United we play, united we win.
HOW TO PLAY
After registrations, the 32 registered teams will participate in the open qualifiers (4 qualifiers in total, 32 teams/Q).
Out of these teams, the top 16 teams (Top 4 in each qualifier) will proceed to the next round called “League” Stage (4 groups)…
BE THE NEXT
CHAMPIONS
you are interested to participate ?
To be eligible to compete in the League, each Player must satisfy all of the following:
- 2.1. Player Age
- 2.1.1. No player shall be considered eligible to participate in any MPL Competition before their 16th birthday, defined as having lived 16 full years.
- 2.1.2. If a player is 16 years of age or older but under the age of majority in their country of residence before the start of the Official Competition, they may still compete in the Official Competition if (a) they meet the other eligibility criteria in these MPL Rules and the Global Policy,and (b) a parent or legal guardian accepts these MPL Rules and the Global Policy on behalf of the player, and consents to the player’s participation in the Official Competition using a parental consent form provided by the Tournament Operator.
- 2.2. Residency & Representation
- 2.2.1. A Player can be an EMEA Resident and an LTR simultaneously.
- Teams will be required to have a minimum of three (3) Locally-Trained Representative (LTR) and three (3) EMEA Residents on their starting roster at all times during any Official MPL Competition. In addition, a team must have at least four (3) MENA Residents on their full roster.
- 2.2.2. LTRs are defined as players who have fulfilled one or more of the following criteria:
- 1. The player has legally resided and been primarily present in the countries defined in the two sub-regions in section 1, for no less than 36 out of the last 60 months immediately prior to their participation in the first game of the applicable competition.
- 2. The player has legally resided and been primarily present in the countries defined in the two sub-regions in section 1, for at least 36 months after their 13th birthday, defined as having lived 13 full years.
- 2.2.4. A player will not be considered a representative until they have declared themselves as an LTR to the respective MPL.
- 2.2.5. Players are not required to claim LTR status and may choose to remain a Non-Representative despite being eligible.
- 2.2.6. Residents are defined as players that, at the time of registration to the MPL, are either:
- 1. A lawful permanent resident of a jurisdiction in the MENA region for at least six (6) months.
- 2. A citizen or national of a country in the MENA region.
- 2.2.7. A player may only be a Resident of a single Region at any point in time, regardless of whether that player has lawful resident status in multiple Regions. Any player who relocates to a new region, will remain a resident of their prior region until the one-year anniversary of their relocation.
- 2.2.8. Players may prove Residency and LTR eligibility by submitting documentary evidence of eligibility. There are two general categories of evidence: government-issued documentation (e.g. National IDs, government benefits records, military/draft registration papers) and private documentation (e.g., school records, deeds, leases, homeowner association documents, utility bills, bank records/statements, tax returns, insurance documents, medical records & employment records).
- 2.2.9. Minors may also have a parent or guardian prove Residency or LTR status on their behalf by first, providing documentary evidence of the parent- /guardian-child relationship (e.g., a birth certificate) and second, submitting documentary evidence belonging to the parent/guardian, as outlined above.
- 2.3. If a player plays an official game at VRL representing a certain team, can’t represent a different team at the MPL.
- 2.3. Work Eligibility
Each Player must submit proof, prior to being added to a Team’s MPL Roster, that they will be work-eligible in their respective jurisdiction and/or MPL host country/countries.
- 2.4. Player & Team Eligibility
- 2.4.1. All Players may only compete in one MPL at a time.
- 2.5. Accounts
One player should have only one account, any change of in-game ID should be announced to the admins.
Players are not allowed to share their accounts, otherwise the team will be disqualified
- 3.1. Starters & Substitutes
- 3.1.1. Each Team must maintain, at all times during any Official Competition, five players in the Team’s starting lineup (“Starters”). A Team has the option of adding three additional players to act as substitutes (“Substitutes”).
Note: Tournament Officials have the right to disqualify any Team with an incomplete roster.
