LoLDeadlockValorantTFTSOONCS2SOONRivalsSOONFortniteSOON
Back to News
Game Mode Guide11 min read

One for All Guide (2026) — Best Champions, Funniest Picks & Voting Strategies

Everything you need to know about One for All in League of Legends. How the mode works, champion voting explained, the strongest and funniest picks ranked by tier, and strategies to win when all five players play the same champion.

One for All is one of League of Legends' most chaotic and entertaining rotating game modes. Every player on a team plays the same champion — five Blitzcranks pulling five enemies, five Karthus ultimates firing at once, five Teemos carpeting the map in mushrooms. The mode rewards creativity, teamwork, and knowing which champions become absurdly powerful when multiplied by five. This guide covers how One for All works, the champion voting system, the strongest and funniest picks, and strategies for winning more games.

How One for All Works

One for All is a 5v5 game mode played on Summoner's Rift. The map, objectives, turrets, and win condition are identical to a normal game — destroy the enemy Nexus. The twist is that all five players on each team play the same champion. Each team votes on their champion during champion select, and both teams can end up with different champions.

Key Differences From Normal Games

  • Same champion for all five players — every player on a team locks in the same champion, with unique skins if owned
  • Faster pacing — Homeguard activates faster and lasts longer at the start of the game, jungle monsters grant 15% bonus gold and experience, and minion gold and XP values are multiplied by roughly 130%
  • No role enforcement — there is no assigned top, jungle, mid, bot, or support. Your team decides how to split the five copies of your champion across the map
  • Summoner Spells are unrestricted — all five players can take any summoner spell combination, including Smite
  • Played on Summoner's Rift — standard three-lane map with full jungle, dragon, Baron, and all regular objectives

Game Length

One for All games typically last 15 to 25 minutes. The accelerated gold and experience mean power spikes arrive earlier, and certain champion matchups can snowball quickly. Some games end in under 15 minutes when one team's champion hard-counters the other. Others drag past 30 minutes when both teams pick scaling champions.

How Champion Voting Works

Champion select in One for All uses a unique Vote Pick system that determines which champion your entire team will play.

Ban Phase

Each player bans one champion, for a total of up to 10 bans across both teams. Use bans to remove champions you do not want to play against — not champions you do not want to play. Common bans include high-winrate One for All picks like Yone, Teemo, and Morgana.

Voting Phase

After bans, each player nominates a champion they want the team to play. The voting system works on a weighted random system:

  • 4 votes for the same champion automatically wins — the team plays that champion
  • 3 votes no longer guarantee a win — three votes give a high probability but not a lock
  • If there is no clear majority, the system uses a percentage-weighted random selection. For example: if three players vote Lux, one votes Brand, and one votes Teemo, there is a 60% chance of Lux, 20% chance of Brand, and 20% chance of Teemo

Voting Strategy Tips

  1. Coordinate in chat before locking in — ask your team what they want to play. A unified vote avoids getting stuck with a random pick nobody wanted
  2. Stack votes on the same champion — four votes guarantee the pick. Even three votes give you strong odds
  3. Have a backup plan — if the vote does not go your way, know how to play the champion you end up with. Do not tilt before the game starts
  4. Ban the hard counters, not the annoying picks — banning Teemo because he is annoying is a waste if your team is voting for a champion Teemo cannot beat. Ban champions that counter popular One for All picks
  5. Consider what the enemy will likely pick — popular One for All picks are predictable. If you expect the enemy to vote Yasuo, consider picking a counter like Malphite or Rammus

Best Champions for One for All — Tier List

Some champions become dramatically stronger when you have five copies. Champions with stacking crowd control, overlapping AoE, or abilities that synergize with duplicates dominate One for All.

