Overgrowth as primary rune
It does clearly better than Gathering Storm in lane. It loses that edge later in the game.
Mains view. This shows what players who main Jayce (it’s their #1 mastery champion) pick in 454 of their games. The verdicts and numbers are still everyone’s. Mains get their own at 1,500 games. Everyone’s page
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, 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.
± 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.
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 (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.The full guide
It does clearly better than Gathering Storm in lane. It loses that edge later in the game.
Each line compares games whose first two items make the same kind of pair. Items are bought after the rune, and how the lane went changes them too. This describes games. It doesn’t prove a cause.
| Keystone | Build | Share | Games |
|---|---|---|---|
| Stormraider's Surge | damage Youmuu's Ghostblade into Manamune (714 with this exact pair) | 68% | 1,098 |
| lethality Youmuu's Ghostblade into Voltaic Cyclosword (134 with this exact pair) | 16% | 258 | |
| Other builds 87 · Under two items 168 | 16% | 255 | |
| Grasp of the Undying | damage Youmuu's Ghostblade into Manamune (264 with this exact pair) | 53% | 446 |
| mixed Black Cleaver into Manamune (133 with this exact pair) | 26% | 219 | |
| Other builds 91 · Under two items 89 | 21% | 180 | |
| Conqueror | damage Youmuu's Ghostblade into Manamune (198 with this exact pair) | 59% | 498 |
| Other builds 259 · Under two items 84 | 41% | 343 |
Press the AttackUnder 1%0% of mains
Lethal TempoUnder 1%0% of mains
Fleet FootworkUnder 1%0% of mains
Conqueror24% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.25% of mainsInspiration as secondary: 77% of Conqueror gamesPickedHow often players take this, out of the games with this keystone. · 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.+0.4%±3.9. A page takes two of these runes. Each is compared with the most picked rune in its row.
Resolve as secondary: 19% of Conqueror gamesPickedHow often players take this, out of the games with this keystone. · 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in. · vs the most picked treeWin 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. −1.3% ±2.2. A page takes two of these runes. Each is compared with the most picked rune in its row.
Sorcery as secondary: 3% of Conqueror gamesPickedHow often players take this, out of the games with this keystone. · 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Domination as secondary: 2% of Conqueror gamesPickedHow often players take this, out of the games with this keystone. · 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Under each rune you’ll see how often it’s taken, its verdict and its difference from the ringed rune (the most picked in its row). The ringed rune is compared with the next most picked. Gray runes are in under 1% of games. The small print shows what the rune did per minute over all 3,573 games. Too few mains took Conqueror to show their share of each rune.
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.
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.
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.
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.
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.
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.
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.
Pays off in one phase
This option’s whole-game number hides what happens in one phase. For example, it may win lane and lose that edge later, or pay off late. The number for that phase moves at least 1%.