- 3.2. Minimum Roster Requirements
- 3.2.1. All Starters, and any Substitute who replaces a Starter, must be eligible to participate in MPL competition. Teams must comply with the minimum roster requirement at all times during the MPL competition. If at any point a Team’s roster falls below five players, that Team may be disqualified or otherwise sanctioned, unless given permission to drop below the minimum roster by the MPL Officials, at their sole discretion.
- 3.2.2. If a Team earns the right to progress to another stage of the MPL competition. the right is contingent on the Team retaining a minimum of three players that were on their Roster and played at least one official MPL match during the qualification process.
- 3.3. Multiple Teams
- 3.3.1. A Team Member will not be allowed to compete for more than one Team simultaneously and cannot be listed on the Roster of more than one Team.
- 3.3.2. A Team Member cannot have a contractual or financial arrangement with another Team unless explicitly allowed by the League in writing.
- 3.4. Submission of the Roster & Team Registration
- 3.4.1. Before the start of the MPL competition, each Team must register its roster (including all Starters, any substitutes and coaches) using the tools and forms provided by ESNA or the MPL Officials. Except as set forth in Section 3.4.2, no changes to a Team’s roster will be permitted after a Team’s registration has been processed without the prior approval of the MPL Officials (including for changes due to sickness, visa issues, etc.)
- 3.5. Roster Changes
- 3.5.1. A Team may complete trades involving players on other Teams, sign new players or free agents or otherwise change the players on its roster during any time outside of the Roster Lock Periods, using the tools and forms provided by ESNA or the MPL Officials.
- 3.5.3. In the case of extenuating circumstances, such as temporary visa issues, a competitive suspension or a medical emergency the roster requirements may be waived temporarily. Grant of this waiver is at the sole discretion of the League.
- 3.5.4. Any Team Member who is dropped from a Team’s Roster may not rejoin that Team’s Roster until a minimum of three weeks have elapsed after the effective date of the Team Member’s prior removal from the Team’s Roster.
- 3.6. Substitutions
- 3.6.1. Any substitution must result in the Team having an eligible Roster or Starting Roster.
- 3.6.2. For Matches involving more than one Map (i.e., a best-of-three or best-of-five Match), a Team may replace their then-current Starters with Substitutes in between Maps, provided that the Team informs the opposing Team and receives approval from the Referees of such substitution no later than five minutes after the conclusion of the previous game.
- 3.6.3. In the event that a Player disconnects during a map and is unable to return within the allocated pause time, the Team will be permitted to replace them with a Substitute from their Roster. The lobby will need to be remade, and the game manually reverted to the previous game state.
- 3.6.4. In the event of an emergency at any point during a Match, a Team will be given up to ten minutes to produce an eligible Substitute on-site. If a replacement cannot be found then the Team will forfeit. MPL Officials will determine if an incident qualifies as an emergency. Any substitute must be an eligible member of the Team roster.
- 3.6.5. For any offline stages (if applicable), teams must have at least one designated substitute present at all times.
- 3.7. Coaches
- 3.7.1. Teams may have one coach. If a Team has a coach, then that coach may be present for every Match in which the Team participates. For live, in-person tournaments held as part of the MPL (“LAN Events”), at least one of a Team’s designated coaches may be on site throughout each such Match. Coaches may be connected to the voice communication system in the lobby and will only be allowed to talk to players and others during the Agent and Map selection process for each Match, timeouts, half-times and in between Maps (if applicable). Coaches are only permitted to be in the Match Area during Agent and Map selection and in between Maps.
- 3.7.2. In the event of an emergency, the Team can designate an interim coach. Whether or not an event qualifies as an emergency is determined at the sole discretion of the League Officials. The interim coach can be a Team Manager.
- 6.1. Punctuality
- 6.1.1. Team Members participating in an official match are required to be fully ready in the respective Game Lobby 15 minutes before the scheduled game start time.
- 6.1.2. If a Team is not fully ready at the specified times, penalties may be applied.