S Tier — Strongest Picks

| Champion | Why They Dominate | |----------|------------------| | Yone | Five Yone ultimates layered together are nearly impossible to survive. High sustained damage, mobility, and mixed damage scaling make five Yones a nightmare to itemize against. Each Yone can split-push independently or group for devastating teamfights | | Morgana | Five Dark Bindings flying at you means someone is getting rooted. Five Black Shields make the entire team immune to CC. Five Soul Shackles in a teamfight is an unavoidable chain-stun that deletes any team | | Teemo | The map becomes a minefield. Five Teemos placing mushrooms means every bush, every objective, and every chokepoint is a death trap. Enemies cannot walk anywhere safely. Shroom damage stacks and the blind on Q shuts down auto-attackers | | Brand | Passive burn spreads between enemies, and five Brands applying it simultaneously means the passive detonates constantly. Five Pyroclasm ultimates bouncing through a grouped team deals catastrophic damage. AoE teamfighting is unmatched | | Karthus | Five Requiems hitting every enemy champion simultaneously is often a guaranteed kill on the entire enemy team from anywhere on the map. The combined Lay Waste and Defile damage in teamfights is overwhelming. Even dying is useful — five Death Defied passives keep dealing damage | | Lux | Five Light Bindings, five Lucent Singularities, and five Final Sparks create a wall of CC and burst that nothing survives. Long range means all five Luxes can safely poke from behind each other |

A Tier — Strong Picks

| Champion | Why They Excel | |----------|---------------| | Malphite | Five Unstoppable Forces hitting at once is a guaranteed ace. The combined armor stacking from Ground Slam makes auto-attack champions useless. Best counter-pick against AD-heavy One for All teams | | Blitzcrank | Five Rocket Grabs flying from different angles means someone is always getting hooked. A single successful hook into five Blitzcranks is a guaranteed kill. The chain of knockups from Power Fist creates permanent CC | | Swain | Five Demonic Ascensions drain-tanking simultaneously creates an immortal frontline. Combined AoE damage melts teams. Each Swain heals off allies' CC, and five Swains provide plenty of roots to proc it | | Heimerdinger | Fifteen turrets (three per Heimerdinger) create an impenetrable fortress. Pushing power is absurd — enemies cannot clear turrets fast enough. Objective control around Dragon and Baron is suffocating | | Kayle | Five Kayles at level 16 is one of the strongest late-game compositions in One for All. The Divine Judgement ultimates can be chained to keep individual Kayles invulnerable back-to-back. Weak early but nearly unbeatable if the game goes long | | Cho'Gath | Five Feasts stacking simultaneously creates five massive tanks with enormous health pools. Combined Rupture knockups and Feral Scream silences chain CC enemies endlessly. The frontline becomes unkillable | | Illaoi | Five Leap of Faiths (Test of Spirit plus ultimate) in one area spawns so many tentacles that the screen becomes unreadable. Enemies standing in the tentacle zone take absurd damage. The healing from multiple tentacle slams makes diving five Illaois suicidal | | Shaco | Ten Shacos (five real, five clones) create pure chaos. Deceive stealth means five invisible assassins can appear from anywhere. Jack in the Box fields create massive fear zones. The enemy team never knows which Shaco is real |

B Tier — Fun and Viable

| Champion | Why They Work | |----------|--------------| | Yasuo | Five Wind Walls create an impenetrable barrier against projectiles. Any Yasuo can knock up with Steel Tempest and all five can ult off it with Last Breath. Snowballs hard when ahead but fragile when behind | | Lee Sin | The flashiest One for All pick. Five Insecs, five Dragon's Rages kicking enemies into each other, five Resonating Strikes. Extremely high skill ceiling — a team of Lee Sin mains is terrifying, but a team of players who cannot execute combos will struggle | | Darius | Five Noxian Guillotines resetting through a teamfight is a pentakill machine. Five Hemorrhage passives stack independently, so enemies hit by multiple Dariuses reach max bleed instantly. Dominant in melee range but kitable | | Thresh | Five Death Sentences, five Flays, and five Boxes create an inescapable web of CC. The Lantern can save different teammates in sequence. Hook accuracy goes up when five hooks fly at once | | Ziggs | Five Mega Inferno Bombs raining down on a teamfight. Five Satchel Charges bouncing enemies around. The poke and siege is relentless — five Ziggs demolish turrets with Short Fuse passive and can end games by ulting the Nexus | | Veigar | Five Event Horizons create a maze of stun cages. Every Q last-hit gives every Veigar AP stacking, so the late game damage is astronomical. Five Primordial Bursts execute low-health targets from five angles | | Jhin | Five Curtain Calls firing simultaneously creates a beautiful and deadly crossfire. Five traps covering every approach. The Fourth Shot damage from five Jhins punishes any attempt to engage. Style points off the charts |

