Greetings
Fellow Summoners,
I'm
Heydon aka Snowspots. For some formal metric practice I decided to
watch all 47 Super Week LCS games while taking stats on a whole host
of parameters throughout the games. It was a long process but
luckily most the games were enjoyable to watch. I'd like to share
with you the stats that I gathered and some (hopefully) quick
analysis of the professional scene and the effects patch 3.10 has had
on it. These are by no means completely conclusive and I'm sure I've
made some mistakes, but there's only so much one person can try to
do. I hope you find these as interesting as I have.
Spreadsheets
can be found here:
Champion
List – Contains Pick/Ban rates as well as Win/Loss percentage for
each champion.
Items
– Contains (primarily) finished/intermediate items picked by X role
for each game as well as the total pick-up percentage per game.
Objective
Control – Contains a few major objective points found in most/each
match and the win rates associated with controlling that objective.
There
is an Excel and an OpenOffice file for each spreadsheet. Spreadsheets
were compiled in OpenOffice so their may be a few quirks (most likely
not) in the Excel files. If there are I apologize.
Onto
the analysis!
Objective
Control -
The
biggest thing to talk about in objective control change is the recent
turret buff in 3.10. With
the increased tower protection, there was
a lot of talk during Super Week about the increased importance of
dragon. This
may be misguided though. While its true that taking the most dragons
is a high indicator of who will win the game, the team with the most
dragons having a 70.21% win rate, there was only a 57.69% win rate
for the first dragon (42.86% in NA). That is the lowest of what can
be considered the first 3 primary objectives
First
Blood – 68.09% win rate.
First
Tower – 61.70% win rate.
First
Dragon – 57.69% win rate.
To
make sense of this, we also need to look at what objective normally
in between the 1st
and 2nd
dragons. That is taking down all 3 Outer Turrets. This is the
second best early game indicator as to which team will be taking the
in (behind First Teamfight Win – 91.49% win rate).
First
Outer Turrets – 85.11% win rate.
So
what does this mean? Why does taking the first dragon have such a
low win rate? I believe the answer comes in map control. While
trading dragon for another objective nets you extra gold that the
other team cannot gain, there are several things that you lose out on
when putting such an early game emphasis on dragon.
1
– You lose out in lane CS. Early dragons take longer to kill (even
if not by much). This causes more minions in the lanes to be killed
by turrets or minions than if dragon was taken at a later time.
2
– Your lanes take a lot of pressure. While you are prioritizing
the dragon, it
allows the other team to push to your towers and potentially kill
them. With early game being harder to deal, this is important,
especially because at this time mark the tower armor has usually
started to decay.
3
– You may lose a tower. Even with the extra tower armor, an
undefended turret can go down really fast. While gaining more gold
for dragon, and still able to take turret gold, you give up map
control by losing a turret. This puts the champions in that lane, as
well as the nearby buff objectives at greater risk for the rest of
the game.
Going
for an early dragon can be easily punished. In a worst case
scenario, the gold you gain from dragon will be countered by the gold
lost from CS and a tower kill by the other team. This will cause you
to be on even footing in terms of gold (until you take a tower in
response) while being at a disadvantage in terms of map control. In
the LCS, this is often the case.
So
in a nutshell, while yes Dragon has a large importance in 3.10, it is
extremely easy to punish a team going for an early dragon and gain an
advantage over them. Dragon is best left to be taken after another
early game objective and/or at a time when the opposing team is
unable to punish you for it. Dragon should not be prioritized over
the other early game objectives otherwise you will most likely put
yourself at a disadvantage for claiming the first Dragon.
All
of the other major objectives have stayed the same this patch as
through the rest of the Season. Taking all 3 of the Outer/Inner
Turrets is still holding strong at 85.11/93.48% win rates when taken
respectively. First teamfight win is also holding strong at 91.49%
win rate.
Champions
-
First,
the 3.10 effect:
More
interesting than the Objective Control changes, 3.10 has had an
even bigger
effect on Champion selection.
With the tower change, laning phases have generally been extended.
This has lead to what I like to call,
The
Rise of the Assassin.
Ahri
– 74.47% Pick/Ban, 55.56% win rate
Fizz
– 36.17% Pick/Ban, 100% win rate
Kass
– 53.19% Pick/Ban, 50% win rate
Zed
– 76.60% Pick/Ban, 58.33% win rate
With
the extended laning phase, assassin champions (with escapes) have
risen in popularity. Ahri and Zed in particular have extremely high
rates of pick or bans, and win rates over half. They've been very
high priority picks and both NA and EU and have performed extremely
well even in the games they have lost. With more time in lane, and
roaming be less punished, assassins have become more effective, able
to get to their high burst items while the lanes or most lanes are
still in tact, instead of picking them up just as teamfights begin.