- 6.1.3. If a Team or any of their Players does not show up at the specified time for any of their Matches, due to unforeseen circumstances, Teams must inform League Officials immediately. League Officials may postpone, suspend or cancel the Game or Match at their sole discretion.
- 6.1.4. If a Match is postponed, it will be rescheduled to a date within the same or the following week, unless another agreement can be found among Teams and League Officials. The exact Match date will be communicated by League Officials at the earliest convenience.
- 6.9. Map Selection Process
- 6.9.1. At a time specified by MPL Officials prior to the start of a match, the map selection process will be conducted. Under no circumstances may a map be played twice in one Match unless all other available maps have been played.
- 6.9.2. The MPL may modify the Map Selection Process for the competition but must provide advance notice in writing to all participants and receive approval from Riot Games before doing so. Modified map selection processes will be outlined in the MPL supplementary rules.
- 6.9.3. The map pool consists of Bind, Haven, Split, Ascent, Breeze, Icebox, and Fracture. Any additional maps released may be added to the map pool, any changes will be communicated to Teams in advance.
- 6.9.4. Best-of-One Matches
The better-seeded or “Home” team will decide if they are either Team A or Team B. If the tournament in question has no predetermined seeding, the “better-seeded team” for purposes of this Section will be determined at random. Team A starts the process and the map for the Match will be selected according to the following procedure:- Team A bans 1 map
- Team B bans 1 map
- Team A bans 1 map
- Team B bans 1 map
- Team A bans 1 map
- Team B picks 1 of the remaining maps
- Team A picks side for the map
- 6.9.5. Best-of-Three Matches
The better-seeded or “Home” team will decide if they are either Team A or Team B. If the tournament in question has no predetermined seeding, the “better-seeded team” for purposes of this Section will be determined at random. Team A starts the process and the map for the Match will be selected according to the following procedure:- Team A bans one Map
- Team B bans one Map
- Team A picks Map 1
- Team B picks side for Map 1
- Team B picks Map 2
- Team A picks side for Map 2
- Team A bans one Map
- Team B bans one Map
- Map 3 is only Map remaining
- Team A picks side for Map 3
- 6.9.6. Best-of-Five Matches
The better-seeded or “Home” team will decide if they are either Team A or Team B. If the tournament in question has no predetermined seeding, the “better-seeded team” for purposes of this Section will be determined at random. Team A starts the process and the map for the Match will be selected according to the following procedure:- Team A bans one Map
- Team B bans one Map
- Team A picks Map 1
- Team B picks side for Map 1
- Team B picks Map 2
- Team A picks side for Map 2
- Team A picks Map 3
- Team B picks side for Map 3
- Team B picks Map 4
- Team A picks side for Map 4
- Map 5 is only Map remaining
- Team B picks side for Map 5
- 6.10. Agent Select & Match Start
- 6.10.1. Once Agent Select has started, Players will have 85 seconds to pick their Agent, with both Teams picking simultaneously. If a Player picks an Agent by mistake during this phase, the Player must notify a MPL Official of their intended selection before the Agent Select timer expires. In this case the Agent Select process will be restarted with the same Picks up until the mistake occurred, after which the Player must choose their intended Agent. In the case that the Player notifies a MPL Official after the timer has expired, the Agent Select process will not be restarted and the Player will be required to play through.
- 6.10.2. A Match will start immediately after the Agent/Map Selection process is complete, unless otherwise stated by a MPL Official. At this point, Teams must remove any printed materials from the Match Area (if applicable), including any notes written by Team Members.
- 6.10.3. Players are not allowed to quit a Map during the time between the completion of picks/bans and Map launch, also known as “Free Time.”
- 6.9. Map Selection Process
- 6.1. Punctuality
- 7.1. Timeouts (Tactical Pauses)
- Teams are allowed to call Timeouts of 60 seconds in duration two times per map. The 60 second clock will begin when both teams’ Coaches are connected and able to communicate with their players. Timeouts can be called via the in-game pause system. In the event of overtime, each team will be granted an additional Timeout.
