Patches 16.19–16.20

Mains view. This shows what players who main Yasuo (it’s their #1 mastery champion) pick in 1,111 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 below2,98183% of games · 79% of mains79%BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.+0.4% ±2.0vs Fleet FootworkLane +0.1%Mid +0.1%Late +0.1%vs expected +0.3%±1.8
Fleet Footwork38611% of games · 12% of mains12%Unclear−0.4% ±2.0Lane −0.1%Mid −0.1%Late −0.1%vs expected −2.4%±5.0
Grasp of the Undying1715% of games · 7% of mains7%Unclear−0.8% ±2.3Lane −0.1%Mid −0.6%Late −0.1%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.
Second Wind, Overgrowth96832% of games · 17% of mains17%BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.5% ±2.3vs the next most played pageLane −0.6%Mid −0.2%Late +0.2%vs expected −3.2%±3.1
Shield Bash, Bone Plating51017% of games · 20% of mains20%Unclear+0.5% ±2.3Lane +0.6%Mid +0.2%Late −0.2%vs expected +5.7%±4.3
Shield Bash, Second Wind2097% of games · 10% of mains10%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.
Shield Bash, Bone Plating2067% of games · 8% of mains8%Unclear+0.4% ±2.4Lane +0.5%Mid 0.0%Late 0.0%vs expected Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Shield Bash, Second Wind1284% 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.
Overgrowth, Bone Plating1274% of games · 0% of mains0%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

Early edge only

Triumph as primary rune

It does clearly better than Absorb Life 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.+1.8% ±1.2
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.+3.0% ±3.1
Every rune

Where each rune leads

What each keystone’s games buy as their first two legendary items. These are plain counts from 3,585 games.
Lethal Tempo2,981 games
Fleet Footwork386 games
  • crit like Immortal Shieldbow into Infinity Edge
  • damage like Blade of the Ruined King into Immortal Shieldbow
  • other builds or under two items

Same build, different rune

  • critFleet Footwork against Lethal Tempo · 236 and 1,535 gamesUnclear−0.5% ±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
Lethal Tempocrit Immortal Shieldbow into Infinity Edge (1,036 with this exact pair)51%1,535
damage Blade of the Ruined King into Immortal Shieldbow (543 with this exact pair)34%1,027
Other builds 51 · Under two items 36814%419
Fleet Footworkcrit Immortal Shieldbow into Infinity Edge (76 with this exact pair)61%236
Other builds 109 · Under two items 4139%150

Lethal Tempo page

These numbers come from 2,981 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 Tempo83% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.79% of mains
Fleet Footwork11% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.12% of mains
ConquerorUnder 1%0% of mains
Absorb Life55% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.44% 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.−2.3%±2.4BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−1.2% ±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. −0.4%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. 0.0%vs Triumph
Triumph45% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.56% 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.+3.5%±2.7Unclear+1.2% ±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. +0.4%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. 0.0%
Presence of MindUnder 1%0% of mains
Legend: Alacrity99% 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.+0.2%±1.8BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
Legend: HasteUnder 1%0% of mains
Legend: BloodlineUnder 1%1% of mains
Coup de Grace4% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.5% 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.
Cut Down10% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.15% 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% ±2.2LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.3%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. −0.1%
Last Stand86% 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.−0.3%±1.9BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.+0.6% ±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. +0.3%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. +0.1%vs Cut Down

Resolve as secondary: 99% of Lethal Tempo gamesPickedHow often players take this, out of the games with this keystone. (99% 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.+0.4%±1.8. A page takes two of these runes. Each is compared with the most picked rune in its row.

DemolishUnder 1%1% of mains
Font of LifeUnder 1%0% of mains
Shield Bash46% 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.+2.0%±2.7BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
ConditioningUnder 1%1% of mains
Second Wind54% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.45% 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%±2.5BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−1.0% ±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. −0.9%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. −0.1%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. 0.0%vs Bone Plating
Bone Plating43% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.51% 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.+2.5%±2.8Unclear+1.0% ±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. +0.9%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. +0.1%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest. 0.0%
Overgrowth50% 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.−1.5%±2.6BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
Revitalize2% 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.
Unflinching5% 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.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: under 1% of Lethal Tempo gamesPickedHow often players take this, out of the games with this keystone. (0% 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.

Cheap ShotUnder 1%0% of mains
Taste of Blood25% 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.
Sudden Impact75% 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.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 Sense5% 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 Hunter35% 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.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 Hunter5% 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.
Ultimate Hunter55% 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.

Inspiration 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.

Hextech FlashtraptionUnder 1%0% of mains
Magical Footwear8% 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.
Cash Back58% 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.
Triple Tonic42% 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.
Time Warp TonicUnder 1%0% of mains
Biscuit Delivery33% 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.
Cosmic Insight50% 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.
Approach Velocity8% 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.
Jack of All TradesUnder 1%0% of mains

Sorcery as secondary: under 1% of Lethal Tempo gamesPickedHow often players take this, out of the games with this keystone. (0% 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 ArcanistUnder 1%0% of mains
Manaflow BandUnder 1%0% of mains
Nimbus Cloak33% 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.
TranscendenceUnder 1%0% of mains
Celerity67% 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 Focus33% 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.
Scorch33% 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 Storm33% 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.

Shards

Offense
Adaptive ForceUnder 1%1% of mains
Attack Speed100% 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.+0.2%±1.8Too 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.
Ability HasteUnder 1%0% of mains
Flex
Adaptive Force98% 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.+0.4%±1.8BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
Move SpeedUnder 1%1% of mains
Health ScalingUnder 1%1% 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%.48% 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.+3.2%±3.0Unclear+1.1% ±1.8
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 Scaling61% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.49% 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.−1.8%±2.3BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−1.1% ±1.8vs 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 3,585 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%.

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