would be a big waste.

Tyloo8 votes

The chances of this happening are extremely low in my opinion. If both teams ban the same 5 champions, that means they're dominating the meta and there's something wrong with game balance.

While certain champion, namely Yasuo and Zed, are likely going to see quite a few double bans, I think it will be very rare to only have 5 bans. So, even if 4 bans are duplicates, we're still at the same old 6 bans and everyone will be happy because they got to ban what they wanted. Either way, the same 6 champs would have been banned.

I think that once you lock in a ban, it could show up for both teams, but this would just cause people to wait until the last second before banning in hopes that someone else on the other team would ban the champion they plan on banning. Overall, it would just make the system a giant game of chicken. Besides, Riot is encouraging players to target champs that counter their own picks, so seeing what other players target in this style will also change the way people are going to pick and counter pick and even counter ban.

DrCyanide9 votes

Yeah, not liking the idea that we could be going from 6 bans to 5 bans depending on who's banning.

Last Whisper49 votes

I feel like Riot is underestimating the ability of the current 10 ban system in competitive to bring it over to Live client. I feel like it could easily be implemented. It just wouldn't be as targeted as the Pros make it. It would have 100% less confusion in this case and you could easily ban the 5 champs you want depending on situation. Oh look the bottom two players havent picked either support or adc bans 2 adc. It really feels like we are getting this weird confusing mode of 10 bans because the player base isn't as smart or something?

Distraptre27 votes

they did it to cut down on the draft phase time.

Last Whisper36 votes

I understand that but I would rather have the longer draft than a confusing one. Why waste someones opportunity to ban because someone on the other team banned something as well. And in that case we would have 9 bans because 2 people banned the same thing all the way to a potential 5 bans because the same reason. I feel this just really silly.

Distraptre10 votes

I agree that wasted bans are not fun (read my other comments) but I don't think the Pro 10 bans are the way to do it. (if it is the only solution then I'm all for it)

Oakleaf Ranger31 votes

Definitely not a fan of potential duplicate bans

dãb18 votes

Those runes/mastery pages tho ( ͡° ͜ʖ ͡°)

Amasa Delano15 votes

Can we each get a ban in Twisted Treeline Ranked Flex champ select? It would feel a lot better, as opposed to the "team captain bans" that each team gets now.

ThwartinMaPlans9 votes

do not fucking implement this. You think the dodgers and shit are bad now? Wait til its ten fucking bans, takes 2x as long and even more ragers over not getting trashuo.

Carrie Pigeon51 votes

It's a 35 second long ban timer since all 10 players ban at once.

ThwartinMaPlans6 votes

Im imagining the clusterfuck im my wood elo now...lol no one shows pick intent so so many "omg u banned my champ" is going to happen lol

Towstie45 votes

That currently happens, and it's not a big deal.

You don't declare your champ, it's your fault if it gets banned.

JainaProudgurl7 votes

As much as I wish I could agree with this, my experience in low elo has taught me that hovering your champ can be dangerous. Bronze and Silvers, and even Golds, tend to get salty and like banning a champ you hovered "just cause".

I remember when Taliyah first came out. EVERY game I hovered her, my teammates banned her on me saying "She's a bad champion don't play her" .... One Season later.... one of the most played LCS mid laners ... xD

More from Announcements