Patches 16.19–16.20
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What wins most often

Each slot shows what most players run, unless another choice clearly wins more often · 2,727 games with full timelines
Runes
Electrocute
Primary: Domination
Cheap ShotDeep WardTreasure Hunter
Secondary: Inspiration
Magical FootwearJack of All Trades
Shards
Attack SpeedMove SpeedHealth

24% of Electrocute games run this page. No other page wins clearly more.

Every rune for each keystone
Items and spells
  1. Boots of SwiftnessBoots
  2. Dead Man's Plate1st item
  3. Locket of the Iron Solari2nd item
  4. Bandlepipes3rd item
Spells: Flash + Ignite · 49% of gamesPickedHow often players take this option for this choice.
Then in the client: Collection › Items › Import item sets

Rare options often read “Not enough games” until more of their games come in.

How to read the numbers
Better +2.0%

The main number is how much more an option wins than the most picked one in similar games. Those are games with the same draft odds (for items, the same game state and minute), played on the same patch by players with as much experience. A +2.0% means about two more wins per 100 games. Numbers from few games are pulled toward what the option does on other champions.

±1.2

± is the marginMargin (±)The real number is very likely inside this range. More games make it narrower.. The real difference is very likely inside it. On the bar, the dot is the number and the band is the margin. The black line means no difference.

BetterWorseEvenUnclear

Better or Worse means the whole margin is on one side of zero and the difference is at least half a point. Even means we know the two are within a point of each other. Unclear means it could go either way. With Not enough games, there are too few games to say anything yet.

vs expected +1.7%

vs expected (WPA) asks whether games with the option ended better than their win chance when it was chosen. It doesn’t compare options with each other. Next to it is the win chance it’s usually taken at.

Lane 0–14 min · Mid 14–25 · Late 25 to the end.Item numbers start at the purchase and cover the first 10 min and the rest of the game.The full guide

Keystones

Which keystone wins more overall and in each phase

Electrocute games most often buy Dead Man's Plate into Locket of the Iron Solari or a similar tank pair first (48%).

Where each rune leads

Electrocute is the most picked. The others are compared with it.

KeystonePickedPickedHow often players take this option for this choice.VerdictVerdictBetter or Worse means the whole margin sits on one side of zero. Even means the two are within a point. Win chance vs ElectrocuteWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.vs expectedvs expectedHow games with this option ended against their win chance when it was chosen. It’s a hint. The verdict reads the win chance number.
ElectrocuteOur pickOur pickThe option shown in What wins most often: the most picked one, unless another clearly wins more.2,531 games · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 49.2% win chance93% of gamesBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.The others are compared with it···vs expected −0.2%±1.9
Deathfire Touch72 games · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 49.2% win chance3% of gamesNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.···vs expected Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Guardian55 games · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 49.0% win chance2% of gamesNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.···vs expected Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Unsealed Spellbook38 games · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 50.1% win chance1% of gamesNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.···vs expected Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

Every other decision

Secondary tree, items and spells. Each option is compared with the most picked one.

Secondary tree

vs InspirationWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Inspiration62% of gamesPickedHow often players take this option for this choice. · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 49.1% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Sorcery+1.5% ±1.8
  • Sorcery25% of gamesPickedHow often players take this option for this choice. · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 49.2% win chanceUnclear−1.5% ±1.8
  • Resolve11% of gamesPickedHow often players take this option for this choice. · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 49.4% win chanceUnclear−0.8% ±1.9
  • Domination2% of gamesPickedHow often players take this option for this choice. · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 49.2% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

Every rune

Boots

vs Boots of SwiftnessWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Boots of Swiftness74% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 50.1% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Ionian Boots of Lucidity+0.4% ±2.1
  • Ionian Boots of Lucidity7% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 51.8% win chanceUnclear−0.4% ±2.1
  • Plated Steelcaps7% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 48.5% win chanceUnclear0.0% ±2.0
  • Mercury's Treads11% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 49.3% win chanceToo close to callToo close to callPlenty of games, but too few players tried both, or the gap with the most picked option is too small to call. It could go either way.

All boots

1st item

vs Dead Man's PlateWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Dead Man's Plate43% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 50.8% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Locket of the Iron Solari−0.3% ±2.2
  • Locket of the Iron Solari33% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 47.5% win chanceUnclear+0.3% ±2.2
  • Mikael's Blessing7% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 52.8% win chanceUnclear+0.4% ±2.4
  • Hextech Rocketbelt5% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 47.9% win chanceToo close to callToo close to callPlenty of games, but too few players tried both, or the gap with the most picked option is too small to call. It could go either way.

