
Naafiri
Hardest matchups for Naafiri in Jungle (Emerald, patch 16.20):
Rek'Sai,
Talon,
Zyra. Easiest:
Locke,
Rengar,
Jayce.
Try it in a draftCountersPower curvesIn the tier listWho wins into NaafiriOn the pro tier list
Naafiri on patch 16.22
- Jungle50.5%#30 of 74B11,277 games
- Mid48.8%#68 of 91C2,534 games
- +1.3 pts since 16.21
Naafiri’s main role on patch 16.22 is Jungle: a 50.5% win rate across 11,277 Emerald games, #30 of 74 Jungle champions on the tier list (grade B), picked in 4.5% of games. Naafiri is also played Mid: a 48.8% win rate across 2,534 games, #68 of 91. Since patch 16.21, Naafiri Jungle has gained 1.3 points of win rate, measured inside each rank and pooled over 8 ranks (67,428 games this patch). Riot's published data shows no change to Naafiri in patch 16.22.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Jungle69% of its games | B | 49.9%49.9% raw ±0.7 | 18,522 | 2.7%10.3% banned | 51.7%47.5% first time |
| Mid21% of its games | C | 47.6%47.2% raw ±1.3 | 5,575 | 0.8%10.2% banned | 48.7%46.5% first time |
| Top8% of its games | B | 50.2%50.3% raw ±2.2 | 2,070 | 0.3%10.2% banned | 51.3%48.7% first time |
| Support1% of its games | too few games | 47.8%40.6% raw ±5.7 | 298 | 0.0%10.2% banned | 51.0%46.0% first time |
| Bot1% of its games | too few games | 50.1%50.7% raw ±5.9 | 272 | 0.0%10.3% banned | 51.4%47.5% first time |
Matchups
Every matchupHow to read this
Naafiri’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Naafiri, the part not explained by either champion’s strength.
Hardest for Naafiri
Lane leads and team bans
What Naafiri’s team bans
Champions a team bans more often when it has Naafiri than the other team does in the same games (140,159 games). The other team banned before Naafiri was picked, so the gap is the ban spent because Naafiri was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Naafiri is built in this lane, most common first, with the items those builds finish and how they win.
- AD bruiser


51.0%10,553 games - Lethality


50.9%8,896 games - Crit


50.5%11 games - Tank


51.1%5 games - Enchanter


50.9%1 games
Runes and summoner spells
How to read this
How Naafiri does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
20,840 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Smite49.5%20,554 games · 99% pick rate · the usual choiceRecommended
Keystones

Conqueror + Domination47.7%2,993 games · 14% pick rate · same players: +0.6 pts vs the usualRecommended
Conqueror + Inspiration50.3%15,462 games · 74% pick rate · the usual choice
Electrocute + Precision45.3%1,293 games · 6.2% pick rate · same players: −1.7 pts vs the usualRare: not recommended
Minor runes with Conqueror
Triumph49.8%100% take it
Legend: Haste51.2%17% take it
Legend: Alacrity49.6%83% take it
Coup de Grace49.8%90% take it
Cut Down50.6%9.6% take it
Sudden Impact47.8%100% take it
Treasure Hunter48.4%93% take it
Ultimate Hunter42.5%4.3% take it
Relentless Hunter48.0%2.0% take it
- Attack Speed49.6%84% take it
- Adaptive Force49.3%16% take it
- Adaptive Force49.5%100% take it
- Health Scaling49.3%91% take it
- Health51.8%8.2% take it
These numbers describe, they do not prove. Each rate is Naafiri’s record when its player chose that option, pulled toward Naafiri’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Naafiri does when built that way.
The learning curve
Champion pool
On a first game Naafiri wins 47.4%; in the hands of players with the most mastery on it, 52.0%. That gap ranks it 99 of 173 for how much practice pays. It crosses 50% at about 57K mastery points.
Pro play
On the pro tier list
Naafiri in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Jungle | 50.7%226W 215L | 24%24% in any lane | 59% counter | +179 gold | — |
| Top | 50.6%5W 1L | 0%24% in any lane | 100% counter | −674 gold | — |
| Bot | 50.0%1W 1L | 0%24% in any lane | 0% counter | +233 gold | — |
How much knowing Naafiri pays
Players on their Mastery band win 4.6 points more on Naafiri than first-timers do: #99 of 173 champions for how much mastery pays.
At 300k+ mastery points, Naafiri players win 52.0%: #112 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 52.6% lies beyond the data and is an estimate, not a measurement.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.