What a team’s makeup is worth
A tier list scores champions one at a time. This page shows what the team’s makeup adds on top: how its games went against what its five champions, its players and its side predicted: who plays each role, the classes, what the team brings, its crowd control and its damage.
The best team, in short
- Play one marksman at most: two marksmen do −1.5% and three or more −3.9%.
- A marksman in mid (Akshan, Tristana and Lucian) does −3.0%: it usually makes two.
- A mage in the bot lane (Viktor, Ziggs and Syndra) does +1.1%, and teams with no marksman +1.3%.
- Mix the damage: mostly physical teams do −1.5%.
- Bring peel: two champions who peel do +0.7% and none −0.7%.
- Don’t stack one class: three or more fighters do −1.8% and three or more mages do −2.9%.
- Keep some melee: four or more ranged champions do −1.6%.
- Also clear of luck: hard crowd control, 4 or 5 abilities, −0.5%.
Measured together, with the rest held equal: poke, damage over time, two or more marksmen, mostly magic damage and mostly physical damage cost.
No clear difference yet: support, jungler, top laner, tanks, assassins, front line, engage, poke and slows.
The strongest five
The team the draft lab’s model rates highest against an average team, among champions with 1,000+ games in the role. It wins 60.7%: +9.5% from the champions, +1.4% from the makeup.
A best guess, not a recipe: the champions decide most of it, and the top of a list of 800 champion roles is where luck flatters most, so expect less in your games. Your own champions, played well, are worth more than any of these.
Of 76 groups below, 12 are clear of luck; luck alone would make about 4 of them look clear, so any single one can be chance.
Who plays each role
The kind of champion in each role, by its main class in Riot’s data; supports by their curated traits.
Classes on the team
How many of the five have each main class in Riot’s data.
What the team brings
How many of the five score 2 or 3 out of 3 on the trait, from their abilities.
Crowd control, range and damage
Abilities that stun, root, knock up, pull or the like, and abilities that slow, over the five champions.
Items into the enemy team
Does an item kind do more against the teams it’s made for? Each purchase against the same champion’s other purchases in that slot, on the win chance gained in the 10 minutes after buying: against the third of enemy teams with the most of what it answers, and the third with the least. From 1,500,907 purchases in 50,990 games.
Boots answer the enemy team clearly; whole item kinds mostly don’t, and some go the wrong way (magic penetration into front liners), which says these comparisons also see who buys what and when, not just the item. The Draft lab only suggests boots that clearly do more against the teams they’re made for, and only boots the champion’s players already buy.
The draft lab’s model reads each champion’s hand-curated traits (engage, peel, poke, front line, crowd control and the rest, scored 0 to 3 from its abilities) and fits all of them at once on 50,987 games, on top of what the champions predict. Measured on games it didn’t see, it predicts results slightly better than the champions alone (log loss 0.6769 → 0.6766). The Draft lab uses it. The tables above count teams one trait at a time; this one holds the others equal.
From 101,977 teams in ranked games, patches 16.19–16.20. Each team’s result is set against the tier model’s expectation , which already counts each champion’s strength in its role. The number is the average over teams of that makeup, against every team’s. Classes are each champion’s main class in Riot’s data: Ashe counts as a marksman, Braum as a tank. The damage mix comes from Riot’s attack and magic ratings: mostly physical is under 30% magic, mostly magic over 60%. The kind of support, the traits and the crowd control come from each champion’s curated traits: a support with front line counts as a tank, then one with engage, then one with team utility and little poke as an enchanter. It doesn’t say why: two marksmen often means one of them is off-role.