This change increases their strength, being that they perform best in
small fights and skirmishes, not large teamfights.
Elise's
Downfall
The
other major effect that 3.10 has had is on Elise. From the looks of
it, this patch has severely hindered her, perhaps to the point of no
longer being viable. Let me give you the stats, and then explain why
I believe she has been so hurt.
Elise
34
games Picked/Banned – 72.34%
14
games Banned
20
games Picked
4
games won – 20% win rate.
For
the priority that was placed on Elise for Picks and Bans, her win
rate is an abysmal 20%. The other champions with similar priority
having win rates around 50% to as high as over 75%. 3.10 seems to
have taken Elise out of the picture. Why is this?
Elise
has been consistently nerfed most patches, but the spiderling change
in this one is the straw that broke the camels back. As each of her
skills took a hit, more and more of her damage percent was being
found in her spiderlings. They were keeping her afloat by providing
her much needed sustained damage that the rest of her kit is lacking.
Now however, the spiderlings are a lot easier to kill. So much
easier in fact that they simply die to incidental AoE damage. They
rarely survive the enemy teams burst damage in
a teamfight and cause Elise to lose a huge chunk of her damage.
Spiderling
Effective Health Changes, parentheses are versus AoE
Vs.
AD – 715(1001) to 494(593)
Vs.
AP – 825(1155) to 546(682)
The
changes in their health are massive. And the loss of DPS Elise gets
when they are gone is just as big, even though killing the
spiderlings is almost always completely incidental. Because of this
large loss of DPS to Elise with extra work required by the enemy, she
has taken a massive hit to her potential. To counter this, I'd
suggest a buff to her spiderlings, allowing Elise's spider form W to
provide damage resistance to her spiderlings, or to cause them to
heal on each hit. This would allow Elise to protect her spiderlings
with good skill usage.
LCS
Super Week Champion Choices
Just
quickly some interesting numbers and a few whys. First on the list
is Shen
Shen
– 100% Pick/Ban rate, 68.75% win rate.
While
always a very solid pick, with the extended laning phase, Shen now
gets more use out of Stand United before team grouping begins. He is
also punished less for using it leave lane early, because his tower
can better survive when he is gone.
Zac
comes in 2nd
with an 85.11% Pick/Ban rate while Zed, Ahri, Elise, and Thresh are
all over 70% Pick/Ban.
Shen
(31), Zed (24),Kassadin (20), and Ahri (19) hold the highest number
of bans, with the next few closest champs running at 14 or lower.
Zyra
holds the highest games played at 26 with a 0% ban rate, and a 57.69%
win rate.
Twitch
is the most popular ADC, at 29 Picks/Bans with Vayne 2nd
at 21 Picks/Bans.
Zac
holds the most games won (19) along with the best win rate (76%) for
the amount of games played (25).
Twisted
Fate, Sona, Attrox, Kennen, and Zac all have win rates over 70% while
having at least 5 games played.
The
least successful champions have been
Nunu
– 5 games, 5 losses, 0% win rate.
Vi
– 5 games, 5 losses, 0% win rate.
Karma
– 4 games, 4 losses, 0% win rate.
Fiddlesticks
– 8 games, 7 losses, 12.50% win rate.
Renekton
– 7 games, 5 losses, 28.57% win rate.
Orianna
– 8 games, 5 losses, 37.50% win rate.
Vayne
– 16 games, 10 losses, 37.50% win rate.
The
most successful champions have been.
MF
– 4 Bans, 4 Wins, 100% win rate.
Fizz
– 14 Bans, 3 Wins, 100% win rate.
Amumu
– 3 Wins, 100% win rate.
Ryze
also was hit hard by the 3.10 patch it seems. Having a 0% pick/ban
rate over the course of both NA and EU super weeks.
NA
vs EU Champion Choices -
The
biggest note here is Fizz. In EU Fizz was Picked/Banned 17 times, a
65.38% rate, while having a 100% win rate. In NA however, Fizz was
never picked or banned.
Fiddlesticks/Attrox
are also more popular in EU having 13/9 to 4/0 pick/ban rates in NA.
NA
places more priority on Tristana at 6 games in NA to 0 in EU, while
Rumble is 6 games to 1.
Thresh
and Varus have higher popularity in EU, being picked/banned 92.31%
and 50% of the time respectively, while in NA they have a 47.62% and
19.05% rates.
