Category Archives: Stats Theory

Pick My Next Stat Exploration

Let me know what stats you’re most interested in seeing next. See below for more detailed descriptions of the options I’ve given, or make a suggestion!

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Team Kill Efficiency
This stat measures the average number of objectives a team takes per kill, where an objective is a Tower, Dragon, Baron Nashor, or Inhibitor.

In-depth Conditional Win Rates
I will explore the win rates associated with some very specific game scenarios. For example, how often does a team win when taking the first Dragon in the first five minutes of the game? What are the win rates in 4-minute Tower trades for the teams that kill Bot vs. Top Tower? What are the win rates for players with Flash on D vs Flash on F? Win rates would be provided overall and separately by NA and EU LCS, LCK, and LMS.

Capitalization on Baron buffs
This stat would measure the average number of Towers + Inhibitors teams have been able to take during the 3-minute window after taking a Baron kill. Note: I only have this data for NA and EU LCS at this point, but will have it for other leagues in the future.

Bloodletting: Kill Pace and Target Selection in MSI and Regional Playoffs

The 2015 Mid-Season Invitational was an absolute bloodbath, with 62% more kills per minute than the LCK playoffs and a way faster pace than anyone could have expected, based on how each region’s playoffs played out.

The chart above compares the average Combined Kills per Minute (CKPM) from each major region’s playoffs and the entire Mid-Season Invitational tournament. (The LPL unfortunately can’t be included because the league does not release its match histories publicly.) As an added bonus, I’ve broken out average target selection for each region.

Continue reading on GoldPer10 

Team Vision: Warding Statistics from NA LCS 2015 Spring Split

Vision control is a huge part of competitive League of Legends. We can measure teams’ level of vision control by looking at both how many wards they purchase and place, and how many of their opponents’ wards they clear out.

The statistics below are from the 18-game 2015 Spring split. Tiebreaker games are not included.

TeamTotal Wards PlacedAverage Wards Placed per MinuteTotal Stealth Wards PurchasedTotal Vision Wards Purchased"Free" Wards ProportionTotal Wards ClearedAverage Wards Cleared per MinuteAverage Proportion of Enemy's Wards Cleared
Cloud91,8402.7144028061%6981.0439%
Counter Logic Gaming1,8622.7528833866%7671.1339%
Dignitas1,7592.5131231165%6410.9134%
Gravity2,0892.8821626077%6590.8934%
Team 82,0362.9130627472%7271.0239%
Team Coast1,7262.6032135061%5560.8332%
Team Impulse1,6712.5426126668%6020.9033%
Team Liquid1,9942.7836232965%6270.8734%
Team SoloMid1,7572.5635130563%6510.9433%
Winterfox1,9262.8137028066%6280.9133%
Points of Interest:

Warding Volume: Team 8 and Gravity placed the most wards, both in total and per minute.

Free Wards: More than three-quarters (77%) of Gravity’s wards were placed for “free” (that is, they came from a trinket or a Sightstone). Compare to TSM, Cloud9, and Coast, all of whom placed 63% or less of their wards for free. This suggests that perhaps the junglers on those teams are less likely to buy a Sightstone, which has certainly been true for C9 Meteos in recent weeks.

Ward Clears: CLG, Cloud9, and Team 8 clear the most wards per minute. All three teams cleared out almost 40% of their opponents’ wards, on average.

Opponent Warding Volume: Team Solo Mid is in the bottom three for proportion of enemy’s wards cleared, but is fourth in wards cleared per minute. This is because teams place a very high number of wards when playing against TSM: in fact, TSM is second for average Opponent wards placed per minute (CLG is first). In effect, TSM and CLG seem to instill a lot of fear in their opponents, leading to greater gold investment in vision.