Patches 16.19–16.20

Mains view. This shows what players who main Jinx (it’s their #1 mastery champion) pick in 737 of their games. The verdicts and numbers are still everyone’s. Mains get their own at 1,500 games. Everyone’s page

Keystone

Lethal Tempo is the most picked. The others are compared with it. Pick one to see its page below.
KeystoneGamesPickedPickedHow often players take this option for this choice.MainsVerdictVerdictBetter or Worse means the whole margin sits on one side of zero. Even means the two are within a point. Win chance vs Lethal TempoWin 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. WhenWhen 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.
Lethal TempoShown below7,66998% of games · 99% of mains99%BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.The others are compared with itvs expected −0.1%±1.1
Fleet Footwork921% of games · 0% of mains0%Not 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.
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, 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.The full guide

Full pages with Lethal Tempo

Each Lethal Tempo page compared with the most played one
PageGamesPickedPickedHow often players take this, out of the games with this keystone.MainsVerdictVerdictBetter or Worse means the whole margin sits on one side of zero. Even means the two are within a point. Win chance vs the most played pageWin 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. WhenWhen 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.
Triple Tonic, Cash Back3,03740% of games · 34% of mains34%BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.4% ±1.9vs the next most played pageLane +0.5%Mid −0.7%Late −0.2%vs expected −0.8%±1.8
Absolute Focus, Gathering Storm1,70322% of games · 17% of mains17%Unclear+0.4% ±1.9Lane −0.5%Mid +0.7%Late +0.2%vs expected 0.0%±2.4
Cash Back, Cosmic Insight72910% of games · 10% of mains10%Unclear+0.6% ±2.1Lane +0.4%Mid +0.2%Late 0.0%vs expected +1.6%±3.6
Absolute Focus, Gathering Storm6909% of games · 12% of mains12%Unclear−0.5% ±2.1Lane −0.4%Mid −0.2%Late 0.0%vs expected −2.6%±3.7
Cash Back, Cosmic Insight1382% of games · 3% of mains3%Too 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.vs expected Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Cash Back, Biscuit Delivery1041% of games · 2% of mains2%Too 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.vs expected Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

What the data says about runes

Loses early

Sorcery as secondary tree

It does clearly worse than Inspiration in lane. After that, the two are even.

Lane, 0–14When it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.−1.4% ±1.0
Whole gameWin 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.−0.7% ±2.1
Every rune

Where each rune leads

What each keystone’s games buy as their first two legendary items. These are plain counts from 7,798 games.
Lethal Tempo7,669 games
  • crit like Hexoptics C44 into Runaan's Hurricane
  • damage like Kraken Slayer into Runaan's Hurricane
  • other builds or under two items
Every build and its games
KeystoneBuildShareGames
Lethal Tempocrit Hexoptics C44 into Runaan's Hurricane (4,227 with this exact pair)84%6,474
damage Kraken Slayer into Runaan's Hurricane (422 with this exact pair)9%719
Other builds 3 · Under two items 4736%476

Lethal Tempo page

These numbers come from 7,669 Lethal Tempo games. The ringed rune is the most picked in its row, and the others are compared with it.

Precision

Primary
Press the AttackUnder 1%0% of mains
Lethal Tempo98% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.99% of mains
Fleet Footwork1% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.0% of mains
ConquerorUnder 1%0% of mains
Absorb LifeUnder 1%0% of mains
Triumph4% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.6% of mainsvs 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.Unclear+0.5% ±2.0LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.6%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.4%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.5%
Presence of Mind96% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.94% of mainsvs 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.−0.2%±1.1BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.5% ±2.0LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.6%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.4%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.5%vs Triumph
Legend: Alacrity9% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.13% of mainsvs 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.−0.7%±3.8Unclear−0.6% ±1.9LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.8%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.3%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −1.2%
Legend: HasteUnder 1%0% of mains
Legend: Bloodline91% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.87% of mainsvs 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.−0.1%±1.2BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.+0.6% ±1.9LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.8%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.3%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +1.2%vs Legend: Alacrity
Coup de Grace29% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.27% of mainsvs 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.+0.6%±2.1Unclear+0.5% ±1.6LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.2%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.6%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. 0.0%
Cut Down71% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.72% of mainsvs 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.−0.5%±1.3BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.5% ±1.6LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.2%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.6%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. 0.0%vs Coup de Grace
Last StandUnder 1%1% of mains

Inspiration as secondary: 63% of Lethal Tempo gamesPickedHow often players take this, out of the games with this keystone. (62% of mains) · 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.+0.2%±1.4. A page takes two of these runes. Each is compared with the most picked rune in its row.

