Riot APIs
What Roster calls, and why
All calls go to the europe routing value and to the
euw1 platform. A player may link several accounts; their statistics
are aggregated across them.
- Account-V1Once, at account linking
- Resolves a gameName#tagLine entered by the player into a PUUID. It is the only place where a player types a Riot identifier.
- Summoner-V4 · League-V4Scheduled, daily
- Current rank of each linked account, so the coach sees the roster's level without asking for a screenshot. One refresh per account per day, plus a manual refresh capped at once per hour and per account.
- Match-V5Scheduled, incremental
- Ranked history, queues 420 and 440. This single feed produces three things: the champion pool derived from what players actually play, the last game of each member, and the matches that attach themselves to the games the coach opened, matched on the linked accounts and the start time. Custom games are not exposed by this endpoint and are never requested.
- Data DragonOn version change
- Champion names and images. Cached on our side, never fetched per page view.
Traffic profile. Expected scale is a few dozen teams and a few hundred linked accounts
within a year. Requests come from two scheduled jobs, a daily rank refresh and an incremental
match sync, both globally rate limited and cached in Redis. Application screens read our own
database and never call Riot directly, so page views do not generate API traffic.
The desktop agent. An optional Windows tray application reads the player's own local
client to show presence, that is whether a teammate is online or in a game. It never
contacts a Riot endpoint, and the product works without it. Every member is free not
to install it; the roster simply reports that presence is not measured for them.
What Roster is not. No public profile, no player search, no leaderboard, no MMR
estimation, no betting, no gameplay automation, no paid tier. Users only ever see their own
data and their teammates', inside a team they joined by invitation.