C Tier — Funny but Weak

| Champion | Why They Struggle | |----------|------------------| | Yuumi | Five Yuumis cannot attach to each other (only one Yuumi can attach to a champion at a time). This means at most two Yuumis can be attached, leaving three to fend for themselves — and Yuumi without a host is extremely weak. Hilarious but almost unwinnable | | Ivern | Five Iverns share the jungle but struggle to deal meaningful damage. Daisy (ultimate) is the primary damage source, but five Daisies are still not enough burst to kill enemy champions quickly. Great shields but no kill threat | | Soraka | Five Sorakas healing each other sounds unkillable, but the team lacks damage. Anti-heal items shut down the healing chain, and enemies eventually out-damage the healing. Stall potential is high but winning is difficult | | Sona | Similar to Soraka — strong sustain and aura stacking, but lacks the burst or sustained damage to close games. Power Chord damage from five Sonas is respectable but not enough against tanky compositions |

Funniest One for All Picks

One for All is a fun mode first and a competitive mode second. These picks might not have the highest win rate, but they create the most memorable and hilarious games.

Blitzcrank — The Hook City Experience

Nothing is funnier than five Blitzcrank hooks flying from fog of war. One hook lands, the enemy is dead. Five Blitzcranks standing in a bush waiting for someone to facecheck is the peak One for All moment.

Teemo — The Mushroom Apocalypse

The map becomes unplayable. Every pixel of Summoner's Rift is covered in invisible mushrooms. The enemy team needs five Oracle Lenses and still cannot walk to an objective without losing half their health. Watching the enemy team path through mushroom fields is endlessly entertaining.

Singed — The Poison Marathon

Five Singed proxying behind enemy turrets, flipping enemies into each other, and leaving poison trails everywhere. The map becomes a toxic wasteland. Nobody can chase, nobody can run, and the entire game devolves into a Benny Hill chase scene.

Shaco — The Chaos Factory

Is it a clone? Is it real? With ten Shacos running around, nobody knows. Five Jack in the Box nests, five Deceive ganks from stealth, and pure psychological warfare. The enemy team spends more time pinging question marks than actually playing.

Lee Sin — The Montage Machine

Five Insecs, five ward hops, five Dragon's Rages. Every fight looks like a highlight reel. The team that mechanically outplays wins, and the team that misses Q goes 0/10. Peak League of Legends content.

Zilean — The Immortal Five

Five Chronoshifts mean your team has to be killed ten times in a single fight. Time Bombs stack and the stun chains are surprisingly effective. Games last forever because nobody stays dead.

Thresh — The Prison Warden

Five Dark Passages (Lanterns) cannot all be clicked, but five Death Sentences and five Boxes create an actual prison. Any enemy caught in the layered Box walls and hooks is CC-locked for an eternity.

Strategies for Winning One for All

1. Build to Complement, Not to Mirror

Do not have all five players build the same items. If you are playing a flexible champion, consider having one player build tank, one go full damage, one go utility, and so on. For example, five Luxes could have three full AP builds, one support build with shields and heals, and one more tanky build to frontline. Diversifying builds covers more weaknesses.

2. Split the Map Intelligently

Five players in one lane wastes experience and gold. In most games, run a standard-ish lane setup: one top, one jungle (if the champion can clear), one mid, and two bot. Adapt based on your champion — some champions benefit from grouping early (Brand, Karthus), while others benefit from farming solo lanes (Kayle, Yone).

