Draft Dynasty

Draft a dynasty from a decade of legendary League of Legends teams.

What is Draft Dynasty?

Draft Dynasty is a free browser draft game built on real League of Legends esports history. Roll for a slot — a region, year, and split drawn from historic LCK, LPL, LEC, and LCS rosters between 2015 and 2024 — then pick one player from that roll to fill an open position: Top, Jungle, Mid, ADC, Support, a head coach, and an assistant coach.

Once your roster is set, play a complete historical season through regional formats, international qualification, First Stand, MSI, Worlds, and transfer windows. Win Worlds to become champion or collect every available trophy for a Perfect Dynasty. The classic quick bracket remains available as a shareable daily challenge. No account, no install: it runs in your browser.

How to Play

  1. Roll to get a historical slot (region + year + split + team).
  2. Pick one member from that roll to fill an open position.
  3. Repeat until all 7 team slots are filled.
  4. Play a complete regional season with standings, playoffs, international qualification, and transfer windows.
  5. Win Worlds to become world champion; win every available trophy for a Perfect Dynasty.

Stack synergy passives to multiply your team's performance.

Season modifiers affect both your team and the opponent equally — adapt to them.

Season modifiers guide

Every season rolls 1 to 3 modifiers that reshape scoring — role-based buffs, extra variance, coaching effects, and more. Some pairs never appear together. The full list of all 22 modifiers is below.

  • Tank SeasonAll TOP scores go up 15% (you and the opponent).
  • Assassin MetaAll MID scores go up 15% (you and the opponent).
  • Bot Lane SpotlightAll ADC scores go up 15% (you and the opponent).
  • Jungle DominanceAll JGL scores go up 15% (you and the opponent).
  • Support CarryAll SUP scores go up 15% (you and the opponent).
  • Top IslandAll TOP scores go down 15% (you and the opponent).
  • Irrelevant Bot LaneAll ADC scores go down 15% (you and the opponent).
  • Vision WarVision rules: JGL and SUP go up 8%.
  • Aggressive MetaThe "Early Aggressor" passive is multiplied ×1.5; games run shorter.
  • Year of ScalingThe "Scaling" passive is multiplied ×1.5; series run longer.
  • Year of SynergyThe effect of synergy passives is multiplied ×1.5.
  • Broken Locker RoomThe effect of synergy passives is multiplied ×0.5.
  • Star CoachesCoaching staff effects are multiplied ×2.
  • RudderlessCoaching staff effects are multiplied ×0.5.
  • Commanding Voice"Shotcaller" and "Locker Room Leader" are multiplied ×2.
  • Nail-Biter PlayoffsContext passives (pressure, game changer, clutch) are multiplied ×1.5.
  • Season of UpsetsHigh variance (20%): surprising results happen often.
  • Favorites RuleLow variance (4%): the higher-scoring team almost always wins.
  • Inflated MetaAll scores go up 10%.
  • Nerf PatchAll scores go down 10%.
  • Highest StandardsThe Perfect Game threshold rises by 6 points: harder to achieve.
  • Down YearBracket opponents are weaker: their thresholds drop 8%.

Player & coach passives guide

Every card can carry passives. Player passives boost the player or the whole team; coach passives boost the staff's game plan. All 30 are listed below.

Player passives

  • Laner+8% to their own score (always).
  • Prodigy+12% to their own score on average, but with high variance (±15%): high ceiling, low floor.
  • FlexImmune to negative season modifiers: their score is never hurt by the environment.
  • Lane Specialist+10% to their own score when playing Top, Mid, or ADC.
  • Farming Machine+6% to their own score; +3% extra in long series.
  • TeamworkWith 4+ players holding it, +10% to every role's score.
  • Team EngineIf "Teamwork" is active, adds +5% extra to its effect.
  • Shotcaller+6% to the team's other roles. Doesn't stack (only one counts).
  • Locker Room LeaderAmplifies the coaching staff's passive effects by 25%.
  • Good ChemistryWith 3+ players holding it, the team's pressure penalty is reduced by 50%.
  • Composure+12% to their own score in playoffs and the final.
  • Game Changer+15% to their own score in close games (narrow margin).
  • Scaling+10% to their own score in long series.
  • Early Aggressor+10% to their own score in the group stage (short games).
  • Clutch+20% to their own score, only in the objective's final match.

Coach passives

  • Motivator+1 level to everyone's "Composure".
  • StrategistLowers "Teamwork"'s threshold by 1 (minimum 2 players).
  • Chemistry Builder+25% to the effect of all synergy passives.
  • MentorReduces "Prodigy"'s variance by 50% and raises its base average by +3%.
  • CommunicatorStrengthens "Shotcaller": its bonus to the other roles becomes +9%.
  • Offensive Mindset+5% extra to the effect of "Early Aggressor".
  • Patient Mindset+5% extra to the effect of "Scaling".
  • Talent ScoutActivates a dormant individual passive on one player of the team.
  • PsychologistThe team ignores pressure penalties caused by the opponent.
  • DisciplinarianTurns variance into consistency: reduces the team's own resolution variance by 50% (raises the floor, lowers the ceiling).
  • Bench Veteran+5% globally to the team in the final.
  • Draft Analyst+6% bonus against the bracket opponent's archetype.
  • Equalizer+10% to the team's weakest player's score.
  • Role SpecialistA role is rolled when the card is offered: its passives count double.
  • Right-Hand CoachOnly has an effect in the assistant coach slot with the head coach filled: duplicates the head coach's first active passive.