3 more options · All 1st items

2nd item

vs Locket of the Iron SolariWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Locket of the Iron Solari26% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 52.5% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Bandlepipes−0.8% ±2.3
  • Bandlepipes17% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 55.2% win chanceUnclear+0.8% ±2.3
  • Dead Man's Plate12% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 48.7% win chanceUnclear+0.9% ±2.4
  • Mikael's Blessing11% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 54.6% win chanceUnclear+0.6% ±2.4

7 more options · All 2nd items

3rd item

vs BandlepipesWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Bandlepipes19% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 54.4% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
  • Mikael's Blessing15% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 63.3% win chanceToo close to callToo close to callPlenty of games, but too few players tried both, or the gap with the most picked option is too small to call. It could go either way.
  • Locket of the Iron Solari11% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 61.2% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
  • Redemption9% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 59.5% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

6 more options · All 3rd items

4th item

vs RedemptionWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Redemption18% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 53.2% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.

All 4th items

Spells

vs Flash + IgniteWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Flash + Ignite49% of gamesPickedHow often players take this option for this choice.BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Flash + Heal−0.8% ±1.8
  • Flash + Heal43% of gamesPickedHow often players take this option for this choice.Unclear+0.8% ±1.8
  • Flash + Exhaust8% of gamesPickedHow often players take this option for this choice.Unclear−0.6% ±1.9

All spell pairs

Beyond the win rate

How Bard ranks among support champions on strength, game phase, comebacks, blind picks, learning curve and elo
PickedPick rateHow often this champion is picked when someone plays the role.5%of ranked games in the support role
Played asShare of its gamesHow many of the champion’s games are played in this role. Under 30% is off-role.
  • Support100%−0.5%
Strength once players are taken out −0.5%±1.6 · tierTierA band of strength. S from +2%, A from +0.75%, B from −0.75%, C from −2%, D below. B (55% likelyHow likelyHow likely the champion really belongs in this tier. Under 50% means it sits near a tier border.) · 23rd of 36 support champions with enough games for thisAbout what its win rate saysIts win rate is 1.2% below the role’s average. That’s close to its strength.When it winsEven across the game−0.6% in laneIn lane and afterWin chance its team gains up to minute 14, then from 14 to the end. Both are against the role’s average champion. · 32nd of 51 support champions with enough games for this+0.3% after 14 minIn lane and afterWin chance its team gains up to minute 14, then from 14 to the end. Both are against the role’s average champion. · 24th of 51 support champions with enough games for thisBehind or ahead at 14Plays to the odds+0.9% when behind at 14When behind or aheadHow games ended against their win chance at minute 14, compared with the role’s average. Plus when behind means more comebacks. · 13th of 51 support champions with enough games for this−0.2% when ahead at 14When behind or aheadHow games ended against their win chance at minute 14, compared with the role’s average. Plus when behind means more comebacks. · 25th of 51 support champions with enough games for thisLearning curveMains addHow much more its mains win than its other players. On a typical champion the gap is about 3%.Learning curve unclear yetIts mains win 1.5% more than its other players (28th of 28 support champions with enough games for this). On a typical champion, mains win 3.3% more.EloElo leanHow much better it does in Master+ than in Platinum to Emerald. The edge better players have on any champion is already removed.No clear elo lean yetBeyond the usual rank edge, it does 1.3% better (±2.5) in Master+ than in Platinum–Emerald (2nd of 48 support champions with enough games for this).

Hardest and best lanes

No lane with 300+ games is clearly above or below Bard’s usual 48.8% yet · All 17 matchups

Real counters

How each lane goes once both champions’ strength is taken out · None is clear yet. These are the biggest so far.
vs Lulu195 games+0.6% counterCounterHow the lane goes once both champions’ strength, the players and the rest of the draft are accounted for. A strong champion beating a weak one isn’t a counter.±2.5vs Nami109 games+0.5% counterCounterHow the lane goes once both champions’ strength, the players and the rest of the draft are accounted for. A strong champion beating a weak one isn’t a counter.±2.5vs Janna103 games+0.5% counterCounterHow the lane goes once both champions’ strength, the players and the rest of the draft are accounted for. A strong champion beating a weak one isn’t a counter.±2.5vs Yuumi77 games−0.2% counterCounterHow the lane goes once both champions’ strength, the players and the rest of the draft are accounted for. A strong champion beating a weak one isn’t a counter.±2.6vs Senna60 games−0.2% counterCounterHow the lane goes once both champions’ strength, the players and the rest of the draft are accounted for. A strong champion beating a weak one isn’t a counter.±2.6vs Leona78 games−0.1% counterCounterHow the lane goes once both champions’ strength, the players and the rest of the draft are accounted for. A strong champion beating a weak one isn’t a counter.±2.6Best ban: ThreshFaced in 8% of games when not banned+0.9 wins per 1,000Wins savedWins a ban saves per 1,000 games: how often the enemy laner picks the champion when it’s available, times how much better they do with it.±2.2Pool partner: MilioBetter in 51% of its lanes+0.9 wins per 1,000Wins addedWins per 1,000 games where you pick after your lane opponent, playing this champion whenever it does better against them than your main.±11.8

Most played matchups

Compared with Bard’s usualvs usualIts win rate in this lane minus its win rate over all its games. Plus means it does better here than usual.48.8%

— Not enough games to call this lane yet: its margin is wider than ±5%.