3. Abuse Your Champion's Unique Multiplied Strength

Identify what makes your champion broken when multiplied by five and lean into it: - CC stacking — five roots, stuns, or knockups in sequence = permanent crowd control. Chain your CC rather than overlapping it - AoE overlap — five AoE ultimates in the same area deal five times the damage. Coordinate your ultimates to fire together, not one at a time - Vision and map control — five Teemo mushrooms, five Shaco boxes, five Zyra plants. Flood the map with your champion's unique vision or zone control tool - Split pressure — some champions are strong 1v1. Send each copy to a different lane and force the enemy to respond everywhere at once

4. Coordinate Summoner Spells

Not everyone needs Flash and Ignite. Have at least one player take Smite for objective control. Consider having one player take Exhaust against burst champions or Heal for teamfight sustain. Teleport on one or two players enables split-push strategies and quick rotations.

5. Focus Objectives Over Kills

One for All games can devolve into endless ARAM-style mid-lane fights. The team that takes Dragon, Rift Herald, and Baron while the enemy team chases kills will usually win. Use your champion's multiplied strength to secure objectives rather than just fighting for fun.

6. Adapt Your Build to the Matchup

Unlike normal games where you counter-pick in champion select, in One for All you counter-build after seeing the enemy champion. If you are five Yasuos into five Malphites, building armor penetration and tenacity is mandatory. If you are five Brands into five melee champions, Rylai's Crystal Scepter on every player creates an inescapable slow field.

7. Win the Vote — Win the Game

The single most impactful moment in One for All is champion select. A strong champion pick is worth more than individual skill. Coordinate with your team, vote together, and pick a champion from S or A tier. A team of five average players on Morgana will beat five great players on Yuumi.

Common Mistakes in One for All

  1. All five building identical items — diversify your builds. One tank, one utility, and three damage dealers is stronger than five glass cannons
  2. Grouping as five from minute one — you split experience five ways in one lane. Spread out early and group for objectives and teamfights
  3. Wasting CC at the same time — chain your crowd control abilities in sequence, not simultaneously. Five Morgana bindings fired at the same moment wastes four if the first one hits
  4. Ignoring the jungle — somebody should take Smite and clear camps. Jungle gold and experience are boosted in One for All and going to waste if nobody farms them
  5. Tilting in champion select — if the vote does not go your way, play the champion anyway. A positive attitude wins more games than the perfect champion pick
  6. Not banning the actual threats — ban based on what is strong in One for All, not what you find annoying in ranked. Yone, Morgana, and Karthus are more ban-worthy than Zed or Vayne

How One for All Differs From Other Modes

| | One for All | ARAM | Nexus Blitz | Arena | Ranked | |--|-------------|------|-------------|-------|--------| | Map | Summoner's Rift | Howling Abyss | Two-lane jungle map | Rings of Wrath | Summoner's Rift | | Team size | 5v5 | 5v5 | 5v5 | 2v2v2v2 | 5v5 | | Champion select | Team votes on one champion | Random (with rerolls) | Free pick | Free pick | Draft pick | | Same champion | Yes — all 5 play the same | No | No | No | No | | Mirror match | No — teams play different champions | Possible | Possible | Possible | Possible | | Ranked LP | No | No | No | No | Yes | | Game length | 15–25 min | 15–20 min | 12–18 min | 15–20 min | 25–35 min | | Availability | Rotating | Permanent | Rotating | Rotating | Permanent |

When Is One for All Available?

One for All is a rotating game mode that appears for several weeks at a time before being cycled out. It has historically been associated with April Fools' Day events and major patches. Riot has made rotating game modes more frequent in recent seasons, so One for All appears multiple times per year. Check the League of Legends client or patch notes to see if One for All is currently live.

Track Your One for All Performance

Search your profile on dodge.gg to see your champion performance and match history across all game modes including One for All. Discover which champions you dominate with when multiplied by five and which ones you should avoid voting for.

Ready to Track Your Stats?

Search your Steam profile on Dodge.gg to see your rank, match history, hero performance, and more.

Continue Reading