Each option against the most picked one in these games, with the same draft odds (or game state and minute, for items), patch and player experience, shrunk as everywhere on the site. With few games, most say “Not enough games”. More filters in Explore
What wins most often
Each slot shows what most players run, unless another choice clearly wins more often · 9,149 games with full timelines
Runes
Primary: Precision
Secondary: Inspiration
Shards
38% of Lethal Tempo games run this page. No other page wins clearly more.
Spells: Flash + Barrier · 71% 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
What the data says
We run the same checks on every champion
Early edge only
Triumph as primary rune
It does clearly better than Presence of Mind in lane. It loses that edge later in the game.
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% ±0.9
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.+1.5% ±2.1
It’s no better than Berserker's Greaves early on. It pulls clearly ahead in the rest of the game.
Rest of the gameAfter buyingThe item counts from the minute it’s finished. The first number covers the next 10 minutes.+2.5% ±1.7
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.+3.5% ±2.4
Lethal Tempo is the most picked. The others are compared with it. Press the Attack is the next most picked. The Baseline row compares the two.
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 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.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.
Lethal TempoOur pickOur pickThe option shown in What wins most often: the most picked one, unless another clearly wins more.8,684 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 chance95% of gamesBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.+0.2%±2.0vs Press the AttackLane +0.3%Mid −0.1%Late 0.0%vs expected 0.0%±1.1
Press the Attack337 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. 49.3% win chance4% of gamesUnclear−0.2%±2.0same players onlySame playersThe same comparison among players who used both options. Each player is compared with themselves. −11.3% ±24.6Lane −0.3%Mid +0.1%Late 0.0%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)
Inspiration95% 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 chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Domination+1.8%±1.9
Domination3% 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. 49.7% win chanceUnclear−1.8%±1.9
Sorcery2% 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. 48.9% win chanceUnclear−1.4%±1.9
vs Doran's BowWin 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)
Doran's Bow93% 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 chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Doran's Blade+0.3%±1.8
Doran's Blade7% 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 chanceUnclear−0.3%±1.8
vs Berserker's GreavesWin 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)
Berserker's Greaves80% 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. 49.8% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Gluttonous Greaves−2.1%±1.6
Gluttonous Greaves17% 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. 52.4% win chanceBetter+2.1%±1.6
Sorcerer's Shoes2% 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. 54.1% 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.
vs Kraken SlayerWin 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)
Kraken Slayer75% 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. 48.4% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Statikk Shiv−1.1%±1.7
Statikk Shiv20% 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. 48.2% win chanceUnclear+1.1%±1.7
Hubris2% 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. 52.0% win chanceUnclear−0.9%±2.4
Yun Tal Wildarrows2% 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. 52.0% win chanceUnclear0.0%±2.2
vs Guinsoo's RagebladeWin 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)
Guinsoo's Rageblade88% 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. 50.5% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Voltaic Cyclosword+0.2%±2.3
Voltaic Cyclosword4% 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. 51.1% win chanceUnclear−0.2%±2.3
The Collector3% 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. 53.0% win chanceUnclear−0.8%±2.4
Infinity Edge1% 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. 52.6% win chanceUnclear−0.2%±2.4
vs TerminusWin 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)
Terminus46% 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 chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Nashor's Tooth+0.7%±1.6
Nashor's Tooth33% 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. 54.3% win chanceUnclear−0.7%±1.6
Phantom Dancer3% 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. 54.7% win chanceUnclear+0.1%±2.3
Runaan's Hurricane3% 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. 57.2% win chanceUnclear−0.2%±2.3
vs Zhonya's HourglassWin 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)
Zhonya's Hourglass44% 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. 60.7% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Terminus−0.8%±2.2
Terminus8% 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. 55.7% win chanceUnclear+0.8%±2.2
Phantom Dancer7% 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. 61.8% win chanceUnclear+1.0%±2.2
Nashor's Tooth7% 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. 56.9% win chanceUnclear+0.8%±2.3
vs Flash + BarrierWin 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 + Barrier71% 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 + Exhaust−0.2%±1.6
Flash + Exhaust18% of gamesPickedHow often players take this option for this choice.Unclear+0.2%±1.6
Flash + Cleanse8% of gamesPickedHow often players take this option for this choice.Unclear−0.5%±1.8
Flash + Ghost2% of gamesPickedHow often players take this option for this choice.Unclear+0.7%±2.0
How Kai'Sa ranks among bot champions on strength, game phase, comebacks, blind picks, learning curve and elo
PickedPick rateHow often this champion is picked when someone plays the role.17%of ranked games in the bot role
Played asShare of its gamesHow many of the champion’s games are played in this role. Under 30% is off-role.StrengthThe win chance it adds over its role’s average. Its players’ mastery, rank and games on the champion don’t count.
— Not enough games to call this lane yet: its margin is wider than ±5%.
Win rate on each patch
Compared with Kai'Sa’s 49.1% 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.
16.195,89048.7%±1.3−0.3%
16.202,70849.9%±1.9+0.8%
Kai'Sa bot in short
Over 8,598 ranked games on patches 16.19–16.20, Kai'Sa bot won 49.1% and was picked in 17% of games. Most players run Lethal Tempo, build Kraken Slayer first, Guinsoo's Rageblade second and Terminus third, and buy Berserker's Greaves. Best lanes: Ezreal. 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.
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.
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.
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.
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.
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.
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.
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.
We run seven checks on every champion. Two flag common picks that cost win chance and results carried by one player. The others catch theory that real games don’t back, answers that change with your build, keystone gaps that go with the build, options that pay off in only one phase, and lanes that turn after minute 14.
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.
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.
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.
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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