Patches 16.19–16.20

Mains view. This shows what players who main Kai'Sa (it’s their #1 mastery champion) pick in 1,197 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 below8,68495% of games · 96% of mains96%BaselineBaselineThe 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 Attack3374% of games · 2% of mains2%Unclear−0.2% ±2.0Lane −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.
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.
Magical Footwear, Biscuit Delivery3,30438% of games · 26% of mains26%BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.0.0% ±2.1vs the next most played pageLane −0.4%Mid +0.1%Late +0.3%vs expected −1.3%±1.7
Triple Tonic, Cash Back92611% of games · 13% of mains13%Unclear0.0% ±2.1Lane +0.4%Mid −0.1%Late −0.3%vs expected +0.7%±3.2
Cash Back, Cosmic Insight6177% of games · 9% of mains9%Unclear+0.1% ±2.2Lane +0.2%Mid +0.4%Late −0.4%vs expected +0.2%±3.9
Triple Tonic, Cash Back3915% of games · 6% of mains6%Unclear+1.5% ±2.3Lane +0.4%Mid +0.8%Late +0.3%vs expected +4.9%±5.0
Triple Tonic, Cash Back3614% of games · 0% of mains0%Unclear+0.4% ±2.3Lane +0.2%Mid +0.1%Late +0.1%vs expected Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Triple Tonic, Cash Back3003% of games · 4% of mains4%Unclear+0.5% ±2.4Lane +0.2%Mid +0.4%Late −0.2%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

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
Every rune

Where each rune leads

What each keystone’s games buy as their first two legendary items. These are plain counts from 9,149 games.
Lethal Tempo8,684 games
  • damage like Kraken Slayer into Guinsoo's Rageblade
  • other builds or under two items
Every build and its games
KeystoneBuildShareGames
Lethal Tempodamage Kraken Slayer into Guinsoo's Rageblade (6,156 with this exact pair)92%7,953
Other builds 155 · Under two items 5768%731

Lethal Tempo page

These numbers come from 8,684 Lethal Tempo games. The ringed rune is the most picked in its row, and the others are compared with it.

Precision

Primary
Press the Attack4% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.2% of mains
Lethal Tempo95% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.96% of mains
Fleet FootworkUnder 1%0% of mains
ConquerorUnder 1%0% of mains
Absorb LifeUnder 1%1% of mains
Triumph35% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.47% 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.+1.4%±1.8Unclear+0.8% ±1.5LaneWhen 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. +0.5%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.6%
Presence of Mind64% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.52% 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%±1.3BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.8% ±1.5LaneWhen 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. −0.5%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.6%vs Triumph
Legend: Alacrity15% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.21% 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.+1.4%±2.7Unclear0.0% ±1.7LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.9%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. 0.0%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.9%
Legend: HasteUnder 1%0% of mains
Legend: Bloodline85% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.79% 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.0.0% ±1.7LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.9%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. 0.0%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.9%vs Legend: Alacrity
Coup de Grace55% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.41% 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.−1.0%±1.4BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.7% ±1.5LaneWhen 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. +0.4%vs Cut Down
Cut Down44% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.58% 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.+1.3%±1.6Unclear+0.7% ±1.5LaneWhen 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. −0.4%
Last StandUnder 1%1% of mains

Inspiration as secondary: 97% of Lethal Tempo gamesPickedHow often players take this, out of the games with this keystone. (97% 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.+0.1%±1.1. 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 Footwear48% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.37% 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%±1.5BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.7% ±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. −0.6%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. +0.4%vs Cash Back
Cash Back48% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.59% 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.+1.3%±1.5Unclear+0.7% ±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. +0.6%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. −0.4%
Triple Tonic32% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.38% 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%±1.9Unclear+0.7% ±1.7LaneWhen 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. +0.6%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.4%
Time Warp TonicUnder 1%0% of mains
Biscuit Delivery48% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.39% 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%±1.5BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.7% ±1.7LaneWhen 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. −0.6%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.4%vs Triple Tonic
Cosmic Insight22% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.26% 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.−1.2%±2.3BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
Approach VelocityUnder 1%0% of mains
Jack of All Trades1% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.1% 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.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.

Sorcery as secondary: 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.

Axiom Arcanist11% 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.
Manaflow Band11% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.19% 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.
Nimbus Cloak13% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.19% 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.
Transcendence11% 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.
Celerity20% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.38% 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 Focus45% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.31% 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.
Scorch4% 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.
WaterwalkingUnder 1%0% of mains
Gathering Storm86% 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.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.

Domination as secondary: 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 Shot9% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.10% 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 Blood62% 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.
Sudden Impact28% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.50% 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 Sense2% 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.
Grisly MementosUnder 1%0% of mains
Deep WardUnder 1%0% of mains
Treasure Hunter44% 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.
Relentless Hunter9% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.10% 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 Hunter46% 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.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.. A page takes two of these runes. Each is compared with the most picked rune in its row.

DemolishUnder 1%0% of mains
Font of LifeUnder 1%0% of mains
Shield Bash9% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.17% 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.
Conditioning22% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.17% 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 Wind7% 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 Plating67% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.67% 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.
Overgrowth46% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.50% 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.
Revitalize9% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.17% 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.
Unflinching39% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.33% 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 Force2% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.2% 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−0.6% ±2.2
Attack Speed98% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.98% 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.+0.6% ±2.2vs Adaptive Force
Ability HasteUnder 1%0% of mains
Flex
Adaptive Force100% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.100% 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.
Move SpeedUnder 1%0% of mains
Health ScalingUnder 1%0% of mains
Defense
Health40% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.52% 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%±1.7Unclear+0.9% ±1.5
Tenacity and Slow ResistUnder 1%1% of mains
Health Scaling60% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.47% 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.−0.9%±1.4BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.9% ±1.5vs Health

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 9,149 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.

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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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