Mains view. This shows what players who main Yone (it’s their #1 mastery champion) pick in 364 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.
Conqueror572% of games · 0% of mains0%Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.vs expected Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
How to read the numbers
Better+2.0%
The main number is how much more an option wins than the most picked one in similar games. Those are games with the same draft odds, played on the same patch by players with as much experience. A +2.0% means about two more wins per 100 games. Numbers from few games are pulled toward what the option does on other champions.
±1.2
± is the marginMargin (±)The real number is very likely inside this range. More games make it narrower.. The real difference is very likely inside it. On the bar, the dot is the number and the band is the margin. The black line means no difference.
BetterWorseEvenUnclear
Better or Worse means the whole margin is on one side of zero and the difference is at least half a point. Even means we know the two are within a point of each other. Unclear means it could go either way. With Not enough games, there are too few games to say anything yet.
vs expected+1.7%
vs expected (WPA) asks whether games with the option ended better than their win chance when it was chosen. It doesn’t compare options with each other. Next to it is the win chance it’s usually taken at.
Lane 0–14 min · Mid 14–25 · Late 25 to the end.The full guide
Full pages with Lethal Tempo
Each Lethal Tempo page compared with the most played one
PageGamesPickedPickedHow often players take this, out of the games with this keystone.VerdictVerdictBetter 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, Overgrowth1,35249% of gamesBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.+0.3%±2.3vs the next most played pageLane +0.1%Mid +0.1%Late 0.0%vs expected −1.3%±2.7
Overgrowth, Bone Plating26910% of gamesUnclear−0.3%±2.3Lane −0.1%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.
Shield Bash, Bone Plating1104% of gamesToo 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 Plating984% of gamesNot 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.
Overgrowth, Bone Plating873% of gamesNot 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, Overgrowth843% of gamesNot 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.
Where each rune leads
What each keystone’s games buy as their first two legendary items. These are plain counts from 3,701 games.
Lethal Tempo2,755 games
44%41%15%
Fleet Footwork865 games
53%31%17%
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 · 455 and 1,206 gamesUnclear−0.4%±2.3
damageFleet Footwork against Lethal Tempo · 266 and 1,123 gamesUnclear+0.4%±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
Keystone
Build
Share
Games
Lethal Tempo
crit Immortal Shieldbow into Infinity Edge (934 with this exact pair)
44%
1,206
damage Blade of the Ruined King into Immortal Shieldbow (920 with this exact pair)
41%
1,123
Other builds 63 · Under two items 363
15%
426
Fleet Footwork
crit Immortal Shieldbow into Infinity Edge (265 with this exact pair)
53%
455
damage Blade of the Ruined King into Immortal Shieldbow (242 with this exact pair)
31%
266
Other builds 21 · Under two items 123
17%
144
Lethal Tempo page
These numbers come from 2,755 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 Tempo74% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.72% of mains
Fleet Footwork23% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.26% of mains
Conqueror2% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.0% of mains
Absorb Life78% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.−0.5%±2.1BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.1% ±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.−0.5%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.+0.3%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.0.0%vs Triumph
Triumph22% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.−1.1%±4.0Unclear+0.1% ±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.+0.5%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.−0.3%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.0.0%
Presence of MindUnder 1%
Legend: Alacrity99% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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%±1.9BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
Legend: HasteUnder 1%
Legend: Bloodline1% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Coup de Grace3% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Cut Down10% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Unclear−1.2% ±2.2LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.−0.2%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.−0.6%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.−0.5%
Last Stand86% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.−0.6%±2.0BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.+1.2% ±2.2LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.+0.2%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.+0.6%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.+0.5%vs Cut Down
Resolve as secondary: 99% of Lethal Tempo gamesPickedHow often players take this, out of the games with this keystone. · 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%±1.9. A page takes two of these runes. Each is compared with the most picked rune in its row.
DemolishUnder 1%
Font of LifeUnder 1%
Shield Bash17% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.+2.7%±4.5Too 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.
ConditioningUnder 1%
Second Wind67% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.−0.9%±2.3BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.3% ±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.−0.1%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.−0.3%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.+0.1%vs Bone Plating
Bone Plating31% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.+1.1%±3.4Unclear+0.3% ±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.+0.1%MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.+0.3%LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.−0.1%
Overgrowth73% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.−0.8%±2.2BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.+0.3% ±2.4LaneWhen 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.+0.2%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 Unflinching
Revitalize4% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.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.
Unflinching7% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Unclear−0.3% ±2.4LaneWhen 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.−0.2%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%
Domination as secondary: under 1% of Lethal Tempo gamesPickedHow often players take this, out of the games with this keystone. · 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%
Taste of Blood20% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Sudden Impact80% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Sixth SenseUnder 1%
Grisly MementosUnder 1%
Deep WardUnder 1%
Treasure Hunter33% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Relentless Hunter13% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Ultimate Hunter53% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.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. · 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%
Magical Footwear11% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.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%.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.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%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Time Warp TonicUnder 1%
Biscuit Delivery22% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Cosmic Insight44% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Approach VelocityUnder 1%
Jack of All TradesUnder 1%
Sorcery as secondary: under 1% of Lethal Tempo gamesPickedHow often players take this, out of the games with this keystone. · 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 Arcanist25% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Manaflow BandUnder 1%
Nimbus CloakUnder 1%
Transcendence50% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Celerity25% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Absolute Focus25% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
ScorchUnder 1%
Waterwalking25% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Gathering Storm50% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Shards
Offense
Adaptive ForceUnder 1%
Attack Speed100% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.−0.7%±1.9Too close to callToo close to callPlenty of games, but too few players tried both, or the gap with the most picked option is too small to call. It could go either way.
Ability HasteUnder 1%
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%.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.−0.7%±1.9Too close to callToo close to callPlenty of games, but too few players tried both, or the gap with the most picked option is too small to call. It could go either way.
Move SpeedUnder 1%
Health ScalingUnder 1%
Defense
Health30% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.−0.3%±3.4Unclear+0.3% ±1.8
Tenacity and Slow Resist2% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Health Scaling68% of gamesPickedHow often this rune is taken in its row. A page has two secondary runes. Their rows add up to 200%.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.−0.8%±2.3BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.−0.3% ±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 3,701 games. Too few mains took Lethal Tempo to show their share of each rune.
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.
On the pages it’s labelled “vs expected”. It compares how games with the option ended with the win chance they had when it was chosen (the draft for runes and spells, the minute of purchase for items). +1.0% is about one more win per 100 games than expected. The comparison is with what players usually do from there. It can’t compare two options with each other. Because popular options make up most of what “usual” is, it understates them. Options that strong players favor also look better here than they are. Use it as a hint and let the main number decide the verdict.
This is how much more each option wins than the most picked one, in points of win chance. The games compared have the same draft odds or game state, the same patch and the same player experience. Numbers from few games are then pulled toward what the same option does on other champions. A number from 300 games keeps little of its size. With thousands of games, most of it stays.
The verdict reads the number after the pull and its 95% margin (±). Better or Worse needs the whole margin on one side of zero and a difference of at least half a point. Even means we know the two are within a point of each other. When it could go either way, the verdict is Unclear. Not enough games means too few players tried both, or the number is mostly the pull.
The difference is split by when the win chance moved: lane (0–14 min), mid game (14–25) and late game (25 to the end). The three add up to the whole game. They show when an option pays off or costs you.
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.
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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