What has changed on riftgrids, newest first. New modes, rules that moved, and anything that would surprise you the next time you play.
Launch day! :D
riftgrids starts with three ways to play, and all three are new every day at midnight, Sydney time, the same for everyone who plays. Here is what each one asks of you.
Worlds Simulator
Spin for one of the 19 teams at the 2026 World Championship and open your envelope for a draft position. Then snake draft five real pros into your team, one for every role, against the rest of the field, every pro rated from their real games.
Then play the event out: the Play-In, the Swiss stage and the knockout, up to the final. A finished run by a signed in player goes on the day’s board, best finish first.
Three criteria run down the side of the board and three across the top: a home region, a class, a lane, melee or ranged, and more. Each of the nine cells wants a champion who satisfies both of its lines, and a champion is spent once you place them.
Fill all nine, then lock in. Right placements stay, wrong ones open up again, and three failed locks end the round. Once it is over, every cell shows the share of players who picked the same champion you did. A solve pays GP, and a board of rare picks earns a bonus when the day closes.
Sixteen champions, four hidden groups of four. A group can be a home region, a main class, a lane, the yordles, champions who appeared in Arcane, or champions who don’t use mana, and some champions look as if they fit two.
Pick four and submit. A right four is sealed in the colour of how hard it was to see, gold the most direct and violet the hardest; anything else costs a mistake, and four mistakes end the round. “One away” means three of your four belong together. The fewer mistakes, the more GP.
YordlesCorkiKledTeemoTristanaAppeared in ArcaneMelSingedViWarwickAurelion SolOriannaBrandRammusKaynOlafIvernMalzahar