Category Archives: Stats Theory

Kill Efficiency: Stats Theory

Low-level League of Legends solo queue is all about kills: fight, fight, fight, and every now and then a building might fall, too, when there’s nothing fleshy around to attack.

But higher tiers of play, and especially esports, are all about objectives. Kills are a means to an end: sure, they reward you with a little gold and experience, but it’s far more important to leverage those kills into greater advantages, gaining greater control of the game.

“Kill Efficiency” is my attempt at measuring how well teams use their kills to gain those advantages. Continue reading Kill Efficiency: Stats Theory

Measuring the Margins: Gold Spent Percentage Difference

Do you ever feel like a team is better (or worse) than their win/loss record suggests? Do you wish you had a way to measure that impression?

Here’s a stat that might scratch your itch: I call it Gold Spent Percentage Difference (GSPD).

In simple terms, GSPD measures the gap in how much gold both teams have spent at the end of the game. A large positive GSPD  (+10% or higher) shows that the team had spent a lot more gold than their opponents, while a large negative GSPD (-10% or lower) shows that the team had spent a lot less gold.

Using average GSPD, we can spot the teams who are ranked higher or lower than their performances seem to warrant. Continue reading Measuring the Margins: Gold Spent Percentage Difference

NA, EU, and LCK Gold Difference Charts

The graphs below chart gold differences over time in LCS teams’ last six games (weeks 6 through 8 of the 2015 Summer Split) and in LCK teams’ last two weeks (weeks 8 and 9 of the 2015 Summer Split).

Note: The timelines only run to 50 minutes, even if a game went longer.

NA LCS

EU LCS

LCK