Patches 16.19–16.20

Mains view. This shows what players who main Katarina (it’s their #1 mastery champion) pick in 1,106 of their games. The verdicts and numbers are still everyone’s. Mains get their own at 1,500 games. Everyone’s page

Keystone

Electrocute 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 ElectrocuteWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. 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.
ElectrocuteShown below1,48455% of games · 53% of mains53%BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.+0.3% ±2.0vs ConquerorLane +0.4%Mid +0.2%Late −0.3%vs expected +1.4%±2.5Conqueror1,04339% of games · 40% of mains40%Unclear−0.3% ±2.0Lane −0.4%Mid −0.2%Late +0.3%vs expected −1.0%±3.0
Dark Harvest1375% of games · 5% of mains5%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.
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 Electrocute

Each Electrocute 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.
Coup de Grace, Triumph1,04470% of games · 66% of mains66%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 −0.2%±3.0
Coup de Grace, Triumph1268% of games · 8% of mains8%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.
Overgrowth, Bone Plating534% of games · 4% of mains4%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.
Cut Down, Triumph463% of games · 5% of mains5%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.
Unflinching, Bone Plating252% 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.
Second Wind, Overgrowth232% of games · 2% of mains2%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.

What the data says about runes

Loses early

Triumph as primary rune

It does clearly worse than Sudden Impact 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.−1.5% ±1.3
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.−1.8% ±3.6
Every rune
Loses early

Conqueror as keystone

It does clearly worse than Electrocute 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.−1.5% ±1.4
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.−2.0% ±3.7
Every rune

Where each rune leads

What each keystone’s games buy as their first two legendary items. These are plain counts from 2,689 games.
Electrocute1,484 games
Conqueror1,043 games
  • burst like Lich Bane into Shadowflame
  • damage like Kraken Slayer into Blade of the Ruined King
  • other builds or under two items

Same build, different rune

  • burstConqueror against Electrocute · 205 and 1,253 gamesUnclear−1.0% ±2.4

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.

Every build and its games
KeystoneBuildShareGames
Electrocuteburst Lich Bane into Shadowflame (993 with this exact pair)84%1,253
Other builds 59 · Under two items 17216%231
Conquerordamage Kraken Slayer into Blade of the Ruined King (327 with this exact pair)64%664
burst Lich Bane into Shadowflame (60 with this exact pair)20%205
Other builds 81 · Under two items 9317%174

Electrocute page

These numbers come from 1,484 Electrocute games. The ringed rune is the most picked in its row, and the others are compared with it.

Domination

Primary
Electrocute55% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.53% of mains
Dark Harvest5% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.5% of mains
Hail of BladesUnder 1%0% of mains
Cheap ShotUnder 1%0% of mains
Taste of BloodUnder 1%1% of mains
Sudden Impact99% 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.+1.4%±2.6Too 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.
Sixth Sense13% 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.Better+2.2% ±2.1LaneWhen 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%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.8%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%
Grisly Mementos86% 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.+0.2%±2.7BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−2.2% ±2.1LaneWhen 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%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.8%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 Sixth Sense
Deep WardUnder 1%1% of mains
Treasure Hunter2% 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Relentless Hunter98% 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.+1.6%±2.6BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
Ultimate HunterUnder 1%0% of mains

Precision as secondary: 88% of Electrocute gamesPickedHow often players take this, out of the games with this keystone. (86% 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.+1.9%±2.7. A page takes two of these runes. Each is compared with the most picked rune in its row.

Absorb LifeUnder 1%0% of mains
Triumph99% 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.+2.0%±2.7Too 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.
Presence of MindUnder 1%0% of mains
Legend: AlacrityUnder 1%0% of mains
Legend: HasteUnder 1%0% of mains
Legend: BloodlineUnder 1%0% of mains
Coup de Grace92% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.89% 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.
Cut Down5% 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Last Stand3% 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.

Resolve as secondary: 10% of Electrocute gamesPickedHow often players take this, out of the games with this keystone. (11% 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. · 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% ±2.4. 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 BashUnder 1%0% of mains
ConditioningUnder 1%0% of mains
Second Wind34% 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.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 Plating66% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.61% 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.
Overgrowth64% 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.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.
RevitalizeUnder 1%0% of mains
Unflinching35% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.36% 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.

Sorcery as secondary: 1% of Electrocute gamesPickedHow often players take this, out of the games with this keystone. (2% 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.

Axiom Arcanist5% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.11% 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 BandUnder 1%0% of mains
Nimbus CloakUnder 1%0% of mains
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.
Celerity11% 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.
Absolute Focus74% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.89% 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.
Scorch79% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.78% 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 Storm21% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.22% 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.

Inspiration as secondary: under 1% of Electrocute 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.

Hextech FlashtraptionUnder 1%0% of mains
Magical Footwear11% 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.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.
Cash Back78% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.88% 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.
Triple Tonic44% 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.
Time Warp TonicUnder 1%0% of mains
Biscuit Delivery11% 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.
Cosmic Insight56% 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.
Approach VelocityUnder 1%0% of mains
Jack of All TradesUnder 1%0% of mains

Shards

Offense
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.+1.3%±2.6Too 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.
Attack Speed1% 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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
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%.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.+1.4%±2.6Too 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.
Move SpeedUnder 1%0% of mains
Health ScalingUnder 1%0% of mains
Defense
Health35% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.43% 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.+4.3%±4.3Unclear+0.8% ±2.0
Tenacity and Slow Resist3% 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.
Health Scaling62% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.54% 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%±3.2BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.8% ±2.0vs 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 2,689 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.

More in the guide

Win chance against the most picked

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

More in the guide

Better, worse, even, unclear

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

More in the guide

Lane, mid and late game

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

More in the guide

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.

More in the guide

Where each rune leads

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

More in the guide

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%.

More in the guide