Hextech FlashtraptionUnder 1%0% of mains
Magical Footwear4% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.7% of mainsvs 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.Unclear−0.2% ±2.2LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. 0.0%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.3%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.1%
Cash Back93% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.90% of mainsvs 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.+0.3%±1.5BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.+0.2% ±2.2LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. 0.0%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.3%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.1%vs Magical Footwear
Triple Tonic71% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.64% of mainsvs 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.−0.5%±1.7BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.4% ±2.2LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.1%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.1%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.4%vs Biscuit Delivery
Time Warp TonicUnder 1%0% of mains
Biscuit Delivery5% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.8% of mainsvs 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.Unclear+0.4% ±2.2LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.1%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.1%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.4%
Cosmic Insight25% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.30% of mainsvs 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.+1.5%±2.8BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
Approach VelocityUnder 1%1% of mains
Jack of All TradesUnder 1%0% of mains

Sorcery as secondary: 35% of Lethal Tempo gamesPickedHow often players take this, out of the games with this keystone. (36% of mains) · 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.−1.0%±1.9 · 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. −0.5% ±1.6. A page takes two of these runes. Each is compared with the most picked rune in its row.

Axiom ArcanistUnder 1%3% of mains
Manaflow BandUnder 1%1% of mains
Nimbus Cloak2% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.3% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
TranscendenceUnder 1%0% of mains
Celerity3% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.4% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Absolute Focus94% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.92% of mainsvs 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.−1.1%±1.9BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
ScorchUnder 1%0% of mains
WaterwalkingUnder 1%0% of mains
Gathering Storm99% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.97% of mainsvs 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.−0.8%±1.9Too 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.

Domination as secondary: under 1% of Lethal Tempo gamesPickedHow often players take this, out of the games with this keystone. (1% of mains) · 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.. A page takes two of these runes. Each is compared with the most picked rune in its row.

Cheap Shot30% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.20% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Taste of Blood63% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.80% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Sudden Impact6% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.0% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Sixth Sense3% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.20% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Grisly Mementos3% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.0% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Deep Ward2% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.0% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Treasure Hunter36% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.20% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Relentless Hunter22% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.20% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Ultimate Hunter36% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.40% of mainsvs 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.BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.

Resolve as secondary: under 1% of Lethal Tempo gamesPickedHow often players take this, out of the games with this keystone. (1% of mains) · 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.

Demolish4% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.0% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Font of LifeUnder 1%0% of mains
Shield Bash4% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.0% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Conditioning12% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.20% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Second Wind10% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.0% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Bone Plating78% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.80% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Overgrowth44% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.40% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Revitalize14% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.0% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Unflinching34% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.60% of mainsvs 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

Shards

Offense
Adaptive Force4% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.7% of mainsvs 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.Unclear−0.8% ±2.1
Attack Speed96% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.93% of mainsvs 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.0.0%±1.1BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.+0.8% ±2.1vs Adaptive Force
Ability HasteUnder 1%0% of mains
Flex
Adaptive Force99% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.99% of mainsvs 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.−0.1%±1.1BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
Move SpeedUnder 1%2% of mains
Health ScalingUnder 1%0% of mains
Defense
Health68% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.71% of mainsvs 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.−0.2%±1.4BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.0.0% ±1.6vs Health Scaling
Tenacity and Slow ResistUnder 1%1% of mains
Health Scaling31% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.28% of mainsvs 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%±2.0Unclear0.0% ±1.6

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 7,798 games. “Of mains” shows how often mains take it. The other numbers are everyone’s.

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

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.

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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.

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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.

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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.

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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.

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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%.

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