- 7.2. Technical Pauses
- 7.2.1. Technical Pauses fall into two categories
- 1. Suspension of Play (Est. delay 10+ minutes)
Examples: player disconnected from game, monitor went black, computer froze for longer than 3 seconds (less time could classify as an equipment check), any programs crashed during gameplay, etc. - 2. Equipment Check (Est. delay 3-5 minutes)
Examples: Mouse battery died, peripheral stopped working, audio became bugged, settings suddenly reset, etc.
- 1. Suspension of Play (Est. delay 10+ minutes)
- 7.2.2. If a player has a problem that prevents them from playing on, they must notify the MPL Official and request a technical pause. The player has to announce the reason before or immediately after he requests the pause.
- 7.2.3. During a technical pause, headsets have to stay on and players are prohibited from controlling their agent (i.e., players can not move or use utility during a technical pause). Unless a Tournament Official instructs the player otherwise, any form of communication including but not limited to text and voice communication between players and coaches is forbidden during a technical pause.
- 7.2.4. The in-game Referee can pause the game if for some reason the player pausing does not work.
- 7.2.5. League Officials may order or execute a pause of a Game at the sole discretion of the League Officials.
- 7.2.1. Technical Pauses fall into two categories
- 7.3. Crashes
- 7.3.1. If a match is interrupted for reasons beyond the control of the Players (e.g. server or player crash), the Tournament Official will restore the round using the in-game round restore feature, but in some scenarios may decide to replay the round or even a whole match.
- 7.3.2. If the issue takes place during the first minute of the round, before any damage has occurred and the opponent or referee has been immediately notified, the round will be restored.
- 7.3.3. If the issue takes place during a round and after the damage has occurred and the outcome of the round can still be determined (e.g. a single player has dropped but others remain), then the round will not be replayed or restored. The round will continue to be played and will count. Special exceptions can be made if the damage dealt was ruled insignificant e.g. accidental teammate damage dealt at the start of the round or damage dealt to the opposing side by the team that was affected by the crash.
- 7.3.4. If the issue takes place during the round, after damage has occurred and the outcome of the round cannot be determined (e.g. due to server crash), the match will be restored to the beginning of the round.
- 7.3.5. If the issue takes place during the round, after damage has occurred and the outcome of the round is obvious (e.g. one team is saving with 10 seconds remaining), but it cannot be continued due to, for example, a server crash, then the round can be awarded.
- 7.3.6. The matches will not be stopped and/or rounds will not be restored or replayed in cases where it is clearly a participant's fault (e.g. mis-buying a weapon).
- 7.4. Post-Match Process
- 7.4.1. Tournament Officials will confirm and record the Match result.
- Players will identify any technical issues with Tournament Officials.
- 7.4.2. Between Maps
Tournament Officials will inform players of the remaining amount of time before the next Map in the Match, if applicable. For online events, the standard time for transitions between Maps is eight (8) to ten (10) minutes from the time of the last Map’s Round until players are required in their seats for the next Map. For offline events, the standard time for transitions between Maps is five (5) to ten (10) minutes from the time of the last Map’s Round until players are required in their seats for the next Map. The next Map, if applicable, will commence as soon as both Teams have confirmed to a Referee or Tournament Official that all players are ready to play and, at LAN Events, in their seats. - 7.4.3. Between Matches
For online events, the standard time for transition in between Matches is eight (8) to ten (10) minutes from the time of the last Match’s Round until players are required in their seats for the next Match. For offline events, the standard time for transitions between Matches is ten (10) to fifteen (15) minutes from the time of the last Match’s Round until players are required in their seats for the next Match. The next Match, if applicable, will commence as soon as both Teams have confirmed to a Referee or Tournament Official that all players are ready to play and, at LAN Events, in their seats. If all the players are not ready to play and, in their seats, (if applicable) at the time designated to them by the Referees or Tournament Officials, the Team can be sanctioned for delay of Game. - 7.4.4. Players will be informed of any post-Match obligations, including, but not limited to, media appearances, interviews, or further discussion of any Match matters.