Item
Choices -
The
biggest item to look at this week, as of 3.10, is the removal of the
Runic Bulwark and the changes to Locket of the Iron Solari.
NA
Locket
– 47.62% pickup rate per game
Aegis
– 9.52% pickup rate per game
Total
– 57.14% pickup rate per game
This
means that in NA the new Locket is being picked up by only 1 team, in
roughly half of the games. This is down from an almost 200% pickup
rate of the Runic Bulwark in previous weeks, each team having 1
almost every game.
EU
Locket
– 103.85% pickup rate per game
Aegis
– 23.08% pickup rate per game
Total
– 127.93% pickup rate per game
In
EU there was a more than double pickup rate, but still a huge drop
from the near 200% of Runic Bulwark. This change has given more
choice to players. Locket of the Iron Solari being a viable option,
but no longer necessary like Runic Bulwark was.
BotRK
vs IE vs BT on ADCs
NA
BotRK
– 23 over 21 games
IE
– 18 over 21 games
BT
– 6 over 21 games
EU
BotRK
– 24 over 26 games
IE
– 17 over 26 games
BT
– 23 over 26 games
BotRK
is a far more popular item in NA for ADCs. NA players love the auto
attack damage and the utility of the on use way more than the pure
damage that BT offers. With an almost 400% higher pickup rate, NA
players are thinking that BotRK is the far superior item for ADCs.
However over in EU this is not the case, BT is picked up just as
often. In NA, the IE is normally the counter choice to BotRK, one or
the other being picked up and followed by attack speed. In EU
however, IE is generally built immediately after BT or BotRK. EU
players seem to prefer the high AD rates on their ADCs, for both the
on hit damage and the physical spell damage. NA, however, is putting
more emphasis on Attack Speed, paring their one AD item with an AS
item immediately. This is a difference in ADC play that both regions
should note.
AP
Carry Item Choices
Zhonya's
– 114.89% pickup rate per game
DeathCap
– 112.77% pickup rate per game
Voidstaff
– 78.72% pickup rate per game
While
AP item choices are generally very champion specific, there is a
common trend among them. Zhonya's Hourglass is the most popular
choice. It's raw power and the utility it offers in protection and
baiting is unmatched by most other AP choices and thus it is
primarilly the first major AP item picked up by AP champions.
Deathcap
comes in second, above Voidstaff. This shows that players are
preferring the raw numbers than Deathcap provides over the %
penetration that Voidstaff offers. There
is a little bit of discrepancy between NA and EU in this though.
NA
prefers penetration over raw power.
Deathcap
– 95.24% pickup rate
H.Guise
– 95.24% pickup rate
Lissandries
– 28.57% pickup rate
Voidstaff
– 95.24% pickup rate
Where
as EU is preferring the power over the penetration.
Deathcap
– 126.29% pickup rate
H.Guise
– 73.08% pickup rate
Liandry's– 19.23% pickup rate
Voidstaff
– 65.38% pickup rate
One
other interesting stat that the above numbers show, is the low pickup
rate of Liandry's compared to the pickup rate of Haunting Guise.
Liandry's is an extremely expensive item for what the upgrade
offers, and this is showcased but the poor numbers of it being
finished in games.
NA
vs EU Doran's Popularity
304.76%
- Doran's Blade – 457.69%
157.14%
- Doran's Ring – 296.15%
119.05%
- Doran's Shield – 157.69%
As
we can see, in EU Doran's items are vastly more popular, so what does
this mean? EU likes the early potential that they offer. They feel
that by filling up your slots for maximum power early on is better
play than the gold you save by not buying 2-3 Doran's items. NA will
have to realize that this is an early power spike for EU and make
sure to wait till they complete their first major item before overly
engaging. The downfall of this for EU though, is the lack of item
space. Carrying a ward, or that 1 red pot that can save your life in
a fight or from a gank are now harder to carry. Larger items must
also be completed in full, rather than pieces,
making their power curve more spiky, and less consistent.
A
Small Boots Note
Just
a quick note, EU puts less priority on finishing boots over other
items than NA does. Boots of speed (never upgraded) had a 157.69%
pickup rate in EU while NA was about 2.5 times lower at 66.67%. EU
is also a lot more likely to pick up Mercury Treads on their carries,
opting for the tenacity over the damage increase offered
All
Done.
While
there is certainly more that can be talked about, these I feel are
the most important differences in item changes and in NA vs EU
choices and should be looked at by both regions as World Championship
is coming up.
Thanks
for reading and hope you find the statistics interesting. Think I
missed something? Want
some other statistics?
Please let me know. I
plan to be continuing this for the Regionals and World, perhaps
beyond.