Win rate on each patch

Compared with Bard’s 48.8% over all patches
PatchGamesWinsWin rateThe share of its games it won in this role. Who plays it pushes this up or down.Against the averageAgainst the averageThis patch’s win rate minus its win rate over every patch shown.
16.191,74148.2% ±2.3−0.6%
16.2085149.9% ±3.4+1.2%

Bard support in short

Over 2,592 ranked games on patches 16.19–16.20, Bard support won 48.8% and was picked in 5% of games. Most players run Electrocute, build Dead Man's Plate first, Locket of the Iron Solari second and Bandlepipes third, and buy Boots of Swiftness. Win rates come from picks and results only. Most of the games are Emerald to Master.

Everyone or mains

Mains are players whose #1 mastery champion is this one. We know the mastery of 717,000 ranked players from Platinum to Challenger. That covers about half the players in our games. Below 1,500 games by mains, the mains view shows what they pick next to everyone’s verdicts. From 1,500 games on, every number is the mains’ own.

More in the guide

How the tiers are made

This mark means strength. It’s the win chance a champion adds over its role’s average once we take out who plays it.

Champions are ranked on the win chance they add over their role’s average champion once we take out who plays them. A model on every game with all ten players known accounts for each player’s mastery, rank and games on the champion, and for the rest of the draft. So a champion doesn’t look stronger because one-tricks play it, or weaker because first-timers do. Tiers: S from +2%, A from +0.75%, B from −0.75%, C from −2%, D below. The “% likely” next to a tier is how likely the champion belongs in it. Under 50% means it sits near a tier border.

More in the guide

WPA (win probability added)

On the pages it’s labelled “vs expected”. It compares how games with the option ended with the win chance they had when it was chosen (the draft for runes and spells, the minute of purchase for items). +1.0% is about one more win per 100 games than expected. The comparison is with what players usually do from there. It can’t compare two options with each other. Because popular options make up most of what “usual” is, it understates them. Options that strong players favor also look better here than they are. Use it as a hint and let the main number decide the verdict.

More in the guide

Win chance against the most picked

This is how much more each option wins than the most picked one, in points of win chance. The games compared have the same draft odds or game state, the same patch and the same player experience. Numbers from few games are then pulled toward what the same option does on other champions. A number from 300 games keeps little of its size. With thousands of games, most of it stays.

More in the guide

Better, worse, even, unclear

The verdict reads the number after the pull and its 95% margin (±). Better or Worse needs the whole margin on one side of zero and a difference of at least half a point. Even means we know the two are within a point of each other. When it could go either way, the verdict is Unclear. Not enough games means too few players tried both, or the number is mostly the pull.

More in the guide

Lane, mid and late game

The difference is split by when the win chance moved: lane (0–14 min), mid game (14–25) and late game (25 to the end). The three add up to the whole game. They show when an option pays off or costs you.

More in the guide

Our pick

We pick an option over the most picked one only if it’s in 5% or more of games and reads Better. It must also stay ahead when checked on a separate half of the games. Otherwise we pick the most picked option. When a second option reads Even with it (within a point), we show both.

More in the guide

Not enough games

There are too few games to say anything yet. The margin would be wider than ±5%, or the number would be too noisy to say anything. The number appears once more games narrow the margin.

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Where each rune leads

A build here is the kind of pair your first two legendary items make, read from the items’ stats. Bruiser means both give health, armor or magic resist and at least one gives damage. Burst means both give ability power and nothing that keeps you alive. Mixed is one of each. Tank, crit, lethality, damage and support pairs follow the same rule. Each build is named by its most common pair. The shares are plain counts of games. Items are bought after the rune is chosen. Two keystones compared inside one build describe those games. They don’t prove the rune caused the result.

More in the guide

Counter

A counter is how this lane goes after the model accounts for both champions’ overall strength, who played them (mastery, rank, games on the champion) and the rest of the draft. Lanes with few games are pulled toward zero. A strong champion beating a weak one doesn’t count as a counter. The counter uses only games where all ten players are known. It rests on fewer games than the win rate next to it.

More in the guide

Against the usual win rate

This is the champion’s win rate against this opponent minus its win rate over all its games in the role. It uses picks and results only. Splitting lane from late game needs games with full timelines.

More in the guide