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, simulate the season bracket — groups, playoffs, and the final — and aim for the Perfect Game by winning every stage. Season modifiers and player/coach passives change every run, so no two seasons play alike. A daily challenge offers shareable, Wordle-style results. No account, no install: it just 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. Simulate the season: groups, playoffs, and the final.
  5. Goal: achieve a Perfect Game by winning every stage.

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 Season — All TOP scores go up 15% (you and the opponent).
  • Assassin Meta — All MID scores go up 15% (you and the opponent).
  • Bot Lane Spotlight — All ADC scores go up 15% (you and the opponent).
  • Jungle Dominance — All JGL scores go up 15% (you and the opponent).
  • Support Carry — All SUP scores go up 15% (you and the opponent).
  • Top Island — All TOP scores go down 15% (you and the opponent).
  • Irrelevant Bot Lane — All ADC scores go down 15% (you and the opponent).
  • Vision War — Vision rules: JGL and SUP go up 8%.
  • Aggressive Meta — The "Early Aggressor" passive is multiplied ×1.5; games run shorter.
  • Year of Scaling — The "Scaling" passive is multiplied ×1.5; series run longer.
  • Year of Synergy — The effect of synergy passives is multiplied ×1.5.
  • Broken Locker Room — The effect of synergy passives is multiplied ×0.5.
  • Star Coaches — Coaching staff effects are multiplied ×2.
  • Rudderless — Coaching staff effects are multiplied ×0.5.
  • Commanding Voice — "Shotcaller" and "Locker Room Leader" are multiplied ×2.
  • Nail-Biter Playoffs — Context passives (pressure, game changer, clutch) are multiplied ×1.5.
  • Season of Upsets — High variance (20%): surprising results happen often.
  • Favorites Rule — Low variance (4%): the higher-scoring team almost always wins.
  • Inflated Meta — All scores go up 10%.
  • Nerf Patch — All scores go down 10%.
  • Highest Standards — The Perfect Game threshold rises by 6 points: harder to achieve.
  • Down Year — Bracket 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.
  • Flex — Immune 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.
  • Teamwork — With 4+ players holding it, +10% to every role's score.
  • Team Engine — If "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 Leader — Amplifies the coaching staff's passive effects by 25%.
  • Good Chemistry — With 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".
  • Strategist — Lowers "Teamwork"'s threshold by 1 (minimum 2 players).
  • Chemistry Builder — +25% to the effect of all synergy passives.
  • Mentor — Reduces "Prodigy"'s variance by 50% and raises its base average by +3%.
  • Communicator — Strengthens "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 Scout — Activates a dormant individual passive on one player of the team.
  • Psychologist — The team ignores pressure penalties caused by the opponent.
  • Disciplinarian — Turns 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 Specialist — A role is rolled when the card is offered: its passives count double.
  • Right-Hand Coach — Only has an effect in the assistant coach slot with the head coach filled: duplicates the head coach's first active passive.