Rigged Climb? The Matchmaking and Ranked Ladder Crisis in League of Legends

June 23, 2025

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Introduction
League of Legends (LoL) has maintained its grip on the global gaming scene for over a decade, with millions of players invested in both casual and ranked play. Ranked matches are the heart of competitive LoL — where players strive to climb from Iron to Challenger in a merit-based system. However, over time, a persistent issue has emerged that undermines the entire experience: matchmaking inconsistencies and ranked ladder integrity. From mismatched teams to smurfing abuse and LP (League Points) anomalies, this system has sparked frustration and disengagement among both casual and competitive players. In this article, we’ll break down the origins, evolution, and ongoing flaws in LoL’s ranked system — and explore what it means for the future of fair competition.

Early Ranked System: The Birth of Elo in League

When ranked play was introduced in LoL, it was built on a simplified version of the Elo rating system. Initially used in chess, Elo calculates player strength based on win/loss performance. It was straightforward, fair, and easy to understand.

In the early seasons, climbing the ladder was difficult but rewarding. Games felt more balanced, and players truly felt the weight of progression. However, the growing player base exposed the limitations of this raw system — especially in terms of smurfs, win-trading, and matchmaking errors.

To fix these, Riot Games began layering complexity on top of Elo, introducing MMR (Matchmaking Rating), hidden LP modifiers, and adjusted matchmaking algorithms. But the complexity came at a cost.

MMR vs. Visible Rank: The Confusion Begins

One of the core issues in LoL’s matchmaking is the disconnect between visible rank (Iron to Challenger) and hidden MMR. MMR is the real metric used to match players, but it's invisible to users.

This causes several problems:

  • A Gold IV player might have Silver II MMR, making matches unexpectedly difficult.

  • Players can gain or lose wildly different LP for identical results.

  • “MMR decay” or MMR mismatch causes deranked or boosted players to appear in games far outside their true skill.

The lack of transparency creates confusion, frustration, and the feeling that players are “stuck” even when performing well.

Autofill and Role Imbalance in Matchmaking

Riot introduced autofill to reduce queue times — forcing players into off-roles like support or jungle. While it serves a practical purpose, autofill has created significant imbalance in solo queue games.

Autofill-related issues include:

  • Games where one team has two autofilled players while the other has none.

  • Off-role players feeding or underperforming due to inexperience.

  • Core roles like jungle and support becoming chaotic due to autofilled users.

Autofill also disproportionately affects lower-rank players who may not have the champion pool or mechanics to handle unfamiliar roles, creating an even steeper skill gap.

The Smurfing Epidemic

Smurfing — when high-skill players create new accounts to stomp lower-rank games — is one of LoL’s biggest ranked problems. Despite Riot's detection efforts, smurfs continue to ruin games across all ranks.

Types of smurfs:

  • Boosters leveling accounts for sale.

  • Tilted players starting over to “fresh reset.”

  • Streamers and pro players creating “Iron to Challenger” content.

Smurfs create a distorted ladder where genuine Bronze or Silver players are repeatedly crushed, leading to unfair losses and a toxic learning experience.

Win-Trading and Bot Lobbies

In higher ranks, especially in Master and Challenger, a different but equally damaging problem emerges: win-trading and botting.

Key problems include:

  • Duo queue abuse to guarantee wins/losses.

  • Boosting services using coordinated accounts to artificially raise MMR.

  • Bots used to create fake player pools, often AFK or running scripts.

These issues make top ladder feel rigged, and many genuine high-rank players report spending hours climbing only to lose LP due to manipulated matches they had no control over.

Match Quality vs. Queue Time Trade-Off

In an attempt to balance matchmaking speed and quality, Riot allows increasingly wide MMR gaps the longer a player waits in queue. While understandable, this has severe consequences:

  • Diamond 4 players getting matched with Platinum 1s — or even Gold 2s.

  • Games feeling unwinnable due to mismatched mechanical skill or macro understanding.

  • Supports or junglers being autofilled into critical roles with poor MMR matching.

The priority on speed over fairness results in players frequently facing either stomps or complete blowouts — making ranked feel like a coin toss.

LP Gains and Losses: The Inconsistent Reward System

Another major issue is how LP is gained or lost. Riot claims LP is based on MMR, but there are numerous anomalies:

  • Players gaining +17 LP per win and losing -25 per loss — despite positive win rates.

  • Promotion games with little weight — sometimes offering no LP gains despite a 60%+ win rate.

  • Demotion shields failing unpredictably.

This inconsistency makes the climb feel arbitrary. Even skilled players may find themselves hard-stuck due to skewed LP math rather than performance.

Tilt Queues and Streak Punishment

LoL's matchmaking algorithm appears to place players on "tilt queues" or "losing streaks" — a pattern where players are repeatedly matched with low-performers or feeders after a few wins.

Tilt queues are recognizable by:

  • Sudden spike in toxic or AFK teammates.

  • Extremely unbalanced team compositions.

  • A string of “unwinnable” games despite consistent personal performance.

While Riot denies the existence of such queues, community data analysis suggests streak-based matchmaking patterns that seem to punish players for climbing too fast.

Ranked Rewards Without Meaning

Despite climbing being the core of the ranked system, the end-of-season rewards often feel underwhelming:

  • Gold players get identical rewards regardless of MMR strength.

  • Border aesthetics or chromas are short-lived vanity items.

  • Players who were boosted, win-traded, or smurfed often earn rewards dishonestly.

For a system built around competitiveness, the rewards feel weak — failing to reflect the grind and personal skill it takes to truly earn high rank.

What Riot Could Do (But Hasn’t)

To address the ranked and matchmaking crisis, Riot has several options. Yet, year after year, changes are incremental and often fail to address root causes.

Potential solutions include:

  • Public MMR rating transparency.

  • LP and win/loss calculations based on individual performance, not just outcome.

  • MMR protections for off-role or autofilled players.

  • Ranked smurf queues or more aggressive detection.

  • Separated solo-only and duo-only queues to prevent party imbalance.

These systems are present in other competitive games like Valorant and Overwatch 2, proving it's not impossible — only that it’s deprioritized in LoL.

Conclusion

League of Legends’ ranked system, once a badge of skill and dedication, has slowly eroded due to inconsistent matchmaking, smurfing, LP manipulation, and a lack of transparency. Players no longer feel that the climb reflects their skill — but rather luck, grind, or circumvention of the system.

Until Riot overhauls its matchmaking philosophy and rewards performance over placement, the frustration will persist. The integrity of ranked play is not just about fairness — it’s about trust. Right now, that trust is broken, and the system is cracking beneath the weight of a decade of neglect.